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    427 research outputs found

    Trainer Effectiveness in Basic Electrical and Electronic Practices in Vocational High Schools

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    Basic Electricity and Electronics is one of the subjects in VHS. This subject teaches theory and practice. Practical subject matter includes: how to measure the components of resistors, capacitors, coils, transistors and other components. This study aims to determine the effectiveness of practical trainers that have been developed for basic electricity and electronics subjects that have been developed and designed as practical learning media. The method used in this study is research and development (R n D), using the Hannafin and Peck model. The feasibility of practice trainers is based on the results of expert assessments, namely (1) assessment by material experts with a percentage gain of 92.50%, (2) assessment by media experts with an acquisition percentage of 82.60%, (3) assessment of student use obtains a percentage of 86.89 %. from the results of the assessment of the experts and students, it can be concluded that the basic electronics practice trainer is said to meet the requirements and is suitable for use as a learning medium for Basic Electricity and Electronics Class X for the Department of Audio-Video Engineering at Vocational High Schools. For the effectiveness of the trainers that have been developed it is done by comparing the results of the initial test with the results which result in an increase in learning outcomes by an average of 42.98%, so it is concluded that there is an increase in learning outcomes. To test the effectiveness obtained tcount = 98.2 and ttable = 2.056, because tcount> ttable, it can be said that this trainer is effective for use in practice. A gain value of 0.8 is in the range > 0.7, this means an increase in basic electrical and electronics practical skills before and after using a basic electrical and electronics practicum trainer with a high category

    The Development of e-Book Based on Problem and Project Based Learning Assisted by Book Creators

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    The aim of this research is; 1) develop an initial e-book assisted PPjBL approach platform Book Creator for fourth grade elementary school students; 2) describes the initial draft form of teaching materials in the form of an e-book based on the PPjBL approach assisted by a platform Book Creator for fourth grade elementary school students. This research is a kind of research and development or R&D (Research & Development). This study uses the Sukmadinata modification research stage which consists of 3 stages, such as; preliminary study (stage 1) consists of library research activities, field observations, and preparation of an initial draft; development (stage 2) consists of the product preparation stage, design validation, improvement, product testing, product improvement and determination; and product testing and socialization (stage 3). Data was collected using test and non-test techniques in the form of observation. This study uses qualitative data analysis techniques. Based on the results of the study, it was concluded that the e-book developed was "Very Appropriate" with a percentage of 81%. Moreover, based on the results of the product trials at a 95% confidence percentage obtained that the average value of the students after using the e-book was equal to 80

    Educational Media in Japanese Language E-Learning: Teacher Selection/Preparation and Perception

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    Educational Media is a determining factor in achieving the success of the learning process, especially in e-learning. E-learning is something new for teachers in Indonesia, especially Japanese high school and vocational high school teachers in Bali. There may be problems arising in the preparation and use of educational media. Therefore, it is important to know how the teacher determines the media in Japanese e-learning and teachers' perceptions of the use of these media. To obtain answers to these questions, a purposive online survey was conducted, followed by descriptive analysis. The survey was conducted on 117 Japanese high school and vocational high school teachers in Bali. The determination of the online learning platform is based on the results of discussions between related parties in education, especially students and teachers. The selection of educational media (teaching material) is tailored to the needs of delivering materials and the student conditions. Regarding teachers' perceptions of the use of media, there are differences in terms of the criteria for the gender of the teacher and the hours of experience of the teacher. Meanwhile, in the education level criteria, there is no difference in the perception of the teacher

    Facilitation Strategies in Online Group Work from the Perspective of Community of Inquiry

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    The COVID-19 pandemic has resulted in disruptions in a number of aspects of our lives, including in language education. Teaching and learning are now done remotely using various online learning platforms and educational technologies. While one of the foci in 21st-century skills is collaboration, how to design and manage group work in online courses remains a challenge for language educators. The Community of Inquiry (CoI) framework, which consists of teaching presence, cognitive presence, and social presence, has been widely employed in designing an effective online course. Thus, through online questionnaires and interviews, this descriptive qualitative research explored the experiences of seven university lecturers from two private universities in Jogjakarta to know how teaching presence was realized in coping with online group work. The results show how the participants have implemented a variety of facilitation strategies to maintain student engagement through different modes of communication, learning models, progress monitoring, and peer feedback. This research is also expected to shed a light on the challenges and strategies taken by lecturers to ensure that collaboration occurs in their classes

    Augmented Reality Visualization through Multirepresentations Approach in Chemistry Based on Qur’anic to Improve Cognitive Learning Outcomes

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    media melalui visualisasi augmented reality berbasis pembelajaran al-Qur'an, dan mengkaji sejauh mana hasil belajar siswa yang menggunakan media tersebut. Untuk mewujudkan tujuan tersebut, pendekatan ADDIE (Analisis, Desain, Pengembangan, Implementasi, dan Evaluasi) digunakan untuk mengembangkan media. Berdasarkan temuan penelitian, media yang dikembangkan berupa buku berbasis smartphone dan berhasil divalidasi relevansinya oleh ahli media, ahli materi, guru, peer reviewer, dan siswa. Secara khusus, validasi mengungkapkan (1) 87,27% untuk relevansi produk; (2) 90,66% untuk materi IPA Al-Qur'an; (3) 82,85% untuk tanggapan peer reviewer dan guru; dan (4) 86,2% untuk respon siswa, khususnya pada materi multirepresentasi kimia (tingkat makroskopis, submikroskopis, dan simbolik). Implementasi yang dilakukan terhadap 100 siswa, menunjukkan bahwa media pembelajaran berpengaruh positif dan meningkatkan motivasi siswa dalam pembelajaran al-Qur'an dan kimia. Selain itu, berdasarkan hasil uji coba pretest dan posttest menggunakan analisis paired sample t-test terhadap 50 siswa diperoleh nilai signifikansi sebesar 0,000. Hal ini menunjukkan bahwa media pembelajaran ini terbukti mampu meningkatkan hasil belajar kognitif siswa

    Utilization of Educational Technology in The Learning Process in The Sub-District of Tebas, Sambas Regency

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    This study aims to determine the use of educational technology in the learning process for educators in Tebas District, Sambas Regency, the theoretical use of research to contribute to the development and use of educational technology and practically to be able to apply the development of educational technology today. The variables in this study are Utilization of educational technology in the learning process" with indicators of learning models, learning strategies, learning methods, learning media and learning outcomes. The research method uses descriptive verification method in the form of case study research. The results of the study showed that the models, strategies, methods and learning media as well as learning resources most of the educators had mastered and could be applied, and it should be noted that the facilities and infrastructure that can support the use of educational technology such as internet facilities, wifi and equipment to support the implementation of learning when they want to implementing educational technology in delivering lesson messages and the lack of availability of learning resources in supporting the smooth process of using technology other than the teacher concerned

    Developing Augmented Reality (AR) as Assisted Technology in Reading Based on Content-Language Integrated Learning

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    Assisted technology has become one of the primary needs for inclusive education, especially for language learning. Language learning mediated by technology can provide affordances to EFL learners with low English language skills. Therefore, an assisted technology with content-language integrated learning was developed with the ADDIE approach to producing meaningful and motivational language learning with a dual focus, namely content and language. The materials presented in the assisted technology were developed stick to the Line-of-Sight by the Branch model (2009), which covers needs, goals, strategies, and assessment. The technology and material development result were named assisted technology-enhanced language learning (ATELL) and created with a marker-based augmented reality application. The AR application is an assisted technology for reading comprehension skills that guide the students in critical thinking for critical reading activities. The findings of the study show that students who read with the AR application performed better than those who read with the traditional method. The students also reported that they have a positive perception of the integration of the AR application for language learning for several attributes such as technology interactivity, compatibility, learning ambience, and cognitive condition

    Development of Web Programming Interactive Learning Multimedia in Vocational Middle School

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    The research aimed to develop interactive multimedia learning on web programming materials in Vocational High schools. This research was conducted at SMK Negeri 1 Sajingan Besar, with the research subjects were students in class XI of Software Engineering expertise competency as many as 48 students. The research method used is a 4D model consisting of four stages, namely define stage, design, develop, and disseminate. Interactive learning multimedia developed validated by three media experts with an average result of 3.9 with a category of "valid," 3 material experts with an average result of 4.09 with a category of "very valid" and three design experts with an average score of 4.32 with a category of "very valid." Developer trials with an average value of 82.9% with "positive" criteria. Multimedia has an initial view that contains several menus, namely material, SK-KD, Quiz, Help, About, and Download. The effectiveness of the use of interactive learning multimedia is done by looking at the responses of students and learning outcomes. The response result of 48 students was with an average score of 81.91% with the criteria "positive." The average student learning outcome for pre-test was 37.33 and for post-test was 59.97, with a difference of 22.64. Based on the results of the T-test that the sig value (2-tailed) is 0.000 < 0.05 and the t value counts > t table, (23,778) > (2.35), These results show there is a significant difference between before and after using interactive learning multimedia on web programming materials. As for the effect size test was conducted to find out the level of effectiveness in the use of interactive learning multimedia with a value of 2.83 with the category "Strong Effect.

    Integration of Technological Pedagogical Content Knowledge (TPACK) Learning Methods in The Learning Management System as An Effort to Improve Educator Competence

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    Educators as a type of profession are also required to have a certification of expertise. It is stated in Permendikbud No. 16 of 2007 that one of the competencies that must be possessed by an educator is proficiency in using information technology in the teaching and education process. The TPACK method is one method that is considered capable of boosting the competence of educators. The TPACK method can be optimally implemented if it is supported by good learning system management. Therefore, it is necessary to integrate the TPACK learning method with the learning management system. This study aims to describe the planning and design of the integration of the TPACK learning method into the management of the education system in Indonesia as an effort to increase the competitiveness of the workforce, especially workers in the education sector. The research method used is descriptive qualitative method with a literature study approach. The data used is secondary data derived from scientific publications. The results show that the core components of the TPACK method consist of technology, pedagogy, and content. These three components can intersect and synergize so as to create new conditions of understanding. TPACK requires educators to have a complete understanding related to technology operations and the use of technology in learning, demands to continue to develop pedagogical abilities, and increase educator competencies through increasing literacy and understanding of the field of study to be taught

    Development of Digital Comic on Thematic Learning to Improve Literature Skills of 5th Grade Students in Elementary School

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    The development of information technology is very influential in the world of education, so that it can be used as a medium of learning. One way to improve the quality of education through technology is by organizing digital literacy. Digital literacy teaches a person to operate digital technology and think critically. Digital comics are one of the media that can improve students' literacy skills. This study aims to (1) determine the development of digital comics on student literacy, (2) determine the feasibility of the digital comic product being developed, (3) determine the effectiveness of the developed digital comic product. The research method used is research and development which refers to the Richey and Klein development model using three stages, namely: planning, production, and evaluation. The research was conducted for grade V elementary school students, before being tested on students the product was evaluated first by media experts, linguists, and material experts. The results of the assessment of the media expert obtained a score of 92.85% in the very good category, the linguist got a score of 80% in the good category, the material expert got a score of 94.23% with the very good category. Based on the results of experts, digital comic media is said to be very feasible. Furthermore, the one to one test got a score of 93.06% in the very good category and the small group test got a score of 92.08% in the very good category, so the product was said to be very feasible. Meanwhile, the effectiveness test of conducting the T test with the pretest and posttest obtained a value of 0,000 < 0,05. So it is concluded that digital comic media can improve student learning outcomes and can improve student literacy skills

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