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PENINGKATAN KOMPETENSI PESERTA DIDIK PADA MATA PELAJARAN PEMROGRAMAN DASAR MENGGUNAKAN MODEL KOOPERATIF TIPE STAD BERLATAR MUSIK KLASIK KELAS X MULTIMEDIA 1 SMK NEGERI 3 SURAKARTA Agung Wiratmo; Basori Basori; Dwi Maryono
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 12, No 2 (2019): JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v12i2.24288

Abstract

Penelitian ini bertujuan untuk meningkatkan kompetensi (1) kognitif; (2) psikomotorik; (3) afektif pada mata pelajaran pemrograman dasar setelah menggunakan model kooperatif tipe STAD berlatar musik klasik; Penelitian ini merupakan penelitian tindakan kelas dengan pelaksanaan selama 2 siklus. Penelitian ini menggunakan model kooperatif tipe STAD dengan latar musik klasik. Subjek penelitian ini adalah seluruh siswa kelas X Multimedia 1 di SMK Negeri 3 Surakarta. Penggumpulan data dilakukan dengan teknik observasi untuk data kompetensi afektif peserta didik, teknik tes untuk data kompetensi kognitif dan psikomotorik, dan teknik angket untuk data efektivitas musik klasik dalam pembelajaran terhadap ketenangan dan konsentrasi. Analisis data yang digunakan adalah analisis data diskriptif komparatif. Hasil penelitian sebagai berikut. (1) peningkatan kompetensi kognitif peserta didik belum mencapai indikator (Pratindakan 0%, Siklus I 18.518%, dan Siklus II 10%). (2) peningkatan kompetensi psikomotorik peserta didik mencapai indikator (Pratindakan 33.33%, Siklus I 74.074%, dan Siklus II 76.67%). (3) peningkatan pada kompetensi afektif peserta didik mencapai indikator (Pratindakan 40%, Siklus I 53.125%, dan Siklus II 80%). 
PENGARUH FASILITAS BELAJAR BERBASIS TEKNOLOGI TERHADAP PRESTASI BELAJAR SISWA Havid Muhamad; Agus Efendi; Basori Basori
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 12, No 1 (2019): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v12i1.19118

Abstract

Pendidikan sangat penting bagi kita, negara bisa maju karena orang-orangnya berpendidikan. Keberhasilan pendidikan ditentukan oleh kualaitas pendidikan itu sendiri. Untuk mengetahui kualitas pendidkan diperlukan suatu hasil atau prestasi. Salah satu faktor yang mempengaruhi prestasi adalah fasilitas. Tujuan penelitian ini adalah untuk mengetahui adakah pengaruh fasilitas belajar terhadap prestasi belajar siswa. Pengambilan sample menggunakan sistem simple random sampling sebanyak 58 orang dari total populasi keseluruhan sebanyak 70 orang pada jenjang pendidikan formal. Metode yang digunakan dalam pengambilan data yaitu menggunakan quisioner, observasi dan dokumentasi. Teknik analisis data yang digunakan yaitu menggunakan analisis regresi linear sederhana. Berdasarkan hasil analisis data dan pengujian hipotesis diketahui bahwa kedua variabel yaitu fasilitas belajar (X) dan prestasi belajar siswa (Y) mempunyai pengaruh yang positif, hal ini dibuktikan dengan r = 0,277 dimana pedoman yang digunakan untuk memberikan interpretasi yang dikemukakan oleh Sugiyono berada pada interval 0,20 – 0,399 yang mana termasuk dalam kategori rendah. Berdasarkan hasil penelitian yang telah dikemukakan oleh penulis yang mana terdapat pengaruh antara fasilitas belajar terhadap prestasi belajar dengan kategori rendah, maka perlu ditingkatkan efektifitas penggunaan fasilitas belajar serta dilakukan penelitian lain tentang faktor lain yang mempengaruhi prestasi belajar siswa selain fasilitas belajar.
PENERAPAN PROJECT BASED LEARNING UNTUK MENINGKATKAN AKTIVITAS DAN KOMPETENSI INSTALASI SISTEM OPERASI BERBASIS GUI DAN CLI PADA SISWA KELAS X TKJ DI SMK N 1 SAWIT Basori Basori
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 11, No 1 (2018): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v11i1.17990

Abstract

Penelitian ini bertujuan untuk mengetahui apakah penerapan project based learning dapat meningkatkan aktivitas dan kompetensi belajar siswa dalam Instalasi Sistem Operasi Berbasis GUI ( Graphical User Interface) dan CLI ( Command Line Interface) kelas X TKJ SMK N 1 Sawit. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan sebanyak dua siklus dimana masing – masing siklus dilakukan dengan empat tahapan, yaitu : (1) tindakan perencanaan; (2) tindakan pelaksanaan; (3) tindakan observasi; dan (4) refleksi. Subjek penelitian adalah siswa kelas X TKJ 3 di SMK N 1 Sawit sebanyak 34 siswa. Teknik pengumpulan data menggunakan lembar observasi, wawancara, instrumen tes dan teknik analisis data. Hasil penelitian, menunjukkan : (1) Aktivitas siswa dalam mengikuti pembelajaran mengalami peningkatan pada pra siklus sebesar 32,35% menjadi 58,82% pada siklus I dan pada siklus II meningkat menjadi 82,35%. (2) Kompetensi siswa dalam pembelajaran terdisi dari 3 ranah yaitu masing – masing ranah meengalami peningkatan sebagai berikut: (a) Ranah Kognitif dari pra siklus sebesar 11,76% menjadi 26,47% pada siklus I dan siklus II meningkat menjadi sebesar 47,05%.Ranah Afektif dari pra siklus sebesar 32,35% menjadi 53,29% pada siklus I dan pada siklus II meningkat menjadi sebesar 76,47%. (c) Ranah Psikomotorik dari pra siklus sebesar 44,11% menjadi 79,41% pada siklus I dan pada siklus II meningkat menjadi 82,35%.
Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects Septi Auliya Hasri; Basori Basori; Dwi Maryono
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 (193.613 KB) | DOI: 10.20961/ijie.v3i1.32116

Abstract

The purpose of this study was to determine whether Kahoot-based game-based learning models can influence learning interest and learning outcomes of participants being educated. Participants from a Vocational School in Surakarta Indonesia were involved in the research. This study used a quasi-experimental method (quasi-experimental design) with pretest-posttest control design. This study used two control and experimental groups. Control with conventional learning and experiment with Kahoot. Data collection is done by distributing questionnaires and learning outcomes tests. The hypothesis test used was a paired sample t-test and independent sample test using the error level of 0.05. The results showed interest in the control class decreased 6.6% and learning outcomes increased by 2.8%. The results of the experimental class study showed interest in learning increased by 6.7% and learning outcomes increased by 9.9%. Hypothesis testing shows the posttest value of both classes' learning interest 0,000 <0,050 and posttest learning outcomes 0,00 <0,05 which means there are differences in the results of the posttest of the two classes. Thus, there are differences and improvements with the use of Kahoot.
Exploration of Critical Thinking Skills in Digital Citizenship Course Through Online Learning Titan Istiah Herwati; Basori Basori; Puspanda Hatta
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.v4i1.44580

Abstract

Low critical thinking skills cause students difficulty in solving problem, especially in learning. This study aims to find out the effectiveness of google classroom on critical thinking skills in Simulation dan Digital Communication. A total of 62 students participated in this research who were divided into two randomized treatments, namely 31 students in the experimental class and 31 students in the control class. In its implementation, it would compare using LMS google classroom by applying discussion groups to experimental class and control class that use google classroom, not in discussion groups. This research used a quasi experimental design with a pretest-posttest using a quantitative method. The data were collected through a critical thinking test. Before using multiple-choice pretest and posttest multiple-choice tests, instruments were tested first using validity tests and reliability tests. Google classroom as an independent variable and the dependent variable was critical thinking. Implementing learning with the help of google classroom through discussion and question features was an effort to effectively improve critical thinking skills in class. According to the result of the study, google classroom has effectiveness on critical thinking skills from the result in the experimental class of 45.609 Increased critical thinking skills in students cause students to analyze and solve problems.
The Influences of Problem-Based Learning Model with Fishbone Diagram to Students's Critical Thinking Ability Istikomah Istikomah; Basori Basori; Cucuk Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.11432

Abstract

Problem-based learning is characterized by the existence of a real problem as the context wherein students learn critical thinking skills, problem-solving, and knowledge acquisition. The concept of critical thinking gains popularity to help students obtain the ability to conduct fact analysis, support opinion with an argument, and problem-solving. The majority of Indonesian vocational school students, however, have difficulty in developing critical thinking skills and problem-solving. This research was purportedly designed to evaluate the differences of students' critical thinking ability in response to the application of various problem-based learning model namely Fishbone diagram, problem-based learning model, and expository learning model. A quasi-experimental design was applied to assess students' critical thinking. The findings indicate that there was a significant difference in students' critical thinking ability responding to the learning models. In summary, the research proposes the problem-based learning as an alternative learning model to improve student’s critical thinking ability.
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.
The Influence Of Achievement Subject Package of Expertise (C3), Learning Motivation And Industrial Guidance Toward Achievement of Industrial Working Practice Multimedia Student at State Vocational High School 3 Surakarta Rifen Gigih Affafa; Agus Efendi; Basori Basori
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.8298

Abstract

The purpose of this research are to determine the influence between (1) achievement subject package of expertise (C3) toward student’ achievement of industrial working practice (2) learning motivation toward student’ achievement of industrial working practice multimedia (3) industrial guidance toward student’ achievement of industrial working practice (4) the achievement subject package of expertise (C3), learning motivation, industrial guidance toward student’ achievement of industrial working practice. The population was a multimedia student of class XII at State Vocational High School 3 Surakarta. The research was using quantitative approach ex-post facto methods.  Data were collected by questionnaire methods and documentation. Those data were analyzed with multiple regression. The result of this research have shown that: First, the achievement subject package of expertise (C3) variable positively and significantly influence toward student’ achievement of industrial working practice. Second, learning motivation variable positively and significantly influence toward student’ achievement of industrial working practice. Third, industrial guidance variable positively and significantly influences toward student’ achievement of industrial working practice. Fourth,  the achievement subject package of expertise (C3), learning motivation, and industrial guidance found to have significant (Fcalculation=10,735> Ftable= 2,77) and positive (rx1x2x3y=0,654; R2=0,428) toward student’ achievement of industrial working practice. The achievement subject package of expertise (C3) has the most significantly influence toward student’ achievement of industrial working practice.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Persepsi Guru Terhadap Implementasi Project-Based Blended Learning di Masa Pandemi Covid-19: Studi Kasus Di Smk Negeri 1 Sawit Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): 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.v5i1.62570

Abstract

Penyebaran covid-19 yang sulit dikendalikan, mengakibatkan masalah di berbagai bidang. Salah satunya adalah di bidang pendidikan. Proses pembelajaran dipaksa harus menggunakan daring. Banyak kelemahan dalam pelaksanaan pembelajaran daring ini. Project-based Blended Learning merupakan salah satu alternatif pembelajaran di SMK saat pandemi. Tujuan penelitian iniuntukmengetahui persepsi guru terhadap PjBBL dan implementasinya. Metode yang digunakan adalah pendekatan kualitatif. Pengumpulan data menggunakan metode wawancara, observasi, dan angket daring. Wawancara dilakukan dengan wakil bidang kurikulum dan Guru. Analisis data menggunakan model analisis interaktif dari Miles and Huberman. Hasil penelitian menunjukkan adanya persepsi yang baik dari guru terhadap model PjBBL. Indikatornya adalah adanya pengetahuan yang baik tentang model, penerimaan terhadap model, dan dan keinginan untuk melaksanakan model PjBBL dalam proses pembelajaran.
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.