Claim Missing Document
Check
Articles

Found 17 Documents
Search

Pengembangan Media Interaktif Berbasis Mobile Untuk Meningkatkan Minat Belajar Bahasa Arab Pada Siswa Kelas V MI Roudlotul Ulum Suwawal Salik Manahijassu'ada'; Dwi Maryono; Agus Efendi
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.v6i3.78457

Abstract

Penelitian ini bertujuan untuk (1) mengetahui hasil pengembangan serta kelayakan media interaktif berbasis mobile bagi siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab; (2) mengetahui respon pengguna terhadap media interaktif berbasis mobile sebagai media pembelajaran siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab. Penelitian ini merupakan jenis penelitian Research and Development (R&D) dengan model pengembangan yang digunakan adalah ADDIE. Instrumen yang digunakan dalam penelitian ini meliputi angket penilaian validasi uji ahli materi, ahli media, dan angket respon siswa (pengguna). Hasil penilaian ahli media menunjukkan bahwa kelayakan media pembelajaran memperoleh total skor sebesar 88% termasuk dalam kategori “Sangat Layak”. Kemudian hasil evaluasi ahli materi menunjukkan penerapan media pembelajaran memperoleh total skor 87% termasuk dalam kategori “Sangat Layak”. Hasil uji pengguna, aplikasi media pembelajaran interaktif memperoleh skor akhir sebesar 92%, termasuk dalam kategori “Sangat Baik”. Hasil pengujian menunjukkan bahwa media pembelajaran interaktif berbasis mobile yang dikembangkan sangat layak digunakan dalam pembelajaran bahasa Arab di MI Roudlotul Ulum Suwawal.
Online learning in Indonesian higher education: New indicators during the COVID-19 pandemic Fairusy Fitria Haryani; Sarwanto Sarwanto; Dwi Maryono
International Journal of Evaluation and Research in Education (IJERE) Vol 12, No 3: September 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v12i3.24086

Abstract

The COVID-19 pandemic has increasingly demanded the implementation of online learning in Indonesia. This study aimed to determine the indicators influencing the effectiveness of online learning in Indonesian higher education during the COVID-19 pandemic. The study employed a mixed-methods approach. We conducted an online survey of 201 lecturers teaching courses during the even semester of 2019/2020 and 1,983 students in 18 higher educations then followed up with an online interview with the lecturers, the head of the study program, and the institute of quality assurance of four chosen institutions. The results showed that besides the lecturer’s information technology capabilities, the new indicators of online learning effectiveness in higher education during the COVID-19 pandemic were the availability of assessment guidelines, semester learning plan guidelines, academic position, type of lecturer publication, lecturer certification, and workload.
3D Cooperative Multiplayer Online Game Design as Introduction to Gobak Sodor Traditional Sports Game : Multimedia Development Life Cycle (MDLC) Moh Salimi; Dwi Maryono; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9492

Abstract

This research aims to develop a design for a 3D Cooperative Multiplayer Online Game to introduce the traditional sport of “Gobak Sodor” to students. This research method used research and development based on the Multimedia Development Life Cycle (MDLC) steps consisting of concept, design, material collecting, assembly, and testing. Expert Judgement was required to evaluate and validate the developed design by considering various aspects. The testing conducted by media experts resulted in a score of 83,93%. The result of this study indicated that the proposed design falls into the highly feasible category. The results of this research imply that this media can be used to preserve traditional game culture.
The Development of Augmented Reality (AR)-Based Mobile Learning Media on Routing Concept Subject of Network Infrastructure Administration Noviana Nur Rizki; Agus Efendi; Dwi Maryono
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.v7i2.2401

Abstract

This study aims to develop and observe the eligibility level of Augmented Reality (AR)-based mobile learning media for the routing concept in the Network Infrastructure Administration subject for Vocational School students. This research was backgrounded by the students' difficulties in understanding the simple routing procedure due to the less attractive interface and complexity of the learning media they used. The research methodology used in this study is research and development (R&D) with the Alessi & Trollip development model, which is divided into three steps: planning, design, and development. The eligibility level of the learning media was obtained from two types of tests in the development step: the alpha test (subject expert test and media expert test) and the beta test (limited user test). The results of this research show that the Augmented Reality (AR)-based mobile learning media on the routing concept for the Network Infrastructure Administration subject for Vocational School students is already good, more appealing, and can help students understand the routing concept. Based on the data analysis of the alpha-test and beta-test results, the eligibility level of the learning media is "Good" according to the media expert, subject expert, and the limited test by students.
Analysis of Student Computational Thinking Ability in PTIK UNS on Database Course Daniel Enrique Triosandriawan; Dwi Maryono; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): 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.v7i3.2408

Abstract

This qualitative descriptive study aims to determine the computational thinking (CT) abilities of PTIK students in a database course and to identify differences in CT abilities among students with low, medium, and high academic grades. This research describes a condition based on existing research results and compares it with supporting theories to provide a systematic overview of the computational thinking abilities of PTIK FKIP UNS students. The research instruments included documents (database scores of PTIK students for the 2021 academic year) and essay test results from third-semester students who had completed the database course. The sampling technique used was purposive sampling. Data was collected through document analysis, test instruments, and in-depth interviews, with data validity tested using method and data source triangulation. The data was analyzed using narrative analysis techniques. The study assessed six aspects of CT ability in the database context: decomposition and reduction, abstraction, conversion and simplification, classification and division of ideas, reverse thinking, and assumptions. The results showed that, overall, PTIK students possess good CT skills. However, the abilities in reduction, simplification, and assumption could be improved. The research also found a clear difference between students with low midterm test scores and those with high midterm test scores. The data confirms that better grades in the database course correspond to better CT abilities among students.
The Influence of Self-Efficacy and Learning Independence on the Job Readiness of Informatics Education Graduates Rizka Rizkianna; Agus Efendi; Dwi Maryono
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.v8i2.3181

Abstract

The research aims to understand the relationship between self-efficacy and independent student learning readiness among working students. The research methodology used a correlational study. The population that was used in the research was all students in the XII computer engineering program at SMK Muhammadiyah 1 Sukoharjo, covering 143 students. While the research sample of 72 students was obtained by a cluster random sampling method of sampling. Data collection in this research uses three that is scales of self-efficacy, scales of independent learning, and scales of readiness for work students that have been tested for validity and reliability. The result showed that self-efficacy and independent learning have a positive and significant relationship with readiness for work students, whether independent or simultaneous. These findings imply that strengthening self-efficacy and developing independent character are crucial for schools in improving graduates' work readiness for the workplace.
The Effect of Applying Scaffolding Method on Students' Programming Abilities at Surakarta State Vocational School Steven Budi Sanjaya; Yusfia Hafid Aristyagama; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 9, No 2 (2025): (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.v9i2.87704

Abstract

This research aims to determine the effect of applying the scaffolding method on the programming abilities of students at Surakarta Vocational School as measured by tests or programming ability tests. By using the scaffolding method, it is hoped that students' programming abilities will be better than conventional learning methods. The research used a quasi-experimental design with a pre-test and post-test control group design. In the research, the control class was not given treatment in learning activities, while the experimental class was given treatment in the form of a scaffolding method in learning activities. The research subjects were 72 class X students at a Vocational School in Surakarta obtained by cluster random sampling. Research data was obtained using pre-test and post-test which were prepared based on basic programming concepts using the Java programming language. Research data analysis was carried out using descriptive analysis techniques using the SPSS application. The results of the research show that the application of the scaffolding method has a good effect on the programming abilities of students at Surakarta Vocational School. This can be seen from the average programming ability test result for the experimental class which is higher than the control class (79.58 > 74.72). Additionally, the gain score analysis revealed that the improvement in the experimental class (49.72%) was significantly higher than the control class (41.94%). It can be concluded that the programming ability of the experimental class using the scaffolding method is better than the control class.
The Development of Learning Media for 6th Grade Elementary School Solar System Courses-based on Android with Virtual Reality Technology Aditya Nugraha Pradana; Dwi Maryono; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): 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.v5i3.67392

Abstract

This study aims to: (1) create learning media for android-based solar system subjects with virtual reality technology and (2) determine the feasibility of learning media for android-based 6th-grade solar system subjects with virtual reality technology. Solar system learning media for Android-based 6th-grade elementary school with virtual reality technology was developed using the Luther method through 6 stages: concept, design, material collection, manufacture, testing and distribution. The concept stage determines the objectives, materials, and content of the learning media that will be developed. The design stage is determining the material and storyboard. The material collection stage includes determining learning materials, Unity 3D assets, images, audio and others that support the learning media. The manufacturing stage is making learning media according to the predetermined design and storyboard. At the testing stage, we validated the product with media experts, material experts, and users. At the distribution stage, it produces media in the form of *.apk, which is uploaded to Google Drive. The validation of learning media is seen from the assessment of media experts, material expert assessments, and user assessments. Ratings obtained from all these aspects are 91.9% from media experts, 88.3% from the material, and 71% from users. The results of the three assessments have an average of 83.7%. From these results, it can be concluded that this learning media can be used as a learning medium.
Penerapan Cooperative Learning Pada Pembelajaran Daring Mata Pelajaran Informatika Ditinjau Dari Keaktifan dan Prestasi Belajar Siswa di SMP. Rifa'i Abdul Karim; Dwi Maryono; Febri Liantoni
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): 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.v5i2.62546

Abstract

This study aims to increase student activity and learning achievement through the application of Cooperative Learning Type STAD in Informatics online learning by utilizing the Google Jamboard application. This research is included in the quasi-experimental type of research with the design of One Group Pretest-Posttest.  The population in this study was all grade VII students of a state owned school. The sample used was class VII G students with a total of 32 students. The sampling technique uses cluster random sampling. Data collection techniques use questionnaires and tests. The technologyk data analysis used is a normality test, homogeneity test, and hypothesis test using a paired sample t test. The results of the study, which were reviewed in terms of learning activity, statistically there was an increase from an average score  of 72.90 to 80.69. Meanwhile, in terms of learning achievement, it showsthat statistically the average pre-test score is46.56 and  the average  post test score is 65.03 so that there is an increase through the application of Cooperative Learning Type STAD in informatics online learning.
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta Rizal Taufiq Hidayat; Dwi Maryono; Cucuk Wawan Budiyanto
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.v6i3.65934

Abstract

This study aims to find out how to build a web-based assignment information system by applying Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program and determine the eligibility level developed according to ISO 25010 Standards. Information system development using the Laravel web application framework. Development is carried out using the agile development software development model consisting of 5 stages, namely planning to produce functional and non-functional requirements. The research applies the Object Oriented Analysis and Design (OOAD) method in the analysis and design process. Analysis produces use case diagrams, Design produces activity diagrams and class diagrams. Implementation produces program code from development results. The system produces products uploaded to the server, which can later be accessed online and in real time. This information system has three levels of users, namely admin, teachers and students. The suitability test results using the ISO 25010 Standard on the three sub-characteristics of functional suitability, namely functional completeness, have an average value of 1 (Good). Functional correctness has an average value of 1 (Good). Functional appropriateness has an average value of 1 (Good). Characteristics of performance efficiency obtained an average result of GTMatrix Grade 85% (grade B). The average largest contentful paint is 1.423s (OK, but considering improvement). Average total blocking time 97.82ms (Good - nothing to do here). Average cumulative layout shift 0.023 (Longer than recommended). Portability characteristics have excellent results in that the system can run on desktop or mobile devices. Usability characteristics of 85% (Very Decent). The results of the respondent gamification test average score of 4.44 indicate that respondents are categorized as strongly agreeing with the existence of a web-based assignment information system by applying leaderboard and quest gamification elements. From the results of these tests, it can be concluded that the web-based assignment information system, using Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program, meets ISO 25010 quality standards.