{"title":"Perkembangan Kurikulum Terhadap Kualitas Pendidikan di Indonesia","authors":"Sri Rejeki Setiyorini, Deni Setiawan","doi":"10.47134/jtp.v1i1.27","DOIUrl":"https://doi.org/10.47134/jtp.v1i1.27","url":null,"abstract":"Education has an important role as an agent of social. The aim of National Education is expected to produce Indonesian people who are religious and moral, able to master knowledge and skills, physically and spiritually healthy, have good personality and responsibility. To achieve this goal, what needs to be developed concerns the education curriculum because one dimension that cannot be separated from the development of the world of national education in the future is policy regarding the curriculum. The curriculum as an important part of education has a strategic position in education. The aim of this research is to evaluate curriculum developments on the quality of education in Indonesia. This type of research is a literature study using qualitative methods. The results of this research are that curriculum changes can have positive and negative impacts on the quality of education. One of the positive impacts of these curriculum changes is that students can learn to keep up with increasingly advanced developments. Meanwhile, one of the negative impacts is for students, because the curriculum changes quickly, it can give rise to new problems such as decreased student achievement, because students are not yet able to follow the new learning system.","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135923127","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Wildan Abdul Aziz, Rizky Ema Wulansari, Randi Purnama Putra, Hla Myo Tun, Chau Trung Tin, Kyaw Zay Ya
{"title":"Project-based learning module on creativity and entrepreneurship products subject: Validity and empirical effect","authors":"Wildan Abdul Aziz, Rizky Ema Wulansari, Randi Purnama Putra, Hla Myo Tun, Chau Trung Tin, Kyaw Zay Ya","doi":"10.24036/jptk.v6i3.34323","DOIUrl":"https://doi.org/10.24036/jptk.v6i3.34323","url":null,"abstract":"The learning process for Creativity and Entrepreneurship Products subjects in Vocational High Schools still uses printed books which are verbal in nature so this will make it difficult for students to learn the learning material. Apart from that, the learning method used the lecture method which is certainly less effective in supporting students' understanding of the material so that learning is more teacher-centred. Meanwhile, the demand for the current ‘Merdeka’ curriculum is that learning must be student-centered. This research aimed at developing learning tools of PjBL (Project Based Learning) based teaching modules on the Product Creativity and Entrepreneurship subjects. This research was a type of research and development using the ADDIE development model. There were 12 experts who validate this module from 3 aspects, namely material, media and model, and language aspects and there were 30 students for limited trials. The results of this research showed that this module was valid and has a positive effect in supporting the learning process for the Product Creativity and Entrepreneurship subjects. This research had implications for the effectiveness of Creativity and Entrepreneurship Products learning and being one method that can be used by teachers in this learning.","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135644117","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN BIG BOOK TEMA 6 SUB TEMA 2 HEBATNYA CITA-CITAKU PEMBELAJARAN 2 KELAS IV SDN 067690 MEDAN JOHOR","authors":"Annisa Adinda Putri Harahap, Septian Prawijaya","doi":"10.24114/jtp.v16i2.50906","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50906","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk 1) mengetahui validitas media pembelajaran Big Book 2) mengetahui praktikalitas media pembelajaran Big Book 3) mengetahui efektifitas media pembelajaran Big Book. Jenis penelitian yang digunakan R&D dengan model pengembangan 4D yaitu Define, Design, Develop, dan Disseminate. Subjek penelitian ini sebanyak 25 siswa/i Kelas IV-B SD Negeri 067690 Medan Johor. Teknik pengumpulan data menggunakan angket, tes, dan dokumentasi. Teknik analisis data menggunakan pendekatan kualitatif dan kuantitatif. Hasil penelitian ini persentase ahli materi 96,17% dinyatakan “Sangat Layak” dan persentase validasi ahli media 89,43 % dinyatakan “Sangat Layak”. Praktikalitas dengan persentase 98% dinyatakan “Sangat Praktis”. Efektivitas N-Gain skor diperoleh sebesar 0,76 atau g>0,7 dan N-Gain Skor Persen 76,01% dinyatakan “Efektif”. Dapat disimpulkan media pembelajaran Big Book yang dikembangkan peneliti sangat layak, sangat praktis, sangat efektif digunakan pada Tema 6 Cita-citaku Sub Tema 2 Hebatnya Cita-Citaku Pembelajaran 2 Kelas IV SDN 067690 Medan Johor T.A 2022/2023. Kata Kunci: Pengembangan, Big Book, 4D. Abstract: This study aims to 1) determine the validity of Big Book learning media 2) determine the practicality of Big Book learning media 3) determine the effectiveness of Big Book learning media. The type of research used is R&D with the 4D development model, namely Define, Design, Develop, and Disseminate. The subjects of this study were 25 students in Class IV-B of SD Negeri 067690 Medan Johor. Data collection techniques using questionnaires, tests, and documentation. Data analysis techniques using qualitative and quantitative approaches. The results of this study are the percentage of material experts 96.17% declared \"Very Feasible\" and the percentage of media expert validation 89.43% declared \"Very Feasible\". Practicality with a percentage of 98% is declared \"Very Practical\". The effectiveness of the N-Gain score obtained was 0.76 or g>0.7 and the N-Gain Percent Value of 76.01% was declared \"Effective\". It can be concluded that the Big Book learning media developed by researchers is very feasible, very practical, very effective to use on Theme 6 My Ideals Sub Theme 2 Great My Ideals Learning 2 Class IV SDN 067690 Medan Johor T.A 2022/2023. Keywords: Development, Big Book, 4D","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135789866","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN E-MODUL AJAR BERBASIS LITERASI SAINS PADA MATERI CAHAYA DAN PENGLIHATAN DI SEKOLAH DASAR","authors":"Sri Oktaviani, Aunurrahman ., Haratua Tiur Maria, Indri Astuty, Eny Enawaty","doi":"10.24114/jtp.v16i2.50905","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50905","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk menghasilkan e-modul berbasis literasi sains materi cahaya dan penglihatan di Sekolah Dasar. Metode penelitian yang digunakan yaitu Dick, Carey & Carey (2015) yang berorientasi pada pendekatan sistem melalui sembilan tahap. Sumber data penelitian ini adalah angket penilaian validator instrument, validator materi, validator media, validator desain, validator bahasa dan validator soal. Hasil penelitian diperoleh dari angket respon siswa serta nilai pretest dan posttest. E-modul ajar yang dikembangkan terdiri pendahuluan, isi dan penutup. Hasil efektivitas dari nilai prestest dan posttest menunjukkan perbedaan signifikan diperoleh 𝑝 < 0.05, yaitu 0.000 < 0.05. Sedangkan untuk respon peserta didik adalah 3,59 dari rata-rata maksimal 4,00 dapat dikategorikan sangat sehingga dapat disimpulkan efektif e-modul ajar berbasis literasi sains pada materi cahaya dan penglihatan di Sekolah Dasar. Keywords: Pengembangan, E-Modul, Literasi Sains, Cahaya dan Penglihatan Abstract: This study aims to produce science literacy based teaching e-modules of light and vision in elementary schools. The research method used is Dick, Carey & Carey (2015) which was oriented towards a systems approach through nine stages. The data sources for this research were questionnaires for assessing instrument validators, material validators, media validators, design validators, language validators and question validators. The research results were obtained from student response questionnaires pretest and posttest scores. The developed e-module consists of introduction, content and closing. The effectiveness results from the pretest and posttest values show a significant difference obtained 𝑝 < 0.05, namely 0.000 < 0.05. As for the student response, it was 3.59 out of a maximum average of 4.00 which can be categorized as very high so that it can be concluded that the science literacy based teaching e-modules of light and vision in elementary schools was effective. Kata Kunci: Development, E-Module, Scientific Literacy, Light and Vision","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788582","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"STUDI DESKRIPTIF KEAKTIFAN BELAJAR SISWA MENGGUNAKAN MEDIA PEMBELAJARAN VIDEO TUTORIAL DALAM PENDIDIKAN JASMANI DI SMA","authors":"Garciac Febrianto, Indri Astuti","doi":"10.24114/jtp.v16i2.50904","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50904","url":null,"abstract":"Abstrak: Penelitian ini disusun dengan tujuan untuk mengetahui keaktifan belajar peserta didik menggunakan media pembelajaran video tutorial pada siswa SMAN 1 Mempawah Hilir dalam mengikuti pembelajaran pendidikan jasmani, guru wajib menciptakan kondisi yang mengarahkan siswa untuk aktif dalam belajar yaitu dengan strategi yang inovatif. Penelitian ini merupakan penelitian deskriptif tentang prilaku aktif belajar anak dalam pembelajaran pendidikan jasmani, yang bertujuan untuk mendeskripsikan keaktifan belajar peserta didik terhadap media pembelajaran video tutorial dalam kelas pendidikan jasmani di SMAN 1 Mempawah Hilir. Metode studi yang digunakan adalah metode deskriptif kuantitatif. Responden dalam penelitian ini merupakan peserta didik kelas XI SMAN 1 Mempawah Hilir.. Pemilihan sampel yaitu dengan metode simple random sampling, yaitu jumlah sampel sebanyak 40 peserta didik. Dalam penelitian ini ditemukan bahwa berdasarkan angket pernyataan tentang keaktifan belajar terdapat rata-rata persentase dari 6 pernyataan positif sebesar 78%, berdasarkan table kriteria berada pada kategori baik, maka dari itu dapat diambil kesimpulan bahwa siswa kelas XI SMAN 1 Mempawah sebagian besar memiliki prilaku aktif dalam pembelajaran pendidikan jasmani. Kata kunci : pendidikan jasmani, media pembelajaran video tutorial aktif belajar Abstract: This study was prepared with the aim of determining the learning activity of students using video tutorial learning media for students of SMAN 1 Mempawah Hilir in participating in physical education learning, teachers are required to create conditions that direct students to be active in learning, namely with innovative strategies. This study is a descriptive research on children's active learning behavior in physical education learning, which aims to describe the learning activity of students towards video tutorial learning media in physical education classes at SMAN 1 Mempawah Hilir. The study method used is a quantitative descriptive method. The respondents in this study were students of grade XI SMAN 1 Mempawah Hilir. Sample selection is by simple random sampling method, which is the number of samples as many as 40 students. In this study, it was found that based on the questionnaire of statements about learning activity, there was an average percentage of 6 positive statements of 78%, based on the table of criteria being in the good category, therefore it can be concluded that grade XI students of SMAN 1 Mempawah mostly have active behavior in physical education learning. Keywords: physical education, learning media, video tutorials, active learning","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788583","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENINGKATAN HASIL BELAJAR SISTEM KOMPUTER MELALUI PENERAPAN PEMBELAJARAN BERBASIS KOMPUTER","authors":"Ginagor Tumanggor, Bima Mustaqim, Olnes Yosefa Hutajulu","doi":"10.24114/jtp.v16i2.47834","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.47834","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk mengetahui peningkatan hasil belajar sistem komputer melalui penerapan pendekatan belajar berbasis komputer. Jenis penelitian ini adalah penelitian tindakan kelas (PTK) dengan dua siklus. Penelitian Tindakan Kelas merupakan penelitian dengan melakukan tindakan oleh guru di dalam kelasnya sendiri. Kegiatan tersebut dilakukan melalui refleksi diri dengan tujuan memperbaiki kinerja sebagai guru. Subjek dalam penelitian ini adalah adalah siswa kelas X TKJ 1 SMKN 1 Muara Kuang dengan jumlah 29 orang. Hasil penelitian menunjukkan bahwa proses pembelajaran sistem komputer dengan penerapan pembelajaran berbasis komputer dapat meningkatkan hasil belajar siswa pada materi Gerbang logika dasar, kombinasi dan sekuensial di kelas X.TKJ1 SMKN 1 Muara Kuang tahun pelajaran 2019/2020. Rata-rata hasil belajar siswa pada mata pelajaran sistem komputer pada siklus I adalah 75 dan pada siklus II adalah 80.Kata Kunci: Sistem komputer, pendekatan berbasis komputer, hasil belajar, gerbang logika dasar.Abstract: This study aims to determine the increase in learning outcomes of computer systems through the application of a computer-based learning approach. This type of research is classroom action research (CAR) with two cycles. Classroom Action Research is research by taking action by the teacher in his own class. This activity is carried out through self-reflection with the aim of improving performance as a teacher. The subjects in this study were students of class X TKJ 1 SMKN 1 Muara Kuang with a total of 29 people. The results of the study show that the learning process of computer systems with the application of computer-based learning can improve student learning outcomes in basic, combinational and sequential logic gate material in class X.TKJ1 SMKN 1 Muara Kuang in the 2019/2020 academic year. The average student learning outcomes in computer systems subjects in cycle I was 75 and in cycle II was 80.Keywords: Computer systems, computer-based approaches, learning outcomes, basic logic gates.","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788403","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"FLIPPED LEARNING BERBASIS CASE STUDY TERHADAP KREATIFITAS BERPIKIR DAN HASIL BELAJAR MAHASISWA DI UNIVERSITAS SULAWESI BARAT","authors":"Bilferi Hutapea, Rasydah Nur Tuadah","doi":"10.24114/jtp.v16i2.49709","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.49709","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk mendeskripsikan pengaruh model flipped learning berbasis case study terhadap variabel kreatifitas berpikir dan hasil belajar mahasiswa pada pendidikan tingkat tinggi mata kuliah wawasan keilmuan, teknologi dan lingkungan di Universitas Sulawesi Barat. Rancangan penelitian ini adalah quasi ekperiment (ekperimen semu) dengan desain menggunakan pretest-posttest non-equivalent control group design. Populasi dalam penelitian ini adalah seluruh mahasiswa pendidikan fisika angkatan 2022 yang terdiri dari 2 kelas berjumlah masing-masing 15 orang. Pengambilan sampel dilakukan dengan cara sampling jenuh. Instrumen yang digunakan terdiri dari tes hasil belajar dan lembar observasi kreatifitas berpikir mahasiswa. Data dalam penelitian ini dianalisis dengan menggunakan statistika deskriptif dan statistika inferensial. Statistika inferensial menggunakan analisis MANOVA (multivariate analysis of variance). Hasil penelitian menunjukkan bahwa terdapat perbedaan antara kemampuan berpikir kreatif dan hasil belajar mahasiswa yang diterapkan model pembelajaran flipped learning berbasis case study dibandingkan mahasiswa yang belajar menggunakan model direct flipped learning. Rata-rata hasil belajar dengan model flipped learning berbasis case study sebesar 80,20 lebih tinggi disbanding hasil belajar dengan model sebesar 78,40 dan kreatifitas berpikir dengan model flipped learning berbasis case study sebesar 77,13 secara signifikan lebih unggul dibandingkan kreatifitas berpikir dengan model direct flipped learning sebesar 72,13. Pembelajaran wawasan keilmuan, teknologi dan lingkungan dengan menerapkan model flipped learning berbasis case study lebih unggul dibandingkan model direct flipped learning terhadap hasil belajar dan kreatifitas berpikir mahasiswa. Kata Kunci : Flipped Learning, Case Study, Kreatifitas berpikir, Hasil belajar Abstract : This study aims to describe the effect of case study-based flipped learning models on creative thinking variables and student learning outcomes in higher education courses in scientific, technological and environmental insights at the University Sulawesi Barat. The design of this study was a quasi-experimental design using a pretest-posttest non-equivalent control group design. The population in this study were all physics education students class of 2022 consisting of 2 classes with 15 students each. Sampling was done by means of saturated sampling. The instruments used consisted of a learning achievement test and observation sheets of student thinking creativity. The data in this study were analyzed using descriptive statistics and inferential statistics. Inferential statistics uses MANOVA analysis (multivariate analysis of variance). The results showed that there was a difference between the ability to think creatively and the learning outcomes of students who applied the case study-based flipped learning model compared to students who studied using the direct flipped learning model. The","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN VIDEO ANIMASI PEMBELAJARAN MATERI HIDROSFER MATA PELAJARAN GEOGRAFI DI SEKOLAH MENENGAH ATAS","authors":"Rohimah ., Aunurrahman ., Indri Astuti","doi":"10.24114/jtp.v16i2.50908","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50908","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk mengetahui (1) desain pengembangan video animasi pembelajaran materi hidrosfer mata pelajaran geografi di Sekolah Menengah Atas. (2) Profil video animasi pembelajaran materi hidrosfer mata pelajaran geografi di Sekolah Menengah Atas. (3) Efektifitas pembelajaran dengan menggunakan media video animasi materi hidrosfer mata pelajaran geografi di Sekolah Menengah Atas. Untuk mencapai tujuan penelitian tersebut digunakan metode Research and Development (R&D) model pengembangan ADDIE. Dengan model pengembangan ADDIE maka penelitian dilakukan melalui tahap-tahap (1) Analyze, (2) Design, (3) Develop, (4) Implement, dan (5) Evaluate. Penelitian ini dilakukan di SMAN 2 Sungai Raya pada kelas X IIS 2 berjumlah 33 orang siswa. Media pembelajaran video animasi yang dikembangkan divalidasi oleh 6 orang ahli dengan kategori sangat valid. Analisis data uji empiris pada siswa kelas X IIS 2 SMAN 2 Sungai Raya menunjukkan sikap siswa sangat positif pada pembelajaran geografi materi hidrosfer menggunakan media pembelajaran video animasi dengan rata-rata 94,26%. Adapun rata-rata hasil pretest yaitu 55, 15 dan nilai rata-rata posttest sebesar 77,72 terdapat peningkatan sebelum dan sesudah menggunakan video animasi. Uji efektivitas media dengan kriteria sikap siswa terhadap video animasi dan nilai pretest - posttest yang melibatkan 33 orang siswa terdapat perbedaan yang signifikan dengan nilai uji t sig (2-tailed) sebesar 0,000 < 0,05 menunjukkan terdapat perbedaan hasil belajar siswa sebelum dan sesudah menggunakan video animasi. Nilai 𝑡ℎ𝑖𝑡𝑢𝑛𝑔 > 𝑡𝑡𝑎𝑏𝑒𝑙(15,34) > (1,45), sedangkan untuk uji effect size dilakukan untuk mengetahui tingkat keefektifan dalam media pembelajaran video animasi dengan nilai sebesar 2,79 dengan kategori strong effect. Berdasarkan hasil penelitian tersebut maka pembelajaran video animasi untuk mata pelajaran geografi Sekolah Menengah Atas dapat diterapkan untuk materi yang relevan pada pembelajaran geografi di kelas X IIS Sekolah Menengah Atas. Kata Kunci: Video Animasi, Geografi, Materi Hidrosfer Abstract: This research aims to determine (1) the design for developing animated videos for learning hydrosphere material in high school geography. (2) Animated video profile of learning hydrosphere material for high school geography. (3) The effectiveness of learning using animated video media on the hydrosphere in high school geography. To reach the research objectives, it was used he Research and Development (R&D) method used for the ADDIE development model. With the ADDIE development model, the research was carried out through the stages (1) Analyze, (2) Design, (3) Develop, (4) Implement, and (5) Evaluate. This research was conducted at SMAN 2 Sungai Raya in class X IIS 2 with totaling 33 students. The animated video learning media that was developed, was validated by 6 experts with a very valid category. Analysis of empirical test data on class X IIS 2 SMAN 2 Sungai Raya showed Student","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"124 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788584","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN MEDIA VIDEO ANIMASI LAYANAN INFORMASI UNTUK MENINGKATKAN MOTIVASI BELAJAR SMP NEGERI 4 PONTIANAK","authors":"Sarbuansyah Liandi, Aunurrahman ., Indri Astuti","doi":"10.24114/jtp.v16i2.50909","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50909","url":null,"abstract":"Abstrak: Penelitian ini bertujuan untuk mendeskripsikan (1) desain pengembangan media video animasi layanan informasi untuk meningkatkan motivasi belajar. (2) Profil video animasi layanan informasi untuk meningkatkan motivasi belajar.(3) Respons peserta didik terhadap video animasi layanan informasi untuk meningkatkan motivasi belajar. (4) Peningkatan motivasi peserta didik sesudah diberi perlakuan (video animasi). Metode penelitian ini menggunakan metode research and development dan dimodifikasi dengan desain model Dick and Carey. Penilaian hasil validasi ahli materi rata-rata 4,4 dengan kategori valid, ahli desain rata-rata 4,2 dengan kategori valid dan ahli media rata-rata 4,9 dengan kategori valid. Hal ini menunjukkan pembelajaran bimbingan dan konseling berbasis video animasi memenuhi kriteria kelayakan dengan respon rata-rata total dari ahli sangat baik. Uji coba satu-satu dilakukan dengan 3 orang peserta didik yaitu rata-rata respon peserta didik yang diperoleh sebesar 89,1%, menunjukkan respon peserta didik terhadap produk dinyatakan sangat positif (sangat baik). Uji coba kelompok kecil dengan 9 peserta didik yaitu rata-rata respon peserta didik yang diperoleh sebesar 88,1%, menunjukkan respon peserta didik terhadap produk dinyatakan sangat positif (sangat baik). Selanjutnya uji coba kelompok besar dengan 30 peserta didik rata-rata respon peserta didik yang diperoleh sebesar 86,5 %, menunjukkan respon peserta didik terhadap produk dinyatakan sangat positif (sangat baik). Perolehan hasil peserta didik sebelum dan sesudah menggunakan media dapat dilihat dari rata-rata nilai pre test dan post test menjadi sangat baik diatas nilai kriteria ketuntasan minimal. Peningkatan nilai hasil belajar peserta didik dapat dilihat dari uji T dua sampel berpasangan yang menunjukan nilai t hitung lebih > t tabel (13.20697 > 0,8374). Hasil perolehan belajar peserta didik masuk dalam kategori tinggi. Penelitian ini dapat diterima dan layak digunakan karena memiliki hasil perolehan belajar yang tinggi terhadap peningkatan motivasi belajar peserta didik di SMP Negeri 4 Pontianak. Kata Kunci: Pengembangan, Media Video Animasi, Motivasi Belajar Abstract: This research aims to describe (1) the design of development information service animation video media to increase learning motivation. (2) Information service animation video profile to increase learning motivation. (3) Student response of information service animation video to increase learning motivation. (4) Increasing motivation of students after being given treatment (animated video). The method of this research uses the research and development method and it is modified with the Dick and Carey model design. Assessment of the validation results of material experts on average 4.4 with a valid category, design experts on average 4.2 with a valid category and media experts on average 4.9 with a valid category. It is indicates that guidance and counseling learning based on video animation meets the eligib","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"22 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788585","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"KELAYAKAN MULTI MEDIA INTERAKTIF PADA POKOK BAHASAN MODEL PEMBELAJARAN YANG DIKEMBANGKAN MENGGUNAKAN MODEL PENGEMBANGAN ADDIE","authors":"Siti Ulgari, Erma Yulia2, Bonaraja Purba, Marlan .","doi":"10.24114/jtp.v16i2.50907","DOIUrl":"https://doi.org/10.24114/jtp.v16i2.50907","url":null,"abstract":"Abstrak: Desain Pembelajaran merupakan mata kuliah wajib di Jurusan Pendidikan Teknik Mesin Unimed, salah satu materinya membahas bidang model pembelajaran yang selama ini hanya menggunakan media pembelajaran tercetak secara hardcopy dan dipresentasikan menggunakan media Power Point. Untuk meningkatkan kompetensi mahasiswa diperlukan media pembelajaran yang bersifat interaktif. Mengingat tidak tersedianya media pembelajaran multimedia interaktif, maka dikembangkan multimedia interaktif pokok bahasan Model Pembelajaran dengan menggunakan model pengembangan ADDIE. Tujuan penelitian ini untuk mengetahui kelayakan multimedia interaktif pokok bahasan Model Pembelajaran menggunakan model pengembangan ADDIE. Kelayakan multimedia interaktif didapatkan dari tiga tahap model pengembangan ADDIE, yakni: (1) analysis, melakukan analisis kebutuhan Mata kuliah Desain Pembelajaran; (2) design, menentukan tujuan pembelajaran dan merancang multimedia interaktif; (3) development, mengembangkan multimedia interaktif dengan melibatkan ahli materi, ahli desain pembelajaran, dan ahli media pembelajaran sebagai validator (ADD). Teknik pengumpulan data untuk mengevaluasi kelayakan multimedia interaktif dilakukan melalui penyebaran kuesioner. Kriteria evaluasi kelayakan menggunakan skala Likert, dengan 5 jenis nilai yaitu: 5 (sangat baik), 4 (baik), 3 (cukup baik), 2 (kurang) dan 1 (sangat kurang) yang dianalisis secara deskriptif. Hasil penelitian menunjukkan kelayakan ahli materi sebesar 89,67%, ahli disain pembelajaran sebesar 88,50% dan ahli media pembelajaran sebesar 86,33%. Disimpulkan bahwa model pembelajaran multimedia interaktif yang dikembangkan sangat layak untuk diimplementasikan. Kata kunci: kelayakan, multimedia interaktif, model pembelajaran, ADDIE Abstract: The Learning Design course in the Unimed Mechanical Engineering Education Department is a compulsory subject, where one of the materials discusses the field of learning models which so far only use printed learning media in hardcopy and presented using Power Point media. To increase student competence, interactive learning media is needed. Given the unavailability of learning media in the form of interactive multimedia, an interactive multimedia learning model was developed using the ADDIE development model. The aims of this research was to determine the feasibility of interactive multimedia as the subject matter of the learning model using the ADDIE development model. The feasibility of interactive multimedia is obtained from the three stages of the ADDIE development model, namely: (1) analysis, conducting a needs analysis for the Learning Design course; (2) design, determining the learning objectives and designing interactive multimedia; (3) development, developing interactive multimedia by involving the experts of material, learning design and learning media as validators (ADD). Techniques of data collection to assess the feasibility of interactive multimedia are carried out by distributing questionn","PeriodicalId":55675,"journal":{"name":"Jurnal Pendidikan Teknologi dan Kejuruan","volume":"70 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-10-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135788408","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}