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Ridho Nugroho; Edy Sulistiyo; Rina Harimurti; M. Syariffuddien Zuhrie

Venus: Jurnal Publikasi Rumpun Ilmu Teknik 2024 Asosiasi Riset Ilmu Teknik Indonesia

The absence of student textbooks in the new Creative and Entrepreneurial Project subjects in accordance with the current Merdeka Curriculum causes students to be less familiar with Creative and Entrepreneurial Project material. Therefore, researchers developed an Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book. The research conducted is a type of research and development (research and development). The product development model uses the ADDIE model which consists of Analyze, Design, Development, Implementation, and Evaluation. The development of textbooks uses augmented reality as a supporting media in textbooks. This research design adapts the One Group Pretest Posttest Design, with data collection techniques using questionnaires, observations, and tests. The research subjects involved 28 students of class XI Audio Video Engineering 2 at SMK Negeri 1 Kediri and validators consisting of two lecturers in the Electrical Engineering Education Study Program, and one teacher teaching Creative Projects and Entrepreneurship subjects at SMK Negeri 1 Kediri. The results showed that the level of validity of the textbook in terms of expert assessment was 91% with very valid criteria. The level of practicality of the book in terms of students' responses was 93% with very practical criteria. Learning outcomes with multiple choice tests showed an average pretest score of 64.64, while the average posttest score was 88.04. Based on the Wilcoxon test which shows the difference or increase in pretest and posttest scores has a significance value of 0.000. The significance value of the calculated results thus falls in the H0 rejection area because the significance value of 0.00 <0.05, in other words that the pretest and posttest scores have a significant difference or increase. Based on the calculation and analysis of student learning outcomes data, it can be concluded that the Augmented Reality-Based Creative and Entrepreneurial Project Teaching Book developed is effective in improving student learning outcomes.

Alma Eka Rakhmawati; Muhamad Rizki Mubarok; Dede Indra Setiabudi

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2022 LPPM Universitas 17 Agustus 1945 Semarang

This study aims to: 1) describe the multiple intelligences seen in student activities in the third grade 2013 curriculum; and 2) explain the development of multiple intelligences that have not been seen in student activities in the textbooks for class III students of the 2013 curriculum. The research conducted is included in the type of qualitative research. The data collection method used is literature study and discussion with colleagues. The results of the analysis of the thematic book for class III Objects Around Me 2013 curriculum that aspects of multiple intelligences have not been raised or developed as a whole. This can be seen in sub-theme 1 of intelligence that appears more dominant, namely linguistic intelligence and interpersonal intelligence, while intelligence that is not at all raised is naturalist intelligence. In sub-theme 2, visual-spatial intelligence and interpersonal intelligence are dominantly developed, and musical intelligence is not developed at all. Meanwhile, the 3 intelligence sub-themes that often appear are linguistic intelligence and intrapersonal intelligence, besides that musical intelligence has not yet been raised. And sub-theme 4 has visual-spatial intelligence and interpersonal intelligence that are often raised in student activities, the intelligence that is still lacking and has not been raised is musical intelligence. So that the results of the study can be concluded that in general the activities contained in the class III curriculum 2013 textbooks are able to develop eight intelligences.