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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.
Peningkatan Hasil Belajar Siswa Menggunakan Model Problem-based Learning Berbantuan Android-based Packet Tracer Anik Nor Hidayah; Basori Basori; Astika Wulansari
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 15, No 1 (2022): 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.v15i1.65806

Abstract

Student learning outcomes are closely related to the learning strategies applied by the teacher. Many teachers still teach in improvised ways so that student achievement becomes low. This study aims to determine the improvement of learning outcomes in the subject of Network Infrastructure Administration for class XI TKJ 2 SMKN 1 Boyolali using a problem-based learning (PBL) model with the help of an Android-based packet tracer. This study uses a classroom action research method with two cycles where each cycle uses two meetings and begins with the planning stage, implementation stage, observation, and reflection stage. Researchers took the subject of students XI. Data was obtained through documentation and theoretical testing. Data analysis with descriptive analysis. The results showed that in the initial state or pre-cycle using the discovery learning model, student learning completeness only reached a percentage of 41%. Cycles 1 and 2 were carried out using an Android-based PBL model assisted by a packet tracer. In cycle 1, learning completeness increased by 51%, and in cycle two by 81%. These results can be concluded that the PBL model assisted by an Android-based packet tracer which is a modification of the PBL model, is very feasible to be applied to learning in Network Infrastructure Administration. 
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.
The Effect of Technology Utilization in Learning on Learning Motivation of Grade 11 PPLG Students of State Vocational Schools in Surakarta Septian Nur Fajar Pratama; Basori Basori; Kurniasari Kurniasari
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.v7i2.81712

Abstract

Education is a field that continues to develop along with technological advances. One important aspect of learning is student motivation because high motivation can improve learning outcomes. The utilization of information technology is very relevant, especially in State Vocational Schools in Surakarta which focus on the field of software and game development. Learning activities and the relevance of the material are the two key aspects that affect students' motivation. High meaningfulness of subject matter can encourage students to learn because students feel that the material studied is relevant to their lives. Interesting and fun learning activities can also increase student motivation to learn. Information technology can be a powerful tool to increase student motivation. To help kids study more efficiently and reach their full potential, specially created technology may be adapted to each student's needs and skills. In this study, grade XI students at State Vocational Schools in Surakarta will have their motivation to learn about the impact of using information technology in the classroom examined. This research uses qualitative methods to explore this. Through qualitative data analysis with interview and observation methods, it is expected to find a comprehensive picture of the extent of the influence of information technology utilization on learning motivation.
Students' Empathy Attitude in Helping To Overcome Difficulties in Mobile Device Programming Learning Setya Bella; Basori Basori; Kurniasari Kurniasari
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.v7i2.82738

Abstract

Learning is a process of making people or living creatures learn. Learning is very important for students in an era of increasingly rapid technology, one of which is learning to program mobile devices. Of course, in learning there must be achievements learning that must be achieved by students. To achieve learning, students must overcome challenges with different levels of difficulty. This level of difficulty can influence the emotional development of students, especially in providing a sense of empathy towards other students. This research raises the problem of the level of difficulty faced by students in the process of learning mobile device programming and how to empathize in helping students overcome these difficulties. This research method uses a qualitative method with a descriptive approach where the researcher describes the literature review and describes the answers to existing problems. By collecting data through interviews, observations and literature studies. This research was carried out at one of the 11th grade Surakarta State Vocational Schools in phase F on the achievements per mobile device programming element. Based on the results of research in learning mobile device programming, educators know the importance of understanding students' level of difficulty using theory Bloom's Taxonomy and students' empathetic attitude towards the difficulties they face based on Erik Erikson's theory. So that an empathetic attitude can influence students' success in achieving learning.