IMPLEMENTASI MICROMETER SIMULATOR TERHADAP HASIL BELAJAR SISWA DI SEKOLAH MENENGAH KEJURUAN

IMPLEMENTASI MICROMETER SIMULATOR TERHADAP HASIL BELAJAR SISWA DI SEKOLAH MENENGAH KEJURUAN

  • ichwalul fanizzar al ubaidah lubis universitas negeri surabaya
  • Rachmad Syarifudin Hidayatullah Universitas Negeri Surabaya
Keywords: Learning Outcomes, Micrometer, Quasi Experiment

Abstract

Education is a learning process to develop the potential, skills and personal characteristics of students through a conscious and planned effort. Vocational High Schools (SMK) are institutions that are given the responsibility to produce graduates who have special abilities, expertise and skills so they can immediately enter the world of work. The education taught in Vocational High Schools is not only theoretical but has practical learning, where practical learning is more emphasized for students to master. This research is an experimental research using the Quasi Experiment Design method of the Non Equivalent Pre-test Posttest type. Quasi Experiment Design Method Non Equivalent Pretest Posttest Design with observational design which was carried out twice, namely before the experiment and after the experiment.

References

Soeprajogo, M. P., & Ratnaningsih, N. (2020). Perbandingan Dua Rata-Rata Uji-T. Pusat Mata Nasional. Rumah Sakit Mata CICENDO.
Yunus, Y., & Sardiwan, M. (2018). Perancangan dan Pembuatan Media Pembelajaran Berbasis Android pada Mata Pelajaran Sistem Komputer. JURNAL PTI (PENDIDIKAN DAN TEKNOLOGI INFORMASI) FAKULTAS KEGURUAN ILMU PENDIDIKAN UNIVERSITA PUTRA INDONESIA “YPTK” PADANG, 31–41. https://doi.org/10.35134/jpti.v5i2.11
I Sofi’. (2014). Rancangbangun Mesin Penyangrai Kopi dengan Pengaduk Berputar Coffee’s Roaster Design Machine with Rotating Mixer. TekTan J. Ilm. Tek. Pertan, 6, 1–70.
A. Akbar dan N. Noviani. (2019). Tantangan dan Solusi dalam Perkembangan Teknologi Pendidikan di Indonesia. Pros. Semin. Nas. Pendidik.Progr.Pascasarj. Univ. Pgri Palembang, 2, 18–25.
NURISA, K., & ABDUL GHOFUR, M. (2019). PENGEMBANGAN MEDIA PEMBELAJARAN GAME EDUKASI BERBASIS ANDROID PADA MATA PELAJARAN EKONOMI KELAS X IPS SMA NEGERI 1 BANGKALAN. Jurnal Pendidikan Ekonomi (JUPE), 7(2), 38–43. https://doi.org/10.26740/jupe.v7n2.p38-43
Hidayah, N., Puspa Arum, A., & Apriyansa, A. (2021). Project-Based Learning (PjBL): Advantages, Disadvantages, and Solutions to Vocational Education (in Pandemic Era). Proceedings of the 3rd International Conference on Law, Social Sciences, and Education, ICLSSE 2021, 09 September 2021, Singaraja, Bali, Indonesia. https://doi.org/10.4108/eai.9-9-2021.2313669
Yusnia, Y., Pendidikan, D., & Bandung, K. (2019). PENGGUNAAN MEDIA VIDEO SCRIBE DALAM PEMBELAJARAN. 10(1), 71–75.
Widad, F., Ibrahim, M., Thamrin, M., & Kasiyun, S. (2021). EDUKATIF: JURNAL ILMU PENDIDIKAN Implementasi Penggunaan Media Pembelajaran Berbasis Video Melalui Daring di Sekolah Dasar. 3(5), 3263–3268.
Lestari, A. I., Senjaya, A. J., & Ismunandar, D. (2019). PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID MENGGUNAKAN APPY PIE UNTUK MELATIH PEMAHAMAN KONSEP TURUNAN FUNGSI ALJABAR. Pedagogy: Jurnal Pendidikan Matematika, 4(2), 1–9. https://doi.org/10.30605/pedagogy.v4i2.1437
Sugiyono. (2018). Metode Penelitian Kuantitatif, Kualitatif, dan R&D. Alfabeta.
Fahmeyzan, D., Soraya, S., & Etmy, D. (2018). Uji normalitas data omzet bulanan pelaku ekonomi mikro desa senggigi dengan menggunakan skewness dan kurtosi. Jurnal Varian, 2(1), 31–36.
Published
2023-07-03
Section
Pendidikan Teknik Mesin
Abstract Views: 42
PDF Downloads: 23