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Otomatisasi Perangkat Jaringan Komputer Menggunakan Ansible Pada Laboratorium Komputer M Rifki Affandi; Puspanda Hatta; Agus Efendi
SMARTICS Journal Vol 6 No 2: SMARTICS Journal (Oktober 2020)
Publisher : Universitas PGRI Kanjuruhan Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/smartics.v6i2.4599

Abstract

Network automation is a solution in implementing some complicated or repetitive work. The standard configuration method on network devices performs by entering a network device. That looks easy to configure one or two network devices. that will look not very easy if one must configure many network devices such as routers and servers. Ansible served as a network automation tool on a large and small scale on a computer network, and Ansible served to simplify configuring network devices.
PENGGUNAAN VIRTUAL LABORATORY DITINJAU BERDASARKAN SELF DIRECTED LEARNING PADA CALON GURU SEKOLAH DASAR Dwi Yuniasih Saputri; Sajidan Sajidan; Agus Efendi; Wiranto Wiranto
Kwangsan: Jurnal Teknologi Pendidikan Vol 11, No 1 (2023): Kwangsan
Publisher : Balai Besar Guru Penggerak Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31800/jtp.kw.v11n1.p1--20

Abstract

The purpose of this study is to analyze the use of a virtual laboratory in terms of self-directed learning in elementary school teacher candidates. The research method used in this research is descriptive research. The subjects of this study were 35 students. Data is collected using a questionnaire. The data analysis technique used in this research is qualitative analysis consisting of data collection, data reduction, data presentation, and concluding. The results of this study indicate that the perceptions of prospective elementary school teachers towards virtual laboratory have fulfilled aspects of self-awareness or initiative by 84.20%, independent learning strategies by 78.66%, independent learning activities by 79.22%, evaluation by 81 .54%, and motivating intrapersonal abilities by 89%. The use of a virtual laboratory is recommended for other materials that can involve virtual practicum activities.Abstrak.Tujuan penelitian ini yaitu menganalisis penggunaan virtual laboratory ditinjau berdasarkan self directed learning pada calon guru sekolah dasar. Metode penelitian yang digunakan dalam penelitian ini yaitu penelitian deskriptif. Subjek penelitian ini yaitu 35 mahasiswa. Data dikumpulkan dengan menggunakan angket. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis kualitatif yang terdiri atas pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Hasil penelitian ini menunjukkan bahwa persepsi calon guru sekolah dasar terhadap virtual laboratory telah memenuhi aspek kesadaran atau inisiatif diri sendiri sebesar 84,20%, strategi belajar mandiri sebesar 78,66%, kegiatan-kegiatan belajar mandiri sebesar 79,22%, evaluasi sebesar 81,54%, dan memotivasi kemampuan intrapersonal sebesar 89%. Penggunaan virtual laboratory direkomendasikan untuk materi lain yang dapat melibatkan kegiatan praktikum secara maya.
Curriculum Transformation at Islamic Boarding High School: Moving Ahead Modernism Mutiara Yolanda; Gunarhadi Gunarhadi; Agus Efendi
AL-ISHLAH: Jurnal Pendidikan Vol 17, No 1 (2025): MARCH 2025
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35445/alishlah.v17i1.6267

Abstract

Education in Indonesia is evolving, including in Islamic boarding schools, which increasingly adopt modern approaches while preserving Islamic traditions. This study explores the curriculum movement at Modern Assalaam Islamic Boarding School, where national and boarding school curricula are integrated to balance modern education with traditional religious teachings. This study employs a qualitative case study approach, collecting data from eleventh-grade teachers through interviews, observations, and documentation. Data were analyzed using NVivo 14 software to encode, categorize, and identify emerging themes. Findings reveal that Assalaam Islamic Boarding School has successfully integrated technology, traditional boarding school practices, interactive learning, and collaboration with other educational institutions. Examples include using digital tools such as Canva, Excel, and PowerPoint in instruction, implementing practical sessions aligned with course content, utilizing the JOS program for material application, teaching practical skills like coding, and fostering cooperative learning through teacher-led group discussions. The institution demonstrates that curriculum transformation in Islamic boarding schools is essential to remain relevant and competitive. By incorporating technology and modern pedagogical strategies while preserving Islamic values, the school enhances student engagement and prepares them for contemporary challenges. Assalaam Islamic Boarding School serves as a model for integrating modernism and tradition in Islamic education. Its curriculum demonstrates adaptability to globalization and technological advancements while maintaining strong Islamic principles. Future research should explore curriculum adaptations in other Islamic boarding schools to enhance competitiveness in the modern era.
Psychoeducational Media as a Coping Strategy to Alleviate Academic Stress Among High School Students: A Systematic Literature Review Taufik Hidayat; Agus Efendi; Akhmad Arif Musadad
International Conference on Psychology and Education (ICPE) Vol. 4 No. 1 (2025): Proceeding of The International Conference on Psychology and Education (ICPE)
Publisher : Department of Psychology, Faculty of Education, Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Academic stress experienced by high school students can negatively affect mental health, academic achievement, deviant behavior, sleep quality, physical health, school dropout, and long-term outcomes. This study aims to systematically review scholarly literature on the use of psychoeducational media as a coping strategy to reduce academic stress among high school students. A Systematic Literature Review (SLR) was conducted following the PRISMA guidelines. Articles were retrieved from the Scopus database using inclusion criteria, including publications published between 2015 and 2025, within the subject areas of “psychology” and “social sciences,” written in English, open access, focused on academic stress in high school students, and examining psychoeducational media. 5 articles were finally included for thematic analysis. The results indicate that psychoeducational media, including gratitude journals, mindset modules, and multimodal programs (HSMP, MSC-T, and EASE), are effective in reducing academic stress and related psychological distress. These interventions also improve emotional regulation, self-compassion, and psychological well-being. The findings highlight the potential of psychoeducational media to be integrated into school-based mental health promotion. However, further research is needed to examine the long-term effectiveness and cultural relevance of these interventions in various educational settings.
The Development of Augmented Reality (AR)-Based Mobile Learning Media on Routing Concept Subject of Network Infrastructure Administration Noviana Nur Rizki; Agus Efendi; Dwi Maryono
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
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.v7i2.2401

Abstract

This study aims to develop and observe the eligibility level of Augmented Reality (AR)-based mobile learning media for the routing concept in the Network Infrastructure Administration subject for Vocational School students. This research was backgrounded by the students' difficulties in understanding the simple routing procedure due to the less attractive interface and complexity of the learning media they used. The research methodology used in this study is research and development (R&D) with the Alessi & Trollip development model, which is divided into three steps: planning, design, and development. The eligibility level of the learning media was obtained from two types of tests in the development step: the alpha test (subject expert test and media expert test) and the beta test (limited user test). The results of this research show that the Augmented Reality (AR)-based mobile learning media on the routing concept for the Network Infrastructure Administration subject for Vocational School students is already good, more appealing, and can help students understand the routing concept. Based on the data analysis of the alpha-test and beta-test results, the eligibility level of the learning media is "Good" according to the media expert, subject expert, and the limited test by students.
Efforts to Improve the Learning Outcomes of Junior High School Students Through the Medium of Learning Video Zulfa Candraningrum; Agus Efendi; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
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.v7i2.2402

Abstract

This classroom action research aims to improve student learning outcomes in the Indonesian language through the use of learning videos. The research was conducted in two cycles, with each cycle consisting of four stages: planning, action implementation, observation, and reflection. During the observation stage, researchers collected data by observing the activities of teachers and students as they used the video learning media. The results showed a significant improvement in learning outcomes. The percentage of students meeting the learning completion criteria increased from an initial 31.25% to 46.9% in the first cycle, and further rose to 84.38% in the second cycle. Additionally, students demonstrated higher participation and were more active during learning activities.
Enriched Virtual Blended Learning Model Assisted by Digital Comics: Its Effect on Student Learning Motivation Ryan Brilian Fatsena; Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
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.v7i3.2410

Abstract

The Enriched Virtual Blended Learning model, assisted by digital comics, has attracted attention in the world of education for its positive influence on student motivation. This model requires students to study material both before and after class sessions. An experimental research method was used to determine the effect of this learning model on student motivation, as defined by four key indicators: "Feelings of Joy," "Student Involvement," "Interest," and "Student Attention." This experimental study proves that a significant change occurs when using this learning model. The results show a significance value (2-tailed) of 0.000, which is less than the significance level of 0.05. Thus, it is concluded that the application of the Enriched Virtual Blended Learning model assisted by digital comics has a significant influence on student learning motivation. By incorporating various factors that can increase student motivation, this model provides a positive influence on achieving learning objectives.
The Influence of Self-Efficacy and Learning Independence on the Job Readiness of Informatics Education Graduates Rizka Rizkianna; Agus Efendi; Dwi Maryono
Journal of Informatics and Vocational Education Vol. 8 No. 2 (2025): Journal of Informatics and Vocational Education - July
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.v8i2.3181

Abstract

The research aims to understand the relationship between self-efficacy and independent student learning readiness among working students. The research methodology used a correlational study. The population that was used in the research was all students in the XII computer engineering program at SMK Muhammadiyah 1 Sukoharjo, covering 143 students. While the research sample of 72 students was obtained by a cluster random sampling method of sampling. Data collection in this research uses three that is scales of self-efficacy, scales of independent learning, and scales of readiness for work students that have been tested for validity and reliability. The result showed that self-efficacy and independent learning have a positive and significant relationship with readiness for work students, whether independent or simultaneous. These findings imply that strengthening self-efficacy and developing independent character are crucial for schools in improving graduates' work readiness for the workplace.
An Experimental Study on the Comparison of Learning Outcomes in VLAN Configuration Using Graphical Network Simulator 3 and Cisco Packet Tracer Puspanda Hatta; Ifan Fadhlur Ramadhan; Agus Efendi
Journal of Informatics and Vocational Education Vol. 8 No. 3 (2025): Journal of Informatics and Vocational Education - November
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.v8i3.3466

Abstract

Selecting an appropriate network simulator for advanced VLAN instruction in higher education remains an unresolved pedagogical challenge, as empirical comparisons of GNS3 and Cisco Packet Tracer at university level are scarce. This study aimed to examine (1) whether a significant difference in VLAN configuration learning outcomes exists between students using GNS3 and those using Cisco Packet Tracer, and (2) the relative effectiveness of each simulator for students of the Informatics and Computer Engineering Education Program (PTIK) at Universitas Sebelas Maret. A quasi-experimental pre-test–post-test design was employed with two intact classes (N = 30) from the 2023 cohort, randomly assigned to the GNS3 condition (n = 15) and the Cisco Packet Tracer condition (n = 15). Learning outcomes were measured using ten validated essay items (α = 0.673) and analysed via an independent-samples t-test and normalised gain (N-gain) index. Results revealed that GNS3 users outperformed Packet Tracer users on the post-test (mean 79.33 vs. 72.80), with a statistically significant difference (t (28) = 2.224, p = 0.034). N-gain analysis further showed that the GNS3 group achieved moderate learning effectiveness (g = 0.452), compared to the low category recorded for the Cisco Packet Tracer group (g = 0.277). These findings suggest that GNS3’s authentic Cisco IOS emulation fosters deeper cognitive engagement with advanced VLAN tasks—including inter-VLAN routing and native CLI syntax—than the abstracted environment of Packet Tracer. GNS3 is therefore recommended as the primary simulator for advanced networking courses in higher education, while Packet Tracer remains appropriate for introductory-level instruction. Future research should replicate this design with larger, multi-institutional samples to strengthen external validity.
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.