Herminarto Sofyan
Universitas Negeri Yogyakarta

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Penerapan accelerated learning dengan pendekatan SAVI untuk meningkatkan motivasi dan hasil belajar kompetensi menggambar busana Mayliana, Esther; Sofyan, Herminarto
Jurnal Pendidikan Vokasi Vol 3, No 1 (2013): Februari
Publisher : Graduate School, Universitas Negeri Yogyakarta

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Abstract

Penelitian tindakan kelas ini bertujuan untuk meningkatkan motivasi belajar dan hasil belajar pada kompetensi menggambar busana dengan menerapkan accelerated learning melalui pendekatan SAVI (Somatic, Auditory, Visual, Intellectual). Penelitian terdiri dari tiga siklus setiap siklus dilakukan dua pertemuan. Kegiatan penelitian meliputi perencanaan, tindakan, observasi dan refleksi. Data motivasi belajar dan hasil belajar dianalisis dengan teknik statistik deskriptif. Hasil penelitian menunjukkan bahwa: (1) penerapan accelerated learning dengan pendekatan SAVI dapat meningkatkan motivasi belajar siswa sehingga jumlah siswa yang masuk kategori motivasi belajar tinggi dengan nilai 77,6 - 86,6 sebanyak 10 siswa (32,3%), jumlah siswa kategori motivasi belajar sedang dengan nilai 68,5 - 77,5 sebanyak 21 siswa (67,7%), dan tidak ada siswa (0%) dengan kategori motivasi belajar rendah dengan nilai 59,4 - 68,4; (2) penerapan accelerated learning dengan pendekatan SAVI dapat meningkatkan hasil belajar siswa sehingga jumlah siswa yang memperoleh nilai hasil belajar di atas KKM sebanyak 28 siswa (90,3%), sedangkan siswa dengan nilai hasil belajar di bawah KKM berjumlah 3 siswa ( 9,7%). APPLICATION OF ACCELERATED LEARNING WITH SAVI APPROACH TO IMPROVE MOTIVATION AND LEARNING RESULTS COMPETENCY DRAWING FASHIONAbstractThis study aims to improve the learning motivation and learning outcomes at fashion drawing competence by applying the accelerated learning SAVI (Somatic, Auditory, Visual, Intellectual) approach. This research consisted of three cycles, each of which consisted of two meetings. The research activities included planning, action, observation and reflection. The data on learning motivation and learning outcomes were analyzed using descriptive statistics technique.The results show that: (1) the application of accelerated learning using the SAVI approach can increase students’motivation so that the number of students who fall into the category of high learning motivation with scores 77.6 - 86.6 reaches 10 students (32.3%), the number of the students in the medium category of learning motivation with the scores of 68.5 - 77.5 reaches 21 students (67.7%), and no student (0%) falls in the low learning motivation category with scores of 59.4 - 68.4; (2) the application of accelerated learning using the SAVI approach can improve students’learning outcomes so that the number of students who can obtain the score of the learning outcomes above KKM is 28 students (90.3%), while the number of those with learning outcomes under the KKM is three students (9.7%).
Pengembangan multimedia interaktif kompetensi dasar mengoperasikan software basis data untuk SMK Negeri 1 Seyegan Yogiyatno, Wirawan; Sofyan, Herminarto
Jurnal Pendidikan Vokasi Vol 3, No 3 (2013): November
Publisher : Graduate School, Universitas Negeri Yogyakarta

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Abstract

Penelitian ini bertujuan untuk (1) menghasilkan produk multimedia interaktif pada Kompetensi Dasar Mengoperasikan Software Basis Data, (2) mengetahui kelayakan produk multimedia interaktif tersebut, (3) mengetahui keefektifan pembelajaran dengan multimedia interaktif yang dikembangkan dibandingkan dengan pembelajaran tanpa multimedia interaktif tersebut. Penelitian ini merupakan penelitian dan pengembangan berdasarkan model Alessi & Trollip yang pelaksanaan uji coba keefektifannya menggunakan quasi eksperimen. Data yang dikumpulkan meliputi kualitas produk pengembangan dan hasil belajar. Analisis data dilakukan dengan statistik deskriptif, inferensial menggunakan uji t, serta ukuran pengaruh. Hasil penelitian menunjukkan bahwa: (1) produk yang dihasilkan adalah multimedia interaktif berupa simulasi software basis data, (2) hasil tes alfa dan tes beta menunjukkan bahwa produk yang dikembangkan mempunyai kualitas baik sehingga layak untuk uji coba, (3) pembelajaran dengan multimedia interaktif yang dikembangkan lebih efektif dibandingkan dengan pembelajaran tanpa multimedia interaktif tersebut. DEVELOPING OPERATING DATABASE SOFTWARE BASIC COMPETENCY INTERACTIVE MULTIMEDIA FOR SMK NEGERI 1 SEYEGANAbstractThis study aims to (1) produce an interactive multimedia on Operating Database Software Basic Competency, (2) find out the quality of the product, (3) find out the effectiveness of learning using the developed product compared to learning without using it. This study was a research and development study based on Alessi & Trollip model in which the effectiveness tryout employed a quasi-experiment. The collected data consisted of those on the quality of the developed product and students learning outcome. The data were analyzed by means of the descriptive statistics, inferential statistics using t-test, and effect size. The results of the study shows that: (1) the developed product is an interactive multimedia which is a database software simulation, (2) the results of alpha and beta tests show that the developed product has a good quality so that it is appropriate for the tryout, (3) learning using the developed product is more effective than that without using it.
IMPLEMENTASI PBL UNTUK MENINGKATKAN MOTIVASI, KREATIVITAS DAN PEMAHAMAN KONSEP Pradipta, Anangga Widya; Sofyan, Herminarto
Jurnal Inovasi Teknologi Pendidikan Vol 2, No 1 (2015): April
Publisher : Graduate School, Yogyakarta State University

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Abstract

Penelitian ini bertujuan untuk meningkatkan motivasi, kreativitas, dan pemahaman konsep ilmu pengetahuan peserta didik melalui implementasi Problem Base Learning (PBL). Jenis penelitian ini adalah penelitian tindakan kelas yang mencakup 4 langkah kegiatan dalam 1 siklus yaitu perencanaan, tindakan, observasi dan refleksi. Subyek penelitian yaitu peserta didik dan guru kelas V SD Negeri Nomporejo pada semester kedua tahun ajaran 2012/2013. Seluruh peserta didik diberi tindakan menggunakan PBL. Data dikumpulkan melalui wawancara, observasi, skala motivasi dan tes. Hasil penelitian ini menunjukkan bahwa penggunaan PBL dapat meningkatkan: (1) motivasi, (2) kreativitas, dan (3) pemahaman konsep peserta didik Kelas V SD Negeri Nomporejo hingga kriteria sangat baik pada siklus III.  Aspek motivasi peserta didik meningkat dari rata-rata skor pra-tindakan sebesar 106,25 menjadi 157,95. Aspek kreativitas peserta didik meningkat dari rata-rata skor pra-tindakan 24,25 menjadi 42,6. Aspek pemahaman konsep peserta didik meningkat dari rata-rata skor pra-tindakan 16,5 menjadi 23,65.Kata Kunci: PBL, motivasi, kreativitas, pemahaman konsep_____________________________________________________________________ IMPLEMENTATION OF PBL TO INCREASE MOTIVATION, CREATIVITY AND CONCEPT UNDERSTANDING Abstract This study aims to improve student’s motivation, creativity, and understanding of natural science concepts through the implementation of Problem-Based Learning (PBL). This study was a classroom action research which included 4 steps in 1 cycle: planning, action, observation and reflection. The subject of the study comprised the fifth grade students of State Elementary School Nomporejo Sub-District of Galur, Regency of Kulon Progo. All students were given the treatment of using PBL. Data were collected using interviews, observation, motivation scale and test. Interview techniques was used in the preliminary study. Motivation scale was used to determine the students motivation. The results of the study show that the use of problem-based learning model can improve: (1) motivation, (2) creativity, and (3) concept understanding of the fifth grade students of State Elementary School Nomporejo Sub-District of Galur, Regency of Kulon Progo criteria very well until the third cycle. Aspects of students motivation scores increased from the mean of pre-action 106.25 to 157.95. Aspects of students creativity scores increased from the mean of pre-action 24.25 to 42.6. Aspects of students comprehension of the concept scores increased from the mean of pre-action 16.5 to 23.65.Keywords: PBL, motivation, creativity, concept comprehension
IMPLEMETASI PEMBELAJARAN BERBASIS PROYEK PADA BIDANG KEJURUA Sofyan, Herminarto
Jurnal Cakrawala Pendidikan No 2 (2006): Cakrawala Pendidikan, Juni 2006, Th. XXV, No.2
Publisher : LPPMP Universitas Negeri Yogyakarta

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Vocational education is oriented to the formation ofprofessional competency. Such competency has to be supported bynn1~:lt1"0 abilities, the acquisitionthese abilitiesneed comprehensive learning experiences. Project-a making learning experiencesmore interesting and meaningful to university students,or, thoseundergoing transitional training when entering a fieldofwork~The project-based learning model helps learners (1) to learnhefty and meaningful useof knowledge and skill built throughassignments and works, (2) to increase knowledge through curricularactivities and the executionofopen-ended planning or investigation,and (3) to build knowledge through real-world experiences andinter-personal cognitive negotiations conducted in an atmosphereofcollaborative work.Project-based learning enables learners to learn moreactively. The instructor, or, anyone in chargeof the instructionalprocess, stands encouragingly behind learners, who makes theinitiatives. The instructor facilitates learners projects and evaluateseach project in termsof its meaningfulness in and application ontheir daily life. Outcomes during the project represent results thatcan be measured authentically by the instructor in the learningprocess. So, in project-based learning, though not giving trainingactiveiy and directly, the instructor still has a role, as learninghelper, facilitator, and partner who understands students think
Peningkatan Mutu Pembelajaran Teknologi Pengecatan melalui Metode Jigsaw Bagi Mahasiswa Otomotif FT UNY Usman, Tawardjono; Sofyan, Herminarto; ., Gunadi
Jurnal Pendidikan Teknologi dan Kejuruan Vol 22, No 1 (2014): (Mei)
Publisher : Faculty of Enginnering, Yogyakarta State University

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The objective of the study was to investigate (1) the implementation of the jigsaw technique, (2) the students’ participation in the jigsaw technique, and (3) the learning achievement of the students in the course of painting technology through the jigsaw technique. This study used a classroom action research design developed by Kemmis and Mc Taggart in 2 cycles. The study was conducted in the Department of Automotive Engineering Education, Faculty of Engineering, Yogyakarta State University involving 28 students. The data collection method used documentation, observation and tests. The instruments used in this study include: an observation sheet and a written test. The data analysis techniques used comparative descriptive and qualitative. The results of this study were: (1) the implementation of the jigsaw technique was conducted in 2 cycles in the subject of painting defects, with the formation of the groups as heterogeneous, delivering the common materials, a pretest, and group discussions between the source and the expert groups (in 2 cycles), and a post test , (2) learning with jigsaw technique can improve the quality of the students’ learning, and (3) the jigsaw technique increases 74% of the value of the pretest and the post test.
KEEFEKTIFAN PELAKSANAAN PENDIDIKAN DAN LATIHAN KEJURUAN PT KALIMAS AI YOGYAKARTA Roziqin, Ahmad; Sofyan, Herminarto
Jurnal Pendidikan Teknik Mesin Vol 14, No 1 (2014)
Publisher : Jurusan Teknik Mesin, Fakultas Teknik, Universitas Negeri Semarang

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Abstract

Penelitian ini bertujuan untuk mengetahui: (1) keefektifan pelaksanaan pendidikan dan latihan kejuruanPT Kalimas AI Yogyakarta dengan menggunakan pendekatan evaluasi model four level Kirkpatrick pada level respon (reaction), hasil belajar (learning), perilaku kerja (behavior), dan (2) kelebihan dan kekurangan pelatihan. Jenis penelitian adalah penelitian evaluasi dengan menggunakan pendekatan model evaluasi Kirkpatrick pada tiga dari empat level evaluasi. Fokus evaluasi pada level respon (reaction), hasil belajar (learning) dan perilaku kerja (behav- ior). Responden dalam penelitian ini berjumlah 71 orang, yang terdiri dari 35 peserta PLK PT Kalimas AI, tiga in- struktur PLK, 13 supervisor industri dan 20 alumni PLK PT Kalimas AI yang bekerja di  Yogyakarta. Instrumen penelitian yang digunakan adalah kuesioner dan lembar observasi yang sudah divalidasi oleh ahli dan melalui uji va- liditas instrumen. Hasil penelitian pelaksanaan pendidikan dan latihan kejuruan PT Kalimas AI menunjukkan (1) pada level respon peserta, pelatihan sangat efektif dengan kecenderungan sebesar 80%; (2)  pada level respon alumni, pelatihan sangat efektif dengan kecenderungan sebesar 55%; (3) pada level hasil belajar peserta, pelatihan efektif dengan tingkat kecenderungan sebesar 85,71% dan hasil komparasi menunjukkan tidak ada perbedaan hasil belajar secara signifikan antara kelompok peserta pelatihan berdasarkan latar belakang pendidikannya; (4) pada level perilaku kerja alumni, pelatihan efektif dengan tingkat kecenderungan sebesar 75%; dan (5) kelebihan PLK PT Kalimas AI terdapat pada materi dan metode pelatihan, keuletan, kedisiplinan dan kerjasama peserta, ketelitian, keuletan kerja serta kemampuan alumni dalam menganalisa pekerjaan. Selanjutnya kekurangan PLK PT Kalimas AI terdapat pada konsumsi, peraturan pelatihan, alat dan bahan praktek, manajemen waktu dan kedisiplinan alumni pelatihan.
KEBUTUHAN MEDIA PEMBELAJARAN KELISTRIKAN OTOMOTIF DI LEMBAGA PENDIDIKAN PENCETAK CALON GURU TEKNIK OTOMOTIF Widjanarko, Dwi; Sofyan, Herminarto; Dwi Surjono, Herman
Jurnal Pendidikan Teknik Mesin Vol 14, No 1 (2014)
Publisher : Jurusan Teknik Mesin, Fakultas Teknik, Universitas Negeri Semarang

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Tujuan penelitian ini adalah untuk mengidentifikasi kebutuhan media pembelajaran kelistrikan otomotif di lembaga pendidikan pencetak calon guru teknik otomotif. Penelitian ini adalah penelitian expose facto dengan populasi adalah mahasiswa Pendidikan Teknik Otomotif di Universitas Negeri Semarang dan Universitas Negeri Yogyakarta yang sudah mengambil mata kuliah kelistrikan otomotif sebanyak 145 mahasiswa. Hasil penelitian menunjukkan bahwa media pembelajaran kelistrikan otomotif perlu dikembangkan untuk menunjang pembelajaran kelistrikan otomotif terutama  untuk  menjelaskan kerja sistem kelistrikan,  prinsip  dasar, nama komponen, dan fungsi komponen sistem kelistrikan.
The effectiveness of web-based interactive blended learning model in electrical engineering courses Effendi, Hansi; Soenarto, Soenarto; Sofyan, Herminarto
REiD (Research and Evaluation in Education) Vol 1, No 2 (2015): December
Publisher : Universitas Negeri Yogyakarta (Yogyakarta State University)

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The study was to test the effectiveness of the Web-Based Interactive Blended Learning Model (BLIBW) for subjects in the Department of Electrical Engineering, Padang State University. The design that the researcher employed was a quasi-experimental design with one group pretest-posttest, which was conducted on a group of students consisting of 30 people and the test was conducted for two times. The effectiveness of BLIBW Model was tested by comparing the average pretest scores and the average posttest scores both in the first trial and the second trial. The average prestest and posttest scores in the first trial were 14.13 and 33.80. The increase in the average score was significant at alpha 0.05. Then, the average pretest and posttest scores in the second trial were 18.67 and 47.03. The result was also significant at alpha 0.05. The effectiveness of BLIBW Model in the second trial was higher than in the first test. Those result were not entirely satisfactory and it might be caused several weaknesses in both tests such as: the number of sessions were limited, there was only one subject, and the number of students who were subjected too limited. However, the researcher would like to conclude that the BLIBW Model might be implemented as a replacement alternative for the face-to-face instruction.
Improving students’ mastery on automotive electrical system using automotive electrical multimedia Widjanarko, Dwi; Sofyan, Herminarto; Surjono, Herman Dwi
REiD (Research and Evaluation in Education) Vol 2, No 1 (2016): June
Publisher : Universitas Negeri Yogyakarta (Yogyakarta State University)

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This research was conducted to study the improvement of students’ understanding of automotive electrical system by applying automotive electrical multimedia. The multimedia was developed and validated by automotive and multimedia experts before being applied in teaching and learning processes. The research design was a single group pretest-posttest design with three field testing. The results showed that in the preliminary field testing, the students’ understanding increased by 32.55%; in the main field testing, the understanding was up to 64.89%; and in the operational field testing, the understanding became 77.36%. This indicates that automotive multimedia could increase the students’ understanding of automotive electrical system significantly.
Pengembangan multimedia interaktif kompetensi dasar mengoperasikan software basis data untuk SMK Negeri 1 Seyegan Yogiyatno, Wirawan; Sofyan, Herminarto
Jurnal Pendidikan Vokasi Vol 4, No 1 (2014): Februari
Publisher : Graduate School, Universitas Negeri Yogyakarta

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Penelitian ini bertujuan untuk (1) menghasilkan produk multimedia interaktif pada Kompetensi Dasar Mengoperasikan Software Basis Data, (2) mengetahui kelayakan produk multimedia interaktif tersebut, (3) mengetahui keefektifan pembelajaran dengan multimedia interaktif yang dikembangkan dibandingkan dengan pembelajaran tanpa multimedia interaktif tersebut. Penelitian ini merupakan penelitian dan pengembangan berdasarkan model Alessi & Trollip yang pelaksanaan uji coba keefektifannya menggunakan quasi eksperimen. Data yang dikumpulkan meliputi kualitas produk pengembangan dan hasil belajar. Analisis data dilakukan dengan statistik deskriptif, inferensial menggunakan uji t, serta ukuran pengaruh. Hasil penelitian menunjukkan bahwa: (1) produk yang dihasilkan adalah multimedia interaktif berupa simulasi software basis data, (2) hasil tes alfa dan tes beta menunjukkan bahwa produk yang dikembangkan mempunyai kualitas baik sehingga layak untuk uji coba, (3) pembelajaran dengan multimedia interaktif yang dikembangkan lebih efektif dibandingkan dengan pembelajaran tanpa multimedia interaktif tersebut. DEVELOPING OPERATING DATABASE SOFTWARE BASIC COMPETENCY INTERACTIVE MULTIMEDIA FOR SMK NEGERI 1 SEYEGANAbstractThis study aims to (1) produce an interactive multimedia on Operating Database Software Basic Competency, (2) find out the quality of the product, (3) find out the effectiveness of learning using the developed product compared to learning without using it. This study was a research and development study based on Alessi & Trollip model in which the effectiveness tryout employed a quasi-experiment. The collected data consisted of those on the quality of the developed product and students’ learning outcome. The data were analyzed by means of the descriptive statistics, inferential statistics using t-test, and effect size. The results of the study shows that: (1) the developed product is an interactive multimedia which is a database software simulation, (2) the results of alpha and beta tests show that the developed product has a good quality so that it is appropriate for the tryout, (3) learning using the developed product is more effective than that without using it.