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Pengaruh Penggunaan Media Google SketchUp Terhadap Motivasi Belajar Dan Kompetensi Siswa di SMK Negeri 1 Sampang Rofiatun; Soesiana Tri Eka; Mulyanto
Teaching and Learning Journal of Mandalika (Teacher) e- ISSN 2721-9666 Vol. 5 No. 1 (2024)
Publisher : Institut Penelitian dan Pengembangan Mandalika Indonesia (IP2MI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/teacher.v5i1.2742

Abstract

Tujuan penelitian ialah menilai dampak penerapan media google sketch up terhadap motivasi belajar dan kompetensi siswa di SMKN 1 Sampang. Populasi penelitian ini yakni semua siswa kelas XII DPIB-1 dan XI DPIB-2 SMK Negeri 1 Sampang yang berjumlah 71 siswa, sedangkan sampel penelitian sebanyak 20 siswa. Penelitian ini termasuk kedalam jenis eksperimental. Data dikumpulkan dengan metode tes untuk mengetahui tingkat Kompetensi siswa, sedangkan angket digunakan untuk Penggunaan media Google Sketchup, motivasi belajar. Metode pengolahan data memakai teknik anova 2 Windows. Adapun hasil penelitian yakni 1) penggunaan media Google SketchUp berpengaruh terhadap motivasi belajar siswa sebesar 0.000, 2) Dari penelitian ini didapatkan fakta bahwa penggunaan media Google SketchUp berpengaruh terhadap Kompetensi siswa sebesar 0,003 di SMKN 1 Sampang
Implementasi Pembelajaran Konektivisme Berbasis Kolaboratif Melalui Canva Yessy Septiani Yuono; Nuril Huda; Soesiana Tri Eka
Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa Vol. 3 No. 1 (2025): Jurnal Yudistira : Publikasi Riset Ilmu Pendidikan dan Bahasa
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/yudistira.v3i1.1578

Abstract

Connectivism is a learning theory that emphasizes the importance of networks and connections in the learning process, especially in the context of modern digital and technology. Learning is no longer limited to physical classrooms, but involves various sources of information spread through the internet network. In this digital era, tools and applications such as Canva are very relevant. Canva is a graphic design platform that allows users to create a variety of visual content easily and collaboratively. Through connectivism, applications such as Canva allow students to work together on design projects, share ideas, and access various visual resources from all over the world. By using Canva, students not only learn graphic design skills, but also develop the ability to collaborate effectively, access information quickly, and integrate knowledge from various disciplines. This reflects the principles of connectivism where learning occurs through dynamic interactions between learners and technology, creating a richer and more connected learning environment.
PENGEMBANGAN MEDIA PEMBELAJARAN AUGMENTED REALTY UNTUK MENINGKATKAN MINAT BELAJAR DAN HASIL BELAJAR SISWA DI KELAS III SD AL KAUTSAR Shintya Putri Kartika; Muhajir; Soesiana Tri Eka
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 01 (2025): Volume 10, Nomor 01 Maret 2025 in progress
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i01.21805

Abstract

The research conducted is a type of research and development that aims to: (1) produce products in the form of Augmented Reality learning media that are feasible and effective for the learning activities of students in grade III-A SD Al Kautsar Surabaya. (2) The development model used is the ADDIE (Analysis, Design, Development, Implementation and Evaluation) model. (3) Data collection using validation test questionnaire instruments for media experts, material experts, students and pre-test and post-test questions. (4) The results of the study show that the learning media is declared valid or feasible based on the validity test by: a. Media experts obtained 100% results with feasible/valid criteria, b. Material Experts obtained 100% results with feasible/valid criteria, c. students obtained 91.1% results with feasible criteria, d. The student learning outcome test of 28 students had an average score of 69.29 in the pre-test results while the average score obtained in the post-test results was 86.79 so that the learning outcomes increased. From the results of the above trial, it can be concluded that the Augmented Reality learning animation media of metamorphosis material is declared effective in the learning process of science subjects of Metamorphosis material for grade III students of SD Al Kautsar Surabaya.