Claim Missing Document
Check
Articles

Found 4 Documents
Search

PENERAPAN MODEL PEMBELAJARAN COOPERATIVE LEARNING UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK PADA MATA PELAJARAN PERHITUNGAN STATIKA BANGUNAN DI SMK Yulia Rahma Tanggong; Anas Arfandi; Tri Pancayana; Muh Yuri Gagarin
Jurnal Pendidikan dan Profesi Keguruan Vol. 4 No. 1 (2024): Jurnal Pendidikan dan Profesi Keguruan
Publisher : Jurusan Pendidikan Teknik Elektro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59562/progresif.v4i1.10355

Abstract

Penelitin ini bertujuan untuk mengetahui peningkatan hasil belajar peserta didik pada mata pelajaran perhitungan statika bangunan dengan menerapkan model pembelajaran Cooperative Learning. Penelitian ini dilaksanakan dengan metode penelitian tindakan kelas pada kelas X Bisnis Konstruksi Properti di SMK Negeri 3 Makassar yang berjumlah 25 orang peserta didik. Penelitian ini dilaksanakan dalam dua siklus pembelajaran. Hasil belajar yang dimaksud dalam penelitian ini mencakup aspek kognitif, afektif dan psikomotorik. Hasil penelitian menunjukkan bahwa adanya peningkatan hasil belajar peserta didik setelah penerapan model pembelajaran cooperative learning. Maka dapat disimpulkan bahwa model pembelajaran cooperative learning dapat meningkatkan hasil belajar peserta didik kelas X Bisnis Konstruksi Properti pada mata pelajaran Perhitungan Statika Bangunan.
Improving Competence and Entrepreneurship through Skills in Using Total Station in Vocational High School Taufiq Natsir; Anas Arfandi; Dwi Wahyuni Aprianti; Raeny Tenriola Idrus
Jurnal Sipakatau: Inovasi Pengabdian Masyarakat Vol. 2 No. 1 (2024): December
Publisher : PT. Global Research Collaboration

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61220/jsipakatau.v1i6.2446

Abstract

This study aims to improve students' competence and entrepreneurship through skills training on the use of Total Station at SMKN 5 Majene. Despite adequate school facilities, the curriculum related to surveying technology, especially the use of Total Station, is still underemphasized, even though this tool is standard in modern construction projects. This program conducted training and workshops involving lecturers who are mapping survey experts. In addition, this program also equips students with entrepreneurial knowledge, opens up career opportunities in the surveying and mapping sector, and increases the competitiveness of graduates in the work industry. The methods used include practical training, ongoing coaching, and comprehensive evaluation to ensure objectives are achieved. The results obtained are that the participants (students) of SMKN 5 Majene have the knowledge and skills in operating a Total Station and have entrepreneurial knowledge who are ready to work and able to utilize their technical skills in the world of work in the field of construction and surveying, which is also expected to contribute to the development of the local economy.
Web-Based Interactive Learning Media Integrated with Soft Skills ‎for Network System Administration in Vocational High Schools Anggi Alfioni; Anas Arfandi; Mukhlisin
ISEJ : Indonesian Science Education Journal Vol. 7 No. 2 (2026): February-May
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/isej.v7i2.2316

Abstract

Vocational high schools are expected to prepare students with technical competence and employability-oriented soft skills. However, learning in Network System Administration often remains dominated by teacher explanation, static materials, and assessments that focus mainly on technical knowledge and final scores. This study developed and evaluated a web-based interactive learning medium integrated with soft skills for vocational high school students. Using a Research and Development approach, the study synthesized the 4D, ADDIE, and Borg and Gall models into seven stages: needs analysis, design, development, testing and revision, implementation, evaluation and final revision, and dissemination and adoption. Data were collected through observation, interviews, expert validation sheets, student-response questionnaires, and pretest-posttest learning outcome tests. The product consisted of learning objectives, interactive materials, video resources, quizzes, automated feedback, project tasks, evaluation results, and soft-skill activities covering character, citizenship, collaboration, communication, creativity, and critical thinking. Expert validation indicated that the product was highly feasible, with mean scores of 93.50% from material experts and 90.73% from media experts. Practicality testing showed progressive improvement from 69.00% in one-to-one trials to 74.00% in small-group trials and 84.00% in field trials. The effectiveness test showed that the experimental class achieved a higher mean gain than the control class, 29.47 compared with 3.00. The posttest comparison was statistically significant, t(58) = 2.44, p = .018, with a medium effect size, Cohen’s d = .63. These findings suggest that web-based interactive media can enhance technical understanding while supporting soft-skill-oriented vocational learning in more meaningful and engaging classroom contexts.
Development of Gamified Higher-Order Thinking Skills Assessment Items for Phase D Informatics through Pedagogical Deep Learning Uswatun Hasanah; Syahrul; Anas Arfandi
ISEJ : Indonesian Science Education Journal Vol. 7 No. 2 (2026): February-May
Publisher : Yayasan Darussalam Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62159/isej.v7i2.2730

Abstract

This study developed and evaluated gamified Higher-Order Thinking Skills (HOTS) assessment items for Phase D Informatics through a pedagogical deep-learning orientation. The research addressed the limited availability of valid, reliable, and practical digital assessment instruments capable of measuring students’ analytical and evaluative thinking in junior secondary Informatics. A Research and Development design was employed by integrating the ADDIE, 4-D, and Tessmer formative-evaluation models into five stages: needs analysis, product design, development and validation, implementation and evaluation, and finalization. The product consisted of 20 contextual multiple-choice items delivered through Quizizz and designed according to Phase D Informatics learning outcomes and the principles of mindful, meaningful, and joyful learning. Content, assessment, and language validation involved three experts, while field testing involved 60 Grade VIII students from three public junior secondary schools in Pinrang Regency, Indonesia. Data were collected using validation sheets, assessment responses, observation records, and teacher and student practicality questionnaires. The results showed an overall expert-validation score of 94.24%, indicating that the instrument was highly valid. Empirical item analysis identified 17 valid items, while three items required substantial revision. The instrument demonstrated acceptable internal consistency, with a Cronbach’s alpha of .735. Most items showed moderate difficulty and adequate-to-good discrimination. Teacher and student responses produced a combined practicality score of 86.81%, categorized as highly practical. These findings indicate that gamification can support the delivery of evaluated HOTS assessment in Phase D Informatics.