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EFEKTIVITAS PENERAPAN MODEL PEMBELAJARAN STUDENT TEAM ACHIEVEMENT DIVISION (STAD) BERBASIS ONLINE DITINJAU DARI HASIL BELAJAR DAN DISIPLIN BELAJAR SISWA PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN Putri, Fadilla Risky; Maryono, Dwi; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.48242

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas  penerapan model pembelajaran  Student Team Achievement Division (STAD) berbasis online ditinjau dari hasil belajar dan disiplin belajar siswa pada mata pelajaran desain grafis. Subjek dalam penelitian ini adalah siswa kelas XI Multimedia II SMK N 6 Surakarta yang berjumlah 34 siswa. Metode yang akan digunakan dalam penelitian ini adalah metode eksperimen semu (quasi experimental design). Desain yang digunakan dalam penelitian ini pre-test dan post-test control design. Pengumpulan data melalui penyebaran angket kedisiplinan belajar dan hasil belajar. Berdasarkan data penelitian, dapat diketahui bahwa hasil dari uji t sampel berpasangan data skor tes hasil belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan hasil belajar. Hasil dari uji t sampel berpasangan data skor tes kedisiplinan belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan kedisiplinan belajar.
Developing Indonesia Sign Language (BISINDO) Application with Android Based for Learning Sign Language Nurpiena, Shinta Adhya; Wihidayat, Endar Suprih; Budianto, Aris
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i1.48629

Abstract

Problems that occur in learning Indonesian sign language, especially for the Solo area, are the scarcity of opening sign language classes for the public and the limited use of instructional media. To overcome this problem, an Android-based sign language learning media application was developed with the ADDIE research method. ADDIE method, namely analysis, design, development, implementation and evaluation. This research will focus on the feasibility test of the application of learning media by using the indicators on the ISO 25010, standard that is used to test the feasibility of the software. The aspects tested are functional suitability, usability aspects, portability aspects and validation by material experts and media experts. The results of the feasibility test obtained, for the functional suitability test 100%, usability test 83.2%, 100% portability test, 100% material expert test and 93% media expert and it can be concluded that the application of sign language learning media is feasible to use.
Feasibility Test Analysis on the UPT Humas UNS Information System Zunanta, Dimas Tegar; Wihidayat, Endar Suprih; Hatta, Puspanda
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.68904

Abstract

The development of the UPT Humas UNS information system is carried out using the analysis, design, development, implementation, and evalution (ADDIE) methods. The evaluation technique used is black box testing involving two programming experts to assess the functional readiness of the information system. The feasibility test was carried out using two methods, namely the usability scale (SUS) system to determine the level of usability and the technology acceptance model (TAM) for acceptance analysis of the UNS Public Relations UPT information system. Based on the evaluation that has been carried out, the UNS Public Relations UPT information system that has been successfully developed can run functionally to serve the 12 existing services with a little record of improvement. Judging from the average SUS score obtained, which is 69.75, it is classified as good overall for the level of usability. For the results of the TAM analysis consisting of 6 TAM research hypotheses, the ease of using SI has a significant effect on the expediency and attitude in using SI. The expediency of SI has a significant effect on the attitude to use and the intention to use SI. The attitude to use SI has a significant effect on the intention to use SI and the intention to use SI has a significant effect on the actual use of the system.
Application of Problem Based Learning Model with Mind Mapping Method to Improve Activeness And Students Learning Outcomes of XI TKJ 2 in Network System Administration Nurnaeni, Dwi; Effendi, Agus; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 3, No 2 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i2.47250

Abstract

This research aims to improve the results of activeness and learning outcomes Network System Administration through the application of Problem Based Learning Model with Mind Mapping method grade XI student TKJ SMK N 1 Sukoharjo. This research is a class action research (PTK). The study was conducted in two cycles consisting of four phases: planning, implementation, observation, and reflection. The subject in this study is a grade XI student TKJ SMK N 1 Sukoharjo which amounted 35 students. The data collection techniques used are tests, observations, interviews, and documentation. Data validity test techniques use data source triangulation techniques and triangulation methods. Data analysis techniques use quantative descriptive analysis models. Based on the results of the research, it is important to know that the implementation of Problem Based Learning’s model with Mind Mapping method can improve the results of activeness and learning outcomes Network System Administration in XI-grade students of TKJ SMK N 1 Sukoharjo. Such improvement can be proved by increasing cognitive, affective, and psychomotor values at each of its cycles. on average the student’s cognitive test scores were 66.09 with a percentage of 31.43%. The student’s affective value of 68.75 can be categorized less, while the percentage of the affective distance is  61.43%. On average, the student’s psychomotor value is 74.9,  the percentage of student’s psychomotor submission reaches 62.86%. The percentage of the activeness student’s is 65% can be categorized less. On the I cycle, the average cognitivevalue of students reaches 75.57 with a percentage of the  71.43% compensation. The average psychomotor value reaches 80, the percentage of student’s satisfaction is 74.28%, while the affective value reached 75 can be categorized well with a percentage of the compensation of 73.57%, and the percentage of the activeness student’s 77.24%. In cycle II, the cognitive average value increases to 83.42 with a percentage of the 88.57%, while the affective average value increased to 87.5 can be categorized very well with a percentage of the compensation of 82.86% and the average value psychomotor increased to 83.33, student’s submission value was 88.57%. and the percentage of the activeness student’s 82,14%. The conclusion in this study is the application of Problem Based Learning’s model with Mind Mapping method can improve the results of activeness and learning outcomes Network System Administration XI students of TKJ SMK 1 Sukoharjo.
Implementation of Project-Based Learning Models in 2D and 3D Animation Techniques to Improve Psychomotor Skills and Student Creativity of Class XI Multimedia SMK Negeri 3 Surakarta Fadilah, Eliza; Maryono, Dwi; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35748

Abstract

The purpose of this study is to (1) Improve psychomotor skills of students in creating 2D animation with a project-based learning model; (2) Know the increase in creativity of students of class XI MM 2 of SMK Negeri 3 Surakarta by implementing a project-based learning model on 2D and 3D animation engineering subjects. This research is a Classroom Action Research conducted in 2 cycles. Subjects in this study were students of class XI MM 2 of SMK Negeri 3 Surakarta, amounting to 36 people. Data collection techniques used were observation, document review, practice tests, and portfolio assessments. The data validity test technique used is triangulation and the data analysis technique used is descriptive statistics. The results of the study stated that after the project-based learning model was applied, (1) the percentage of completeness of the results of the psychomotor skills test had increased by 41.67% in the pre-action, 63.89% in the first cycle, and 80.56% in the second cycle; (2) the creativity of students in terms of fluency, flexibility, authenticity, and elaboration has increased. Based on observations, students look more active and responsible in completing tasks. The conclusion of this study is the application of Project Based Learning models in 2D and 3D Animation subjects can improve psychomotor skills and creativity of students of Class XI MM 2 of SMK Negeri 3 Surakarta in 2018/2019 Academic Year.