Basori Basori
Universitas Sebelas Maret

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Blended learning model towards vocational students’ learning outcomes: A scoping review Basori Basori; Sajidan Sajidan; Muhammad Akhyar; Wiranto Wiranto
International Journal of Evaluation and Research in Education (IJERE) Vol 12, No 1: March 2023
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v12i1.22986

Abstract

The learning characteristic in the 21st century is the availability of information anywhere and anytime. Blended learning (BL) became the most widely used learning strategy in vocational education. However, the problem is the effectiveness of BL on student outcomes. This scoping review provides an overview of the implementation of the BL model on vocational students. The research questions in this review were: i) What type of BL was taken?; ii) How did the BL model works?; and iii) What was improved in student learning outcomes? The research method adopted the scoping review from Arksey & Markey. From the beginning, the research article data was taken from the Scopus database. The article selection using the PRISMA method obtained 32 articles from 4,298 articles. The results of the review showed that there were three types of BL models. The three types of BL were: i) The flipped classroom model; ii) The station-rotation model; and iii) The self-blend model. BL syntax that teachers most favored in nine ways, but mainly with the syntax: “Face-to-face (F2F) finished, after that online learning for enrichment”. Meanwhile, most of the articles improved learning outcomes in the cognitive domain.
Enhancing Learning Outcomes in Vocational Animation Education: A Quasi-Experimental Study of Kahoot-Assisted Game-Based Learning in Indonesia Aris Budianto; Dinta Sannyaturohmah; Basori Basori
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
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.v8i1.3457

Abstract

Student disengagement during theory-based instruction in vocational high schools remains a critical pedagogical challenge. Game-based learning (GBL) has emerged as an innovative approach to improve student engagement and achievement, particularly in vocational education. This study aimed to examine the difference in learning outcomes and the effectiveness of the Kahoot-assisted GBL model compared to conventional learning in the 2D Animation subject.  A quasi-experimental pretest-posttest control group design was employed. Sixty-one grade XI Multimedia students at a vocational high school in Surakarta were selected through cluster random sampling (experimental n=30, control n=31). Data were collected via validated achievement tests and analyzed using an independent sample t-test and normalized gain index. Results showed a significant difference in learning outcomes (t=5.548, p=0.000<0.05). The normalized gain score of the experimental class (g=0.52, medium category) was significantly higher than the control class (g=0.20, low category). Kahoot-assisted GBL is more effective than conventional learning in improving student learning outcomes in 2D Animation. These findings offer evidence-based guidance for vocational educators seeking to enhance theory-based learning through gamified digital tools. This study contributes to the limited body of evidence on gamified learning in vocational multimedia education within the developing country context.
The Influence of Game-Based Learning Assisted by Wordwall on Informatics Learning Outcomes Raihan Bima Agwicahya; Basori basori; Agus Efendi
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
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.v8i1.3479

Abstract

The research was conducted with the aim of knowing the difference in the effect of the application of game-based learning assisted by Wordwall on the learning outcomes of the informatics class VII SMP Negeri 3 Colomadu. The design of this research is a quasi-experiment. The population used was all seventh-grade students of SMP Negeri 3 Colomadu. The sampling technique used was cluster random sampling, so that the samples used were 32 students from class VII A as the experimental class group and 32 students from class VII B as the control class group. The technique used is by giving tests which include a pretest and a posttest. Prerequisite test by doing the normality test with the Kolmogorov-Smirnov and the homogeneity test with Levene. Data analysis is by independent sample t-test and paired sample t-test with a significant value limit of 0.05 and N-Gain Score, with the help of the SPSS 25 application program. The results obtained show that there is an influence on the application of game- based learning aided by Wordwall on the learning outcomes of the informatics class VII SMP Negeri 3 Colomadu. It can be seen from the calculation of the independent sample t-test, which shows a significance value of 0.036 <0.05, and the paired sample t-test results show a value of 0.000 <0.05. These results show that the use of game-based learning assisted by Wordwall has an effect on learning outcomes. The results on the N-Gain Score also show that the score obtained by the experimental group is higher than the control group, namely 0.4212 > 0.1630. From these results, the experimental group obtained a score that is moderate. These findings suggest that digitally gamified review platforms can serve as effective pedagogical supplements in technology-integrated classrooms, warranting further investigation across diverse subject areas and school contexts.