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Powerpoint-Based Interactive Media Development in Online Learning Raudatul Izmi; Utari; Mia Andriyani
Jurnal Pendidikan Vokasi Indonesia Vol. 1 No. 01 (2022): ISSUE AGUSTUS
Publisher : PT. Mifandi Mandiri Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63401/jpvi.v1i1.1

Abstract

When the COVID-19 pandemic hit almost all countries, all activities were limited and it was recommended to stay indoors, including the online learning process. This research is based on problems that occur in the learning process during the Covid-19 pandemic. Overcome this problem, it can be done using interactive media. This study aims to determine the development of technology in the world of education. One of them is interactive media-based learning media. In learning media, interactive media can be further developed to be varied so that the function of the media becomes wider. The development of media is not easy, but the need for an effort to maximize it. Therefore, the use of media is very important to improve and support the delivery of material. Interactive media usually refers to a computer system service that responds to actions between users in presenting material, such as text, images, animation, video, and audio.
Improving Narrative Text Identification through Cooperative Learning with the NHT Technique Mia Andriyani; Arini Vika Sari
Jurnal Pendidikan Vokasi Indonesia Vol. 2 No. 01 (2023): ISSUE AGUSTUS
Publisher : PT. Mifandi Mandiri Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63401/jpvi.v2i01.130

Abstract

This study aims to improve students' learning outcomes in identifying narrative texts using the Numbered Head Together (NHT) cooperative learning method for seventh-grade students at MTs Al Washliyah. This classroom action research was conducted in two cycles, with each cycle consisting of three meetings. The research setting was MTs Al Washliyah in Lubuk Pakam, and the study followed the Kemmis and Taggart model. The subjects of the study were 30 seventh-grade students, consisting of 13 male and 17 female students. Data collection techniques included collaborative observation and documentation, focusing on three aspects: cognitive, affective, and psychomotor. The research instruments used were: affective assessment format, student worksheets, and psychomotor assessment format. The data analysis technique employed was descriptive quantitative statistical analysis. The results indicated that the application of the Numbered Head Together (NHT) cooperative learning method, supplemented with PowerPoint media, successfully enhanced students' learning outcomes in describing narrative texts. This was evident from the improved student learning outcomes in each cycle. In cycle I, 17 students (57%) achieved mastery, while 13 students (43%) did not meet the Minimum Completion Criteria (KKM). In cycle II, the number of students meeting the KKM increased to 22 students (73%), with 8 students (27%) not meeting the KKM. These findings suggest that the Numbered Head Together (NHT) method significantly improved students' ability to identify narrative texts.
Integration of STEAM (Science, Technology, Engineering, Arts, and Mathematics) in Education in the Era of Technology Mia Andriyani
Jurnal Pendidikan Vokasi Indonesia Vol. 3 No. 01 (2024): ISSUE AGUSTUS
Publisher : PT. Mifandi Mandiri Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63401/jpvi.v3i01.139

Abstract

This study aims to analyze the implementation of the STEAM (Science, Technology, Engineering, Arts, and Mathematics) learning model in enhancing students' creativity at SMP Swasta Darma. The research method employed is a literature review, examining various references related to the application of the STEAM model in the context of education and creativity. Data were collected through document analysis, which includes previous research, articles, books, and other relevant sources. The findings reveal that the implementation of the STEAM model can enhance students' creativity, measured through indicators such as idea flow, creative thinking ability, cognitive flexibility, and appreciation for art and innovation. The STEAM model allows students to develop creative thinking skills through interdisciplinary learning experiences and complex problem-solving. Additionally, the application of this model encourages collaboration among students in team projects, enabling them to exchange ideas and work together in developing innovative solutions. Overall, the study concludes that the STEAM learning model is effective in enhancing students' creativity and recommends further development of STEAM implementation in formal education.