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Perbedaan Kemampuan Teknik Gambar Self-Directed Learning dan Tutor Sebaya di Kelas X DPIB SMK Negeri 2 Medan Azahar, Ridho; Siregar, Syafiatun
Jurnal Pendidikan dan Teknologi Indonesia Vol 3 No 11 (2023): JPTI - November 2023
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.347

Abstract

Penelitian ini bertujuan untuk mengetahui adanya perbedaan kemampuan teknik gambar yang diajar dengan model pembelajaran Self-Directed Learning dan model pembelajaran Tutor Sebaya di Era Merdeka Belajar pada mata pelajaran Gambar Teknik kelas X DPIB di SMK Negeri 2 Medan. Metode penelitian yang digunakan adalah quasi eksperimen dengan populasi kelas X DPIB yang terdiri dari 2 kelas dengan jumlah 64 siswa. Teknik Pengumpulan data menggunakan tes hasil belajar dalam bentuk soal pilihan ganda sebanyak 30 soal valid dan lembar kerja peserta didik sebagai nilai keterampilan. Data dianalisis dengan menggunakan perhitungan independent sample t test melalui program SPSS versi 23. Hasil penelitian menunjukkan bahwa: pertama, rata-rata hasil belajar siswa yang diajar dengan model pembelajran Self-Directed Learning lebih tinggi daripada model pembelajaran Tutor Sebaya (77,28 > 63,88). Kedua, rata-rata nilai keterampilan siswa yang diajar dengan model pembelajran Self-Directed Learning lebih tinggi daripada model pembelajaran Tutor Sebaya (68,09 > 63,75). Ketiga, nilai t pada t-test for equality of means sebesar 3,625 sedangkan nilai t tabel yaitu 1,670 maka uji hipotesis  ditolak (   >  ). Maka dapat disimpulkan bahwa adanya perbedaan kemampuan teknik gambar yang diajar dengan model pembelajaran Self-Directed Learning dan Tutor Sebaya di Era Merdeka Belajar.
Pengembangan Media Pembelajaran Modul Klasifikasi Jalan dan Jembatan di Kelas XI DPIB SMK Negeri 1 Percut Sei Tuan Handika, Pan Surya; Azahar, Ridho; Abdulloh, Abdulloh
Jurnal Pendidikan dan Teknologi Indonesia Vol 3 No 11 (2023): JPTI - November 2023
Publisher : CV Infinite Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jpti.350

Abstract

Penelitian ini bertujuan tujuan untuk mengatahui tahapan pengembangan media dalam bentuk modul dan mengetahui kelayakan dan validitas modul pada materi Klasifikasi Jalan dan Jembatan Mata Pelajaran Kontruksi Jalan dan Jembatan Kelas XI Program Keahlian Desain Pemodelan dan Informasi Bangunan Siswa SMK Negeri 1 Percut Sei Tuan. Penelitian ini merupakan jenis penelitian dan pengembangan atau Research and Development (R&D) dengan model yang digunakan dalam penelitian ini adalah pengembangan model 4D yang terdiri dari empat fase: define, design, develop, dan disseminate. Penelitian ini menggunakan metode pengumpulan data yaitu wawancara, observasi, dan angket. Pengujian produk dilakukan oleh ahli media, ahli materi, dan ahli bahasa. Hasil penelitian ini berupa modul cetak maupun modul digital. Hasil penelitian yaitu: (1) Berdasarkan kriteria penilaian ahli media didapatkan skor (x) = 125,5 dengan persentase kelayakan 85,7% (sangat layak), (2) Berdasarkan kriteria penilaian ahli materi didapatkan skor (x) = 78 dengan persentase kelayakan 89,2%  (sangat layak), (3) Berdasarkan kriteria penilaian ahli bahasa didapatkan skor (x) = 46 dengan persentase kelayakan 96,6%  (sangat layak), dan (4) Berdasarkan hasil respon yang diberikan oleh 15 orang siswa terhadap modul yang diberikan memiliki skor (x) = 90 dengan persentase kelayakan 90,3 (sangat layak).
GEMAR (Game Belajar Al-Qur’an) : Inovasi Desain Belajar Al-Qur’an Berbasis Game Interaktif Nur Cahyo, Ahmad; Azahar, Ridho; Noufal, M. Zaky
Elektriese: Jurnal Sains dan Teknologi Elektro Vol. 13 No. 02 (2023): Artikel Riset Oktober 2023
Publisher : Yayasan Cita Cendekiawan Al Khwarizmi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/elektriese.v13i02.3382

Abstract

Peningkatkan penggunaan ponsel di Indonesia membuat masyarakat semakin banyak berinteraksi dengan gadget terkhususnya anak-anak. Penggunaan ponsel yang baik dapat memberikan dampak pembelajaran yang signifikan dengan memanfaatkan berbagai fitur yang ada. Pada penelitian ini pengembangan media pembelajaran Gemar bertujuan menjadikan proses pembelajaran Al-qur’an menjadi menarik dan menyenangkan bagi anak-anak. Metode yang digunakan adalah studi literatur dengan teknik analisis data deskriptif dan Argumentatif. Subjek yang dituju pada penelitian ini adalah anak usia dini dengan rentang usia 3 sampai 12 tahun. Hasil penelitian menunjukkan bahwa penggunaan Game Belajar Al-qur’an memberikan kemudahan bagi anak-anak dalam pembelajaran dan menjadikan pembelajaran Al-qur’an menjadi menyenangkan. Dengan adanya pengembangan Game belajar Al-Quran maka dapat meningkatkan minat pembelajaran Al-qur’an pada anak-anak dan dapat membantu dan mempermudah guru dan orang tua dalam memantau pemahaman anak dalam mempelajari Al-qur’an Kata kunci: Al-Quran, Anak Usia Dini, Game Interaktif
FACTORS AFFECTING STUDENT PERFORMANCE ON ENGINEERING DRAWINGS IN THE INDUSTRIAL REVOLUTION 4.0 Azahar, Ridho; Putu Sudira
International Journal of Multidisciplinary Reseach Vol. 1 No. 1 (2025): April
Publisher : International Journal of Multidisciplinary Reseach

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The Industrial Revolution 4.0 has transformed education, particularly in technical drawing, requiring students to develop ICT literacy, social skills, and active engagement. However, many students face challenges in mastering ICT tools and collaborative skills, impacting their academic performance. This study uses a quantitative approach with an ex post facto design to analyze the relationships between student engagement, ICT literacy, social skills, and student performance. A Likert-scale questionnaire was distributed to 91 technical drawing students at Yogyakarta State University, and the data were analyzed using the SEM-PLS method. The results show that student engagement is the most influential factor in improving academic performance, followed by ICT literacy and social skills. Active student engagement enhances ICT literacy, which supports collaboration and boosts learning outcomes. Social skills, while less directly impactful, facilitate teamwork, which is crucial for technical drawing projects. This study emphasizes the need for integrated learning approaches combining engagement strategies, ICT literacy development, and social skill enhancement through digital tools and collaborative projects. These findings contribute to curriculum development, ensuring students are equipped to meet Industry 4.0 demands.
The influence of communication and student engagement on higher order thinking skills in automotive vocational education Siswanto, Ibnu; Purwanto, Purwanto; Fajri, Saian Nur; Azahar, Ridho
Jurnal Pendidikan Vokasi Vol. 15 No. 3 (2025): November
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i3.78228

Abstract

Higher order thinking skills (HOTS) are essential in vocational and engineering education; however, empirical evidence explaining how communication and student engagement jointly shape the development of HOTS remains limited, particularly in automotive contexts. This study aims to examine the partial and simultaneous influence of communication and student engagement on students’ HOTS, including problem-solving, critical thinking, and creativity. An ex post facto quantitative correlational design was employed, involving 208 undergraduate and diploma students from the Automotive Engineering Education and Vocational programs at Universitas Negeri Yogyakarta. Data were collected using validated questionnaires, and multiple linear regression analysis was conducted to determine both independent and combined effects of the predictor variables. The findings reveal that communication and student engagement each exert a positive and significant influence on HOTS, while their simultaneous contribution explains 71.9% of the variance in students’ HOTS scores. These results indicate that students who actively communicate, participate, and engage cognitively, behaviorally, emotionally, and agentically demonstrate stronger analytical, reflective, and creative thinking abilities. The study confirms that communication and engagement are not merely supporting attributes, but key drivers of advanced cognitive development in automotive vocational education. Implications highlight the importance of designing interactive and collaborative learning environments that foster participation and meaningful academic involvement to prepare students for increasingly complex professional challenges.
Fostering Green Skills in Vocational Students: The Impact of Learning Environment, Attitudes, and Competence Azahar, Ridho; Hariyanto, Valentinus Lilik; Prayogo, Wisnu; Fitria, Laili
Indonesian Journal on Learning and Advanced Education (IJOLAE) Vol. 8, No. 1, January 2026
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/ijolae.v8i1.11746

Abstract

Vocational education plays a crucial role in preparing a workforce that is adaptable to the demands of sustainable development. However, the green skills of vocational school students are still classified as moderate to low, indicating a gap between knowledge and sustainability practices. This research aims to analyse the influence of the learning environment, environmental attitudes, and cognitive competencies on the green skills of vocational school students. The study employs a quantitative approach with a correlational descriptive method, involving 60 students from the construction engineering program selected through simple random sampling. The instrument, in the form of a Likert scale questionnaire, was tested for validity and reliability and analysed using multiple linear regression. The identification results showed that 87% of students have a positive perception of the learning environment, 60% have a good environmental attitude, 22% demonstrate high cognitive competence, and 55% fall into the fairly good category. Statistically, environmental attitude has the most dominant influence (β = .659, p = .000), followed by the learning environment (β = .286, p = .027) and cognitive competence (β = .286, p = .039). The R² value of .761 indicates that the three variables affect students' green skills by 76.1%. These findings imply the importance of transforming vocational learning through the integration of a green curriculum, strengthening sustainable pedagogy, and collaborating with the green industry