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Pengembangan Perangkat Pembelajaran Inkuiri Ditunjang Media Training Kit Pengasutan Dan Pengereman Motor Listrik AC 3 Fasa Pada Mata Pelajaran Instalasi Motor Listrik Siswa SMK Negeri 7 Surabaya Sechvira Marzabella; Puput Wanarti Rusimamto; Fendi Achmad; L. Endah Cahya Ningrum
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 2 No. 3 (2023): Agustus : Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v2i3.2142

Abstract

The exhaust is part of the exhaust on the motorbike which is designed for exhaust gas exhaust paths and as a motor silencer. The exhaust system or often called the exhaust has an important role in the function of the exhaust (muffler) as a silencer and regulates the direction of flow of combustion gases so that they flow regularly. This study aims to examine the effect of exhaust changes on torque and power or performance of Aerox 155cc motorbikes. The maximum torque of the standard exhaust is 11.36 N.m and the power is 11.01 HP. On the racing exhaust, the torque is 11.14 N.m with a power of 11.33 HP. Changes in the exhaust affect motorcycle performance but not significantly.
Pengembangan Media Pembelajaran Quiz Interaktif Berbantuan Software Articulate Storylane 3 Untuk Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran Instalasi Penerangan Listrik Kelas XI di SMK Negeri 3 Surabaya Oky Juan Saputra; Subuh Isnur Haryudo; Fendi Achmad; Rina Harimurti
Jurnal Elektronika dan Teknik Informatika TerapanĀ ( JENTIKĀ ) Vol. 1 No. 4 (2023): Desember: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.474

Abstract

This research was carried out because the learning activities for Class XI Electrical Lighting Installation at SMK Negeri 3 Surabaya were still teacher-centred. For this reason, learning media is needed that can help students play a more active, independent role and can improve student learning outcomes. The method used in this research is 4D type R&D which consists of four stages, namely design, Define, Developed, and Dissaminate. This research aims to produce an interactive quiz learning media assisted by articulated storyline 3 software that is valid, practical and effective. The research design applied was an experimental non-equivalent control group design. The research subjects were 30 students in class XI TITL 1 and TITL 2 each. This research was carried out in the even semester 2022/2023 using an independent curriculum and a Problem Based Learning learning model. Data collection techniques use validation sheets, response questionnaires, and multiple choice tests. The learning media validation results obtained with an average of 89.68% can be categorized as very valid. In the practical aspect, in terms of the student response questionnaire, the average rating was 84%, so it can be divided into very practical. Aspects of effectiveness were tested using the Wilcoxon test and T-test. In the realm of knowledge, attitudes and skills both obtained a significance value (2-tailed) of 0.00 < 0.05, therefore it can be concluded that there was an increase in the knowledge, attitudes and skills values ??of the experimental class compared to the control class. The conclusion is that the interactive quiz learning media assisted by articulated storyline 3 software in the Class XI Electrical Lighting Installation subject that was developed can be verified as suitable for use at SMK Negeri 3 Surabaya.
Efektivitas Game Based Learning Berbantuan Kahoot Dalam Meningkatkan Minat dan Hasil Belajar Siswa Kelas X TITL SMKS Raden Paku Khovivatul Qolby; Tri Rijanto; Nur Kholis; Fendi Achmad
Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Vol. 2 No. 4 (2024): Juli : Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupiter.v2i4.371

Abstract

This study aims to determine (1) the interests in the subjects DDTK of students of X TITL SMKS Raden Paku before and after the implementation of Game Based Learning with the help of the Kahoot application; (2) the learning outcomes in the subjects DDTK of the students of the X-TITL of SMKS Paku Raden before and following the application of Game based learning with the aid of the kahoot app. The design of one group pretest-posttest is the experimental methodology used in this study. The researchers involved the entire class X TITL SMKS Raden Paku as a population. Techniques to test students' interests and learning outcomes are test and lifting techniques. The results of this study showed that the interest and learning outcomes of students of X grade TITL SMKS Raden Paku before and after the treatment with Game Based Learning assisted by Kahoot increased. This is demonstrated by the pre-test averages of 48.89 and 58.30 and the posttest averaging of 84.09 and 82.50. The results of both hypothesis tests showed that the significance value was 0,000 < 0.05, which means Ha was accepted. The N-gain test of learning interest and learning outcomes indicated that the average N-gein score was 0.683 and 0.616 which meant effectiveness in the medium category. This indicates that the application of Game Based Learning with the help of Kahoot is quite effective in increasing the interests and learning outcomes in the subjects DDTK of X grade students of SMKS TITL Raden Paku.
PENGEMBANGAN TRAINER ELEKTRONIKA DAYA UNTUK MENINGKATKAN KOMPETENSI PRAKTIK SISWA PADA BIDANG KONVERSI ENERGI DAN PENGENDALIAN MOTOR DI SMK UMMATAN WASATHAN KABUPATEN KEDIRI Fendi Achmad; Nurhayati Nurhayati; Mohammad Iyo Agus Setyono; Ismet Basuki; Nur Kholis
Jurnal Pengabdian Masyarakat FKIP UTP Vol 7 No 1 (2026): PROFICIO : Jurnal Abdimas FKIP UTP
Publisher : FKIP UNIVERSITAS TUNAS PEMBANGUNAN SURAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36728/jpf.v7i1.5674

Abstract

Keterbatasan media pembelajaran praktik di Sekolah Menengah Kejuruan (SMK) sering menjadi kendala dalam meningkatkan kompetensi siswa pada bidang konversi energi dan pengendalian motor. Artikel ini membahas pengembangan trainer elektronika daya berbasis modular yang dirancang untuk mendukung pembelajaran praktik di SMK Ummatan Wasathan Kabupaten Kediri. Metode pelaksanaan meliputi studi pendahuluan, perancangan trainer, penyusunan modul praktikum berbasis Project-Based Learning (PjBL), pelaksanaan pelatihan, serta evaluasi efektivitas trainer melalui uji coba lapangan. Trainer dikembangkan dengan memanfaatkan berbagai komponen aktif dan pasif yang disusun secara ergonomis dalam panel portabel, dilengkapi jobsheet untuk mendukung kegiatan praktikum. Hasil pelatihan menunjukkan adanya peningkatan pemahaman siswa terhadap konsep konversi energi dan pengendalian motor, yang tercermin dari keterampilan praktik serta respon positif selama kegiatan. Dengan demikian, pengembangan trainer elektronika daya ini terbukti mampu memberikan pengalaman belajar yang lebih aplikatif, relevan dengan kebutuhan industri, serta mendukung pencapaian kompetensi abad ke-21 dalam pendidikan vokasi.