Alfian, Rangga Dino
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Development and Implementation of AR-Card Learning Media to Improve Learning Outcomes in Motor Starter Topics Alfian, Rangga Dino; Khumaedi, Muhammad; Sutopo, Yeri
Journal of Vocational and Career Education Vol. 9 No. 1 (2024): July 2024
Publisher : Universitas Negeri Semarang

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Abstract

This research is motivated by challenges in the learning process of motor starter topics, including low student engagement, a lack of teaching aids, suboptimal learning media, and previously low student performance, with 70% of individuals failing to meet the minimum passing grade. This study aims to develop Android-based AR-Card learning media for motor starter topics, assess the feasibility of the media, and compare its effectiveness with other teaching methods in improving learning outcomes and motivation. The research employs the ADDIE development model and was conducted at SMK Bina Nusantara Semarang with 42 eleventh-grade individuals majoring in Motorcycle Engineering. The sample consisted of two classes, each receiving different teaching treatments. The results show that the AR-Card learning media developed is deemed feasible based on expert evaluations. The implementation of AR-Card learning media proved to be more effective than conventional methods. The study concludes that AR-Card learning media significantly enhances both learning outcomes and motivation. The novelty of this research lies in the 3D visualization of motor starter components integrated into the learning media.
DEVELOPMENT OF LEARNING MEDIA TO IMPROVE STUDENT LEARNING OUTCOMES ON PRODUCT BRANDING MATERIALS IN VOCATIONAL HIGH SCHOOLS Alfian, rangga dino; Bahtiar, Fahmy Zuhda; Rahman, Fathur; Burhan, Nurul
Jurnal Pendidikan Teknik Mesin Vol. 25 No. 02 (2025): December 2025 (on going)
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jptm.v25i02.37848

Abstract

The purpose of this study is to analyze the needs of teachers and students for learning media, to determine the feasibility of learning media, and to measure the effectiveness of this learning media on Shiva learning outcomes. This type of research is Research and Development (R&D). With the validation of the research instrument, it is then continued with the research procedure using 10 stages, and quantitative descriptive data analysis techniques. The results of the media feasibility test obtained a percentage of 95% for the media assessment so that the product was categorized as "very feasible", and 93% for the assessment of material experts so that the product was also categorized as "very feasible". Student learning outcomes at n-gain value get an average score of 0.8547, meaning that the increase in student learning outcomes is in the "high" category. The researcher suggested that the use of android-based learning media to improve student learning outcomes on product branding materials could be an alternative and reference for learning media.