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Development of Interactive Media to Improve CNC Machine Malfunction Handling Skills of TU 3A Based on Immersive Gamification Raihan Ramadhan; Rizky Ema Wulansari; Eko Indrawan; Dony Novaliendry; Dimas Aulia Saputra
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.13088

Abstract

This research was conducted to design and produce an electronic module (e-module) for CNC Programming that integrates a project-based learning (PjBL) approach with an immersive gamification strategy, optimized for use on Android-based devices. The study employed a Research and Development (R&D) methodology, adopting the 4D framework consisting of the stages of define, design, develop, and disseminate. Data were obtained from expert validators, lecturers, and students to evaluate the e-module in terms of its validity, practicality, and effectiveness. The validation results indicated that the e-module achieved excellent validity, with average scores of 0.917 for media quality and 0.950 for material quality. The practicality evaluation yielded ratings of 96.94% from lecturers and 91.90% from students, both categorized as very practical. The effectiveness test produced an N-Gain value of 0.69, which reflects a moderate improvement in students’ learning performance. Furthermore, the t-test analysis (Sig. 0.001 < 0.05; t-count 3.806 > t-table value) demonstrated a statistically significant difference between the experimental and control groups. Overall, the developed PjBL-based e-module with immersive gamification features was found to be valid, practical, and effective, serving as an interactive learning medium that fosters student engagement and aligns with 21st-century educational demands.
Dari Kelas ke Industri: Apa yang Benar-Benar Meningkatkan Green Skills di Sekolah Menengah Kejuruan (SMK) Indonesia? Dimas Aulia Saputra; Tuti Suartini; Tiara Maulida Yanti; Sri Lestari Harja; Sri Alvina Damayanti
Jurnal Penelitian Pendidikan IPA Vol 12 No 1 (2026)
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v12i1.13244

Abstract

Indonesia's green transition requires vocational graduates who are not only technically competent, but also possess green skills (GS) in the cognitive (CC), interpersonal (IC), and intrapersonal (IaC) domains. This study aims to map the level of GS, patterns between domains, and learning factors in Indonesian vocational education by conducting a quantitative secondary synthesis of five Scopus-indexed studies (2015-2025). The methods used include structured book coding, metric harmonization, and the SWiM framework with voice calculation based on effect direction (↑, →, ↓, NR). The results show a gap between students and teachers: the average GS scores of students (2.188-2.594) were lower than those of teachers (2.242-2.917), with two of the three studies placing student GS in the low category. One intervention module showed a moderate improvement (N gain = 0.4; average score from 46.7 to 73.3). IC was consistently positive (3 out of 3 studies ↑), IaC was mixed (2 positive, 1 negative), and CC was varied (1 positive, 1 neutral, 1 negative). A survey of 562 Islamic vocational school students showed a positive relationship between religious and environmental values and GS. These findings highlight the importance of GS modules, values-based education, and green school culture.