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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.
Penggunaan Sumber Belajar dalam SPADA Fakultas Teknik Universitas Veteran Bangun Nusantara Surakarta Daru Wahyuningsih; Basori Basori; Endang Widiyastuti; Hardian Ningsih; Hendramawat Aski Safarizki
SEMAR (Jurnal Ilmu Pengetahuan, Teknologi, dan Seni bagi Masyarakat) Vol 15, No 1 (2026): Mei
Publisher : LPPM UNS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/semar.v15i1.79106

Abstract

Sumber belajar menjadi bagian penting dalam proses pembelajaran. Penyampaian sumber belajar dari dosen pengampu kepada mahasiswa dapat dilakukan dengan penyampaian informasi sumber pustaka, file pustaka, atau tautan (link) pustaka. Penyampaian informasi sumber pustaka yang digunakan dalam kuliah dapat disampaikan dalam pertemuan luring dan penyampaian sumber pustaka berupa file dan tautan pustaka disampaikan dalam laman SPADA Universitas Veteran Bangun Nusantara, yaitu https://spada.univetbantara.ac.id. Pada akses laman tanggal 6 Juni 2023 diperoleh informasi jumlah kelas (course) sebanyak 147, yaitu 81 course pada Program Studi Teknik Sipil, 62 course pada Program Studi Teknik Industri, dan 4 course dalam menu Fakultas Teknik dan ujian akhir semeter 2020-2021. Kata kunci: SPADA, sumber belajar, UNS, Univet
The Influence of the Learning Cycle Blended Learning Model on Student Learning Outcomes Pratiwi Ajeng Safitri; Basori Basori; Febri Liantoni
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.v6i3.76753

Abstract

Learning in the 21st century requires students to be literate about the existence of technology. Technology users in Indonesia are increasing, but the quality of Indonesian education internationally, based on UNESCO records, is still far behind other ASEAN countries. COVID-19, once endemic in Indonesia, directly impacted education, which had to be carried out online. However, after Covid-19 subsided, learning was resumed face-to-face as usual. The Blended Learning learning model, suitable for the 21st century, should not be discontinued but should be improved and improved to make it more optimal. This research aims to determine the effect of the Learning Cycle Blended Learning model on student learning outcomes with the help of Moodle. This research uses quantitative methods with a quasi-experimental research design. This research involved 71 students in the experimental class with the Learning Cycle Blended Learning model and the control class with the Problem-Based Learning learning model. The instrument used is a learning outcomes test consisting of a pretest and a posttest. The t-test results show (1) differences in student learning outcomes between applying Problem-Based Learning and the 8E-Blended Learning cycle with a Sig value. (2-tailed) is 0.003. The n gain test results show (1) The 8E-Blended Learning cycle learning model is more effective in improving student learning outcomes with a gain score of 49.46 in the good category.
Improving Student Understanding in Animation Lessons Using Open Ended Project Based Learning Models Assisted With Augmented Reality Technology Chandra Andriawan; Basori Basori; Astika Wulansari
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.v6i2.65859

Abstract

The competence of students in understanding and applying animation in making animated films is still low. This study aims to improve the learning outcomes of Animation lessons in class XII Film Production using the Open-Ended Project Based Learning model assisted by Augmented Reality Technology. This study used the CAR (Classroom Action Research) method, carried out in two cycles with one meeting in each cycle, consisting of planning, implementation, observation, and reflection. Data collection techniques in this study were observation, interviews, tests, and field notes. The data analysis technique used quantitative and qualitative analysis. The results in this study are the percentage of student's knowledge in the first cycle, which is 69% quite good, and in the second cycle, 74% good. The rate of student's skills in the first cycle is 80% good, and in the second cycle, 94.3% is very good. This study concludes that the Open-Ended Project Based Learning model assisted by Augmented Reality Technology can improve cognitive and psychomotor learning outcomes in Animation lessons in class XII Film Production. Kata Kunci: Animation, Augmented Reality, Open Ended Project Based Learning.
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.
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 Influence of Initial Ability and Learning Motivation on Project Completion in Web and Mobile Programming Subjects Himawan Sutanto; Basori Basori; Kurniasari Kurniasari
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.v7i1.81690

Abstract

The purpose of this study is to determine the influence of student’s initial ability and learning motivation on project completion in web and mobile programming subjects. The study was conducted using a descriptive and qualitative approach. The study subjects were class XII students of a state vocational school in Surakarta. The study was conducted in three phases: determining initial ability, determining the level of learning motivation, and analyzing the relationship between initial ability and learning motivation when completing a project. An initial ability assessment was conducted with 36 students before starting the web and mobile programming course. The determination of the level of motivation takes place after the learning process, and the final phase occurs after the learning process's completion. Data collection techniques include interviews and tests. The results of the study show that students' initial ability has a significant impact on project completion in web and mobile programming subjects.Keywords: Initial ability, Learning motivation, Subject project, Vocational school, Web and mobile programming
Application of Problem-based Learning Assisted by Decision Maker Application on Computational Thinking Materials to Improve Student Learning Outcomes at SMP Negeri 2 Gemolong Sragen Regency Indriyanto Tri Wardoyo; Basori Basori; Astika Wulansari
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.v6i1.65854

Abstract

This research is a classroom action research, which aims to improve student learning outcomes in the informatics subject matter of computational thinking. This study applies Problem-based learning assisted by decision-makers on smartphones. Students are directed to download and install the decision-maker application on their smartphones. Then students use the information in the application as a reference for information as material for discussion with their respective groups. From the results of the summative assessment, the data showed an increase in the average value of learning outcomes in each cycle.
Pengaruh Model Pembelajaran Learning Cycle Blended Learning Terhadap Berpikir Kritis Siswa SMK Jannah Pristya Nandya Putri; Basori Basori; 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.v6i3.75025

Abstract

Dunia pendidikan sangat penting untuk mengembangkan sumber daya manusia dengan pemahaman tentang cara menggunakan teknologi, kemampuan menciptakan inovasi baru, dan kapasitas pemikiran kritis untuk memecahkan masalah. Salah satu kemampuan yang harus dimiliki menurut Partnership for 21st Century Learning adalah berpikir kritis. Metode yang digunakan pada penelitian ini menggunakan pendekatan kuantitatif. Sedangkan desain yang digunakan yaitu quasi experimental design. Hasil penelitian menunjukkan bahwa terdapat perbedaan critical thinking siswa pada mata pelajaran Informatika menggunakan model Learning Cycle Blended Learning. Nilai n gain di kelas eksperimen adalah 0,58 dengan kategori sedang, serta pada kelas kontrol nilai n gain 0,37 dengan kategori sedang. Apabila dibandingkan melalui n gain score, maka penggunaan model pembelajaran Learning Cycle Blended Leanrning lebih efektif digunakan. Maka terdapat peningkatan kemampuan berpikir kritis siswa menggunakan model pembelajaran Learning Cycle Blended Learning berbantuan dengan moodle. Pembelajaran dapat berorientasi kepada siswa karena siswa dapat menjawab pertanyaan pertanyaan yang diberikan oleh guru. Siswa lebih bersikap aktif dan kreatif dalam diskusi maupun mandiri sesuai dengan indikator indikator berpikir kritis.