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The Implementation of Team Assisted Individualization Learning Model by Blended Learning in Vocational High School Winda Prasiska Saputri; Dwi Maryono; Agus Efendi
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.v4i1.47470

Abstract

The emergence of the Covid-19 virus in Indonesia has caused in the learning process in schools to be changed into learning at home. The learning process is conducted by distance learning that makes use of technological developments. This study aims to determine the effect of the team assisted individualization (TAI) learning model by blended learning using Schoology on student learning results. This study uses a quantitative approach with a method of quasi-experimental design. Class X of Multimedia students in SMK Negeri 6 Surakarta were selected as the research sample. The experimental group was given a blended learning model using Schoology and team assisted individualization (TAI), and the control class was given a blended learning model using Schoology. The collected data in the form of learning test outcomes were used to find out the student cognitive ability, and observations were used to define the affective and psychomotor ability. The hypothesis t-test used independent-sample assessment with a 0.05 error level, showing the posttest learning results for both classes with a score of 0.002<0.05, which means that there are differences in learning outcomes between the two classes. Moreover, there was an improvement in student learning outcomes with the experiment class, gaining a total score of 0.3125, higher than 0.1354 of the control class.
The Making of Interactive Applications of Beginning Counting with Montessori Method for Kindergarten Students Andito Haryo Saputro; Dwi Maryono; Yudianto Sujana
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 (248.249 KB) | DOI: 10.20961/ijie.v3i1.15024

Abstract

This study aims to create an interactive application of beginning counting with the Montessori method that appropriate to apply as a learning media in Kindergarten. And also to find out the appropriateness of interactive application. The research method used in this research is Research and Development (R&D) and using the ADDIE development model. The development model is divided into 5 stages : (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. In the development stage, the RAD (Rapid Application Development) method is used. The interview method, literature method, and instrument method are used in collecting data. Further, interactive application validated or assessed by media expert and material expert. The results showed that the interactive application of beginning counting with the Montessori method successfully created. The application divided into 3 parts : (1) Knowing numbers, (2) Sorting numbers, and (3) Counting with numbers. Based on the results of the validation of the interactive application, the percentage of interactive application appropriateness were obtained 96.6% by material expert, and 94.7% by media expert. This shows that the interactive application that has been developed can be used as learning resources or learning media of beginning counting. 
Combining Flipped Classroom and Mind Mapping in Indonesian Vocational Schools: Their Influence to Students’ Critical Thinking Ability Roni Agung Nugroho; Basori Basori; Dwi Maryono
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.v4i1.44727

Abstract

The main problem of students in solving problems is the low ability to think. This study aims to improve students' critical thinking skills and measure the effectiveness of the combination of flipped classroom learning models and mind mapping. This research method used is a quantitative approach with a quasi-experimental design. The sample from this study was 31 students from the experiment class and 31 students from the control class. Data collection is done through critical thinking tests. Before using multiple-choice pre-tests and post-tests, instruments are tested first using validity tests and reliability tests. The results showed that the critical thinking abilities of students in the experiment class through the combined learning of flipped classroom models and mind mapping were higher than the control class, interpreted from the post-test score of the experiment class 77.6 while the control class got a score of 71.4. From the effectiveness of the experiment, class learning also got a score gain of 40.4947 with a fairly effective category, while the control class gained a score gain of 38.0115 with ineffective categories.
Penerapan Teknologi Image Processing untuk Optimalisasi Petik Merah pada Kebun Kopi Rakyat Aris Budianto; Cucuk Budiyanto; Qois Amin Fauzan; Indah Widiastuti; Dwi Maryono
DEDIKASI: Community Service Reports Vol 2, No 1 (2020): DEDIKASI: Community Service Report
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v2i1.35845

Abstract

AbstractCoffee has been cultivated as the secondary produce for decades in Girimarto, Wonogiri, however, the selective picking practice remain alient for local farmers. Selective picking is considered impractical due to time consumption and laborous work that farmers should carry out. The community service project designs and implements image recognition technology to help acquire           coffee-cheery ripeness condition. Adopting a geolocation, the appropriate routing strategies, would enable farmers to selectively pick the red cherries in a systematic sequence. The image processing technology was applied by adopting Raspberry Pi microcomputer, Raspberry Pi Camera Board, version 2, and OpenCV programming language. The transition to selective picking and the subsequent post-harvest technology would likely produce high-quality green bean coffee. It is expected that the income of smallholder coffee farmers will gradually be increasing.ABSTRAKPraktek petik buah merah dalam budidaya kopi belum menjadi prosedur baku pada perkebunan kopi rakyat di wilayah Girimarto, Wonogiri. Petani menganggap praktek petik merah pada panen buah kopi merepotkan dan memakan waktu karena dalam satu kunjungan ke kebun mereka hanya memetik buah kopi yang benar-benar matang. Pengabdian ini mendesain dan menerapkan perangkat pemantau kematangan buah kopi untuk membantu petani memperoleh informasi lokasi buah matang dan estimasi jumlahnya sehingga petani bisa merencanakan jalur pemetikan kopi berdasarkan lokasi batang pohon kopi tingkat kematangannya. Teknologi image processing diterapkan dengan mengadopsi penggunaan komputer mikro Raspberry Pi, modul kamera Raspberry Pi Camera Board, versi 2, dan bahasa pemrograman OpenCV. Perubahan pola panen buah kopi dari petik sembarang (petik racutan_ menjadi panen petik merah diikuti dengan perbaikan proses fermentasi buah kopi diharapkan menghasilkan kualitas green bean menjadi lebih baik dan harga jual yang lebih tinggi.
Pemberdayaan Guru SMK Melalui Pengembangan Media Pembelajaran Berbasis Aplikasi Media Augmented Reality Agus Efendi; Endar Suprih Wihidayat; Basori Basori; Dwi Maryono
DEDIKASI: Community Service Reports Vol 4, No 2 (2022): DEDIKASI: Community Service Report
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v4i2.56299

Abstract

Learning using the help of technological media is one of the exciting and considered effective learning methods where students can learn anywhere and anytime with the help of smartphones. In addition, learning in fields that require experience or more imagination in the material studied has its difficulties, such as how it works. The learning experience of vocational school students is primarily determined by the learning experience of educators/teachers. Debriefing teachers' ability to design, develop, and apply Augmented Reality (AR)-based multimedia as a learning medium is essential in increasing the attractiveness and enthusiasm of students in learning so that learning outcomes become more effective. Teacher knowledge of innovative learning technology through the application of Augmented Reality in learning innovation is essential, especially in the ability to design and practical skills of Augmented Reality applications are needed. The Augmented Reality-based application training aims to equip teachers of SMK Negeri 2 Karanganyar, especially in developing their learning media by applying more innovative and creative Augmented Reality software applications. The results from this activity show that Vocational school teachers have a reasonably competent and professional potential to develop more creative and innovative learning through a participatory training model approach. All vocational school teachers have a good competency achievement category of 85.6%. Vocational school teachers are pretty creative and innovative enough to have fulfilled the entirely professional category according to their expertise.
The Implementation of Decision Tree Classification Techniques to Predict the Duration of Students Completing the Thesis at PTIK FKIP UNS Halim Perdana Kesuma; 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.v5i2.64790

Abstract

This paper aims to determine the reasons why students take a long time in compiling their thesis. The slowness of students in compiling will have an impact on their graduation. This is a serious problem faced by educational institutions. Out of 328 students at PTIK FKIP UNS who took thesis credits, only 85 were able to graduate on time. Therefore, this study was conducted to identify the causes. The research data was taken from the alumnus class of 2012 to 2017. The data was processed using RapidMiner software. The technique used was the decision tree classification technique with the C4.5 algorithm, and to optimize the accuracy of the model, the Particle Swarm Optimization (PSO) algorithm was also added. This study got an accuracy rate of 76% and an AUC score of 0.733.
Penerapan Cooperative Learning Pada Pembelajaran Daring Mata Pelajaran Informatika Ditinjau Dari Keaktifan dan Prestasi Belajar Siswa di SMP. Rifa&#039;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.
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.
Implementation of K-Means Clustering for Optimization of Student Grouping Based on Index of Learning Styles in Programming Classes Dwi Maryono; Cucuk Wawan Budiyanto; Allan Auri Pamungkas
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 2 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i2.68151

Abstract

This study aims to group students into study groups (classes) based on learning styles utilising K-Means Clustering technique  and Sum of Squared Error for cluster assessment. This study used type of learning style developed by Felder and Silverman, which includes four dimensions: (1) the learning process; (2) perception of learning; (3) information input; and (4) understanding of information. This study subjects were Universitas Sebelas Maret's students majoring in informatics Education consisting of 58 respondents. The results showed that the K-Means clustering approach with cluster evaluation using Sum of Squared Error produced the best clustering when the number of clusters was k=2. The cluster analysis showed that each class has different learning styles and characteristics. The first cluster (group) consists of 26 respondents and has the features of an active learning style in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and a balance between global and sequential in the information understanding dimension. Meanwhile, the second cluster (group)  consists of 32 respondents and has a reflective tendency in the learning process dimension, sensing in the learning perception dimension, visual in the information input dimension, and global in the information understanding dimension.
Pengembangan Media Interaktif Berbasis Mobile Untuk Meningkatkan Minat Belajar Bahasa Arab Pada Siswa Kelas V MI Roudlotul Ulum Suwawal Salik Manahijassu&#039;ada&#039;; 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.