The limitation of face-to-face meetings imposed by the Covid-19 pandemic has encouraged education environment to develop learning models with technology which can be integrated with Electronic-Problem-Based Learning (E-PBL). The study revealed whether the E-PBL Model, significantly affected (1) motivation, (2) learning interest, (3) achievemen, (4) motivation toward students' achievement, (5) learning interest toward students' achievement and (6) motivation toward students' learning interest in the entrepreneurship course. This study was quantitative, employing E-PBL software. The subjects of the study were 129 students of Economics Education department at STKIP PGRI Jombang, Indonesia who were taking entrepreneurship course by implementing E-PBL in academic year 2019/2020. Data were collected using observation, interviews, and questionnaires and analyzed using Path Analysis. The E-PBL Model significantly affected motivation, learning interest, achievement, motivation toward students' achievement, learning interest toward students' achievement and motivation toward students' learning interest in the entrepreneurship course It is recommended that teachers implement the E-PBL Model because it can increase learning motivation and interest that finally increase learning achievement.
This study aims to determine the empowerment strategy of micro and small industries of leather craft in Magetan. By using the same data from 10 selected respondents from Department of Industry and Commerce (DISPERINDAG) Magetan Regency, the owner of micro and small industry of leather craft, and leather craft community. The analysis technique used Analytical Hierarchy Process (AHP). The AHP results show that there are four alternative fields that are the respondents, the first are human resources, the second are innovations, the third are productions and the last are marketing. Based on the results of AHP analysis, the alternative program in the whole program of empowerment of micro and small industries of leather craft in Magetan Regency are: 1) Basic education and training with Leather Hall and College, 2) Skill improvement, 3) introduction of new products, 4) training and creativity of production, 5) opening market opportunities through exhibitions and social media, 6) reduce sales tax for micro and small industries, 7) entrepreneurship training, 8) new production technology, 9) development of existing products, 10) provide galleries for the marketing of micro and small industries, 12) facilitate the procurement of raw materials.
Perkembangan Ilmu Pengetahuan dan Teknologi (IPTEK) saat ini sudah sedemikian pesat dan merambahn ke berbagai sisi kehidupan panusia. Perkembangan teknologi informasi memiliki dampak yang sangat besar dalam berbagai sisi kehidupan, mulai dari pemerintah, administrasi, ekonomi, pendidikan, dan lain-lain. Dalam bidang pendidikan mulai banyak memanfaatkan teknologi informasi untuk menyampaikan suatu pembelajaran dengan istilah populernya, yakni e-learning atau yang disebut pembelajaran daring. Perkembangan yang demikian tersebut karena didukung oleh tersedianya perangkat keras maupun perangkat lunak yang semakin hari semakin hebat kemampuannya. Penyebaran pandemi virus corona atau COVID-19 telah memberikan tantangan tersendiri bagi lembaga pendidikan di Indonesia. Untuk mengantisipasi penularan virus tersebut pemerintah mengeluarkan kebijakan seperti social distancing, physical distancing, hingga pembatasan sosial berskala besar (PSBB). Kondisi ini mengharuskan masyarakat untuk tetap diam di rumah, belajar, bekerja, dan beribadah di rumah. Akibat dari kebijakan tersebut membuat sektor pendidikan seperti sekolah maupun prguruan tinggi menghentikan proses pembelajaran secara tatap muka. Sebagai gantinya, proses pembelajaran dilaksanakan secara daring yang bisa dilaksanakan dari rumah masing-masing siswa. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan kuantitatif dengan jenis penelitian eksperimental semu. Populasi dalam penelitian ini adalah siswa kelas X IPS 1 SMAN Model Terpadu Bojonegoro yang terdiri dari 1 kelas. Pengambilan sampel menggunakan Teknik purposive sampling dengan jumlah sampel sebanyak 36 orang siswa kelas X IPS 1 yang teridi dari 23 orang perempuan dan 13 orang laik-laki. Metode pengumpulan data yang digunakan adalah pemberian tes kognitif dan tes psikomotor. Teknik analisis data yang digunakan adalah analisis Uji-t pada taraf 5% (α = 0,05). Berdasarkan hasil pengolahan data t, pembahasan serta tujuan dari penelitian ini, karena pada tes kognitif thitung < ttabel yaitu 0,025 < 2,032, sehingga H0 diterima atau H1 ditolak maka dapat ditarik kesimpulan bahwa tidak terdapat pengaruh yang signifikan pembelajaran daring dengan video pembelajaran terhadap hasil belajar siswa mata pelajaran ekonomi materi masalah pokok ekonomi di kelas X IPS 1 SMAN Model Terpadu Bojonegoro. Kemampuan siswa menyelesaikan soal tes kognitif yang berhasil yaitu 80,56%.
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