4 research outputs found

    Exploring iSpring Suite for Android-Based Interactive Instructional Media in Electrical Lighting Installation Subject

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    In today’s digital era, interactive learning media is the right solution to improve the quality of effective and efficient learning. An active engagement between students and learning media using iSpring Suite can enhance student understanding and enthusiasm and motivate students in teaching and learning. This research aims to create Android-based interactive media using iSpring Suite for electric lighting installation learning materials. This research uses the Research and Development (R&D) method with a 4-D development model. This research consists of several stages: defining, designing, developing, and disseminating, and was conducted using validation sheet instruments. The results of this study indicated that the learning media experts confirmed that it was 93.8% valid. At the same time, the materials experts confirmed that it was 90.8% valid. Based on the validity percentage, Android-based interactive learning media using iSpring Suite is highly recommended for electric lighting installations subject. It has been well-tested and effectively applied as an Android-based interactive learning medium

    Improved learning outcomes of CNC programming through Augmented Reality jobsheet learning media

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    This study aims to determine: (1) the differences in learning outcomes of students who are taught using Augmented Reality (AR) jobsheet learning media with students taught using conventional learning media, (2) differences in learning outcomes of highly motivated students and low motivated students, and (3) the interaction between Project Based Learning learning methods and learning motivation in influencing learning outcomes. This research is a quasi-experimental research with a population of 64 people, the sample was taken as many as 32 people using the cluster random sampling method. Data were collected using a questionnaire for learning motivation and tests for learning outcomes. The data analysis technique used is descriptive analysis and two-way analysis of variance (Two Ways Anova). The research results found: 1) there are differences in student learning outcomes taught by the Project Based Learning learning method compared to student learning outcomes taught conventionally with Fcount of 7.98 (2) there are differences in learning outcomes of highly motivated students with low motivated students with Fcount 34.40, and (3) there is no learning interaction between learning methods and learning motivation in influencing student learning outcomes with Fcount 3.1

    Effectiveness of Distance Learning Computer Numerical Control Based on Virtual Laboratory Using a Metaverse Platform to Improve Students’ Cognitive Ability and Practice Skills

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    This study analyzes the effectiveness of virtual laboratory-based distance learning as a means of improving the learning outcomes of students’ cognitive abilities and practical skills in the Computer Numerical Control course. This study utilized a pre-experimental design with a onegroup pretest-posttest structure. The research subjects were 31 second-year vocational students from the Department of Mechanical Engineering at Universitas Negeri Padang who had recently participated in four distance learning sessions. The research instruments included a pre-test, a post-test, and a student perception survey to assess the effectiveness of virtual laboratory treatment. The findings of this study demonstrate that the presence of a virtual laboratory enhances learning outcomes in terms of cognitive abilities. The pre-test value for cognitive abilities was 52.04, which increased to 82.36 in the post-test. Similarly, the pre-test value for practical skills was 56.98, which improved to 83.44 in the post-test. These improvements significantly contribute to the enhancement of learning outcomes, as indicated by an average N-gain value of 0.642 in the medium/effective category. We conclude that the use of virtual laboratory media through the Metaverse platform is effective for distance learning. This method reduces the initial requirement of 24 hours of face-to-face learning to just five hours of more effective self-study

    Virtual Reality Adventures as an Effort to Improve the Quality of Welding Technology Learning During a Pandemic

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    Indonesia is one of the countries affected by changes in the education system and learning activities. Learning media aims at attracting students' interest in improving their cognitive and understanding of learning. The selection of media should be based on the following criteria: effective, useful, flexible, affordably accessible, and most importantly in line with learning objectives. Therefore, Virtual Reality-based learning media is the right technology for building online learning conditions to appear more real and real-time. This study aims to develop a VR-based learning media for welding technology courses. This study employed a Research and Development (R&D)  method with a 4D development model consisting of define, design, develop, and disseminate. Stages are carried out in stages with analytical and experimental formulations. The results showed that the total average indicators of the VR learning media material validation witch was 0.87 (valid) and the design validation assessment was 0.88 (valid). It can be concluded that the validation results of the learning media developed are declared valid and have been well tested, and are effective to be applied to welding technology learning
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