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Game Based Learning (GBL) Dalam Meningkatkan Keterampilan Penalaran Mahasiswa Bidang Teknik & Teknologi: Faktor Kebutuhan, Konsep dan Media Andeni, Afra Nabilah; Trema, Frendy Khan; Amalia, Direstu; Komalasari, Yeti; Nugraha, Minulya Eska
Journal of Engineering and Transportation Vol. 2 No. 1 (2024): Journal of Engineering and Transportation
Publisher : Cipta Kind Publisher

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Abstract

Game-based learning (GBL) is one of the learning systems that we often encounter among students these days. GBL utilizes games as a tool to achieve learning objectives where the games presented can be digital games, traditional games, or role-playing games. Previous research or relevant research has a crucial role in a research or scientific article. This research is useful to strengthen the theory and understand the relationship or influence between the variables studied. This article reviews the factors that influence Game Based Learning (GBL) in improving students' reasoning skills, namely needs, concepts and learning media in engineering and technology. The purpose of writing this article is to build a hypothesis of the influence between variables to be used in further research. The research methodology used is descriptive qualitative with the results of literature review articles in the form of: 1) needs affect game-based learning (GBL) in improving the reasoning skills of engineering and technology students; 2) concepts affect game-based learning (GBL) in improving the reasoning skills of engineering and technology students; and 3) media affect game-based learning (GBL) in improving the reasoning skills of engineering and technology students. This research is expected to provide a deeper understanding of the important role of reasoning skills in engineering and technology learning, as well as the benefits of GBL to improve these reasoning skills.
Project Based Learning: Development of Monitoring Wind Direction and Speed with Solar Power as Learning Media Setiyo, Setiyo; Soleh, Asep Muhamad; Sunardi, Sunardi; Kusumastuti, Mayang Enggar; Andeni, Afra Nabilah
Journal of Social Work and Science Education Vol. 5 No. 3 (2024): Journal of Social Work and Science Education
Publisher : Yayasan Sembilan Pemuda Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52690/jswse.v5i3.889

Abstract

Learning in the classroom needs appropriate methods and packaging to get good results for students. This study aims to determine the differences in learning methods using project-based practical learning and regular learning. The study was carried out using quantitative methods by conducting evaluations and interviews with students. Data processing uses the Manova test statistical data processing application. The sample from this research was students in the 3rd semester of the Airport Engineering Technology Study Program. From the results of data processing, it can be seen that there are differences in terms of understanding, collaboration and learning outcomes between students who use project-based learning methods and those who use regular learning systems. Project-based learning methods have fostered better understanding and collaboration. We hope that with the results of this research, educators will use project-based learning methods more often to foster understanding and collaboration between students in the campus environment.