This study explored the effect of problem-based learning and motivation toward learning outcomes of the subject of computer routing network. Computer routing network is part of the subject of computer network design in a computer network engineering class. The purpose of this study was to examine the difference in learning outcomes between students treated with the problems based learning model and treated with direct learning model by considering students’ learning motivation. This study was categorized as quasi-experimental designed with a factorial experimental design. The sampling technique used purpose-sampling. The data were analyzed using a two-way Anava method. The results of the study showed that (1) the learning outcomes of students in the subject of routing network with problem-based learning model was better than the student treated with direct instruction learning, (2) based on the learning outcomes in the subject of routing network, a group of students with high motivation was better, and (3) there is an interaction between the application of problem-based-learning model and motivation to the students learning outcomes.
Digital storytelling memberikan pendekatan pedagogis untuk mendorong mahasiswa berpikir algoritmik dan keterampilan mendongeng untuk membuat cerita yang bermakna dan relevan dengan kebutuhan dan minat pribadi. Penelitian ini memanfaatkan CoSpaces Edu berbasis animasi 3D sebagai perangkat untuk menciptakan digital storytelling. Jumlah responden yang digunakan yaitu 120 mahasiswa non-teknik di tahun pertama. Mahasiswa diminta membuat digital storytelling kemudian pengajar menilainya berdasarkan rubrik penilaian yang tersedia. Dimensi berpikir komputasi terdiri dari Abstraction, Paralellism, Logical Thinking, Synchronization, Flow Control, User Interactivity, dan Data Representation. Sedangkan dimensi digital storytelling yaitu Ide, Pengorganisasian, Voice & Tone, Pemilihan kata, Penyusunan kalimat, dan Convention. Data yang terkumpul dianalisis menggunakan SEM-PLS. Hasil model pengukuran memenuhi persyaratan seperti reliabilitas, validitas konvergen, dan diskriminan. Begitu pula dengan hasil struktural menunjukkan bahwa digital storytelling berpengaruh signifikan positif terhadap berpikir komputasi.
ABSTRAKBerpikir komputasi dianggap sebagai kompetensi penting yang diperlukan untuk beradaptasi dengan teknologi masa depan. Oleh karena itu, berbagai penelitian tentang berpikir komputasi dilakukan oleh para peneliti. Namun, sedikit sekali penelitian yang mengulas tentang bagaimana strategi pembelajaran yang sesuai untuk diterapkan di mata kuliah pemrograman dasar guna meningkatkan pengetahuan dan berpikir komputasi. Pada artikel ini, dilakukan meta-review dari berbagai penelitian sebelumnya yang telah dipublikasikan di jurnal akademik pada tahun 2006-2019 tentang cara belajar-mengajar, media pembelajaran, dan bahasa pemrograman. Dari hasil studi literatur ditemukan bahwa berpikir komputasi telah diaplikasikan pada ilmu komputer dan bidang ilmu lain. Sebagian besar penelitian menggunakan Project-Based Learning, Problem-Based Learning, Cooperative Learning, dan Game-based Learning. Sebagian besar penelitan berfokus pada pelatihan keterampilan pemrograman dan komputasi matematis, sementara beberapa mengadopsi mode pengajaran lintas domain untuk memungkinkan siswa mengelola dan menganalisis materi berbagai domain dengan komputasi. Kata Kunci: Berpikir komputasi, keterampilan pemrograman, dan strategi pembelajaran ABSTRACTComputational thinking is considered an important competency needed to adapt to future technology. Therefore, various studies on computational thinking are carried out by researchers. However, very few studies have reviewed how appropriate learning strategies are applied in basic programming courses to increase knowledge and computational thinking. In this article, a meta-review of various previous studies that have been published in academic journals in 2006-2019 is conducted on teaching and learning methods, learning media, and programming languages. From the results of the literature study it was found that computational thinking has been applied to computer science and other fields of science. Most of the research uses Project-Based Learning, Problem-Based Learning, Cooperative Learning, and Game-based Learning. Most of the research focuses on training mathematical programming and computational skills, while some adopt a cross-domain teaching mode to enable students to compute and analyze material across multiple domains. Keywords: Computational thinking, learning strategy, and programming skills
The Department of Electrical Engineering, Universitas Negeri Surabaya (Unesa) is developing a laboratory, including a control system laboratory. The control system engineering teaching team prepares themselves by making a PLC training kit to accompany the existing modules. With the aim that students know and understand the application of control systems in industry. This can foster student learning motivation in attending lectures and greatly support student competence before entering the workplace. The study used is development research by producing a product prototype in the form of a fluid mixing process training kit. The steps taken are designing, making tools, integrating software to hardware and validating the tools. The result of the research is that the fluid mixing process training kit has worked according to the instructions given and is suitable for use as a learning medium.
Programming refers to a set of processes of writing, testing and correcting the program code aimed at creating a program that can do certain works in accordance with the programmer’s instructions, it requires the mastery of algorithms, logic and programming languages. This study discusses the concept of programming skills to develop problem solving skills, which focuses on secondary school students. Various activities allow students to collaborate and develop problem solutions. Some previous studies suggest that students can obtain knowledge and programming skills through formal and non-formal education even though formal education shows better results of students’ attainments. Given a basic programming skills, students are expected to have a high level of reasoning for their better problem solving skills to solve complex problems using computers through an integrated approach between thinking skills and computational thinking (CT). Computer programming has the effect of reasoning abilities for students, problem solving and self-efficacy. Currently, programming-based computation has been introduced in school curriculum at different levels. Consequently, teachers are required to teach relevant materials relevantly to the current curriculum.
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