Upaya yang dapat dilakukan untuk meningkatkan efektifitas proses pembelajaran adalah dengan membuat ekstensi interaksi tambahan di luar kelas. Dalam hal ini, teknologi informasi dapat dimanfaatkan untuk pembelajaran. Pemanfaatan teknologi informasi yang memiliki fungsi sama seperti pembelajaran konvensional tersedia dalam pembelajaran online. Penelitian ini bertujuan untuk : (1) mengembangkan dan menguji kevalidan, kepraktisan serta efektivitas Tutorial Online Moodle, dan (2) menguji perbedaan hasil belajar mahasiswa yang menggunakan model blanded-learning (b-learning) dengan mahasiswa yang menggunakan model convensional learning (c-learning). Penelitian ini menggunakan desain penelitian pengembangan (R&D) dan quasi-eksperiment. Hasil penelitian menunjukkan : (1) Tutorial Online Moodle yang telah dikembangkan dinyatakan valid, praktis dan efektif, dan (2) terdapat perbedaan yang signifikan hasil belajar mahasiswa yang menggunakan model b-learning dengan mahasiswa yang menggunakan model c-learning. Hasil belajar mahasiswa yang menggunakan model b-learning lebih tinggi daripada mahasiswa yang menggunakan metode c-learning
The Covid-19 pandemic is increasing, and the online learning system can facilitate learning and make it easier for students and teachers. This research intends to assess the effects of Blend Learning on the learning outcomes of Computer and Basic Network courses during the Covid-19 Pandemic. This study employs literature research, with data collected from various publications and books assessed in light of existing issues. According to the findings of this study, there are a number of issues from the perspectives of teachers, students, and parents. During the current pandemic, teachers must be able to adapt to blended learning methods. Changes to the learning environment will impact students' psychological issues. Students suffer the stigma that learning activities school must take place at educational facilities; if they occur at home, it is assumed that they are on vacation. It is difficult and time-consuming to adapt to the fact that not all parents are able to use IT and internet-based work gadgets. Due to the fact that each student has a distinct learning style, this obstacle can be circumvented through the use of a combination of learning material.
In the learning process, the teacher acts as the teacher center by using conventional methods so that it causes students to pay less attention to the teacher, and sometimes students experience boredom in learning. The purpose of this research is to develop project-based learning media for computer-based electronic modules and networks. This study uses the Research and Development (R&D) method with 4-D development procedures which include Define, Design, Develop, Desseminate. The data analysis technique uses descriptive analysis techniques to describe the value of the validity, practicality, and effectiveness of the project-based learning E-module. The results of this development research are: the validity of the E-module based on project-based learning is declared valid with the value category 0.83> 0.61, the E-module practicality is based on the responses of two teachers with an average score of 89.3 in the very practical category and 36 student response with an average score of 85.03 in the very practical category. The effectiveness of e-module project-based learning is stated to be effective in improving learning outcomes. Based on the research results, it can be concluded that E-module learning based on project-based learning is valid, practical, and effective to be used as a learning medium in basic computer and network subjects.
Abstrak: Penelitian bertujuan untuk menghasilkan model pendidikan prakarya dan kewirausahaan berbasis ekonomi kreatif berdimensi industri keunggulan lokal yang efektif bagi lulusan SMA berjiwa wirausaha. Penelitian menggunakan prosedur research and development yang dipadukan dengan prinsip desain konstruktivistik dengan tahapan: studi pendahuluan, pengembangan produk awal, dan uji produk awal melalui uji validasi ahli dan praktisi; uji terbatas secara bersiklus, uji produk akhir melalui quasi eksperimen, dan desiminasi serta implementasi. Hasil penelitian tahap pertama adalah sebagai berikut. Industri kerajinan lokal dan pemasarannya menjadi prioritas substansi prakarya dan kewirausahaan dengan menggunakan pembelajaran konstruktivisme social. Desain model terdiri atas tiga komponen, yaitu tujuan (tujuan mata pelajaran, kompetensi dasar, dan indikator), prosedur pembelajaran (pengorganisasian dan penyampaian materi serta pengelolaan pembelajaran), dan penilaian. Desain model menghasilkan produk yang berupa: rumusan kompetensi dasar, silabus, buku ajar, panduan pembelajaran, media, rencana pelaksanaan pembelajaran, dan perangkat penilaian. Hasil uji produk awal menunjukkan bahwa secara keseluruhan rancangan model dan produk yang dihasilkan pada kategori sangat baik. Kata Kunci: desain model, prakarya dan kewirausahaan, ekonomi kreatif MODEL DESIGN OF PRAKARyA AND ENTREPRENEURSHIP WITH CREATIVE ECONOMY BASED AND LOCAL QUALITY OF INDUSTRY DIMENSION Abstract: This study aims to produce education model of prakarya and entrepreneurship with creative economy based and local quality of industry dimension to the graduated students of Senior High School who have entrepreneur passion. This study used research and development procedure with constructivism design which included the introduction study, initial product development, and initial product test through expert and practitioner validity; limited test in cycle, final product test through quasi experiment, dissemination, and implementation. The first result of the study is as follow. Local handicraft industry and its marketing became the substantial priority of prakarya and entrepreneurship by using social constructivism learning. The model design consists of three components, such as objective (learning objective, basic competency, and indicator), learning procedure (material organization, material delivery and learning management), and evaluation. Model design produce a product which include basic competency formula, syllabus, handout, learning guide, media, lesson plan, and evaluation. The result of the initial product showed that all of produced model plan and product is categorized into good. Keywords: model design, prakarya and entrepreneurship, creative economy
The actors in the palm oil supply chain industry are the farmers, traders, crude palm oil (CPO) factories, frying-oil factories (refineries), distributors and the consumers. The farmers sell fresh fruit bunches (FFB) to the CPO factories through traders. FFB is converted into CPO which is later sold to the refineries. Refineries convert CPO into frying oil which is sold to the consumers through the distributors. There are risks due to product quality consistency, price fluctuation and supply chain continuity. This study has two objectives: (1) to develop a model to identify, evaluate and rank the risks, (2) to develop a model to identify and rank the strategies in improving their added value. Data for this study was obtained through direct interviews and questionnaires. The respondents were selected experts and industry players. The data were processed using Fuzzy Analytic Hierarchy Process (FAHP) models. The first FAHP model showed that the two most important risks were the supply chain continuity and product quality. The second FAHP model showed that the recommended strategies to improve the added values of the actors were the improvement of the infrastructure/cluster development, followed by the usage of superior seeds and cultivation techniques.
DEVELOPING THE CRAFT AND ENTREPRENEURSHIP MODULE PROCESSING MATERIALS BASED ON PRODUCT ORIENTED FOR VOCATIONAL SCHOOL STUDENTS
Tujuan kajian ini adalah untuk mengetahui keefektifan model pendidikan Prakarya dan Kewirausahaan berbasis ekonomi kreatif berdimensi industri keunggulan lokal terhadap keinovatifan Siswa SMA dalam menghasilkan produk/jasa. Kajian ini menggunakan model penelitian dan pengembangan Borg dan Gall yang dipadukan dengan prinsip desain konstruktivistik. Kajian tahap kedua dengan tahapan: (1) uji produk awal melalui uji terbatas yang disertai revisi; (2) uji produk akhir melalui quasi eksperimen; dan (3) desiminasi dan implementasi. Hasil penelitian, yaitu: (1) hasil uji produk awal menunjukkan bahwa model yang dihasilkan komprehensif, mudah digunakan, efektif membentuk keinovatifan siswa; (3) hasil uji produk akhir menunjukkan efektivitas model terhadap pembentukan keinovatifan siswa, dimana keinovatifan kelas eksperimen lebih tinggi dibanding kelas kontrol; (4) guru dan siswa memberikan respon yang sangat baik terhadap model yang dihasilkan dilihat dari aspek relevance, reflection, interaction, tutor support, peer support, dan interpretation; (4) model akhir yang dihasilkan memuat 3 komponen utama, yaitu tujuan, prosedur, dan penilaian pembelajaran.
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