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Studi Literature Penggunaan Media Pembelajaran Menggunakan Teknologi Augmented Reality Pada Sekolah Kejuruan Pratama, Arief Juneirul; Irfan, Dedy; Effendi, Hansi
Jurnal Vokasi Teknik Informatika Vol 3 No 1 (2023)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/javit.v3i1.135

Abstract

The challenges Indonesia had throughout the Industry 4.0 led to an improvement in the quality of its human resources, which was followed by the standard of its current education. To positively impact the growth of the nation, education must be able to provide quality human resources. One of the educational institutions that tries to give students the competency skills they need to succeed in the workplace (DUDI) is the vocational school . The advancement of information technology offers creative learning media alternatives. Technology-based multimedia such as augmented reality can be applied as a teaching tool. The application of augmented reality in the classroom can enhance its fun, interactivity, and accessibility. By gathering information sources linked to the issues highlighted in a study, a literature review methodology will be used as the research method. Using Augmented Reality (AR) technology, learning media has an average validity score of 86.54% with a very valid category, according to the results of the research that has been done, while the average effectiveness score is 84.96% with a very effective category. Learning indicators with learning objectives, learning media that are in line with core competencies and fundamental competencies, as well as needs and advantages of students, are used to gauge the validity of learning materials. In the meanwhile, student response, student activities, learning outcomes, and learning management are used to gauge the effectiveness of learning media.
Developing Android App-Based Interactive Learning Media for Mechanical Engineering Basics: Enhancing Vocational School Student Learning Outcomes Pratama, Arief Juneirul; K, Arwizet; Maksum, Hasan; Wulansari, Rizky Ema
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7567

Abstract

This study is to provide valid, practical, and effective Android application-based interactive learning media for the Basics of Mechanical Engineering subject in class X Mechanical Engineering at SMK Dhuafa Padang. This medium is intended to boost students' comprehension, motivation, and independence, allowing them to achieve better learning outcomes. The research approach employed is Research and Development (R&D), using a 4D development model (define, design, develop and disseminate). The primary data utilized in this study came from validators, teachers, and students. Data was analyzed descriptively to characterize the validity, practicality and effectiveness of the learning media developed. The validity test findings show that this learning medium, which had a media aspect score of 0,892 and a material aspect score of 0,950, was deemed valid by expert review. This media was also declared practical with a practicality score of 96,94% from teacher responses and 92,25% from student responses. In the effectiveness test, the Gain Score was 0,68, placing it in the medium category. Meanwhile, the t-test shows a Sig value (2-tailed) of 0.002 (2-tailed < 0,05) and a tcount value of 3,372 (tcount ˃ ttable), indicating a significant difference in learning outcomes between students who use this learning media (experimental class) and those who do not use the media (control class). Thus, this Android application-based interactive learning media is declared valid, practical and effective for use in the DDTM learning process.
Effectiveness of Blended Learning Model in Microprocessor Course with Google Classroom Taali; Desky, Abdul Habib Arrasyidi; Pratama, Arief Juneirul; Setiawan, Herlin
Jurnal Penelitian Pendidikan IPA Vol 10 No 7 (2024): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v10i7.7754

Abstract

Low student learning outcomes in microprocessor courses. This can be created if students are not able to condition themselves and take the learning process seriously. The importance of independent learning (self-regulated) of students, then an innovative learning process is also needed that can support student skills. One of the learning processes that can support the improvement of student learning outcomes is blended learning. The purpose of this study is to examine how Google Classroom supports the blended learning approach, which enhances student learning outcomes. This kind of study is known as quasi-experimental. Design of Pretest-Posttest. The research was conducted at the Electrical Engineering Education Study Program at Padang State University with a total of 32 experimental class students and 31 control class students. The research instruments used were observation sheets of the application of the blended learning model, student learning outcomes questionnaire. Data analysis was carried out with technical mean percentage, n-gain, and independent t-test. The results showed that the application of blended learning was effective on student learning outcomes at 5% sig tarag which was seen from the value of tcount > ttable, namely 4.75 > 1.67. There was an increase in student learning outcomes with a posttest value of 80.25. Based on the data that has been analyzed, it can be concluded that the application of blended learning assisted by Google Classroom is effective in supporting to improve student learning outcomes