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Development of Early Childhood Dance Pattern Module with Augmented Reality (AR) 利用增强现实技术开发幼儿舞蹈模式模块
Pub Date : 2022-07-31 DOI: 10.17977/um031v9i22022p158
R. Wulandari, Leni Gonadi, S. Suryadi, M. Tirtaningsih
Abstrak: Media pembelajaran yang dapat menjembatani dunia maya dan dunia nyata menjadi kebutuhan dalam meningkatkan pemahaman mahasiswa tentang pola lantai tari anak usia dini. Penelitian ini bertujuan untuk mengembangkan modul pola tari anak usia dini dengan teknologi augmented reality yang layak dan praktis. Model ADDIE yang meliputi analisis, desain, pengembangan, dan implementasi menjadi model pengembangan yang digunakan oleh peneliti. Hasil penelitian ini adalah: (1) penilaian kelayakan media oleh ahli media dan ahli materi berada pada kategori layak dengan prosentase 75 persen dan 83 persen; (2) penilaian kepraktisan oleh pengguna yaitu mahasiswa dari dimensi kebermanfaatan media 87,75 persen, dimensi desain 86,7 persen dan dimensi bahasa 91,8 persen sehingga modul dikatakan praktis. Maka, modul pola tari anak usia dini dengan teknologi augmented reality yang dikembangkan layak dan praktis untuk digunakan pada proses pembelajaran mahasiswa pada matakuliah seni tari anak usia dini.Abstract: Learning media that can bridge the virtual world and the real world is a necessity in increasing students' understanding of dance floor patterns for early childhood. The research aims to develop a dance pattern module for early childhood with augmented reality that is feasible and practical. The ADDIE model, which includes analysis, design, development, and implementation, becomes the development model used by the researchers. The results of this study are: (1) media feasibility assessment by media experts and material experts is in the appropriate category with a percentage of 75 percent and 83 percent; (2) the practicality assessment by users, namely students from the media usefulness dimension, is 87.75 percent, the design dimension is 86.7 percent, and the language dimension 91.8 percent so that the module is said to be practical. In conclusion, the developed early childhood dance pattern module with augmented reality is feasible and practical to use in the student learning process in early childhood dance art courses.
抽象:一种能在网络和现实世界之间架起桥梁的学习媒介,成为学生理解幼儿舞池模式的需要。这项研究的目的是开发一种带有增强实用现实技术的幼儿舞蹈模式模块。ADDIE模型包括分析、设计、开发和实现成为研究人员使用的开发模型。本研究的结果是:(1)媒体和物质专家对媒体可行性的评估属于可接受的类别,占总量的75%和83%;(2)媒体财富维度87.75、设计尺寸86.6%和语言尺寸91.8%的用户对实用价值的评估,因此该模块被认为是实际的。因此,带有增强现实技术的幼儿舞蹈模式模块被开发出来,用于幼儿幼儿舞蹈艺术的学生学习过程。了解可以连接虚拟世界和真实世界的媒体是学生们在童年早期了解舞池的必要之处。这项研究揭示了一种舞蹈模式,使孩子们在成长的过程中处于一种幼稚的模式,这种现实是脆弱和真实的。包括分析、设计、发展和实现在内的ADDIE模型变成了researchers使用的发展模型。这项研究的结果:(1)媒体遗产与物料experts的共同作用,以75美分和83美分的价格进行比较;(2)用户、namely学生的实践评估,是87.75美分,尺寸设计是87.7分,尺寸语言是91.8分,所以说模块是实际的。在conclusion中,发展出的早期儿童舞蹈与增强现实的模式是一种有益的和实践,可以在学生早期学习过程中使用儿童舞蹈艺术课程。
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引用次数: 0
Digital Literacy to Improve Pedagogical and Professional Competence of Early Childhood Teacher 数字素养提高幼儿教师的教学能力和专业能力
Pub Date : 2022-07-31 DOI: 10.17977/um031v9i22022p117
Nur Khotimah, Muhammad Reza
Abstrak: Pada era transisi revolusi industri 4.0 menjadi 5,0, guru memerlukan kemampuan literasi komputer dengan kemampuan untuk mencari dan mengelola data secara digital serta mengoperasikan komputer. Para guru kemudian mengikuti Pendidikan Profesi Guru (PPG) dalam jabatan yang difasilitasi aplikasi google suite untuk guru yang profesional pada era revolusi industri 5.0. Penelitian ini bertujuan untuk mengimplementasikan kemampuan digital pada guru Pendidikan Anak Usia Dini (PAUD) dalam pembelajaran PPG PAUD dan meningkatkan kemampuan pedagogi guru PAUD. Metode yang digunakan adalah mixed method dengan pengumpulan data melalui google form, hasil wawancara, studi literatur, dan relevansi data melalui penelitian yang relevan. Hasil menunjukkan kenaikan yang signifikan pada kemampuan profesional guru PPG dalam jabatan tahap 1. Guru mendapatkan pendalaman materi pedagogi dan profesional, pengembangan perangkat pembelajaran, review perangkat pembelajaran, dan tes komprehensif.Abstract: In the transition era of the industrial revolution 4.0 to 5.0, teachers need computer literacy skills with the ability to search and manage data digitally and operate computers. On these grounds, numerous teachers take part in the teacher professional development program for in-service teachers (PPG dalam Jabatan) facilitated by the Google Suite application for professional teachers in the 5.0 industrial revolution era. This study aims to implement digital skills for early childhood education (PAUD) teachers in PPG and improve the pedagogical abilities of PAUD teachers. The method used is a mixed methods with data collection using Google Forms, interviews, literature studies, and data relevance through relevant research. The results show a significant increase in the professional ability of teachers who join stage 1 of the program. Teachers deepen the pedagogical and professional materials, development of educational materials, examination of learning material, and comprehensive tests.
摘要:在工业革命从4.0过渡到5.0的时代,教师需要具有计算机识字能力,具有数字化搜索和管理数据和操作计算机的能力。然后,教师将在工业革命时期为专业教师提供谷歌套房的职能教育(PPG)。本研究旨在提高幼儿教育教师(PAUD)的数字技能,并提高PAUD教师的教学能力。使用的方法是通过谷歌形式、采访结果、文学研究和相关研究混合数据收集的方法。结果显示,PPG在第一阶段工作中的专业技能显著提高。教师获得教育学和专业材料研究、学习工具开发、学习工具审查和全面测试。抽象:在工业革命4.0到5.0的转变时代,教师需要计算机素数技能与搜索和管理数字数据和操作计算机的能力相匹配。在这些领域,数字教师正在接受教师专业发展计划的一部分,由5.0工业革命时期的专业教师谷歌组委会委托。这项研究是为了实现幼儿早期教育教学的数字技能,并培养保罗教师的教学能力。使用的方法是用谷歌Forms、interviews、读写研究和通过相关性研究关联关联的数据混合数据的方法。抗议活动的结果大大增加了参加这个项目的专业教师的能力。教师深入研究境内和专业材料、教育材料的发展、学习材料的研究和综合测试。
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引用次数: 0
Investigating Family and Peer Support on Learning Habits and Achievements in Online Learning 调查家庭和同伴对在线学习习惯和成就的支持
Pub Date : 2022-07-31 DOI: 10.17977/um031v9i22022p136
Septian Cahya Azhari, Ely Satiyasih Rosali, M. Firmansyah, Haikal Zulian Maulana
Abstrak: Penelitian ini bertujuan untuk menganalisis peranan dukungan keluarga dan teman sebaya pada masa pembelajaran daring terhadap prestasi belajar mahasiswa melalui kebiasaan belajar. Metode yang digunakan dalam penelitian ini adalah kuantitatif dengan jenis eksplanatori dan teknik analisis data menggunakan partial least square (PLS) dengan konstruk reflektif. Sampel yang diambil adalah mahasiswa pendidikan geografi angkatan tahun 2020 dan 2021 Universitas Siliwangi sebanyak 100 orang mahasiswa secara proportional random sampling. Penelitian ini menganalisis hubungan dukungan keluarga dan teman sebaya menjadi variabel eksogen, kebiasaan belajar menjadi variabel mediasi dan prestasi belajar menjadi variabel endogen. Hasil dari penelitian ini ditemukan bahwa dukungan keluarga dan teman sebaya memiliki tingkat pengaruh yang signifikan terhadap kebiasaan belajar, selain itu kebiasaan belajar mempengaruhi prestasi belajarAbstract: This study aimed to analyze the role of family and peer support during online learning on the students through study habits. The method used in this research is quantitative with explanatory type and data analysis technique using partial least square (PLS) with reflective construct. The samples taken were students of geography education classes of 2020 and 2021 at Siliwangi University, as many as 100 students by proportional random sampling. This study analyzes the relationship between family and peer support as the exogenous variable, learning habits as the mediating variable, and learning achievement as the endogenous variable. The results of this study are that the support of family and peers has a significant level of influence on study habits and that study habits affect learning achievement.
摘要:本研究旨在分析家庭支持和同龄人在网上通过学习习惯对学生学习成绩的作用。本研究采用的方法是定量使用explanatori类型和数据分析技术,使用最基本的partial square(拜托)与反射性结构分析。样本是2020年至2021年西里科学院地理教育专业的学生,比例为100名学生。这项研究分析了家庭支持关系到外生变量、学习习惯到中介变量、学习成绩变成了内生变量。这项研究发现,家庭支持和同龄人对学习习惯有很大的影响,除了学习习惯影响学习成绩:这一研究在学习过程中分析家庭角色和学习支持。在这项研究中使用的方法是通过explanatory type和数据技术分析样本被归类为2020年和2021年地理教育课的学生。这项研究分析了家庭和动物之间的关系,就像外来变量的变化,像药物的变化一样学习,像未受精变量一样学习成就。这项研究的结果是家庭和儿童支持的研究对学习的影响和学习对学习学习的影响程度有很大的影响。
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引用次数: 2
The Development of Problem-Based Learning E-Modules on Correspondence Materials 基于问题的函授教材学习电子模块的开发
Pub Date : 2022-07-31 DOI: 10.17977/um031v9i22022p145
Rahmawati Firdaus, T. Pahlevi
Abstrak: Riset ini memiliki tujuan untuk mengembangkan bahan ajar berupa E-modul berbasis Problem Based Learning (PBL) pada materi persuratan untuk membantu proses pembelajaran di SMKN Mojoagung kelas X OTKP. Riset ini menggunakan R&D dengan model 4D yaitu Define, Design,  Develop, tetapi tidak sampai Disseminate karena..keterbatasan waktu dan biaya. Teknik analisis data menggunakan kuantitatif dan kualitatif. Terdapat 20 responden yaitu siswa kelas X OTKP 3. Produk dari riset pengembangan ini diuji oleh ahli materi, media, dan bahasa. Dari hasil validasi diketahui bahwa kelayakan materi dari validasi ahli materi sebesar 90 persen, validasi ahli grafis 96,3 persen, dan validasi ahli bahasa 80 persen. Dari hasil validasi ketiga validator tersebut diperoleh rata-rata sebesar 88,7 persen dengan kategori sangat layak. Hasil respons siswa memperoleh rata-rata sebesar 78,8 persen dengan kategori positif di mana dapat dinyatakan bahwa E-modul  ini dapat digunakan untuk menunjang pembelajaran materi persuratan.Abstract:  This research aims to develop teaching materials in the form of Problem-Based Learning (PBL) E-modules on correspondence materials to assist the learning process at SMKN Mojoagung class X OTKP. This research uses R&D with a 4D model, namely Define, Design, Develop, but did not reach Disseminate due to time and cost limitations. Data analysis techniques use quantitative and qualitative. Twenty respondents, namely students of class X OTKP 3, participated in the study. The product of this research was validated by materials, media, and language experts. The results reveal that the feasibility of the product from the materials expert was 90 percent; from graphic expert was 96.3 percent; and from linguist expert was 80 percent. From these results, it obtains an average of 88.7 percent with a very decent category. The results of student responses obtain an average of 78.8 percent with a positive category. So, it is concluded that this E-module can be used to support learning correspondence materials.
摘要:本研究的目的是开发基于认证材料的e模块问题的教学材料,以帮助smknmojoagung X OTKP类的学习过程。该研究使用R&D与设计设计Define, Develop 4D模型为Define, Design, Develop,但由于时间和成本限制而无法缩小。以定量和定性为基础的数据分析技术。20名受访者是X - OTKP 3班的学生。这些开发研究的产品受到了材料、媒体和语言专家的测试。研究表明,物质专家验证的物质价值为90%,图形专家验证为96.3%,语言学家验证为80%。这三个验证者的平均验证率是88.7%,属于高价值类别。学生的回答获得了平均78.8%的阳性类别,其中可以表示这些e模块可以用来支持舒张材料的学习。摘要:本研究旨在在相互关联的材料上进行教学,以支持SMKN的X OTKP类的学习过程。这个研究的R&D有一个4D模型,namely Define, Design, Develop,但是它没有达到时间和成本限制。技术分析数据:量化和质量。2班xotkp 3班学生,2班学生,参与研究。这项研究的结果已被材料、媒体和语言专家验证。结果表明,来自专业人员的产品的生产效率是90美分;从图形专家那里看出来是96.3分;语言学家说的是80岁。从这些结果来看,它的平均成绩是88.7。学生结果是平均78。8分带有积极评价的。所以,结论是,这个e模块可以用来支持学习材料的相关性。
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引用次数: 1
PERAN BINA DARMA TV (BTV) SEBAGAI MEDIA KOMUNIKASI DALAM MEMBANTU PROSES PROMOSI UNIVERSITAS BINA DARMA
Pub Date : 2022-07-24 DOI: 10.33557/ji.v16i2.2223
Riska Marsella, Rahma Rahma Santhi Zinaida
The purpose of this researchais to finda outa the Role of Bina Darma TV (BTV) as acommunication medium in assisting the promotion process of Bina Darma University. This researchmethod is qualitative with a descriptive approach to interviews, observations, documentation,literature studies. In this study, the authors used promotional media and role theory as researchtheory, where data is obtained through two types of data sources namely primary data and skunderdata. The data collection technique that the authors do is to conduct interviews, observations anddocumentation. In this study used data triangulation techniques by means of source triangulation.Based on the research results of Bina Darma University as one of the Private Universities inPalembang city in an effort to promote its products to the community, therefore Bina DarmaUniversity formed a Communication Lab called Bina Darma TV (BTV) in helping the promotionprocess and one way to introduce Bina Darma University to the wider community. Bina Darma TVis a community television of Bina Darma University Palembang, Communication activities can notbe separated from the role of media, Bina Darma TV's mass media account is aMobile Appa LiveStreaming and Video On Demand, YouTube and Instagram. Through the mass media Bina DarmaTV (BTV) can play a role in communicating and interacting with others so as to help Bina DarmaUniversity in promoting Bina Darma University. In addition, Bina Darma TV (BTV) also distributesinformation to others through mass media by sharing information or uploading documents, videosand images in activities promoting and introducing Bina Darma University in the wider community.
本研究的目的在于了解北京达摩电视台作为传播媒介在协助北京达摩大学的推广过程中所扮演的角色。本研究方法是定性的,采用访谈、观察、文献、文献研究等描述性方法。在本研究中,作者采用了促销媒介和角色理论作为研究理论,其中数据通过两种数据来源获得,即primary data和skunderdata。作者所采用的数据收集技术是进行访谈、观察和记录。本研究采用源三角测量的方法,采用数据三角测量技术。根据比那达玛大学作为大港市私立大学之一的研究成果,为了向社区推广其产品,因此比那达玛大学成立了一个名为比那达玛电视(BTV)的传播实验室,以帮助推广过程,并将比那达玛大学介绍给更广泛的社区。Bina Darma TV是Bina Darma大学的社区电视台,传播活动离不开媒体的角色,Bina Darma TV的大众媒体账号是移动应用直播和视频点播,YouTube和Instagram。通过大众传媒,BTV可以发挥与他人沟通和互动的作用,从而帮助BTV推广BTV。此外,BTV还通过大众媒体分享信息或上传文件、视频和图像,在更广泛的社区中推广和介绍BTV。
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引用次数: 0
Enhancing students’ speaking skill through a game-based learning innovation of family game show 通过家庭游戏节目的游戏化学习创新提高学生的口语能力
Pub Date : 2022-05-31 DOI: 10.22219/jinop.v8i1.20400
R. Asih, Hermiyanti Tri Halisiana
Gamification and game-based learning (GBL) is the newly introduced learning strategies considered fit for English fun learning. . This study aims to investigate the implementation of teaching Speaking in Foreign Language for Specific Purposes (FLSP) at Universitas Muhammadiyah Malang. The employed research design was Classroom Action Research (CAR) with two cycles. The GBL employed was modified from the Family 100 and Trivia game show. Subjects of the study were the Psychology students 2021/2022. Data collection methods were a survey and observation checklist, and the obtained data were analyzed using Activity Theory. The data triangulation was obtained by comparing researchers’ observation notes and questionnaire responses. . Results show that students were not enthusiastic when learning about Speaking through games.  Their enthusiasm increased when the game level, rules, and topics were adjusted. The findings of this study imply that GBL enhanced students’ understanding, motivated their learning, and increased their positive behaviours
游戏化和基于游戏的学习(GBL)是新引入的适合英语趣味学习的学习策略。本研究旨在调查穆罕默迪耶-马朗大学特定目的外语口语教学的实施情况。所采用的研究设计是课堂行动研究(CAR),共有两个周期。所采用的GBL是从Family 100和Trivia游戏节目中修改而来的。研究对象为心理学2021/2022级学生。数据收集方法是调查和观察清单,并使用活动理论对获得的数据进行分析。数据三角测量是通过比较研究人员的观察笔记和问卷调查获得的。结果表明,学生在通过游戏学习口语时并没有积极性。当游戏级别、规则和主题调整时,他们的热情增加了。这项研究的结果表明,GBL增强了学生的理解,激励了他们的学习,并增加了他们的积极行为
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引用次数: 0
Pengembangan kaligrafi digital berbasis aplikasi android untuk pembelajaran khat araby 基于android应用程序开发数字印刷术用于阿拉伯宝藏学习
Pub Date : 2022-05-31 DOI: 10.22219/jinop.v8i1.19889
Ahmad Yasir Amrulloh, Nino Indrianto
Media is an important component in learning Arabic calligraphy and must be presented innovatively. It was found that there were digital Arabic calligraphy stickers that were difficult to read and had errors in lettering and arrangement. This situation will lead to errors of meaning and intent. This study aims to design digital Arabic calligraphy stickers and analyze them based on material experts. This study employed the ADDIE model development method which is modified into four stages, namely: analysis, design, development and implementation. The Likert scale technique was used as an analysis to collect data from 25 PBA students as respondents. The results show that digital calligraphy stickers designed through the Android application of Ana Muhtarif al-Khat, PixelLab and Wemoji. The validation results from two material experts were “very good”. This means that the development of this product is feasible and meeting the needs of PBA students in learning Arabic calligraphy, namely being creative and innovative in utilizing media in the form of Android-based applications in making works. These results imply the need to develop various animated calligraphy stickers or GIFs to maximize learning Arabic calligraphy
媒体是学习阿拉伯书法的重要组成部分,必须以创新的方式呈现。据调查,这些数字阿拉伯书法贴纸很难辨认,而且在字母和排列上都有错误。这种情况会导致意思和意图的错误。本研究旨在设计数字阿拉伯书法贴纸,并以材料专家为基础进行分析。本研究采用ADDIE模型开发方法,将其修改为分析、设计、开发和实现四个阶段。采用李克特量表技术进行分析,收集了25名PBA学生作为受访者的数据。结果表明,通过Android应用Ana Muhtarif al-Khat、PixelLab和Wemoji设计的数字书法贴纸。两位材料专家的验证结果“非常好”。这意味着该产品的开发是可行的,并且满足了PBA学生学习阿拉伯书法的需求,即在使用基于android的应用程序形式的媒体制作作品方面具有创造性和创新性。这些结果意味着需要开发各种动画书法贴纸或gif,以最大限度地学习阿拉伯书法
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引用次数: 2
Moodle, digital board dan video conference: Inovasi media pembelajaran Bahasa Inggris selama emergency remote teaching di masa pandemi Covid-19
Pub Date : 2022-05-31 DOI: 10.22219/jinop.v8i1.18924
Lina Septianasari
Innovation in the use of learning media amid an Emergency Remote Teaching (ERT) is indispensable, especially in teaching English as a foreign language. This study aims to document learning innovations carried out by English Lecturers and investigate students’ perspectives regarding learning innovations carried out by their classroom lecturers during ERT. Statistical quantitative and qualitative approaches were used in the research design of this study. Purposive sampling combined with questionnaires and interviews as instruments to collect data. The data were analyzed by using LISREL software supported with a descriptive qualitative approach to calculate statistical data from the questionnaire and to describe data from interviews. The findings indicate that the LMS combined with digital boards and video conference platforms have received quite a positive response from students in terms of material, self-efficacy, and usability. The innovations made by lecturers in integrating learning media can help the lecturers to maintain the achievement of learning activities during ERT.
在紧急远程教学(ERT)中,学习媒体的使用创新是必不可少的,尤其是在英语教学中。本研究旨在记录英语讲师的学习创新,并调查学生对ERT期间课堂讲师进行的学习创新的看法。本研究的研究设计采用了统计定量和定性方法。目的性抽样与问卷调查和访谈相结合,作为收集数据的工具。使用LISREL软件对数据进行分析,并辅以描述性定性方法来计算问卷中的统计数据和描述访谈中的数据。研究结果表明,LMS与数字板和视频会议平台相结合,在材料、自我效能和可用性方面得到了学生的积极响应。讲师在整合学习媒体方面的创新可以帮助讲师在ERT期间保持学习活动的成果。
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引用次数: 0
Innovation integration of Islamic values in learning environmental themes in biology education 伊斯兰价值观在生物教育环境主题学习中的创新整合
Pub Date : 2022-05-31 DOI: 10.22219/jinop.v8i1.19565
H. Husamah, H. Suwono, Hadi Nur, A. Dharmawan
This article aims to analyze the innovation of integrating the values ​​of Islamic Values in learning environmental themes in the Biology Education Study Program at Muhammadiyah Higher Education. It is library research with qualitative data based on the secondary data. The source triangulation technique was employed to check the data validity. The obtained data were analyzed using descriptive qualitative analysis using VOSviewer software, which are described through the results of behaviour and sentences observed by the researcher. Content analysis was employed as the analysis technique. the results showe 17 formulations of the importance and urgency of Islamic Values and 12 formulations of Islamic Values ​​and their integration in learning environmental themes. This means that Islamic Values need to be integrated into learning environmental themes in the Biology Education Study Program at Muhammadiyah Higher Education along with the learning model. Among the model that can be used is integrative STAD type Cooperative Learning and Project-Based Learning
本文旨在分析价值整合的创新​​在穆罕默迪耶高等教育生物教育研究项目中学习环境主题的伊斯兰价值观。它是基于二次数据的定性数据的图书馆研究。采用源三角测量技术来检验数据的有效性。使用VOSviewer软件对获得的数据进行描述性定性分析,通过研究人员观察到的行为和句子的结果进行描述。采用内容分析作为分析技术。结果显示,伊斯兰价值观的重要性和紧迫性有17种表述方式,伊斯兰价值观念有12种表述方式​​以及他们在学习环境主题方面的融合。这意味着伊斯兰价值观需要与Muhammadiyah高等教育生物学教育研究项目的学习环境主题以及学习模式相结合。可以使用的模型包括综合STAD型合作学习和基于项目的学习
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引用次数: 0
Electric drive training kit sebagai produk inovasi media pembelajaran praktikum mahasiswa pendidikan vokasi: Analisis uji praktikalitas 交流教育学生创新媒体训练工具:实践测试分析
Pub Date : 2022-05-31 DOI: 10.22219/jinop.v8i1.19676
Doni Tri Putra Yanto, Oriza Candra, C. Dewi, Hastuti Hastuti, Hermi Zaswita
This study discusses the practicality test analysis of an innovative product of practicum learning media, namely the Electric drive training kit which is used in electric drive practice lesson for vocational education students, Industrial Electrical Engineering study program. This development is carried out because of the unavailability of practicum learning media that are in accordance with the characteristics of the material and oriented to industrial developments which resulted in the learning process being not optimal. The purpose of the study is to reveal the practicality level of using the Electric drive training kit as a practicum learning media by users, namely lecturers and students. The practicality level is analyzed based on data from lecturers' assessments and student assessments after using the product in the learning process through filling out the practicality assessment sheet. The data are analyzed using percentage analysis and interpreted using a practical interpretation table. Practicality assessment sheets with a Likert scale are used as data collection instruments. The results show that based on the responses of lecturers and students, this media was very practical to use as a practicum learning media in the  electric drive practice lesson. Thus, it can be concluded that the Electric drive training kit is very practical to use as a learning media to support the implementation of learning to be more optimal.
本研究讨论了实践学习媒体的创新产品,即用于职业教育学生电气驱动实践课的电气驱动培训包,工业电气工程学习计划的实用性测试分析。之所以进行这种开发,是因为没有符合材料特性并面向工业发展的实践学习媒体,这导致学习过程不是最佳的。本研究的目的是揭示用户(即讲师和学生)使用电动驾驶培训工具包作为实践学习媒体的实用性水平。通过填写实用性评估表,在学习过程中使用该产品后,根据讲师评估和学生评估的数据分析实用性水平。数据采用百分比分析法进行分析,并采用实用解释表进行解释。使用Likert量表的实用性评估表作为数据收集工具。结果表明,根据讲师和学生的反应,该媒体作为电动驱动实践课的实践学习媒体是非常实用的。因此,可以得出结论,电动驾驶培训工具包非常实用,可以作为一种学习媒体来支持学习的实施,使其更加优化。
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引用次数: 5
期刊
JINOP Jurnal Inovasi Pembelajaran
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