Pub Date : 2020-07-24DOI: 10.26740/jpap.v9n1.p96-108
Anis Inawati, Durinta Puspasari
Lack of interactive learning media used by teachers in the learning process tends to make students easily bored and have difficulty in understanding the material. So the teacher is expected to be able to make interactive learning media interesting and appropriate for use in the learning process. This research aims to describe the process of developing interactive learning media for snakes and ladders game based on 3D unity in the X-class OTKP subjects in SMKN 4 Surabaya. This type of research is research and development (Research and Development). The development model used in this study is ADDIE (Analysis,Design, Development, Implementation, and Evaluation), but this developmentresearch only reaches the Analysis and Design stage only because of the limitations of researchers. The results showed that at the analysis stage to find out some problems, the researcher conducted a preliminary study at Vocational High School 4 Surabaya by conducting interviews with Filing subjects directly and conducting interviews using several questions in a questionnaire. Then the researchers conducted an analysis of the characteristics of students. and then the researchers conducted the competency and instructional analysis stages. After the analysis phase is completed, the design phase is carried out. In the design phase the researchers made the initial design of interactive learning media making game snakes and ladders based on unity 3D. at this stage the researchers designed the learning media by creating storyboards about the snakes and ladders game. Storyboard function is used as a guide for making it easier in the process of making learning media
教师在学习过程中缺乏使用互动式学习媒介,容易使学生感到厌烦,理解材料有困难。因此,教师被期望能够使互动学习媒体在学习过程中有趣和适合使用。本研究旨在描述SMKN 4泗水x级OTKP科目中基于3D unity的蛇梯游戏互动学习媒体的开发过程。这种类型的研究是研究和发展(研究和发展)。本研究使用的开发模型是ADDIE (Analysis,Design, development, Implementation, and Evaluation),但由于研究人员的限制,本研究只进入了Analysis and Design阶段。结果表明,在分析阶段,为了找出一些问题,研究者在泗水4职业高中进行了初步研究,直接与备案对象进行访谈,并使用问卷中的几个问题进行访谈。然后研究人员对学生的特点进行了分析。然后进行了胜任力分析和教学分析两个阶段。分析阶段完成后,进行设计阶段。在设计阶段,研究人员初步设计了基于unity 3D的互动学习媒体制作游戏蛇梯。在这个阶段,研究人员通过创建关于蛇梯游戏的故事板来设计学习媒体。在制作学习媒体的过程中,使用故事板功能作为指导,使其更容易
{"title":"Pengembangan Media Pembelajaran Interaktif Game Ular Tangga Berbasis Unity 3D Pada Mata Pelajaran Kearsipan Kelas X OTKP di SMKN 4 Surabaya","authors":"Anis Inawati, Durinta Puspasari","doi":"10.26740/jpap.v9n1.p96-108","DOIUrl":"https://doi.org/10.26740/jpap.v9n1.p96-108","url":null,"abstract":"Lack of interactive learning media used by teachers in the learning process tends to make students easily bored and have difficulty in understanding the material. So the teacher is expected to be able to make interactive learning media interesting and appropriate for use in the learning process. This research aims to describe the process of developing interactive learning media for snakes and ladders game based on 3D unity in the X-class OTKP subjects in SMKN 4 Surabaya. This type of research is research and development (Research and Development). The development model used in this study is ADDIE (Analysis,Design, Development, Implementation, and Evaluation), but this developmentresearch only reaches the Analysis and Design stage only because of the limitations of researchers. The results showed that at the analysis stage to find out some problems, the researcher conducted a preliminary study at Vocational High School 4 Surabaya by conducting interviews with Filing subjects directly and conducting interviews using several questions in a questionnaire. Then the researchers conducted an analysis of the characteristics of students. and then the researchers conducted the competency and instructional analysis stages. After the analysis phase is completed, the design phase is carried out. In the design phase the researchers made the initial design of interactive learning media making game snakes and ladders based on unity 3D. at this stage the researchers designed the learning media by creating storyboards about the snakes and ladders game. Storyboard function is used as a guide for making it easier in the process of making learning media","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131800849","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 : 2020-07-24DOI: 10.26740/jpap.v9n1.p143-153
Genta Danu Prasetya, Novi Trisnawati
This study aims to find an overview of the process of Contextual Teaching and Learning (CTL) learning models on the subject of automation in public relations and protocol XI OTKP protocol management at SMK Negeri 2 Tuban. This research uses the literature study research method. The results showed that in the learning process subject matter of automation of public relations and protocol management has used a learning model that prioritizes group learning activities to understand the material. Efforts to instill values are given through a cooperative approach, while the type is adjusted to the subject matter approach analyzed by educators and focuses on the use of the cooperative learning model itself with the dominance of the type of Contextual Teaching and Learning (CTL) learning model. The learning process of students is by experiencing and not memorizing by constructing the knowledge of the students themselves. Thus creating a class learning process in which student become active participants rather than passive observers, and are responsible for learning.
{"title":"Analisis Penerapan Model Pembelajaran Contextual Teaching And Learning (CTL) pada Mata Pelajaran Otomatisasi Tata Kelola Humas dan Keprotokolan Kelas XI OTKP di SMK Negeri 2 Tuban","authors":"Genta Danu Prasetya, Novi Trisnawati","doi":"10.26740/jpap.v9n1.p143-153","DOIUrl":"https://doi.org/10.26740/jpap.v9n1.p143-153","url":null,"abstract":"This study aims to find an overview of the process of Contextual Teaching and Learning (CTL) learning models on the subject of automation in public relations and protocol XI OTKP protocol management at SMK Negeri 2 Tuban. This research uses the literature study research method. The results showed that in the learning process subject matter of automation of public relations and protocol management has used a learning model that prioritizes group learning activities to understand the material. Efforts to instill values are given through a cooperative approach, while the type is adjusted to the subject matter approach analyzed by educators and focuses on the use of the cooperative learning model itself with the dominance of the type of Contextual Teaching and Learning (CTL) learning model. The learning process of students is by experiencing and not memorizing by constructing the knowledge of the students themselves. Thus creating a class learning process in which student become active participants rather than passive observers, and are responsible for learning.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127660111","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p411-420
R. Firdaus, Durinda Puspasari
Correspondence Subjects are one of the productive subjects that must be taken by SMK students (Vocational High Schools), especially vocational students in the field of expertise in OTKP (Office Management Automation) found in class X OTKP. This subject covers Basic Competencies in Applying Communication by Telephone in Indonesian. The implementation of learning conducted by the teacher to explain the material using power point learning media, but the teacher has never makes variations of learning on the power point media and the teacher explains still using the lecture method. This causes students to tend to feel bored in learning that is too monotonous. In addition, results of distribution of questionnaires to use of power point learning media used by teachers, namely 25% of students tend to feel bored in using power point media, 15% of students are not interested in power point media used by teachers, 15% of power point media used by the teacher is not easily understood by students, and 45% of students can understand the delivery of material using power point media from the teacher. This research was conducted with the aim to find out the results of developing Yugioh card game learning media! on the subject of correspondence at SMK Krian 2 Sidoarjo. So with the Yugioh! card game learning media can help the learning process is more interesting and make students motivated to better understand learning material. During the learning process students can play an active role, cooperate with each other, and can think critically. The type of research used is Research and Development (R&D) with the 4D development model is namely define, design, develop, and disseminate. However, this research was only carried out at the design stage only due to limitations in this study. Based on the results of the study, at the stage of define carried out an analysis of the things needed in media develop, namely the early analysis, student analysis, task analysis, concept analysis, and specification of learning objectives. After defining, the design phase is carried out which is carried out several stages, namely the design of the material into learning media, the initial design of instructional media, determining the contents of the card and the design of the card, after the next design is carried out media printing. So it can be concluded the development of Yugioh! card game learning media can help the learning process more interesting and make students better understand the learning material.
{"title":"Pengembangan Media Pembelajaran Permainan Kartu Yugioh! Pada Mata Pelajaran Korespondensi di SMK Krian 2 Sidoarjo","authors":"R. Firdaus, Durinda Puspasari","doi":"10.26740/jpap.v8n3.p411-420","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p411-420","url":null,"abstract":"Correspondence Subjects are one of the productive subjects that must be taken by SMK students (Vocational High Schools), especially vocational students in the field of expertise in OTKP (Office Management Automation) found in class X OTKP. This subject covers Basic Competencies in Applying Communication by Telephone in Indonesian. The implementation of learning conducted by the teacher to explain the material using power point learning media, but the teacher has never makes variations of learning on the power point media and the teacher explains still using the lecture method. This causes students to tend to feel bored in learning that is too monotonous. In addition, results of distribution of questionnaires to use of power point learning media used by teachers, namely 25% of students tend to feel bored in using power point media, 15% of students are not interested in power point media used by teachers, 15% of power point media used by the teacher is not easily understood by students, and 45% of students can understand the delivery of material using power point media from the teacher. This research was conducted with the aim to find out the results of developing Yugioh card game learning media! on the subject of correspondence at SMK Krian 2 Sidoarjo. So with the Yugioh! card game learning media can help the learning process is more interesting and make students motivated to better understand learning material. During the learning process students can play an active role, cooperate with each other, and can think critically. The type of research used is Research and Development (R&D) with the 4D development model is namely define, design, develop, and disseminate. However, this research was only carried out at the design stage only due to limitations in this study. Based on the results of the study, at the stage of define carried out an analysis of the things needed in media develop, namely the early analysis, student analysis, task analysis, concept analysis, and specification of learning objectives. After defining, the design phase is carried out which is carried out several stages, namely the design of the material into learning media, the initial design of instructional media, determining the contents of the card and the design of the card, after the next design is carried out media printing. So it can be concluded the development of Yugioh! card game learning media can help the learning process more interesting and make students better understand the learning material.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125877837","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p377-392
Ahmad Musthofa, Jaka Nugraha
This development research aims to describe the process of developing Audio Visual learning media assisted by Adobe Flash and Android in Basic Competence in Managing Electronic Archives for Class X OTKP 1 SMK NEGERI 2 Blitar, analyzing the feasibility of developed learning media and analyzing students' responses to learning media that have been developed. This research uses research and development methods and uses the 4-D development model. The sample used for the limited trial was 20 students in class X OTKP 1 SMK NEGERI 2 Blitar. The data collection instruments used material expert validation sheets, media expert validation sheets and student response sheets. All validation sheets and student response sheets use a Likert scale. The product produced in this research development is in the form of android based audio visual learning media which contains material, voice narration, multiple choice questions with automatic assessment, and practical assignments to store records electronically in accordance with the basic competencies in managing electronic records. The results of the assessment by material validation experts were 86% with "very proper" interpretations, and media experts by 81% with "very decent" interpretations. assessment obtained from trials is limited to students by 85% with the interpretation "very feasible". These results indicate that the audio visual learning media assisted by Adobe Flash and Android on the basic competence of Managing Electronic Archives is declared suitable for use in the learning process in class X OTKP 1 SMK NEGERI 2 Blitar.
本开发研究旨在描述在《X类OTKP 1 SMK NEGERI 2 Blitar电子档案管理基本能力》中利用Adobe Flash和Android辅助开发视听学习媒体的过程,分析开发的学习媒体的可行性,分析学生对开发的学习媒体的反应。本研究采用研发方法,采用四维开发模型。用于有限试验的样本是20名X OTKP 1 SMK NEGERI 2 Blitar班的学生。数据收集工具使用材料专家验证表、媒体专家验证表和学生回答表。所有验证表和学生回答表都使用李克特量表。本研究开发的产品是基于机器人的视听学习媒体,包含材料,语音叙述,自动评估的选择题,以及根据电子记录管理的基本能力进行电子记录存储的实践作业。材料验证专家的评估结果有86%的人认为解释“非常适当”,媒体专家的评估结果有81%的人认为解释“非常不错”。从试验中获得的评估仅限于85%的学生,解释“非常可行”。上述结果表明,基于Adobe Flash和Android的电子档案管理基本能力的视听学习媒体适合于X OTKP 1 SMK NEGERI 2 Blitar班的学习过程中使用。
{"title":"Pengembangan Media Pebelajaran Audio Visual Berbantuan Adobe Flash dan Android Pada Kompetensi Dasar Mengelola Arsip Elektronik untuk Kelas X OTKP1 SMK Negeri 2 Blitar","authors":"Ahmad Musthofa, Jaka Nugraha","doi":"10.26740/jpap.v8n3.p377-392","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p377-392","url":null,"abstract":"This development research aims to describe the process of developing Audio Visual learning media assisted by Adobe Flash and Android in Basic Competence in Managing Electronic Archives for Class X OTKP 1 SMK NEGERI 2 Blitar, analyzing the feasibility of developed learning media and analyzing students' responses to learning media that have been developed. This research uses research and development methods and uses the 4-D development model. The sample used for the limited trial was 20 students in class X OTKP 1 SMK NEGERI 2 Blitar. The data collection instruments used material expert validation sheets, media expert validation sheets and student response sheets. All validation sheets and student response sheets use a Likert scale. The product produced in this research development is in the form of android based audio visual learning media which contains material, voice narration, multiple choice questions with automatic assessment, and practical assignments to store records electronically in accordance with the basic competencies in managing electronic records. The results of the assessment by material validation experts were 86% with \"very proper\" interpretations, and media experts by 81% with \"very decent\" interpretations. assessment obtained from trials is limited to students by 85% with the interpretation \"very feasible\". These results indicate that the audio visual learning media assisted by Adobe Flash and Android on the basic competence of Managing Electronic Archives is declared suitable for use in the learning process in class X OTKP 1 SMK NEGERI 2 Blitar.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"126 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132092081","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p458-467
Rakhmad Handin Setya Purwo, Durinta Puspasari
Every agency or organization definitely needs a positive image or good among the public. A good image is a need of an agency or organization, so this is one of the tasks carried out by public relations through the programs carried out. Because the success gained by an agency is inseparable from public relations who are able to run its role well. For the sake of creating a positive image, public relations must be able to carry out its role properly, because BPSDM is an agency tasked with educating the state civil apparatus before carrying out duties according to his position. So here public relations must be able to create, build, improve and maintain the image of the organization among the public. Public relations has the obligation to develop a harmonious relationship with the public because this is a public relations activity to build a good relationship to create a good image. The purpose of this study was to analyze the role of public relations in enhancing a positive image in the government agency BPSDM East Java Province. This type of research is qualitative descriptive. The subjects of this study were 3 public relations staff. Data analysis here uses the Miles and Huberman models using source triangulation. The results of this study indicate that the role of BPSDM public relations in East Java Province namely as a communication facilitator, expert advisor, problem solving facilitator and communication technician has been going well.Keywords: positive image; public relations.
{"title":"Peran Humas Dalam Meningkatkan Citra Positif Pada Badan Pengembangan Sumber Daya Manusia (BPSDM) Provinsi Jawa Timur","authors":"Rakhmad Handin Setya Purwo, Durinta Puspasari","doi":"10.26740/jpap.v8n3.p458-467","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p458-467","url":null,"abstract":"Every agency or organization definitely needs a positive image or good among the public. A good image is a need of an agency or organization, so this is one of the tasks carried out by public relations through the programs carried out. Because the success gained by an agency is inseparable from public relations who are able to run its role well. For the sake of creating a positive image, public relations must be able to carry out its role properly, because BPSDM is an agency tasked with educating the state civil apparatus before carrying out duties according to his position. So here public relations must be able to create, build, improve and maintain the image of the organization among the public. Public relations has the obligation to develop a harmonious relationship with the public because this is a public relations activity to build a good relationship to create a good image. The purpose of this study was to analyze the role of public relations in enhancing a positive image in the government agency BPSDM East Java Province. This type of research is qualitative descriptive. The subjects of this study were 3 public relations staff. Data analysis here uses the Miles and Huberman models using source triangulation. The results of this study indicate that the role of BPSDM public relations in East Java Province namely as a communication facilitator, expert advisor, problem solving facilitator and communication technician has been going well.Keywords: positive image; public relations.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115347688","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p440-448
Rini Indah Sari, Siti Sri Wulandari
The purpose of this study is to analyze the feasibility of Student Activity Sheets (LKPD), describe the process of developing LKPD, and we can find out the responses of students in the Office Management Automation expertise program developed by LKPD. R&D with the 4D development model is the method used in research. And the limitations of this research are only at the development stage. A total of 20 students of class XI OTKP 3 SMK YPM 3 Taman became the subject of his research. The LKPD validation sheet includes the validation sheet for linguists, graphic experts, and material experts as well as students' response sheets obtained using research instruments. The stages of defining, designing, and developing are the research processes carried out at the stages that are in accordance with the 4D development model. Because the purpose of the research is only to develop and produce Student Activity Sheet (LKPD) products, the distribution phase is not carried out. The average results of the overall validation of experts on the feasibility of LKPD was 78.59% which included a component of language worthiness with a score of 72.86%, graphic worth 81.3%, and material eligibility 81.6%. By obtaining a score of 91.83% in the analysis of student responses with very good criteria, the developed LKPD can be used to support the learning process of PR and Protocol subjects very well as teaching material.
{"title":"Pengembangan Lembar Kegiatan Peserta Didik (LKPD) Berbasis Pendekatan Saintifik Mata Pelajaran Humas dan Keprotokolan Semester Gasal Kelas XI OTKP Di SMK YPM 3 Taman","authors":"Rini Indah Sari, Siti Sri Wulandari","doi":"10.26740/jpap.v8n3.p440-448","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p440-448","url":null,"abstract":"The purpose of this study is to analyze the feasibility of Student Activity Sheets (LKPD), describe the process of developing LKPD, and we can find out the responses of students in the Office Management Automation expertise program developed by LKPD. R&D with the 4D development model is the method used in research. And the limitations of this research are only at the development stage. A total of 20 students of class XI OTKP 3 SMK YPM 3 Taman became the subject of his research. The LKPD validation sheet includes the validation sheet for linguists, graphic experts, and material experts as well as students' response sheets obtained using research instruments. The stages of defining, designing, and developing are the research processes carried out at the stages that are in accordance with the 4D development model. Because the purpose of the research is only to develop and produce Student Activity Sheet (LKPD) products, the distribution phase is not carried out. The average results of the overall validation of experts on the feasibility of LKPD was 78.59% which included a component of language worthiness with a score of 72.86%, graphic worth 81.3%, and material eligibility 81.6%. By obtaining a score of 91.83% in the analysis of student responses with very good criteria, the developed LKPD can be used to support the learning process of PR and Protocol subjects very well as teaching material.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130536963","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p351-360
Dewi Asrilika Suryani, Durinta Puspasari
This study aims to describe the application of the Project-Based Learning model and analyze the Project-Based Learning model to the learning outcomes of the X-Grade OTKP subjects in SMKN 2 Tuban. This type of research is experimental research using quasi-experimental. The population in this study were class X OTKP 1, class X OTKP 2, class X OTKP 3, and class X OTKP 4 as many as 144 students, while the sample in this study was class X OTKP 1 and class X OTKP 2 as many as 72 students each each number of students 36. The research instrument consisted of tests conducted with 20 items. Data analysis techniques include: 1) item analysis in accordance with the validity test, reliability test, difficulty level test, and distinguishing power test; 2) normality test; 3) homogeneity test, and 4) hypothesis testing. The results showed that the results of the test analysis showed Ho was rejected and Ha was accepted with a significance level of 0.00 which was less than 0.05. From this it can be seen that there is an effect of the Project Based Learning model on learning outcomes subject Record Management for class X student OTKP SMKN 2 Tuban.
{"title":"Penerapan Model Project Based Learning Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Kearsipan Kelas X OTKP SMKN 2 Tuban","authors":"Dewi Asrilika Suryani, Durinta Puspasari","doi":"10.26740/jpap.v8n3.p351-360","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p351-360","url":null,"abstract":"This study aims to describe the application of the Project-Based Learning model and analyze the Project-Based Learning model to the learning outcomes of the X-Grade OTKP subjects in SMKN 2 Tuban. This type of research is experimental research using quasi-experimental. The population in this study were class X OTKP 1, class X OTKP 2, class X OTKP 3, and class X OTKP 4 as many as 144 students, while the sample in this study was class X OTKP 1 and class X OTKP 2 as many as 72 students each each number of students 36. The research instrument consisted of tests conducted with 20 items. Data analysis techniques include: 1) item analysis in accordance with the validity test, reliability test, difficulty level test, and distinguishing power test; 2) normality test; 3) homogeneity test, and 4) hypothesis testing. The results showed that the results of the test analysis showed Ho was rejected and Ha was accepted with a significance level of 0.00 which was less than 0.05. From this it can be seen that there is an effect of the Project Based Learning model on learning outcomes subject Record Management for class X student OTKP SMKN 2 Tuban.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"176 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121624564","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p489-495
Eka Aprilia Pravitasari, Durinda Puspasari
This development research resulted in a Card Game Learning Media Based on Make A Match in Automation and Governance Subject Class XI OTKP 1 Even Semester Academic Year 2018/2019. The purpose of this study was to determine: 1) the process of developing a media card learning game based on Make a Match; 2) the feasibility of a card game learning media based on Make a Match; 3) SMKN 1 Jombang students' responses to the media learning of card games based on Make a Match developed. This development refers to the 4D development model of Thiagarajan which has 4 stages namely define, design develop, and disseminate. Disseminate stage (dissemination) was not carried out because the research results were limited only to class XI OTKP 1 and focused on the material Functional Position and Structural Position in Competence Applying the Basic Rank of Departure (DUK) Employee Subjects in Automation and Staffing Governance. The instruments used in data collection and data analysis techniques used include media expert validation sheets and material expert validation sheets. In addition, data was also obtained from student response questionnaire sheets. This research was tested on 20 students of class XI OTKP 1 at SMKN 1 Jombang. The results of the study stated that the results of the validation of the learning media as a whole gained a score of 77.35% with a strong interpretation. Media expert validation was 75.2% and material expert validation was 79.5%. The results of student responses obtained a score of 80.2% with a strong interpretation. So it can be concluded that the learning media for card games based on Make a Match in the subject of Automation and Personnel Management in SMKN 1 Jombang is suitable for use in the learning process.
本研究的目的是确定:1)基于Make a Match的媒体卡片学习游戏的开发过程;2)基于Make a Match的纸牌游戏学习媒体的可行性;3) SMKN 1钟邦学生对基于“Make a Match”纸牌游戏媒介学习的反应。这种发展是指Thiagarajan的四维发展模式,分为定义、设计、发展和传播四个阶段。在数据收集和数据分析技术中使用的工具包括媒体专家验证表和材料专家验证表。此外,还从学生回答问卷中获得数据。研究结果表明,学习媒体的整体验证结果达到77.35%,具有较强的解释性。媒体专家确认率为75.2%,材料专家确认率为79.5%。学生回答的结果得分为80.2%,解释力强。综上所述,SMKN 1 Jombang《自动化与人事管理》中基于“Make a Match”的纸牌游戏学习媒体适合在学习过程中使用。
{"title":"Pengembangan Media Pembelajaran Permainan Kartu Berbasis Make A Match Pada Mata Pelajaran Otomatisasi dan Tata Kelola Kepegawaian di SMKN 1 Jombang","authors":"Eka Aprilia Pravitasari, Durinda Puspasari","doi":"10.26740/jpap.v8n3.p489-495","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p489-495","url":null,"abstract":"This development research resulted in a Card Game Learning Media Based on Make A Match in Automation and Governance Subject Class XI OTKP 1 Even Semester Academic Year 2018/2019. The purpose of this study was to determine: 1) the process of developing a media card learning game based on Make a Match; 2) the feasibility of a card game learning media based on Make a Match; 3) SMKN 1 Jombang students' responses to the media learning of card games based on Make a Match developed. This development refers to the 4D development model of Thiagarajan which has 4 stages namely define, design develop, and disseminate. Disseminate stage (dissemination) was not carried out because the research results were limited only to class XI OTKP 1 and focused on the material Functional Position and Structural Position in Competence Applying the Basic Rank of Departure (DUK) Employee Subjects in Automation and Staffing Governance. The instruments used in data collection and data analysis techniques used include media expert validation sheets and material expert validation sheets. In addition, data was also obtained from student response questionnaire sheets. This research was tested on 20 students of class XI OTKP 1 at SMKN 1 Jombang. The results of the study stated that the results of the validation of the learning media as a whole gained a score of 77.35% with a strong interpretation. Media expert validation was 75.2% and material expert validation was 79.5%. The results of student responses obtained a score of 80.2% with a strong interpretation. So it can be concluded that the learning media for card games based on Make a Match in the subject of Automation and Personnel Management in SMKN 1 Jombang is suitable for use in the learning process.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127030266","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p361-376
Maslukah Maslukah, Brillian Rosy
This article is aimed to analyze how the discovery learning model can improve students understanding of office layout concepts. Basic competence regarding office layout is aimed for students to identify and formulate office layout problems through collecting the data, processing the data, and communicating the concepts of office layout. In the implementation of office layout learning, material delivered thorugh a direct learning model with lecture method is difficult to understand and less stimulating the students activity and ability. The direct learning model with lecture method is not appropriate with the provision of the current curriculum, 2013 curriculum in 2017 revision which focuses on student centered learning. œBased on the current curriculum provision, learning model that focuses on the students themselves in the learning process is necessary to apply in order to stimulate the students activeness, abilities, and interests in improving the understanding of concept in the teaching and learning process. The discovery learning model is the proper model to improve understanding of office layout concept, œbecause the model aims to stimulate the students to be more active in learning activities to develop creativity and ability to think rationally and critically in problem solving. The basic competency regarding office layout will be useful not only in the workplace but also useful for daily life. The type of this research is conceptual which proves that the discovery learning model is the right choice as an effort to improve the concept of office layout.
{"title":"Analisis Model Discovery Learning Sebagai Upaya Meningkatkan Pemahaman Konsep Tata Ruang Kantor","authors":"Maslukah Maslukah, Brillian Rosy","doi":"10.26740/jpap.v8n3.p361-376","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p361-376","url":null,"abstract":"This article is aimed to analyze how the discovery learning model can improve students understanding of office layout concepts. Basic competence regarding office layout is aimed for students to identify and formulate office layout problems through collecting the data, processing the data, and communicating the concepts of office layout. In the implementation of office layout learning, material delivered thorugh a direct learning model with lecture method is difficult to understand and less stimulating the students activity and ability. The direct learning model with lecture method is not appropriate with the provision of the current curriculum, 2013 curriculum in 2017 revision which focuses on student centered learning. œBased on the current curriculum provision, learning model that focuses on the students themselves in the learning process is necessary to apply in order to stimulate the students activeness, abilities, and interests in improving the understanding of concept in the teaching and learning process. The discovery learning model is the proper model to improve understanding of office layout concept, œbecause the model aims to stimulate the students to be more active in learning activities to develop creativity and ability to think rationally and critically in problem solving. The basic competency regarding office layout will be useful not only in the workplace but also useful for daily life. The type of this research is conceptual which proves that the discovery learning model is the right choice as an effort to improve the concept of office layout.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131683811","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 : 2020-07-17DOI: 10.26740/jpap.v8n3.p480-488
Waheda Maretha Putri, Durinta Puspasari
This research developent aims to describe the process of developing textbooks, analyze the feasibility of textbooks, and analyze student responses to textbooks in the subject Administration of Facilities and Infrastructure semester XII APK I at SMKN Mojoagung that has been developed. The development model used in this research is the 4D development model from Thiagarajan which includes four stages of development namely the defining stage, the design stage, the development stage, and the disseminate stage. However, the distribution stage was not carried out because the disseminate stage was carried out after the experimental process was carried out. This research was conducted on 20 students of class XII APK 1 in SMKN Mojoagung. The results of the validation show that the feasibility component of the textbook content is 95.6%, the feasibility of the presentation is 90.47%, the language feasibility is 93.4%, and the feasibility of the graphic is 85.52%. The overall total textbook eligibility is 91.3% with very strong criteria. Trials conducted on students showed an average score of the development of textbooks by 91.3% with very strong criteria. So it can be concluded that in the development of textbooks in the subject Administration of Facilities and Infrastructure semester XII APK 1 at SMKN Mojoagung was declared appropriate to be used as teaching material.
{"title":"Pengembangan Buku Ajar Pada Mata Pelajaran Administrasi Sarana dan Prasarana Semester Genap Kelas XII APK 1 di SMKN Mojoagung","authors":"Waheda Maretha Putri, Durinta Puspasari","doi":"10.26740/jpap.v8n3.p480-488","DOIUrl":"https://doi.org/10.26740/jpap.v8n3.p480-488","url":null,"abstract":"This research developent aims to describe the process of developing textbooks, analyze the feasibility of textbooks, and analyze student responses to textbooks in the subject Administration of Facilities and Infrastructure semester XII APK I at SMKN Mojoagung that has been developed. The development model used in this research is the 4D development model from Thiagarajan which includes four stages of development namely the defining stage, the design stage, the development stage, and the disseminate stage. However, the distribution stage was not carried out because the disseminate stage was carried out after the experimental process was carried out. This research was conducted on 20 students of class XII APK 1 in SMKN Mojoagung. The results of the validation show that the feasibility component of the textbook content is 95.6%, the feasibility of the presentation is 90.47%, the language feasibility is 93.4%, and the feasibility of the graphic is 85.52%. The overall total textbook eligibility is 91.3% with very strong criteria. Trials conducted on students showed an average score of the development of textbooks by 91.3% with very strong criteria. So it can be concluded that in the development of textbooks in the subject Administration of Facilities and Infrastructure semester XII APK 1 at SMKN Mojoagung was declared appropriate to be used as teaching material.","PeriodicalId":423135,"journal":{"name":"Jurnal Pendidikan Administrasi Perkantoran (JPAP)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133068063","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}