scholarly journals Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model

Author(s):  
Aulia Akhrian Syahidi ◽  
Herman Tolle ◽  
Ahmad Afif Supianto ◽  
Tsukasa Hirashima

Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.

Author(s):  
Mira Juwita Eva Distyasa ◽  
Elizabeth Titiek Winanti ◽  
I G P Asto Buditjahjanto ◽  
Tri Rijanto

The main problem in education today is the lack of effectiveness in the learning process. This can be seen from the average student learning outcomes which are always still low. Especially for vocational high school students who emphasize learning skills in order to produce work-ready graduates, but it is inversely proportional to the facts in the field. Low learning outcomes are indicated because the learning conditions are still conventional (lectures, practicum, and discussions) where teachers are still a source of learning (teacher centered). This study aims to determine the effect of the project based blended learning model on learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the variable model of project based blended learning and student learning outcomes, which means that student learning outcomes can be improved through the application of a project based blended learning model.


2020 ◽  
Author(s):  
Aminah Zuhriyah ◽  
I Made Astra . ◽  
Yufiarti .

In the era of globalization, many environmental problems have emerged, but individuals and communities are treating these issues with necessary seriousness. This study suggests that it is necessary to build a sense of sensitivity to the environment. Environmental Sensitivity is a predictor responsible for the environment, written on the goals and objectives in environmental education and empathy views or understanding of the environment. The purpose of this study is to look at collaborative learning models using problem-solving to increase students’ environmental sensitivity. Research is based on quantitative and pretest-posttest experimental design methods used in class X-Accounting Yatindo Vocational High School students in Bekasi. The results showed that students who studied collaborative learning models with problem learning (experimental class) displayed a higher sensitivity than students in the control class undergoing conventional learning. Keywords: collaborative learning model, problem-solving approach, environmental sensitivity


2020 ◽  
Vol 11 (2) ◽  
pp. 87-103
Author(s):  
Wisma Imelda Setyowati ◽  
Rusmini Rusmini

The research aims to be aware of the implementation of the TPS learning model with problem posing strategies on acid-base, student activity, creative thinking skills, completeness of learning outcomes, and responses of the learning model used. Use one group pretest-posttest research design and was applied to 54 high school students in class XI. The average percentage obtained by the feasibility of the learning model to 91.67% at the first meeting and to 98.60% at second meeting which both of them fall into the excellent category. The relevant activities result at the first meeting to 94,69% and irrelevant by 5,31% while activities of relevant at second meeting to 93,09% and irrelevant by 6,91%,, creative thinking skills increased by a percentage of 40.74% for the high category, 44.44% medium category, and 14.82% low category, for classical completeness learning outcomes by 88.89 %, and students' responses were 95.60% positive while 4.40% for negative responses.


2020 ◽  
Vol 7 (3) ◽  
pp. 309
Author(s):  
Indah Pertiwi ◽  
Imam Sofi'i

This study is intended to produce a problem-based mathematics learning model for SMK (Vocational High School). The development used the Plomp development model. The procedures are: (1) preliminary study; (2) the stage of developing or making a prototype; and (3) assessment phase. The feasibility of a problem-based mathematics learning model for SMK  that is developed refers to the product quality criteria that are valid, practical, and effective. The development of problem-based mathematics learning models for Vocational Schools involved two experts and three practitioners. The objects in this study were students of first year  vocational high schools in South Tangerang City and three mathematics teachers. Sampling techniques used in this study are  purposive sampling, stratified random sampling, and proportional random sampling. The instruments used consist  of: instruments for evaluating validity which included validation sheets, instruments for assessing practicality which included practicality assessment sheets from teachers and students, and observations sheets for the implementation of learning, as well as effectiveness assessment sheets namely learning achievement tests. The results showed that the learning model developed includes syntax, social systems, reaction principles, support systems, and learning impacts that meet valid, practical, and effective criteria


2020 ◽  
Vol 5 (1) ◽  
pp. 38
Author(s):  
Muhammad Hasbi ◽  
Herman Tolle ◽  
Ahmad Afif Supianto

Language is a tool used for communication. Indonesia has a variety of languages, one of which is the Buginese language. As a language whose level of speakers exceeds five million, the popularity of this language begins to fade and is rarely used over the times. The Buginese language has its own letter called Lontara which consists of 23 letters. In addition to learning it difficult, educational media to learn this language, especially how to write letters is rarely developed. Learning this language is mandatory for formal school students ranging from elementary school to high school. However, a number of teachers noticed that Lontara writing lessons were very difficult for students to understand. Because of the difficulty level of writing, this research was conducted to answer and overcome these problems by developing an educational media called Lontara Augmented Reality. The research and development method (RnD) was utilized as the method in this study and it collaborates with ASSURE as the media development model. ASSURE model is used in the media design process. This media has an embedded learning model which called think-pair-share. The presence of this learninf model aims to enhance user skill in learning due to it provides learning with pair features. Educational media design has been validated by four media experts and four content materials validators. In the first iteration of validation, the average value of 3.90 was obtained with an average total score of 206.5 and a total percentage of around 78% (good category). After media being revised, an increase of 11% from the former iteration became 89% with 4.45 in average and total score of 235.75 (very good category). Furthermore, expert material content obtained an average value of 4.74 with a total average score of 99.5. with the percentage of the feasibility of the media reaching 95%. The percentage of usability testing results shows a great result with 96.91% in average and functionality tests around 100% which means that all of these functions this educational media application can work properly. in addition, performance testing and compatibility results show a normal activities. Memory and CPU usage are in normal conditions and not disturbing the applicaton performance. Lontara Augmented reality compatible in many android smartphones. Around 15 types of devices have been installed and it can run normally in these devices.


Author(s):  
Lera Kurniatul Aslam ◽  
Suparji Suparji ◽  
Tri Rijanto

The main problem in formal learning is that teachers carry out learning with direct learning models and lectures. The right learning model can maximize student learning outcomes and learning objectives will be achieved. This study aims to determine the effect of the Problem Based Learning (PBL) learning model on the learning outcomes of vocational high school students. This research was conducted through a literature review and relevant research results and was continued through a Focus Group Discussion (FGD). From the research it was found that there was a significant positive influence between the problem-based learning (PBL) model variable and student learning outcomes, which meant that student learning outcomes could be improved through the application of the Problem Based Learning (PBL) learning model.


2021 ◽  
Vol 1 (1) ◽  
pp. 55
Author(s):  
I Gusti Ngurah Purnama Adi Putra

<em><span lang="EN-US">Writing and typing Balinese script is one of the materials in Balinese language which is considered difficult by most students, including high school/vocational high school students who logically repeat only the material they have obtained while sitting in elementary and junior high school. This paper seeks to explore the concept, application, and role of the TGT (Team Game Tournament) type of cooperative learning model in learning to write and type Balinese script in high school / vocational high school students with structural and behaviorism theory supported by content analysis and descriptive analysis methods. The results of the analysis show that the TGT type of cooperative learning model emphasizes on three main points, namely academic tournaments, quiz systems, and individual contributions in groups. In its application, the TGT type of cooperative learning model in learning to write and type Balinese script is able to bring the elements of solid teamwork, exciting games, and competitive academic tournaments into a single unit by using script cards and the application of Bali Simbar Dwijendra. This makes students able to learn while playing, so learning becomes very fun and meaningful for students. Through this learning model, students are trained to build mutual cooperation, sportsmanship, speed, and understand the material well through five main components, namely class presentations, teams, games, tournaments, and team recognition. In line with this, the TGT type of cooperative learning model in learning to type and write Balinese script also has a very important role, namely: creating an atmosphere of Balinese language learning to be fun, fostering a spirit of sporting competition, and strengthening cooperation and a sense of kinship between students.</span></em>


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