scholarly journals Jobsheet Learning Media Development of Stone and Concrete Working Practice Courses Building Engineering Education Program of Padang State University

2021 ◽  
Vol 4 (3) ◽  
Author(s):  
Wahyu Hutria ◽  
Nurhasan Syah ◽  
Azwar Inra

Jobsheet learning media is designed to improve student learning outcomes so that students can understand the overall material provided and help learn independently. This research aims to develop a  Jobsheet learning medium in the course of Stone and Concrete Work Practices Building Engineering Education Study Program that is valid, practical, and effective. This research uses Research and Development (R&D)method with 4-D development model. The subject of the study was a building engineering education student who took a course in Working Practice of Stone and Concrete Semester January-June 2019. The results obtained in this study are as follows:(1) produce jobsheet learning media    (2) Validity of Jobsheet learning media,  declared valid on the content aspect with a value of   0.83 and valid on the aspect of media format with a value of 0.89,  (3) Practicality of  jobsheet learning media based on two responses lecturers expressed very practical with a percentage of 89.92% and based on  15 responses students expressed very practical with a percentage of 85.03%, (4)  Jobsheet learning media, otherwise effective can improve the knowledge aspect of students who use  Jobsheet seen from student learning outcomes and effectively improve aspects of student skills seen from results and practice reports. Based on the results of this study, it can be concluded that  jobsheet learning media has been valid, practical and effective as a teaching material in the course of Working Practice of Stone and Concrete.

2020 ◽  
Vol 4 (2) ◽  
pp. 243-248
Author(s):  
Siti Muslimah

This research focuses on improving the results of fiqh learning by demonstration method to increase the value that has not reached the KKM  at MTsN 3 Kulon Progo. This research uses class action research methods to describe the process and learning outcomes through demonstration methods implemented in the form of cycles. Data collection is done through interviews, observation sheets, tests and documentation. Data on student learning outcomes is obtained through tests, then compared to the minimum standards that are indicators of successful research, i.e. most students (+ 75%) Obtain a value of reaching the KKM. Research findings show that increased motivation in demonstrative learning in fiqh subjects can be seen in the learning outcomes i.e. the value of reaching the KKM of 10 students (43%) and 16 students (61%) to 19 students (82%). Demonstration methods can improve student learning outcomes.


2021 ◽  
Vol 9 (1) ◽  
pp. 18-26
Author(s):  
Lola Cassiophea ◽  
Ni Putu Diah P

There is now an assumption that “working from home” will become a normal work culture for most of us (teachers, and students). In Indonesia, some teachers have to do homework assignments (continuously and as a controlled routine) on an ongoing basis. This means that they have the opportunity to be unproductive to work in a completely new environment and without leadership supervision (intensively). However, there are a number of ways to get around this problem, especially preventing teachers from being confused in applying appropriate and effective learning models, as well as sustainable professional development, surely wanting to be productive in utilizing time during the Covid 19 pandemic. Thus time management must be carried out and controlled properly to improve the quality of professionalism of teachers as professional educators. The solution, the teaching staff is required to be able to design learning media as an innovation by utilizing online media. This research is motivated by the learning outcomes of Building Engineering Education students who program Foundation Engineering courses which are still relatively low under a score of 60 (C value). Hybrid learning is a hybrid learning concept that integrates traditional class sessions and e-learning elements in an effort to combine the benefits of the two forms of learning. The purpose of this study is to determine student learning outcomes after the application of the hybrid learning model. This type of research is descriptive research. Quantitative data in the form of numbers or scores obtained from student learning outcomes tests. This research was conducted from October 2020 to December 2020 at the Building Engineering Education FKIP, Palangka Raya University. The research subjects were students of the Building Engineering Education 2020/2021 Academic Year who program Foundation Engineering Courses. The instrument used in this study was the final test of student learning outcomes. There is a significant effect as evidenced by the analysis of the t-test with the results of t count> t table with a value of t = 22.4 while for t table = 2.04 with a confidence of 0.05%, there can be significant differences in learning using the hybrid learning model. . The output to be achieved is that this research will be published in the Journal of Technology and Vocational Education FKIP, Palangka Raya University, 'Balanga' not accredited in 2020.


2018 ◽  
Vol 8 (2) ◽  
pp. 53-61
Author(s):  
Hazairin Nikmatul Lukma

Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran yang bersifat menarik, kreatif, serta interaktif dalam sebuah proses pembelajaran, pada Mata Kuliah Fisika Bangunan Program Studi Teknik Sipil Fakultas Teknik Universitas Islam Balitar Blitar. Desain Media Pembelajaran merupakan tampilan animasi, dengan aplikasi Software Adobe Flash Player 8, dengan metode pembelajaran yang diterapkan adalah Pictorial Riddle. Penelitian menggunakan metode kuasi eksperimen dengan desain one group pretest-posttest design. Sampel penelitian diambil secara acak dari seluruh mahasiswa yang memprogram mata kuliah Fisika Bangunan, sebanyak 20 orang. Peningkatan tes hasil belajar mahasiswa dianalisis menggunakan N-gain. Hasil penelitian menunjukkan bahwa penerapan media animasi Pictorial Riddle dapat meningkatkan hasil belajar mahasiswa pada mata kuliah Fisika Bangunan, pada pertemuan pertama sebesar 17 % dengan N-gain sebesar 0,40 dan masuk dalam kategori sedang. Sedangkan pada pertemuan kedua terjadi peningkatan sebesar 11 % dengan N-gain sebesar 0,35, masuk dalam kategori sedang.This research aims to design a learning media that is interesting, creative, and interactive in a learning process, in the Building Physics Course in the Civil Engineering Study Program, Faculty of Engineering, Blitar Balitar Islamic University. Learning Media Design is an animated display, with Adobe Flash Player 8 Software application, with the learning method applied is Pictorial Riddle. The study used a quasi-experimental method with the design of one group pretest-posttest design. The research sample was taken randomly from all students who programed the Building Physics course, as many as 20 people. Improved student learning outcomes tests were analyzed using N-gain. The results showed that the application of Pictorial Riddle animation media can improve student learning outcomes in the Building Physics course, at the first meeting of 18% with N-gain of 0.40 and in the medium category. While in the second meeting there was an increase of 12% with N-gain of 0.35, included in the medium category.


2020 ◽  
Vol 9 (2) ◽  
Author(s):  
Natalia Peni ◽  
Ludovicus Carvallo ◽  
Melania Priska

This study aims to produce a chemistry learning model of problem solving by integrating ARCS strategies so that it is feasible to use to improve student learning outcomes in the University of Flores Biology Study Program. The development of the device uses the 4-D model that was tested on semester 2 students of the Biology Education Study Program 2019/2020 Academic Year. The research design used was one group pretest-posttest. Data collection techniques using research instruments, namely in the form of the validity of learning tools, the implementation of the learning plan, student responses, and student learning outcomes. Student learning outcomes data were analyzed using analysis prerequisite tests, which consisted of normality tests, homogeneity tests, and t-tests. The results showed that the device developed was valid. This is evidenced by the significance value of tcount<ttable, which is 0.000<0.05. Thus the developed learning tools can improve student learning outcomes on the subject matter of acid and base.    


Author(s):  
Elizabeth Belavista Seran ◽  
Erlin Ladyawati ◽  
Susilohadi Susilohadi

This research is motivated by the fact that teaching in schools is more oriented on the activeness of teachers in the learning process and students who do not like learning that menoton. The main task of education is to improve student learning outcomes in schools. The purpose of this research is to know the influence of learning model of TGT (Teams Games Tournament) to the result of learning of class VII students of SMP Jalan Jawa Surabay.  This research is a quasy experiment research using posttest only contril design design. The population used in the study were students of class VII C and VII B junior high school in Java junior year 2017/2018. Samples were obtained randomly, class VII-B as control class and class VII-C as experimental class. The research instrument used is a test of student learning outcomes in the form of posttest. The results showed that in the experimental class the average learning outcome was 85.40 while in the control class the average learning outcome was 79.40. It can be seen that there is a difference of the average of learning outcomes, that in the experimental class the average of learning outcomes is higher than the average of control class learning outcomes. On the test t test tcount > ttable with a value of 2.47 > 1.67. So, it can be concluded that there is influence of learning model TGT Teams Games Tournament) to the results of students studying class VII SMP Jalan Jawa Surabaya. Keywords: teams games tornament, cooperative, learning outcomes


2021 ◽  
Vol 9 (2) ◽  
pp. 77-85
Author(s):  
Tarita Aprilani Sitinjak ◽  
Lola Cassiophea ◽  
Ni Putu Diah Agustin Permanasuri ◽  
Artike Telaumbanua ◽  
Alen Setiawan

Teachers must work on learning assignments from home (continuously and as a controlled routine) on an ongoing basis and have the potential to be unproductive to work in a completely new environment and without the supervision of a leader (intense). However, there are a number of ways to deal with this problem, especially preventing teachers from being confused in applying appropriate and effective learning models, as well as continuous professional development, they definitely want to be productive in utilizing their time during the Covid 19 pandemic. Time management must be carried out and controlled properly to improve quality. teacher professionalism as a professional educator. The solution, teaching staff is required to be able to design learning media as an innovation by utilizing online media (online). This research is motivated by the learning outcomes of Building Engineering Education students who program Environmental Engineering Courses are still relatively low below a score of 60 (C value). Self-Directed Learning (SDL) is learning in which the conceptualization, design, implementation and evaluation of learning projects are directed by students. The key point is whether students choose to concentrate on learning. This type of research is classroom action research which is carried out online, this is due to the ongoing covid-19 pandemic. Quantitative data in the form of numbers or scores obtained from student learning outcomes tests. The instrument used in this research is the final test of student learning outcomes. The parameters in this study are the learning outcomes and independence of Building Engineering Education students in the Environmental Engineering course. Plans or targets will be published in the Balanga Journal.


Author(s):  
Wafiroh Wafiroh

<p><em>The purpose of this study is to improve student learning outcomes in science subjects in fifth grade elementary school using the multiple intelligence approach. The research conducted is Classroom Action Research (CAR).</em><em> </em><em>for two cycles. Stages of each</em><em> </em><em>the cycle is planning, implementation, observation and reflection. Based on the results of research</em><em> </em><em>conducted using the multiple intelligence approach, it shows maximum results and students</em><em> </em><em>learn to be more effective, enthusiastic and fun at each meeting. because student learning outcomes are marked by the results of research detailed from the initial data, they get a complete score above the KKM 70 with a percentage of 30% and incompletely reach a value below the KKM 70 with a percentage of 70% while in the first cycle, the complete score above the KKM 70 reached a percentage of 50% and the incomplete score below the KKM 70 score got a 50% percentage and the second cycle got a complete score above the KKM 70, which was 90% while the incomplete score reached the KKM 70 that is 10%. These results indicate that using a multiple intelligence approach can improve student learning outcomes especially in science subjects at SD Negeri Prapag Lor 02</em></p>


2019 ◽  
Vol 15 (1) ◽  
pp. 61-70
Author(s):  
Pandan Pareanom Purwacandra ◽  
Oriana Tio Parahita Nainggolan

ABSTRAKFilm scoring merupakan pembuatan musik untuk mengiringi gambar visual dalam film. Dalam pembuatan film scoring sangat dibutuhkan pengetahuan tentang musik, hal ini dikarekan film scoring memiliki tujuan untuk menciptakan emosi penonton agar dapat memahami film yang ditonton. Instrumen musik merupakan elemen musikal yang mendukung terciptanya emosi penonton. Penelitian ini memiliki tujuan meningkatkan hasil belajar mahasiswa Program Studi D-3 Animasi, Fakultas Seni Media Rekam, Institut Seni Indonesia Yogyakarta pada pembuatan Film Scoring dengan strategi pembelajaran menggunakan sampling suara isntrumen musik. Untuk mengetahui peningkatan hasil belajar mahasiswa, maka digunakan penelitian tindak kelas dengan tiga siklus. Indikator keberhasilan hasil belajar mahasiswa didapat dari nilai dalam tugas membuat film scoring. Hasil penelitian menunjukkan bahwa terjadi peningkatan hasil belajar mahasiswa pada akhir siklus ketiga dari PTK dengan menggunakan strategi pembelajaran sampling suara instrumen musik. Hasil belajar mahasiswa ini ditunjukan dengan jumlah mahasiswa yang mendapat nilai amat baik dan baik yaitu sekitar 93,75% dari 16 mahasiswa. Berdasarkan hasil tersebut, maka dapat disimpulkan bahwa penggunaan strategi sampling suara instrumen musik meningkatkan hasil belajar mahasiswa pada pembuatan film scoring. Film scoring is music written specifically to accompany a movie. The knowledge about music plays an important role in the making of film scoring. The purpose of film scoring is evoking audience’s emotion so they will understand the film message. Musical instrument is musical element that create audience’s emotion while watching film. This research aims to enhance student learning outcomes at Animation Study Program, Faculty of Media and Recorded Arts, Indonesia Institute of the Arts Yogyakarta in making film scoring with using sampling musical instrument as learning strategy. This research is classroom action research with three cycles. The indicator of student learning outcomes gathering from number of students who got an excellent and good marking in making film scoring. The results show 93,75% students or 15 out of 16 students got an excellent and good marking in making film scoring. According to the result of this study, it was concluded that the strategy of using sampling musical instrument can improve student learning outcome in making film scoring. 


2021 ◽  
Vol 11 (2) ◽  
pp. 149-157
Author(s):  
Nurul Fadillah ◽  
◽  
Nirwana Anas ◽  
Rora Rizky Wandini ◽  
◽  
...  

This study aims to develop Islamic Thematic Comics as a valid, practical and effective learning media. The methods used in this study were validation sheets, questionnaires and learning outcomes tests. The type of this research is R&R research with Borg and Gall research design. The results showed that the Islamic Thematic Comic product based on the value given by the valid validator obtained a value of 94.01% in the "Very Eligible" category, the practicality level obtained a value of 77.60% in the "Very Eligible" category and was declared effective with an increase in the value of 76.00 and after using Comics, which is 81.67. Based on the results of the tests carried out, it can be concluded that the development of Islamic Thematic Comics products to improve student learning outcomes is declared valid, practical, and effective. Keywords: Islamic, Thematic, Comic Media.


2018 ◽  
Vol 8 (2) ◽  
pp. 53-61
Author(s):  
Hazairin Nikmatul Lukma

Penelitian ini bertujuan untuk mendesain sebuah media pembelajaran yang bersifat menarik, kreatif, serta interaktif dalam sebuah proses pembelajaran, pada Mata Kuliah Fisika Bangunan Program Studi Teknik Sipil Fakultas Teknik Universitas Islam Balitar Blitar. Desain Media Pembelajaran merupakan tampilan animasi, dengan aplikasi Software Adobe Flash Player 8, dengan metode pembelajaran yang diterapkan adalah Pictorial Riddle. Penelitian menggunakan metode kuasi eksperimen dengan desain one group pretest-posttest design. Sampel penelitian diambil secara acak dari seluruh mahasiswa yang memprogram mata kuliah Fisika Bangunan, sebanyak 20 orang. Peningkatan tes hasil belajar mahasiswa dianalisis menggunakan N-gain. Hasil penelitian menunjukkan bahwa penerapan media animasi Pictorial Riddle dapat meningkatkan hasil belajar mahasiswa pada mata kuliah Fisika Bangunan, pada pertemuan pertama sebesar 17 % dengan N-gain sebesar 0,40 dan masuk dalam kategori sedang. Sedangkan pada pertemuan kedua terjadi peningkatan sebesar 11 % dengan N-gain sebesar 0,35, masuk dalam kategori sedang.This research aims to design a learning media that is interesting, creative, and interactive in a learning process, in the Building Physics Course in the Civil Engineering Study Program, Faculty of Engineering, Blitar Balitar Islamic University. Learning Media Design is an animated display, with Adobe Flash Player 8 Software application, with the learning method applied is Pictorial Riddle. The study used a quasi-experimental method with the design of one group pretest-posttest design. The research sample was taken randomly from all students who programed the Building Physics course, as many as 20 people. Improved student learning outcomes tests were analyzed using N-gain. The results showed that the application of Pictorial Riddle animation media can improve student learning outcomes in the Building Physics course, at the first meeting of 18% with N-gain of 0.40 and in the medium category. While in the second meeting there was an increase of 12% with N-gain of 0.35, included in the medium category.


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