Pub Date : 2024-04-03DOI: 10.24114/jevte.v3i2.57176
Desta Delani, Agus Junaidi
Abstract This study aims to: (1) Design a digital electronics trainer along with a jobsheet on basic electrical and electronics subjects for class X students of Audio Video Engineering skill competency at SMK Negeri 1 Percut Sei Tuan; (2) Knowing the level of feasibility of digital electronics trainers in basic electrical and electronics subjects for class X students of Audio Video Engineering competency skills at SMK Negeri 1 Percut Sei Tuan; (3) Produce digital electronics trainers who can meet the requirements in basic electrical and electronics subjects for class X students of Audio Video Engineering skill competency at SMK Negeri 1 Percut Sei Tuan. The result of the research is a Digital Electronics Trainer consisting of a fiber PCB board, LED, Male Header, 220 resistor, a series of logic gates equipped with each IC, and using a Dip Switch. The results of the trainer requirements validation test by material experts amounted to 92.5% with the category of highly qualified; and the results of the validation test by experts obtained a score of 83.125% with a very decent category; User trials of 92.125% with a very decent category. Based on all the results of the study, it was concluded that the Digital Electronics Trainer was very suitable to be used as a learning medium for class X TAV at SMK Negeri 1 Percut Sei Tuan. Key Words: Digital Electronics, Development, Trainer AbstrakPenelitian ini bertujuan untuk : (1) Merancang trainer elektronika digital beserta jobsheet pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Vidio di SMK Negeri 1 Percut Sei Tuan; (2) Mengetahui tingkat kelayakan trainer elektronika digital pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Vidio di SMK Negeri 1 Percut Sei Tuan; (3) Menghasilkan trainer elektronika digital yang dapat memenuhi persyaratan pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Video di SMK Negeri 1 Percut Sei Tuan. Hasil penetian adalah Trainer Elektronika Digital yang terdiri dari papan PCB fiber, LED, Header Male, Resistor 220 𝝮, rangkaian gerbang – gerbang logika dilengkapi masing – masing IC nya, dan menggunakan Dip Switch. Hasil uji validasi persyaratan trainer oleh ahli materi sebesar 92,5 % dengan kategori sangat memenuhi syarat; serta hasil uji validasi oleh para ahli diperoleh skor 83,125 % dengan kategori sangat layak; Uji coba pemakaian oleh user sebesar 92,125 % dengan kategori sangat layak. Berdasarkan seluruh hasil penelitian disimpulkan bahwa Trainer Elektronika Digital sangat layak digunakan sebagai media pembelajaran untuk kelas X TAV di SMK Negeri 1 Percut Sei Tuan..Kata Kunci: Elektronika Digital, Pengembangan, Trainer
摘要 本研究旨在(1)为SMK Negeri 1 Percut Sei Tuan的音像工程技能能力X级学生设计一个数字电子训练器,并附有基本电子电气科目的工作表;(2)了解数字电子训练器在SMK Negeri 1 Percut Sei Tuan的音像工程技能能力X级学生的基本电子电气科目中的可行性水平;(3)制作能够满足SMK Negeri 1 Percut Sei Tuan的音像工程技能能力X级学生的基本电子电气科目要求的数字电子训练器。 研究成果是一个数字电子训练器,由纤维 PCB 板、LED、公头、220 电阻器、一系列逻辑门和每个集成电路组成,并使用一个 Dip 开关。材料专家对训练器要求的验证测试结果为 92.5%,属于高度合格类;专家验证测试结果为 83.125%,属于非常合格类;用户试用结果为 92.125%,属于非常合格类。根据研究的所有结果,得出的结论是,数字电子训练器非常适合用作 SMK Negeri 1 Percut Sei Tuan 的 X 班 TAV 的学习媒介。关键字数字电子技术、开发、训练器AbstrakPenelitian ini bertujuan untuk :(1) 在 SMK Negeri 1 Percut Sei Tuan 的列表和电子技术培训课程中加入数字电子技术培训员工作表;(2) 在 SMK Negeri 1 Percut Sei Tuan 的列表和电子学课程中,为 X 级音频视频技术专业技能的学生提供数字电子学培训课程;(3) 在SMK Negeri 1 Percut Sei Tuan的列表和电子技术培训课程中,增加数字电子技术培训员,以提高学生的十项音频和视频技术能力。 该系统由 PCB 光纤、LED、公接头、220 𝝮电阻器、集成电路和 Dip 开关组成。从材料类别来看,培训师的有效率为 92.5%;从用户类别来看,有效率为 83.125%;从用户类别来看,有效率为 92.125%。从目前的数据来看,数字培训师已被作为X TAV在SMK Negeri 1 Percut Sei Tuan的培训媒体被广泛使用。...标签: 数字, 培训, 培训师
{"title":"PENGEMBANGAN TRAINER ELEKTRONIKA DIGITAL PADA MATA PELAJARAN DASAR LISTRIK DAN ELEKTRONIKA KELAS X TAV DI SMK NEGERI 1 PERCUT SEI TUAN","authors":"Desta Delani, Agus Junaidi","doi":"10.24114/jevte.v3i2.57176","DOIUrl":"https://doi.org/10.24114/jevte.v3i2.57176","url":null,"abstract":"Abstract This study aims to: (1) Design a digital electronics trainer along with a jobsheet on basic electrical and electronics subjects for class X students of Audio Video Engineering skill competency at SMK Negeri 1 Percut Sei Tuan; (2) Knowing the level of feasibility of digital electronics trainers in basic electrical and electronics subjects for class X students of Audio Video Engineering competency skills at SMK Negeri 1 Percut Sei Tuan; (3) Produce digital electronics trainers who can meet the requirements in basic electrical and electronics subjects for class X students of Audio Video Engineering skill competency at SMK Negeri 1 Percut Sei Tuan. The result of the research is a Digital Electronics Trainer consisting of a fiber PCB board, LED, Male Header, 220 resistor, a series of logic gates equipped with each IC, and using a Dip Switch. The results of the trainer requirements validation test by material experts amounted to 92.5% with the category of highly qualified; and the results of the validation test by experts obtained a score of 83.125% with a very decent category; User trials of 92.125% with a very decent category. Based on all the results of the study, it was concluded that the Digital Electronics Trainer was very suitable to be used as a learning medium for class X TAV at SMK Negeri 1 Percut Sei Tuan. Key Words: Digital Electronics, Development, Trainer AbstrakPenelitian ini bertujuan untuk : (1) Merancang trainer elektronika digital beserta jobsheet pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Vidio di SMK Negeri 1 Percut Sei Tuan; (2) Mengetahui tingkat kelayakan trainer elektronika digital pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Vidio di SMK Negeri 1 Percut Sei Tuan; (3) Menghasilkan trainer elektronika digital yang dapat memenuhi persyaratan pada mata pelajaran dasar listrik dan elektronika untuk siswa kelas X kompetensi keahlian Teknik Audio Video di SMK Negeri 1 Percut Sei Tuan. Hasil penetian adalah Trainer Elektronika Digital yang terdiri dari papan PCB fiber, LED, Header Male, Resistor 220 𝝮, rangkaian gerbang – gerbang logika dilengkapi masing – masing IC nya, dan menggunakan Dip Switch. Hasil uji validasi persyaratan trainer oleh ahli materi sebesar 92,5 % dengan kategori sangat memenuhi syarat; serta hasil uji validasi oleh para ahli diperoleh skor 83,125 % dengan kategori sangat layak; Uji coba pemakaian oleh user sebesar 92,125 % dengan kategori sangat layak. Berdasarkan seluruh hasil penelitian disimpulkan bahwa Trainer Elektronika Digital sangat layak digunakan sebagai media pembelajaran untuk kelas X TAV di SMK Negeri 1 Percut Sei Tuan..Kata Kunci: Elektronika Digital, Pengembangan, Trainer","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"167 ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140750689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-04-03DOI: 10.24114/jevte.v3i2.57179
Bayu Andica Perangin Angin, Dadan Mulyana
Abstract The objectives to be achieved in this research are to find out: (1) Development of digital teaching materials using the Challenge Based Learning learning model as a learning medium. (2) The feasibility and effectiveness of student learning using digital teaching materials. The Challenge Based Learning Model. Research was carried out at the Imelda Private Vocational School, Medan. This research uses research and development methods or better known as Research and Development (R&D). This product development model is a series of procedures to produce learning media for Challenge Based Learning-based learning media applications on understanding Electrical Installation Concepts for secondary vocational students XI Electrical Power Installation. This product development model uses the ADDIE Lee and Owens model. The results of the research show that: The digital teaching materials with the flipbook maker-based Challenge Based Learning learning model that the researchers developed are suitable for use in the learning process. The results obtained from the assessment are: (1) Assessment of digital teaching material and media using the Challenge Based Learning learning model based on the flipbook maker that researchers developed for the "Material" aspect, an assessment score of 89.50% was obtained in the "Very feasible" category and for the "Media" aspect of 86.25% in the "Very feasible" category. (2) Obtaining digital teaching materials using the flipbook maker-based Challenge Based Learning learning model that researchers developed obtained an effectiveness percentage of 80.6% with very effective criteria, and can be used as a model to support learning activities. The content feasibility aspect score is 89.50% and is included in the "Very feasible" criteria. Key Words: Digital teaching materials, challenge based learning, single phase electric lighting installation.AbstrakTujuan yang akan dicapai dalam penelitian ini yaitu untuk mengetahui: (1) Pengembangan bahan ajar digital dengan model pembelajaran Challenge Based Learning sebagai media pembelajaran. (2) Kelayakan dan keefektifan belajar siswa dengan menggunakan bahan ajar digital Model Challenge Based Learning Penelitian dilaksanakan di SMK Swasta Imelda Medan. Penelitian ini menggunakan metode penelitian dan pengembangan atau lebih dikenal dengan Research and Development (R&D). Model pengembangan produk ini adalah serangkaian prosedur rangka menghasilkan media pembelajaran aplikasi media pembelajaran learning berbasis Challenge Based Learning pada pemahaman Konsep Instalasi Listrik untuk siswa menengah kejuruan XI Instalasi Tenaga Listrik. Model pengembangan produk ini menggunakan model ADDIE Lee dan Owens. Hasil penelitian menunjukkan bahwa: Bahan ajar digital dengan model pembelajaran Challenge Based Learning berbasis flipbook maker yang peneliti kembangkan sudah layak digunakan dalam proses pembelajaran, didapatkan hasil dari perolehan penilaian yaitu: (1) Penilaian materi dan media baha
摘要 本研究要实现的目标是找出(1) 以 "基于挑战的学习 "学习模式为学习媒介,开发数字化教材。(2) 学生使用数字教材学习的可行性和有效性。基于挑战的学习模式。研究在棉兰的伊梅尔达私立职业学校进行。本研究采用研究与开发方法,或更广为人知的研究与开发(R&D)方法。该产品开发模式是为中等职业学校十一年级电力安装专业的学生制作基于 "挑战式学习 "的学习媒体的一系列程序。该产品开发模式采用了李和欧文斯的 ADDIE 模式。研究结果表明研究人员开发的基于翻书制作器的挑战式学习学习模式的数字教材适合在学习过程中使用。评估结果如下(1) 使用研究人员开发的基于翻书机的 "基于挑战的学习 "学习模式对数字教材和媒体进行评估,在 "教材 "方面,"非常可行 "类别的评估得分为 89.50%,在 "媒体 "方面,"非常可行 "类别的评估得分为 86.25%。(2) 利用研究人员开发的基于翻书制作器的挑战式学习学习模式获取数字化教学材料,其有效率为 80.6%,标准为非常有效,可作为支持学习活动的模式。内容可行性方面的得分为 89.50%,属于 "非常可行 "标准。关键字AbstrakTujuan yang akan dicapai dalam penelitian ini yaitu untuk mengetahui: (1) Pengembangan bahan ajar digital dengan model pembelajaran Challenge Based Learning sebagai media pembelajaran.(2) 在棉兰 Swasta Imelda SMK 建立 "基于挑战的学习模式 "数字学习平台。该模型是研究与开发(R&D)的一个重要组成部分。产品开发模式是将基于挑战学习的媒体学习平台应用于 Konsep Instalasi Listrik XI Instalasi Tenaga Listrik 的教学中。其产品的实施模式是李和欧文斯的 ADDIE 模式。我们的目标是:以翻转书制作为基础的 "基于挑战的学习 "模式的数字化学习,将其应用于教学实践中,为每个学生提供学习机会:(1) 在 "材料 "和 "媒体 "类别中,"材料 "和 "媒体 "的数字化学习成本分别为 89.50%和 86.25%,而 "材料 "和 "媒体 "的数字化学习成本分别为 89.50%和 86.25%。(2) 基于翻页书制作的 "基于挑战的学习 "模式的数字学习效果达到了 80.6%,而标准是有效的,并且可以作为 "基于挑战的学习 "模式的补充。该指标达到 89.50%,并以 "Sangat layak "为标准:数字化学习, 挑战性学习, 熟练掌握安装程序
{"title":"PENGEMBANGAN BAHAN AJAR DIGITAL INSTALASI PENERANGAN LISTRIK BERBASIS CHALLENGE BASED LEARNING (CBL) UNTUK KEMANDIRIAN BELAJAR SISWA KELAS XI TEKNIK INSTALASI TENAGA LISTRIK","authors":"Bayu Andica Perangin Angin, Dadan Mulyana","doi":"10.24114/jevte.v3i2.57179","DOIUrl":"https://doi.org/10.24114/jevte.v3i2.57179","url":null,"abstract":"Abstract The objectives to be achieved in this research are to find out: (1) Development of digital teaching materials using the Challenge Based Learning learning model as a learning medium. (2) The feasibility and effectiveness of student learning using digital teaching materials. The Challenge Based Learning Model. Research was carried out at the Imelda Private Vocational School, Medan. This research uses research and development methods or better known as Research and Development (R&D). This product development model is a series of procedures to produce learning media for Challenge Based Learning-based learning media applications on understanding Electrical Installation Concepts for secondary vocational students XI Electrical Power Installation. This product development model uses the ADDIE Lee and Owens model. The results of the research show that: The digital teaching materials with the flipbook maker-based Challenge Based Learning learning model that the researchers developed are suitable for use in the learning process. The results obtained from the assessment are: (1) Assessment of digital teaching material and media using the Challenge Based Learning learning model based on the flipbook maker that researchers developed for the \"Material\" aspect, an assessment score of 89.50% was obtained in the \"Very feasible\" category and for the \"Media\" aspect of 86.25% in the \"Very feasible\" category. (2) Obtaining digital teaching materials using the flipbook maker-based Challenge Based Learning learning model that researchers developed obtained an effectiveness percentage of 80.6% with very effective criteria, and can be used as a model to support learning activities. The content feasibility aspect score is 89.50% and is included in the \"Very feasible\" criteria. Key Words: Digital teaching materials, challenge based learning, single phase electric lighting installation.AbstrakTujuan yang akan dicapai dalam penelitian ini yaitu untuk mengetahui: (1) Pengembangan bahan ajar digital dengan model pembelajaran Challenge Based Learning sebagai media pembelajaran. (2) Kelayakan dan keefektifan belajar siswa dengan menggunakan bahan ajar digital Model Challenge Based Learning Penelitian dilaksanakan di SMK Swasta Imelda Medan. Penelitian ini menggunakan metode penelitian dan pengembangan atau lebih dikenal dengan Research and Development (R&D). Model pengembangan produk ini adalah serangkaian prosedur rangka menghasilkan media pembelajaran aplikasi media pembelajaran learning berbasis Challenge Based Learning pada pemahaman Konsep Instalasi Listrik untuk siswa menengah kejuruan XI Instalasi Tenaga Listrik. Model pengembangan produk ini menggunakan model ADDIE Lee dan Owens. Hasil penelitian menunjukkan bahwa: Bahan ajar digital dengan model pembelajaran Challenge Based Learning berbasis flipbook maker yang peneliti kembangkan sudah layak digunakan dalam proses pembelajaran, didapatkan hasil dari perolehan penilaian yaitu: (1) Penilaian materi dan media baha","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"220 S1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140746430","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2024-04-03DOI: 10.24114/jevte.v3i2.57182
Wanjul Fransisco Sirait, M. Amin
Abstract This research aims to develop learning media using light control prototypes in microcontroller and microprocessor engineering subjects at Dwiwarna Vocational School, Medan. The research method used is the research and development method with the ADDIE development research model. The stages in development are 1) Analysis Stage, 2) Design, 3) Development or Production, 4) Implementation or Delivery, 5) Evaluations. Data collection for validation of learning materials and media uses a Likert scale. The results of this development research are a light control prototype along with a job sheet. This prototype-based learning media has gone through the validation test stage with an average achievement percentage of 85% according to material experts and 88.12% according to media experts. From the research results, it can be concluded that the learning media using the lamp control prototype meets the quality requirements and is suitable for use as a media to support learning activities for microprocessor and microcontroller programming. Key Words: Learning Media, Light Control Prototype AbstrakPenelitian ini bertujuan untuk mengembangnkan media pembelajaran menggunakan Prototype pengontrolan lampu pada mata pelajaran teknik mikrokontroller dan mikroprosesor di SMK Dwiwarna Medan Metode penelitian yang digunakan adalah metode penelitian dan pengembangan (research and development ) dengan model penelitian pengembangan ADDIE. Tahapan dalam pengembangannya yaitu 1) Tahap Analysis, 2) Design, 3) Development or Production, 4) Implementation or Delivery, 5) Evaluations. Pengambilan data validasi materi dan media pembelajaran menggunakan skala likert. Hasil dari penelitian pengembangan ini berupa Prototype pengontrolan lampu berserta Jobsheet . media pembelajran berbasisi prototype ini telah melalui tahap uji validasi dengan rata – rata persentase capaian sebesar 85 % menurut ahli materi dan 88,12 % menurut ahli media. Dari hasil pnelitian dapat disimpulkan bahwa media pembelajaran menggunakan Prototype Pengontrolan lampu ini memenuhi syarat dengan kualitas Layak untuk digunakan sebagai media penunjang kegiatan pembelajaran pemograman mikroprosesor dan mikrokontrollerKata kunci : Media Pembelajaran, Light Control Prototype
摘要 本研究旨在利用光控制原型开发棉兰 Dwiwarna 职业学校微控制器和微处理器工程学科的学习媒体。采用的研究方法是 ADDIE 开发研究模型的研究与开发方法。开发阶段包括:1)分析阶段;2)设计;3)开发或生产;4)实施或交付;5)评估。用于验证学习材料和媒体的数据收集采用李克特量表。本次开发研究的成果是一个灯具控制原型和工作表。这个基于原型的学习媒体已经通过了验证测试阶段,材料专家的平均达标率为 85%,媒体专家的平均达标率为 88.12%。从研究结果可以得出结论,使用灯控制原型的学习媒体符合质量要求,适合用作支持微处理器和单片机编程学习活动的媒体。关键字学习媒体灯具控制原型(AbstrakPenelitian ini bertujuan untuk mengembangnkan media pembelajaran menggunakan Prototype pengontrolan lampu pada mata pelajaran teknik mikrokontroller dan mikroprosesor di SMK Dwiwarna Medan Metode penelitian yang digunakan adalah metode penelitian dan pengembangan (研究与开发) dengan model penelitian pengembangan ADDIE.研究与开发模式包括 1) 分析、2) 设计、3) 开发或生产、4) 实施或交付、5) 评估。对材料和媒体的数据进行验证,以获得立竿见影的效果。以原型为基础的媒体原型可以通过按比例的持续性验证,达到 85% 的材料验证率和 88.12% 的媒体验证率。在此,我们将向您介绍如何利用媒体制作灯具原型,以及如何利用媒体制作灯具和灯具控制器:媒体,灯光控制原型
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Pub Date : 2024-04-03DOI: 10.24114/jevte.v3i2.57180
Dwi Putri Yosanda, Baharuddin
Abstract This research aims to: (1) Find out how to develop audio visuals in the Discovery Learning Learning Model for the Main Substation (GI) Subject at SMK Negeri 1 Percut Sei Tuan. (2) Knowing the feasibility of Audio Visual in the Discovery Learning learning model developed for students of SMK Negeri 1 Percut Sei Tuan. (3) Knowing students' responses to Audio Visual in the Discovery Learning model developed for students of SMK Negeri 1 Percut Sei Tuan. This research will be tested involving class This type of research is Research and Development (R&D) with the ADDIE research model. The ADDIE research model includes 5 stages, namely first analysis which includes product needs analysis, second design, namely compiling an outline, layout and Audio Visual material, third development, namely developing a product that has been designed for validation in order to get input by media experts and material experts. The fourth implementation is implementing the product to get a response from users (Students) to the Audio Visual that has been developed. The fifth evaluation is evaluating Audio Visual based on several inputs from experts and user responses. The instruments used in this research were a validation questionnaire and a user response questionnaire. The results of this research are known: (1) This development research produces a product in the form of Audio Visual in the Discovery Learning learning model. (2) The feasibility of this Audio Visual was obtained from the results of material expert validation in the "Very Eligible" category which obtained an average score of 3.7. And the next validation results were obtained from media experts in the "Very Appropriate" category who received an average score of 3.6. (3) The results of user responses to this Audio Visual were categorized as "Very Good" which obtained an average score of 3.6 for students in small groups, 3.6 for students in large groups. The recommendation in this research is that Audio Visual in learning activities should be further developed in other subjects so that it can increase students' motivation and enthusiasm for learning.. Key Words: Audio Visual, Discovery Learning, Substation AbstrakPenelitian ini bertujuan untuk : (1) Mengetahui cara mengembangkan Audio Visual Pada Model Pembelajaran Discovery Learning Untuk Mata Pelajaran Gardu Induk (GI) SMK Negeri 1 Percut Sei Tuan. (2) Mengetahui kelayakan Audio Visual pada model pembelajaran Discovery Learning yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. (3) Mengetahui respon siswa terhadap Audio Visual pada model pembelajaran Discovery Learning yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. Penelitian ini akan diuji coba dengan melibatkan siswa kelas XI Teknik Jaringan Tenaga Listrik SMK Negeri 1 Percut Sei Tuan semester ganjil tahun ajaran 2022/2023. Jenis penelitian ini adalah Research and Development (R&D) dengan model penelitian ADDIE. Model penelitian ADDIE meliputi 5 tahapan yaitu pertama analysi
摘要 本研究旨在:(1)了解如何在SMK Negeri 1 Percut Sei Tuan的主变电站(GI)科目的探索学习学习模式中开发音频视频。(2) 了解为SMK Negeri 1 Percut Sei Tuan的学生开发的探索学习学习模式中音频视频的可行性。(3) 了解学生对为 SMK Negeri 1 Percut Sei Tuan 学生开发的探索学习模式中的视听效果的反应。这项研究将在班级中进行测试。这种研究是采用 ADDIE 研究模式进行的研究与开发(R&D)。ADDIE 研究模式包括 5 个阶段:第一阶段是分析,包括产品需求分析;第二阶段是设计,即编制大纲、版面设计和视听材料;第三阶段是开发,即开发已设计好的产品并进行验证,以获得媒体专家和材料专家的意见。第四个实施是实施产品,以获得用户(学生)对已开发视听产品的反应。第五项评估是根据专家和用户的反馈意见对视听产品进行评估。本研究使用的工具是验证问卷和用户反馈问卷。本研究的结果是:(1) 本开发研究产生了以发现学习学习模式为形式的视听产品。(2) 该音频视频的可行性来自于 "非常有资格 "类别的材料专家验证结果,平均得分为 3.7 分。(3) 用户对该视听材料的反应结果被归类为 "非常好",小组学生的平均得分为 3.6,大组学生的平均得分为 3.6。本研究的建议是,应在其他学科的学习活动中进一步发展视听教学,以提高学生的学习动力和热情。关键字视听、发现式学习、变电站 AbstrakPenelitian ini bertujuan untuk : (1) Mengetahui cara mengembangkan Audio Visual Pada Model Pembelajaran Discovery Learning Untuk Mata Pelajaran Gardu Induk (GI) SMK Negeri 1 Percut Sei Tuan.(2) 将视听设备安装在发现式学习模式上,并将其安装在 SMK Negeri 1 Percut Sei Tuan 的学生身上。(3) 将视听教学与探索学习模式结合起来,并将其应用于 SMK Negeri 1 Percut Sei Tuan 学校。2022/2023学年的第十一学期,学生可参加该课程的学习。研究与发展(R&D)课程采用 ADDIE 模型。ADDIE 模型包括 5 个方面,即产品分析、设计、布局和视听材料、开发和验证。实施的关键在于开发出一种产品,用于对视听产品做出响应(Siswa)。对视听产品进行评估,以确定其是否能满足用户的需求。在评估中使用的工具包括验证工具和回应工具。目前的教学方法包括:(1) 在发现式学习模式下提供视听产品。(2) 在 "Sangat Layak "类别中,视听产品的有效率为 3.7。但是,在 "Sangat Layak "类别中的媒体中的有效数据为 3.6,而在 "Sangat Layak "类别中的有效数据为 3.7。(3) 在视听类别中,"Sangat Baik "可节省 3.6 个月的时间,而 "Sangat Besar "可节省 3.6 个月的时间。在这方面的建议是,视听教学可以帮助提高学生的学习兴趣,同时也可以激发学生的学习动机:视听, 发现学习, Gardu Induk
{"title":"PENGEMBANGAN MEDIA AUDIO VISUAL PADA MODEL PEMBELAJARAN DISCOVERY LEARNING UNTUK MATA PELAJARAN GARDU INDUK (GI) KELAS XI TJTL SMK","authors":"Dwi Putri Yosanda, Baharuddin","doi":"10.24114/jevte.v3i2.57180","DOIUrl":"https://doi.org/10.24114/jevte.v3i2.57180","url":null,"abstract":"Abstract This research aims to: (1) Find out how to develop audio visuals in the Discovery Learning Learning Model for the Main Substation (GI) Subject at SMK Negeri 1 Percut Sei Tuan. (2) Knowing the feasibility of Audio Visual in the Discovery Learning learning model developed for students of SMK Negeri 1 Percut Sei Tuan. (3) Knowing students' responses to Audio Visual in the Discovery Learning model developed for students of SMK Negeri 1 Percut Sei Tuan. This research will be tested involving class This type of research is Research and Development (R&D) with the ADDIE research model. The ADDIE research model includes 5 stages, namely first analysis which includes product needs analysis, second design, namely compiling an outline, layout and Audio Visual material, third development, namely developing a product that has been designed for validation in order to get input by media experts and material experts. The fourth implementation is implementing the product to get a response from users (Students) to the Audio Visual that has been developed. The fifth evaluation is evaluating Audio Visual based on several inputs from experts and user responses. The instruments used in this research were a validation questionnaire and a user response questionnaire. The results of this research are known: (1) This development research produces a product in the form of Audio Visual in the Discovery Learning learning model. (2) The feasibility of this Audio Visual was obtained from the results of material expert validation in the \"Very Eligible\" category which obtained an average score of 3.7. And the next validation results were obtained from media experts in the \"Very Appropriate\" category who received an average score of 3.6. (3) The results of user responses to this Audio Visual were categorized as \"Very Good\" which obtained an average score of 3.6 for students in small groups, 3.6 for students in large groups. The recommendation in this research is that Audio Visual in learning activities should be further developed in other subjects so that it can increase students' motivation and enthusiasm for learning.. Key Words: Audio Visual, Discovery Learning, Substation AbstrakPenelitian ini bertujuan untuk : (1) Mengetahui cara mengembangkan Audio Visual Pada Model Pembelajaran Discovery Learning Untuk Mata Pelajaran Gardu Induk (GI) SMK Negeri 1 Percut Sei Tuan. (2) Mengetahui kelayakan Audio Visual pada model pembelajaran Discovery Learning yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. (3) Mengetahui respon siswa terhadap Audio Visual pada model pembelajaran Discovery Learning yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. Penelitian ini akan diuji coba dengan melibatkan siswa kelas XI Teknik Jaringan Tenaga Listrik SMK Negeri 1 Percut Sei Tuan semester ganjil tahun ajaran 2022/2023. Jenis penelitian ini adalah Research and Development (R&D) dengan model penelitian ADDIE. Model penelitian ADDIE meliputi 5 tahapan yaitu pertama analysi","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"603 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140749605","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49458
Saskia Rehani Br Tarigan, N. Sinaga
Abstract This study aims to: (1) Find out how to develop an E-Module Based on the Discovery Learning Model for Refrigeration and Air Conditioning Control for students of SMK Negeri 1 Percut Sei Tuan. (2) Knowing the feasibility level of Discovery Learning Based E-Module which was developed for students of SMK Negeri 1 Percut Sei Tuan. (3) Knowing student responses to E-Modules Based on Discovery Learning Models in Class XI of Refrigeration and Air Conditioning Control subjects at SMK Negeri 1 Percut Sei Tuan. This research will be tested by involving class XI students of Refrigeration and Air Conditioning Engineering at SMK Negeri 1 Percut Sei Tuan in the odd semester of the 2022/2023 academic year. This type of research is Research and Development (R & D) with the ADDIE research model. The ADDIE research model includes 5 stages, namely first analysis which includes product needs analysis, second design, namely compiling outlines, layouts and E-Module material, third development, namely developing products that have been designed to be validated so that they get input from media experts and material experts, the fourth is implementation, namely implementing the product to get a response from users (students) to the E-Module that has been developed, the fifth evaluation, namely evaluating the E-Module based on some input from experts and user responses. The instruments used in this study were validation questionnaires and user response questionnaires. The results of this study are known: (1) This development research produces a product in the form of an E-Module Based on the Discovery Learning Model for Refrigeration and Air Conditioning Control. (2) The feasibility of this E-Module is obtained from the validation results of media experts in the "Very Eligible" category which obtains an average value of 3.4. And the results of the next validation were obtained from material experts in the "Very Eligible" category who obtained an average value of 3.4. (3) The results of user responses to this E-Module are categorized as "Very Good" which obtains an average score of 3.6 for students in small groups, 3.7 for students in large groups. The recommendation in this study is that the use of Discovery Learning Model-Based E-Modules in learning activities should be further developed in other subjects so as to increase student motivation and enthusiasm for learning. Key Words: Learning E-Modules, Discovery Learning, Refrigeration Control and Air Conditioning AbstrakPenelitian ini bertujuan untuk: (1) Mengetahui cara mengembangkan E-Modul Berbasis Model Pembelajaran Discovery Learning Kontrol Refrigerasi dan Tata Udara untuk siswa SMK Negeri 1 Percut Sei Tuan. (2) Mengetahui tingkat kelayakan E-Modul Berbasis Discovery Learing yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. (3) Mengetahui respon siswa terhadap E-Modul Berbasis Model Pembelajaran Discovery Learning pada mata pelajaran Kontrol Refrigerasi dan Tata Udara Kelas XI di SMK Negeri 1 Percu
摘要本研究的目的在于:(1)探讨如何开发一套以SMK Negeri Percut Sei Tuan学生为对象的制冷空调控制发现学习模式E-Module。(2)了解SMK Negeri Percut Sei Tuan学生开发的基于发现学习的E-Module的可行性水平。这种类型的研究是研究与开发(r&d)与ADDIE研究模式。ADDIE研究模式包括5个阶段,即第一次分析,包括产品需求分析;第二次设计,即编写大纲、版式和E-Module材料;第三次开发,即开发已设计的产品并进行验证,从而获得媒体专家和材料专家的意见;第四次实施,即实施产品以获得用户(学生)对已开发的E-Module的响应;即根据专家的一些输入和用户的反应来评估电子模块。本研究使用的工具为验证问卷和用户回答问卷。本研究的结果是已知的:(1)本开发研究产生了一个基于制冷空调控制发现学习模型的e -模块形式的产品。(2)本E-Module的可行性由“非常合格”类媒体专家的验证结果得出,其平均值为3.4。下一次验证的结果由“非常合格”类别的材料专家获得,其平均值为3.4。(3)本次E-Module的用户反馈结果为“非常好”,小组平均得分为3.6分,小组平均得分为3.7分。本研究建议在其他学科中进一步推广基于发现学习模型的E-Modules在学习活动中的应用,以提高学生的学习动机和学习热情。关键词:学习e模块,发现学习,制冷控制与空调摘要penelitian ini bertujuan untuk:(1) e模块基础模型penbelajaran发现学习控制(2)孟格塔辉tingkat kelayakan e - module berbase Discovery Learing yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan。Jenis penelitian ini adalah研发(r&d)登根模型penelitian ADDIE。模型penelitian ADDIE meliputi 5 tahapan yitu - perama分析yang meliputi分析kebutuhan产品,kedua设计yitu - menyusun garis besar,布局材料e - module, ketiga开发yitu - menembangkan产品yang sudah didesain untuk dilakukan validasi agar mendapatkan masukan oleh ahli媒体dan ahli材料,保持实施yitu - menerapkan产品untuk mendapatkan响应dari pengguna (siswa) terhadap e - module yang telah dikembangkan,kelima评价yitu mengevaluase - module berdasarkan bebera masukkan dari parahli sera response pengguna。仪器阳迪古纳坎帕佩利特,在阿达拉和阿达拉和阿达拉和阿达拉的响应。(1) Penelitian Penelitian diketahui: (1) Penelitian pengembangan ini menghasilkan产品berupa E-模块基础模型penbelajran发现学习控制制冷系统。(2) Kelayakan E-Modul ini didapatkan dari hasil validasi ahli media dengan kategori“Sangat Layak”yang memperoleh nilai rata-rata sebesar 3,4。Dan hasil validasi berikutnya didapatkan dari ahli materi dengan kategori " Sangat Layak " yang memperoleh nilai rata- rata sebesar 3,4。(3) Hasil response pengguna terhadap E- modulini dikategorikan“Sangat Baik”yang memperoleh nilai rata- rata sebesar 3,6 pagadiswa dalam kelompok kecil, 3,7 pagadiswa dalam kelompok besar。Rekomendasi pada penelitian ini adalah penggunaan E- modular Berbasis Model Pembelajran Discovery Learning dalam kegiatan pembelajan harus lebih dikembangkan lagi pada mata pelajaran lainnya sehinga dapat meningkatkan motivasi dan semangat belajar siswa. Kata Kunci: E- modular pembelajan, Discovery Learning, control Refrigerasi dan Tata Udara
{"title":"PENGEMBANGAN E-MODUL BERBASIS DISCOVERY LEARNING PADA MATA PELAJARAN KONTROL REFRIGERASI DAN TATA UDARA KELAS XI TEKNIK PENDINGIN DAN TATA UDARA SMK NEGERI 1 PERCUT SEI TUAN","authors":"Saskia Rehani Br Tarigan, N. Sinaga","doi":"10.24114/jevte.v3i1.49458","DOIUrl":"https://doi.org/10.24114/jevte.v3i1.49458","url":null,"abstract":"Abstract This study aims to: (1) Find out how to develop an E-Module Based on the Discovery Learning Model for Refrigeration and Air Conditioning Control for students of SMK Negeri 1 Percut Sei Tuan. (2) Knowing the feasibility level of Discovery Learning Based E-Module which was developed for students of SMK Negeri 1 Percut Sei Tuan. (3) Knowing student responses to E-Modules Based on Discovery Learning Models in Class XI of Refrigeration and Air Conditioning Control subjects at SMK Negeri 1 Percut Sei Tuan. This research will be tested by involving class XI students of Refrigeration and Air Conditioning Engineering at SMK Negeri 1 Percut Sei Tuan in the odd semester of the 2022/2023 academic year. This type of research is Research and Development (R & D) with the ADDIE research model. The ADDIE research model includes 5 stages, namely first analysis which includes product needs analysis, second design, namely compiling outlines, layouts and E-Module material, third development, namely developing products that have been designed to be validated so that they get input from media experts and material experts, the fourth is implementation, namely implementing the product to get a response from users (students) to the E-Module that has been developed, the fifth evaluation, namely evaluating the E-Module based on some input from experts and user responses. The instruments used in this study were validation questionnaires and user response questionnaires. The results of this study are known: (1) This development research produces a product in the form of an E-Module Based on the Discovery Learning Model for Refrigeration and Air Conditioning Control. (2) The feasibility of this E-Module is obtained from the validation results of media experts in the \"Very Eligible\" category which obtains an average value of 3.4. And the results of the next validation were obtained from material experts in the \"Very Eligible\" category who obtained an average value of 3.4. (3) The results of user responses to this E-Module are categorized as \"Very Good\" which obtains an average score of 3.6 for students in small groups, 3.7 for students in large groups. The recommendation in this study is that the use of Discovery Learning Model-Based E-Modules in learning activities should be further developed in other subjects so as to increase student motivation and enthusiasm for learning. Key Words: Learning E-Modules, Discovery Learning, Refrigeration Control and Air Conditioning AbstrakPenelitian ini bertujuan untuk: (1) Mengetahui cara mengembangkan E-Modul Berbasis Model Pembelajaran Discovery Learning Kontrol Refrigerasi dan Tata Udara untuk siswa SMK Negeri 1 Percut Sei Tuan. (2) Mengetahui tingkat kelayakan E-Modul Berbasis Discovery Learing yang dikembangkan untuk siswa SMK Negeri 1 Percut Sei Tuan. (3) Mengetahui respon siswa terhadap E-Modul Berbasis Model Pembelajaran Discovery Learning pada mata pelajaran Kontrol Refrigerasi dan Tata Udara Kelas XI di SMK Negeri 1 Percu","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132564868","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49462
Putri Kanti Wigati, Hamonangan Tambunan
Abstract The research aims to determine the feasibility and effectiveness of developing android-based media using the Appy Pie application on the subject of electrical lighting installations. This study uses the Research and Development (R&D) method with the development procedure used referring to the ADDIE model developed by Dick and Carry (1996) which includes analysis, design, development, implementation and evaluation. The subjects of this study were students of class XI TITL SMK N 13 Medan. The feasibility of the developed media refers to media experts with a score of 93% in the "very feasible" category, the feasibility of the material by material experts gets a score of 85% in the "very feasible" category, and 93% obtained through learning practitioners in the "very feasible" category. The product trial results obtained a positive response to the use of media > 65%. The effectiveness of the product from the posttest results obtained a sig.2-tailed value of 0.009 <0.05, meaning that there is a significant difference between the control and experimental classes. From the results of the posttest average, the experimental class obtained 7.9 with an increase in score of 2.1 compared to the control class, which only obtained an average posttest of 7.2. Thus the media developed is effective. Key Words: research development, android, Appy Pie AbstrakPenelitian ini bertujuan untuk mengetahui kelayakan dan efektivitas pengembangan media berbasis android menggunakan aplikasi Appy Pie pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode Research and Development (R&D) dengan prosedur pengembangan yang digunakan mengacu pada model ADDIE yang dikembangkan oleh Dick and Carry (1996) yang meliputi analisis, desain, pengembangan, implementasi dan evaluasi. Subjek penelitian ini adalah siswa kelas XI TITL SMK N 13 Medan. Kelayakan media yang dikembangkan merujuk pada ahli media dengan perolehan nilai 93% dengan kategori “sangat layak”, kelayakan materi oleh ahli materi memperoleh nilai 85% dengan katogori “sangat layak”, dan 93% diperoleh melalui praktisi pembelajaran dengan kategori “sangat layak”. Hasil uji coba produk memproleh respon positif penggunaan media > 65%. Efektivitas produk dari hasil posttest diperoleh nilai sig.2-tailed sebesar 0,009 < 0,05 artinya terdapat perbedaan yang signifikan antara kelas kontrol dan eksperimen. Dari hasil rata-rata posttest kelas ekperimen memperoleh 7,9 dengan peningkatan skor sebesar 2,1 dibandingkan dengan kelas kontrol hanya memperoleh rata-rata posttest sebesar 7,2. Dengan demikian media yang dikembangkan efektif. Kata Kunci: Penelitian Pengembangan, Android, Appy Pie
本研究旨在确定使用Appy Pie应用程序开发基于android的媒体在电气照明装置主题上的可行性和有效性。本研究采用研究与开发(R&D)方法,其开发程序参照Dick and Carry(1996)开发的ADDIE模型,包括分析、设计、开发、实施和评估。本研究的研究对象为棉兰中学11班学生。发达媒体的可行性是指媒体专家在“非常可行”类别中得分为93%,材料专家的材料可行性在“非常可行”类别中得分为85%,通过学习从业者获得的材料可行性在“非常可行”类别中得分为93%。该产品试用结果获得了媒体使用的积极反响。65%。从后验结果来看,该产品的有效性得到了0.009 <0.05的双尾值,这意味着控制班和实验班之间存在显著差异。从后测平均分的结果来看,实验组获得7.9分,比控制班提高了2.1分,而控制班的后测平均分只有7.2分。因此,媒体的发展是有效的。关键词:研究发展,android, Appy Pie摘要:penelitian ini bertujuan untuk mengetahui kelayakan an ekektivitas pengembangan media基于android menggunakan应用程序Appy Pie paada mata pelajaran安装penerangan列表。杨迪克和凯瑞(1996),杨迪克和凯瑞(1996),杨迪克和凯瑞(1996),杨迪克和凯瑞(1996),杨迪克和凯瑞(1996),杨迪克和凯瑞(1996),杨迪克和凯瑞分析,设计,彭迪克和凯瑞,实施,评估。Kelayakan media yang dikembangkan merujuk paada ahli media dengan perolehan nilai 93% dengan kategori " sangat layak ", Kelayakan materi oleh ahli materi memperoleh nilai 85% dengan katogori " sangat layak ", dan 93% diperoleh melalui praktisi pembelajran dengan kategori " sangat layak "。哈苏吉·科巴产品系列回应积极的重庆媒体;65%。Efektivitas的产品具有良好的后测性能,并具有良好的后测性能。2005年,黄芩苷对黄芩苷、黄芩苷、黄芩苷、黄芩苷、黄芩苷含量的影响。达哈希尔-按比例后测kelas -实验成员7,9邓安- peningkatan - skor - sebesar 2,1邓安-按比例后测kelas 7,2。邓安德米克媒体杨狄肯肯肯。Kata Kunci: Penelitian Pengembangan, Android, Appy Pie
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID DENGAN MENGGUNAKAN APLIKASI APPY PIE PADA MATA PELAJARAN INSTALASI PENERANGAN LISTRIK","authors":"Putri Kanti Wigati, Hamonangan Tambunan","doi":"10.24114/jevte.v3i1.49462","DOIUrl":"https://doi.org/10.24114/jevte.v3i1.49462","url":null,"abstract":"Abstract The research aims to determine the feasibility and effectiveness of developing android-based media using the Appy Pie application on the subject of electrical lighting installations. This study uses the Research and Development (R&D) method with the development procedure used referring to the ADDIE model developed by Dick and Carry (1996) which includes analysis, design, development, implementation and evaluation. The subjects of this study were students of class XI TITL SMK N 13 Medan. The feasibility of the developed media refers to media experts with a score of 93% in the \"very feasible\" category, the feasibility of the material by material experts gets a score of 85% in the \"very feasible\" category, and 93% obtained through learning practitioners in the \"very feasible\" category. The product trial results obtained a positive response to the use of media > 65%. The effectiveness of the product from the posttest results obtained a sig.2-tailed value of 0.009 <0.05, meaning that there is a significant difference between the control and experimental classes. From the results of the posttest average, the experimental class obtained 7.9 with an increase in score of 2.1 compared to the control class, which only obtained an average posttest of 7.2. Thus the media developed is effective. Key Words: research development, android, Appy Pie AbstrakPenelitian ini bertujuan untuk mengetahui kelayakan dan efektivitas pengembangan media berbasis android menggunakan aplikasi Appy Pie pada mata pelajaran instalasi penerangan listrik. Penelitian ini menggunakan metode Research and Development (R&D) dengan prosedur pengembangan yang digunakan mengacu pada model ADDIE yang dikembangkan oleh Dick and Carry (1996) yang meliputi analisis, desain, pengembangan, implementasi dan evaluasi. Subjek penelitian ini adalah siswa kelas XI TITL SMK N 13 Medan. Kelayakan media yang dikembangkan merujuk pada ahli media dengan perolehan nilai 93% dengan kategori “sangat layak”, kelayakan materi oleh ahli materi memperoleh nilai 85% dengan katogori “sangat layak”, dan 93% diperoleh melalui praktisi pembelajaran dengan kategori “sangat layak”. Hasil uji coba produk memproleh respon positif penggunaan media > 65%. Efektivitas produk dari hasil posttest diperoleh nilai sig.2-tailed sebesar 0,009 < 0,05 artinya terdapat perbedaan yang signifikan antara kelas kontrol dan eksperimen. Dari hasil rata-rata posttest kelas ekperimen memperoleh 7,9 dengan peningkatan skor sebesar 2,1 dibandingkan dengan kelas kontrol hanya memperoleh rata-rata posttest sebesar 7,2. Dengan demikian media yang dikembangkan efektif. Kata Kunci: Penelitian Pengembangan, Android, Appy Pie","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"202 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135016282","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49461
Enna Nainggolan, Arif Rahman
Abstract The problem in this study is the large number of unemployed in Indonesia as many as 8.4 million people until February 2022, the majority of whom come from Vocational High Schools (SMK). This development research aims to (1) Determine the feasibility of Mind Mapping-Based E-Modules on Creative Products and Entrepreneurship Subjects Class XI Middle School Vocational Schools, and (2) Knowing the effectiveness of Mind Mapping-Based E-Modules on Creative Products and Entrepreneurship Subjects for Class XI Vocational High Schools. This research was conducted at SMK N 14 Medan. The method used in this research is research and development. The research and development process is carried out in several stages adapted from the ADDIE development research model. The stages are: Analysis (Analysis), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). The results of this study are: (1) The results of the media feasibility validation are 3.86 with the "very feasible" category, and the material expert validation is 3.73 with the "very feasible" category. (2) the value of the t-test for Equality of Means (tcount) is 2,393, while the value of ttable (72) is 1,666. Because tcount (2.393) > ttable (1.666) then H0 is rejected, so it can be concluded that Ha is accepted which means that there is a significant influence between student learning outcomes in the subject of Creative Products and Entrepreneurship using Mind Mapping-based E-Modules is higher than the results student learning in Creative Products and Entrepreneurship subjects using the Expository method, then learning using Mind Mapping-based E-Modules in Vocational High Schools can be declared Effective. Key Words: Mind Mapping, Analysis, Design, Development, Implementation, Evaluation. AbstrakPermasalahan dalam penelitian ini adalah banyak nya jumlah pengangguran di Indonesia sebanyak 8,4 juta orang hingga Februari 2022 yang mayoritas berasal dari kalangan Sekolah memengah Kejuruan (SMK). Penelitian pengembangan ini bertujuan untuk (1) Mengetahui kelayakan E-Modul Berbasis Mind Mapping pada Mata Pelajaran Produk Kreatif dan Kewirausahaan Kelas XI Sekolah Menengah Kejuruan, dan (2) Mengetahui keefektifan E-Modul Berbasis Berbasis Mind Mapping pada Mata Pelajaran Produk Kreatif dan Kewirausahaan Kelas XI Sekolah Menengah Kejuruan. Penelitian ini dilakukan di SMK N 14 Medan. Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development). Proses penelitian dan pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan ADDIE. Adapun tahapan tersebut yaitu: Analysis (Analisa), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Hasil Penelitian ini adalah: (1) E-Modul Berbasis Mind Mapping yang telah dikembangkan. (2) Hasil validasi kelayakan media sebesar 3,86 dengan kategori “sangat layak”, dan validasi ahli materi
本研究的问题是,截至2022年2月,印度尼西亚的失业人数高达840万人,其中大多数来自职业高中(SMK)。本研究在棉兰SMK n14进行。本研究采用的方法是研究与开发。研究和开发过程是根据ADDIE开发研究模型分几个阶段进行的。这些阶段是:分析(Analysis)、设计(Design)、开发(Development)、实现(Implementation)和评估(Evaluation)。本研究结果如下:(1)介质可行性验证的结果为3.86,为“非常可行”类别;材料专家验证的结果为3.73,为“非常可行”类别。(2)均数相等的t检验(tcount)的值为2393,而表(72)的值为1666。由于tcount(2.393) >表(1.666),则H0被拒绝,因此可以得出结论,H0被接受,这意味着使用基于思维导图的e模块的学生在创意产品和创业科目的学习成果之间的影响显著高于使用解释性方法的学生在创意产品和创业科目的学习结果。那么在职业高中使用基于思维导图的电子模块学习可以被宣布为有效。关键词:思维导图,分析,设计,开发,实施,评估。[摘要]permasalahan dalam penelitian ini adalah banyak nya jumlah pengangguran di Indonesia sebanyak 8,4 juta orang hinga feb . 2022 yang mayoritas berasal dari kalangan Sekolah memengah Kejuruan (SMK)。Penelitian ini dilakukan di SMK N 14棉兰。研究与开发(英文版)。procespenelitian dan pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari模型penelitian pengembangan ADDIE。Adapun tahapan tersebut yitu:分析(Analisa)、设计(Desain)、开发(Pengembangan)、实施(Implementasi)、评估(Evaluasi)。Hasil Penelitian ini adalah:(1) e - module berbase思维导图yang telah dikembangkan。(2) Hasil validasi kelayakan media sebesar 3,86登干kategori“sangat layak”,dan validasi ahli materi sebesar 3,73登干kategori“sangat layak”。(3)均值相等t检验(thitung) yitu 2.393, sedangkan nilai tababel (72) yitu 1666。Karena thitung (2393) bbb10 tababel (1666) maka H0 ditolak, sehinga dapat dispulpulkan bahwa Ha diterima yang berarti adanya pengaruh yang signfikan antara hasil belajar siswa pada pelajaran Produk Kreatif dan Kewirausahan dengan menggunakan e -模基思维导图adalah lebih tinggi daripada hasil belajar siswa pada pelajan Produk Kreatif dan Kewirausahan dengan menggunakan mede Ekspositori基于电子模块的思维导图[j]。Kata Kunci:思维导图,分析,设计,开发,实施,评估
{"title":"PENGEMBANGAN E-MODUL BERBASIS MIND MAPPING PADA MATA PELAJARAN PRODUK KREATIF DAN KEWIRAUSAHAAN KELAS XI SEKOLAH MENENGAH KEJURUAN","authors":"Enna Nainggolan, Arif Rahman","doi":"10.24114/jevte.v3i1.49461","DOIUrl":"https://doi.org/10.24114/jevte.v3i1.49461","url":null,"abstract":"Abstract The problem in this study is the large number of unemployed in Indonesia as many as 8.4 million people until February 2022, the majority of whom come from Vocational High Schools (SMK). This development research aims to (1) Determine the feasibility of Mind Mapping-Based E-Modules on Creative Products and Entrepreneurship Subjects Class XI Middle School Vocational Schools, and (2) Knowing the effectiveness of Mind Mapping-Based E-Modules on Creative Products and Entrepreneurship Subjects for Class XI Vocational High Schools. This research was conducted at SMK N 14 Medan. The method used in this research is research and development. The research and development process is carried out in several stages adapted from the ADDIE development research model. The stages are: Analysis (Analysis), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation). The results of this study are: (1) The results of the media feasibility validation are 3.86 with the \"very feasible\" category, and the material expert validation is 3.73 with the \"very feasible\" category. (2) the value of the t-test for Equality of Means (tcount) is 2,393, while the value of ttable (72) is 1,666. Because tcount (2.393) > ttable (1.666) then H0 is rejected, so it can be concluded that Ha is accepted which means that there is a significant influence between student learning outcomes in the subject of Creative Products and Entrepreneurship using Mind Mapping-based E-Modules is higher than the results student learning in Creative Products and Entrepreneurship subjects using the Expository method, then learning using Mind Mapping-based E-Modules in Vocational High Schools can be declared Effective. Key Words: Mind Mapping, Analysis, Design, Development, Implementation, Evaluation. AbstrakPermasalahan dalam penelitian ini adalah banyak nya jumlah pengangguran di Indonesia sebanyak 8,4 juta orang hingga Februari 2022 yang mayoritas berasal dari kalangan Sekolah memengah Kejuruan (SMK). Penelitian pengembangan ini bertujuan untuk (1) Mengetahui kelayakan E-Modul Berbasis Mind Mapping pada Mata Pelajaran Produk Kreatif dan Kewirausahaan Kelas XI Sekolah Menengah Kejuruan, dan (2) Mengetahui keefektifan E-Modul Berbasis Berbasis Mind Mapping pada Mata Pelajaran Produk Kreatif dan Kewirausahaan Kelas XI Sekolah Menengah Kejuruan. Penelitian ini dilakukan di SMK N 14 Medan. Metode yang digunakan pada penelitian ini adalah penelitian pengembangan (Research and Development). Proses penelitian dan pengembangan ini dilaksanakan dengan beberapa tahapan yang diadaptasi dari model penelitian pengembangan ADDIE. Adapun tahapan tersebut yaitu: Analysis (Analisa), Design (Desain), Development (Pengembangan), Implementation (Implementasi), dan Evaluation (Evaluasi). Hasil Penelitian ini adalah: (1) E-Modul Berbasis Mind Mapping yang telah dikembangkan. (2) Hasil validasi kelayakan media sebesar 3,86 dengan kategori “sangat layak”, dan validasi ahli materi","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127794626","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49460
Daniel Fransisco Silitonga, Baharuddin
Abstract This study aims to determine the effectiveness of the development of students learning the basics of electricity and electronics without using animation learning media based on Adobe Flash Animate with students learning the basics of electricity and electronics using animation learning media based on Adobe Flash Animate in class X TITL SMK Medan bicolor. The research was conducted on class X TITL students at SMK Dwiwarna Medan. The focus of this study was on class X TITL with a student population of 10 students. This research is a research and development model (Research and Development). The results of the Adobe Flash Animate-based Animation Learning Media study using the Four-D development were declared valid. The level of validity of animated learning media as a learning medium for the basics of electricity and electronics is based on the assessment: 1) Material expert 1 obtains a score percentage of 78% with a valid assessment. 2) Material experts 2 get a score percentage of 94.23% with a very valid assessment. 3) Media Expert 1 obtains a score percentage of 84.37% with a valid assessment. 4) Media Expert 2 obtains a score percentage of 79.68% with a valid assessment. Assessment of the validity of the media from students obtained through product trials in small groups, namely obtaining a score percentage of 73.88% with valid assessment criteria and use trials in large groups obtained a score percentage of 88.05% with very valid assessment criteria, then the increase obtained was 14.17%. Key Words: Development, Learning Media, Video Animation AbstrakPenelitian ini bertujuan untuk mengetahui sejauh mana keefektifan perkembangan siswa belajar dasar-dasar listrik dan elektronika tanpa menggunakan media pembelajaran animasi berbasis Adobe Flash Animate dengan siswa yang belajar dasar-dasar listrik dan elektronika menggunakan media pembelajaran animasi berbasis Adobe Flash Animate pada siswa kelas X TITL SMK Dwiwarna Medan. Penelitian dilakukan pada siswa kelas X TITL SMK Dwiwarna Medan. Fokus penelitian ini adalah pada anak kelas X TITL dengan populasi siswa sebanyak 10 siswa. Penelitian ini merupakan model penelitian dan pengembangan (Research and Development). Hasil dari penelitian Media Pembelajaran Animasi berbasis Adobe Flash Animate dengan menggunakan pengembangan Four-D dinyatakan valid. Tingkat kevalidan media pembelajaran animasi sebagai media pembelajaran dasar-dasar listrik dan elektronika berdasarkan penilaian: 1) Ahli materi 1 memperoleh persentasi skor sebesar 78% dengan penilaian valid. 2) Ahli materi 2 memperoleh persetasi skor sebesar 94,23% dengan penilaian sangat valid. 3) Ahli Media 1 memperoleh persetasi skor sebesar 84,37% dengan penilaian valid. 4) Ahli Media 2 memperoleh persetasi skor sebesar 79,68% dengan penilaian valid. Penilaian kevalidan media dari peserta didik yang didapatkan melalui uji coba produk pada kelompok kecil yaitu diperoleh persentase skor sebesar 73,88% dengan kriteriaa penilaian valid dan uji c
本研究旨在确定学生在不使用基于Adobe Flash Animate的动画学习媒体的情况下,在X TITL SMK Medan双色课程中使用基于Adobe Flash Animate的动画学习媒体学习电学和电子学基础知识的有效性。本研究是在SMK Dwiwarna Medan的X班TITL学生中进行的。本研究的重点是X班的10名学生。本研究是一种研发模式(research and development)。使用四维开发的基于Adobe Flash动画的动画学习媒体研究结果被宣布有效。动画学习媒体作为电学和电子学基础知识的学习媒介的效度水平基于以下评估:1)材料专家1获得了78%的分数百分比,有效评估。2)材料专家2的评分率为94.23%,评价非常有效。3)媒体专家1得分为84.37%,测评有效。4)媒体专家2得分79.68%,测评有效。通过小团体产品试验获得的学生媒介效度评价,即以有效评价标准获得的得分百分比为73.88%,大规模群体使用试验以非常有效评价标准获得的得分百分比为88.05%,则获得的提高为14.17%。关键词:发展,学习媒体,视频动画摘要:penelitian ini bertujuan untuk mengetahui sejauh mana keefektifan perkembangan siswa belajar dasar-dasar listrika tanpa menggunakan Media pembelajaran animasi basis Adobe Flash Animate dengan siswa yang belajar dasar-dasar listridan elektronika menggunakan Media pembelajaran animasi basis Adobe Flash Animate padsiswa kelas X TITL SMK Dwiwarna Medan。Penelitian dilakukan padasiswa kelas X TITL SMK Dwiwarna Medan。focus penelitian ini adalah padanak kelas X TITL dengan populassiswa sebanyak 10 siswa。Penelitian ini merupakan模型Penelitian dan pengembangan(研究与开发)。adobeflash Animate dengan menggunakan pengembangan 4d dinyatakan valid。Tingkat kevalidan media pembelajaran animasi sebagai media pembelajaran dasar-dasar listrik dan elektronika berdasarkan penilaian: 1) Ahli material 1) memperoleh perentasi skor sebesar 78% dengan penilaian有效。2) Ahli材料2个memperoleh persetasi skor sebesar 94,23%的登甘(dengan) penilan有效。3) Ahli Media 1 memperoleh persetasi skor sebesar 84,37% dengan阴茎有效。4) Ahli Media 2 memperoleh persetasi skor sebesar 79,68%登根阴茎有效。penan kevalidan媒体dari peserta didik yang didapatkan melaluji coba产品paada kelompok keecil yitu diperoleh代表skor sebesar 73,88% dunan kkerpok penacaian paada kelompok besar diperoleh代表skor sebesar 88,05% dunan kkeridan penacaian sangat有效,maka kenaikan yang diperoleh sebesar 14,17%。Kata Kunci: Pengembangan, Media Pembelajaran, Video Animasi
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN ANIMASI BERBASIS ADOBE FLASH ANIMATE PADA MATA PELAJARAN DASAR-DASAR LISTRIK DAN ELEKTRONIKA KELAS X TITL DI SMK DWIWARNA MEDAN","authors":"Daniel Fransisco Silitonga, Baharuddin","doi":"10.24114/jevte.v3i1.49460","DOIUrl":"https://doi.org/10.24114/jevte.v3i1.49460","url":null,"abstract":"Abstract This study aims to determine the effectiveness of the development of students learning the basics of electricity and electronics without using animation learning media based on Adobe Flash Animate with students learning the basics of electricity and electronics using animation learning media based on Adobe Flash Animate in class X TITL SMK Medan bicolor. The research was conducted on class X TITL students at SMK Dwiwarna Medan. The focus of this study was on class X TITL with a student population of 10 students. This research is a research and development model (Research and Development). The results of the Adobe Flash Animate-based Animation Learning Media study using the Four-D development were declared valid. The level of validity of animated learning media as a learning medium for the basics of electricity and electronics is based on the assessment: 1) Material expert 1 obtains a score percentage of 78% with a valid assessment. 2) Material experts 2 get a score percentage of 94.23% with a very valid assessment. 3) Media Expert 1 obtains a score percentage of 84.37% with a valid assessment. 4) Media Expert 2 obtains a score percentage of 79.68% with a valid assessment. Assessment of the validity of the media from students obtained through product trials in small groups, namely obtaining a score percentage of 73.88% with valid assessment criteria and use trials in large groups obtained a score percentage of 88.05% with very valid assessment criteria, then the increase obtained was 14.17%. Key Words: Development, Learning Media, Video Animation AbstrakPenelitian ini bertujuan untuk mengetahui sejauh mana keefektifan perkembangan siswa belajar dasar-dasar listrik dan elektronika tanpa menggunakan media pembelajaran animasi berbasis Adobe Flash Animate dengan siswa yang belajar dasar-dasar listrik dan elektronika menggunakan media pembelajaran animasi berbasis Adobe Flash Animate pada siswa kelas X TITL SMK Dwiwarna Medan. Penelitian dilakukan pada siswa kelas X TITL SMK Dwiwarna Medan. Fokus penelitian ini adalah pada anak kelas X TITL dengan populasi siswa sebanyak 10 siswa. Penelitian ini merupakan model penelitian dan pengembangan (Research and Development). Hasil dari penelitian Media Pembelajaran Animasi berbasis Adobe Flash Animate dengan menggunakan pengembangan Four-D dinyatakan valid. Tingkat kevalidan media pembelajaran animasi sebagai media pembelajaran dasar-dasar listrik dan elektronika berdasarkan penilaian: 1) Ahli materi 1 memperoleh persentasi skor sebesar 78% dengan penilaian valid. 2) Ahli materi 2 memperoleh persetasi skor sebesar 94,23% dengan penilaian sangat valid. 3) Ahli Media 1 memperoleh persetasi skor sebesar 84,37% dengan penilaian valid. 4) Ahli Media 2 memperoleh persetasi skor sebesar 79,68% dengan penilaian valid. Penilaian kevalidan media dari peserta didik yang didapatkan melalui uji coba produk pada kelompok kecil yaitu diperoleh persentase skor sebesar 73,88% dengan kriteriaa penilaian valid dan uji c","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115302984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49455
Kevin Boijogy Batubara, W. Pangaribuan
Abstract This study aims: (1) To find out students' responses to learning media for lift prototypes based on PLC Omron type CPM1A for electric motor installation subjects on Forward-Reverse electric motor control material for class XII TITL SMK Negeri 14 Medan (2) To find out the results from developing learning media by designing learning media for prototype lifts based on PLC type Omron type CPM1A on electric motor installation subjects for class XII SMK Negeri 14 Medan, and (3) To determine the feasibility of learning media for prototype lifts based on PLC type Omron type CPM1A for eyes electric motor installation lessons class XII SMK Negeri 14 Medan odd semester 2022/2023 academic year. The type of research used is Research and Development (R&D) with the ADDIE research model. The ADDIE research model includes five stages, namely the first analysis which includes needs analysis, the second design, namely designing mechanical, electrical and wiring as well as program design for learning media for prototype elevators, the third development, namely developing learning media by designing and building a three-floor PLC-based elevator prototype that has been designed to do a feasibility test in order to get input from media experts and material experts, the fourth is implementation, namely implementing the product to get responses from users (students) to the prototype lift learning media that has been developed, the fifth evaluation, namely evaluating modules based on some input from experts and responses user. The instruments used in this study were due diligence questionnaires and user response questionnaires. The validity used is based on the opinions of two material experts and two media experts. The results of this study can be seen: (1) This development research produces a product in the form of a PLC-based lift prototype learning media for the class XII TITL electric motor installation subject at SMK Negeri 14 Medan. (2) The feasibility of the prototype elevator learning media in terms of material experts gets a score of 87.50% of the maximum percentage of 100% and is categorized as "Very Eligible". In terms of media experts, it gets a score of 97.50% of the maximum percentage of 100% and is categorized as "Very Decent". The results of user responses (students) in the "Very Good" category obtained an average percentage score of 92%. Then the developed PLC-based lift prototype learning media is declared feasible to use. The recommendation in this study is that the development of media for this elevator prototype can be carried out again in other subjects by adding several work systems so that it can further increase student motivation and enthusiasm for learning Key Words: Development of Learning Media, ADDIE, Lift Prototype, Omron PLC AbstrakPenelitian ini bertujuan untuk: (1) Untuk mengetahui respon siswa terhadap media pembelajaran prototype lift berbasis PLC jenis Omron type CPM1A untuk mata pelajaran instalasi motor listrik pada materi
本研究的目的是:(1)了解学生对电机安装科目中基于欧姆龙CPM1A型PLC的电梯原型学习媒体的反应情况。(2)通过设计基于欧姆龙CPM1A型PLC的原型电梯学习媒体,对电机安装科目中基于SMK Negeri 14 Medan的电机安装科目进行学习媒体开发的结果。(3)确定基于PLC型欧姆龙型CPM1A的样机升降机学习媒体的可行性,用于眼睛电机安装课程第十二课SMK Negeri 14 Medan odd semester 2022/2023学年。使用的研究类型是研究与开发(R&D)与ADDIE研究模型。ADDIE研究模型包括五个阶段,即第一个分析阶段,包括需求分析;第二个设计阶段,即设计原型电梯的机械、电气、布线和学习媒体的程序设计;第三个开发阶段,即开发学习媒体,通过设计和建造一个三层plc电梯原型,并进行可行性测试,以获得媒体专家和材料专家的意见。第四是实施,即实施产品,获得用户(学生)对已开发的原型电梯学习媒体的反馈;第五是评估,即根据专家的一些输入和用户的反馈对模块进行评估。本研究使用的工具是尽职调查问卷和用户回答问卷。使用的效度是基于两位材料专家和两位媒体专家的意见。本研究的结果可以看出:(1)本开发研究为SMK Negeri 14 Medan的XII级TITL电动机安装课题生产了基于plc的电梯原型学习介质形式的产品。(2)原型电梯学习媒体在材料专家方面的可行性得分为87.50%,最高百分比为100%,属于“非常合格”。在媒体专家方面,它的得分为97.50%,满分为100%,被归类为“非常不错”。“非常好”类别的用户(学生)反馈结果平均百分比得分为92%。然后,开发的基于plc的电梯原型学习媒体被证明是可行的。本研究建议,本电梯样机的媒体开发可以在其他学科中再进行一次,增加几个工作系统,这样可以进一步提高学生的学习动机和积极性。关键词:学习媒体开发,ADDIE,电梯样机,欧姆龙PLC(1) Untuk mengetahui响应siswa terhadap媒体pembelajaran原型升降机升降机基础PLC jenis欧姆龙型CPM1A Untuk mata pelajaran安装电机list_罢工电机材料pengontrolan电机list_罢工电机材料正反向kelas XII TITL SMK Negeri 14棉兰(2)Untuk mengetai hasil dari pengembangan媒体pembelajaran dengan merancang bangan媒体pembelajaran原型升降机基础PLC jenis欧姆龙型CPM1A pada pelajaran安装电机list_罢工kelas XII SMK Negeri 14棉兰丹(3)Untuk menggetahui tingkat kelayakan媒体pembelajan原型升降机基础PLC jenis Omron型CPM1A Untuk mata pelajan安装马达清单kelas XII SMK Negeri 14 Medan学期ganjil tahun ajan 2022/2023。Jenis penelitian yang digunakan ini adalah研究与开发(R&D)登根模型penelitian ADDIE。模型penelitian ADDIE meliputi lima tahapan ytu perama分析yang meliputi分析kebutuhan, kedua设计ytu mendesain mekanik,电气接线系统设计程序untu media pebelajaran原型电梯,kedua开发ytu mengembangkan media penbelajan dengan merancang bangan sebuah原型电梯tiga lantai berbasis PLC yang sudah didesain untuk dilakukan uji kelayakan agar menapatkan masukan olhli media dan ahli材料,Keempat实施yitu menerapkan产品untuk menapatkan响应dari pengguna (siswa) terhadap媒体pembelajan原型升降机Yang telah dikembangkan, kelima评估yitu mengevaluasi模块berdasarkan beberapa masukkan dari para ahli响应pengguna。仪器阳迪古纳坎帕佩利特尼阿达拉昂吉吉卡拉亚坎丹昂吉回应彭古纳。有效性yang digunakan adalah berdasarkan pendapat dari dua ahli material dan dua ahli media。(1)Penelitian pengembangan ini menghasilkan产品berupa media penbelajaran原型升降机基础PLC pada mata pelajaran安装电机清单Kelas XII TITL di SMK Negeri 14 Medan。(2) Kelayakan media pembelajaran prototype lift ditinjau dari ahli materi mendapatkan skor 88,50% dari persase maksimum sebesar 100% dan dikategorikan“Sangat Layak”。 在媒体专家的调查中,最大百分比为100%,得分为97.50%,被归类为“非常值得”。“优秀”评分的学生平均成绩为92%。因此,基于PLC的电梯原型学习媒体开发被认为是可行的。这项研究的建议是,通过增加一些工作系统,媒体对电梯原型的开发可以在其他学科中进行。关键词:学习媒体开发,ADDIE,电梯原型,Omron PLC
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Pub Date : 2023-08-02DOI: 10.24114/jevte.v3i1.49459
Pinka Kezia, Hamonangan Tambunan
Abstract The problem in this study is the lack of explanation of material in the form of animation, the use of technology in conveying information so that students do not understand and are interested in the material presented. Many students already have smartphones but only a small percentage use them for learning. Delivery of material in the form of textbooks, whiteboards and markers. The objectives of this study are (1) to determine the design process of developing Ispiring Suite 9 learning media in basic electrical and electronics subjects class X TITL, (2) to determine the feasibility of learning media designed so that this learning media is valid and can be used by students. The research model used in this study from Thiagarajan consists of define, design, development, and dissemination (4D). The subjects of this study were class X TITL2 students of SMKN 14 Medan, while the media assessment validators were UNIMED lecturers and homeroom teachers X TITL2 to assess the material and media. The results of this study show that interactive learning media based on Ispiring Suite 9 is classified as "Excellent". Based on the results of the assessment the validator got the category "Very Worthy" with details from the media expert validator got a percentage score of 93.2% with the category "Very Decent". On the assessment of the media by material experts obtained a percentage score of 94% with the category "Very Decent". Based on the four validators, it can be concluded that interactive learning media based on Ispiring Suite 9 is suitable for use for class X TITL students of SMKN 14 Medan. Key Words: Media Ispiring Suite 9, Passive and Active Components, Electrical Energy Power AbstrakPermasalahan dalam penelitian ini adalah kurangnya penjelasan materi berupa animasi, pemanfaatan teknologi dalam menyampaikan informasi sehingga siswa kurang memahami dan tertarik pada materi yang disajikan. Banyak siswa yang sudah memiliki smartphone namun hanya sebagian kecil yang menggunakannya untuk pembelajaran. Penyampaian materi berupa buku pelajaran, papan tulis dan spidol. Tujuan penelitian ini adalah (1) untuk mengetahui proses rancangan pengembangan media pembelajaran Ispiring Suite 9 pada mata pelajaran Dasar Listrik dan Elektronika kelas X TITL, (2) untuk mengetahui kelayakan media pembelajaran yang dirancang agar media pembelajaran ini valid dan dapat digunakan oleh siswa. Adapun model penelitian yang digunakan dalam penelitian ini dari Thiagarajan terdiri dari define, design, development, dan dissemination (4D). Subjek penelitian ini adalah siswa kelas X TITL2 SMKN 14 Medan, sedangkan validator penilaian media yaitu dosen UNIMED dan guru wali kelas X TITL2 untuk menilai materi dan media. Hasil penelitian ini menunjukkan bahwa media pembelajaran interaktif berbasis Ispiring Suite 9 tergolong pada kategori “Sangat Baik”. Berdasarkan hasil dari penilaian validator mendapat kategori “Sangat Layak” dengan rincian dari validator ahli media mendapat skor persentas
本研究存在的问题是缺乏对动画形式的材料的解释,使用技术手段传达信息,使学生对所呈现的材料不理解和不感兴趣。许多学生已经拥有智能手机,但只有一小部分人使用它们来学习。以课本、白板、记号笔等形式发放教材。本研究的目的是:(1)确定在基础电气和电子学科X TITL班开发启发套件9学习媒体的设计过程,(2)确定设计的学习媒体的可行性,使该学习媒体有效并可被学生使用。Thiagarajan在本研究中使用的研究模型包括定义、设计、开发和传播(4D)。本研究的对象为棉兰SMKN 14的X级TITL2学生,媒体评估验证者为UNIMED讲师和X级TITL2班主任,对材料和媒体进行评估。本研究结果显示,基于启发套件9的互动学习媒体被评为“优秀”。根据评估结果,验证者从媒体专家那里获得了“非常值得”类别的详细信息,验证者在“非常不错”类别中获得了93.2%的分数。在材料专家对媒体的评估中,获得了94%的分数,类别为“非常不错”。基于这四个验证者,可以得出结论,基于启发套件9的互动学习媒体适合于SMKN 14棉兰X级TITL学生使用。关键词:Media Ispiring Suite 9,无源元件和有源元件,电能功率摘要:permasalahan dalam penelitian ini adalah kurangnya penjelasan materii berupa animasi, permanfaatan technology dalam menyampaikan informasi seingga siswa kurang memahami dan tertarik papai yang disajikan。Banyak siswa yang sudah memoriliki智能手机namun hanya sebagian kecil yang menggunakannya untuk pembelajaran。penyampaan materi berupa buku pelajaran, papan tulis dan spidol。Tujuan penelitian ini adalah (1) untuk mengetahui proses ranangan pengembangan media pembelajan ispiiring Suite (9) pada mata pelajan Dasar Listrik dan Elektronika kelas X TITL, (2) untuk mengetahui kelayakan media pembelajan yang dirancang agar media pembelajan ini valid dan dapat digunakan oleh siswa。Adapun模型penelitian yang digunakan dalam penelitian ini dari Thiagarajan terdiri dari定义、设计、开发、传播(4D)。科目penelitian ini adalah siswa kelas X TITL2 SMKN 14 Medan, sedangkan验证器penelitian media yitu doun danguru wali kelas X TITL2 untuk menilai material dan media。Hasil penelitian ini menunjukkan bahwa media pembelajaran interaktif basis激发Suite 9 tergolong pada kategori“Sangat Baik”。Berdasarkan hasil dari penaivalidator mendapat kategori " Sangat Layak " dengan rincian dari validator ahli media mendapat skor代表93.3% dengan kategori " Sangat Layak "。巴基斯坦的媒体报道了94%的“Sangat Layak”。Berdasarkan dari保持验证器dapat dispulpulkan bahwa media pembelajaran interaktif basis激发套件9 layak digunakan untuk siswa kelas X TITL SMKN 14棉兰。Kata Kunci: Media inspirating Suite 9, Komponen Pasif &Aktif, Daya Energy listrike
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF BERBASIS ISPRING SUITE 9 PADA MATA PELAJARAN DASAR LISTRIK DAN ELEKTRONIKA KELAS X TITL DI SMK","authors":"Pinka Kezia, Hamonangan Tambunan","doi":"10.24114/jevte.v3i1.49459","DOIUrl":"https://doi.org/10.24114/jevte.v3i1.49459","url":null,"abstract":"Abstract The problem in this study is the lack of explanation of material in the form of animation, the use of technology in conveying information so that students do not understand and are interested in the material presented. Many students already have smartphones but only a small percentage use them for learning. Delivery of material in the form of textbooks, whiteboards and markers. The objectives of this study are (1) to determine the design process of developing Ispiring Suite 9 learning media in basic electrical and electronics subjects class X TITL, (2) to determine the feasibility of learning media designed so that this learning media is valid and can be used by students. The research model used in this study from Thiagarajan consists of define, design, development, and dissemination (4D). The subjects of this study were class X TITL2 students of SMKN 14 Medan, while the media assessment validators were UNIMED lecturers and homeroom teachers X TITL2 to assess the material and media. The results of this study show that interactive learning media based on Ispiring Suite 9 is classified as \"Excellent\". Based on the results of the assessment the validator got the category \"Very Worthy\" with details from the media expert validator got a percentage score of 93.2% with the category \"Very Decent\". On the assessment of the media by material experts obtained a percentage score of 94% with the category \"Very Decent\". Based on the four validators, it can be concluded that interactive learning media based on Ispiring Suite 9 is suitable for use for class X TITL students of SMKN 14 Medan. Key Words: Media Ispiring Suite 9, Passive and Active Components, Electrical Energy Power AbstrakPermasalahan dalam penelitian ini adalah kurangnya penjelasan materi berupa animasi, pemanfaatan teknologi dalam menyampaikan informasi sehingga siswa kurang memahami dan tertarik pada materi yang disajikan. Banyak siswa yang sudah memiliki smartphone namun hanya sebagian kecil yang menggunakannya untuk pembelajaran. Penyampaian materi berupa buku pelajaran, papan tulis dan spidol. Tujuan penelitian ini adalah (1) untuk mengetahui proses rancangan pengembangan media pembelajaran Ispiring Suite 9 pada mata pelajaran Dasar Listrik dan Elektronika kelas X TITL, (2) untuk mengetahui kelayakan media pembelajaran yang dirancang agar media pembelajaran ini valid dan dapat digunakan oleh siswa. Adapun model penelitian yang digunakan dalam penelitian ini dari Thiagarajan terdiri dari define, design, development, dan dissemination (4D). Subjek penelitian ini adalah siswa kelas X TITL2 SMKN 14 Medan, sedangkan validator penilaian media yaitu dosen UNIMED dan guru wali kelas X TITL2 untuk menilai materi dan media. Hasil penelitian ini menunjukkan bahwa media pembelajaran interaktif berbasis Ispiring Suite 9 tergolong pada kategori “Sangat Baik”. Berdasarkan hasil dari penilaian validator mendapat kategori “Sangat Layak” dengan rincian dari validator ahli media mendapat skor persentas","PeriodicalId":239942,"journal":{"name":"JEVTE Journal of Electrical Vocational Teacher Education","volume":"203 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"135064441","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}