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SISTEM REKOMENDASI BURSA KERJA KHUSUS (BKK) SMK DENGAN METODE SIMPLE ADDITIVE WEIGHTING Isabela Maharani; Aris Budianto; Rosihan Ari Yuana
Sistemasi: Jurnal Sistem Informasi Vol 7, No 3 (2018): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1194.024 KB) | DOI: 10.32520/stmsi.v7i3.383

Abstract

Bursa Kerja Khusus (BKK) di Sekolah Menengah Kejuruan berguna untuk menyebarkan informasi lowongan pekerjaan bagi siswa/alumni SMK. Sistem ini bermanfaat menyebarkan informasi. Namun dengan banyaknya lowongan maka siswa diharuskan memilih perusahaan-perusahaan yang sesuai dengan minat dan keahliannnya. Untuk mengatasi masalah tersebut, pada penelitian ini akan dilakuan penggembangan sistem rekomendasi bagi Bursa Kerja Khusus (BKK). Selain membantu penyebaran informasi, sistem dilengkapi dengan fitur rekomendasi. Siswa/alumni calon pencari kerja akan mendapatkan rekomendasi mengenai perusahaan yang sesuai dengan minat dan keahliannya. Sedangkan bagi perusaan akan diberikan rekomendasi calon pendaftar yang memiliki keahlian yang dibutuhkan oleh perusahaan. Sistem rekomendasi menggunakan metode pengambilan keputusan Simple Additive Weighting. Metode Simple Additive Weighting memberikan bobot terhadap setiap atribut yang kemudian dilanjutkan dengan adanya proses perangkingan semua atribut. Penelitian dan pengembangan ini menggunakan metode penelitian Research and Development (R&D) oleh Borg and Gall. Pada penilaian oleh ahli sistem menunjukkan hasil 88.9%. Penilaian dari dua ahli substansi menunjukkan hasil 87.8%. penilaian dari siswa/ alumni SMK menunjukkan hasil 88.3%. Sedangkan penilaian dari perusahaan menunjukkan hasil 92.1%. Keseluruhan penilain tersebut berada pada rentang 81% - 100%, sehingga sistem dikategorikan sangat layak untuk digunakan.
PERANCANGAN INTELLIGENT TUTORING SYSTEM UNTUK PEMBELAJARAN JARINGAN KOMPUTER Aris Budianto; Rosihan Ari Yuana
Sistemasi: Jurnal Sistem Informasi Vol 8, No 1 (2019): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1587.567 KB) | DOI: 10.32520/stmsi.v8i1.411

Abstract

Proses pembelajaran mata kuliah Jaringan Komputer di prodi Pendidikan Teknik Informatika (PTIK), Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Sebelas Maret (UNS) terjadi sebuah gap antara Mahasiswa dari SMA dan SMK. Sebagian mahasiswa dengan latar belakang SMA belum memiliki konsep-konsep dasar Jaringan Komputer, sedangkan mahasiswa dari SMK sudah pada tahap sudah jauh lebih advance. Untuk menjembatani hal tersebut maka salah satu solusi yang bisa diimplementasikan adalah sebuah e-learning yang menyediakan sistem pembelajaran mandiri. E-learning yang dikembangkan akan menyediakan materi yang lengkap, latihan dan dan video tutorial. Pada penelitian ini, berbeda dengan E-Learning konvensional yang bersifat sama (flat) untuk setiap pengguna, E-Learning yang akan dikembangkan dilengkapi dengan Machine Learning metode Naïve bayes. Machine Learning akan membantu proses pembelajaran dengan pendekatan one-to-one, dimana sistem akan memiliki kemampuan mendeteksi kemampuan mahasiswa yang menggunakan E-Learning. Sistem menyesuaikan materi dan latihan sesuai dengan kemampuan pengguna dalam proses belajar mandiri. Dengan tutorial yang bertahap dan pendekatan yang berbeda dalam proses belajar setiap siswa diharapkan mampu meningkatkan pemahaman siswa mengenai mata kuliah Jaringan Komputer di PTIK, FKIP, UNS.
Automatic License Plate Recognition: State of the Art and The Opportunities for Implementation in Indonesia (Literature Review) Aris Budianto
Journal of Telematics and Informatics Vol 6, No 4: December 2018
Publisher : Universitas Islam Sultan Agung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/jti.v6i4.

Abstract

The Automatic License Plate Recognition (ALPR) has been becoming a new trend in transportation systems automation. The extraction of vehicle’s license plate information from image or sequence of images can be done without human intervention. Despite such technology has been widely adopted in developed countries, developing countries remain a far-cry from implementing the sophisticated image and video recognition for some reasons. This paper assesses the possibilities of implementing Automatic License Plate Recognition within Indonesia’s circumstances. Previous knowledge suggested in the literature, and state of the art of the automatic recognition technology is amassed for consideration in future research and practice.
Development of a Facial Recognition-based Attendance System using Binary Patterns Histograms Method and Telegram Bot Notification Qois Amin Fauzan; Aris Budianto; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.65789

Abstract

In carrying out attendance activities, most schools still use the manual attendance method, which utilizes the attendance book as a medium. However, the presence of the manual still causes some problems that arise when using this method. With the aim of this study, a "Facial Recognition-Based Attendance System" was created. This study used the Local Binary Pattern Histogram (LBPH) method to detect and recognize faces. The system is made to recognize the student's face and name, which the attendance system will then carry out along with the student's identity in the form of Name and Absence Number in real time to find out that the student is present in the class. The names that have been diabase can be saved through the XLS format. The result of this study is a facial recognition-based attendance system using the LBPH (Local Binary Pattern Histogram) method. The system is web-based, so users can easily access it through the internet. This research method uses research and development methods. This research stage consists of research and information collection, planning, and product draft development. The results of this study showed the feasibility level of facial recognition-based attendance systems. The eligibility rate obtained showed a score of 78.98%. From these results, this system is worthy of being used as an attendance system.
Enhancing Students’ Motivation in Algorithm Learning through Web-Based Visual Diagramming Tools: An ARCS Model Analysis Nahila Sibta Nadia; Aris Budianto; Basuki Sri Wibowo
Journal of Informatics and Vocational Education Vol. 8 No. 3 (2025): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i3.3345

Abstract

Learning algorithms and flowchart design in secondary informatics education often lack engaging instructional strategies that effectively foster students’ learning motivation. However, limited studies have examined how web-based visual diagramming tools influence students’ motivational dimensions in algorithm learning within the ARCS framework. This study provides empirical evidence on how web-based diagramming tools enhance motivational engagement in algorithm learning. A qualitative descriptive design was employed involving 36 tenth-grade students. The findings reveal that visual interaction through draw.io significantly increased students’ attention and engagement, improved contextual relevance of learning tasks, strengthened learners’ confidence in constructing flowcharts independently, and generated positive learning satisfaction. These findings extend the application of the ARCS model within web-based informatics instruction and highlight the potential of digital visual tools to enhance affective learning outcomes. Integrating digital visual media into informatics instruction can serve as an effective strategy to enhance students’ motivation and engagement in computational learning.
Enhancing Learning Outcomes in Vocational Animation Education: A Quasi-Experimental Study of Kahoot-Assisted Game-Based Learning in Indonesia Aris Budianto; Dinta Sannyaturohmah; Basori Basori
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i1.3457

Abstract

Student disengagement during theory-based instruction in vocational high schools remains a critical pedagogical challenge. Game-based learning (GBL) has emerged as an innovative approach to improve student engagement and achievement, particularly in vocational education. This study aimed to examine the difference in learning outcomes and the effectiveness of the Kahoot-assisted GBL model compared to conventional learning in the 2D Animation subject.  A quasi-experimental pretest-posttest control group design was employed. Sixty-one grade XI Multimedia students at a vocational high school in Surakarta were selected through cluster random sampling (experimental n=30, control n=31). Data were collected via validated achievement tests and analyzed using an independent sample t-test and normalized gain index. Results showed a significant difference in learning outcomes (t=5.548, p=0.000<0.05). The normalized gain score of the experimental class (g=0.52, medium category) was significantly higher than the control class (g=0.20, low category). Kahoot-assisted GBL is more effective than conventional learning in improving student learning outcomes in 2D Animation. These findings offer evidence-based guidance for vocational educators seeking to enhance theory-based learning through gamified digital tools. This study contributes to the limited body of evidence on gamified learning in vocational multimedia education within the developing country context.
Scrum-Driven Task Management for University IT Governance: A Multi-Role Usability Evaluation Muhammad Faried Saputra; Aris Budianto
Engineering Science Letter Vol. 5 No. 02 (2026): In Press - Engineering Science Letter
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.esl.002246

Abstract

Task management is an essential aspect of organizational operations that involves coordinating various work activities and facilitating collaboration among team members. However, in many organizations, task management processes are still carried out through informal communication channels such as direct conversations, email, or instant messaging applications, which complicate task monitoring and documentation. This study aims to develop a web-based task management system that supports more structured task management within the Directorate of Information and Communication Technology at Universitas Sebelas Maret. The system was developed through four iterative Scrum sprints over 10 weeks. Functional testing employed the Black-Box Testing method, and usability was assessed using the System Usability Scale (SUS) with 20 purposively selected respondents across four user roles: administrators, sub-directorate heads, section heads, and staff members. The results indicate that all system functions operated successfully, and the system achieved an average SUS score of 75.25 — categorized as Good and exceeding the standard usability benchmark of 68, with scores ranging from 71.0 (section heads) to 81.0 (administrators). These findings suggest that Agile Scrum-based development produces task management systems that are adaptive to organizational needs and well-accepted across hierarchical user roles, with implications for IT governance practice in higher education institutions.
Developing and Validating a Game-Based Financial Literacy Assessment for Early Childhood: An Evidence-Centered Design Approach Nurlaeli Fitriah; Aris Budianto; Saiful Hikmah
International Journal of Learning Reformation in Elementary Education Vol. 5 No. 02 (2026): Article in Press - International Journal of Learning Reformation in Elementary
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.ijlree.002177

Abstract

Financial literacy is an important skill that children need to have to face future economic challenges. However, the level of financial literacy among young children is still low, with many children lacking an understanding of basic financial concepts such as money management, saving, and distinguishing between needs and wants. Although various financial literacy education programs have been introduced, measuring the financial literacy of early childhood remains a challenge, as traditional evaluation methods are often ineffective and unsuitable for children's developmental characteristics. This article aims to develop and validate a game-based assessment instrument for measuring the financial literacy of early childhood, designed using the Evidence-Centered Design (ECD) framework. This study tested the effectiveness of game-based assessment in measuring financial literacy in early childhood through trials in two kindergartens in Malang, East Java, involving 100 students aged 5-6 years. The results of this study indicate that this game-based financial literacy instrument is enough valid and reliable for measuring children's financial literacy and the measurement results can be used as an evaluation tool for educators or institutions in developing more effective financial education policies that are appropriate to children's needs in schools.
Microlearning Videos to Foster Cyberbullying Understanding and Digital Empathy in Vocational Education: A Mixed-Methods Study Kharisma Rosyiana Putri; Aris Budianto; Agus Efendi
Journal of Pedagogy and Education Science Vol 5 No 02 (2026): Article in Press - Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.001787

Abstract

The rapid advancement of digital technology has transformed students’ learning behavior and online interaction, increasing the risk of cyberbullying among adolescents. This study analyzed vocational high school students’ understanding of the forms of cyberbullying through microlearning-based educational videos. A mixed-method sequential explanatory design was employed, integrating quantitative (one-group pretest–posttest) and qualitative (semi-structured interviews) approaches. Participants included 35 tenth-grade students from a vocational high school in Surakarta. Quantitative data were analyzed using inferential statistics and Normalized Gain (N-Gain), and qualitative data were analyzed thematically. The results showed a significant difference between pretest and posttest scores (p = 0.010; t = -2.722; df = 34), with an N-Gain of 0.0804, categorized as low. A per-aspect analysis further indicated improvements across most cyberbullying aspects, particularly harassment, cyberstalking, flaming, and elimination, while impersonation remained relatively stable. Qualitative findings revealed that students were able to translate, interpret, and apply concepts related to cyberbullying after watching the videos, indicating improved comprehension and ethical awareness. The study concludes that microlearning-based educational videos contributed to measurable yet modest improvements in conceptual understanding and digital empathy among vocational students. The novelty of this research lies in combining microlearning principles with video-based media to strengthen cyberbullying awareness and digital ethics education in vocational learning contexts.
SQL Island for SQL Learning in Indonesian Vocational Education: A Quasi-Experimental Study of Learning Outcomes and Motivation Anis Zahro Dwi Lutfiana; Aris Budianto; Dwi Maryono
Journal of Informatics and Vocational Education Vol. 9 No. 3 (2026): November 2026
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v9i3.3645

Abstract

Game-based learning (GBL) has gained considerable attention as a strategy to enhance student engagement in technical subjects, yet evidence from vocational secondary school contexts in Southeast Asia remains limited. This study examined the effect of SQL Island — a web-based SQL learning game — on the learning outcomes and motivation of Grade XI vocational students (RPL program) at SMK Negeri 2 Karanganyar, Indonesia. A quasi-experimental Pretest-Posttest Control Group Design was employed with 53 students (n=23 experimental, n=30 control) selected through cluster random sampling. Instruments included a 12-item essay test (ICC=0.985) and a 22-item Likert scale motivation questionnaire (Cronbach's α=0.770), both validated using Aiken's content validity formula. Data were analyzed using ANCOVA, Independent Samples t-test, Mann-Whitney U, and N-Gain in Jamovi. Results showed no significant effect of SQL Island on learning outcomes (ANCOVA: F=0.465, p=0.498, η²p=0.009) or motivation (t=0.030, p=0.976). Post-hoc power analysis revealed the study was substantially underpowered (1−β=0.07), contextualizing the null result. Critically, a ceiling effect in the experimental class (mean pretest=87.2/100) severely constrained measurable improvement, yielding negative mean N-Gain scores for both groups (experimental: −0.441; control: −0.186). These findings contribute methodological insight on ceiling effect as an underreported confound in quasi-experimental GBL research, and offer practical guidance for future implementations: pre-assessment screening, extended treatment duration (≥4 sessions), and language scaffolding are recommended before deploying SQL Island in vocational settings.