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Journal : Journal of Informatics and Vocational Education

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.
Model Problem Based Learning Berbantuan Media Sway untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Komunikasi Visual Materi Desainer yang Kreatif di SMKN 1 Dukuhturi Darmi Herawati; Basori Basori; Astika Wulansari
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.v6i3.65895

Abstract

Keaktifan siswa yang rendah menjadi penghambat lancarnya kegiatan pembelajaran, selain itu rendahnya keaktifan siswa menjadi penghalang tercapainya tujuan pembelajaran. Penelitian ini bertujuan untuk meningkatkan keaktifan siswa dalam mengikuti pembelajaran mata pelajaran Dasar-Dasar Desain Komunikasi Visual materi Desainer yang Kreatif yang dapat diamati dari aktivitas siswa dalam melakukan diskusi dalam kelompok, penyampaian pendapat, penyajian hasil pekerjaan kelompok, dan perhatiannya dalam pembelajaran. Subjek penelitian ini dilakukan kepada peserta didik kelas X DKV 2 di SMKN 1 Dukuhturi. Dalam penelitian ini metode yang digunakan adalah penelitian tindakan kelas, dengan teknik pengumpulan datanya menggunakan rubrik dan observasi. Hasil penelitian ini pada setiap siklusnya menunjukkan siswa mengalami peningkatan keaktifan dalam pembelajaran yaitu, pada siklus I memperoleh rata-rata keaktifan sebesar 65,54 dan pada siklus II memperoleh rata-rata keaktifan sebesar 75,00.Kata kunci: Keaktifan Siswa, Problem Based Learning, Desain Komunikasi Visual, Desainer yang Kreatif.
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.
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.
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.