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Upaya Peningkatan Kualitas Kuliah Jaringan Komputer melalui Penerapan Media Pembelajaran Packet Tracer 5.0 Deny Budi Hertanto
Jurnal Pendidikan Teknologi dan Kejuruan Vol 20, No 1 (2011): (Mei)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (340.72 KB) | DOI: 10.21831/jptk.v20i1.7753

Abstract

Penelitian ini bertujuan untuk mengetahui penerapan proses belajar mengajar mata kuliah Jaringan Komputer menggunakan media pembelajaran Packet tracer 5.0 yang seharusnya, serta dampaknya terhadap motivasi, pemahaman, dan nilai akhir mahasiswa. Kinerja yang diukur adalah kesesuaian proses belajar mengajar dengan rencana tindakan, motivasi mahasiswa mengikuti kuliah Jaringan Komputer, pemahaman mahasiswa terhadap materi Jaringan Komputer, dan persentase mahasiswa yang mendapat nilai B ke atas. Penelitian ini menggunakan metode tindakan kelas (Classroom Action Research). Model yang digunakan mengadopsi model dasar yang dikembangkan oleh Kemmis dan McTaggart terdiri dari tahap perencanaan, tindakan, dan refleksi. Instrumen yang digunakan untuk mengukur kinerja tersebut adalah lembar observasi. Hasil penelitian berdasarkan analisis data, subjek penelitian dan Lembar Belajar Mahasiswa, menunjukkan bahwa (1) PBM mata kuliah Jaringan Komputer telah dilaksanakan sesuai perencanaan, (2) Motivasi mahasiswa dalam mengikuti perkuliahan meningkat sampai dengan 90%, (3) Peningkatan pemahaman  terhadap materi kuliah meningkat rata-rata 76%, dan (4) PBM mata kuliah Jaringan Komputer menggunakan media pembelajaran Packet tracer 5.0 dapat menghasilkan jumlah mahasiswa yang lulus dengan nilai B ke atas lebih dari 70%.
Upaya Meningkatkan Kualitas Kuliah Teknik Komputasi melalui Pembelajaran Berbasis Contextual Teaching Learning Ariade Chandra Nugraha; Deny Budi Hertanto
Jurnal Pendidikan Teknologi dan Kejuruan Vol 22, No 1 (2014): (Mei)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.04 KB) | DOI: 10.21831/jptk.v22i1.8847

Abstract

This study investigates the effect of Contextual Teaching Learning (CTL) on the students’ motivation, understanding, and final assessment in the course of Computational Engineering. CTL allows students to participate and play an active role in learning to improve achievements. This study was a classroom action research. The subjects of this study were the students of the Study Program of Mechatronics, Faculty of Engineering, Yogyakarta State University who took the course of Computational Engineering. The data collection was conducted using observation, closed questionnaires, interviews and open questionnaires. The results showed  CTL could increase the students’ motivation indicated by the increasing number of students who asked questions during the lectures  from 5% to 60%.  In addition, the students' understanding of the materials was also increased evidenced by the ability of the students to complete the task without the lecturers’ assistance from 25% to 100% at the end of the third cycle. At the end of the third cycle, 80% of the member of the students had reached more than the score of B, and it is expected by the end of the semester, all students would get more than the score of B.
Model Pembelajaran Praktik Pengayaan Motor Listrik Arus Searah Berbantuan Program Delphi Istanto Wahyu Djatmiko; Sunyoto Sunyoto; Deny Budi Hertanto
Jurnal Pendidikan Teknologi dan Kejuruan Vol 22, No 4 (2015): (Oktober)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (611.11 KB) | DOI: 10.21831/jptk.v22i4.7838

Abstract

This study aims to determine the quality of the direct current electric motor enrichment practice learning media utilizing the Delphi program, the effectiveness of the media, and the enrichment practice learning model utilizing the Delphi program. This study was categorized as a research and development. The subjects of the study were 15 students of the Electrical Engineering department in Engineering Faculty of Yogyakarta State University. The data was analysed descriptively and described in frequency distribution categories. The results of the study were: (1) the quality of the developed materials and the quality of the developed media were categorized as very good and good respectively (2) the effectiveness of the materials was categorized as good (3) the applicable procedure of the developed learning media for the students
The design and feasibility test of drive-thru market prototype based on Wemos as the learning media of internet of things (IoT) application Rustam Asnawi; Ariadie Chandra Nugraha; Deny Budi Hertanto; Faranita Surwi; Indriya Galih Prayogi
Journal of Engineering and Applied Technology Vol 1, No 1 (2020): (March)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jeatech.v1i1.34742

Abstract

This research aims at (1) developing a learning media for the internet of things (IoT) applications in the form of Wemos-based drive-thru market module which is appropriate for Interface Engineering Courses at Electrical Engineering Education, Faculty of Engineering, Universitas Negeri Yogyakarta; and (2) determining the feasibility of the developed learning media. The subject of the research was the 2015 Mechatronics Engineering Education students. The object of the research was the drive-thru market prototype. The research instrument was the questionnaire to obtain data on media feasibility. The proper research results were in the form of (1) the hardware namely the drive-thru market prototype and it's Android application software, (2) the proper function of the prototype and Android applications with the design, (3) the feasibility from the media experts with the percentage of 78% and 83 % respectively that can be categorized as Appropriate, and from the user obtained the percentage of 86.15% with the category of Very Appropriate.
RANCANG BANGUN GAME EDUKASI SEBAGAI MEDIA PEMBELAJARAN MATA KULIAH PRAKTIK TEKNIK DIGITAL Ariadie Chandra Nugraha; Moh. Khairudin; Deny Budi Hertanto
Jurnal Edukasi Elektro Vol 1, No 1 (2017): Jurnal Edukasi Elektro, Volume 1, Nomor 1, 2017
Publisher : JPTE FT UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (610.699 KB) | DOI: 10.21831/jee.v1i1.15121

Abstract

Tulisan ini bertujuan untuk menjelaskan proses: (1) mengembangkan game edukasi pada mata kuliah praktik teknik digital, dan (2) meguji kelayakan dari game edukasi pada mata kuliah praktik teknik digital.. Model pengembangan yang digunakan di dalam penelitian ini adalah ADDIE yang terdiri dari (a) Analisis, (b) Desain, (c) Development, (d) Implementasi, dan (e) Evaluasi. Hasil proses ini adalah : (1) Pengembangan game “Master of Digital”  dengan model ADDIE menghasilkan game edukasi yang terdiri dari halaman utama, level game, skor tertinggi, dan pengaturan. (2) Berdasarkan penilaian oleh ahli materi didapatkan rerata skor 73 dari rerata skor maksimal 84 dengan kategori “sangat layak”.  Berdasarkan penilaian oleh ahli media didapatkan rerata skor 84 dari rerata skor maksimal 104 dengan kategori “layak”. Berdasarkan penilaian oleh mahasiswa didapatkan rerata skor 54,61 dari rerata skor maksimal 80 dengan kategori “layak”.