•  
  •  
 

Keywords

learning media, adobe flash professional, level of creative thinking, programmable logic controller (PLC)

Document Type

Article

Abstract

This study uses adobe flash professional based learning media for experimental class while in control class using CourseLab media. Learning media based on adobe flash professional designed in the form of applications for smartphones and computers or notebooks. This study aims to determine the interaction and differences in learning result for students who have low and high creative thinking level who learn by using adobe flash professional media than students who use the media CourseLab. This research was conducted in department D3 mechatronic class of 2015 at State University of Trunojoyo Madura (UTM) on PLC course and using factorial design 2 x 2, with total of students in the experimental class as much as 44 people and total of students in the control class as many as 26 people. Data Processing Technique for hypothesis testing, used two-independent-samples test technique. If the prerequisite test of normality and homogeneity is not met, we will use the mann-whitney u test technique. Research finds: (1) for students who have a low level of creative thinking, who learn by using adobe flash professional learning media, psychomotor domain learning outcomes is significantly higher than students who learn by using instructional media CourseLab; (2) for students who have a high level of creative thinking, who learn by using adobe flash professional learning media, psychomotor domain learning outcomes is significantly higher than students who learn by using instructional media CourseLab; and (3) there is a significant interaction between the level of students' creative thinking and learning media, to psychomotor domain learning outcomes. Research suggests: (1) research subjects used at least more than 150 students, to obtain better data (normal distributed data); and (2) the preparation of tools and materials must be in accordance with the needs to be used, so that the quality of learning is increasing.

Page Range

267-276

Issue

3

Volume

8

Digital Object Identifier (DOI)

10.21831/jpv.v8i3.21552

Source

https://journal.uny.ac.id/index.php/jpv/article/view/21552

References

Anderson, L. W., & Krathwohl, D. R. (2010). Pembelajaran, pengajaran, dan asesmen. Yogyakarta: Pustaka Pelajar.

Daryanto. (2010). Media pembelajaran. Yogyakarta: Gava Media.

European University Association. (2007). Creativity in higher education. Belgium: EUA.

Heinich, R., & Russell, J. D. (1982). Instructional media. Amerika: Miriam Seda.

Huddleston, R. (2010). Adobe flash catalyst CS5 bible. Hoboken: Wiley Publishing Inc.

Kaufman, J. C., & Sternberg, R. J. (2010). The cambridge handbook of creativity. New York: Cambridge University Press.

Kozma, R. B. (1991). Learning with Media. Review of Educational Research, 61(2), 179-211. https://doi.org/10.3102/00346543061002179

Leow, F. T., & Neo, M. (2014). Interactive multimedia learning: innovating classroom education in a malaysian university. TOJET: The Turkish Online Journal of Educational Technology, 13(2), 99.

Mantasia, M., & Jaya, H. (2016). Pengembangan teknologi augmented reality sebagai penguatan dan penunjang metode pembelajaran di SMK untuk implementasi Kurikulum 2013. Jurnal Pendidikan Vokasi, 6(3), 281. https://doi.org/10.21831/jpv.v5i3.10522

Marrapodi, J. (2003). Critical thinking and creativity an overview and comparison of the theories. In Partial Fulfillment Of the Requirements of ED7590 Critical Thinking and Adult Education. Providence.

Montgomery, D. C. (2013). Design and analysis of experiments. United States: John Wiley & Sons, Inc.

Munadi, Y. (2013). Media pembelajaran. Jakarta: GP Press Group.

Munandar, U. (2014). Pengembangan kreativitas anak berbakat. Jakarta: Rineka Cipta.

Munir. (2013). Multimedia dan konsep aplikasi dalam pendidikan. Bandung: Alfabeta.

Nazir, M. I. J., Rizvi, A. H., & Pujeri, R. V. (2012). Skill development in multimedia based learning environment in higher education: an operational model. International Journal of Information and Communication Technology Research, 2(11).

Nopriyanti, N., & Sudira, P. (2015). Pengembangan multimedia pembelajaran interaktif kompetensi dasar pemasangan sistem penerangan dan wiring kelistrikan di SMK. Jurnal Pendidikan Vokasi, 5(2). https://doi.org/10.21831/jpv.v5i2.6416

Paul, R., & Elder, L. (2008). Critical & creative thinking. The Foundation for Critical Thinking.

Presiden Republik Indonesia. Undang-Undang Republik Indonesia nomor 20 tahun 2003 tentang sistem pendidikan nasional (2003). Indonesia.

Silver, E. A. (1997). Fostering creativity through instruction rich in mathematical problem solving and problem posing. Zentralblatt Für Didaktik Der Mathematik, 29(3), 75-80. https://doi.org/10.1007/s11858-997-0003-x

Siswono, T. Y. E. (2008). Implementasi teori tentang tingkat berpikir kreatif dalam matematika. In Seminar Konferensi Nasional Matematika XIII dan Konggres Himpunan Matematika Indonesia (pp. 1-16). Semarang: Jurusan Matematika FMIPA Universitas Negeri Semarang.

Sternberg, R. J. (2006). The nature of creativity. Creativity Research Journal, 18(1), 87-98. https://doi.org/10.1207/s15326934crj1801_10

Sukardi. (2012). Metodologi penelitian pendidikan kompetensi dan praktiknya. Jakarta: PT. Bumi Aksara.

Sun, P.-C., & Cheng, H. K. (2007). The design of instructional multimedia in e-learning: a media richness theory-based approach. Computers & Education, 49(3), 662-676. https://doi.org/10.1016/j.compedu.2005.11.016

Surjono, H. D. (2015). The effects of multimedia and learning style on student achievement in online electronics course. TOJET: The Turkish Online Journal of Educational Technology, 14(1), 116-122.

Suryabrata, S. (2013). Metodologi penelitian. Jakarta: Rajawali Pers.

Tomei, L. A. (2005). Taxonomy for the technology domain. United States of America: Idea Group Inc.

Torrance, E. P. (1965). Scientific views of creativity and factors affecting its rowth. Daedalus, 94(3), 663-681.

Wahana Komputer. (2012). Buku shortcourse series: Adobe Flash CS6. Yogyakarta: Andi Offset.

Wirawan, A. W., Indrawati, C. D. S., & Rahmanto, A. N. (2017). Pengembangan media pembelajaran kearsipan digital untuk meningkatkan hasil belajar siswa SMK Negeri 3 Surakarta. Jurnal Pendidikan Vokasi, 7(1), 78-86. https://doi.org/10.21831/jpv.v7i1.12879

Zhang, Y. (2015). Sustaining lesson study in schools with positive peer leadership. International Journal for Lesson and Learning Studies, 4(2), 140-154. https://doi.org/10.1108/IJLLS-07-2014-0018

Share

COinS