This article aims to analyze how the learning model make a match to learningoutcoms in archival subjects, the basic competencies of various archival equipment. In the learning process of archiving equipment many teachers still use the direct learning model with the lecture method, this makes students bored and bored during the learning process, so that teachers need to vary the learning models that are fun and in accordance with learning so that the students are not bored and fed up. Make a match model is appropriate learning models to improve learning outcoms, because the make a match learning model can makestudents more aktive, develop student knowledge, be motivated, and interact with each other in cooperation so that it affects the student learning outcoms. This type of research is conceptual which proves that the make a match learning model can affect learningoutcoms.
Tujuan dari penelitian ini pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran ini yaitu 1)untuk mengetahui proses pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran; 2)kelayakan pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran; 3)respons siswa terhadap pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran. Jenis metode penelitian ini adalah Research And Development dengan menggunakan model ADDIE yang terdapat lima tahapan yaitu Analysis (analisis data), Design (perencanaan), Development (pengembangan), Implementation (penerapan), Evaluation (evaluasi). Dalam penelitian ini instrumen yang digunakan yaitu terdiri dari lembar validasi ahli materi, media, bahasa dan hasil angket respons siswa SMKN 1 Sooko Mojokerto. Hal tersebut dibuktikan dengan hasil dari validasi ahli materi memperoleh persentase sebesar 85%, ahli media sebesar 92%, ahli bahasa sebesar 88% pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran memperoleh kategori “sangat layak” secara keseluruhan persentase yang diperoleh 88,33% dan hasil angket respons siswa memperoleh persentase 95,45%. Sehingga dapat disimpulkan bahwa pengembangan e-modul berbasis flipbook maker pada mata pelajaran teknologi perkantoran sangat layak untuk diterapkan di SMKN 1 Sooko Mojokerto
Kendala dalam melakukan kegiatan pembelajaran daring di SMK Negeri 4 Surabaya yaitu siswa kesulitan memahami materi disampaikan karena belum mampu menentukan gaya belajar yang tepat dengan keadaan diri dan disiplin belajar siswa masih kurang. Peneliti berupaya untuk menemukan bukti apakah pengaruh disiplin belajar dan gaya belajar akan menunjukkan hubungan yang simultan terhadap hasil belajar, ketika kegiatan pembelajaran dilakukan secara daring. Untuk mengetahui pengaruh disiplin belajar, dan gaya belajar terhadap hasil belajar siswa pada pelajaran korespodensi kelas X jurusan OTKP di SMK Negeri 4 Surabaya merupakan tujuan dari penelitian ini. Metode penelitian kuantitatif adalah metode yanag digunakan dalam penelitian ini. Sedangkan populasi pada penelitian ini berjumlah 105 orang. Teknik simple random sampling merupakan teknik pengambilan data yang dipilih dalam melakukan penelitian ini, dengan total responden sebanyak 53 orang. Pengumpulan data dilakukan melalui penyebaran kuisioner dan pengambilan dokumentasi. Hasil analisis regresi linier berganda menunjukkan persamaan Y = 8.956 + 0,724X1 + 0,300X2. Kesimpulan ada pengaruh yang simultan positif antara disiplin belajar dan gaya belajar terhadap hasil belajar. Besar pengaruh bersama yang dihasilkan adalah 32.3%.
This research aims to determine the effectiveness of the effectiveness of learning media based educational game quizizz on student outcomes office technology grade X SMK Ketintang Surabaya. This type of research is using quasi experimental design. The circuit was conducted on all class X OTKP 2 students as a control class and X OTKP 3 as an experimental class. Analytical techniques use homogeneity test, normality test, hypothesis test and gain score test. The results of the study expressed the Posttest value obtained by t-test of 2.154 with a signification of 0.036 and a value of 2.002 with a level of significance 0.005 which means signification (0.036) < 0.05 and t-test (2.154) > ttable (2.002).The result of Gain Score the Pretest and Posttest value is 3,212 with a signication 0,002 and the value ttable is 2,002 with signification 0,05. So it can be concluded that the use of learning media based on Quizizz educational Game effectively improve student learning outcomes on the subject of office technology class X OTKP in SMK Ketintang Surabaya.
<p class="TMCETITLE">Social media makes the user addicted, it seems to be a negative mindset when reviewing social media. The development of the era brings the development of technology and information, it has a considerable impact on behavior patterns and human thinking. At this time, children or teenagers to adulthood have a strong dependence on information. The need for technology and information is very varied, one easy way to access information is with social media. The use of social media without parental controls in children or adolescents, will have a negative impact. On the other hand also positively influence if its use becomes innovation in the learning process. There are several social media that are used as interactive learning media, now known as Learning Management System (LMS). LMS allows educators to create virtual classrooms as a means of interacting and accessing subject matter anytime and anywhere as long as there is an internet network. One of the social media (LMS) that can be used for learning is Schoology. This research is just a theory study which concludes that e-learning based learning media that is Schoology able to change the negative thinking that has been spread in the community will the use of social media.</p>
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