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Analysis of Learning Styles in Vocational Education in Grade 12 Students at SMK Negeri in Surakarta Bagus Hirnov Baihaqi; Dwi Maryono; Dwi Esti Wardani
Journal of Informatics and Vocational Education Vol 7, No 1 (2024): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i1.81691

Abstract

Vocational education, especially in Vocational High Schools (SMK), plays a crucial role in preparing students for the world of work. Understanding student learning styles is an important aspect in the context of learning, because it affects the effectiveness of the learning process. Learning styles reflect students' preferences in receiving and processing information, becoming the foundation for developing more effective learning strategies. Each individual has unique ways of learning, such as visual, auditorial, and kinesthetic, which affect the understanding and retention of information. This study aims to analyze the learning styles of vocational students in the context of vocational education using qualitative research methods. The formulation of this research problem is how the characteristics of the learning style of vocational students in the vocational learning process. A qualitative approach is used to gain a deep understanding of students' preferences and tendencies in receiving and processing information. The data collection method involves interviews and observation to explore students' learning styles holistically. The results of this study are expected to provide insight into learning strategies that are more responsive and inclusive in accordance with the learning styles of vocational students, so as to increase their motivation, participation, and academic achievement in the vocational education environment.Keywords: Learning style, Learning style of vocational students, Vocational education
Designing Board Games: A Practical Guide for Educator to Teach Computer and Basic Network in Class Ayu Indah Wulandari; Dwi Maryono; Basori Basori
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.63924

Abstract

Board Games can be a highly engaging and motivating resource to support Computer and Basic Network teaching in class. However, the development of board games to facilitate the communication of the subject may not be an easy task for those with no prior experience in designing games. For instance, the various classification of educational game features, construction of the game mechanism, and lack of scholarly guidance for designing and their efficacy in formal learning may hinder the game development process. To address this issue, this study presents a hands-on game development framework for teachers and researchers on how to design educational games. The framework is divided into five that build upon each other to create a student-centered educational resource as well as provide a means of evaluation.
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.
The effectiveness of the application of project based learning with video content toward students' interests and learning outcomes in graphic design printing subject Muhammad Yusuf Farizi; Dwi Maryono; Febri Liantoni
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): 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.v3i3.47568

Abstract

This study aims to find out the improvement and effectiveness of students' learning interests and learning outcomes in using project-based learning models in graphic design printing subjects. The method in this research uses a quantitative quasi-experimental design method. Data collection is done through questionnaires and pretest-posttest controls. The subjects in this study were class XI Multimedia 2 as experimental class and XI Multimedia 1 as control class. The results showed differences in students' learning interests and learning outcomes after using the project-based learning model. This is evidenced by the first hypothesis test using t-test in posttest result of 0.00 which means less than an error level of 0.05, so the conclusion of both classes has a significant difference. In the second hypothesis test using the N-Gain test on learning interests in the experimental class was greater than the control class (41.21 > 20.77). As well as the learning outcomes of the N-Gain (50.30 > 24.49). Therefore, it is concluded that there is an increase in students' interest and learning outcomes in the experimental class.
Web-Based Mail Management Information System at SMA Negeri 1 Sidareja Sigit Priyoga; Rosihan Ariyuana; Dwi Maryono
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.v6i2.70187

Abstract

Every institution including schools has the responsibility to manage archives, especially letters. But the conventional methods of mail management take up a lot of time and space with the risk of losing documents. With a mail management information system, it can simplify and speed up mail management and minimize the risk of losing documents. This application use Yii2 framework and MySQL for the database. Rapid Application Development used in this research and 5 of 8 aspect ISO 25010 for the evaluation. With good results on all evaluation aspects this application can be used in a school environment.
Analysis of Competency Curriculum Alignment in Web-Based Application Development on the Study Program of PTIK UNS with the Industrial World Wachid Adi Nugroho; Dwi Maryono; puspanda Hatta
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.65242

Abstract

This study aims to: determine the application of the competency field curriculum in web-based application development on the UNS PTIK study program, determine the needs in web-based application development competencies on the industrial world, and determine the alignment between the application of the web-based application development competency curriculum on the UNS PTIK study program and the need for competence in the field of web-based application development on the industrial world.The form of this research is qualitative research with 6 research subjects, 3 lecturers and 3 alumnus. Data collection techniques used are document analysis, interviews, and questionnaires. The validity test technique used is source triangulation. The analysis technique used is a comparative descriptive technique.The results of this study indicate that the alignment of the curriculum in the competency field in web-based application development on the PTIK UNS study program with the industrial world as a whole is appropriate, but there needs to be development in several courses and collaborations by involving industry directly in the preparation of the curriculum in the future and there are still several stages in the process of developing web-based applications in practice in lectures have not been carried out.
SQL Island for SQL Learning in Indonesian Vocational Education: A Quasi-Experimental Study of Learning Outcomes and Motivation Anis Zahro Dwi Lutfiana; Aris Budianto; Dwi Maryono
Journal of Informatics and Vocational Education Vol. 9 No. 3 (2026): November 2026
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.v9i3.3645

Abstract

Game-based learning (GBL) has gained considerable attention as a strategy to enhance student engagement in technical subjects, yet evidence from vocational secondary school contexts in Southeast Asia remains limited. This study examined the effect of SQL Island — a web-based SQL learning game — on the learning outcomes and motivation of Grade XI vocational students (RPL program) at SMK Negeri 2 Karanganyar, Indonesia. A quasi-experimental Pretest-Posttest Control Group Design was employed with 53 students (n=23 experimental, n=30 control) selected through cluster random sampling. Instruments included a 12-item essay test (ICC=0.985) and a 22-item Likert scale motivation questionnaire (Cronbach's α=0.770), both validated using Aiken's content validity formula. Data were analyzed using ANCOVA, Independent Samples t-test, Mann-Whitney U, and N-Gain in Jamovi. Results showed no significant effect of SQL Island on learning outcomes (ANCOVA: F=0.465, p=0.498, η²p=0.009) or motivation (t=0.030, p=0.976). Post-hoc power analysis revealed the study was substantially underpowered (1−β=0.07), contextualizing the null result. Critically, a ceiling effect in the experimental class (mean pretest=87.2/100) severely constrained measurable improvement, yielding negative mean N-Gain scores for both groups (experimental: −0.441; control: −0.186). These findings contribute methodological insight on ceiling effect as an underreported confound in quasi-experimental GBL research, and offer practical guidance for future implementations: pre-assessment screening, extended treatment duration (≥4 sessions), and language scaffolding are recommended before deploying SQL Island in vocational settings.