This study aims at developing the augmented reality application technology, a complementary learning on graphic design to face the skills and learning of the industrial revolution 4.0. This study uses a 4D (four-D) development method for the development of augmented reality application technology and uses a survey method for validity. This AR application will be validated by 12 experts, while the respondents used in filling out the needs analysis questionnaire at the define stage (four-D) are students and lecturers of Informatics Engineering Education, Padang State University. The results of this study indicate that on the analysis of the achievement of the learning process, it can be seen that there are still expectations and advantages in the achievement of the learning process desired by lecturers and students, where the learning process is still in the sufficient category and 80%, students need development of technology as complement reality to be used as learning media in the learning process. The validation test also shows that the augmented reality application technology is included in the valid category with an average value of V value of 0.933. So, it cannot be denied that the augmented reality application technology is valid to be used in the learning process.
Digital technology and the internet have opened opportunities for people to develop social interaction through this technology, with the birth of web technology, media and social networks, which led to the industrial revolution 4.0. This technology presents a new trend in building a business called Digital Marketing (DM). DM provides new opportunities for anyone to do entrepreneurship without being limited by time, place and region. Universitas Negeri Padang (UNP) answers the entrepreneurship education policy by making Entrepreneurship as a compulsory subject, promoting entrepreneurial student programs and integrated service units for career guidance and entrepreneurship. This paper examines how DM can be used as an alternative method of entrepreneurship for UNP students, which has touching student life as a millennial generation. The experimental method is used to see of improvement the knowledge and skills of students in DM through DM Learning and Development of DM eLearning Resources (DMLR). The instruments before and after learning were developed to measure of program achieving, to assess the results of the DMLR development. The results of this study showed an increase in student knowledge and skills in DM with significant value 70-85% and a good assessment of the developed DMLR with very satisfied score category.
The problem in this study is the fact that the field is found in SMK Negeri 1 Kinali, there are many students who obtain a grade XTAV learning outcomes below the minimum standard criteria in subjects perform a Sound System Installation to set the school 73. That is 65.57% of students who under KKM and 34.42% of students who are above KKM. This study uses experimental approach, this study population is a class XI student of SMK Negeri 1 Kinali TAV Academic Year 2014/2015. Experimental class is a class that is treated by using electronic-based instructional media Edmodo and the control class is a class that direct instructional model. Data were analyzed manually to test for normality, homogeneity testing, and hypothesis testing. Test results of research obtained an average value of students who use electronic media-based learning Edmodo is 76.16 while students who use direct instructional model lower 71.20. There is the influence of the use of electronic-based instructional media Edmodo for 6.97% of the student learning outcomes. The results of the hypothesis by using the formula manually in tcount found that 1,886 > 1,677 ttable, so the alternative hypothesis (Ha) is accepted or rejected the nihil hypothesis (Ho). Kata kunci: Media Pembelajaran, Media pembelajaran elektronik berbasis edmodo, Pembelajaran Langsung, Kontrol dan Eksperimen
<p class="0abstract"><strong>— </strong>Based on preliminary observations on the implementation of Graphic Design learning, it is indicated that it is only limited to using printed module media, lecture methods, guided practice and not yet using media with android technology. This study aims to: (1) Generate a practical learning media for Graphic Design based on Android Technology. (2) Producing Learning Media Graphic Design based on Effective Android Technology. This research is a Research and Development. This study uses a study design development with 4D development model that consists of four main stages, namely, Define (definition), Design (design), Develop (development), and Disseminate (deployment). Based on the practicality test, the practicality test value was 85%. Effectiveness Test of learning media for Android-based Graphic Design shows effective results , this is also shown with a significant level of 0,000 <0.05, which means that there are significant differences between Student Learning Outcomes before being given an Android-based media ( Pretest ) and learning outcomes students after being given an Android-based media ( Posttest ) in the Informatics Engineering Education Study Program, Faculty of Engineering, State University of Padangs.</p>
The purpose of research to reveal how much contribution of infrastructure and learning motivation of students together or individually to the learning outcomes. The research population is 60 people and the sample is 38 students of class X and XI TAV in SMK Negeri 1 West Sumatera. The sampling technique was done randomly (Simple Random Sampling). Data on student learning outcomes is obtained from basic teachers of electrical and electronics training. While the data facilities and learning motivation of students are collected through questionnaires distributed to students by using Likert scale that has been tested the validity and reliability. The result of data analysis shows that (1) the learning facilities and motivation of student learning together contribute significantly to the learning outcomes of students of class X and XI TAV SMK Negeri 1 West Sumatera of 39.40%, (2) infrastructure facilities contribute significantly to the result of study of student of class X and XI TAV SMK Negeri 1 West Sumatera equal to 25,97%, (3) student learning motivation contribute significantly to result of student learning class X and XI TAV SMK Negeri 1 West Sumatera equal to 16,20%.Keywords: contribution of infrastructure, learning motivation, simple random sampling.
The problem in this study is the fact that the field is found in SMK Negeri 1 Padang, a class X student learning outcomes Technik Audio Video obtaining substandard minimum completeness criteria in subjects assigned Menerapkan Dasar - Dasar Teknik Digital school is 70.00. The purpose of this study was to reveal the contribution of the motivation on learning and facilities and infrastructure outcomes of students in subjects the Menerapkan Dasar - Dasar Teknik Digital in majors class X Technik Audio Video at SMK Negeri 1 Padang. This is a descriptive correlational study. The population in this study was student of class X at SMK Negeri 1 Padang are 62 students. While this research sampling technique is proportional random sampling. The sample in the study were 38 students of class X in SMK Negeri 1 Padang. Data were analyzed using SPSS (Statistical Product and Service Solutions). From the results, (1) motivation on learning (X1) to contribute to student learning outcomes of 18.8% (2) facilities and infrastructure (X2) to contribute to student learning outcomes of 38.8% and (3) The percentage contribution of variable motivation on learning (X1) facilities and infrastructure (X2) jointly to the student learning outcomes (Y) is equal to 48.1%. This shows the better motivation on learning and facilities and infrastructure to learn the students' learning outcomes will be better anyway. Keyword: Motivation on Learning and Facilities and Infrastructure. Menerapkan Dasar-Dasar Teknik Digital.
Pelatihan Mikroprosesor dan Mikrokontroler bagi guruguru SMKN 1 dan SMKN 5 Padang bertujuan untuk meningkatkan keterampilan guru-guru SMK dalam perancangan rangkaian dan pemrograman Mikroprosesor dan Mikrokontroler. Keterampilan guru-guru SMK dalam bidang mikroprosesor dan mikrokontroler sangat dibutuhkan untuk dapt mengikuti perkembangan zaman pada era revolusi industri 4.0, terutama guru-guru SMK bidang listrik dan elekronika. Untuk dapat merancang sebuah sistem pengontrolan dengan Mikroprosesor dan Mikrokontroler membutuhkan minimal dua keterampilan utama yaitu: (1) perancangan dan perakitan hardware; (2) perancangan dan perakitan software. Metode Pelatihan yang digunakan adalah metode belajar saintifik dengan setiap peserta harus melalui 5 tahapan seperti: mengamati, menanya, mencobakan, mendiskusikan dan mempresentasikan. Dalam program pengabdian kepada masyarakat melalui Program Kemitraan Masyarakat (PKM) yang dilaksanakan di SMKN 1 dan SMKN 5 Padang memberikan keterampilan Mikroprosesor dan Mikrokontroler kepada guru-guru, agar guru-guru SMK tersebut dapat mengajar dengan baik dan lancar. Hasil pelatihan adalah berupa peningkatan kompetensi guruguru SMK, publikasi pada media masa dan publikasi pada jurnal ber-ISSN.
Penelitian ini bertujuan untuk membuat modul pembelajaran Kerja Bengkel dan gambar teknik berbasis Problem Based Learning. Metode penelitian yang dipakai untuk pengembangan modul ini adalah Research and Development versi Borg dan Gall yang disederhanakan oleh Anik Ghufron. Model pengembangan Borg dan Gall yang disederhanakan Anik Ghufron memiliki empat langkah: 1) Penelitian Awal, 2) Pengembangan, 3) Pengujian Lapangan, 4) Penyebaran Produk. Penelitian ini menggunakan satu cara pengumpulan data dalam bentuk kuesioner validasi. Hasil penelitian menunjukkan bahwa modul yang dikembangkan dinyatakan layak dengan nilai validitas Materi 3.16 dan Media 3.67. Data yang diperoleh menunjukkan bahwa modul pembelajaran Kerja Bengkel dan Gambar Teknik berbasis problem based learning yang dihasilkan layak.
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