Endar Suprih Wihidayat
Universitas Sebelas Maret

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PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID PADA MATERI ROUTING STATIS Asti Amalina Puspitaningrum; Endar Suprih Wihidayat; Pusanda Hatta
EDUTIC Vol 6, No 1 (2019): NOVEMBER 2019
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (963.636 KB) | DOI: 10.21107/edutic.v6i1.6387

Abstract

Abstrak  Penelitian ini bertujuan untuk mengembangkan dan mengetahui kelayakan media pembelajaran berbasis android pada mata pelajaran Administrasi Infrastruktur Jaringan materi Routing Statis. Penelitian ini dilaksanakan karena peserta didik masih sulit untuk memahami materi dan perlu adanya alternatif lain untuk membantu peserta didik dalam memahami materi yang dipelajari, salah satu alternatifnya adalah penggunaan teknologi untuk pendidikan yaitu dengan penggunaan smartphone sebagai media pembelajaran. Jenis penelitian ini merupakan penelitian dan pengembangan. Penelitian ini terdiri dari dua tahap, tahap pertama adalah tahap pengembangan media pembelajaran berbasis android dengan menggunakan metode pengembangan ADDIE. Tahap kedua adalah kelayakan media pembelajaran berbasis android yaitu dinilai oleh Ahli Media, Ahli Materi, dan respon peserta didik. Berdasarkan hasil penelitian pada tahap pengembangan media pembelajaran berbasis android adalah aplikasi media pembelajaran yang dikembangkan sudah baik dan dapat membantu peserta didik untuk memahami materi pembelajaran. Pada tahap kelayakan aplikasi media pembelajaran didapatkan hasil dari Ahli Media yaitu Sangat Baik, Ahli Materi yaitu Baik, dan Respon peserta didik yaitu Baik.  Kata Kunci:  Media Pembelajaran Berbasis Android, ADDIE, Routing Statis   Abstract This study aims to develop and find out the feasibility of android-based learning media on the subjects of Network Infrastructure Administration, Static Routing material. This research was carried out because students were difficult to understand the material and there needed to be other alternatives to help students understand the material being studied, one of the alternatives was the use of technology for education by using smartphones as learning media. This study is a research and development. This research consists of two stages, the first stage is the development stage of android-based learning media using the ADDIE development. The second stage is the feasibility of android-based learning media, namely by media experts, material experts, and student responses.. Based on the results of the study at the stage of development of android-based learning media is the application of learning media developed has been good and can help students to understand learning material. At the stage of the feasibility of the application of learning media, the results obtained from Media Experts are Very Good, Material Experts are Good, and the Student's response is Good.  Keywords: Android-Based Learning Media, ADDIE, Static Routing
Pengembangan Aplikasi Android Menggunakan Integrated Development Environment (Ide) App Inventor-2 Endar Suprih Wihidayat; Endar Suprih Wihidayat
EDUTIC Vol 4, No 1 (2017): NOVEMBER 2017
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1315.449 KB) | DOI: 10.21107/edutic.v4i1.3229

Abstract

Many Integrated Development Environment (IDE) can be used to create Android Apps. Android Studio with Java programming language is an IDE and native programming language that is officially supported by Google. As a supported IDE, AS becomes the best IDE that can be used to build apps. Nevertheless, many novice programmers find it difficult to get started especially by starting a new programming concept for mobile devices. Android Studio is also known as an IDE that requires a high specs computer requirement and also has sophisticated features. This research purposed to develop applications with IDEs that are more user-friendly and more emphasize the big concept of programming without much difficulty regarding compiling the program code and also the complexity of IDE as well as Android Studio. The IDE used in this study is App Inventor 2 (AI2), a cloud-based IDE managed by the Massachusetts Institute of Technology (MIT). The next goal is to test the capabilities of the application by conducting Blackbox Testing and User Testing. In this research has been developed an app called Receptionist that is used to test the ability of the codes generated by AI2. The results show that AI2 can be used to build complex applications such as Text Message Service (SMS) broadcasting, performing local database queries and retrieving data on the server. However, some features such as database processing should run in the background still run on the UI thread, thereby reducing the user experience when Application Not Responding (ANR) occurs.Keywords: App Inventor 2, Android Application, Cloud Programming, visual programming
Pengembangan Aplikasi Android Menggunakan Integrated Development Environment (Ide) App Inventor-2 Endar Suprih Wihidayat; Endar Suprih Wihidayat
EDUTIC Vol 4, No 1 (2017): NOVEMBER 2017
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1315.449 KB) | DOI: 10.21107/edutic.v4i1.3229

Abstract

Many Integrated Development Environment (IDE) can be used to create Android Apps. Android Studio with Java programming language is an IDE and native programming language that is officially supported by Google. As a supported IDE, AS becomes the best IDE that can be used to build apps. Nevertheless, many novice programmers find it difficult to get started especially by starting a new programming concept for mobile devices. Android Studio is also known as an IDE that requires a high specs computer requirement and also has sophisticated features. This research purposed to develop applications with IDEs that are more user-friendly and more emphasize the big concept of programming without much difficulty regarding compiling the program code and also the complexity of IDE as well as Android Studio. The IDE used in this study is App Inventor 2 (AI2), a cloud-based IDE managed by the Massachusetts Institute of Technology (MIT). The next goal is to test the capabilities of the application by conducting Blackbox Testing and User Testing. In this research has been developed an app called Receptionist that is used to test the ability of the codes generated by AI2. The results show that AI2 can be used to build complex applications such as Text Message Service (SMS) broadcasting, performing local database queries and retrieving data on the server. However, some features such as database processing should run in the background still run on the UI thread, thereby reducing the user experience when Application Not Responding (ANR) occurs.Keywords: App Inventor 2, Android Application, Cloud Programming, visual programming
Systematic Literature Review (SLR): Penerapan Pembelajaran Kolaboratif di Dunia Pendidikan Abad 21 Hanifah Hanun Dzakiyah; Endar Suprih Wihidayat; Dwi Maryono
Jurnal Pendidikan: Teori, Penelitian, dan Pengembangan Vol 8, No 6: JUNE 2023
Publisher : Graduate School of Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/jptpp.v8i6.24489

Abstract

In the education system in Indonesia in the 21st century, students are required to have 4C skills, namely, (1) communication; (2) collaboration; (3) critical thinking ability; (4) creativity and innovation. The ability to collaborate is one of the main competencies that students must acquire to meet the needs and skills in the world of work. This research is in the form of a systematic literature study that aims to obtain media information, methods, results, and problems in the application of collaborative learning in an educational environment. Literature was obtained through the Scopus database with a boolean operator search technique, then 1446 literatures found were then filtered for reporting items for a systematic review and meta-analysis approach (PRISMA) so that 33 literatures on 21st century skills were obtained. The results showed that the media used could be through LMS, software, and games as well as the most dominant method used is Problem Based Learning (PBL) with additional media innovation or other methods. The use of these media and methods has a positive impact on improving learning outcomes and collaboration skills, students also feel motivated and challenged by collaboration, including the use of online media was able to increase students' lower self-confidence to collaborate. However, collaborative learning has several problems including, (1) current students tend to be non-homogeneous so they tend not to be ready for collaboration; (2) educators do not clearly know the obstacles of students when conducting online collaborative learning; (3) students lack experience with projects so they are reluctant to work in groups; (4) distance collaborative learning is not enough to capture social signals than face-to-face; (5) learning media has not been fully able to improve 21st century skills and objectives; (6) measuring tools for collaborative skills do not yet have sufficient indicator.
Drill and Practice Method to Improve Students’ Informatics Learning Outcomes Putranto Argya Kuncara Jati; Endar Suprih Wihidayat; Yudianto Sujana
Journal of Education Action Reseach Vol 9 No 4 (2025): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jear.v9i4.94450

Abstract

Various instructional methods can be employed to achieve learning objectives. In vocational high schools (SMK), Informatics is one of the subjects taught to tenth-grade students and consists of both theoretical and practical activities. Learning methods that rely heavily on textbook-centered instruction often lead to student boredom and suboptimal learning outcomes. To address this issue, the drill and practice method was implemented. This study aims to analyze the implementation of the drill and practice method in improving students’ learning outcomes in Informatics. The research employed a classroom action research design with a descriptive quantitative approach. The research subjects consisted of 36 students. Data were collected from students and teachers through interviews, tests, observations, questionnaires, and documentation. Data analysis was conducted using qualitative methods, including data reduction, data presentation, and conclusion drawing with verification. The results indicate that the drill and practice method effectively improves students’ learning outcomes in Informatics. The delivery of theoretical material involved repeated explanations for each topic and subtopic, while practical activities were also conducted through repeated exercises for each topic and subtopic. As a result, students demonstrated improved understanding of basic C programming concepts.
Performance Analysis of Proxmox and Virtualbox with Overhead and Linearity Parameters to Support Server Administration Practice Aam Kholid Alfaif; Puspanda Hatta; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): 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.v7i2.2399

Abstract

In the informatics and computer engineering education study program, there is a computer network administration course. One of the competencies in that course is server administration. Server administration practices require virtual servers that have good performance to support server administration practices. The previous students used VirtualBox in server administration practice. The use of VirtualBox is felt to be lacking in terms of performance. Therefore, it takes a virtual server that has better performance than VirtualBox. Researchers used a Proxmox virtual server to compare its performance with VirtualBox. The performance test uses overhead and linearity parameters. The results showed that when testing the performance of overhead and linearity parameters, proxmox was able to run ten virtual machines according to the research scenario. While in VirtualBox, you are only able to run three virtual machines. The overhead on proxmox is 8.3 to 15.1 seconds. While the overhead on virtualbox is higher than that on proxmox, which is 84.2 to 155.8 seconds, The graph of overhead values on Proxmox is also more stable and constant than that on VirtualBox. As for the linearity on proxmox, the value is 85.3 to 858.64 seconds. While the linearity in VirtualBox is 241.07 to 2247.15 seconds, The graph of linearity values on Proxmox also experienced a more stable increase than VirtualBox. The conclusion of this research is that the performance of proxmox with parameters for overhead and linearity is better than that of virtualbox in supporting server administration practices.
Development of Android-Based Augmented Reality Learning Media Class X SMK Penda 3 Jatipuro Keken Kusuma Prihantoro; Endar Suprih Wihidayat; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): 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.v7i2.2400

Abstract

In learning Chemistry at SMK Penda 3 Jatipuro has a limited time and only focuses on textbooks. Interactive learning media based on android technology is needed to help the learning process which can be done as an additional activity outside of class hours. Learning materials must also be projected in 3D form to facilitate students' understanding. The purpose of this study is to develop android-based augmented reality learning media for class X chemistry subjects of SMK Penda 3 Jatipuro, and find out the feasibility of this learning media for users to use. The research method used in this study is Reasearch and Development with 3 stages, namely the preliminary stage, the development stage, and the feasibility test stage. The preliminary stage is through interviews and literacy studies. At the development stage using the Prototype development method. The latter is the due diligence stage using the due diligence of media experts, material experts, and users. From this research, an android-based augmented reality-based learning media software for class X chemistry subjects for SMK Penda 3 jatipuro was obtained. From this study, this learning media obtained the feasibility test results of media experts 88%, for the feasibility test of material experts 89%, and for user feasibility tests obtained results of 78%. It can be concluded that this learning media is included in the category of feasible to use based on the scale of testing used.
Efforts to Improve the Learning Outcomes of Junior High School Students Through the Medium of Learning Video Zulfa Candraningrum; Agus Efendi; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): 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.v7i2.2402

Abstract

This classroom action research aims to improve student learning outcomes in the Indonesian language through the use of learning videos. The research was conducted in two cycles, with each cycle consisting of four stages: planning, action implementation, observation, and reflection. During the observation stage, researchers collected data by observing the activities of teachers and students as they used the video learning media. The results showed a significant improvement in learning outcomes. The percentage of students meeting the learning completion criteria increased from an initial 31.25% to 46.9% in the first cycle, and further rose to 84.38% in the second cycle. Additionally, students demonstrated higher participation and were more active during learning activities.
Analysis of Information Security Awareness Against Social Engineering Attacks Fariz Fakhrul Arifin; Puspanda Hatta; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): 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.v7i2.2403

Abstract

Social engineering is a significant threat to information security, where attackers manipulate users to obtain highly confidential information. These attacks can target anyone, but people who are less vigilant are especially vulnerable. In a campus environment, it is crucial that students, who will soon enter the workforce, fully understand the dangers of social engineering and the potential impact on their future employers. This study aims to determine the level of information security awareness at the V campus of UNS Pabelan, with a focus on FKIP-PTIK students from the 2019-2020 classes. The research employed quota sampling, a technique for selecting a sample from a population based on specific characteristics until a desired size is reached. Using a Google Form questionnaire to collect primary and secondary data, the study analyzed the information with a quantitative descriptive approach. The results found that key indicators—including awareness, attitude, knowledge, and behaviors related to information security against social engineering attacks—were all in a "good" category.
Analysis of Android Applications on Google Play Store as a Learning Media for Java Programming Language Bara Bintang Pradana; Endar Suprih Wihidayat; Puspanda Hatta
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.v8i1.3471

Abstract

Despite the proliferation of Java programming learning applications on mobile platforms, no systematic quality-based framework has been applied to evaluate their instructional adequacy, leaving educators without reliable evidence for media selection. This study aims to systematically evaluate Java programming learning applications available on the Google Play Store to identify those most suitable for use as instructional media. A descriptive qualitative approach with structured assessment was employed, in which applications were systematically collected using predefined keywords and filtered through a six-stage elimination process prior to evaluation. The remaining 30 applications were assessed using the Learning Object Review Instrument (LORI), which evaluates seven aspects: content quality, learning objective alignment, feedback and adaptation, motivation, presentation design, interaction usability, and accessibility. Each aspect was scored on a scale of 1 to 4, and a final percentage score was calculated for each application. Of the 30 applications assessed, three achieved the highest scores: CodeGym (92), Java by Coding and Programming (90), and Java X (89), all of which demonstrated strong performance across content quality and usability dimensions. Notably, Google Play Store user ratings were found to be inversely proportional to LORI-based instructional quality scores, suggesting that popularity metrics do not reflect pedagogical value. These findings indicate that a structured, criteria-based evaluation framework is essential for educators selecting Java learning applications, and that Play Store ratings alone are insufficient as a proxy for instructional quality. Future studies are recommended to validate these findings through user testing with actual learners across multiple educational contexts.