This study aims to group students into study groups (classes) based on learning styles utilising K-Means Clustering technique and Sum of Squared Error for cluster assessment. This study used type of ...learning style developed by Felder and Silverman, which includes four dimensions: (1) the learning process; (2) perception of learning; (3) information input; and (4) understanding of information. This study subjects were Universitas Sebelas Maret's students majoring in informatics Education consisting of 58 respondents. The results showed that the K-Means clustering approach with cluster evaluation using Sum of Squared Error produced the best clustering when the number of clusters was k=2. The cluster analysis showed that each class has different learning styles and characteristics. The first cluster (group) consists of 26 respondents and has the features of an active learning style in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and a balance between global and sequential in the information understanding dimension. Meanwhile, the second cluster (group) consists of 32 respondents and has a reflective tendency in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and global in the information understanding dimension.
This research aims to develop a design for a 3D Cooperative Multiplayer Online Game to introduce the traditional sport of “Gobak Sodor” to students. This research method used research and development ...based on the Multimedia Development Life Cycle (MDLC) steps consisting of concept, design, material collecting, assembly, and testing. Expert Judgement was required to evaluate and validate the developed design by considering various aspects. The testing conducted by media experts resulted in a score of 83,93%. The result of this study indicated that the proposed design falls into the highly feasible category. The results of this research imply that this media can be used to preserve traditional game culture.
Model Pembelajaran tutor sebaya merupakan model yang mana dalam proses pembelajarannya setiap peserta didik dipasangkan dengan peserta didik lain yang berperan sebagai tutor. Sedangkan model ...pembelajaran PBL merupakan model pembelajaran berbasis permasalahan (Problem Based Learning) yang digunakan di SMK Batik 2 Surakarta. SMK Batik 2 Surakarta. Penelitian ini digunakan untuk membandingkan penggunaan tutor sebaya dan PBL. Sehingaa penelitian ini menggunakan pendekatan kuatitatif dengan metode eksperimen semu atau quasi experimental dan model desain yang akan digunakan adalah “Pretest-Posttest Control Group Design”. Pengujian pada penelitian ini menggunakan 2 uji yaitu uji t dan uji gain ternormalisasi yang hasilnya adalah 1) ada pengaruh terhadap tingkat pemahaman peserta didik antara penggunaan model pembelajaran tutor sebaya dan PBL yang dibuktikan dengan uji t posttest dengan hasil Thitung > Ttabel, yakni 3,392 > 2,023. 2) Penggunaan model pembelajaran belajar tutor sebaya lebih efektif untuk meningkatkan pemahaman peserta didik dibandingkan dengan model pembelajaran PBL yang dibuktikan dengan uji gain ternormalisasi yang mana dari perhitungan tersebut didapatkan kelas eksperimen memperoleh skor 0,521 yang masuk dalam kategori sedang dan kelas kontrol memperoleh skor 0,203 yang masuk dalam kategori rendah.
Data of alumni from 2012 to 2015 found that the average percentage of students graduating on time was 22%. The comparison between the number of students who graduate on time and new students who ...enter each year is not comparable, therefore a study is needed to find out the factors that affect student graduation and to prediction of the graduation period of the student through data mining research using the C4.5 algorithm. The data tested was student alumni data from 2012 to 2015. The instruments studied include study period, academic year, GPA, corner focus, gender, intensity of work during college, type of thesis, intensity of campus internal organization, intensity of external organization of campus, UKT group, scholarship status, pre-college education, hobby intensity, intensity of game play, academic competition participation status, non-academic competition participation status, and availability of facilities and infrastructure. The best test results using percentage-split 75% obtained 83.33% accuracy as well as the rules contained in the decision tree.
Penelitian ini bertujuan untuk mengembangkan modul interaktif pada mata pelajaran simulasi digital dan mengetahui kelayakan modul interaktif berdasarkan penilaian ahli materi, ahli media, dan ...praktisi pembelajaran. Metode penelitian yang digunakan dalam penelitian ini adalah Penelitian dan Pengembangan (Research and Development). Pengembangan modul interaktif dilakukan dalam beberapa tahap. Tahap pertama yang dilakukan dalam penelitian ini adalah analisis isi materi dan analisis kebutuhan. Tahapan selanjutnya dari penelitian ini adalah pembuatan peta navigasi dan storyboard. Tahapan terakhir adalah pembuatan media, memvalidasi, merevisi, publishing, dan mengujicoba. Hasil penelitian menunjukkan bahwa modul interaktif memiliki skor 97% dari ahli materi yang termasuk dalam kategori sangat layak, 79% dari ahli media yang termasuk dalam kategori layak, dan 97% dari praktisi pembelajaran yang termasuk dalam kategori sangat layak.
Panji has evolved into a well-known folklore and an art form that provides a source of income for its conservationists. The purpose of this research is to examine the commodification and authenticity ...of Topeng Panji art in Bobung as an effort to face the era of globalization and localize the nation's cultural arts. The research was conducted in Bobung, Putat, Patuk, Gunung Kidul, Yogyakarta. This study uses a qualitative descriptive approach with a single case strategy. Data is sourced from informants, venues and documents/archives collected with in-depth interview techniques, participatory observations, and content analysis. The validity of the data is tested by source triangulation techniques and informant reviews. Data analysis is conducted with interactive analysis models with data reduction, data display, and verification procedures. The results of this study show that the Commodification of Topeng Panji is based on the increasing and complex needs of the community where the source of income from agriculture and plantations is not enough. The authenticity or art of Topeng Panji tradition in Bobung is maintained by the community by introducing it to the younger generation from an early age.
The main problem of students in solving problems is the low ability to think. This study aims to improve students' critical thinking skills and measure the effectiveness of the combination of flipped ...classroom learning models and mind mapping. This research method used is a quantitative approach with a quasi-experimental design. The sample from this study was 31 students from the experiment class and 31 students from the control class. Data collection is done through critical thinking tests. Before using multiple-choice pre-tests and post-tests, instruments are tested first using validity tests and reliability tests. The results showed that the critical thinking abilities of students in the experiment class through the combined learning of flipped classroom models and mind mapping were higher than the control class, interpreted from the post-test score of the experiment class 77.6 while the control class got a score of 71.4. From the effectiveness of the experiment, class learning also got a score gain of 40.4947 with a fairly effective category, while the control class gained a score gain of 38.0115 with ineffective categories.
This research aims to produce an information system of grade processing to allow the teacher in manage a report card of student grade. This information system is intended for use in vocational high ...school. This information system is web based, so it can be accessed by teacher to manage grades and students can see the result of their study. Method of this research is research and development (R&D) that implemented in SMK Negeri 1 Kudus. The data collection techniques are interview, quesioner and documentation. The Development of Academic Information System as a Web Based on Processing System of Student Grade in SMK Negeri 1 Kudus carried out with five stages : (1) Communication is discussions between researchers with the school about developing the system, (2) Planning is the planning needs of the functional, software and hardware requirements of the system are developed, (3) Modeling is the stage of system design that focuses on data processing. This phrase begins with the making of Usecase Diagram, Flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), Design of data base tables and their relationships and manufacturing design of interface system, (4) Construction is the stage where the design has been created, implemeted into the code (programme), (5) Deployment is the testing phrase to SMK to get feedback on the feasibility and development of a system which further. The final value of this research is 93,1% from expert system, 85,3% from the teacher and administration staff and 82.,4 % from the students, so it means that the system is highly feasible to be used.
Penelitian ini bertujuan untuk menguji ada tidaknya (1) perbedaan pengaruh penerapan model pembelajaran Discovery Learning dengan model Project Based Learning yang dikombinasikan teknik College Ball ...terhadap prestasi belajar peserta didik pada materi Kontrol Percabangan; (2) perbedaan pengaruh minat peserta didik terhadap prestasi belajar Kontrol Percabangan; dan (3) interaksi pengaruh antara penerapan model pembelajaran dengan minat terhadap prestasi belajar peserta didik pada materi Kontrol Percabangan. Populasi dalam penelitian ini adalah seluruh siswa kelas X MM di SMK Negeri 6 Surakarta. Sampel dalam penelitian ini sudah mencakup keseluruhan populasi yaitu kelas X MM 1 dan X MM 2. Penelitian ini menggunakan metode Eksperimen Semu Postest Only Control Group Design. Pengumpulan data dilaksanakan dengan pengambilan angket untuk data minat dan teknik tes untuk data prestasi belajar peserta didik. Analisis data menggunakan uji anava dua jalan dengan model faktorial, kemudian dilanjutkan dengan uji komparasi ganda menggunakan rumus Scheffe dengan taraf signifikansi 0,05. Hasil penelitian adalah sebagai berikut ini. Pertama, tidak ada perbedaan pengaruh yang signifikan antara model Discovery Learning dan model Project Based Learning kombinasi teknik College Ball terhadap prestasi belajar siswa, walaupun tidak terdapat pengaruh yang positif dan signifikan rata -rata nilai prestasi belajar peserta didik dengan model Project Based Learning kombinasi teknik College Ball memiliki nilai rata-rata yang lebih baik dibandingkan dengan siswa yang diberi pembelajaran dengan model Discovery Learning. Kedua, ada perbedaan pengaruh yang signifikan antara minat belajar peserta didik terhadap prestasi belajar peserta didik, dimana minat tinggi memberikan prestasi belajar yang lebih baik daripada minat rendah. Untuk minat belajar peserta didik kategori tinggi dan sedang memberikan pengaruh yang sama terhadap prestasi belajar, hal yang sama juga terjadi pada minat sedang dan rendah. Ketiga, tidak ada interaksi pengaruh antara penerapan model pembelajaran dengan minat peserta didik bersama -sama terhadap prestasi belajar siswa.
The emergence of the Covid-19 virus in Indonesia has caused in the learning process in schools to be changed into learning at home. The learning process is conducted by distance learning that makes ...use of technological developments. This study aims to determine the effect of the team assisted individualization (TAI) learning model by blended learning using Schoology on student learning results. This study uses a quantitative approach with a method of quasi-experimental design. Class X of Multimedia students in SMK Negeri 6 Surakarta were selected as the research sample. The experimental group was given a blended learning model using Schoology and team assisted individualization (TAI), and the control class was given a blended learning model using Schoology. The collected data in the form of learning test outcomes were used to find out the student cognitive ability, and observations were used to define the affective and psychomotor ability. The hypothesis t-test used independent-sample assessment with a 0.05 error level, showing the posttest learning results for both classes with a score of 0.002<0.05, which means that there are differences in learning outcomes between the two classes. Moreover, there was an improvement in student learning outcomes with the experiment class, gaining a total score of 0.3125, higher than 0.1354 of the control class.