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    Developing project-based learning tools for light vehicle engine maintenance subjects at vocational high school

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    This study aims to develop learning tools for project-based light vehicle engine maintenance and describe the teacher\u27s response to the application of project-based learning tools in light vehicle engine maintenance subjects. This research is a research and development (R&D) model with ADDIE. The ADDIE development model consists of analysis, design, development, implementation, and evaluation. The results showed that the product developed was valid in terms of validity, very practical in terms of practicality, and very high in the aspect of effectiveness. Based on the aspects of validity, it can be specified that the syllabus gets a percentage score of 90.25%, 88.78% learning implementation plan, 86.56% module, 88.93% job sheet, 87.5% achievement test instrument, and project test instrument 87.08%. Based on aspects of practicality assessed from the teacher\u27s response, it can be specified that the syllabus gets a percentage score of 88.67%, 86.88% learning implementation plan, 88.75% module, 88.77% job sheet, 85.42% test instrument for learning outcomes, and 83.33% project test instruments. Overall, teachers find it helpful to develop project-based learning tools. Based on the effectiveness, the results of students\u27 knowledge tests with the percentage of mastery learning in the knowledge area amounted to 86.67%, and the skill area amounted to 86.67% with very high criteria. Researchers can conclude that project-based learning tools on light vehicle maintenance subjects are in accordance with valid, practical, and effective criteria

    The evaluation of competency certification program through the LSP P-1 at vocational high school

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    This research aims to evaluate the competency certification program\u27s implementation through the First-Party Professional Certification Institute (LSP P-1) at SMK N 2 Klaten. The evaluation of the implementation of the competency certification program was reviewed on four aspects, e.g.: (1) context, (2) input, (3) process, and (4) product. This research is evaluation research based on the CIPP model (Context, Input, Process, Product). This research was conducted at SMK N 2 Klaten, which already had an LSP P-1license. The respondents were the principal, LSP chairman, secretary, treasurer, certification manager, chairman of the scheme committee, the competency test venue (TUK), and assessors. A questionnaire was used to collect data in this study. The data were analyzed with descriptive analysis. The result shows that: (1) the implementation of competency certification test through the LSP P-1 at State Vocational High School 2 Klaten in the context aspect is classified as very appropriate (83.93%), it is related to the policies and the goals of competency certification test; (2) in the input aspect is classified as very appropriate (88.82%), which meet the criteria of the assessor and the completeness of assessment tools; (3) in the process aspect is classified as very appropriate (88.59%), which leads to the suitability of the implementation procedures; and (4) in the product aspect is classified as very high (78.4%), for the achievement of competency certification test results and competency certificates

    Developing the teaching factory learning media in a public vocational high school

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    This study aims to determine the success factors of the learning media of tutorial and skill e-report portfolios video-based in teaching factory learning outcomes in vocational high school. This study was the Research and Development model, through several stages, namely: (1) collecting data; (2) planning; (3) developing draft; (4) conducting initial trials; (5) revising the trial results; (6) conducting trial site research; (7) improving the productivity of the test results, (8) conducting test, (9) completing the final product; and (10) disseminating and implementing the result. This study was conducted at 58 Public Vocational High School, Jakarta. The samples were random sampling, consisting of 59 students majoring in painting and visual communication design in the control class and the experimental class. The instrument was a multiple-choice test sheet (multiple choice) through pre-test and post-test. The results of the study were analyzed using a t-test. The t-test average of the experimental class, Visual Communication Design, was 11.522. The t-test average of the control class was 10.832. Thus, the average learning outcomes of the experimental class were 0.69, which is bigger than in the control class. In the experimental class, Painting Class, the average learning outcome was 67, and the control class was 54.5. Therefore, there was a difference of 12.5. The hypothesis stated that there were differences in teaching factory learning resulted from the pre-test and post-test experimental classes majoring in Painting and Visual Communication Design. The instructional media of Tutorials and Skill E-Report Portfolio Video-Based got very good responses from students

    Analisis kemampuan metakognitif siswa SMA kelas XI program IPA dalam pemecahan masalah matematika

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    Penelitian ini bertujuan untuk mendeskripsikan kemampuan metakognitif siswa SMA kelas XI program IPA dalam memecahkan masalah matematika. Penelitian ini merupakan penelitian survei yang melibatkan siswa SMA negeri di Kabupaten Kulon Progo dan Gunungkidul. Sampel penelitian adalah 160 siswa kelas XI program IPA yang berasal dari 6 sekolah yang mewakili tiga kategori capaian akademik siswa yaitu tinggi, sedang, dan rendah. Pengambilan sampel menggunakan teknik stratified random sampling. Pengumpulan data dilakukan menggunakan tes dan angket Metacognitive Awarenes Inventory (MAI). Data dianalisis secara kuantitatif dan kualitatif. Hasil penelitian menunjukkan bahwa 44% siswa mempunyai kemampuan metakognitif tinggi, 10% siswa mempunyai kemampuan metakognitif sedang, dan 46% siswa mempunyai kemampuan metakognitif rendah. Sebagian besar siswa yang mempunyai kemampuan metakognitif tinggi mampu menggunakan kemampuan metakognitifnya selama memecahkan masalah. Tidak semua siswa yang mempunyai kemampuan metakognitif sedang mampu menggunakan kemampuan metakognitifnya selama memecahkan masalah. Hampir semua siswa yang mempunyai kemampuan metakognitif rendah tidak menggunakan kemampuan metakognitifnya selama memecahkan masalah. Secara keseluruhan siswa kurang maksimal menggunakan kemampuan metakognitif selama memecahkan masalah. Abstract This study aimed to describe the metacognitive abilities of eleventh-grade high school students in the science program in solving math problems. This study was a survey involving public high school students in Kulon Progo and Gunungkidul Regency, Indonesia. The research sample was 160 students from the eleventh-grade science program from 6 public high schools representing three categories of student academic achievement, namely high, medium, and low. The sample was determined using a stratified random sampling technique. Data collection was carried out using a test and Metacognitive Awareness Inventory (MAI) questionnaire. Data were analyzed quantitatively and qualitatively. The results showed that 44% of students had high metacognition abilities, 10% of students had moderate metacognition abilities, and 46% of students had low metacognition abilities. Most students who had high metacognitive abilities were able to use their metacognitive abilities while solving problems. Not all students who had moderate metacognition abilities were able to use their metacognitive abilities while solving problems. Almost all students who had low metacognition abilities didn\u27t use their metacognitive abilities while solving problems. Overall, students did not use metacognition skills maximally during problem-solving

    Hyperreality study of hijab fashion celebrity

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    The purpose of this study is to look at the phenomenon of celebrity on social media Instagram and relate it to the hyper-reality theory by Jean Baudrillard. The vast expression space provided by online media has led to a wave of folk culture that allows anyone to become a producer and consumer of texts. Clothing recommendations are now much oriented on the celebrity fashion hijab. The problem is whether this celebrity hijab fashion is an accurate representation of Instagram users, so users often imitate the style of the role model. This study uses the theory of hyperreality, the concept of social media, and celebrity on Instagram. This study uses a post-positivist paradigm, qualitative, and quantitative approaches. The unit of analysis in this study is the followers of hijab fashion celebrity\u27s Instagram. Data collection techniques are an in-depth interview and survey. The results showed the level of representation in Baudrillard\u27s terminology ” which includes (1) representations that lie behind facts, (2) representations that cover facts, (3) representations that do not have facts, and (4) representations that are not related to facts ”and identification of reasons for joining certain celebrity fashion hijabs. The literacy point emphasizes on what is shown by \u27celebgram\u27 is not the actual reality. It is just a representation that refers to \u27itself\u27 and not for others. Impersonation can produce a range of satisfaction for disappointment. Tujuan penelitian ini adalah melihat fenomena selebriti Instagram dan kaitannya dengan teori hyper-realita dari Jean Baudrillard. Ruang ekspresi yang terbuka luas akibat perkembangan media online, menyebabkan terjadinya gelombang budaya akar rumput yang memungkinkan siapa pun untuk menjadi produsen dan konsumen teks secara bersamaan. Hal inilah yang memungkinkan siapa pun untuk menjadi \u27ahli\u27 di bidang yang mereka kerjakan atau sukai, dan fashion jilbab adalah salah satunya. Rekomendasi mode banyak berorientasi pada jilbab fesyen selebriti di Instagram. Masalahnya adalah apakah busana hijab yang dikenakan selebriti di Instagram ini merupakan representasi sebenarnya dari pengguna, sehingga pengguna sering meniru gaya para selebgram tersebut. Penelitian ini menggunakan teori hyperreality, konsep media sosial dan selebriti di Instagram. Penelitian ini menggunakan paradigma postpositivis, pendekatan kualitatif, dan kuantitatif. Unit analisis dalam penelitian ini adalah followers selebgram hijab fashion. Teknik pengumpulan data adalah wawancara mendalam dan survey. Hasil penelitian yang diperoleh adalah tingkatan representasi dalam terminology Baudrillard ”yang meliputi (1) representasi yang berada di balik fakta, (2) representasi yang menutupi fakta, (3) representasi yang tidak ada faktanya, serta (4) representasi yang tidak berhubungan dengan fakta ”dan identifikasi alasan para followers mengikuti gaya selebgram tertentu. Aspek literasi yang ditekankan dalam penelitian ini adalah pada apa yang ditunjukkan oleh \u27selebgram\u27 sejatinya bukanlah realitas yang sebenarnya. Itu hanya representasi yang merujuk pada \u27dirinya sendiri\u27 (selebgram) dan bukan untuk orang lain. Peniruan identitas dapat menghasilkanskepuasan atau justru kekecewaan

    Back Matter

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    A comparative study of BRTV and NTA Maiduguri regarding their compliance with Nigeria Broadcasting Code on religious programming

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    The regulation of broadcast religious programming is a critical challenge the National Broadcasting Commission (NBC) is facing in Nigeria. In Maiduguri, the capital of the north-eastern Nigerian state of Borno where religion forms a core part of the people\u27s culture, a great deal of Borno Radio Television (BRTV) and Nigerian Television Authority Maiduguri\u27s (NTA Maiduguri) airtime is allocated to Islamic preaching during the Muslim\u27s annual Ramadan fasting. However, there is a dearth of research on whether the airtime those broadcast stations allocate to Islamic programming complies with the NBC code on religious programming. This research gap formed the main research question of this study which was conducted during the second quarter of 2019. Primary data were collected using key informant interviews with five personnel from the two broadcast stations and the Maiduguri office of NBC, while secondary data were obtained through the review of official documents. Key findings showed that the airtime allocated to religious programmes exceeded the 10% NBC limit, BRTV allocated more airtime to religious programmes than NTA Maiduguri and Islamic programmes were allocated more airtime than programmes of other religions. Recommendations on how to improve compliance to NBC\u27s regulations were offered at the end. Peraturan program siaran keagamaan merupakan tantangan bagi National Broadcasting Commission (NBC)/Komisi Penyiaran Nasional di Nigeria. Maiduguri, ibukota Negara bagian Borno, Nigeria Timur Laut di mana agama merupakan bagian inti dari budaya masyarakat, banyak Radio Televisi Borno (BRTV) dan Otoritas Televisi Nigeria Maiduguri (NTA Maiduguri) mengalokasikan jam tayang untuk khotbah Islam selama Ramadhan. Namun, ada kelangkaan penelitian tentang apakah jam tayang yang disiarkan oleh stasiun-stasiun siaran itu untuk program Islami. Kesenjangan penelitian ini membentuk pertanyaan penelitian utama yang dilakukan selama kuartal kedua 2019. Data penelitian ini dikumpulkan menggunakan wawancara informan kunci dengan lima personel dari keduanya stasiun siaran dan kantor Maiduguri NBC, sementara data sekunder diperoleh melalui telaah dokumen resmi. Temuan penelitian ini menunjukkan bahwa airtime (jam tayang) dialokasikan untuk program keagamaan yang melebihi batas 10% NBC, BRTV mengalokasikan lebih banyak airtime ke program keagamaan dari NTA Maiduguri dan program Islam dialokasikan lebih banyak airtime daripada program agama lain. Implikasi dari penelitian ini adalah perlunya kepatuhan terhadap peraturan NBC

    The effectiveness of the application of Articulate Storyline 3 learning object on student cognitive on Basic Computer System courses

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    This study aimed to determine the effectiveness of applying learning objects based on Articulate Storyline 3 on student cognitive competence in the Basic Computer System course in the Informatics Engineering Education Study Program at the Ganesha University of Education. This type of research was descriptive quantitative with a pre-experimental research design involving one experimental class. The populations used in this study were all semester 1 students of the Informatics Engineering Education study program in the Basic Computer Systems course in the odd semester of the 2020-2021 academic year. Random sampling was using a simple random sampling technique. The average pretest result was 57.12, and the posttest average is 79.81. The paired pretest-posttest t-test resulted in the Sig. equal to 0.000, which indicates that there is a significant difference in the average pretest and posttest results. The percentage of student responses to the learning model is 64.19. This shows that self-confidence in learning objects based on Articulate Storyline 3 on student cognitive abilities Very Practical . The results of the N-Gain value showed a proportion of 60%. It can be said that the application of learning objects based on Articulate Storyline 3 has a significant effect on the cognitive abilities of the students, cognitive ability increases quite effective, and the category of student response is very positive

    The development of computer-assisted instruction game on mirror reflection concepts for junior high school students

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    This research aims to develop computer-assisted instruction by using gamification elements on mirror reflection topics in Junior High School. The method used in this research was a descriptive method. The subject of this research is experts and students. Experts chosen in this research are one science expert, one media expert, and one science teacher. Students chosen in this research are fifty-seven students in 9 grade at one of junior high school. The gamification aspects were chosen to make the game were goals, science content, and challenging environment. The expert gave feedbacks in both media and the quality of the content aspects. Students were asked about their agreement level of the gamification elements and the effect of gamification. The effect of gamification asked were motivation, joyness, convenience, addiction, understanding improvement, attractiveness, and interactiveness. The result found that experts gave a good score towards this game. Students also agreed that the game has goals, science content, and challenging environment. The result also found that the gamification elements itself caused them to feel motivated, joy, convenience, addiction, improve their understanding, and attracted after playing the game. Other than that, students confirmed they have two ways of interaction with the game. More than half of total students got a score higher than the average score after playing the game

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