Many factors influence the low number of skilled vocational high school graduates. One factor that is the leading cause is the lack of instruments that can be used in the learning process, especially authentic instruments, to assess students' abilities in the psychomotor domain. Students who are dominant in the cognitive sphere are not necessarily skilled in the psychomotor realm, especially when using the equipment and making improvements to the brake system. The purpose of this study is to develop an assessment instrument that is appropriate to be used by the teacher in evaluating the psychomotor domain's abilities, specifically for the brake system competency. This research is development research that uses ADDIE models as a reference for research. ADDIE model has five stages of development that need to be considered, including analysis; (2) design; (3) development; (4) implementations; and (5) evaluation. Based on the results of the analysis and discussion of the psychomotor domain assessment instrument for the competency of the brake system that was developed to be suitable for use in the learning process. Feasibility is proven from the results of the validation of experts who get an assessment of 4.66 with a very valid category. The instrument reliability test results that get the Cronbach's alpha value of 0.895, and the value of inter-observer reliability is 0.740. In addition, the instrument is also practical when used in the learning process. This was evidenced by the acquisition of practicality test value of 3.31 and entered in the practical category.
Many factors influence Students' low abilities in the affective domain, especially at the level of vocational schools (VHS). The lack of ability of teachers to develop affective authentic assessment instruments be one of the factors that influence it. Besides, designing authentic assessment instruments is not as easy affective cognitive assessment. This research uses ADDIE development model as a reference in developing affective authentic assessment instruments. There are five stages of ADDIE models, include analysis; (2) design; (3) development; (4) implementations; and (5) evaluation. Based on data analysis is known that instruments developed are valid, reliable, and practical to use in the learning process. This is evidenced from (1) the results of the validation by 4, 50 with a valid category; (2) the reliability test results amounted to 0.985 with a special category; and (3) test results practicality of 3.06 with a practical category.
<p>Penelitian ini bertujuan untuk: 1) mengetahui validitas media pembelajaran yang dikembangkan berupa media pembelajaran kit <em>Robot Transporter</em>, 2) mengetahui respon mahasiswa selama penerapan media pembelajaran yang dikembangkan, 3) mengetahui hasil belajar mahasiswa setelah penerapan media pembelajaran yang dikembangkan, 4) mengetahui keterlaksanaan media pembelajaran yang dikembangkan. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian pengembangan dengan menggunakan model 4-D. Untuk uji coba produk menggunakan <em>one group pretest-posttest design </em>yaitu membandingkan nilai <em>pretest </em>dan <em>posttest</em>. Nilai <em>pretest </em>diperoleh sebelum pembelajaran dengan menggunakan robot transporter dan nilai posttest diperoleh setelah pembelajaran. Dalam penelitian ini diperoleh data hasil validasi media pembelajaran sebesar 88,67% dan dikategorikan sangat layak untuk digunakan. Untuk hasil validasi butir soal diperoleh skor 86,62% dan dikategorikan sangat layak untuk digunakan. Sedangankan untuk tes hasil belajar diperoleh nilai rata-rata pretest 35,63 dan 85 untuk nilai rata-rata posttest. Hasil respon mahasiswa terhadap media –robot <em>transporter </em>diperoleh skor rata-rata sebesar 88% dan dikategorikan sangat baik maka media robot <em>transporter </em>layak digunakan dalam proses pembelajaran. Keterlaksanaan pembelajaran menunjukan hasil skor 4,6 dan masuk dalam kategori sangat baik, sehingga media robot transporter dalam proses kegiatan belajar mengajar bisa terlaksana dengan baik.</p>
Mobile phones can be functionalized in the process of learning using cellular devices and computing systems. The present study aims to (1) develop mobile learning applications and (2) find out student responses in the learning process using m-learning. This research used the 4D model (defining, designing, developing, and disseminating) written by Thiagarajan. Validation used a questionnaire to collect data, while effectiveness was revealed through student responses that took part in m-learning. The results showed 1) the application used in e-learning learning was very valid (> 85%), and 2) research subjects (two classes) provided very positive feedback (> 85%). It means that the mobile learning application developed is feasible to use because it has high validity and is able to increase students' positive responses. This study reveals that mobile learning applications can have a positive impact on student learning outcomes in the future.
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
<p class="Abstrak"><strong>Abstract:</strong> Innovation of Project-based learning (PjBL) in the 21st century continues to be developed to improve learning outcomes. The use of Trainer kits presents several challenges in achieving learning objectives, both in terms of design, planning, and implementation. The purpose of this study is to implement the Automation of Electrical Installation trainer kit in project-based learning to increase student motivation, critical thinking, and competence. The research method uses research and development (R and D) with 4 models (Define, Design, Develop, Disseminate). Data collection techniques used theory tests and performance tests (measure of maximum performance type, MMP) and questionnaires (measure of typical performance type, MTP). The research trial used 120 respondents of final-level electrical engineering students from 3 universities in Surabaya, Indonesia. The resulting test of statistical analysis Wilcoxon using SPSS-23 obtained Asymp. Sig. (2-tailed) is valuable 0.000, meaning that there is an increase in the quality of learning on critical thinking skills, motivation, and competence of Electrical Engineering students by implementing a trainer kit in project-based learning.</p><strong>Abstrak:</strong> Inovasi Pembelajaran Berbasis Proyek di abad 21 terus dikembangkan untuk meningkatkan hasil belajar. Penggunaan Trainer kit menghadirkan beberapa tantangan dalam mencapai tujuan pembelajaran, baik dari segi desain, perencanaan, maupun implementasi. Tujuan dari penelitian ini adalah untuk mengimplementasikan trainer kit Otomasi Instalasi Listrik dalam pembelajaran berbasis proyek untuk meningkatkan motivasi, berpikir kritis, dan kompetensi siswa. Metode penelitian menggunakan research and development (R and D) dengan 4 model (<em>Define, Design, Develop, Disseminate</em>). Teknik pengumpulan data menggunakan tes teori dan tes kinerja (ukuran tipe kinerja maksimum, MMP) dan kuesioner (ukuran tipe kinerja tipikal, MTP). Uji coba penelitian ini menggunakan 120 responden mahasiswa teknik elektro tingkat akhir dari tiga universitas di Surabaya, Indonesia. Hasil uji analisis statistik Wilcoxon menggunakan SPSS-23 diperoleh Asymp. Tanda tangan (2-tailed) bernilai 0,000, artinya terdapat peningkatan kualitas pembelajaran keterampilan berpikir kritis, motivasi, dan kompetensi mahasiswa Teknik Elektro dengan menerapkan trainer kit dalam pembelajaran berbasis proyek.
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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