scholarly journals DEVELOPING INTERACTIVE MULTIMEDIA LEARNING FOR PSYCHOMOTOR DOMAIN TO STUDENTS OF VOCATIONAL HIGH SCHOOL

2019 ◽  
Vol 3 (2) ◽  
pp. 220-235
Author(s):  
Chandra Adhitama Nugraha ◽  
Sugeng Bayu Wahyono

PENGEMBANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF UNTUK RANAH PSIKOMOTORIK SISWA SEKOLAH MENENGAH KEJURUANAbstrakPenelitian ini bertujuan untuk menghasilkan multimedia yang layak dan memiliki kontribusi dalam proses pembelajaran dengan memperhatikan ranah psikomotorik. Subjek penelitian adalah siswa kelas XI Sekolah Menengah Kejuruan. Penelitian ini menggunakan metode peneltian Research and Development yang diadaptasi dari Borg and Gall. Strategi pembelajaran menggunakan model ASSURE. Penelitian ini menempuh proses validasi masing-masing dua ahli materi dan ahli media. Validasi ahli bertujuan untuk menilai tingkat kelayakan dari multimedia. Penelitian ini menggunakan analisis deskriptif kuantitatif. Pengumpulan data menggunakan pedoman wawancara, lembar observasi, angket kelayakan multimedia oleh ahli media, angket kelayakan multimedia oleh ahli materi dan angket kelayakan multimedia oleh siswa. Skala penilaian menggunakan skala Likert dengan skala 1-5. Hasil dari penelitian menunjukan bahwa produk multimedia pembelajaran yang dikembangkan layak digunakan dan memiliki kontribusi pada ranah psikomotorik siswa. Hasil dari validasi ahli dan uji coba produk diperoleh hasil dengan rentang skor minimal memiliki kriteria “baik”, sehingga dikatakan produk yang dikembangkan “layak”.AbstractThis study aims to produce a viable multimedia that contributes in the learning process by paying attention to the psychomotor domain. The subject of research students of Grade XI Vocational High School. This research and development referred to the nine steps of Borg and Gall’s development model. This learning strategies using ASSURE model. This product was validated by two material experts and two media experts. Validating the material aimed to know the feasibility level of the multimedia. This research uses quantitative descriptive analysis. The data were collected by using interview guidelines, observations sheet, and a multimedia feasibility questionnaire by a media expert, a multimedia feasibility questionnaire by a material expert and a multimedia feasibility questionnaire by students. Scale assessment using Likert scale with scale 1-5. The result of this research showed that the multimedia learning is feasible to use and contribute in student psychomotor field. The results of experts validation and product trial results obtained with a minimum score range having a "good" criterion, so that said the developed product is "feasible".Keywords: multimedia, psychomotor, Research and Development

Jurnal Office ◽  
2020 ◽  
Vol 6 (1) ◽  
pp. 17
Author(s):  
Nurul Sazwani ◽  
Jamaluddin Jamaluddin ◽  
Risma Niswaty

As human social beings in everyday life always want to relate to other humans. He wants to know the surrounding environment, even wants to know what is happening in him. This curiosity forces humans to communicate. This study aims to determine the effectiveness of interpersonal communication among employees at Vocational High School YPLP PGRI 1 Makassar. Therefore, to achieve these objectives researchers used data collection techniques with observation, questionnaires, interviews, and documentation with a population of 24 people. And the data is processed using the quantitative descriptive analysis to determine the extent of the effectiveness of interpersonal communication among employees at the Vocational High School YPLP PGRI 1 Makassar. The results of this study indicate that the Effectiveness of Interpersonal Communication among Vocational High School YPLP PGRI 1 Makassar  staff with indicators namely: openness with a percentage reaching 90.83 percent, empathy with a percentage reaching 90.56 percent, supportiveness with a percentage of 83.13 percent, positiveness with a percentage reaching 89.44 percent and equality with a percentage reaching 92.08 percent of all the indicators are in the very good category. This is demonstrated through overall data analysis which shows the percentage reached 89.08 percent, the value is in line with related observations made by researchers in the field. 


2021 ◽  
Vol 3 (2) ◽  
pp. 63-72
Author(s):  
Franciscus Asisi Dwi Kristanto ◽  
Martubi Martubi

The aims of this study are: (1) to identify the competencies in the curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen, (2) find out the competencies of labor in industry but not contain in the curriculum of curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen, and (3) to analyze the compability between competence developed in Heavy Equipment Engineering Vocational High School 1 Ngawen and competence needed in real work and industry engaging in heavy equipment. This study is a descriptive research. The sampling technique uses purposive sampling, with the sample is curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen and industry engaging in heavy equipment service. The analysis technique used is quantitative descriptive analysis with percentage. The results conclusion is as follows: (1) Competencies developed at curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen consists of 110 basic competencies, (2) Basic competencies in curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen all labor in industry heavy equipment service, although form 110 basic competencies there are still five competencies that labor on industry engaging heavy equipment but not applied in the curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen, (3) The relevance of competence applied in the curriculum of Heavy Equipment Engineering Vocational High School 1 Ngawen of labor in real work and industry results show that 101 basic competencies (91,82%) included very relevant category and 9 basic competencies (8,18%) included relevant category.


2019 ◽  
Vol 1 (3) ◽  
pp. 120-126
Author(s):  
Rina Sepriana ◽  
Rini Sefriani ◽  
Indra Wijaya ◽  
Pipit Lestari

This study aims to determine the level of product validity testing in the form of Interactive Multimedia Learning Media Based on Macromedia Director MX for Class X in SMK-SMAK Padang. This research uses research and development research and development (R&D) methods. Validation is carried out by validators, media experts, material experts and multimedia experts. Evaluation from validator for Learning Media Interactive Multimedia Module Based on Macromedia Director MX in terms of aspects (1) Content worthiness is obtained by an average of 90.4%; (2) the linguistic component is obtained an average of 91.00%; (3) Presentation Components obtained an average of 89.5%; (4) The components of the graphics are 90.3% on average. . Overall validator test assessment of Interactive Multimedia Module Learning Media Based on Macromedia Director MX obtained an overall average of 90.35%, so that the level of validity can be interpreted very validly used so that Learning Media Interactive Multimedia Module Based on Macromedia Director MX for Class X in Padang Vocational High School is interpreted to be very valid in use. Based on the assessment along with expert input and the results of the field testing of learning media Interactive Multimedia Module Based on Macromedia Director MX, it can be concluded that the feasibility has been tested.


2021 ◽  
Vol 5 (2) ◽  
pp. 307
Author(s):  
Dewa Ayu Made Manu Okta Priantini ◽  
Ni Luh Gede Karang Widiastuti

The problem behind this research was the lack of learning resources for students in science subjects so that learning outcomes are less than optimal. This research was a research and development (research and development). The research trial subjects were fourth grade students. The data collection instrument used was in the form of an evaluation sheet (questionnaire). The data analysis used qualitative descriptive analysis and quantitative descriptive analysis. The results of the assessment of the e-module product were carried out based on six aspects, namely: content aspects of the field of study / with a percentage of achievement level of 86.00% with a predicate worthy; In terms of the learning design aspect, the percentage of achievement level is 87.60%, predicate worthy; In terms of the learning media aspect with the achievement level percentage of 89.00%, the predicate is feasible; in terms of the individual trial aspect, with the percentage level of achievement of 92.50% the predicate is very feasible; small group trial, with the percentage of achievement level of 94.50%, the predicate is very feasible, and in terms of the field trial aspect, the percentage of the achievement level is 95.50%, the predicate is very feasible. Thus the product in the form of e-module has a good level of validity and is suitable for use in the learning process on the subject force material of science subjects.


2014 ◽  
Vol 7 (2) ◽  
pp. 18
Author(s):  
NURDIYAH LESTARI ◽  
SUCIATI SUDARISMAN ◽  
SUGIYARTO SUGIYARTO

<p class="5abstrak">The purposes of this research were: 1) development of students worksheet Problem Based Learning (PBL) based on Local Potential; 2) test feasibility of the PBL model; 3) determine the effectiveness of PBL model. Analysis of the data used for research and development are qualitative and quantitative descriptive analysis, as well as the percentage techniques. Research and development of PBL models based on local potential uses 4-D model. The results of research and development showed: 1) product of PBL-based models are developed based on the stages of the Local Potential PBL syntax that uses indicators of critical thinking skills, 2) feasibility of the model PBL-based Local Potential according to experts is very well qualified with average of 92,1 %, qualified by education practition is very well with average of 94,5 %, whereas according to qualified students an excellent with average of 88,2 %; 3) student’s worksheet PBL-based Local Potential effectively improve critical thinking skills and learning results with gain value 9 and N-gain value 0.28 at low category. Based on result of t scores obtainable gain value 9.06 and N-gain value 0.420 at medium category.</p>


2018 ◽  
Author(s):  
Ridwan Daud Mahande ◽  
Jasruddin

This article aims to describe content aspects, user aspects and social aspects of the use of mobile technology in vocational schools in Makassar, South Sulawesi, Indonesia. This research was quantitative descriptive in nature. The populations in this study were teachers and students at a vocational high school in Makassar. The research samples were 54 teachers and 150 students, selected by using the purposive sampling technique. The data were collected using questionnaires and interviews. Data were then analysed using descriptive analysis techniques. The results showed that the content aspects were based on learning objectives, and content-based images, media and text are in the very high category. User aspects indicate that the use of mobile technology to access interactive information related to the learning and vocational training are in the very high category. Social aspects show that ethics and interaction through mobile technology to facilitate the need for information skills are also in the very high category


2018 ◽  
Vol 8 (2) ◽  
pp. 122
Author(s):  
Elvi Rahmi

The objective of this study is to descript the individual students differences in the Introduction to Accounting 1 course and how is the implications in learning process. This study uses a quantitative descriptive approach. The population is all of students of the Department of Economics, who took Accounting Introduction 1 course, during   The period from July to December 2018, and the sample are 32 students. Data were analyzed using descriptive analysis. Research results showed that students had different educational backgrounds who came from Senior High School majoring in Science, Senior High School majoring in Social Sciences, Vocational High School majoring in Accounting and Vocational High School not majoring in Accounting, From research data, it is also known that there are differences in the ability of students to take part in Accounting learning and only 33.33 % of students who are interested will choose accounting as their choice of expertise. From the results of the study it was suggested to the lecturers who supervise the Accounting Introduction 1 to use multi instructional methods so that individual student differences can be minimized.


Author(s):  
Liya Atika Anggrasari

<p align="center"> </p><p>Research and development is intended to produce multimedia learning course on Computer and Media Education for students of primary school teaching as a viable learning medium. The research was conducted with the adaptation of the model development research Borg &amp; Gall. These stages are the preliminary study stage include library research and field study. Product development phase include planning, design learning, producing multimedia and expert validation. Pilot phase trial products include a one-one, small group and large group. Subject trial Prodi PGSD fourth semester student. Data were collected through questionnaires and observations, the results were analyzed by quantitative descriptive analysis. The results showed that: (1) multimedia learning has been generated through five stages of development; (2) the feasibility aspects of learning, content, appearance and technical learning multimedia product is included in both categories with a score of 4.08 in a row; 4.32; 4.00; and 4.07; and (3) learning multimedia product can improve the effectiveness of learning computer courses and learning media. These results make it worth the learning multimedia learning courses as a source of Computer and Media Education for Teachers' Training College students Prodi PGSD PGRI Madiun.</p>


2018 ◽  
Vol 4 (2) ◽  
pp. 248
Author(s):  
Agung Widodo

This study aims to produce a target game model to improve shooting skills in football games. The method used in this study is research and development (R & D). The stages in this method refer to the 10 steps of Borg & Gall's research and development which were adapted into three stages, namely: (1) Preliminary study phase; (2) Development stage; and (3) evaluation phase. Data collection instruments use questionnaires.Data collection instruments use questionnaires. Data analysis using quantitative descriptive analysis with percentage. The research product is a target game model consisting of: (1) 3 lawan 3; (2) tendangan hukuman; (3) tendangan berlubang; and (4) tendangan gol. Validation of the game model involves 2 experts, namely lecturers of football courses and football coaches. The results of the validation of the target game model obtained the target game model pointed to 85.71%. Field test results to determine the feasibility of the target game model, based on the practitioners' assessment in this case the extracurricular coach of MTs Yasiro Lembursawah, Sukabumi obtained a score of 29 from a maximum score of 35 with a percentage of 82.85% which means good / decent. So that the game model developed is suitable for use in improving shooting skills.


2021 ◽  
Vol 8 (2) ◽  
pp. 271
Author(s):  
I Wayan Suada

The purpose of this study was to improve student learning outcomes about mixed arithmetic in the Mathematics learning process using learning strategies through sticky numbers games. This study uses a classroom action research method which is carried out in 2 (two) cycles. Each cycle is carried out in 4 (four) stages, namely planning, acting, observing, and reflecting. The subjects of this study were Grade VI students of SD Inpres 3 Tolai in the 2020/2021 school year. Data collection techniques using tests, observation, and documentation. The data analysis technique used in this research was qualitative and quantitative descriptive analysis. Based on the results of this study, it is known that the increase in student activity, the pre-cycle average is 49.68. In the first cycle it increased to 67.31, and the second cycle increased to 83.97. While the increase in student learning outcomes that have met the completeness value, namely pre-cycle by 50%. In the first cycle it increased, namely to be 79.17% and increased again in the second cycle to 100%.


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