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Pengembangan Media Pembelajaran Interaktif Game Ular Tangga Berbasis Unity 3D Pada Mata Pelajaran Kearsipan Kelas X OTKP di SMKN 4 Surabaya 基于Unity 3D的X OTKP类文件学习媒体发展
Pub Date : 2020-07-24 DOI: 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
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引用次数: 6
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
Pub Date : 2020-07-24 DOI: 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.
本研究采用文献研究法。结果表明,在学习过程中,公共关系和协议管理自动化主题使用了优先小组学习活动的学习模式来理解材料。努力通过合作方式灌输价值观,而类型则调整为教育者分析的主题方法,并侧重于使用合作学习模式本身,并以情境教学(CTL)学习模式为主导。学生的学习过程是通过体验而不是通过建构自己的知识来记忆。从而创造一个课堂学习过程,学生成为积极的参与者,而不是被动的观察者,并对学习负责。
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引用次数: 0
Pengembangan Media Pembelajaran Permainan Kartu Yugioh! Pada Mata Pelajaran Korespondensi di SMK Krian 2 Sidoarjo Yugioh纸牌游戏的媒体发展学习!在SMK Krian 2 Sidoarjo通信科目上
Pub Date : 2020-07-17 DOI: 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.
函授科目是SMK学生(职业高中)必须参加的生产性科目之一,特别是OTKP(办公室管理自动化)专业领域的职业学生在X类OTKP中发现。本课程涵盖印尼语应用电话沟通的基本能力。教师使用ppt学习媒体进行讲解材料的学习实施,但教师从未在ppt学习媒体上进行过变奏,教师仍然使用讲课的方式进行讲解。这导致学生在过于单调的学习中容易感到无聊。此外,对教师使用的ppt学习媒体的调查问卷的分发结果,即25%的学生在使用ppt媒体时容易感到无聊,15%的学生对教师使用的ppt媒体不感兴趣,15%的教师使用的ppt媒体不容易被学生理解,45%的学生可以理解教师使用ppt媒体传递的材料。本研究的目的是了解开发游木牌游戏学习媒体的结果!关于SMK Krian 2 Sidoarjo的通信主题。还有Yugioh!纸牌游戏学习媒介可以帮助学习过程更加有趣,使学生有动力更好地理解学习材料。在学习过程中,学生可以发挥积极的作用,相互合作,并能批判性地思考。使用的研究类型是研究与开发(R&D), 4D开发模式是定义、设计、开发、传播。然而,由于本研究的局限性,本研究仅在设计阶段进行。在研究结果的基础上,在定义阶段对媒体发展所需要的东西进行了分析,即前期分析、学生分析、任务分析、概念分析和学习目标的规范。确定之后,进行设计阶段,其中进行了几个阶段,即将材料设计成学习媒体,初步设计教学媒体,确定卡片的内容和卡片的设计,之后进行下一步设计媒体印刷。由此可以总结出Yugioh的发展历程!纸牌游戏学习媒介可以使学习过程更加有趣,使学生更好地理解学习材料。
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引用次数: 1
Pengembangan Media Pebelajaran Audio Visual Berbantuan Adobe Flash dan Android Pada Kompetensi Dasar Mengelola Arsip Elektronik untuk Kelas X OTKP1 SMK Negeri 2 Blitar 视觉音频学习辅助闪光Adobe和Android的基本能力管理电子文件的X OTKP1 SMK国家2 Blitar
Pub Date : 2020-07-17 DOI: 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。
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引用次数: 2
Peran Humas Dalam Meningkatkan Citra Positif Pada Badan Pengembangan Sumber Daya Manusia (BPSDM) Provinsi Jawa Timur 公关在增加东爪哇省人力资源开发机构(BPSDM)正面形象方面所起的作用
Pub Date : 2020-07-17 DOI: 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.
每个机构或组织都需要在公众中有一个积极的形象或良好的形象。良好的形象是一个机构或组织的需要,所以这是公共关系通过所开展的项目所开展的任务之一。因为一个机构获得的成功离不开公关人员能够很好地发挥其作用。为了树立积极的形象,公共关系必须能够正确发挥其作用,因为BPSDM是一个在根据其职位履行职责之前对国家民事机构进行教育的机构。因此,公共关系必须能够创造、建立、改善和维护组织在公众中的形象。公共关系有义务发展与公众的和谐关系,因为这是一项公共关系活动,建立良好的关系,创造良好的形象。本研究的目的是分析公共关系在东爪哇省政府机构BPSDM中提升正面形象的作用。这种类型的研究是定性描述性的。本研究的对象是3名公关人员。这里的数据分析使用迈尔斯和休伯曼模型,使用源三角测量。本研究结果表明,东爪哇省BPSDM公共关系作为沟通促进者、专家顾问、问题解决促进者和沟通技术员的角色进行得很好。关键词:正面形象;公共关系。
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引用次数: 1
Pengembangan Lembar Kegiatan Peserta Didik (LKPD) Berbasis Pendekatan Saintifik Mata Pelajaran Humas dan Keprotokolan Semester Gasal Kelas XI OTKP Di SMK YPM 3 Taman
Pub Date : 2020-07-17 DOI: 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.
本研究的目的是分析学生活动表的可行性,描述学生活动表的开发过程,并了解学生对由学生活动表开发的办公室管理自动化专业知识计划的反应。研发采用四维开发模型进行研究。而本研究的局限性仅在发展阶段。OTKP 3 SMK YPM 3 Taman班共20名学生成为他的研究对象。LKPD验证表包括语言学家,图形专家和材料专家的验证表以及使用研究工具获得的学生回答表。定义、设计和开发阶段是按照4D开发模型在各个阶段进行的研究过程。因为研究的目的只是为了开发和生产学生活动表(LKPD)产品,所以没有进行分销阶段。专家对LKPD可行性的总体验证平均结果为78.59%,其中语言价值成分得分为72.86%,图形价值得分为81.3%,材料资格得分为81.6%。在对学生反应的分析中获得了91.83%的高分,这表明开发的LKPD可以作为教材来支持公共关系和礼仪科目的学习过程。
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引用次数: 6
Penerapan Model Project Based Learning Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Kearsipan Kelas X OTKP SMKN 2 Tuban 基于学生学习成绩的X OTKP smkn2 Tuban的项目模型应用
Pub Date : 2020-07-17 DOI: 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.
本研究旨在描述基于项目的学习模式的应用,并分析基于项目的学习模式对SMKN 2 Tuban x级OTKP科目学习成果的影响。这种类型的研究是使用准实验的实验研究。本研究人口为X OTKP 1班、X OTKP 2班、X OTKP 3班、X OTKP 4班共144人,而本研究样本为X OTKP 1班和X OTKP 2班各72人,各36人。研究仪器由20个项目的测试组成。数据分析技术包括:1)根据效度检验、信度检验、难易程度检验、显著性检验进行项目分析;2)正态性检验;3)同质性检验,4)假设检验。结果表明,检验分析结果显示Ho被拒绝,Ha被接受,显著性水平为0.00,小于0.05。由此可见,基于项目的学习模式对OTKP SMKN 2图班X班学生学习成果学科记录管理有一定的影响。
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引用次数: 0
Pengembangan Media Pembelajaran Permainan Kartu Berbasis Make A Match Pada Mata Pelajaran Otomatisasi dan Tata Kelola Kepegawaian di SMKN 1 Jombang 以卡片为基础的媒体学习游戏在smkn1 Jombang的自动化和人员管理课程上设置了一个匹配
Pub Date : 2020-07-17 DOI: 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。
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引用次数: 2
Analisis Model Discovery Learning Sebagai Upaya Meningkatkan Pemahaman Konsep Tata Ruang Kantor 探索学习模式分析,以提高对办公室布局概念的理解
Pub Date : 2020-07-17 DOI: 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.
本文旨在分析发现学习模式如何提高学生对办公室布局概念的理解。办公室布置的基本能力旨在培养学生通过收集数据、处理数据、传达办公室布置的概念来识别和制定办公室布置的问题。在办公室布局学习的实施中,通过授课式的直接学习模式传递的材料难以理解,对学生活动和能力的激发程度较低。授课式的直接学习模式与现行课程设置不相适应,2017年修订的2013年课程注重以学生为中心的学习。œBased就目前的课程设置而言,为了在教学过程中激发学生的积极性、能力和兴趣,提高对概念的理解,有必要在学习过程中采用以学生自身为中心的学习模式。发现式学习模式是提高对办公布局概念理解的适当模式,œbecause该模式旨在激发学生在学习活动中更加积极主动,培养学生在解决问题时的创造性和理性、批判性思维能力。关于办公室布局的基本能力不仅在工作场所有用,而且在日常生活中也很有用。本研究的类型是概念性的,这证明了发现学习模式是改善办公室布局概念的正确选择。
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引用次数: 0
Pengembangan Buku Ajar Pada Mata Pelajaran Administrasi Sarana dan Prasarana Semester Genap Kelas XII APK 1 di SMKN Mojoagung 在SMKN Mojoagung的XII APK 1班的行政管理和基础设施教学书籍的发展
Pub Date : 2020-07-17 DOI: 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.
本次研究的目的是,对已开发的SMKN Mojoagung设施基础设施管理第12学期APK I科目的教科书开发过程进行描述,分析教科书的可行性,并分析学生对教科书的反应。本研究使用的开发模型是Thiagarajan的4D开发模型,该模型包括四个开发阶段,即定义阶段、设计阶段、开发阶段和传播阶段。但是没有进行分发阶段,因为分发阶段是在实验过程进行之后进行的。本研究以SMKN Mojoagung 12班apk1的20名学生为研究对象。验证结果表明,该教材内容的可行性成分为95.6%,呈现的可行性成分为90.47%,语言的可行性成分为93.4%,图形的可行性成分为85.52%。总体总体教科书合格率为91.3%,标准非常严格。以学生为对象进行的试验结果显示,教科书开发的平均分为91.3%,标准非常强。因此,在SMKN设施基础管理第12学期APK 1科目的教科书开发过程中,Mojoagung被认为是适合作为教材使用的。
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引用次数: 1
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Jurnal Pendidikan Administrasi Perkantoran (JPAP)
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