Jurnal Ilmiah Pendidikan Teknik dan Kejuruan (JIPTEK)
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PENGEMBANGAN SENSOR PENCEGAH TERORIS PADA MODEL BANGUNAN 3D SEBAGAI MEDIA PEMBELAJARAN
Penjelasan materi ajar yang tidak bervariasi dapat menjadi penyebab tidak tercapainya tujuan pembelajaran. Model anatomi bangunan 3D adalah salah satu media pembelajaran yang mampu meningkat pemahaman tentang ilmu elektonika. Penelitian dilakukan dengan metode research and development (RnD). Perancangan desain yang dilakukan penyesesuaian pembelajaran konstruksi bangunan dengan perancangan model anatomi 3D yang relevan dengan sensor pengaman. Uji hasil sensor keamanan pada prototype mencatat nilai posisi, kelembapan, temperature, heat index, logam detector berfungsi dengan baik 100%. Selanjutnya dilakukan uji coba prototype sebagai media pembelajaran dan diuji dengan instrument dengan kuisioner. Berdasarkan uji terhadap 10 responden instrumen ini sudah valid dan realibel. Data penelitian menunjukan bahwa, sebelum dilakukan pembelajaran menggunakan media Sensor keamanan objek, nilai rata-rata peserta didik adalah 52,62. Pembelajaran menggunakan media berupa Sensor keamanan objek dapat meningkatkan prestasi peserta didik sebesar 82,514%. Prototipe aplikasi ini diharapkan mampu memberikan meningkatkan kepemahaman terhadap siswa tentang sensor elektronika
EFEKTIVITAS PENGGUNAAN E-LEARNING BERBASIS SCHOOLOGY DENGAN MENGGUNAKAN MODEL DISCOVERY LEARNING TERHADAP PRESTASI BELAJAR SISWA PADA MATA PELAJARAN SISTEM KOMPUTER KELAS X MULTIMEDIA SMK NEGERI 6 SURAKARTA PADA TAHUN PELAJARAN 2015/2016
The purpose of this study was to determine (1) differences in student achievement between the experimental class and control class which given a treatment the use of e-learning-based Schoology using discovery learning models; (2) the effectiveness of the use of e-learning-based Schoology using a model of discovery learning in improving student achievement. The population of this study was students of X grade multimedia in SMK Negeri 6 Surakarta. The sampling technique that is used was random sampling. This research method is using quasi experimental. Data collection techniques in this study is using observational methods to determine the management of learning before and after treatments the use of e-learning-based schoology using a model of discovery learning. Methods of documentation to determine the list of names, the number of students, daily value and research evidence were taken by picture. The test method to determine the results of pretest and posttest. Analysis of the data used is non parametric test using the Mann Whitney test and the Wilcoxon signed rank test. Based on this research, first, there is a difference between the posttest value between control class and the experimental class after being given treatment such as the use of e-learning-based schoology using discovery learning models, sig value is smaller than the significance level 0,05 which is 0,000 <0.05. Second, the use of e-learning based schoology using discovery learning is more effective, with an increase in the value of gain of 0,94. While conventional learning provides increased in the value of gain of 0,74
MENANAMKAN KONSEP PEMBELAJARAN BERBASIS STEAM (SCIENCE, TECHOLOGY, ENGINEERING, ART, AND MATHEMATHICS) PADA GURU-GURU SEKOLAH DASAR DI PACITAN
ABSTRACT This article is a report of a community partnership program to introduce STEAM-based learning concepts (science, technology, engineering, art, and mathematics) for elementary school teachers in Pacitan Regency. STEAM-based learning is seen to be compatible with elementary thematic learning because they are not rigidly restricted by subjects, but an integration of various subjects that are packaged into a topic that could be discussed in terms of scientific, technological, engineering, artistic, and mathematical. The evaluation of the program is carried out using a questionnaire. It is found that after attending the training, the participants have a high enthusiasm for STEAM, a good understanding of the STEAM-based learning concepts, and able to see the compatibility with thematic learning in elementary schools. However, the participants still need further assistance to realize the concepts into real learning
PEMANFAATAN APLIKASI ANDROID DAN VIDEO PEMBELAJARAN UNTUK MENINGKATKAN HASIL BELAJAR PESERTA DIDIK DALAM MATERI JARINGAN KOMPUTER
The purpose of this activity is to improve the learning outcomes of students in studying computer network material using teaching media in the form of an Android application to replace MMS and learning videos. The subjects of this activity were students of class XII IPA 4 SMA N 1 PECANGAAN. The method used in this activity is syncronous and asyncronous.In carrying out this activity, students are asked to take the pre-test and post-test. The result of this activity was an increase in the knowledge and understanding of students about computer network materia
PENERAPAN MODEL PEMBELAJARAN MAKE A MATCH UNTUK MENINGKATKAN MINAT DAN HASIL BELAJAR SISWA PADA MATA PELAJARAN DESAIN MULTIMEDIA KELAS XI SMK NEGERI 3 SURAKARTA TAHUN PELAJARAN 2015/2016
This research aims is to to improve students interest and learning achievement on the subject of Multimedia Design Class XI SMK Negeri 3 Surakarta. This research is a classroom action research with two cycles, each cycle consisted of planning, implementation, observation, and reflection of teaching and learning activities. The subject of this reserach is the students of class XI MM-1 which numbered 31 students. Data collection technique that used were interview, quisioner, observation, and test. Analysis technique implemented through comparative analysis and descriptive qualitative. Meanwhile the validity of test data using triangulation techniques. The result of reasearch shows that on the precycle activities observation the percentage of the students interest is 10,34%, after implementation of make a match learning model in the first cycle increased by 48,28% then in the second cycle increased to 82,76%. While the result of students learning achievement also increased from the value of each cycle test. On precycle test namely the implementation of the conventional method, the average learning achievement for cognitive domain of 60,96; afective domain 65,51 and psychomotor domain 76,07. On the first cycle after the implementation of make a match learning model the average learning achievement increase on cognitive domain 72,41; afective domain 74,31 and pychomotor domain 76,20. At the second cycle increased for cognitive domain 86,34; afective domain 89,48 and pychomotor domain 86,38. Research conclusion that the implementation of make a match learning model can increase the students interest and learning achievement on the subject of Multimedia Design class XI SMK Negeri 3 Surakarta. Then, the implementation of make a match learning model which improve student interest and learning achievement is make the students become active. That can be acted by presentation activity in front of the class and give opportunity to audience (other students) for giving problem solving
PENGEMBANGAN SISTEM INFORMASI AKADEMIK BERBASIS WEB SEBAGAI SISTEM PENGOLAHAN NILAI SISWA DI SMK NEGERI 1 KUDUS
This research aims to produce an information system of grade processing to allow the teacher in manage a report card of student grade. This information system is intended for use in vocational high school. This information system is web based, so it can be accessed by teacher to manage grades and students can see the result of their study. Method of this research is research and development (R&D) that implemented in SMK Negeri 1 Kudus. The data collection techniques are interview, quesioner and documentation. The Development of Academic Information System as a Web Based on Processing System of Student Grade in SMK Negeri 1 Kudus carried out with five stages : (1) Communication is discussions between researchers with the school about developing the system, (2) Planning is the planning needs of the functional, software and hardware requirements of the system are developed, (3) Modeling is the stage of system design that focuses on data processing. This phrase begins with the making of Usecase Diagram, Flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), Design of data base tables and their relationships and manufacturing design of interface system, (4) Construction is the stage where the design has been created, implemeted into the code (programme), (5) Deployment is the testing phrase to SMK to get feedback on the feasibility and development of a system which further. The final value of this research is 93,1% from expert system, 85,3% from the teacher and administration staff and 82.,4 % from the students, so it means that the system is highly feasible to be used.
PENGARUH BLENDED LEARNING MENGGUNAKAN THINK PAIR SHARE BERBANTUAN GOOGLE CLASSROOM DENGAN TRADITIONAL LEARNING TERHADAP HASIL BELAJAR DAN MOTIVASI BELAJAR SISWA
ABSTRAK Pada mata pelajaran produktif, terdapat materi yang membahas konsep dasar Wide Area Network sehingga peserta didik mampu menghubungkan sebuah perangkat ke jaringan luar. Sebagian peserta didik belum termotivasi mempelajari konsep dasar Wide Area Network sehingga hasil belajar tidak memuaskan. Mengatasi permasalahan tersebut diperlukan upaya untuk meningkatkan hasil belajar dan motivasi belajar peserta didik yaitu dengan penggunaan model Blended Learning selama kegiatan belajar mengajar. Model Blended Learning merupakan model pembelajaran yang memanfaatkan teknologi internet yaitu e-learning yang digabungkan dengan model pembelajaran tatap muka. Penelitian ini menggunakan strategi Think Pair Share sebagai model tatap muka dan Google Classroom sebagai e-learning. Penelitian ini menggunakan metode quasi experimental design dengan model nonequivalent control group design. Data dikumpulkan dengan pretest dan posttest, serta instrument motivasi belajar. Berdasarkan analisis menggunakan uji t, terdapat perbedaan hasil belajar dan motivasi belajar antara pembelajaran model Blended Learning dengan strategi Think Pair Share berbantuan Google Classroom dan Traditional Learning. Sedangkan dari analisis uji gain, model Blended Learning dengan strategi Think Pair Share berbantuan Google Classroom lebih tinggi daripada model Traditional Learning dalam meningkatkan hasil belajar
PENINGKATAN SIKAP JUJUR DALAM MENGERJAKAN TUGAS DAN HASIL BELAJAR MATA PELAJARAN DASAR PERANCANGAN TEKNIK MESIN MELALUI PEMBELAJARAN DISCOVERY LEARNING
Tujuan penelitian ini adalah untuk meningkatkan sikap jujur dalam mengerjakan tugas dan hasil belajar siswa pada mata pelajaran dasar perancangan teknik mesin dengan menggunakan pembelajaran discovery learning. Prosedur penelitian yang digunakan adalah prosedur Penelitian Tindakan Kelas. Penelitian ini menggunakan rancangan penelitian tindakan kelas yang terdiri dari dua siklus. Melalui pembelajaran Discovery Learning dapat meningkatkan sikap jujur dalam mengerjakan tugas mata pelajaran dasar perancangan teknik mesin bagi siswa kelas X TPM-B SMK Negeri 2 Surakarta semester gasal tahun pelajaran 2019/2020 dari kondisi awal sebesar 28% meningkat pada siklus 2 menjadi 100%, sehingga terjadi peningkatan sebesar 72%. Melalui pembelajaran discovery learning dapat meningkatkan hasil belajar mata pelajaran dasar perancangan teknik mesin bagi siswa kelas X TPM-B SMK Negeri 2 Surakarta semester gasal tahun pelajaran 2019/2020 dari kondisi awal sebesar 14% meningkat pada siklus 2 menjadi 100%, sehingga terjadi peningkatan sebesar 86%.Kata kunci : Sikap Jujur , Hasil Belajar, Pembelajaran Discovery LearningABSTRACTThe purpose of this study is to improve honesty in doing assignments and student learning outcomes in basic subjects designing mechanical engineering using discovery learning.The research procedure used was the Classroom Action Research procedure. This study uses a class action research design consisting of two cycles.Through learning Discovery Learning can improve honesty in doing basic mechanical design tasks for students of class X TPM-B SMK Negeri 2 Surakarta odd semester 2019/2020 from initial conditions by 28% increased in cycle 2 to 100%, so an increase of 72%. Through discovery learning can improve learning outcomes of basic subjects mechanical engineering design for students of class X TPM-B SMK Negeri 2 Surakarta odd semester 2019/2020 from initial conditions by 14% increased in cycle 2 to 100%, resulting in an increase of 86%.Keywords: Honest Attitude, Learning Outcomes, Learning Discovery Learnin
PENGEMBANGAN MODUL INTERAKTIF BERBASIS ADOBE FLASH PADA KOMPETENSI DASAR PENGOLAH SIMULASI VISUAL TAHAP PASCA PRODUKSI KELAS X AKUNTANSI 3 SMK NEGERI 6 SURAKARTA
Penelitian ini bertujuan untuk mengembangkan modul interaktif pada mata pelajaran simulasi digital dan mengetahui kelayakan modul interaktif berdasarkan penilaian ahli materi, ahli media, dan praktisi pembelajaran. Metode penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan (Research and Development). Pengembangan modul interaktif dilakukan dalam beberapa tahap. Tahap pertama yang dilakukan dalam penelitian ini adalah analisis isi materi dan analisis kebutuhan. Tahapan selanjutnya dari penelitian ini adalah pembuatan peta navigasi dan storyboard. Tahapan terakhir adalah pembuatan media, memvalidasi, merevisi, publishing, dan mengujicoba. Hasil penelitian menunjukkan bahwa modul interaktif memiliki skor 97% dari ahli materi yang termasuk dalam kategori sangat layak, 79% dari ahli media yang termasuk dalam kategori layak, dan 97% dari praktisi pembelajaran yang termasuk dalam kategori sangat layak.
PENGEMBANGAN MEDIA PEMBELAJARAN VIDEO TUTORIAL PADA MATA PELAJARAN SISTEM OPERASI KELAS X MULTIMEDIA SMK NEGERI 6 SURAKARTA TAHUN AJARAN 2015/2016
The purpose of this research is to develop media with video technology tutorials that can use in learning of operating system subjects in class X MM 1 6th Vocational High School Surakarta. The method used in this research was Research and Development, in the form of the development of media-based instructional video tutorials and tried out the media in class X Multimedia 1 6th Vocational High School Surakarta. The design was done with a procedure analysis, design, development and workout. The series of product development done by decided the teaching materials and the requirement, design layout and create storyboard, instructional media supporting objects collection, workout of product and revision. Data analysis techniques used in this study was a simple descriptive analysis, which modifying the interval mean of score. These results indicate that ratings matter from content expert who claim that the learning media video tutorial met both criteria once with a percentage of 78,7%. Media expert assessment of the learning media video tutorials with the overall percentage of 87,5% that met both criteria at all. Learning practitioners expert assessment of the learning media video tutorials with the overall percentage of 83,6% that met both criteria. While the responses of students X Multimedia I 6th Vocational High School Surakarta gained the score percentage about 90%, which mean the learning media video tutorials met both criteria at all. It can be concluded that the learning media video tutorials reasonably and can use in learning of operating system subject class X Multimedia I 6th Vocational High School Surakarta.