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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 Prototype Smart Home berbasis IoT untuk Meningkatkan Hasil Belajar pada Mata Pelajaran Mikroprosesor dan Mikrokontroler Kelas XI TEI di SMK Negeri 1 Jabon Arvian Ega Nararya Athallah; Fendi Achmad; Muhamad Syariffuddien Zuhrie; Ali Nur Fathoni
CARONG: Jurnal Pendidikan, Sosial dan Humaniora Vol. 2 No. 3 (2025): Juli: Education and Community
Publisher : Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62710/gvrxbp34

Abstract

Penelitian ini bertujuan mengembangkan media pembelajaran Prototype Smart Home berbasis Internet of Things (IoT) untuk meningkatkan hasil belajar pada mata pelajaran Mikroprosesor dan Mikrokontroler kelas XI Teknik Elektronika Industri di SMK Negeri 1 Jabon. Penelitian menggunakan metode Research and Development (R&D) dengan model ADDIE (Analysis, Design, Development, Implementation, Evaluation). Sampel penelitian terdiri dari 36 peserta didik kelas XI TEI SMK Negeri 1 Jabon tahun ajaran 2024/2025. Validasi produk dilakukan oleh para validator dan diperoleh skor validitas sangat tinggi, yaitu 97% untuk prototype smart home, 95% untuk jobsheet, dan 95% untuk angket respon peserta didik, sehingga media pembelajaran ini dinyatakan sangat valid. Dari aspek kepraktisan, media ini mendapatkan respon positif dengan skor rata-rata 3,03 (76%), mengindikasikan media yang praktis digunakan dalam proses pembelajaran. Keefektifan media terlihat dari peningkatan nilai rata-rata peserta didik, yaitu nilai pretest sebesar 74,31 menjadi posttest 85,28, dengan uji signifikansi menunjukkan hubungan yang signifikan (sig. 0,000 < 0,05). Dengan demikian, Prototype Smart Home berbasis IoT terbukti valid, praktis, dan efektif dalam meningkatkan hasil belajar siswa pada mata pelajaran Mikroprosesor dan Mikrokontroler di SMK Negeri 1 Jabon.