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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.
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.
Learning Innovation Strategies and Their Role in Promoting Student Active Participation in Informatics Education: A Qualitative Inquiry Aysie Safar Abdul Majid; Aris Budianto; Basuki Basuki
Journal of Informatics and Vocational Education Vol. 8 No. 2 (2025): Journal of Informatics and Vocational Education - July
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.v8i2.3556

Abstract

Active student participation is a recognized indicator of effective learning, yet passive engagement remains prevalent in Indonesian secondary classrooms, particularly in technology-intensive subjects such as Informatics. This qualitative descriptive study investigated how learning innovations implemented by an Informatics teacher influenced student active participation at a senior high school in Sukoharjo, Central Java, Indonesia. Using purposive sampling, eight participants were selected, comprising seven Grade XI students (six female, one male) and one experienced Informatics teacher. Data was collected through a direct semi-structured teacher interview of approximately 30 minutes, structured written responses from students comprising 13 open-ended questions, and classroom observation. Data was analyzed using thematic analysis. Three key themes emerged from the findings. First, practical and laboratory-based activities were the primary drivers of student engagement, with six of seven students reporting higher motivation during hands-on sessions. Second, teacher instructional methods, particularly interactive, discussion-based, and project-oriented approaches, directly influenced students' willingness to ask questions and contribute to group work. Third, individual interest in Informatics varied considerably, with one student expressing low motivation due to language barriers in English-language materials, highlighting the need for differentiated instruction. These findings suggest that contextually relevant, practice-centered learning innovations are essential for fostering active participation in Informatics education at the senior high school level in Indonesia.