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Analysis of student decision factors in choosing a study program Basri, Irma Yulia; Giatman, Mohammad; Syah, Nurhasan; Elfina, Eni
Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Vol 8, No 2 (2024)
Publisher : Directorate of Research and Community ServiceUniversitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v7i2.62110

Abstract

Education is one of the efforts taken by someone in realizing the career they plan. Errors in choosing a study program cause someone not interested in learning. The choice of study program by students is influenced by several factors, namely interests, family, finances, self-capacity, career opportunities, culture and colleagues. This study discusses the dominant factors that influence the selection of study programs for students of the Faculty of Engineering, Padang State University. The research respondents consisted of 262 students of the Faculty of Engineering, Padang State University (FT UNP). This type of research is qualitative research by describing the results of a questionnaire that has been filled out by respondents. The results showed that the two dominant factors that determined the choice of study program for FT UNP students were interest (88.9%) and career opportunities 89.1%. Meanwhile, the factors that contribute the least to the selection of study programs for students are family (46.1%) and surrounding culture (59.8%).
Pengembangan Media Pembelajaran Komik Strip Berbasis Flipbook Digital Pada Mata Pelajaran Projek Ilmu Pengetahuan Alam Dan Sosial Elfina, Eni; Waskito; Darmi, Resmi; Maksum, Hasan
The Indonesian Journal of Computer Science Vol. 12 No. 4 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i4.3258

Abstract

Kurangnya media pembelajaran mengakibatkan peserta didik kurang aktif dan antusias ketika proses pembelajaran berlangsung. Diperlukan adanya media pembelajaran yang dapat membantu dan memfasilitasi dalam membangkitkan minat belajar dan meningkatkan hasil belajar peserta didik di SMK. Penelitian ini bertujuan untuk mengetahui proses perancangan media pembelajaran komik strip berbasis flipbook, mengetahui tingkat kelayakan media. Model penelitian pengembangan yang digunakan yaitu model Instructional Development Institute (IDI) yang meliputi tahap define, develop dan evaluate. Media pembelajaran komik strip berbasis flipbook dirancang menggunakan software dan hardware. Hasil penelitian diperoleh dari produk komik strip berbasis flipbook pada materi projek IPAS bagi kelas X SMK. Berdasarkan hasil tersebut dapat disimpulkan bahwa media pembelajaran Berbasis flipbook pada materi projek IPAS bagi peserta didik Kelas X SMK dapat digunakan dalam pembelajaran projek IPAS, karena bisa meningkatkan motivasi, minat belajar serta bisa dilakukannya pembelajaran mandiri bagi siswa yang ingin mengulang pembelajaran di rumah.
Revolutionary Flipbook-Based Digital Comic: Changing Student Engagement in Learning Elfina, Eni; Waskito, Waskito; Darni, Resmi; Maksum, Hasan; Novaliendry, Dony
JTP - Jurnal Teknologi Pendidikan Vol. 25 No. 3 (2023): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v25i3.44809

Abstract

The development of digital technology has had a significant impact on various aspects of life, including education. The use of digital media in learning is a necessity to motivate and increase students' interest in learning. One form of digital media that attracts attention is flipbook-based comics. This research aims to develop digital flipbook-based comics as an innovative learning tool to increase students' interest in learning. This research uses a 4D development approach (Define, Design, Develop, and Disseminate) to design, develop, and implement digital flipbook-based comics as an innovative tool aimed at increasing students' interest in learning. This research also involved testing with a number of students to evaluate the effectiveness and attractiveness of digital flipbook-based comics as a learning tool. The data collected involves aspects of learning interest, understanding of the material, and student satisfaction with the use of digital flipbook-based comics. The research results show that the use of digital flipbook-based comics can significantly increase students' interest in learning. Students responded positively to the interactive and fun learning experience. Therefore, the development of digital flipbook-based comics is an innovative solution in increasing students' interest in learning in this digital era.