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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
Development of Canva Software-Based Interactive Learning Media Using the ADDIE Method Asnur, Lise; Taali; Desky, Abdul Habib Arrasyidi
Jurnal Penelitian Pendidikan IPA Vol 11 No 3 (2025): March
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i3.10425

Abstract

This research aims to develop interactive learning media for Restaurant Operations 1 course in the D4 Hospitality Management study programme at Padang State University. This course is a compulsory course with a weight of 2 credits, consisting of 1 credit of theory and 1 credit of practice. Currently, this course still uses modules in the form of PDF files that only contain text and images. Therefore, developer software, especially Canva, is needed to create interactive learning media. Canva is an online design tool that can be accessed through websites and apps. This research uses the ADDIE development method, which includes five stages: Analysis, Design, Development, Implementation, and Evaluation. However, this study only implemented the first three stages, namely analysis, design, and development. The analysis stage consists of needs analysis and multimedia system analysis. The design stage includes media structure design, content design, and interface design. The result of the development stage is an interactive learning media that is in accordance with the applicable competencies. The initial product was validated by material experts and media experts. Suggestions and input from experts are used for improvement so that the learning media becomes valid and can be used in Restaurant Operations 1 courses.
Development of Project Based Learning E-Modules on Android Based Embedded System Subjects Desky, Abdul Habib Arrasyidi; Taali; Effendi, Hansi; Maksum, Hasan
Jurnal Penelitian Pendidikan IPA Vol 11 No 10 (2025): October: In Progress
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i10.12358

Abstract

This study aims to develop an e-module based on Project Based Learning (PjBL) for the subject of Embedded Systems that can be accessed via Android devices. The development of this e-module is motivated by the need for interactive, contextual, and project-based learning materials, particularly to enhance students' competencies in Industrial Electronics Engineering that are valid, practical, and effective for the Embedded Systems subject in Grade X Industrial Electronics Engineering at SMKN 1 Sumbar. The development of this e-module is intended to enhance students' understanding, motivation, and independent learning, thereby improving their learning outcomes. The research method used is Research and Development (R&D), employing the 4D development model (define, design, develop, and disseminate). Primary data in this study were obtained from validators, teachers, and students. The data were analysed descriptively to determine the validity, practicality, and effectiveness of the developed learning media. The validity test results showed that this learning media, with a media aspect score of 0.895 and a material aspect score of 0.960, was deemed valid by experts. The media was also deemed practical, with a practicality score of 98.94% from teacher responses and 95.25% from student responses. In the effectiveness test, the Gain Score obtained was 0.69, placing it in the moderate category. Meanwhile, the t-test showed a Sig value (2-tailed) of 0.002 (2-tailed < 0.05) and a t-count value of 3.375 (t-count > t-table), indicating a significant difference in learning outcomes between students using this learning media (experimental class) and those not using it (control class). Thus, this PjBL-based e-module can be used as an interactive teaching material alternative that is suitable for 21 st-century learning needs and is valid, practical, and effective.