Briliant: Jurnal Riset dan Konseptual
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Analisis Usability Pada Aplikasi Shopee Menggunakan Metode System Usability Scale (SUS)
Shopee application is one of the marketplace applications with the most visitors throughout 2023, but there are still many negative complaints about the appearance of the application in the Google Play Store review column which shows that the appearance of the Shopee application is still less ergonomic and still faces problems related to usability attributes based on ISO 9241-11. The purpose of this study is to determine the usability value of the Shopee application interface design before and after improvements are made, and provide recommendations for design improvements using the Figma tool. The method used to evaluate usability is performance measurement for effectiveness and efficiency values, and system usability scale for satisfaction values. The results of the usability evaluation and design improvements on the Shopee application made an increase in the effectiveness value from 94% to 100%, the efficiency value from 90% to 100% with a processing time of 1266 seconds to 999 seconds, and the satisfaction value with a SUS score of 47.5 to 81.5
Pengembangan Media Pembelajaran Untuk Meningkatkan Unjuk Kerja Siswa Pada Mata Pelajaran Produk Kreatif dan Kewirausahaan
The purpose of this research is to produce the development of running text led P10 learning media that has a level of media validity and improves student performance in creative product and entrepreneurship subjects. In this study researchers took the ADDIE development method which was felt to be simpler, practical and did not require a relatively long time. Based on data analysis and discussion, the results of the validity of the Running Text Led Dot Matrix P10 learning media with Arduino Uno show the validity of the material obtaining a percentage of 82.14% and the validity of the media 90.62% both of which are included in the criteria for a high level of validity and deserve to be applied. improved learning outcomes in the implementation of the pre-test, then the value increased during the implementation of the post-test with the Running Text Led Dot Matrix P10 learning media with Arduino Uno and was able to increase the effectiveness of the learning media on creative and entrepreneurial product subjects
Pengembangan Buku Digital Interaktif pada Mata Pelajaran Matematika SMK
The industrial revolution is currently developing very rapidly and has an impact on all lines of life, including the world of education. Digitalization of education needs to be carried out in order to keep up with world developments. Based on the results of observations, data was obtained that SMK Islam 1 Blitar only has 1 textbook title to support the implementation of the teaching and learning process for students and teachers in mathematics subjects using the independent curriculum. The textbooks owned are said to be available in the form of printed books so they require a large enough storage space. Therefore, it is necessary to develop media in the form of interactive digital books to improve student learning outcomes. The type of research and development used is the R&D model of the ADDIE. Data collection uses questionnaires and written tests. The validation results by all research subjects were declared valid with details of obtaining scores of 91% of material experts, 88% of media experts, 94% of teacher users, and student users in small groups 92%. Based on the results of the feasibility test carried out, an average percentage score of 87% was included in the eligibility criteria. In addition, the product developed was also declared effective for use with an achievement score of 87%
Pengembangan Trainer Kendaraan Listrik Sederhana Sebagai Media Pembelajaran Pada Mata Pelajaran Dasar Otomotif di Jurusan Teknik Otomotif
The purpose of this research is to create and develop a simple electric vehicle trainer as a learning medium in basic automotive subjects in the Department of Automotive Engineering. Knowing the level of feasibility, and knowing the effectiveness of simple electric vehicle trainers as a learning medium in basic automotive subjects. The research and development method used is the ADDIE model. Based on the results of data analysis, the percentage of eligibility of media experts was 88.45%, material experts were 83.65%, and the results of student responses in small group tests obtained a percentage of 97.95%. Thus, the development of a simple electric vehicle trainer is very feasible touse. Thus, the development of a simple electric vehicle trainer is very suitable for use as a learning medium for basic automotive subjects for the purpose of learning electric vehicles. From the results of the normality test, a sig value > 0.05 was obtained, so it was concluded that the data was normally distributed, so that a parametric statistical test was used, namely using the t-test. From the calculations it is known that the Asymp Sig (2 tailed) value is 0.000, so it can be said that there is a difference in the increase in learning outcomes for the experimental class compared to the control class. So, it can be concluded that there is an effect of increasing class learning outcomes that use the development of a simple electric vehicle trainer as a learning medium in basic automotive subjects for the purpose of learning electric vehicles
Evaluasi Program Uji Tingkat Kompetensi (UTK) Departemen Otomotif SMKN 1 Blitar Menggunakan Model CIPPO
Vocational education is a form of education that prepares students to be ready to enter the world of work in certain fields of work. Currently, the development of Vocational High Schools (SMK) as providers of formal vocational education programs refers to the Merdeka Curriculum, one of which is to improve the relationship between schools and the world of work through the concept of links and matches between schools and industries. Competency Level Test (UTK) is a vocational education development program in the form of learning and competency testing developed by the Automotive Department of SMKN 1 Blitar. This study aims to determine the effectiveness of UTK quantitatively with indicators of context, input, process, product, and outcome aspects. This research is an evaluation study through a descriptive quantitative approach and survey through the CIPPO model (context, input, process, product, outcome). The population in this study were students and alumni using non-probability sampling techniques. The results showed the percentage of the quality level of the context aspect 97.8%; input aspect 92.2%; process aspect 93.8%; product aspect 96.9%; and outcome aspect 97.2%; meaning that the UTK program of the Automotive Department of SMKN 1 Blitar is effective as a student competency test program.Pendidikan vokasi atau kejuruan adalah bentuk pendidikan yang menyiapkan siswa untuk siap masuk dunia kerja dalam bidang pekerjaan tertentu.Pada saat ini, pengembangan Sekolah Menengah Kejuruan (SMK) sebagai penyelenggara program pendidikan formal kejuruan, mengacu pada isi dan tujuan program pendidikan Kurikulum Merdeka, serta adanya peningkatan hubungan antara sekolah dan dunia kerja melalui Konsep 8+i Link and Match antara sekolah dan industri. Uji Tingkat Kompetensi (UTK) merupakan program pengembangan pendidikan vokasi dalam bentuk pembelajaran dan uji kompetensi yang dikembangkan oleh Departemen Otomotif SMKN 1 Blitar. Penelitian ini untuk mengetahui secara kuantitatif seberapa tinggi kualitas aspek context, input, process, product, dan outcome pada program UTK Departemen Otomotif SMKN 1 Blitar. Prosedur penelitian ini adalah menggunakan evaluasi program model CIPPO, melalui pendekatan dan jenis penelitian kuantitatif deskriptif, serta teknik survey menggunakan populasi peserta didik dan alumni, dengan teknik non-probability sampling. Hasil penelitian diperoleh persentase tingkat kualitas untuk aspek context sebesar 97,8%, aspek input sebesar 92,2%, aspek process sebesar 93,8%, aspek product sebesar 96,9%, dan aspek outcome sebesar 97,2%. Artinya program UTK Departemen Otomotif SMKN 1 Blitar dapat dilanjutkan dan dikembangkan dengan sedikit perbaikan
Studi Komparasi Hasil Ujian Mahasiswa Tahun Pertama Perkuliahan Pada Mata Kuliah Autoimun
The first year of college has an influence on students taking courses in the following year. The low average final exam score of students in virtual face-to-face learning was the impetus for conducting this research. A total of 40 students from the Medical Education study program were given virtual and face-to-face learning for half a semester each. A total of 10 questions with the same weight are given in the mid-term and final exams to be worked on for 50 minutes. The results of the research show that face-to-face learning causes an increase in the minimum student exam score of 14 points (28%) while the maximum score increases by two points (2.12%), the average increase is 14.41% from 71.1 to 81.35 and the standard deviation fell 12.4% from 9.03497 to 7.91477. A sigma value of less than 0.05 indicates that face-to-face learning is better than virtual face-to-face learning. Interview results support that face-to-face learning is better than virtual face-to-face learning in autoimmune courses in the Medical Education study program in the first year of study.Tahun pertama perkuliahan berpengaruh terhadap mahasiswa dalam menempuh perkuliahan di tahun berikutnya. Rendahnya rata-rata nilai ujian akhir mahasiswa pada pembelajaran tatap maya menjadi pendorong dilakukan penelitian ini. Sebanyak 40 mahasiswa program studi Pendidikan Dokter diberikan pembelajaran tatap maya dan tatap muka selama masing-masing setengah semester. Sebanyak 10 soal dengan bobot sama diberikan pada ujian tengah dan ujian akhir semester untuk dikerjakan selama 50 menit. Hasil penelitian menunjukkan bahwa pembelajaran tatap muka menyebabkan terjadinya kenaikan nilai minimal ujian mahasiswa sebesar 14 poin(28%) sedangkan nilai maksimal naik dua poin(2,12%), rataan naik 14,41% dari 71,1 menjadi 81,35 dan nilai standar deviasi turun 12,4% dari 9,03497 menjadi 7,91477. Nilai sigma yang lebih kecil dari 0,05 menunjukkan bahwa pembelajaran tatap muka lebih baik dari pada pembelajaran tatap maya. Hasil wawancara mendukung bahwa pembelajaran tatap muka lebih baik daripada pembelajaran tatap maya pada mata kuliah autoimun di program studi Pendidikan Dokter di tahun pertama perkuliahan
PENGEMBANGAN PROGRAM KEWIRAUSAHAAN WATER SLIDE DECAL BAGI KEMANDIRIAN BERWIRAUSAHA SISWA SMKN 3 BOYOLANGU KOMPETENSI KEAHLIAN TEKNIK BODI OTOMOTIF
Vocational High School (SMK) is an appropriate educational institution to develop entrepreneurship education. The development of the concept of learning, continuing, and entrepreneurship (BMW) is a strategy in developing the potential of SMK students to be able to compete globally. However, there are still SMK students, especially TBO graduates in 2023, only 7.9% of 38 students who work according to their expertise competencies. The development of a water slide decal entrepreneurship program is an alternative solution to develop students' potential and skills in entrepreneurship independently. Program development was carried out with the research subject of class XII TBO SMKN 3 Boyolangu. The research design uses the Dick and Carey development model with ten stages, starting from instructional needs analysis to the summative evaluation stage. The development results show that at the expert test stage, the teaching material obtained 93% with a very feasible category, the results of the instructional design expert test 88% with a very feasible category, the results of the small group test obtained 80.3% with a very effective category, and the results of the large group test obtained 83.9% with a very effective category, and the summative evaluation obtained 81% with a very effective category. Based on this exposure, it can be concluded that the implementation of the water slide decal entrepreneurship program development is able to encourage or motivate students in developing an independent spirit of entrepreneurship.Sekolah Menengah Kejuruan (SMK) merupakan lembaga pendidikan yang tepat untuk mengembangkan pendidikan kewirausahaan. Pengembangan konsep belajar, melanjutkan, dan wirausaha (BMW) merupakan strategi dalam mengembangkan potensi siswa SMK agar mampu berdaya saing global. Namun begitu masih ditemui siswa SMK khususnya lulusan TBO tahun 2023 hanya 7,9% dari 38 siswa yang bekerja sesuai kompetensi keahliannya. Pengembangan program kewirausahaan water slide decal menjadi salah solusi alternatif untuk mengembangkan potensi dan keterampilan siswa dalam berwirausaha secara mandiri. Pengembangan program dilaksanakan dengan subjek penelitian kelas XII TBO SMKN 3 Boyolangu. Desain penelitian menggunakan model pengembangan Dick and Carey dengan sepuluh tahapan, dimulai dari analisis kebutuhan instruksional sampai dengan tahap evaluasi sumatif. Hasil pengembangan menunjukkan pada tahap uji ahli materi bahan ajar diperoleh hasil 93% dengan kategori sangat layak, hasil uji ahli rancangan instruksional 88% dengan kategori sangat layak, hasil uji kelompok kecil diperoleh hasil 80,3% dengan kategori sangat efektif, dan hasil uji kelompok besar diperoleh hasil 83,9% dengan kategori sangat efektif, serta pada evaluasi sumatif diperoleh hasil 81% degan kategori sangat efektif. Berdasarkan paparan tersebut dapat ditarik kesimpulan bahwa pelaksanaan pengembangan program kewirausahaan water slide decal mampu mendorong atau memotivasi siswa dalam mengembangkan jiwa kemandirian berwirausaha
Integration of Social Sufim Education and Fiqh in Fatwa on Digital Da'wah Ethics in Indonesia
Da'wah activities through digital applications sometimes cause religious social problems in the midst of Indonesia's diverse social life. Through a normative-philosophical approach, this qualitative study intends to identify the value of Sufism social education in digital da'wah ethics contained in the fatwa of the Indonesian Ulema Council of East Java Province Number. 06 of 2022. This study data was obtained by documentation techniques, and data analysis includes reduction, presentation, and verification. The social value of Sufism in the form of mahabbah, itsar, and futuwwah is the basis for the perspective of this study. This study found the content of Sufism social education values in legal provisions related to the ethics of preachers in the digital space in the fatwa, including the value of mahabbah education in da'wah ethics that uphold peace. Then, the value of futuwwah education in da'wah ethics that respects diversity. Furthermore, the value of itsar education in da'wah ethics that cares for public benefit and state integration. This study confirms that the integration of the values of tarbiyah, Sufism and fiqh can be disseminated in fatwas related to social religion in Indonesia, including digital da'wah ethics fatwas
Analisis Nilai-Nilai Pendidikan Pada Novel A+ Karya Ananda Putri Sebagai Bahan Ajar Pembelajaran Sastra Di SMA
The significance of education is a crucial value that is both instructive and practical for one's lifetime. Teachers can impart these principles to their students. Presently, there is a growing consensus that the importance of education should be given top priority, as the moral and ethical growth of pupils is being compromised by the prevalence of juvenile delinquency among them. The significance of education in daily life can be elucidated through literary compositions, specifically novels. This research was conducted to analyze the educational qualities depicted in the novel "A+" by Ananda Putri and subsequently utilize these findings to develop literary learning modules for high school students. The research methodologies employed include qualitative methods and research and development (R&D). The research findings indicate that the novel "A+" encompasses 14 educational values, namely 1) religious, 2) honest, 3) tolerance, 4) discipline, 5) hard work, 6) democratic, 7) curiosity, 8) appreciates achievements, 9) friendly, 10) loves peace, 11) likes reading, 12) social care, 13) responsible, 14) independent. Moreover, these findings were utilized as substitute instructional resources in the shape of educational value learning modules for twelfth-grade high school students. After undergoing validation by multiple experts, this training material achieved a score of 79.88%.The significance of education is a crucial value that is both instructive and practical for one's lifetime. Teachers in school or educators can transmit these ideals to their students. Presently, there is a prevailing belief that the significance of education should be given precedence in response to the declining moral and ethical growth of pupils. There is a significant prevalence of adolescent delinquency among pupils, including behaviors such as bullying, physical altercations, promiscuity, and others. The significance of education in daily life can be elucidated by examining literary works, particularly novels. The purpose of this study was to analyze the educational values present in the novel "A+" by Ananda Putri and to assess the potential use of these values as teaching resources for literary instruction in high schools. The research methodology employed is a qualitative approach utilizing reading techniques and note-taking methodologies. The research findings indicate that the novel A+ by Ananda Putri encompasses 14 educational values, specifically: 1) religious, 2) honest, 3) tolerance, 4) discipline, 5) hard work, 6) democratic, 7) curiosity, 8) respect for achievement, 9) friendly/communicative, 10) love of peace, 11) fondness for reading, 12) social care, 13) responsibility, and 14) independence. Moreover, these findings were utilized as alternative instructional resources in the form of educational value-based learning modules for twelfth-grade high school students. After undergoing validation by multiple experts, this training material achieved a score of 79.88%
Development of Pedicure Learning Videos for Vocational Students Using ADDIE Model
Videos can serve as an effective teaching tool, motivator, and focus for students during learning tasks. The goal of this project is to create ADDIE pedicure learning films that will aid in the comprehension of pedicure material for VHS skin and hair beauty majors. Research and development using the Analysis, Design, Development, Implementation, and Evaluation development paradigm is what this kind of study is called. thirty students from class X Phase E Skin and Hair Beauty served as the research subjects for the study, which was carried out at VHS State 2 Boyolangu, Tulungagung, with a focus on skin and hair beauty. The findings demonstrated that: (1) analysis by observation and interviewing, (2) design goods made with software, (3) In order to fill out validation questionnaires, researchers conducted feasibility tests with a number of experts, including language, IT media, material experts, and students. Researchers that specialize in implementation conducted trials in step four. In step five, they examined the recommendations and comments provided by validators and analyzed data based on the efficacy test findings, namely the pretest and posttest. The study's conclusion is that instructors can employ learning videos that incorporate the ADDIE growth stages to give their students nail care resources in a practical and efficient manner