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Full-Text Articles in Education

Students' Learning Experiences With Lms Tes Teach In Flipped-Class Instruction, Zamzami Zainuddin, Hardika Dwi Hermawan, Febritesna Nuraini, Santo Mugi Prayitno Dec 2019

Students' Learning Experiences With Lms Tes Teach In Flipped-Class Instruction, Zamzami Zainuddin, Hardika Dwi Hermawan, Febritesna Nuraini, Santo Mugi Prayitno

Elinvo (Electronics, Informatics, and Vocational Education)

The purpose of this study was to identify the impact of implementing a Learning Management System (LMS) 'TES Teach' on students' learning experiences in a computer-assisted language learning (CALL) course with flipped-class instruction. For the data collection procedure, an individual interview with ten undergraduate students from an Indonesian college was conducted to demonstrate the potential impacts of the LMS in students' meaningful learning activities. The observation of students' learning activities on the LMS was also recorded to support the interview data. The LMS was adopted to distribute and receive information, thus, the students were able to monitor learning activities, learn …


Pengembangan Modul Elektronik Pemrograman Berorientasi Objek Untuk Siswa Kelas Xi Rekayasa Perangkat Lunak Dengan Model Four-D, Angkati Permani, Priyanto Priyanto Dec 2019

Pengembangan Modul Elektronik Pemrograman Berorientasi Objek Untuk Siswa Kelas Xi Rekayasa Perangkat Lunak Dengan Model Four-D, Angkati Permani, Priyanto Priyanto

Elinvo (Electronics, Informatics, and Vocational Education)

This article aims to explain the feasibility of an electronic-based "Making Object Oriented Program with Class" learning module. This study uses an R&D (Research and Development) approach with the Four-D development model. The research population was Grade XI Software Engineering Students of SMK Negeri 1 Rembang Purbalingga. The results showed that each aspect included in the category was very feasible with the average score obtained in the aspect of self-instruction was 3.10, the stand alone aspect was 3.33, the adaptive aspect was 3, the user friendly aspect was 3, the aspect of content eligibility was 3 and the aspect of …


Pengembangan Media Pembelajaran Berbasis Role Playing Game (Rpg) Untuk Siswa Kelas X Smk Negeri 3 Yogyakarta, Putu Yana Swadyaya Dec 2019

Pengembangan Media Pembelajaran Berbasis Role Playing Game (Rpg) Untuk Siswa Kelas X Smk Negeri 3 Yogyakarta, Putu Yana Swadyaya

Elinvo (Electronics, Informatics, and Vocational Education)

The purpose of this study is to develop a game like learning media program about resistor's color code reading and simple resistor circuits made in RPG Maker MV game engine for grade X vocational school student. The developed learning media includes: learning media program, student workbook, and a complementary module book. The method of research and development is used in this study. Descriptive analysis was used on the feasibility analysis of learning media. Result of experts and users test validation stated that the developed learning media is in the feasible category based on all validated and tested aspects. First educational …


Pengembangan Modul Pembelajaran Teknik Kerja Bengkel Sebagai Bahan Ajar Kelas X Teknik Audio Video, Fariz Budi Widada, Sri Waluyanti Dec 2019

Pengembangan Modul Pembelajaran Teknik Kerja Bengkel Sebagai Bahan Ajar Kelas X Teknik Audio Video, Fariz Budi Widada, Sri Waluyanti

Elinvo (Electronics, Informatics, and Vocational Education)

The 2013 curriculum encourages the development of instructional media that can encourage the creation of more effective learning and support students to be creative. This research aims to determine the steps to develop a workshop technique module for learning and satisfying process for learning. This learning module is used in workshop technique, subject class X skill competency audio-video technique in SMK Muhammadiyah 3 Yogyakarta. This research using method Research and Development (R&D) version Borg and Gallyang have been simplified by Anik Ghufron with 4 steps: 1) introduction study; 2) Development; 3) experiment test; 4) disseminate. The result of the research …