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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 Student Teams Achievement Division combined with Discovery Learning to Improve Student Learning Outcomes and Activeness Arief Hermanto; Agus Efendi; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.48388

Abstract

This research aims to find out the influence of learning outcomes as well as the activeness of students in the classroom who apply the learning model of student teams achievement division combined with discovery learning with classes that apply conventional learning models. The method used is a quantitative quasi-experimental design using pretest-posttest control. The sample used in this study was 72 students consisting of 2 classes. The sampling techniques in this study used total sampling. Data is obtained from pretest and posttest results based on indicators of student learning outcomes and activeness. The results showed differences and improved learning outcomes and student activity that implemented the student teams achievement division learning model combined with discovery learning compared to conventional learning models. This is evidenced by the results of the first hypothesis test using a t-test that confirms that the posttest result is 0.00 which means the value is less than the error level of 0.05 so it can be concluded that the two classes have a significant difference (H0 rejected). Furthermore, the results of the second hypothesis test used again to test showed a score of 0.52 in the experiment class and a score of 0.28 in the control class which meant there was an increase in learning outcomes and liveliness in the experiment and control classes.
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.
Development of Augmented Reality Learning Media for Plantae Material in Class X Biology Subjects Using Arttoolkit Yoga Putra Jaya; Agus Efendi; Endar Suprih Wihidayat
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.v6i1.64253

Abstract

A lot of material discusses Plantae, so interesting learning is needed so that students can easily accept and understand the material provided. AR technology can facilitate learning Plantae in the classroom. This research develops AR-based "Plantar" media. The application was developed based on Android to make it easier for students to learn plantae material in biology subjects. Plantar was developed using the Ionic platform and ARToolkit as the AR feature development library. Plantar uses a PWA (Progressive Web App) type to open its use via a browser. Field tests were conducted on 36 Kebakkramat SMA students to assess presence, affordance, and usability. The results showed that the Plantar media received a very good rating and did not require repair. So that the general public can use the Plantar application, especially high school students, to study Plantae material in an exciting way using the AR feature. In the future, it is hoped that the Plantar application will be useful in helping the learning process of Plantae material. Keywords: Learning Media, Augmented Reality, ARToolkit
Dapatkah game digital menurunkan beban kognitif? Tinjauan sistematis dan meta-analisis pada pembelajaran matematika Seftia Kusumawardani; Agus Efendi; Sri Sumaryati
Jurnal Math Educator Nusantara: Wahana Publikasi Karya Tulis Ilmiah di Bidang Pendidikan Matematika Vol 11 No 2 (2025): Jurnal Math Educator Nusantara
Publisher : Program Studi Pendidikan Matematika, Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/jmen.v11i2.27331

Abstract

Mathematics learning often burdens students' cognitive capacity, hindering their understanding of concepts and mastery of the material. Digital Game-Based Learning (DGBL) offers a promising approach to address this challenge, but its effectiveness remains a subject of debate. This research employs a Systematic Literature Review and meta-analysis to analyze 15 empirical studies. The primary objective is to evaluate the impact of DGBL on cognitive load, identify research trends, and determine the factors that moderate its effectiveness. The meta-analysis definitively demonstrates that DGBL has a significant and medium effect on reducing students' cognitive load in mathematics learning. Further analysis reveals that the type of mathematics content and game genre act as significant moderators. Specifically, DGBL exhibits superior effectiveness in reducing cognitive load with algebra and geometry material compared to arithmetic, percentages, patterns, number lines, and graphs. Moreover, simulation and puzzle genres prove more effective than role-playing and adventure genres. This research highlights the importance of carefully considering the selection of content and game genre when implementing DGBL to optimize the reduction of cognitive load in elementary schools. These findings provide valuable insights for educators and educational software developers in designing more effective learning interventions tailored to students’ needs.
Microlearning Videos to Foster Cyberbullying Understanding and Digital Empathy in Vocational Education: A Mixed-Methods Study Kharisma Rosyiana Putri; Aris Budianto; Agus Efendi
Journal of Pedagogy and Education Science Vol 5 No 02 (2026): Article in Press - Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.001787

Abstract

The rapid advancement of digital technology has transformed students’ learning behavior and online interaction, increasing the risk of cyberbullying among adolescents. This study analyzed vocational high school students’ understanding of the forms of cyberbullying through microlearning-based educational videos. A mixed-method sequential explanatory design was employed, integrating quantitative (one-group pretest–posttest) and qualitative (semi-structured interviews) approaches. Participants included 35 tenth-grade students from a vocational high school in Surakarta. Quantitative data were analyzed using inferential statistics and Normalized Gain (N-Gain), and qualitative data were analyzed thematically. The results showed a significant difference between pretest and posttest scores (p = 0.010; t = -2.722; df = 34), with an N-Gain of 0.0804, categorized as low. A per-aspect analysis further indicated improvements across most cyberbullying aspects, particularly harassment, cyberstalking, flaming, and elimination, while impersonation remained relatively stable. Qualitative findings revealed that students were able to translate, interpret, and apply concepts related to cyberbullying after watching the videos, indicating improved comprehension and ethical awareness. The study concludes that microlearning-based educational videos contributed to measurable yet modest improvements in conceptual understanding and digital empathy among vocational students. The novelty of this research lies in combining microlearning principles with video-based media to strengthen cyberbullying awareness and digital ethics education in vocational learning contexts.
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.