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Perbandingan Efektivitas Model Pembelajaran Discovery Learning dan Problem-Based Learning Berbantuan E-Learning Schoology Indraswari, Martha Devi; Patmanthara, Syaad; Soraya, Dila Umnia; Suswanto, Hary
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 30, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um034v30i1p45-54

Abstract

Model pembelajaran yang digunakan selama ini kurang tepat karena tidak sesuai dengan sintaks dan tidak menyesuaikan karakteristik siswa. Terlebih, jurusan Rekayasa Perangkat Lunak (RPL) menuntut siswa untuk mampu berpikir logis dan sistematis khususnya dalam mata pelajaran Pemrograman Dasar. Discovery learning berbantuan Schoology dan problem-based learning berbantuan Schoology dapat menjadi alternatif solusi dalam mendukung siswa untuk memahami dan menerapkan materi pelajaran. Tujuan penelitian ini adalah untuk mengetahui efisiensi dan efektivitas kedua model. Penelitian ini menggunakan eksperimen semu dengan model non-equivalent control group design. Populasi yang diteliti adalah siswa kelas X RPL di SMK Negeri 11 Malang. Kelas eksperimen 1 adalah X RPL 1, diberi perlakuan discovery learning berbantuan Schoology. Kelas eksperimen 2 adalah X RPL 2, diberi perlakuan problem-based learning berbantuan Schoology. Teknik analisis data meliputi statistik parametrik Paired Sample T Test dan Independent Sample T Test. Hasil menunjukkan bahwa kedua model sama-sama efisien, namun problem-based learning berbantuan Schoology lebih efektif. Discovery learning berbantuan Schoology dan problem-based learning berbantuan Schoology masing-masing mempunyai nilai efisiensi 0,572 dan 0,673 dengan Sig-2 tailed 0,000, serta nilai efektivitas sebesar 0,874 dengan mean problem-based learning lebih tinggi sebesar 84,19. Hal ini berdampak pada perbedaan hasil belajar sebesar 0,000.
Evaluasi penyelenggaraan Bursa Kerja Khusus dalam membantu menyalurkan lulusan ke industri di Smk Negeri 1 Udanawu Kabupaten Blitar Agro Lukman Putra; Wahyu Sakti Gunawan Irianto; Dila Umnia Soraya
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 28, No 2 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (338.03 KB) | DOI: 10.17977/um034v28i2p130-141

Abstract

Tujuan penelitian ini adalah mendeskripsikan penyelenggaraan BKK di SMK Negeri 1 Udanawu ditinjau dari segi Context, Input, Proses, Product (CIPP). Salah satu tolak ukur keberhasilan SMK adalah seberapa besar lulusannya dapat terserap ke industri. SMK belum bisa dikatakan berhasil jika hanya mengantarkan siswanya mendapatkan ijazah, akan tetapi harus ada tindak lanjut setelah lulus yaitu dengan menjembatani lulusan untuk mendapatkan pekerjaan melalui berbagai kegiatan, salah satunya adalah membentuk BKK. Oleh sebab itu, diperlukan penyelenggaraan BKK yang optimal. Penelitian ini merupakan penelitian evaluatif dengan pendekatan deskriptif kuantitatif. Subyek penelitian adalah siswa kelas XII di SMK Negeri 1 Udanawu. Pengumpulan data mengunakan angket. Analisis data menggunakan statistik deskriptif dengan rumus persentase, akhir penelitian berupa rekomendasi pembenahan. Hasil penelitian penyelenggaraan BKK di SMK Negeri 1 Udanawu menunjukan bahwa, 1) ditinjau dari segi context mendapatkan persentase sebesar 75,49%, 2) ditinjau dari segi input mendapatkan persentase sebesar 74,72%, 3) ditinjau dari segi proses mendapatkan persentase sebesar 75,36%, 4) ditinjau dari segi product mendapatkan persentase sebesar 73,43%. Kesimpulan penelitian penyelenggaraan BKK di SMK Negeri 1 Udanawu yaitu, 1) ditinjau dari segi context berjalan dengan “Baik”, 2) ditinjau dari segi input berjalan dengan “Cukup Baik”, 3) ditinjau dari segi proses berjalan dengan “Baik”, 4) ditinjau dari segi product berjalan dengan “Cukup Baik”. 
EVALUASI PROGRAM PENILAIAN KINERJA SISWA SMK DALAM PELAKSANAAN PRAKERIN Dila Umnia Soraya; Mardji Mardji; Syarif Suhartadi
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 40, No 1: Februari 2017
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v40i12017p001

Abstract

Tujuan penelitian ini untuk mengevaluasi program penilaian kinerja UPT-PK Singosari, yang meliputi: (1) input: kualitas penilai, siswa, instrumen penilaian, dan metode penilaian; (2) proses penilaian; dan (3) hasil penilaian kinerja. Subjek pe-nelitian yaitu instruktur, asisten instruktur, dan siswa Jurusan Listrik. Pengumpulan data dengan lembar angket dan lembar pengamatan dokumen, dianalisis dengan teknik statistik deskriptif. Hasil penelitian menunjukkan: (1) input: kualitas penilai telah sesuai, kualitas siswa kurang sesuai, kualitas instrumen penilaian cukup sesuai, dan kualitas metode penilaian sesuai, (2) kualitas proses penilaian telah sesuai, dan (3) kualitas hasil penilaian kinerja sangat sesuai.
Performa Jurusan Teknik Elektro ditinjau dari Prestasi Dosen dan Mahasiswa Yuni Rahmawati; Tri Atmadji; Suwasono Suwasono; Dila Umnia Soraya
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 42, No 2: September 2019
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v42i22019p179-193

Abstract

This research aimed to describe the performance of the Electrical Engineering Department viewed from the lecturers and students' achievements. The lecturers' achievements were seen from the Three Pillars of Higher Education, whereas the students' accomplishments were observed from academic achievement, organizational, competition, and graduates quality. The subject of this research were all lecturers and students from six study programs in Electrical Engineering Department. This research used quantitative descriptive analysis. The results showed that the performance of Electrical Engineering Department seen from lecturers' achievements containing the Three Pillars of Higher Education comprises of education, research, and community service was "Pretty Good", the performance of Electrical Engineering Department seen from the students' achievements involving academic achievement, organization, competition, and job relevancy in relation with alumni skill was "Good", and the all-around performance of Electrical Engineering Department was "Good".
Pelatihan Pemanfaatan dan Pengembangan Bahan Ajar Digital Berbasis Multimedia Interaktif untuk Menghadapi Era Revolusi Industri 4.0 Azhar Ahmad Smaragdina; Ahmad Mursyidun Nidhom; Dila Umnia Soraya; Rochmad Fauzi
Jurnal KARINOV Vol 3, No 1 (2020): Januari
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um045v3i1p53-57

Abstract

Kegiatan diperuntukkan guru-guru SMP di desa Turirejo Kec Lawang, dengan tujuan utama desa ini dapat menjadi pilot project dimana nantinya program pengabdian ini dapat berlanjut di beberapa desa di kecamatan yang lain. Era revolusi industri 4.0 telah membawa banyak perubahan pada berbagai aspek kehidupan dimana teknologi memiliki peranan yang sangat besar dan menjadi motor utama perubahan di setiap aspek. Guru idealnya memiliki kemampuan untuk mengembangkan bahan ajar dan media pembelajaran yang dapat diakses melalui perangkat digital, serta mampu memanfaatkan sumber-sumber belajar lain yang sesuai dengan karakteristik digital native. Hasil kegiatan telah dapat meningkatkan kapabilitas para guru dalam memanfaatkan dan mengembangkan bahan ajar digital berbasis multimedia interaktif, hal ini berdampak pada proses pembelajaran yang menjadi semakin variatif. Kata kunci— bahan ajar digital, literasi digital, multimedia interaktif, pelatihan, revolusi industry 4.0. Abstract The activity is aimed at junior high school teachers in Turirejo village, Lawang district, with the main objective of this village being a pilot project where this community service program is needed to be continued in several villages in other sub-districts. The era of the industrial revolution 4.0 has brought many changes to various aspects of life while technology has a very big role and is the main motor of change in every aspect. The teacher ideally has the ability to develop teaching materials and learning media that can be accessed through digital devices, and be able to use other learning resources that are compatible with the original digital characteristics. The results of the activities have improved the ability of teachers to develop and develop interactive multimedia-based digital teaching materials, this has improved the learning process which has become increasingly varied. Keywords— digital teaching materials, digital literacy, interactive multimedia, training, industrial revolution 4.0
PENGEMBANGAN KYORUGI SCORING DISPLAY SYSTEM DENGAN ARDUINO UNO DAN BORLAND DELPHI 7 Dila Umnia Soraya; Basalim Jabar
Genta Mulia : Jurnal Ilmiah Pendidikan Vol 8, No 1 (2017): GENTA MULIA : Jurnal Ilmiah Pendidikan
Publisher : STKIP Bina Bangsa Meulaboh

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (384.16 KB)

Abstract

Penelitian ini bertujuan untuk mendeskripsikan prosedur pengembangan Kyorugi Scoring Display System dengan menggunakan Borland Delphi 7 dan Arduino UNO sebagai remote control. Pengembangan Kyorugi Scoring Display System  merupakan salah satu solusi permasalahan bagi perusahaan penyedia papan skor (scoreboard) pertandingan taekwondo untuk meningkatkan efektifitas pengisian skor pertandingan berbasis antarmuka komputer. Karena papan skor pertandingan secara fisik masih memiliki banyak kelemahan, yaitu membutuhkan waktu lama dalam pengaturan skor karena menggunakan manual push button yang berdampak pada molornya jadwal pertandingan, tampilan papan skor pertandingan Taekwondo juga kurang lengkap, remote control papan skor terlalu besar sehingga menyulitkan juri untuk menilai, dan dimensi papan skor yang terlalu besar sehingga menyulitkan pengaturan penataan instrumentasi pertandingan. Berdasarkan permasalahan tersebut, perlu mengembangkan scoreboard berbasis antarmuka dengan fitur dan tampilan menarik yang dapat memudahkan juri memonitor skor, khususnya pada pertandingan taekwondo. Kyorugi Scoring Display System berupa antarmuka komputer (software) yang dikembangkan dengan menggunakan aplikasi Borland Delphi 7, dan Ardunino UNO sebagai remote control. Pengujian produk dilakukan dengan mengujicobakan produk ke beberapa ahli dan mencakup setiap layer produk. Hasil pengujian produk menunjukkan bahwa Kyorugi Scoring Display System berjalan dengan baik dibuktikan dengan kesesuaian antara masukan dari remote control dengan tampilan pada aplikasinya. Sehingga, dapat disimpulkan bahwa Kyorugi Scoring Display System dapat menjadi solusi dari permasalahan dalam pengisian skor pertandingan taekwondo menggunakan papan skor fisik yang memiliki banyak kekurangan.
Identifikasi Hasil Belajar Siskomdig Karena Efek POE Dibandingkan PRP Pada Siswa SMK Ines Rendra Kusuma; Setiadi Cahyono Putro; Dila Umnia Soraya
Jurnal Psikologi Pendidikan dan Konseling: Jurnal Kajian Psikologi Pendidikan dan Bimbingan Konseling Volume 4 Number 2 December 2018
Publisher : Program Studi bimbingan Konseling PPs UNM Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.173 KB) | DOI: 10.26858/jpkk.v4i2.7213

Abstract

The goals of this research are to find the difference of mean the cognitive and psychomotor learning outcome Simulation and Communication Digital due to implementation of POE learning model compare to learning model PRP . This research is using quasi experimental design through the type of Non-Equivalent Control Group Design. The hypothesist will be tested using Independent Sample of T-test. The result of this research showed that the mean difference test of students' learning outcomes in the cognitive obtained a significance of 0.006, while the psychomotor learning outcomes obtained a significance of 0.000. Based on the results of the average difference, the learning model that is superior to cognitive and psychomotor is the POE learning model. 
Educational Platformer Game (OOP-EduGame) to Enhance Student Motivation and Understanding in the Object Oriented Programming Subject Azhar Ahmad Smaragdina; Ahmad Mursyidun Nidhom; Dila Umnia Soraya; Gres Dyah Kusuma Ningrum; Muhammad Iqbal Akbar
International Journal of Applied Business and Information Systems Vol. 4 No. 2 (2020)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijabis.v4i2.446

Abstract

The Object-Oriented Programming (OOP) course aims to impart understanding and knowledge to students regarding basic-level object-oriented programming concepts and the implementation of inheritance, encapsulation, and polymorphism. This subject contains abstract concepts that require a high level of understanding and also a sufficiently strong memory which often makes students feel bored. We consider the need for a learning innovation that can boost student learning motivation and also make it easier for them to understand and remember abstract concepts in OOP material. Based on these problems, we plan to use games in learning activities. Games are a potential tool to support learning activities [1], where games can provide great motivation for students to play [2]. Furthermore, games are one of the 3 most popular applications in Southeast Asia[3], where this data is also confirmed by the Global Mobile Consumer Survey which shows that 47% of the population in Southeast Asia play games through their smartphones. Mobile game applications are also proven to be able to contribute to learning outcomes and student learning motivation. After conducting a review of the literature and analyzing related research, we think that the educational game application can be used theoretically as a solution to the problems we have described. This application is available anytime and anywhere that allows students to look deeper into the materials and to offer a virtual learning environment that is not restricted by the time and place to work together and share ideas for solving programming problems. The educational game that we developed is called OOP-EduGame, this game is a platformer game genre that is one of the most popular game genres. The development method for this application uses the ADDIE model. The results of validation from experts and the responses from users as a basis for measuring the readiness of the application for use in learning activities are also presented.
Identifikasi Hasil Belajar Siskomdig Karena Efek POE Dibandingkan PRP Pada Siswa SMK Ines Rendra Kusuma; Setiadi Cahyono Putro; Dila Umnia Soraya
Jurnal Psikologi Pendidikan dan Konseling: Jurnal Kajian Psikologi Pendidikan dan Bimbingan Konseling Volume 4 Number 2 December 2018
Publisher : Program Studi bimbingan Konseling PPs UNM Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.173 KB) | DOI: 10.26858/jpkk.v4i2.7213

Abstract

The goals of this research are to find the difference of mean the cognitive and psychomotor learning outcome Simulation and Communication Digital due to implementation of POE learning model compare to learning model PRP . This research is using quasi experimental design through the type of Non-Equivalent Control Group Design. The hypothesist will be tested using Independent Sample of T-test. The result of this research showed that the mean difference test of students' learning outcomes in the cognitive obtained a significance of 0.006, while the psychomotor learning outcomes obtained a significance of 0.000. Based on the results of the average difference, the learning model that is superior to cognitive and psychomotor is the POE learning model. 
Model Training for Involving Children in Housework as Development of Children's Strong and Independent Characters in the Family Environment Hardika Hardika; Tomas Iriyanto; Dila Umnia Soraya; Eny Nur Aisyah
International Research-Based Education Journal Vol 5, No 1 (2023)
Publisher : Faculty of Education Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um043v5i1p%p

Abstract

The involvement of children in household work is actually able to train the character formation of children's resilience and independence. However, today's parents have an orientation to educate and take care of children which is more directed towards the success of children in completing school academic tasks rather than completing daily household chores at home. As a result, many children experience independence disorders in completing their daily homework. This training aims to increase the knowledge and ability of parents about models and strategies for managing children's involvement in completing household tasks at home. The solution offered in this activity is training related to the model of involving children in household work at home for 76 parents and educators at the Tunas Bangsa Bakalan Krajan PAUD POS, Sukun District, Malang City. This training is conducted one day offline and 30 days online mentoring. The training was conducted using interactive discussion methods, training and focus group discussions. Material delivery includes (1) positive parenting for children's development and activities, (2) parental skills and attitudes that support the development of children's potential and personality at home, and (3) problems of parental involvement in the process of educating children's resilience and independence through involving children in solving problems. House chores. The steps of this training activity include identification of partner institutions' problems, identification of partner institutions' learning needs, preparation of training material frameworks, determination of training sources, preparation of training tools, training implementation, monitoring and evaluation, and follow-up activities plans. This training increases the knowledge and ability of parents and educators in implementing the model of involving children in household work and having awareness of the important impact of involving children in household work for the formation of independence and resilience in children's lives.