Abstrak: Penelitian ini bertujuan untuk mengembangkan model pembelajaran praktik berbasis kom- petensi berorientasi produksi yang layak digunakan dalam pembelajaran praktik dan efektif dapat meningkatkan hasil belajar mahasiswa pada mata kuliah teknologi permesinan. Hasil penelitian dan pengembangan menunjukkan bahwa (1) model pembelajaran dapat meningkatkan kompetensi mahasiswa yang berorientasi produksi; (2) model pembelajaran tersebut efektif dapat meningkatkan hasil belajar pada pembelajaran praktik; (3) model pembelajaran tersebut dapat menciptakan iklim belajar yang memposisikan mahasiswa sebagai centre learning dengan segala aktivitas yang dilakukannya, memotivasi belajar mahasiswa melalui ide-ide yang konstruktif, mendorong dan membangkitkan keberanian belajar dan bekerja yang didasari komitmen yang tinggi dan berdisiplin, meningkatkan kecepatan belajar, motivasi belajar, semangat belajar, kerja sama kelompok, kreatifitas, dan inovasi. Kata Kunci: model pembelajaran praktik, berbasis kompetensi, orientasi produksi DEVELOPMENT OF PRACTICE LEARNING MODEL COMPETENCY-BASED ORIENTED PRODUCTION Abstract:This research aims to develop practice learning model competency-based production oriented which is fit for use in teaching practice and effective can improve student learning outcomes on subjects machining technology. Results of research and development show that (1) the instructional can improve student competency-oriented production; (2) the instructional model can effectively improve learning outcomes in practice learning; (3) the learning modelcan be; create a learning climate which is positioning as a student learning center with all the activities done, motivate students to learn through constructive ideas, facilitate and encourage the willness to learn and work which is based on a strong commitment and disciplined, increase the speed of learning, motivation to learn, enthusiasm for learning, teamwork, creativity, and innovation. Keywords: models of practice learning, competency-based, orientation of production
This research examines the effect of the blended project-based learning (PjBL) model and creative thinking ability on engineering students' drawing learning outcomes. Using a pre and post-test quasi-experimental design, the research included a sample of 80 students from two different classes at the Faculty of Engineering, UNIMED, North Sumatra, Indonesia. The data were analyzed using descriptive and inferential statistics through two-way ANOVA. Subsequently, the results showed that the members of experimental group I, comprising students who participated in the blended PjBL model, obtained the highest engineering drawing learning outcomes. The creative thinking ability outcomes of the students taught with this model were higher than those of the group II students who used the ordinary blended learning model. However, those with low thinking abilities taught with the ordinary model exhibited higher learning outcomes than the experimental group. These results show an interaction between the effect of the PjBL model and creative thinking ability on the learning outcomes of engineering students. Therefore, lecturers need to use a blended PjBL model to ensure improved outcomes, alongside enhancing students' creative thinking abilities to increase the model's effectiveness.
Abstrak: Penelitian ini bertujuan untuk: menghasilkan media pembelajaran interaktif yang layak digunakan, mudah dipelajari mahasiswa dan dapat dipakai untuk pembelajaran individual, mengetahui keefektifan media pembelajaran interaktif yang dikembangkan pada mata pelajaran Bahasa Inggris. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model Borg & Gall yang dipadu dengan model Dick & Carey. Hasil pengembangan menunjukkan bahwa uji ahli dan uji coba yang dilakukan kualifikasi sangat baik dengan melalui tahapan revisi produk. Metode yang digunakan dalam penelitian adalah kuasi eksperimen. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif dengan tanpa media interaktif. Hal ini ditunjukkan dengan hasil pengolahan data dan disimpulkan bahwa hasil belajar kelompok siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif lebih tinggi dari yang dibelajarkan dengan tanpa menggunakan media pembelajaran interaktif. Kata Kunci: pengembangan media pembelajaran interaktif berbasis komputer, menggambar teknik Abstract: This study aims to: produce a viable interactive learning media use, easy to learn students and can be used for individual learning, knowing the effectiveness of interactive learning media were developed in English. This type of research is the development of research that uses models Borg & Gall combined with Dick & Carey model. Pengebangan results show that the expert test and qualification testing performed very well with through the stages of a product revision. The method used in the study was a quasi-experimental. Hypothesis testing results prove that there is a significant difference between the learning outcomes of students who learned with using the media of interactive not using learning with media of interactive. This is shown by the results of data processing and concluded that the results of the study group of students that learned by using interactive learning media is higher than that learned by not using learning media of interactive. Keywords: development of a computer -based interactive learning media , english
The research aimed to develop a volleyball lower passing model based on an umbrella learning approach. The method used was research and development. This study was conducted in small-scale and large-scale trials. There were performance tests, written tests, and questionnaires to determine the effectiveness of models developed against students' cognitive, psychomotor, and affective abilities. The study subjects used were 20 respondents for small-scale trials and 40 respondents for large-scale trials at the Faculty of Sport Science. The results of the effectiveness test model in the small group test obtained psychomotor 0.75, cognitive results of 0.73 with a high category obtained with n-gain and affective analysis were assessed with a Guttman scale of 84.37% and belonged to the high category. The results of large-scale psychomotor trials of 0.74, cognitive results of 0.76 high categories obtained with n-gain and affective analysis were assessed with a Guttman scale of 87.57% and belonged to the high category. Based on expert assessments of learning, small-scale trials, and large-scale trials, this umbrella learning model is declared effective in improving students' cognitive, psychomotor, and affective abilities in the Faculty of Sport Science.
Abstrak: Studi ini bertujuan untuk: (1) membantu siswa dalam belajar dengan menggunakan media pembelajaran interaktif berbasis CTL (2) mengetahui media pembelajaran interaktif berbasis CTL layak digunakan pada mata pelajaran PKn. Jenis penelitian ini adalah penelitian pengembangan yang menggunakan model pengembangan produk Borg dan Gall yang dipadu dengan model pengembangan pembelajaran Dick dan Carey. Model pengembangan produk pembelajaran ini merupakan model yang disusun secara terprogram dengan urutan yang sistematis dan memenuhi karakteristik siswa dalam belajar. Model ini meliputi enam tahapan, yakni: studi literatur, perencanaan atau desain pengembangan, pengembangan produk, validasi ahli, uji coba, revisi, produk akhir.Subyek uji coba terdiri dari dua ahli materi mata pelajaran Pendidikan Kewarganegaraan, dua ahli desain pembelajaran, dua ahli rekayasa perangkat lunak dan desain grafis, tiga siswa untuk uji perorangan, sembilan siswa untuk uji kelompok kecil, dan tiga puluh empat siswa untuk uji lapangan. Data tentang kualitas produk pengembangan ini dikumpulkan dengan angket. Data-data yang dikumpulkan dianalisis dengan teknik analisis deskriptif kualitatif. Hasil pengembangan media interaktif menunjukan validasi ahli menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik” dan uji kelayakan menunujukkan bahwa keseluruhan rata-rata dikategorikan “Sangat Baik”. Hasil pengujian hipotesis membuktikan bahwa terdapat perbedaan yang signifikan antara hasil belajar siswa yang dibelajarkan dengan menggunakan media pembelajaran interaktif Macromedia Flash dengan hasil belajar siswa yang dibelajarkan dengan pembelajaran konvensional. Kata Kunci: Media Contextual Teaching and Learning, Hasil Belajar Abstract: This study aims to: (1) help students learn by using Interactive Learning Media Based CTL. (2) know that Interactive Learning Media Based CTL feasible to use on civics lesson. This type of research is the development of research that uses models Borg and Gall product development combined with learning development model of Dick and Carey. This learning product development model is a model that is prepared in a programmed sequence of systematic and meet the characteristics of the students in learning. This model includes six stages, namely: literature studies, planning or design development, product development, validation expert, testing, revision, the final product. The subject of the trial consists of two subject matter experts Subjects Engineering Energy Conversion, two expert instructional design, two expert software engineering and graphic design, three students for the test individuals, nine students for small group test, and fifty-eight students for field testing. Data about the quality of the products of this development are collected by questionnaire. The data collected were analyzed using qualitative descriptive analysis techniques. The results of development of Interactive Learning Media by Experts’ validation indicate that the overall average categorized "Very Good" And the Feasibility test indicate that the overall average categorized "Very Good". Hypothesis testing results show that there are significant differences between the students learning outcome that to be learned by using Macromedia Flash Interactive Learning Media and Students learn outcome to be learned by conventional learning. Keywords: Media, Contextual Teaching and Learning, Learning Outcomes
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