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PENERAPAN METODE JIGSAW GUNA MENINGKATKAN MOTIVASI DAN HASIL BELAJAR PADA MATA PELAJARAN TEKNOLOGI DASAR OTOMOTIF 采用JIGSAW的方法来提高汽车基础技术的动力和学习效果
Pub Date : 2018-06-17 DOI: 10.30738/JTVOK.V6I1.2832
Juwahir Juwahir, S. Subagyo
Tujuan dari penelitian ini ialah untuk mengetahui peningkatan hasil belajar dan motivasi belajar mata pelajaran Otomotif Dasar dengan model pembelajaran jigsaw. Jenis penelitian ini ialah penelitian tindakan kelas. Metode pengumpulan data menggunakan angket, observasi, dokumentasi, dan tes hasil belajar. Metode analisis data menggunakan metode analisis deskripsi kuantitatif. Hasil penelitian menunjukkan bahwa adanya peningkatan hasil belajar dan motivasi belajar mata pelajaran otomotif dasar dengan model pembelajaran jigsaw. Hal ini dapat dibuktikan dengan adanya peningkatan pada presentase kegiatan belajar pada siklus I dengan persentase 24,75%, meningkat pada siklus I menjadi 57,79 %, meningkat pada siklus II menjadi 67,04 % dan siklus III meningkat kembali menjadi 77,57 %. Sedangakn pada nilai pre test ke post test juga terdapat kenaikan. Pada siklus I kenaikan pre test ke post tes 20,75. Pada siklus II 31,25 dan siklus III 33,12. Disimpulkan bahwa model pembelajaran Jigsaw dapat meningkatkan motivasi belajar dan hasil belajar mata pelajaran otomotif dasar. The purpose of this study is to determine the improvement of learning outcomes and motivation to learn Basic Automotive subjects with jigsaw learning model. This type of research is a classroom action research. Methods of data collection used questionnaires, observation, documentation, and test results learning. Methods of data analysis used quantitative description analysis method. The results showed that the increase in learning outcomes and motivation to learn basic automotive subjects with jigsaw learning model. This can be proven by the increase in the percentage of learning activities in cycle I with the percentage of 24.75%, increased in the first cycle to 57.79%, increased in cycle II to 67.04% and cycle III increased again to 77.57% . While there is an increase in pretest to post test. In the first cycle increase in pre test to post test of 20.75. In cycle II 31,25 and cycle III 33,12. It was concluded that Jigsaw learning model can improve learning motivation and learning result of basic automotive subjects.
本研究的目的是了解到基本学科的学习结果和动机的增加,这些科目与拼图模型有关。这种研究是课堂动作研究。利用福利、观察、文档和学习成绩测试来收集数据的方法。数据分析方法采用定量描述分析方法。研究结果表明,增加学习结果的基础上,汽车动力学习科目的学习模型拼图。这可以证明随着对学习活动的百分比增加我的百分比24,75%,增加循环周期57.79 %,上升周期里二世成为67.04和III增加周期变回77.57 %。但是在之前的测试到后测试的值也有增加。在第一次循环中,测试前的峰值是2075。在II 31 25和III 33.12周期中。推断模型拼图可以提高学习动机和学习学习汽车基本科目的结果。这项研究的目的是确定学习的结果和动机,以学习拼图学习模式的基本自动机主题。这类型的研究是一个课堂行动研究。收集数据问题、观察、试验和学习结果的方法。数据分析之方法过去quantitative风貌分析方法。结果表明,学习的增长和激励来学习一个基本的自动机主题的拼图学习模型。这可能会证明,在我的自行车中学习活动的增加增加了24.75%,第二轮增加到57.7%,第二轮增加到67.04%,第三轮增加到77.57%。虽然前测和后测有增加的增长。在第一周期增加的前20。75的试验。周期II 31 - 25和周期3 - 3.12。结论是,拼图学习模式可以激发学习动力和学习基础自动机的再现。
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引用次数: 3
KURIKULUM KOMPETENSI KEJURUAN (KKK) TEKNOLOGI PENANGKAPAN IKAN (TPI) SMK KELAUTAN
Pub Date : 2018-06-16 DOI: 10.30738/JTVOK.V6I1.2817
Asahan Pasaribu
Tulisan ini bertujuan untuk  mensosialisasikan kurikulum kompetensi kejuruan (KKK) program keahlian teknologi penangkapan ikan (TPI) SMK Kelautan hasil penelitian disertasi yang dilakukan oleh Pasaribu pada tahun 2014, berikut implementasinya di tingkat sekolah. Tulisan ini  terdiri atas delapan bagian, yaitu pendahuluan, definisi operasional, tujuan program, metoda pendekatan pengembangan, landasan perencanaan pengembangan, model kurikulum, standar kompetensi lulusan, struktur KKK, dan implementasi KKK TPI.  This paper aims to disseminate the vocational competence curriculum (KKK) technology skills program of fishing (TPI) SMK Marine research dissertation conducted by Pasaribu in 2014, and its implementation at the school level. This paper consists of eight parts, namely introduction, operational definition, program objectives, development approach method, development planning basis, curriculum model, graduate competency standard, KKK structure, and KKK TPI implementation.
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引用次数: 0
LEVEL FEASIBILITY MEDIA LEARNING SYSTEM AIR CONDITIONER (AC) TO INCREASE LEARNING RESULT 水平可行性媒体学习系统空调(ac),以提高学习效果
Pub Date : 2018-06-15 DOI: 10.30738/jtvok.v6i1.2816
B. Sudarsono
This study aims to determine the feasibility level of learning media Air Conditioner system (AC) which has been developed through the research stages that adopted research development of Sugiyono. The subject of the research is the students of Automotive Engineering Study Program of Muhammadiyah University of Purworejo semester 4. From the development stage it can be seen that the validity by the material experts and the media expert reaches a score above 75% with valid category. Once applied, achievement outcomes increased 79.20 for the experimental class and 67.20 for the control class. So it can be concluded learning media AC system developed feasible to use and can improve learning outcomes.
本研究旨在确定学习媒体空调系统(AC)的可行性水平,该系统已通过研究阶段采用杉义野的研究开发。本研究的对象是Purworejo Muhammadiyah大学汽车工程学习项目第四学期的学生。从发展阶段可以看出,材料专家和媒体专家的效度达到75%以上,有效类别。应用后,实验组的成绩提高了79.20,对照组提高了67.20。由此可见,开发的学习媒体交流系统是可行的,可以提高学习效果。
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引用次数: 0
KEMINATAN SISWA TERHADAP SUB-SUB SEKTOR INDUSTRI KREATIF DI SEKOLAH MENENGAH KEJURUAN 学生在职业高中对亚子产业的追求
Pub Date : 2018-06-14 DOI: 10.30738/JTV.V6I1.2815
Bayu Rahmat Setiadi, Suparmin Suparmin
Penelitian ini bertujuan untuk mengetahui (1) keminatan siswa tehadap sub-sub sektor industri kreatif dan (2) sub-sub sektor industri kreatif paling diminati siswa terhadap bidang industri kreatif. Penelitian ini merupakan penelitian deskriptif. Metode pengumpulan data menggunakan metode survei. Teknik pengambilan data menggunakan angket. Teknik analisis data menggunakan statistik deskriptif sederhana yaitu menghitung frekuensi dan presentase. Hasil penelitian menunjukkan (1) keminatan siswa terhadap sub-sub sektor industri kreatif termasuk dalam kategori tinggi dengan persentase 75,96%. Keminatan siswa terhadap sub-sub sektor industri kreatif meiliki tiga indikator, yaitu rasa ingin tahu, keinginan, dan sub-sub sektor industri kreatif. Indikator rasa ingin tahu termasuk dalam kategori tinggi dengan persentase 79,21%. Indikator keinginan dalam kategori tinggi dengan persentase 76,35%. Indikator sub-sub sektor industri kreatif termasuk dalam kategori tinggi dengan persentase 75,13%. (2) Hasil analisis di atas menunjukkan bahwa terdapat 2 sub sektor industri kreatif yang sangat diminati, yaitu fotografi dan musik, sedangkan 16 sub sekot industri lainnya cukup diminati, yaitu animasi; arsitektur; desain; kerajinan; kuliner; Mode; penelitian dan pengembangan; penerbitan; perfilman; periklanan; permainan interaktif; seni pertunjukan; seni rupa; teknologi informasi; televisi dan radio; dan video.  This study aims to determine (1) the interest of students to the sub-sectors of the creative industry and (2) the sub-sector of creative industries most interested students to the field of creative industries. This research is a descriptive research. Methods of data collection using survey method. Technique of taking data used questionnaire. Data analysis techniques use simple descriptive statistics that calculate the frequency and percentage. The results showed (1) the interest of students to the sub-sectors of creative industries included in the high category with the percentage of 75.96%. Student's interest in creative industry sub-sub-sector has three indicators, namely curiosity, desire, and sub-sector of creative industry. The curiosity indicator is included in the high category with 79.21% percentage. Desire indicator in high category with percentage 76.35%. Indicators of the creative industries sub-sector are included in the high category with the percentage of 75.13%. (2) The results of the analysis above show that there are 2 sub sectors of creative industry that are in great demand, that is photography and music, while 16 sub sekot of other industries are quite interested, that is animation; architecture; design; craft; culinary; Mode; research and development; publishing; cinema; advertising; interactive games; performing Arts; art; information Technology; television and radio; and videos. 
本研究旨在确定(1)学生对创意产业的认识程度,(2)亚子领域的创意产业感兴趣最多的学生。本研究为描述性研究。数据收集方法采用调查方法。数据检索技术使用升降机。数据分析技术采用简单的描述性统计——计数频率和百分比——来分析。研究结果显示(1)学生在创意行业的亚子部门的能力属于高类别,百分比为75.96%。学生在创造性行业的次级部门的卓越表现有三个指标:好奇心、欲望和次级创造性行业。好奇心指标属于高类别,百分比为79.21%。愿望指标在高类别中,百分比为76.35%。创意行业的子子指标属于高类别,百分比为75.13%。(2)以上分析表明,有两个令人兴奋的创意行业,即摄影和音乐;建筑;设计;工艺;烹饪;模式;研发;出版;电影;广告;互动游戏;表演艺术;美术;信息技术;电视和收音机;和视频。这项研究对创造性产业的子部门和(2)对创造性产业最具兴趣的子部门产业的研究感兴趣。这个研究就是描述性研究。数据收集方法。获取问题数据的技术。技术分析数据使用简单的解析统计数据来计算频率和性能。结果显示(1)被列入高数列的创作行业次级类别,标题为75.96%。学生对创造性行业的兴趣有三个特征,namely curiosity,欲望和创造性行业的子sector。被列入最高类别的好奇心为79.21%的percentage。对高级杯的渴望达到76.35%创作工业次级学科的所有权属于最高类别,分别为75.13%。(2)分析报告显示,在伟大的需求、摄影和音乐中有两种衍生品架构;设计;工艺;culinary;模式;研究与发展;出版社;电影院;广告;互动游戏;表演艺术;艺术;信息技术;电视和收音机;和视频。
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引用次数: 2
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Jurnal Taman Vokasi
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