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