scholarly journals Project Based Learning Module Development On Design Curling Competency In SMK

2020 ◽  
Vol 3 (2) ◽  
pp. 174-182
Author(s):  
Titi Pratitis ◽  
Jalius Jama

Creativity activities and time in the process of learning curling hair design is not balanced with the achievement of learning so it is necessary learning media in the form of modules. The purpose of this research is to produce a print module based on Project Based Learning that  can help students learn independently in an effort to improve the creativity of learning outcomes and practices. The research method used is Research and Development (R&D) with  Four-D development model. Research subjects  of students in grade XI  Beauty  System Smk Swasta PAB 12  school year 2020/2021. The results of the development research obtained are: (1)  Project Based  Learning-based  modules, (2) The validity of  Project Based Learning-based modules is declared valid with a value of 0.84 > 0.67, (3)  Project Based Learning-based module practicality based on two lecturer responses is declared very practical with an average score of 88 and based on 18 student responses expressed very practical with an average score of 84, (4)  Project Based Learning-based modules are declared effective, can improve aspects of student knowledge viewed from the resulting  practice results. Based on the results of this research, it can be concluded that project based learning  modules are valid, practical and effective as a learning resource on the competency of curling hair design.

2019 ◽  
Vol 1 (2) ◽  
pp. 99-108
Author(s):  
Feri Hidayatullah Firmansyah ◽  
Intan Permata Sari ◽  
Musyarofah Musyarofah

This research aims to develop a learning media as a pilot project for the development of open and distance learning. Learning media developed in the form of android-based applications with project-based learning methods. Media is made by adjusting the objectives of the learning process, therefore the media must have a reference to develop the content of the material to be discussed in it. Content includes RPS, learning modules and assessment grids. Learning media created based on google so that it supports all types of devices to access this module. With the Rapid Application Development (RAD) method the module development stages can be completed in accordance with the planned time. In the module developed there are learning objectives, practical activities instructions, tools and materials, basic theories, exercises and assignments. The material is also given a video sample of the material being studied. The current research has reached the stage of questionnaire filling by students and questionnaire data processing. The results showed a positive response from students evidenced by the normal curve of the assessment that has been carried out. From the data obtained can be used as a reference in the development of interactive learning media that are easy to develop in learning.


2020 ◽  
Vol 1 (2) ◽  
pp. 105-109
Author(s):  
Ajat Sudrajat ◽  
Ika Budiarti

The pupose of this study was to increase students attention and learning outcomes on social studies learning content through the project based learning approach in class IV at SDIT Al Kawaakib. The research subjects were student of class IV with 11 students consist of male 7 students, female 4 students. This research was conducted on february 1 s.d February 29, 2020. Even semester of the 2019/2020 school year. Based on the results of the study, it shows that student learning outcomes increase with increasing student attention and interes in social studies learning materials through a project-based learning approach. This can be sen from the student learning outcomes in the form of learning completeness which increased up to 73% at the end of cycle 2. The conclusion of this study shows that the Project Based Learning model can increase interest and learning outcomes of fourth grade students of SDIT Al Kawaakib


Author(s):  
I Made Dwipayana . ◽  
I Made Putrama, S.T., M.Tech . ◽  
Nyoman Sugihartini, S.Pd., M.Pd. .

Tujuan penelitian ini (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja, (2) Untuk mengetahui respon guru dan siswa terhadap pengembangan e-modul berbantuan media CAI pada mata pelajaran Desain Grafis Bitmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja. Model pembelajaran yang diterapkan dalam pengembangan modul elektronik ini adalah model pembelajaran project based learning. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Multimedia di SMK Ti Bali Global Singaraja tahun ajaran 2017/2018. Untuk mengetahui respon guru dan siswa terhadap e-modul desain grafis bitmap diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: (1) Hasil rancangan dan implementasi e-modul berbantuan media CAI yang telah dikembangkan pada mata pelajaran Desain Grafis Bittmap Berbasis Project Based Learning Kelas X Multimedia Di Smk Ti Bali Global Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 39, jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori positif. Sedangkan untuk respon siswa terhadap pengembangan emodul didapatkan rata-rata skor respon sebesar 69,38, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori positif. Kata Kunci : Kata Kunci: ADDIE, E-Modul, Desain Grafis Bitmap, Project Based Learning The purpose of this research (1) To produce the design and implement the design result of CAI media-assisted e-module development in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia In Smk Ti Bali Global Singaraja, (2) To know teacher and student response to the development of CAI media-aided e-module on the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja. The learning model applied in the development of this electronic module is a model of learning based learning. The type of research used in this study is research and development (Research and Development) with the model of ADDIE development. The subjects of this study are students of class X Multimedia at SMK Ti Bali Global Singaraja academic year 2017/2018. To find out teach and student response to e-module of bitmap graphic design obtained by using questionnaire method. The results showed that: (1) Results of design and implementation of CAI media-aided e-modules developed in the subject of Graphic Design Bitmap Based Project Based Learning Class X Multimedia At Smk Ti Bali Global Singaraja declared successfully applied based on several tests conducted. (2) The result of data analysis teacher response showed that got the average score of response equal to 39, if converted into table classification of response then included in positives category. As for the student response to the development of e-module obtained average response score of 69.38, if converted into the table classification of student responses included in the positive category. keyword : Keywords—ADDIE, E-Module Grafic Bimap desigm, Project Based Learning.


2021 ◽  
Vol 7 (1) ◽  
pp. 84
Author(s):  
Rahmawati Ali

The objectives of this study are: to develop Android-based learning media for reading skills, to measure the validity of the media by giving questionnaires to experts and to students to find out student responses. The objectives of this study are: 1. to find out the steps for developing android-based learning media for android-based reading skills, 2. To find out student responses about android-based learning media that have been developed. This research is research and development. By adapting the development steps known as ADDIE (Analysis, Design, Development, Implementation and evaluation).  Researchers will develop an Android-based reading skill learning media which is then validated by several experts, such as Arabic language experts, material experts, media experts and Arabic language learning practitioners. And then research subjects are 8 students. The data collection techniques use: observation, interviews and questionnaires. The results of this study are: 1. Application of Android-based learning media to read Arabic for students of UPB UIN ANTASARI Banjarmasin, using steps known as ADDIE. 2. By using a range of 1-5 validation of learning media in terms of language with an average score of 4.5 (very good), validation of learning media in terms of material with an average score of 4.4, validation of learning media in terms of media with a score an average of 4.5 (very good) validation of learning media from learning practitioners with an average score of 4.4 (very good). With a student response with an average score of 4.4 (very good). So with the results of this study, it can be concluded that the Android-based learning media for learning reading skills is appropriate to be used as a medium for learning reading skills.


Author(s):  
Rahadian Grace Amelia ◽  
Sri Poedjiastoeti ◽  
Mohammad Thamrin Hidayat

The purpose of this study was to determine the effectiveness of the project-based learning model on laboratory-scale ethanol production material on the vocational skills of class X students majoring in Industrial Chemistry at SMK PGRI 1 Gresik. The effectiveness criteria are evaluated from student learning outcomes of students' vocational skills scores and student responses to project-based learning. This type of research is research and development (research and development / R&D) with field trials using one group pre-test post-test design. The research subjects were 40 students of SMK PGRI 1 Gresik. The instrument for measuring the effectiveness of project-based learning models on students' vocational skills is the vocational skills observation sheet and the student response questionnaire sheet. The data analysis technique used in this research is descriptive. The data obtained as follows: All students mastered vocational skills with the highest score obtained was 92.31. Student responses to project-based learning were 91%. Obstacles in carrying out learning activities are a limited number of tools and less time in carrying out experimental activities.Based on the results of data analysis, it can be concluded that the project-based learning model on laboratory-based ethanol-making materials is effective for training vocational skills of vocational students.


2018 ◽  
Vol 2 (3) ◽  
pp. 277
Author(s):  
Made Sri arisna

This research is a classroom action research which aims to (1) to increase student activity of class IX.3 SMP Negeri 2 Singarajain even semester of academic year 2017/2018 through implementation of reward-assisted project based learning, and (2) to increase the activity of students of class IX.3 SMP Negeri 2 Singarajain even semester of academic year 2017/2018 in producing graphic arts trough the implementation of Reward-assisted Project Based Learning. The research subjects of this action are the students of class IX.3 SMP Negeri 2 Singarajaat Academic Year 2017/2018 with total number of 36 students. This Class Action Research Design (PTK) follows the model of Stephen Kemmis conducted in two cycles. Each cycle is held in three or two meetings with each meeting 2 X 40 minutes and 1 X 40 minutes. This research data was collected by observation sheet and project test. The collected data were analyzed descriptively qualitative and quantitative descriptive. The result of the research shows that (1) the Implementation of Reward-assisted Project Based Learning can increase the students 'activity in graphic arts learning. Before the action, the students' activity is quite active, the cycle I is still quite active (52%) and in cycle II is more active (89%), (2) the Implementation of Reward-assisted Project Based Learning can improve the achievement of graphic art work. Before the average score cycle is 69.00 (36% completeness). After the action in the first cycle achievement works graphic arts students average score of 75.36 (mastery 53%), while in the second cycle average score of 84.58 (92% completeness). Keywords: Project Based Learning, Reward, Activity, Activity, AchievementLearning


2020 ◽  
Vol 2 (1) ◽  
Author(s):  
Yoga Pratama ◽  
Gelar Dwirahayu ◽  
Gusni Satriawati

The Extraordinary School (SLB) 4 Jakarta is a school special for deafness students. The deafness students has a difference with a normal students, so there are special treatment for them especially in mathematics teaching. When we observe to school, we get some information about they services to students,  one of the information was that the mathematics teacher taught students using inquiry model. Therefore, the purpose of this study is to analyze the application of mathematics learning models in SLBN 4 Jakarta for class XI students with hearing impairment in terms of planning and implementing learning, student responses and test results during the learning process, as well as the learning tools or media used. This research is a qualitative descriptive study with research subjects namely one mathematics class teacher and five students of SLBN 4 Jakarta class XI in the 2018/2019 school year. The collection techniques used were interviews, observation, and documentation. The results showed that (1) The preparation of mathematics learning planning in SLBN 4 Jakarta curriculum used was the 2013 curriculum (2) The implementation of mathematics learning in SLBN 4 Jakarta used the expository method and MMR (Reflective Maternal Method) (3) There were 2 results of learning activities, namely student responses and test results (4) mathematics learning tools or media used by teachers are still conventional.


Author(s):  
Agus Prasetya

Abstract—In this era of the Covid-19 pandemic, students are getting used to online learning or daring. In supporting online teaching and learning activities, electronic modules have been developed so that the learning system can run in two directions and be more interesting. For this reason, this study aims to (1) Design and implement the development of electronic modules based on learning projects in Web programming courses at ITB AAS Indonesia. (2) To find out student responses to the development of project-based e-modules based on Web programming courses at ITB AAS Indonesia. This study uses research and development methods. with the development of the ADDIE model. To determine student responses to the electronic module, the researcher uses questionnaires. The results of the study show that: 1) The results of the design and implementation of e-modules that have been developed on web programming courses that use learning project-based learning models can be applied. 2) The results of the percentage of students who gave a very good response really good were 58,1%, good 22,5% %, sufficientt 19,4% and there were no students who gave less, or very less responses.


2020 ◽  
Vol 15 (2) ◽  
pp. 131
Author(s):  
Joko Sugeng Prianto ◽  
Arif Cahyo Bachtiar

This study aims to determine whether there is work burnout felt by librarians at the Library Directorate of the Islamic University of Indonesia (UII). If the results of this study show symptoms of work burnout, it will be measured to what extent the work saturation is. Then, this research will also show a picture of job satisfaction of the librarians of the Directorate of Library UII. This research uses a quantitative approach with descriptive methods. This research is a population study that will make all librarians at the Directorate of Library UII as research subjects. The results showed that the average score of work saturation (burnout) based on the MBI for librarians in the Directorate of Library UII was 5.15. The average score of job satisfaction experienced by librarians in the UII Library Directorate is 30.48. There is a relationship between job burnout (burnout) and librarian job satisfaction in the Directorate of Library UII which shows a value of -0.489. This means that in this study the librarian burnout level was rather low followed by job satisfaction which was at the level of satisfaction.


2019 ◽  
Vol 2 (2) ◽  
pp. 159
Author(s):  
Emmi Fauziah

This research is motivated by the phenomena that occur in the learning process, especially the subjects of Social Sciences, including the poor communication between teachers and students, teacher domination which has passive impact on students in the classroom, and lack of reinforcement and reward for students. Classroom Action Research (CAR) consists of 2 cycles, each of which consists of two to three meetings. The stages in each cycle consist of the stages of planning, implementation, observation / observation, and reflection. The research subjects were fourth grade students of RejangLebong Elementary School 135 consisting of 24 people in the 2016/2017 school year. The results were obtained that in the first cycle students' learning outcomes averaged 60.79 and the percentage of classical learning completeness was 58.33%. In the second cycle there were no more weaknesses that occurred in cycle I. The learning outcomes in the second cycle obtained an average of 72.47 with the percentage of classical learning completeness 87.5%. This fulfills the completeness criteria, ie 85% of students get a value of ,07.0 and the learning process is said to be completed individually if students get a value of ≥7. Based on the results of these studies, the Cooperative Learning Approach Student Team Achievement Division (STAD) type can improve learning outcomes, student activities, and teacher activities and the quality of the social studies learning process.


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