The Effect of Problem Based Instruction Model Based on Learning Video and Educational Games Media on the Self Efficacy of Students of Class X SMK N 17 Jakarta

Authors

  • Gabriella Jessi Sitohang Universitas Negeri Jakarta
  • Ati Sumiati Universitas Negeri Jakarta
  • Santi Susanti Universitas Negeri Jakarta

DOI:

https://doi.org/10.54012/jcell.v1i2.9

Keywords:

Self efficacy, Problem Based Instruction, learning video, educational game

Abstract

This study discusses the differences in self-efficacy of class X students at SMK N 17 Jakarta from the application of the PBI learning model with the help of two different learning media. The media used in this research are learning videos which applied to the experimental class and educational games (quizizz) in the control class. The limitations of the problem in this study include, the broad scope only includes information obtained from the results of the application of the PBI learning model with two different media on student self-efficacy, the information presented, includes : application of the PBI learning model with learning video media and educational games, differences in student self-efficacy. The purpose of the study was to find evidence of whether there was a difference in student self-efficacy after the implementation of the PBI learning model with the help of two different media. Based on the data hypothesis test conducted by comparing the scores of the self-efficacy between the experimental class and the control class, it was concluded that there was a significant difference between the students' self-efficacy in both classes. The average score of self-efficacy in the experimental class is higher than the control class, so that in the future the use of learning video media can be one of the best alternative during the implementation of PBI learning model to support student self-efficacy.

Downloads

Download data is not yet available.

References

Abidin, Z., Hudaya, A., & Anjani, D. (2020). Efektivitas Pembelajaran Jarak Jauh Pada Masa Pandemi Covid-19. Research and Development Journal of Education, 1(1), 131. https://doi.org/10.30998/rdje.v1i1.7659

Adiga, U., & Adiga, S. (2015). REVIEW ARTICLE *PROBLEM BASED LEARNING. International Journal of Current Research, 7(06), 17181–17187.

Amanda, D. A., & Putri, A. R. (2019). Pengembangan Game Edukasi Pada Mata Pelajaran Matematika Materi Bangun Datar Berbasis Android di SDN 1 Jepun. JOEICT (Jurnal of Education and Information Communication Technology), 3(2), 160–168.

Argaheni, N. B. (2020). Sistematik Review: Dampak Perkuliahan Daring Saat Pandemi COVID-19 Terhadap Mahasiswa Indonesia. PLACENTUM: Jurnal Ilmiah Kesehatan Dan Aplikasinya, 8(2), 99. https://doi.org/10.20961/placentum.v8i2.43008

Cangara, H. (2006). Pengantar Ilmu Komunikasi. Jakarta: Raja Grafindo Persada. Retrieved from https://scholar.google.co.id/citations?user=iyjII0UAAAAJ&hl=id#d=gs_md_cita-d&u=%2Fcitations%3Fview_op%3Dview_citation%26hl%3Did%26user%3DiyjII0UAAAAJ%26citation_for_view%3DiyjII0UAAAAJ%3AHE397vMXCloC%26tzom%3D-420

Erawanto, U., & Santoso, E. (2016). Pengembangan Modul Pembelajaran Berbasis Masalah Untuk Membantu Meningkatkan Berfikir Kreatif Mahasiswa. JINoP (Jurnal Inovasi Pembelajaran), 2(2), 427. https://doi.org/10.22219/jinop.v2i2.2629

Fredy, F., Prihandoko, L. A., & Anggawirya, A. M. (2020). The Effect of Learning Experience on the Information Literacy of Students in the Ri-Png Border During Covid-19 Period. International Journal of Multicultural and Multireligious Understanding, 7(10), 171. https://doi.org/10.18415/ijmmu.v7i10.2067

Nafiah, Y. N., & Suyanto, W. (2014). Penerapan model problem-based learning untuk meningkatkan keterampilan berpikir kritis dan hasil belajar siswa. Jurnal Pendidikan Vokasi, 4(1), 125–143. https://doi.org/10.21831/jpv.v4i1.2540

Satrianingrum, A. P., & Prasetyo, I. (2020). Persepsi Guru Dampak Pandemi Covid-19 terhadap Pelaksanaan Pembelajaran Daring di PAUD. Jurnal Obsesi : Jurnal Pendidikan Anak Usia Dini, 5(1), 633. https://doi.org/10.31004/obsesi.v5i1.574

Siahaan, M. (2020). Dampak Pandemi Covid-19 Terhadap Dunia Pendidikan. Jurnal Kajian Ilmiah, 1(1), 73–80. https://doi.org/10.31599/jki.v1i1.265

Skaalvik, E. M., Federici, R. A., & Klassen, R. M. (2015). Mathematics achievement and self-efficacy: Relations with motivation for mathematics. International Journal of Educational Research, 72, 129–136. https://doi.org/10.1016/j.ijer.2015.06.008

Sudarman. (2000). Problem Based Learning : Suatu Model Pembelajaran untuk Mengembangkan dan Meningkatkan Kemampuan Memecahkan Masalah, 68–73.

Sugiyono. (2008). Metode Penelitian Pendidikan : Pendekatan Kuantitatif, Kualitatif dan R & D. Bandung: Alfabeta.

Suhartono, Y., & Rinabi, T. (2015). Rancangan Bangun Game Edukasi Bahasa Mandarin Untuk Anak Sekolah Dasar Berbasis Android, 53(9), 1689–1699.

Tripodi, N. (2018). First-year osteopathic students’ use and perceptions of complementary video-based learning. International Journal of Osteopathic Medicine, 30, 35–43. https://doi.org/10.1016/j.ijosm.2018.09.004

Utomo, A. Y., & Ratnawati, D. (2018). Pengembangan Video Tutorial Dalam Pembelajaran Sistem Pengapian Di Smk. Taman Vokasi, 6(1), 68. https://doi.org/10.30738/jtvok.v6i1.2839

Wardoyo, T. C. T. (2015). Pengembangan Media Pembelajaran berbasis Video Animasi pada Mata Pelajaran Mekanika Teknik di SMK Negeri 1 Purworejo. Universitas Negeri Yogyakarta.

Yin, K. Y., Bing, K. W., Hadi, F. S. A., & Bakar, M. S. A. (2020). The effect of video-based collaborative learning among economics’ undergraduates in Malaysia. International Journal of Advanced Science and Technology, 29(6), 272–281.

Downloads

Published

2021-09-14

Issue

Section

Articles