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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. 
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.
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.
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.
The Influence of Internal and External Factors on the Successful Implementation of 5S Work Culture in Vocational Schools Rizal Taufiq Hidayat; Dwi Maryono; Dwi Esti Wardani
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): 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.v7i2.81711

Abstract

In the sphere of education, 21st-century skills are becoming increasingly important. The ability to integrate 21st-century skill competencies with workplace cultures is another requirement for vocational institutions. Many companies and industries these days are searching for employees with positive work cultures. Consequently, there is a strong and favorable correlation between workplace culture and student achievement. In addition, there is a strong correlation between students' vocational character and the 5R work culture in vocational schools. Hermawan and Nurdin's (2023) research demonstrates that the 5S work culture assessment tool achieved good content validity and reliability (0.793). Research by Balasundaram et al. (2023), applying the 5S technique can improve customer happiness, product quality, and production efficiency. Additional research by Maulidina and Wijarnaka (2023) demonstrates that work willingness is significantly and favorably impacted by the 5-person work culture by 15.90%. These three studies, however, did not examine the variables that affect the 5S work culture's successful adoption in vocational schools. The primary methodology for the research is qualitative methods; two participants complete Google forms with written interviews and observation techniques. Inductive data analysis was used to process the acquired data. The study's findings indicate that there are both internal and external elements that affect how well 5S work cultures are implemented at vocational schools. The internal factors include 1) a Well-organized curriculum; 2) well-behaved students; and 3) workload distribution. External elements, which are as follows: 1) School Persistence; 2) Industry Support; 3) Community and Parent Participation; and 4) Work Culture Integration Into Daily Practices.
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.