Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)

Implementation of Problem-based Learning Models Using E-Modules in Software and Game Development Courses to Improve Student Learning Outcomes in Vocational High Schools

Authors
Syaad Patmanthara1, Wahyu Nur Hidayat1, *, Figgo Anugerah1, Muhammad Aris Ichwanto2
1Department of Electrical and Informatics Engineering, Universitas Negeri Malang, Malang, Indonesia
2Department of Civil Engineering and Planning, Universitas Negeri Malang, Malang, Indonesia
*Corresponding author. Email: wahyu.nur.ft@um.ac.id
Corresponding Author
Wahyu Nur Hidayat
Available Online 6 February 2024.
DOI
10.2991/978-2-38476-198-2_90How to use a DOI?
Keywords
E-Module; Problem Based Learning; Project Based Learning
Abstract

The Covid-19 pandemic has encouraged the application of distance learning. E-Module is a teaching material that is used by teachers in conveying information/material that is independent. so that students can understand the material without the help of the teacher. Problems that occur in students of SMKN 5 Malang are students who are difficult and do not understand the material so that it needs to be overcome by implementing E-Modules with 2 models, namely Project Based Learning and Problem Based Learning. This research is in the form of an experiment that involves X PPLG 1 and X PPLG 2 SMKN 5 Malang . The results of this study indicate that there are differences in the learning outcomes of students who are given the treatment of Problem Based Learning and Project Based Learning. Based on the two learning models, the problem-based learning model has an average score that is higher than the project-based learning model, which is 85 compared to 73.61, so that problem-based learning in this case is better than project-based learning.

Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

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Volume Title
Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)
Series
Advances in Social Science, Education and Humanities Research
Publication Date
6 February 2024
ISBN
978-2-38476-198-2
ISSN
2352-5398
DOI
10.2991/978-2-38476-198-2_90How to use a DOI?
Copyright
© 2024 The Author(s)
Open Access
Open Access This chapter is licensed under the terms of the Creative Commons Attribution-NonCommercial 4.0 International License (http://creativecommons.org/licenses/by-nc/4.0/), which permits any noncommercial use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons license and indicate if changes were made.

Cite this article

TY  - CONF
AU  - Syaad Patmanthara
AU  - Wahyu Nur Hidayat
AU  - Figgo Anugerah
AU  - Muhammad Aris Ichwanto
PY  - 2024
DA  - 2024/02/06
TI  - Implementation of Problem-based Learning Models Using E-Modules in Software and Game Development Courses to Improve Student Learning Outcomes in Vocational High Schools
BT  - Proceedings of the 5th Vocational Education International Conference (VEIC-5 2023)
PB  - Atlantis Press
SP  - 649
EP  - 655
SN  - 2352-5398
UR  - https://doi.org/10.2991/978-2-38476-198-2_90
DO  - 10.2991/978-2-38476-198-2_90
ID  - Patmanthara2024
ER  -