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Effect of Problem-Based Learning Model and Motivation toward Learning Outcomes on Network Routing Kurnia Dwi Ariyanti; Aye Aye Mon; Ekohariadi Ekohariadi; Lilik Anifah
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 2 (2018): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.126 KB) | DOI: 10.21831/jptk.v24i2.20005

Abstract

    This study explored the effect of problem-based learning and motivation toward learning outcomes of the subject of computer routing network. Computer routing network is part of the subject of computer network design in a computer network engineering class. The purpose of this study was to examine the difference in learning outcomes between students treated with the problems based learning model and treated with direct learning model by considering students’ learning motivation. This study was categorized as quasi-experimental designed with a factorial experimental design. The sampling technique used purpose-sampling. The data were analyzed using a two-way Anava method. The results of the study showed that (1) the learning outcomes of students in the subject of routing network with problem-based learning model was better than the student treated with direct instruction learning, (2) based on the learning outcomes in the subject of routing network, a group of students with high motivation was better, and (3) there is an interaction between the application of problem-based-learning model and motivation to the students learning outcomes. 
Analysis of Programming Skills Concept in Developing Problem Solving Skills Rina Harimurti; Ekohariadi Ekohariadi; Munoto Munoto; I Gusti Putu Asto B; Elizabeth Titiek Winanti
Jurnal Pendidikan Teknologi dan Kejuruan Vol 25, No 1 (2019): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (338.107 KB) | DOI: 10.21831/jptk.v25i1.22638

Abstract

Programming refers to a set of processes of writing, testing and correcting the program code aimed at creating a program that can do certain works in accordance with the programmer’s instructions, it requires the mastery of algorithms, logic and programming languages. This study discusses the concept of programming skills to develop problem solving skills, which focuses on secondary school students. Various activities allow students to collaborate and develop problem solutions. Some previous studies suggest that students can obtain knowledge and programming skills through formal and non-formal education even though formal education shows better results of students’ attainments. Given a basic programming skills, students are expected to have a high level of reasoning for their better problem solving skills to solve complex problems using computers through an integrated approach between thinking skills and computational thinking (CT). Computer programming has the effect of reasoning abilities for students, problem solving and self-efficacy. Currently, programming-based computation has been introduced in school curriculum at different levels. Consequently, teachers are required to teach relevant materials relevantly to the current curriculum.
Pemanfaatan Media Lectora Inspire dalam Meningkatkan Hasil Belajar Siswa SMK Pangga Aji Sanca; Ekohariadi Ekohariadi; IGP Asto Buditjahjanto; Tri Rijanto
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 6, No 2 (2021)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v6i2.2040

Abstract

Tujuan penelitian ini adalah memanfaatkan media pembelajaran Lectora Inspire yang layak digunakan, sehingga dapat meningkatjkan hasil belajar siswa. Metode penelitian yang digunakan adalah Quasi Eksperimen Desain. Subjek penelitian kelas eksperimen 30 siswa dan kelas kontrol 30 siswa. Pengujian produk penelitian pemanfaatan media pembelajaran Lectora Inspire menggunakan Nonequivalent Control Grub Desain dengan menerapkan Posttest Only Control Grup Desain yaitu membandingkan nilai posttes kelas eksperimen dengan nilai posttest kelas kontrol. Sejalan dengan tujuan penelitian ini, hasil belajar uji One Sample Kolmogorov-Smirnov kelas eksperimen mendapatkan skor 0,1400,05 (normal) dan kelas kontrol 0,1160,05 (normal). Uji homogenitas kelas eksperimen dan kelas kontrol mendapatkan skor 0,2070,005 (homogen). Uji-t taraf kesalahan 5% dan df=58 diperoleh skor (t-hitung) 6,043(t-tabel) 1,672. Berdasarkan data yang diperoleh dapat disimpulkan bahwa media pembelajaran Lectora Inspire dapat meningkatkan hasil belajar siswa.
Stimulasi Berpikir Komputasi Melalui Digital Storytelling Menggunakan CoSpaces Edu Yeni Anistyasari; Ekohariadi Ekohariadi; Shintami C Hidayati
JIEET (Journal of Information Engineering and Educational Technology) Vol. 6 No. 1 (2022)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jieet.v6n1.p1-6

Abstract

Digital storytelling memberikan pendekatan pedagogis untuk mendorong mahasiswa berpikir algoritmik dan keterampilan mendongeng untuk membuat cerita yang bermakna dan relevan dengan kebutuhan dan minat pribadi. Penelitian ini memanfaatkan CoSpaces Edu berbasis animasi 3D sebagai perangkat untuk menciptakan digital storytelling. Jumlah responden yang digunakan yaitu 120 mahasiswa non-teknik di tahun pertama. Mahasiswa diminta membuat digital storytelling kemudian pengajar menilainya berdasarkan rubrik penilaian yang tersedia. Dimensi berpikir komputasi terdiri dari Abstraction, Paralellism, Logical Thinking, Synchronization, Flow Control, User Interactivity, dan Data Representation. Sedangkan dimensi digital storytelling yaitu Ide, Pengorganisasian, Voice & Tone, Pemilihan kata, Penyusunan kalimat, dan Convention. Data yang terkumpul dianalisis menggunakan SEM-PLS. Hasil model pengukuran memenuhi persyaratan seperti reliabilitas, validitas konvergen, dan diskriminan. Begitu pula dengan hasil struktural menunjukkan bahwa digital storytelling berpengaruh signifikan positif terhadap berpikir komputasi.
Integrating k-means clustering into automatic programming assessment tool for student performance analysis Rina Harimurti; Ekohariadi Ekohariadi; Munoto Munoto; I. G. P. Asto Buditjahjanto
Indonesian Journal of Electrical Engineering and Computer Science Vol 22, No 3: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijeecs.v22.i3.pp1389-1395

Abstract

Computer programming is a subject involving a large number of logic programming activities. A programmer is compulsory to master skills of algorithms, logic, and programming language to conduct programming. An automatic programming assessment tool is an automated tool used to assist instructors in assessing programming tasks. The technology used in this application is open-source based with an evaluation module that will evaluate the sent program code, assessment, and classification. The evaluation results were then processed in the assessment module, where a comparison process with the test case was performed along with the point calculation. The classification module was used to divide students into five groups based on the point of each practicum. This study used k-means clustering classification method. The entities included were lecturers, assistants, students, and compilers. This application had 2 levels of users namely admin and students. Scoring results were then used in the process of determining the classification of student’s performance based on the k-means clustering method. In connection with the classification test results with three iterations, three practicum scores resulted that the classification process was successfully carried out with student’s performance divided into five groups covering very good, good, sufficient, less, and very less. The data used in the clustering process consisted of 41 students with 10 attributes which were then grouped into 3 groups (clusters).
STRATEGI PEMBELAJARAN UNTUK MENINGKATKAN KETERAMPILAN PEMROGRAMAN DAN BERPIKIR KOMPUTASI: SEBUAH STUDI LITERATUR Yeni Anistyasari; Ekohariadi Ekohariadi; Munoto Munoto
Journal of Vocational and Technical Education (JVTE) Vol. 2 No. 2 (2020): September
Publisher : Fakultas Teknik Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (262.116 KB) | DOI: 10.26740/jvte.v2n2.p37-44

Abstract

ABSTRAKBerpikir komputasi dianggap sebagai kompetensi penting yang diperlukan untuk beradaptasi dengan teknologi masa depan. Oleh karena itu, berbagai penelitian tentang berpikir komputasi dilakukan oleh para peneliti. Namun, sedikit sekali penelitian yang mengulas tentang bagaimana strategi pembelajaran yang sesuai untuk diterapkan di mata kuliah pemrograman dasar guna meningkatkan pengetahuan dan berpikir komputasi. Pada artikel ini, dilakukan meta-review dari berbagai penelitian sebelumnya yang telah dipublikasikan di jurnal akademik pada tahun 2006-2019 tentang cara belajar-mengajar, media pembelajaran, dan bahasa pemrograman. Dari hasil studi literatur ditemukan bahwa berpikir komputasi telah diaplikasikan pada ilmu komputer dan bidang ilmu lain. Sebagian besar penelitian menggunakan Project-Based Learning, Problem-Based Learning, Cooperative Learning, dan Game-based Learning. Sebagian besar penelitan berfokus pada pelatihan keterampilan pemrograman dan komputasi matematis, sementara beberapa mengadopsi mode pengajaran lintas domain untuk memungkinkan siswa mengelola dan menganalisis materi berbagai domain dengan komputasi.                                                                                                                 Kata Kunci: Berpikir komputasi, keterampilan pemrograman, dan strategi pembelajaran ABSTRACTComputational thinking is considered an important competency needed to adapt to future technology. Therefore, various studies on computational thinking are carried out by researchers. However, very few studies have reviewed how appropriate learning strategies are applied in basic programming courses to increase knowledge and computational thinking. In this article, a meta-review of various previous studies that have been published in academic journals in 2006-2019 is conducted on teaching and learning methods, learning media, and programming languages. From the results of the literature study it was found that computational thinking has been applied to computer science and other fields of science. Most of the research uses Project-Based Learning, Problem-Based Learning, Cooperative Learning, and Game-based Learning. Most of the research focuses on training mathematical programming and computational skills, while some adopt a cross-domain teaching mode to enable students to compute and analyze material across multiple domains.                                                                                                 Keywords: Computational thinking, learning strategy, and programming skills
Application of Google Classroom with Flipped Classroom Learning Model on Student Learning Outcomes at SMK Unitomo Surabaya Happy Indra Chusnuraafi; Ekohariadi Ekohariadi; Joko Joko; Marniati Marniati
EduLine: Journal of Education and Learning Innovation Vol. 2 No. 3 (2022)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (407.326 KB) | DOI: 10.35877/454RI.eduline1132

Abstract

Research that uses the Flipped Classroom model is an implementation of Blended Learning. This study aims to find out how to apply Google Classroom with the Flipped Classroom learning model in schools on student motivation, student activities, and student learning styles. This study started from distributing questionnaires, collecting data, analyzing data and drawing conclusions. This study used a quantitative approach with an experimental research model with a student population at SMK UNITOMO Surabaya. Data analysis using multiple linear regression using SPSS. Based on the test results, the data shows the F value of 3.164 which is greater than the F table with a significant value of 0.039. So, it can be concluded that from student motivation, student activities, and student learning styles have a significant impact on student learning outcomes using the Flipped Classroom learning model using the Google Classroom application at SMK UNITOMO Surabaya.
PENERAPAN GOOGLE CLASSROOM DENGAN MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA DI SMK UNITOMO SURABAYA Happy Indra Chusnuraafi; Ekohariadi; Joko; Marniati
Jurnal Citra Pendidikan Vol 2 No 3 (2022)
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jcp.v2i3.810

Abstract

Abstract Research that uses a reverse learning model (Flipped Classroom) is an implementation of Blended Learning. This study aims to find out how to apply Google Classroom with the Flipped Classroom learning model in schools on student motivation, student activities, and student learning styles. This study started from distributing questionnaires, collecting data, analyzing data and drawing conclusions. This study used a quantitative approach with an experimental research model with a student population at SMK UNITOMO Surabaya. Data analysis using multiple linear regression using SPSS. Based on the test results, the data shows the F value of 3.164 which is greater than the F table with a significant value of 0.039. So, it can be concluded that from student motivation, student activities, and student learning styles have a significant impact on student learning outcomes using the Flipped Classroom learning model using the Google Classroom application at SMK UNITOMO Surabaya.. Abstrak Penelitian yang menggunakan model pembelajaran terbalik (Flipped Classrom) yaitu merupakan implementasi dari pembelajaran Blanded Learning. Penelitian ini bertujuan untuk mengetahui bagaimana menerapkan Google Classroom dengan model pembelajaran Flipped Classroom di sekolah terhadap motivasi siswa, aktivitas siswa, dan gaya belajar siswa dengan begitu penelitian ini diharapkan siswa akan mendapatkan hasil belajar yang memuaskan. Penelitian ini dimulai dari menyebarkan angket, pengumpulan data, analisis data serta mengambil kesimpulan Penelitian ini menggunakan pendekatan kuantitatif dengan model penelitian eksperimen dengan populasi siswa di SMK UNITOMO Surabaya. Analisis data menggunakan regresi linier berganda dengan mengunakan SPSS. Berdasarkan hasil pengujian, data menunjukan nilai F sebesar 3,164 lebih besar dari F tabel dengan nilai signifikan sebesar 0,039. Jadi, dapat disimpulkan bahwa dari motivasi siswa, aktivitas siswa, dan gaya belajar siswa bersignifikan terhadap hasil belajar siswa dengan menggunakan model pembelajaran Flipped Classroom dengan menggunakan aplikasi Google Classroom di SMK UNITOMO Surabaya. .
PENERAPAN GOOGLE CLASSROOM DENGAN MODEL PEMBELAJARAN FLIPPED CLASSROOM TERHADAP HASIL BELAJAR SISWA DI SMK UNITOMO SURABAYA Happy Indra Chusnuraafi; Ekohariadi; Joko; Marniati
Jurnal Citra Pendidikan Vol 2 No 3 (2022)
Publisher : Pusat Penelitian dan Pengabdian kepada Masyarakat STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.686 KB) | DOI: 10.38048/jcp.v2i3.810

Abstract

Abstract Research that uses a reverse learning model (Flipped Classroom) is an implementation of Blended Learning. This study aims to find out how to apply Google Classroom with the Flipped Classroom learning model in schools on student motivation, student activities, and student learning styles. This study started from distributing questionnaires, collecting data, analyzing data and drawing conclusions. This study used a quantitative approach with an experimental research model with a student population at SMK UNITOMO Surabaya. Data analysis using multiple linear regression using SPSS. Based on the test results, the data shows the F value of 3.164 which is greater than the F table with a significant value of 0.039. So, it can be concluded that from student motivation, student activities, and student learning styles have a significant impact on student learning outcomes using the Flipped Classroom learning model using the Google Classroom application at SMK UNITOMO Surabaya.. Abstrak Penelitian yang menggunakan model pembelajaran terbalik (Flipped Classrom) yaitu merupakan implementasi dari pembelajaran Blanded Learning. Penelitian ini bertujuan untuk mengetahui bagaimana menerapkan Google Classroom dengan model pembelajaran Flipped Classroom di sekolah terhadap motivasi siswa, aktivitas siswa, dan gaya belajar siswa dengan begitu penelitian ini diharapkan siswa akan mendapatkan hasil belajar yang memuaskan. Penelitian ini dimulai dari menyebarkan angket, pengumpulan data, analisis data serta mengambil kesimpulan Penelitian ini menggunakan pendekatan kuantitatif dengan model penelitian eksperimen dengan populasi siswa di SMK UNITOMO Surabaya. Analisis data menggunakan regresi linier berganda dengan mengunakan SPSS. Berdasarkan hasil pengujian, data menunjukan nilai F sebesar 3,164 lebih besar dari F tabel dengan nilai signifikan sebesar 0,039. Jadi, dapat disimpulkan bahwa dari motivasi siswa, aktivitas siswa, dan gaya belajar siswa bersignifikan terhadap hasil belajar siswa dengan menggunakan model pembelajaran Flipped Classroom dengan menggunakan aplikasi Google Classroom di SMK UNITOMO Surabaya. .
Penerapan Model Pembelajaran Direct Instruction Untuk Meningkatkan Motivasi Berprestasi Siswa Kelas X Multimedia di SMK Ketintang Surabaya Ayu Pusparini; Mochamad Cholik; Tri Rijanto; Ekohariadi; I.G.P Asto Budi Tjahjanto; Marniati
Cetta: Jurnal Ilmu Pendidikan Vol 6 No 1 (2023)
Publisher : Jayapangus Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37329/cetta.v6i1.1972

Abstract

The learning models becomes an important tool in the learning process. The abilities that students are expected to have will be determined by using appropriate learning models. The study aims to determine how the application of direct instruction and e-learning learning models in basic programming subjects can increase achievement motivation. This research used Quasi-Experiment approach. The design used anon-euivalent control group. The number of research samples consisted of 70 students of class X MM SMK Ketintang Surabaya. The independent variable in this studies was application of direct instruction (X1), E-learning (X2) while the dependent variable used is achievement motivation (Y). Multiple regression used for analyze data. The results showed that tcount = 5.5924 and ttable = 1.371 for dk = 5, at significant level 5%. Test criteria show that tstatistic> ttable (4.5924 > 5.371) then H0 rejected, meaning H1 accepted. It can be interpreted that difference between the Direct Instruction learning model and e-learning is significant.
Co-Authors Achmad Imam Agung Achmad Imam Agung Aftoni, Aftoni Ahmad Affandi Ahmad Sofiyuddin Bin Mohd Shuib Alfiyah, Ashfa Hani Ali Hasbi Ramadani Amalia, Laili Rizqi Nur Amanda Meilia Putri Anggraeni, Nevi Dila Restu Anistyasari, Yeni Arbiantono, Muhammad Walid Aye Aye Mon Ayu Pusparini Billah Izzah Arianto Bing Bedjo Tanudjaja Buditjahjanto, I.G.P. Asto Cahyo Febri Wijaksono Çobanoğlu, Ömer Dahril Falah Ramadhan Mufa Danial, Muhammad Izzat Dini, Nur Liza Mutiara Dio, Yeremia Alfa Elizabeth Titiek Winanti Erlangga, Muhammad Mirza Fany Rosita Dewi Farid Baskoro Feri Dwi Wijaya Pradita Findastuti, Belvi Rilo Firda Nur Laily Galang Satria Pratama Putra Gapur, Shaffa Salsabillah Nadia Hamir, Dimas Tifli Irhami Happy Indra Chusnuraafi Happy Indra Chusnuraafi Heru Arizal Hidayatulloh, Muhammad Kris Yuan Hilmi, Mohamad Alfin I Gusti Putu Asto B I Gusti Putu Asto Buditjahjanto I. G. P. Asto Buditjahjanto I.G.P Asto Budi Tjahjanto IGP Asto Buditjahjanto Indro Moerdisuroso Irfansyah, Juki Izzah, Hikmatul Julianto, Ahmad Kamal Asri Kurnia Dwi Ariyanti Kusstianti, Nia Lilik Anifah Luthfiyah Nurlaela Marniati Marniati Marniati Martini Dwi Endah Susanti Maulana Rachman Meini Sondang Meini Sondang Sumbawati Mela Imroatus Solikhah Minan, Dhimas Aufarul Mochamad Cholik Muafa, Ahsan Muhammad Alief Al Manaqibi Muhammad Ashkhabul Ashlakh Mulyana, Mulyana Munoto Munoto Munoto Munoto Munoto Munoto Munoto Munoto Nafi'ah, Hoirotun Nanik Estidarsani Nizar Alif Ramadhan Noor Fitri Damayanti NOVA KRISTIANA NOVA RACHMAWATI Nugroho, Yuli Sutoto Nurun Decerachmi Emba Octo Ayomy Pangga Aji Sanca Permatasari, Sonia Cindi Putra, First Nathanael Bobby Putri, Aninditya Elsa Putri, Eli Zuliana Raden Mohamad Herdian Bhakti Rahayu, Imami Arum Tri Rahman, Ghufran Fathur Rajabi, Muhammad Rara Kirana Aisyah Anwar Raras, Gustav Mandigo Anggana Ratna Suhartini Ratna Suhartini Rijanti, Tri Rina Harimurti Rindu Puspita Wibawa Riza Ismia Rizaldi, Rizky Taufan Rizky Basatha Rosana, Kenis Samani Samani Sanindya Berlian Savita Santoso, Agus Budi Saphira, Hanandita Veda Saqr, Mohammed Sar, Grica i Arik Fajriyanti Rachim Sari, Aprilia Wulan Mega Sari, Elda Ferdiana Sefni Marcella Pratiwi Shelma Imara Bakir Shintami Chusnul Hidayati Sholeh, Imam Siswati, Siswati Soeryanto Soeryanto Sriatun Sriatun Sriatun Sriatun Subuh Isnur Haryudo Suparji Suparji Tino Bambang Gunawan Tri Rijanto Tri Rijanto Tri Rijanto Tri Rijanto, Tri Rijanto Tri Setyo Prabowo, Tri Wahdiana, Dian Yanti, Huzaifa Dwi Yeni Anistyasari Yeni Anistyasari Yessy Yessy Yulianti, Ary Zahra Humaira Salsabila Zhafiri, Luthfan Zulda, Ahshoha Qori'a