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The Influence of Group Investigation and Virtual Box Learning Media to Students’ Activeness. Umbarwati, Rini; Basori, Basori; Sucipto, Taufiq Lilo Adi
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.v1i1.4150

Abstract

This research aims to know whether the implementation of Group Investigation learning model and Virtual Box learning media can increase students activeness and learning achievement on the subject of operating system class X Multimedia (MM) SMK N 6 Surakarta. This research used classroom action research with two cycles, each cycle consisted of planning, implementation, observation, and reflection of teaching and learning activities. The subject of this research is the students of class X MM1 SMK N 6 Surakarta which numbered 32 students. Data collection technique that used were interview, observation, documentation and test. Meanwhile analysis technique implemented through comparative analysis and descriptive qualitative. This class action research carried out from December 2015 until June 2016. The result of research shows that the implementation of Group Investigation learning model and Virtual Box learning media can increase students activeness and learning achievement on the operating system subject. This can be proved on the pre-cycle activities observation, the percentage of students activeness is 52,87%, after implementation of Group Investigation learning model and Virtual Box in the first cycle increased by 77,87%, then in the second cycle increased to 86,72%. While the result of students learning achievement also increased from the value of each cycle test. On pre-cycle the average learning achievement for cognitive domain 62,5%, affective 65,27%, and psychomotor 73,44%. The average of learning achievement increased for cognitive domain became 73,38%, affective 71,5%, and psychomotor 75% after the implementation of Group Investigation learning model and Virtual Box at the first cycle. At the second cycle increased for cognitive domain to 87,5%, affective 82,52%, and psychomotor 80,47%. Research conclusion that the implementation of Group Investigation learning model and Virtual Box learning media could increase the students activeness and learning achievement on the subject of operating system class X MM SMK N 6 Surakarta.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Assessing Lecturers’ Acceptance towards Online Learning System: The Institutional Theory Perspective Kusuma, Anggraini Candra; Basori, Basori; Budiyanto, Cucuk Wawan
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (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.v4i2.47271

Abstract

This research aims to assess the lecturers’ acceptance level in using the Online Learning System (SPADA). The institutional theory is an extension of the Technology Acceptance Model (TAM), which is it analyzed variables of perceived usefulness, perceived ease of use, coercive pressure, normative pressure, mimetic pressure and behavior intention. This research used quantitative research design with survey method. Meanwhile, the sampling technique used cluster random sampling. The respondents of this research were lecturers who had applied SPADA at a state university in Central Java. In this research, the assessment of the questionnaire used the Likert scale. Besides, the tests used instrument test, classic assumption test, multiple regression analysis, and hypothesis testing by using SPSS. The result shows that from the six hypotheses that had been tested, the hypotheses of H1, H2, H3, H4 have no significant influence and the hypotheses of H5 and H6 have significant influence. It means the lecturers who have high social status are influencing others lecturers who have low social status in adopting SPADA although all variables have contribution in influencing the lecturers on behavior intention to adopt SPADA. It indicates the social factor is being attention in analyzing behavior intention in adopting technology.
Comparison of Application of Jigsaw IV and Reverse Jigsaw Methods based on Students’ Participation and Achievement Dewati, Komang Talita Putri Sri; Basori, Basori; Efendi, Agus
Journal of Informatics and Vocational Education Vol 2, No 2 (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.v2i2.35750

Abstract

The purpose of this research is to study the effects of Jigsaw IV and Reverse Jigsaw cooperative learning model from participation and achievement (cognitive abilities). The method used in this research was the experiment 2x2 factorial design. The population was students (X Class) of SMK N 3 Surakarta. This research used a cluster random sampling technique. The techniques of collecting data of this research were the interview, observation, questionnaire, and testing. The techniques of data analysis were used as a two-way analysis of variance. Based on this research, it could be concluded as follows: (1) there is a different influence between application of Jigsaw IV and Reverse Jigsaw cooperative learning model based on students' cognitive ability (Sig. = 0,045 < 0,05), (2) there is a different influence between the high and low category of students' participation toward cognitive ability (Sig. = 0,000 < 0,05), (3) there is an interaction between the influence of cooperative learning type Jigsaw IV and Reverse Jigsaw application and students' participation toward students' cognitive ability (Sig. = 0,027 < 0,05). The result of this research could be put into consideration for the teacher to application Jigsaw IV and Reverse Jigsaw cooperative learning model in the learning activity.
Model Problem Based Learning Berbantuan Media Sway untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Komunikasi Visual Materi Desainer yang Kreatif di SMKN 1 Dukuhturi Herawati, Darmi; Basori, Basori; Wulansari, Astika
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.65895

Abstract

Keaktifan siswa yang rendah menjadi penghambat lancarnya kegiatan pembelajaran, selain itu rendahnya keaktifan siswa menjadi penghalang tercapainya tujuan pembelajaran. Penelitian ini bertujuan untuk meningkatkan keaktifan siswa dalam mengikuti pembelajaran mata pelajaran Dasar-Dasar Desain Komunikasi Visual materi Desainer yang Kreatif yang dapat diamati dari aktivitas siswa dalam melakukan diskusi dalam kelompok, penyampaian pendapat, penyajian hasil pekerjaan kelompok, dan perhatiannya dalam pembelajaran. Subjek penelitian ini dilakukan kepada peserta didik kelas X DKV 2 di SMKN 1 Dukuhturi. Dalam penelitian ini metode yang digunakan adalah penelitian tindakan kelas, dengan teknik pengumpulan datanya menggunakan rubrik dan observasi. Hasil penelitian ini pada setiap siklusnya menunjukkan siswa mengalami peningkatan keaktifan dalam pembelajaran yaitu, pada siklus I memperoleh rata-rata keaktifan sebesar 65,54 dan pada siklus II memperoleh rata-rata keaktifan sebesar 75,00.Kata kunci: Keaktifan Siswa, Problem Based Learning, Desain Komunikasi Visual, Desainer yang Kreatif.
The Influence of Technology Based Learning Facilities to Student Learning Achievement Aziz, Muhamad Havid Abdul; Efendi, Agus; Basori, Basori
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.v2i1.35698

Abstract

Education is very important for us, the country can go forward because the people are educated. The success of education is determined by the quality of education itself. To know the quality of education required a result or achievement. One of the factors affecting achievement is the facility. The purpose of this study is to determine whether there is influence of learning facilities on student achievement. Sampling using simple random sampling system as much as 58 people from the total population as much as 70 people at the level of formal education. The method used in data collection that is using quisioner, observation and documentation. Data analysis technique used is using simple linear regression analysis. Based on the results of data analysis and hypothesis testing it is known that the two variables of learning facilities (X) and student learning achievement (Y) have a positive influence, this is evidenced by r = 0.277 where the guidelines used to provide interpretation proposed by Sugiyono are at intervals 0.20 - 0.399 which fall into the low category[18]. Based on the results of research that has been put forward by the authors which there is influence between learning facilities on learning achievement with low categories, it is necessary to improve the effectiveness of the use of learning facilities and conducted other research on other factors that affect student achievement in addition to learning facilities.
PENERAPAN PROJECT BASED LEARNING UNTUK MENINGKATKAN AKTIVITAS DAN KOMPETENSI INSTALASI SISTEM OPERASI BERBASIS GUI DAN CLI PADA SISWA KELAS X TKJ DI SMK N 1 SAWIT Handayaningtyas, Pinasti Nur; Basori, Basori; Tamrin, A.G
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.38045

Abstract

Penelitian ini bertujuan untuk mengetahui apakah penerapan project   based learning dapat meningkatkan aktivitas dan kompetensi belajar siswa dalam Instalasi Sistem Operasi Berbasis GUI ( Graphical User Interface) dan CLI ( Command Line Interface)  kelas X TKJ SMK N 1 Sawit. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan sebanyak dua siklus dimana masing – masing siklus dilakukan dengan empat tahapan, yaitu : (1) tindakan perencanaan; (2) tindakan pelaksanaan; (3) tindakan observasi; dan (4) refleksi. Subjek penelitian adalah siswa kelas X TKJ 3 di SMK N 1 Sawit sebanyak 34 siswa. Penelitian ini dilaksanakan dengan kolaborasi antara peneliti, guru, observer dan melibatkan partisipasi siswa. Teknik pengumpulan data menggunakan lembar observasi, wawancara, instrumen tes dan teknik analisis data. Berdasarkan hasil penelitian, dapat disimpulkan bahwa penerapan project   based learning dapat meningkatkan aktivitas dan kompetensi instalasi sistem operasi berbasis GUI dan CLI. Hal ini terbukti dari fakta – fakta hasil sebagai berikut : (1) Aktivitas siswa dalam mengikuti pembelajaran mengalami peningkatan pada pra siklus sebesar 32,35% menjadi 58,82% pada siklus I dan pada siklus II meningkat menjadi 82,35%. (2) Kompetensi siswa dalam pembelajaran terdisi dari 3 ranah yaitu masing – masing ranah meengalami peningkatan sebagai berikut : (a) Ranah Kognitif  dari pra siklus sebesar 11,76% menjadi 26,47% pada siklus I dan siklus II meningkat menjadi sebesar 47,05%. (b) Ranah Afektif dari pra siklus sebesar 32,35% menjadi 53,29% pada siklus I dan pada siklus II meningkat menjadi sebesar 76,47%. (c) Ranah Psikomotorik dari pra siklus sebesar 44,11% menjadi 79,41% pada siklus I dan pada siklus II meningkat menjadi 82,35%. Kata kunci : Project   based learning, Aktivitas dan Kompetensi, Instalasi Sistem Operasi Berbasis GUI (Graphical User Interface) dan CLI ( Command Line Interface
The Analysis of Software Source Code Readability: Case Study at Education of Informatics and Computer Engineering Study Program of Sebelas Maret University Setiawan, Imam; Maryono, Dwi; Basori, Basori
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.v2i1.35695

Abstract

Source code readability is a property that influences how easily a given piece of code can be read and understood. Since source code readability can affect software quality, especially maintainability, then programmers must have good sense of writing readable code. For computer science and software engineering student, they have to start learning how to write readable code in order to compete later in the industrial. Unfortunately, computer science and software engineering curriculum promotes understanding the programming paradigms of particular language, compared to write readable code. Based on its importance, we analyzed source code of software written by Education of Informatics and Computer Engineering of Sebelas Maret University students to describe its readability. We determine readability category from source code based on two programming features, variable and function writing. Each programming features involved has its own criteria so that it can be classified in the readable or less readable category. Finally, we discuss the implications of this study on learning process of Education of Informatics and Computer Engineering study program, Sebelas Maret University. For example, our data suggest to use code reviews to teach student about source code readability.
The Influence of LMS-Based Blended Learning Models on Learning Motivation and Learning Outcomes in Network Infrastructure Administration. Fauziah, Devi Zetira; Basori, Basori; Maryono, Dwi
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.v4i1.48632

Abstract

This study aims to find out how much increased learning motivation and student learning outcomes in using the blended learning model. The study involved class XI TKJ students at SMK Sakti Gemolong as participants, who were selected using cluster random sampling techniques. The treatment given to the experimental class is in the form of a blended learning model, while the control class is with conventional learning. The research method used is quantitative. Data were collected by questionnaire method and learning achievement test. Analysis of the questionnaire is used to get data on student motivation. Then to analyze the test of learning outcomes is get to obtain data on student learning outcomes. The study found 1) there is a significant influence of student learning motivation by .209 which means greater than the level of error (0.05). 2) there is a significant influence of learning outcomes of .698 which means it is greater than the level of error (0.05). 3) there is effectiveness in increasing students' learning motivation by using blended learning models with a total score gain of 0.2028. Compared to using conventional learning with a total score gain of 0.0735. 4) there is an effectiveness in increasing student learning outcomes by using a blended learning model with a total score gain of 0.4810. Compared to using conventional learning with a total score gain of 0.2176.
The Influence of the Learning Cycle Blended Learning Model on Student Learning Outcomes Safitri, Pratiwi Ajeng; Basori, Basori; Liantoni, Febri
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): 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.v6i3.76753

Abstract

Learning in the 21st century requires students to be literate about the existence of technology. Technology users in Indonesia are increasing, but the quality of Indonesian education internationally, based on UNESCO records, is still far behind other ASEAN countries. COVID-19, once endemic in Indonesia, directly impacted education, which had to be carried out online. However, after Covid-19 subsided, learning was resumed face-to-face as usual. The Blended Learning learning model, suitable for the 21st century, should not be discontinued but should be improved and improved to make it more optimal. This research aims to determine the effect of the Learning Cycle Blended Learning model on student learning outcomes with the help of Moodle. This research uses quantitative methods with a quasi-experimental research design. This research involved 71 students in the experimental class with the Learning Cycle Blended Learning model and the control class with the Problem-Based Learning learning model. The instrument used is a learning outcomes test consisting of a pretest and a posttest. The t-test results show (1) differences in student learning outcomes between applying Problem-Based Learning and the 8E-Blended Learning cycle with a Sig value. (2-tailed) is 0.003. The n gain test results show (1) The 8E-Blended Learning cycle learning model is more effective in improving student learning outcomes with a gain score of 49.46 in the good category.
Implementation of SQ6R Learning Model to Improve Reading Comprehension of Algorithm on Basic Programming Subjects Wiyana, Ranu Putra; Basori, Basori; Efendi, Agus
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.v2i1.35701

Abstract

The purpose of this research is to improve students' reading comprehension of algorithm on basic programming subjects, especially on basic competence of branch control structure by using SQ6R learning model (Survey, Question, Read, Reflect, Review, Rehash, Rethink, Reevaluate). Research began with identifying problems that occured in the classroom. Then designed an action to overcome it in an action cycle. In this research the administration of action takes place in 2 cycles. Each cycle consists of the stages of planning, implementing, observing, and reflecting. The technique of data collection has been done through reading comprehension test of student and observation of learning activity. Analysis of the data was carried out using quantitative and qualitative analysis. The results showed that the SQ6R learning model can improve students' reading comprehension algorithm. This is indicated by the percentage of completeness of student learning outcomes by 38.9% in pre-cycle, 47.2% in cycle 1 and 83.3% in cycle 2.
Co-Authors A.G Tamrin AA Sudharmawan, AA Adila, Diena Rahma Agus Efendi Agwin Degaf Akhya, Ridho Alvi Rosyidi Amrina, Ismi Andriawan, Chandra Anggita, Nurhalizha Della Aziz, Muhamad Havid Abdul Bella, Setya Cahaya Rosyidan Cahyo Sasmito Chundakus Habsya Cobena, Desy Yanty Cucuk Wawan Budiyanto Danar Susilo Wijayanto Daniel Edbert, Daniel Dewati, Komang Talita Putri Sri Dwi Maryono Dwi Nanto, Dwi Elva Riezky Maharany Evi Ulina Margaretha Situmorang Fadillah, Hanifah Dyah Fajar, Setyadi Fauziah, Devi Zetira Febri Liantoni, Febri Ferry Budhi Susetyo Fidiyana, Rani Gunawan, Cakti Indra Guntur S, Guntur Habibaht, Nurriyah Handayani, Satri Handayaningtyas, Pinasti Nur Hargiani, Fransisca Xaveria Harir Mubarok Hasanah, Giovina Nikmatul Hasri, Septi Auliya Herawati, Darmi Heri Hardiyanti Herwati, Titan Istiah Hidayat, Muhammad Rasyid Himawan Sutanto, Himawan Husin Bugis 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 Kisroh Dwiyono Kurniasari Kurniasari, Kurniasari Kustri Sumiyardana, Kustri Kusuma, Anggraini Candra Laksono, Prayitno Tri Liantoni, Febri Liantoni Lubi, Ahmad Luthfia, Izza Maf'ulah, Maf'ulah Maf’ulah, Ismi Amrina Mahfudza, Fitria Zulaika Maman Kartaman Ajiriyanto Maslihatul Bisriyah Muhammad, Ilhamuddin Murdowo, Drajat Agus Nadila Amri Neni, Neni Nugroho, Roni Agung Nur Baiti, Febri Candra Nur Fitria Anggrisia Pajarni, Pajarni Pangesti, Batari Wahyu Pradana, Mochammad Sandy Puspanda Hatta Putra, Dendy Kurnia Putri, Fatimah Nurhera Putri, Jannah Pristya Nandya Ranto Ranto Rini Umbarwati, Rini Rohmana, Wahyu Indah Mala Rosihan Ari Yuana, Rosihan Ari Rosika Kriswarini Ruliyanta Ruliyanta Sabiq, Iqbal Safitri, Pratiwi Ajeng Salma, Winda Annisa Sanchia Janita Prameswari, Sanchia Janita Santoso, Ilham Fajar Budi Saputra, Abdul ‘Aziz Manggala Satiyoko, Yohanes Adhi Setiawan, Imam Setiawan, Jodi Setiyawati, Sulis Setyowati, Anisa Setyowati, Ika Suci Ciptaning Sigit Priatmoko Siti Nabila Sopiyan, Sopiyan Sri Sumarni Sri Yono, Sri Sulistyaningrum, Rahma Kusuma Susanti, Anita Dian Syifa Fauziyah, Syifa Taufiq Lilo Adi Sucipto Tirtoaji, Yahya Lucky Tri Mulyati, Tri Tri Wardoyo, Indriyanto Tri Wibowo Utomo, Arseta Budi Wewengkang, Nontje Deisye Wihidayat, Endar Suprih Wiku Aji Sugiri Winci Firdaus Wiyana, Ranu Putra Wulandari, Ayu Indah Wulansari, Astika Yudanto, Sigit Dwi Yudianto Sujana Yudianto Yudianto Yusfia Hafid Aristyagama Zafirah, Hasna Amiratun ‘Azmiy, Muhammad Dzakwan