Claim Missing Document
Check
Articles

The Effect of Role Playing Model in Improving Results and Learning Activeness in Learning Strategy Subject of Technology and Vocational Education Yosi Nur Kholisho
Simposium Antar Bangsa Seminar dan Workshop
Publisher : RedwhitePress

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32698/21338

Abstract

Learning outcome is a tool to measure the extent to which the students master the material taught by educators. Here, the learning process is a key of success in achieving educational goals. Thus, the students are expected to experience changes in terms of knowledge, skills, values and attitudes. One of the problems faced by educators in conducting effective learning processes in order to improve learning outcomes is how to increase students' interest in that learning material. In order to solve that problem, educators can use role playing learning model.Role Playing model is one of cooperative learning models, this learning model is done by growing the students’ imagination.This study aims at determining whether the role playing learning model can improve learning outcomes and students’ learning activeness in the subjects of learning technology and vocational education strategies. Based on the results of analysis, it was obtained the average score 65.5 before treatmen is given and 84.4 after treatment is given. Here, it can be concluded that the role playing learning model successfully improves student learning outcomes. In addition, the results of students’ activeness testing during the process of lecturing, it was found that Ha 2 is accapted. It means that there was an effect of the application of role playing learning models to student learning activeness
MENINGKATKAN PEMAHAMAN PSG SISWA SMK DI KABUPATEN LOMBOK TIMUR UNTUK MEMASUKI DUNIA KERJA Fathoni, Ahmad; Hard, Rasyd; Arianti, Baiq Desi Dwi; Kholisho, Yosi Nur
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol 3, No 2 (2019): GERVASI: Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v3i2.1531

Abstract

Pendidikan kejuruan atau Pendidikan Sekolah Menengah Kejuruan  (SMK) adalah pendidikan  yang menyiapkan lulusannya untuk siap bekerja. Akan tetapi pada kenyataanya kebanyakan dari lulusan pendidikan SMK yang memberikan sumbangan pengangguran terbesar di Indonesia khususnya di Lombok Timur. Tujuan pengabdian ini adalah meningkatkan pemahamanasiswa SMK  bidang Teknologi Komputer dan jaringan dalam melakukan  Pendidikan Sistem Ganda (PSG) untuk memasuki dunia kerja. Adapun metode kegiatan yang digunakan pada pengabdian ini adalah perencanaan, pengarahan, bimbingan dan pengajaran praktikum jaringan. Melalui kegiatan pengabdian ini siswa SMK jurusan TKJ dapat meningkatkan pemahamannya sebagai bekal untuk bekerja.
Edukasi Zero Waste berbasis teknologi informasi Wirasasmita, Rasyid Hardi; Arianti, Baiq Desi Dwi; Uska, Muhammad Zamroni; Kholisho, Yosi Nur; Wardi, Zoatul
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 1, No 2 (2020): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This Community Service program aims to socialize the Zero Waste (ZW) environmental program and to train the community to manage waste (used goods) into goods that can be recycled using an Android-based application. The methods used are lectured and demonstrations (hands-on training). For education on the Zero Waste environmental program through the Zero Waste application, while for training through demonstrations or direct training (practice). The location for implementing this community service is in Lengkok Lendang hamlet, Tembeng Putik village, East Lombok regency, Nusa Tenggara Barat (NTB) province. So far, at Tembeng Putik there has never been any training on Waste Management and the Zero Waste environment program so that public knowledge and awareness about environmental health are still low. The results obtained are the formation of this knowledge about the importance of the Zero Waste environment, and the community can make or manage waste into more useful finished goods.
Pelatihan Computer Based Test (CBT) Ujian Nasional Untuk Siswa SMK di Lombok Timur Arianti, Baiq Desi Dwi; Kholisho, Yosi Nur; Ismatulloh, Kholida; Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni; Fathoni, Ahmad; Jamaludin, Jamaludin
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 1, No 1 (2020): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Kegiatan Pengabdian kepada Masyarakat (PkM) ini bertujuan untuk memberikan pemahaman kepada siswa SMK mengenai proses dan cara kerja aplikasi Ujian Nasional Berbasis Komputer (UNBK), sehingga siswa lebih siap dalam menghadapi UNBK 2017 mendatang. Metode yang digunakan untuk mencapai tujuan tersebut adalah ceramah dan praktik menggunakan aplikasi Computer Based Test (CBT) dengan cara demontrasi aplikasi CBT sebagai simulasi UNBK.  Luaran kegiatan ini adalah siswa mampu mengoprasikan aplikasi UNBK dengan baik, sehingga pada saat pelaksanaan UNBK yang sebenarnya siswa tidak kesulitan; artikel ilmiah (publikasi nasional). Hasil kegiatan yang telah dicapai antara lain memberikan banyak manfaat pada siswa SMK mitra, siswa mampu menguasai dan menggunakan aplikasi UNBK, siswa lebih siap menghadapi UNBK tahun 2017. 
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Mata Pelajaran Simulasi Digital Kelas X TKJ Kurniawati, Widia; Ismatulloh, Kholida; Kholisho, Yosi Nur
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (R&D) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Implementasi Kurikulum 2013 Pada SMK di Kabupaten Lombok Timur Kholisho, Yosi Nur; Marfuatun, Marfuatun
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Vocational School is an education that prepares students to be ready to work held at the secondary school level. The purpose of this study (1) to find out how the curriculum 2013  implementation in schools; (2) what are the obstacles in implementing the curriculum 2013. The type of research used is descriptive research. This study used 12 vocational schools in 8 sub-districts. The results of the curriculum  2013 implementation data in schools showed that 94.44% of the majority of  curriculum 2013implementations had been implemented, 2.78% were fully implemented and 2, 78% were mostly implemented. There are a few problems related to the existence of several teachers who have not fully understood the learning plan by using the curriculum 2013, which is a tool used by some teachers still using the old model and classroom learning processes that currently focus on the learning process in students (student center) however, there are still many teachers who apply learning using the lecture method only. Based on the results related to the obstacles / obstacles faced by teachers and students in the implementation of the  curriculum 2013 that is 66.67% fully the implementation of the  curriculum 2013 has been implemented and the remaining 33.33% is mostly accomplished this proves that students and teachers do not feel there are obstacles in implementation of the  curriculum 2013
Studi Komparasi antara Model Pembelajaran PJBL dan CTL terhadap Hasil dan Keaktifan Belajar Siswa Ramdhani, Reni; Kholisho, Yosi Nur; Arianti, Baiq Desi Dwi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The aims of this study to determine: (1) differences in student learning outcomes between learning models PJBL and CTL, (2) differences in student learning activity between learning models PJBL and CTL. This research type is quantitative by using experiment method. The research design used is Quasi Experimental Design form Nonequivalent Control Groub Design. The population of this study is the entire class X TKJ SMK IP AL-MADANI with the number of 62 students. The sample of this research is class X TKJ 1 and class X TKJ 2. Technique of collecting data used is test and observation sheet. The test is used to measure students 'learning outcomes while the observation sheet is used to measure students' learning activeness. The analysis technique used is Pairet Sample T Test with the help of SPSS. The results of this study indicate that: (1) there are differences in student learning outcomes between learning models of PjBL and CTL (ρ <0.05); (2) there is a difference in student learning activity between PjBL and CTL learning models (ρ <0.05). 
Pengembangan Media Pembelajaran Berbasis CD Interaktif Pada Materi Simulasi Digital Menggunakan Adobe Flash Nurdiana, Mila; Kholisho, Yosi Nur; Fathoni, Ahmad
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (R&D) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Pengembangan Media Pembelajaran Berbasis Video Tutorial Interaktif Pada Mata Pelajaran Williyana, Baiq Ade Irma; Kholisho, Yosi Nur; Fathoni, Ahmad
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to: (1) developing video-based learning media is an interactive tutorial on subjects of engineering animation 2 dimensions with frame animation technique material class XI Multimedia at SMK Negeri 1 Kopang (2) know the feasibility of media interactive video tutorial-based learning. This type of research is a Research and Development (R&D) and the development of procedures: potential and problems, data collection, product design, design validation, product test design, revision, revision products, free trial usage. The software development model used the waterfall model. The feasibility study is judged by media experts, media content and users. Data collection instruments namely documentation and questionnaires. Data analysis the results of the test the feasibility of using the Likert scale. Results of research: (1) media video-based learning, interactive tutorials that were developed in the form of software packaged in the form of an .exe file and interactive CD. (2) a Media-based learning video tutorials worth used in the learning process, based on the results of the validation of media experts earn a percentage of 86.69%, expert of 82.81%, material and product testing of 75.93% and trial usage earn a percentage of 79.89%. Overall the media-based learning, interactive video tutorial earn a percentage of 76.66% eligibility category in the media "very decent".
Daya Serap Pelaksanaan Mata Kuliah Kependidikan DiTengah Pandemi Covid-19 Kholisho, Yosi Nur; Marfuatun, Marfuatun
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Covid-19is a new virus that attacks the whole world. The virus has paralyzed all areas of life. Based on the circular of the Minister of education and culture of the Republic of Indonesia Number 2 and 3 of 2020, the learning is done online at home. Good student absorption can improve student learning outcomes. The purpose of this study is to look for points of concern about students' absorption of educational lectures using online methods viewed from internal and external factors. This research uses a descriptive method. The sample used was 67 respondents. Our findings show the students who have been ill while attending lectures is less interested in educational subjects being an internal factor that can affect student absorption, but strong student confidence in passing courses makes this factor not inhibiting factor students, while external factors are factors that affect the absorption of students taking educational courses with the online method in the middle of the covid-19 pandemic. Disruptions of the family economy caused by parents who cannot work in the middle of a pandemic are the main things that affect the lecture process. Parental support is less than optimal, as well as the location of the house that makes the signal often lost and entered.