Learning in vocational schools is not enough just teacher-centered because the material presented does not only cover cognitive aspects, but also the affective and psychomotor aspects. In fact, there are still many teachers who use conventional modes, including learning technical drawings, so that student learning outcomes are low. The purpose of this research was to determine the learning outcomes of the PjBL model using real object media better than conventional methods in technical drawing subjects. A quasi-experiment was used in research with a nonequivalent control group design. The study population was 42 students of class X TP. The sampling technique uses cluster sampling. Class X TP1 as a control class with 23 students and Class X TP2 as an experimental class with 19 students. Data collection techniques using test techniques. The research instrument was a test sheet. The data analysis used t-test analysis with prerequisite tests, namely the normality test and homogeneity test. Based on testing the hypothesis test, it was concluded that the PjBL model with real objects gives better learning outcomes compared to conventional methods of learning outcomes of technical drawings.
Abstract-Creative industry is one sector of economic booster in Indonesia that is able to increase community self-sufficiency and absorb millions of jobs. The sector is able to compete with the main sectors of foreign exchange countries such as agriculture, tourism, manufacturing, banking, and other sectors of the country's income. Since the founding of the Creative Economy Agency (Bekraf), the Indonesian government has begun to focus on preparing qualified and competitive human resources through the management of creative and dynamic creative industries. Eighteen creative industry sub-sectors such as: animation sector, architecture, design, photography, music, craft, culinary, fashion, research and development, publishing, cinema, advertising, interactive games, performing arts, visual arts, information technology, and the video becomes the belle of small and medium enterprises in DIY in competing in the national and international arena. Therefore, the fulfilment of qualified human resources in the sector in order to be dominated by vocational school graduates considering the number of unemployed graduates is quite large in Indonesia due to the amount of employment that suits their field so narrow and competitive. The distribution of vocational school graduates to the creative industries is very appropriate if based on the specialization and talents possessed by the graduates. The function of the school is to provide self-development of soft skills in accordance with the potential of students by adjusting the potential of the region that can be used as a sub-centre of creative industries in the region.
This study aims to trace the interest of Vocational High School (VHS) students to meet the sub-sectors of strategic creative industry in Indonesia which is divided into eighteen sub-sectors such as animation, architecture, design, photography, music, crafts, culinary, fashion, research and development, publishing, film, advertising, interactive games, performing arts, visual arts, information technology, television, radio and video. The study will also track the reasons why students choose these sub-sectors with three priority-scale options.The research method used is an exploratory survey with the dominant approach is quantitative. This study was conducted in 7 VHS in DIY-Indonesia with a sample size of 350 people. The subjects of this study are students with a background of educational concentration is technology and engineering. The technique of collecting data using questionnaire of specialization. Data analysis techniques used descriptive statistics that aims to determine quantitatively the percentage of student’s interest in sub-sub creative industries.Quite unique findings are generated in this study because researchers want to explore the other side of the engineering students who in fact work by relying on hard skill instead of developing their soft skill. The results of this study indicate that the dominance of student interest to eighteen creative industry sub-sectors exists in the sectors of music, photography, and design. While the sub-sector that they are not interested in the fashion sector. Other tracking results are the reason students choose the three priority sectors of interest are because their hobbies are relevant to the sub-sectors of the creative industry of their choice. This study will have implications for schools to attend the potential of other gifted students in the creative industries. If this can be effectively explored, employment opportunities for engineering students will become wider and foster an entrepreneurial spirit so they can open new jobs for others in need.
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