2 research outputs found
Revolutionary Flipbook-Based Digital Comic: Changing Student Engagement in Learning
The development of digital technology has had a significant impact on various aspects of life, including education. The use of digital media in learning is a necessity to motivate and increase students' interest in learning. One form of digital media that attracts attention is flipbook-based comics. This research aims to develop digital flipbook-based comics as an innovative learning tool to increase students' interest in learning. This research uses a 4D development approach (Define, Design, Develop, and Disseminate) to design, develop, and implement digital flipbook-based comics as an innovative tool aimed at increasing students' interest in learning. This research also involved testing with a number of students to evaluate the effectiveness and attractiveness of digital flipbook-based comics as a learning tool. The data collected involves aspects of learning interest, understanding of the material, and student satisfaction with the use of digital flipbook-based comics. The research results show that the use of digital flipbook-based comics can significantly increase students' interest in learning. Students responded positively to the interactive and fun learning experience. Therefore, the development of digital flipbook-based comics is an innovative solution in increasing students' interest in learning in this digital era
Improving the Quality of Learning Through Project Based Learning (PjBL) With the STEAM Approach in CAD Courses in the Department of Automotive Engineering Universitas Negeri Padang
The application of the Project Based Learning (PjBL) learning model in CAD courses has so far not been satisfactory. the results of the design drawings produced by students could not be implemented because the size, component layout, beauty did not meet the criteria. As a result, the students failure rate in CAD courses from 2019 to 2022 is quite high. PjBL with the STEAM approach is a solution because with STEAM the design of the images produced by students is based on criteria Science, Technology, Engineering, Art and Mathematics. This type of research uses Classroom Action Research, which is an examination of activities that are deliberately raised and occur in a class, and have 3 Cycle. The process of implementing the research consists of four components, namely planning, action, observation, and reflection. The population is Diploma 3 Automotive Engineering Students in Faculty of Engineering, Universitas Negeri Padang (FT UNP) who are enrolled in the CAD course for the Semester January - June 2022 and totaling 46 students. The data collection techniques through observation sheets and students performance in designing drawings using CAD software. The results of the study show that the implementation of PjBL with the STEAM approach can improve the quality of learning. The quality of learning observed is the activity of lecturers and students and learning outcomes. The percentage of lecturer activity in the learning process is 77% and increases in cycles 2 and 3 with percentages of 85.90% and 89.6%. While students activity in the learning process cycle 1 obtained a percentage of 62.4%, increased in cycles 2 and 3 of 73.20% and 87.70%. courses computer aided design using a project-based learning approach STEAM can increase the average value of students. This is based on the average grade of students drawing projects in cycle 1 of 33.04, Whereas in cycle 2 it was 69.80 and the average students score in cycle 3 was 76.42.The application of the Project Based Learning (PjBL) learning model in CAD courses has so far not been satisfactory. the results of the design drawings produced by students could not be implemented because the size, component layout, beauty did not meet the criteria. As a result, the students failure rate in CAD courses from 2019 to 2022 is quite high. PjBL with the STEAM approach is a solution because with STEAM the design of the images produced by students is based on criteria Science, Technology, Engineering, Art and Mathematics. This type of research uses Classroom Action Research, which is an examination of activities that are deliberately raised and occur in a class, and have 3 Cycle. The process of implementing the research consists of four components, namely planning, action, observation, and reflection. The population is Diploma 3 Automotive Engineering Students in Faculty of Engineering, Universitas Negeri Padang (FT UNP) who are enrolled in the CAD course for the Semester January - June 2022 and totaling 46 students. The data collection techniques through observation sheets and students performance in designing drawings using CAD software. The results of the study show that the implementation of PjBL with the STEAM approach can improve the quality of learning. The quality of learning observed is the activity of lecturers and students and learning outcomes. The percentage of lecturer activity in the learning process is 77% and increases in cycles 2 and 3 with percentages of 85.90% and 89.6%. While students activity in the learning process cycle 1 obtained a percentage of 62.4%, increased in cycles 2 and 3 of 73.20% and 87.70%. courses computer aided design using a project-based learning approach STEAM can increase the average value of students. This is based on the average grade of students drawing projects in cycle 1 of 33.04, Whereas in cycle 2 it was 69.80 and the average students score in cycle 3 was 76.42