The problem encountered in learning operating system teaching materials majoring in network computer engineering is the lack of creativity in students' thinking skills so that they experience obstacles in the practical process. This study used a quasi-experimental design with a pretest-posttest Control Group Design. Data collection techniques using tests. The pre-test was carried out at the beginning to see the students' initial abilities before being given treatment, the post-test was carried out to test the effectiveness or compliance of the application of the treatment. In this study, the data analysis technique used 3 statistical tests, (1) normality test, (2) homogeneity test and (3) hypothesis testing. Through the use of hypothesis testing to show the results of H0 is rejected and H1 is accepted with a significance level of 5% so that the value is (P <0.05). The conclusion is that the use of the Flip book Multimedia with the Flipped Classroom approach is able to improve the thinking skills of students majoring in network computer engineering in the operating system subject. So that later research can be applied to other subjects to help the learning process and increase the creativity of vocational high school students.
Ada banyak jenis jenis dari model pembelajaran, tetapi tidak semua model pembelajaran dapat mengakomodir kebutuhan pendidikan kejuruan dan tantangan dari revolusi industri 4.0 yaitu mendorong berpikir kritis dan mengembangkan keterampilan praktis. Tujuan penelitian ini adalah untuk mengukur efektivitas penggunaan metode pembelajaran berbasis proyek dalam pendidikan kejuruan. Metode Penelitian yang digunakan adalah metode meta analisis dengan jenis data sekunder. Data penelitian berdasarkan hasil post-test kelas kontrol dan kelas eksperimen dari beberapa artikel penelitian yang menggunakan metode project based learningdalam pendidikan kejuruan. Sebanyak 23 artikel diulas sehingga diperoleh data hasil kalkulasi 1,09 dengan menggunakan rumus effect size (ES). Hasil yang diperoleh ini menunjukkan bahwa penggunaan metode pembelajaran berbasis proyek dalam pendidikan kejuruan memiliki efek yang tinggi untuk diterapkan dalam pembelajaran. Dengan demikian maka metode pembelajaran berbasis proyek dalam pendidikan teknologi dan kejuruan sangat efektif dan tepat digunakan dalam pembelajaran untuk menghasilkan peserta didik yang siap bersaing dalam dunia kerja serta dapat membuka peluang usaha.
Penelitian ini bertujuan untuk menghasilkan produk multimedia pembelajaran matematika untuk siswa Sekolah Dasar (SD) dan melihat sejauh mana produk multimedia tersebut dapat dimanfaatkan siswa dalam upaya mendukung proses blended learning. Penelitian ini dilaksanakan di SD Negeri 07 Kota Padang dengan menggunakan metode Waterfall Model. Waterfall Model atau sering kali disebut sebagai classic life cycle adalah model pengembangan perangkat lunak yang menekankan fase-fase yang berurutan dan sistematis, dimulai dari analisis kebutuhan konsumen dan berkembang melalui proses perencanaan (planning), implementasi (implementation), pengujian (Testing), dan pemeliharaan (maintenance), yang berujung pada dukungan terus menerus untuk sebuah perangkat lunak yang utuh. Hasil penelitian menunjukkan bahwa produk multimedia yang dihasilkan adalah multimedia pembelajaran matematika untuk siswa SD. Dapat disimpulkan bahwa aplikasi ini dapat menciptakan proses pembelajaran online yang efektif dan terintegrasi antara guru dengan siswa. Mempermudah siswa-siswi sekolah dasar dalam belajar matematika dimanapun dan kapanpun. Produk multimedia yang dihasilkan layak sebagai media pembelajaran berdasarkan hasil validasi oleh guru dan siswa, dengan hasil penilaian sangat baik (4,4). AbstractThis study aims to produce multimedia learning mathematics products for elementary school (SD) students and see the extent to which these multimedia products can be used by students in an effort to support the blended learning process. This research was conducted at SD Negeri 07 Padang City using the Waterfall Model method. Waterfall Model or often referred to as the classic life cycle is a software development model that emphasizes sequential and systematic phases, starting from the specification of consumer needs and developing through the planning, modeling, construction, and development processes. deployment, which results in ongoing support for a complete piece of software. The results showed that the multimedia product produced was multimedia learning mathematics for elementary students. It can be concluded that this application can create an effective and integrated online learning process between teachers and students. Make it easier for elementary school students to learn mathematics anywhere and anytime. The resulting multimedia products are feasible as learning media based on the results of validation by teachers and students, with excellent assessment results (4,4).
Teachers� speech acts play a distinct role in teaching-learning in the English as a Foreign Language (EFL) classroom. The teacher transfers knowledge to the students and becomes a role model in students� interaction. This study aims to classify the kinds of representative speech acts expressed by teachers and students of the eighth grade at a junior high school in Indonesia. This discourse study implements a qualitative method using the observation technique. Collected from a natural pedagogical activity in the EFL classroom, the utterances were compared and analysed descriptively. The study revealed three speech acts: locution, illocution, and perlocution. Questioning and commanding adopted in 113 instances show that the teacher is aware of her/his role and has a higher position than the students. Moreover, speech acts impact EFL class, and they influence students' motivation and confidence in learning English through expressive and declarative speech acts.
Abstract. Applied Physics is used to comprehend any other technical engineering studies and as the foundation of technology innovation. As one of the curriculum components in helping the students to be competent in certain skills, it is used to develop intellectual, attitude, interest, skill and creativity. Physics is a course containing materials in form of fact, concept, principle and procedure. The method used in this research was literature studies and observation. The purpose of the research was to analyze whether the seven CTL principles are needed in Applied Physics or it can be simplified. The seven principle used in Indonesia are constructivism, inquiry, questioning, learning community, modelling, reflection and authentic assessment. Having conducting literature studies, especially for Applied Physics, inquiry can be applied along with questioning. Modelling is not the priority because Applied Physics does not need the real model, but only needs an example for Mining Engineering. Meanwhile, reflection has been accommodated in every learning step. Conclusively, constructivism, inquiry and questioning, learning community and authentic assessment are the steps needed during the learning of Applied Physics using CTL approach.
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