7 research outputs found

    Petualangan Bersama CBI (Computer Based Instruction)- Flipped Classroom Pada Mata Pelajaran Jaringan Komputer: Efek Empiris

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    CBI-flipped classroom adalah salah satu media pembelajaran berbasis komputer yang relevan dengan perkembangan pembelajaran pada revolusi industri 4.0. Perkembangan internet, komunikasi virtual dan sistem manajemen pembelajaran, terdapat banyak universitas dan institusi pendidikan yang tertarik pada CBI- flipped classroom. Penelitian tentang dampak dari CBI- flipped classroom pada keterampilan siswa, terdapat hasil yang tidak konsisten yang ditunjukkan oleh media tersebut mungkin tidak cocok untuk semua konteks pembelajaran. Sehingga tujuan dari penelitian ini adalah untuk melihat dampak dari CBI- flipped classroom pada keterampilan siswa pada mata pelajaran Komputer Jaringan. Penelitian ini didasarkan pada pendekatan deduktif menggunakan metode quantitative. Hasil dari penelitian ini menunjukkan bahwa siswa yang diajarkan menggunakan CBI- Flipped classroom telah meningkatkan keterampilan dibandingkan siswa yang tidak menggunakan CBI- flipped classroom

    The Impact of Work Experience on Entrepreneurial Intention among Vocational Education Students

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    One entrepreneurship-related subject that has produced a lot of research is the investigation of entrepreneurial intention (EI). This study aims to investigate the impact of students' work experience across the four categories (SN, ES, ATE, and EE). The methodology employed in this study is quantitative, using a structural equation modelling (SEM) approach. The participants were assigned to multidisciplinary workgroups comprising six to eight individuals with backgrounds in management and engineering. There were five-course iterations between the 2021–2022 academic years. There were 250 students registered for this course. This research supports the belief that instruction in entrepreneurship can improve one's abilities in this area, even if it does not necessarily result in immediate action. This study highlights the importance of entrepreneurial education in increasing entrepreneurial intention among students. Additionally, students' belief in their abilities to become entrepreneurs, based on factors such as technical skills, social skills, and risk-taking abilities, is not affected by prior work experience. The study recognises that students' career experience is essential in understanding the significance of entrepreneurial education in fostering entrepreneurial intention

    Computer Assisted Instruction (CAI) Integrated Case Method-Flipped Classroom: Innovative Instructional Model to Improve Problem-Solving Skill and Learning Outcome of TVET Students

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    The post-pandemic has affected all educational institutions, including TVET. The situation has shifted fully online learning into a blended one, conducted online through e-learning and onsite through face-to-face learning. In this learning, students must do self-directed learning before coming to the class, known as the flipped classroom method. On the other hand, to trigger their effort to do so, applying the case method is valuable to improve their problem-solving skill. Therefore, the flipped classroom and case method integration needs to be implemented. In the flipped classroom method, students must use CAI media to optimise the learning outcome. This study aims to see the effectiveness of integrating CAI into case method-flipped classrooms in improving the problem-solving skills and learning outcomes of TVET students. This study used a quasi-experiment with a pre-test and post-test control group design. The research instruments were a questionnaire and an achievement test with 62 participants. Based on the results, it was found that there was a significant difference in students’ problem-solving skills and learning outcomes between control and experimental groups. Research findings showed substantial improvements in students’ material understanding and problem-solving skills. Students reported high engagement and satisfaction with the proposed interactive learning model. Thus, it can be concluded that the CAI-integrated Case Method-Flipped Classroom effectively improves TVET students’ problem-solving skills and learning outcomes. The novelty of this research is that it offers an innovation from various learning models in TVET that TVET educators can implement. The model provides time efficiency availability of such a lead-in that bridges the initial material to the primary material. Hence, the investigation results in this study provide a new knowledge reference for the TVET education curriculum

    Technopreneurship and It-Preneurship in Vocational Education Perspective: Perspective Theory

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    This study aimed to examine a descriptive review of technopreneurship and IT-preneurship viewed from an aspect of vocational education perspective. Descriptively, this research will provide an overview of the technopreneurship and IT-preneurship that must be possessed by vocational tertiary institutions. Technopreneurship and IT-preneurship is one part of entrepreneurship based on technology. The world of vocational education is obliged to produce generations who not only have an entrepreneurial spirit, but also have a spirit of technopreneurship and IT-preneurship. Communicating important technology in developing entrepreneurial spirit is a challenge for the world of vocational education. This article is a conceptual paper related to publish publications related to the themes in this article and this article discusses the concepts of technopreneurship and IT preneurship in the perspective of vocational education and also enhances entrepreneurship development in the world of vocational education

    Filsafat pada Pendidikan Kejuruan yang Mengacu Pada Perkembangan Zaman dan Pengalaman Pada Negara-Negara Berkembang: Perspektif Teori

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    Perubahan teknologi dan perkembangan zaman yang terjadi saat ini telah mempengaruhi semua aspek pendidikan, termasuk pendidikan kejurua. Hal tersebut membuat Pendidikan kejuruan mengahadapi banyak masalah yang harus diselesaikan, sehingga diperlukan pembelajaran dari Pendidikan kejuruan pada negara-negara berkembang. Artikel ini bertujuan untuk membahas tentang perspektif teori yang komprehensif tentang filosofi, alasan dan sistem pendidikan kejuruan (TVET), yang mengacu pada perkembangan zaman. Artikel ini mengkaji tentang sejumlah faktor penting yang mempengaruhi alasan-alasan dan kemungkinan sistem yang diadopsi oleh TVET di negara-negara berkembang. Dalam konteks inilah makalah ini berfokus pada filosofi, alasan, dan struktur serta strategi terkait yang dianggap paling cocok untuk sistem TVET masa depan. Artikel ini menggunakan metode literatur review dengan mengkaji sebanyak 20 artikel nasional maupun internasional. Hasil dari penelitian ini menunjukkan bahwa pengembangan pendidikan kejuruan (TVET) di negara-negara berkembang akan membutuhkan strategi untuk setiap negara yang mempertimbangkan konteks ekonomi, sosial dan politik yang unik dari negara yang bersangkutan. Sementara beberapa pelajaran dapat dipetik dari pengalaman negara-negara maju, adalah dari sumber gagasan dan pilihan kebijakan terbesar yang tersedia dari negara-negara berkembang itu sendiri. Berdasarkan hal tersebut, dapat disimpulkan bahwa pentingnya berbagi ide dan pengalaman serta berpartisipasi dalam usaha dan skema Kerjasama adalah hal yang tidak dapat diremehka

    Flipped Classroom-Computer Based Instruction untuk Pembelajaran Pada Revolusi Industri 4.0: Rancang Bangun dan Analisis Kebutuhan

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    Technology has reached a level where today is a time for genuine educational reform that increases the achievement of student content by teaching lessons relevant to the industrial revolution 4.0. In the era of the industrial revolution 4.0, the challenges faced by education involved the cultivation of new technologies, because students were raised on new technologies so that they were impatient if they only filled out worksheets and listened to lectures, so that interesting media such as the Computer Based Instruction-Flipped Classroom were needed. The purpose of this study is to determine the needs analysis and design of the Computer Based Instruction-Flipped Classroom. The method used in this study is the SDLC (System Development Life Cycle) waterfall. The results of this study explain that the age of vocational students is in the range of 15 years to 18 years where vocational students are entering the stages of adolescent development. Characteristics of students at that age have a tendency to like contrasting colors, but not striking. Combining the components of color, music, and student creativity in learning with fun, it takes interesting media such as Computer Based Instruction-Flipped Classroom, as well as the design of Computer Based Instruction-Flipped Classroom using flowcharts, Unified Modeling Language (UML), which consists of designs use cases and sequence diagrams

    Augmented Reality Technology as a Complement on Graphic Design to Face Revolution Industry 4.0 Learning and Competence: The Development and Validity

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    This study aims at developing the augmented reality application technology, a complementary learning on graphic design to face the skills and learning of the industrial revolution 4.0. This study uses a 4D (four-D) development method for the development of augmented reality application technology and uses a survey method for validity. This AR application will be validated by 12 experts, while the respondents used in filling out the needs analysis questionnaire at the define stage (four-D) are students and lecturers of Informatics Engineering Education, Padang State University. The results of this study indicate that on the analysis of the achievement of the learning process, it can be seen that there are still expectations and advantages in the achievement of the learning process desired by lecturers and students, where the learning process is still in the sufficient category and 80%, students need development of technology as complement reality to be used as learning media in the learning process. The validation test also shows that the augmented reality application technology is included in the valid category with an average value of V value of 0.933. So, it cannot be denied that the augmented reality application technology is valid to be used in the learning process
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