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Pengembangan Media Berbasis Mind map untuk Meningkatkan Pemahaman Siswa pada Pelajaran Teknik Pengolahan Video Cobena, Desy Yanty; Maryono, Dwi; Basori, Basori
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 4 No. 2 (2019): November 2019
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.902 KB) | DOI: 10.21831/elinvo.v4i2.18434

Abstract

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media's advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is "very appropriate". The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.
Perlakuan Panas Lapisan Hasil Multilapis Hardfacing Dengan Elektroda AWS A5.13 EFe2/A5.1 E7018 Susetyo, Ferry Budhi; Basori, Basori; Lubi, Ahmad
Jurnal Ilmiah Giga Vol 24 No 2 (2021): Volume 24 Edisi 2 Tahun 2021
Publisher : Universitas Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47313/jig.v24i2.1238

Abstract

Hardfacing adalah salah satu teknik dalam pengelasan yang berfungsi untuk meningkatkan nilai kekerasan permukaan suatu material. Selain itu untuk meningkatkan kekerasan permukaan dapat juga dilakukan dengan melakukan perlakuan panas pada material. Umumnya hardfacing dilakukan pada material baja karbon rendah, karena baja karbon rendah tidak bisa ditingkatkan kekerasannya dengan perlakuan panas. Untuk itu akan dilakukan kombinasi dari proses hardfacing secara multilapis dan dilanjutkan dengan perlakuan panas dengan tujuan untuk mendapatkan kekerasan lapisan yang optimum. Metodologi dalam penelitian ini adalah akan dilakukan pengelasan hardfacing secara multipis dimana lapis pertama dengan elektroda AWS A5.13 EFe2, lapis kedua dengan elektroda AWS A5.1 E7018 dan lapis ketiga dengan elektroda AWS A5.13 EFe2. Setelah selesai proses hardfacing, kemudian dilakukan perlakuan panas serta pendinginan cepat dengan dua media yang berbeda yaitu oli dan minyak sayur. Hasil dari penelitian ini adalah berdasarkan foto struktur mikro, struktur yang terbentuk adalah perlite, ferrite dan martensite dan kekerasan yang dihasilkan untuk sampel tanpa perlakuan panas, sampel dengan pendinginan oli dan sampel dengan pendinginan minyak sayur masing-masing adalah 468,1, 490,4 dan 532,4 VHN. Kesimpulan dari penelitian ini adalah sampel dengan pendinginan minyak sayur memiliki kekerasan tertinggi karena lebih banyak martensite yang terbentuk. Sedangkan sampel tanpa perlakuan panas menghasilkan kekerasan terendah karena struktur yang terbentuk ferrite dan pearlite.
Analysis of Student Learning Interests Based on Peer Learning Interests According to Crowds Behavior Theory Luthfia, Izza; Basori, Basori; Kurniasari, Kurniasari
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 17, No 1 (2024): January
Publisher : Faculty of Teacher Training and Education Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v17i1.81695

Abstract

The findings of observations collected at school showed that students in class XI PPLG B still had relatively low levels of learning interest and that those students' interests were heavily influenced by those of their peers, which served as the basis for this study. This study used the Crowd Behavior Theory to analyze students' learning interests about the interests of their peers. Descriptive-analytical study using a qualitative approach was the methodology employed. Thirty-five students from class XI PPLG B and one teacher in the PPLG area of competence participated in the study. Purposive sampling was the method used to choose the participants. Data for the study were gathered through interviews and observation. While the interview instrument employed multiple question items that were submitted to the informant, the class teacher, the observation instrument used an observation sheet with several statement items. The data analysis results indicate that students' learning interests are significantly influenced by their peers' learning interests. According to the teacher's interview, groups with similar goals and perspectives might arise from the interactions of peers with different behavioral tendencies. The influence of peers has a direct effect on other students' learning spirits, as evidenced by the observational data. The idea that an individual's interest in learning may be influenced by their group is supported by Le Bon's (2002) Crowd Behavior Theory, which is consistent with this.
Analysis of Game-Based Learning Models in the Motor Development Students 12th Grade Vocational High School in Surakarta Karim, Rifa'i Abdul; Basori, Basori; Kurniasari, Kurniasari
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 17, No 1 (2024): January
Publisher : Faculty of Teacher Training and Education Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v17i1.81697

Abstract

This research is undermined by the need to understand the impact of Game-Based Learning (GBL) models on the motor development of 12th grade RPL Vocational High School in Surakarta. There is an analysis of the gaps associated with the application of GBL in the context of vocational education. The problem formula of this study covers the extent to which the game-based learning model contributes positively to the motor development of 12th grade students. The research method applied is qualitative, with qualitatively descriptive techniques involving the investigation of the motor development of the learners in the application of Game-Based Learning. Data collection on this research uses observation and interview.  The participants in this study were 12th grade RPL A pupils and one of RPL Vocational High School teacher in Surakarta. There are four games that are followed by the pupils: Crossword, Matching Pictures, Guess Letters, and Snake Stairs, which discuss Mobile Device Web Programming subjects related to Android Studio and Flutter materials. Research findings suggest that applying the GBL model to the motor development of 12th grade pupils can improve typing skills, training rigor, agility, and caution. The application of this model is very good because it invites students to learn while playing, which makes them feel happy because so much knowledge is acquired. In addition, the majority of Vocational High School students orientation after graduation is working, so they are more likely to do practice than theory. It can be concluded that the GBL model contributes positively to the motor development of 12th grade RPL Vocational High School students in Surakarta.
Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects Hasri, Septi Auliya; Basori, Basori; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.613 KB) | DOI: 10.20961/ijie.v3i1.32116

Abstract

The purpose of this study was to determine whether Kahoot-based game-based learning models can influence learning interest and learning outcomes of participants being educated. Participants from a Vocational School in Surakarta Indonesia were involved in the research. This study used a quasi-experimental method (quasi-experimental design) with pretest-posttest control design. This study used two control and experimental groups. Control with conventional learning and experiment with Kahoot. Data collection is done by distributing questionnaires and learning outcomes tests. The hypothesis test used was a paired sample t-test and independent sample test using the error level of 0.05. The results showed interest in the control class decreased 6.6% and learning outcomes increased by 2.8%. The results of the experimental class study showed interest in learning increased by 6.7% and learning outcomes increased by 9.9%. Hypothesis testing shows the posttest value of both classes' learning interest 0,000 <0,050 and posttest learning outcomes 0,00 <0,05 which means there are differences in the results of the posttest of the two classes. Thus, there are differences and improvements with the use of Kahoot.
The Analysis of Reward Systems Implementation in Basic Network Course: Case Study of a Vocational School in Solo, Central Java. Setyowati, Anisa; Efendi, Agus; Basori, Basori
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.13198

Abstract

The 2013 curriculum requires students to take an active and creative role in teaching and learning. Submission of materials in basic network learning process is still using a more dominant learning method that is owned by the teacher (teacher centered). It makes students in the learning process becomes more passive, so the students' activity in the learning process is still in the low category. One of the solutions to improve students 'learning activeness is by using tools or media that can attract students' attention. Learning tool or media is expected to help students to be interested and can play an active role in teaching and learning process. Learning tool or media used in this research is application of reward system. This study aims to (1) Know the difference between the use of reward system application in terms of activeness (2) to know the effectiveness of the use of reward system application in terms of student activeness. This research type is quantitative research with research design that is quasi experimental design with posttest only control design design. Techniques of collecting research data using questionnaires, interviews, and observation. Data analysis using t test and gain index analysis. The results of research are as follows: 1) there is difference of influence of using reward system application that is by t independent t test. Based on the analysis result obtained tcount of 3,790. ttable = 2.64208 at 5% error level with df = 76. So thitung> ttabel. 2) the reward system application is more effective with the experimental class result of -thount 3,703> -ttable 2,642 (76) while the Control class is -thount> -ttable (2,642,76) (1,016 <-2,642) and sig <0,05.
Students' Empathy Attitude in Helping To Overcome Difficulties in Mobile Device Programming Learning Bella, Setya; Basori, Basori; Kurniasari, Kurniasari
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.82738

Abstract

Learning is a process of making people or living creatures learn. Learning is very important for students in an era of increasingly rapid technology, one of which is learning to program mobile devices. Of course, in learning there must be achievements learning that must be achieved by students. To achieve learning, students must overcome challenges with different levels of difficulty. This level of difficulty can influence the emotional development of students, especially in providing a sense of empathy towards other students. This research raises the problem of the level of difficulty faced by students in the process of learning mobile device programming and how to empathize in helping students overcome these difficulties. This research method uses a qualitative method with a descriptive approach where the researcher describes the literature review and describes the answers to existing problems. By collecting data through interviews, observations and literature studies. This research was carried out at one of the 11th grade Surakarta State Vocational Schools in phase F on the achievements per mobile device programming element. Based on the results of research in learning mobile device programming, educators know the importance of understanding students' level of difficulty using theory Bloom's Taxonomy and students' empathetic attitude towards the difficulties they face based on Erik Erikson's theory. So that an empathetic attitude can influence students' success in achieving learning.
The Comparison Between the Use of Blender and 3DS Max application toward students' Comprehension of 3D Animation Subject at Vocational School in Surakarta Prameswari, Sanchia Janita; Basori, Basori; Wihidayat, Endar Suprih
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.25200

Abstract

Based on observations at Vocational School in Surakarta, the 3 -dimensional animated subject using 3Ds Max as the only learning tool, consequently, students find it is difficult to practice during off-class as the 3Ds Max is not free software and affordable to buy by students. Blender application maybe can be compensate for 3D Max, which has a user-friendly appearance, neatly arranged, and free. The population in this study is the students of Vocational High School. The total population was 297 students.. The sample used was 70 students. The sampling technique in this study used the simple random sampling method. The data collection technique used the pretest-posttest. The data analysis technique used is the balance test, normality test, homogeneity test, and hypothesis testing using the independent sample t-test. The results of the study are as follows. First, there are differences in students’ comprehension that can be seen from the learning outcomes between the use of Blender applications (experiment class) and the 3Ds Max application (control class). Second, the effectiveness of Blender supporting applications is higher than the 3Ds Max application in improving students’ comprehension and learning outcomes. In general, it can be concluded that Blender can be used as an alternative or can replace 3Dmax as a learning medium in 3-dimensional animated subjects. This study aims to determine (1) whether there are differences between the use of Blender application and 3Ds Max on students’ comprehension; (2) a more effective supporting applications between Blender applications and 3Ds Max. This study used an experimental method with a pretest-posttest control group design model. 
Exploration of Critical Thinking Skills in Digital Citizenship Course Through Online Learning Herwati, Titan Istiah; Basori, Basori; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.44580

Abstract

Low critical thinking skills cause students difficulty in solving problem, especially in learning. This study aims to find out the effectiveness of google classroom on critical thinking skills in Simulation dan Digital Communication. A total of 62 students participated in this research who were divided into two randomized treatments, namely 31 students in the experimental class and 31 students in the control class. In its implementation, it would compare using LMS google classroom by applying discussion groups to experimental class and control class that use google classroom, not in discussion groups. This research used a quasi experimental design with a pretest-posttest using a quantitative method. The data were collected through a critical thinking test. Before using multiple-choice pretest and posttest multiple-choice tests, instruments were tested first using validity tests and reliability tests. Google classroom as an independent variable and the dependent variable was critical thinking. Implementing learning with the help of google classroom through discussion and question features was an effort to effectively improve critical thinking skills in class. According to the result of the study, google classroom has effectiveness on critical thinking skills from the result in the experimental class of 45.609 Increased critical thinking skills in students cause students to analyze and solve problems.
The Effectiveness of Robomind Software in Basic Programming Learning. Maf’ulah, Ismi Amrina; Efendi, Agus; Basori, Basori
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.4154

Abstract

This research aim to find out: (1) the differences of cognitive abilities of students who learn using media software RoboMind and students who learn without using media software RoboMind in learning basic programming, (2) the used of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students. This research used quasi experimental approach with Pretest Posttest Control Group Design. This research was conducted at SMK Negeri 7 Surakarta. The population of this research were all students of first grade students in Multimedia Study Program at SMK N 7 Surakarta. Based on the result of this research can be concluded that: (1) there was difference of cognitive abilities of students who learn using media software RoboMind and students who learn without used media software in learning basic programming (tcount: 2,085 > ttable: 1,99962). (2) the use of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students at SMK Negeri 7 Surakarta (tcount: 3,517 > ttable: 1,99962). This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Co-Authors AA Sudharmawan, AA Adila, Diena Rahma Agus Efendi Agwin Degaf Alvi Rosyidi Anggita, Nurhalizha Della Bella, Setya Cahaya Rosyidan Cahyo Sasmito Chundakus Habsya Cobena, Desy Yanty Cucuk Wawan Budiyanto Daniel Edbert, Daniel Dwi Maryono Dwi Nanto, Dwi Elva Riezky Maharany Evi Ulina Margaretha Situmorang Fadillah, Hanifah Dyah Ferry Budhi Susetyo Firdaus, Febrian Sabila Gunawan, Cakti Indra Guntur S, Guntur Habibaht, Nurriyah Handayani, Satri Hargiani, Fransisca Xaveria Harir Mubarok Hasanah, Giovina Nikmatul Hasri, Septi Auliya Heri Hardiyanti Herwati, Titan Istiah Ihsanuddin, Ahmad Bachtiar Ikhsanty, Yuliana Rizka Imam Rofiki Intan Rahmawati Istikomah Istikomah Jayanti, Septia Dwi Karim, Rifa'i Abdul Kartika Mukti, Maria Linda Khusnawan, Dona Asm’ul Kifayah, Rofi’ul Kurniasari Kurniasari, Kurniasari Kustri Sumiyardana, Kustri Kusuma, Anggraini Candra Laksono, Prayitno Tri Liantoni, Febri Liantoni Lubi, Ahmad Luthfia, Izza Maf’ulah, Ismi Amrina Maman Kartaman Ajiriyanto Maslihatul Bisriyah Muhammad, Ilhamuddin Murdowo, Drajat Agus Nadila Amri Neni, Neni Nugroho, Roni Agung Nur Fitria Anggrisia Pajarni, Pajarni Pradana, Mochammad Sandy Puspanda Hatta Putra, Dendy Kurnia Putri, Fatimah Nurhera Rini Umbarwati, Rini Rohmana, Wahyu Indah Mala Rosika Kriswarini Ruliyanta Ruliyanta Sabiq, Iqbal Salma, Winda Annisa Sanchia Janita Prameswari, Sanchia Janita Santoso, Ilham Fajar Budi Satiyoko, Yohanes Adhi Setiyawati, Sulis Setyowati, Anisa Setyowati, Ika Suci Ciptaning Sigit Priatmoko Siti Nabila Sopiyan, Sopiyan Sri Sumarni Sri Yono, Sri Sulistyaningrum, Rahma Kusuma Taufiq Lilo Adi Sucipto Tirtoaji, Yahya Lucky Wewengkang, Nontje Deisye Wihidayat, Endar Suprih Wiku Aji Sugiri Winci Firdaus Yudanto, Sigit Dwi Yudianto Sujana Yudianto Yudianto Yusfia Hafid Aristyagama ‘Azmiy, Muhammad Dzakwan