This study aims at developing the augmented reality application technology, a complementary learning on graphic design to face the skills and learning of the industrial revolution 4.0. This study uses a 4D (four-D) development method for the development of augmented reality application technology and uses a survey method for validity. This AR application will be validated by 12 experts, while the respondents used in filling out the needs analysis questionnaire at the define stage (four-D) are students and lecturers of Informatics Engineering Education, Padang State University. The results of this study indicate that on the analysis of the achievement of the learning process, it can be seen that there are still expectations and advantages in the achievement of the learning process desired by lecturers and students, where the learning process is still in the sufficient category and 80%, students need development of technology as complement reality to be used as learning media in the learning process. The validation test also shows that the augmented reality application technology is included in the valid category with an average value of V value of 0.933. So, it cannot be denied that the augmented reality application technology is valid to be used in the learning process.
<p class="0abstract"><strong>— </strong>Based on preliminary observations on the implementation of Graphic Design learning, it is indicated that it is only limited to using printed module media, lecture methods, guided practice and not yet using media with android technology. This study aims to: (1) Generate a practical learning media for Graphic Design based on Android Technology. (2) Producing Learning Media Graphic Design based on Effective Android Technology. This research is a Research and Development. This study uses a study design development with 4D development model that consists of four main stages, namely, Define (definition), Design (design), Develop (development), and Disseminate (deployment). Based on the practicality test, the practicality test value was 85%. Effectiveness Test of learning media for Android-based Graphic Design shows effective results , this is also shown with a significant level of 0,000 <0.05, which means that there are significant differences between Student Learning Outcomes before being given an Android-based media ( Pretest ) and learning outcomes students after being given an Android-based media ( Posttest ) in the Informatics Engineering Education Study Program, Faculty of Engineering, State University of Padangs.</p>
Teachers and the world of education are generally expected to be able to create quality human resources both scientifically and positively. For this reason, in the learning process, the methods, strategies or learning activities carried out by the teacher should be something that is truly appropriate and meaningful, to obtain maximum results according to the stage of development of the child, then the strategies that the teacher uses in conveying something, both in the form of planting attitudes, mentality, behavior, personality and intelligence must be on target, seven proportional intelligence. In our lives we cannot deny that the ones who determine the attitudes, mentality, behavior, personality and intelligence of children are education, experience and exercises given and experienced by students since they were small. The results of the preliminary survey showed that several schools belonging to the Teacher Working Group (KKG) of Cluster V for science learning in SD III had not shown optimal learning. The results of the initial survey showed that the teacher working group (KKG) incorporated in the IV cluster V region of Koto Tangah Subdistrict, amounting to 11 schools, often experienced problems in the school learning process that had not been carried out optimally due to lack of learning media and science learning aids. The lecture activities carried out by the teacher were not wrong at all, but when lecturing, the teacher's interaction with students was not very running, the teacher only tended to lecture and did not pay attention to the situation and condition of students in the class. The lecture method also cannot be separated from the learning process. The lecture method will make students get maximum learning outcomes if packaged better and interestingly.
The purpose of this study to reveal the contribution of teachers' professional competence and creativity of students jointly or individually on learning outcomes. The population of this study amounted to 92 peoples and the sample totaled 48 peoples. Random sampling technique (Simple Random Sampling). The data was taken from the results of the student learning of subject teachers Basic Electrical Electronics, data professional competence of teachers and creativity of students were collected through questionnaires that were distributed to the students. Data were considered to meet the assumptions and requirements analysis, results showed that (1) the professional competence of teacher and creativity of students jointly contribute significantly to the learning outcomes of 38.57%, (2) the professional competence of teachers contribute significantly to the learning outcomes of 16.4%, (3) creativity of students contribute significantly to the learning outcomes of 12.5 %. It can be concluded that the professional competence of teacher and creativity of students jointly and individually contribute to the learning outcomes. Key Word : Student Perceptions About Professional Competence Teacher, Creativity Student, Learning Outcomes.
The problem in this study is the low average learning outcomes of learners on Electrical and Electronics Elementary subjects is under the Minimum Criteria of completeness (KKM) that has been established SMK Negeri 1 Lembah Melintang is 75. This study aims to determine the influence of the use of Pictorial Riddlemethod with Cooperative learning on student learning outcomes in Electrical and Electronics Elementary subjects in class X TAV SMK Negeri 1 Lembah Melintang. This type of research is experimental research with Postest Only Control Design. The research sample is XTAV2 class as experiment class using Pictorial Riddle Method and XTAV1 class as control class using Cooperative learning. Technique of collecting data from final test in experiment class and control class, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class research results obtained an average value of 83.22, while the control class get an average value of 75.83. Result of hypothesis calculation at significant level α = 0,05 got tcount> ttable that is 3,2> 1,674, because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (H1) accepted. Can be concluded mean at the real level, this research shows that, there is influence of positive student learning result between the use of Pictorial Riddle Method with Cooperative learning on Electrical and Electronics Elementary subjects in class X TAV SMK Negeri 1 Lembah Melintang Pasaman Barat. Then the Pictorial Riddle Method is better compared to direct learning.Keywords: Riddle Pictorial Method, Cooperative Learning, Learning Outcomes, Experiments, Controls.
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