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Analisis Penggunaan Quizizz Terhadap Minat Belajar Peserta Didik Kelas XIF5 pada Materi Jaringan Komputer dan Internet di SMA Negeri 3 Surakarta Kridolaksono, Adityas Kristyan; Hatta, Puspanda; Jumari
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14289836

Abstract

Informatika dapat digunakan sebagai bentuk pembelajaran jarak jauh yang dikembangkan untukmemfasilitasi peserta didik dalam melihat jadwal, mengerjakan dan mengirimkan tugas, melihat nilai,serta melakukan diskusi kelompok tak terbatas ruang dimanapun dan kapanpun tanpa harusmelakukan pembelajaran tatap muka. Quizizz merupakan media pembelajaran berbentuk kuis yangdilakukan secara online. Quizizz dapat diakses dengan mudah melalui browser ataupun diunduhmelalui playstore. Quizizz merupakan salah satu alternatif sarana evaluasi berbasis e-learning yangdapat digunakan untuk mengevaluasi peserta didik dan memberikan hasil yang cepat bagi guru untukmemberikan keputusan mengenai tindakan remedial atau pengayaan. Tujuan penelitian adalah untukmengetahui pengaruh penggunaan Quizizz terhadap minat belajar peserta didik kelas XIF5 padamateri Jaringan Komputer dan Internet di SMA Negeri 3 Surakarta. Penelitian menggunakan metodepenelitian kualitatif dengan menggunakan deskriptif. Subjek penelitian adalah 1 guru mata pelajaraninformatika dan 10 peserta didik kelas XIF5 yang dipilih secara systematic random sampling denganteknik pengumpulan data adalah menggunakan wawancara dan kuisioner serta menganalisis datadengan reduksi data, penyajian data dan penarikan kesimpulan. Hasil penelitian dapat disimpulkanbahwa penggunaan Quizizz mampu meningkatkan minat belajar peserta didik kelas XIF5 pada materiJaringan Komputer dan Internet di SMA Negeri 3 Surakarta.
The Analysis of the Use of PjBL in Mobile Application Development with Artificial Intelligence Library in XIF1 SMAN 3 Surakarta Nugroho, Yunanto Dwi; Hatta, Puspanda; Jumari
Journal of Global Hospitality and Tourism Technology Vol. 2 No. 1 (2025): Journal of Global Hospitality and Tourism Technology - June 2025
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.16924339

Abstract

Indonesia continues to improve the quality of education in order to compete regionally and globally. This research was conducted at SMA Negeri 3 Surakarta on students of class XI F1, consisting of 36 students. The focus of the research is to evaluate the effectiveness of Project Based Learning (PjBL) method in learning Mobile Application Development with Artificial Intelligence Library. Data were collected through classroom observation, interviews with Informatics teachers, and questionnaires to students. The results showed that the PjBL method was effective in improving students' understanding of the material taught. In addition, this method also helps students develop important skills, such as collaboration, problem solving, and project management. Students showed significant improvement in working in groups, sharing tasks, and solving problems. Thus, PjBL not only improves academic understanding, but also skills that are useful for students' future.
Can the Use of Video Learning Increase Student’s Interest in Traditional Music? Mustofa, Septhea Pradina; Wihidayat, Endar S.; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.997 KB) | DOI: 10.20961/ijie.v2i1.12998

Abstract

Nowadays, video increasing its popularity and becomes alternatives media used for education. It's popularity in line with the extensive access to online video such as Youtube, Netflix, etc. This research aims to compare learning outcomes between textbook and video specifically at students interest to Indonesian traditional music, named Gamelan. Quasi-experimental Design method used to compare those two learning media. Three phases of activities are conducted in this study: 1) preparing the video learning media, 2) testing learning media on experimental class and control class 3) taking questionnaires and analyze the result. The number of samples was 182 students, chosen from local students at a vocational high school at Boyolali, a city in Central Java Province, Indonesia. The results showed both of learning media increase the student interest. But the video increase student interest more significant.  Using the textbook, we got 77,58% meaning "interested". And using the video, we got 83,76%, meaning "very interested".
Active Learning Strategies in Synchronous Online Learning for Elementary School Students Hatta, Puspanda; Aristyagama, Yusfia Hafid; Yuana, Rosihan Ari; Yulisetiani, Septi
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
Comparing the Usability, Ergonomics, and Extensibility of Desknet Trainer and Netcube Trainer as Computer Network Learning Props in Vocational Education Arifuddin, Faizal; Hatta, Puspanda; Wihidayat, Endar Suprih
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.53901

Abstract

The first objective of this study was to compare the usability, ergonomics, and extensibility of computer network learning props in vocational education. The second objective of this research is to obtain recommendations for developing a computer network trainer according to the weaknesses found in the comparison of usability, ergonomics, and extensibility. This research is quantitative research with a counterbalanced design. The study was carried out in two counterbalanced replications. The research subjects were 11 Informatics and Computer Engineering Education students at Universitas Sebelas Maret. The objects of this research are the Desknet Trainer and the Netcube Trainer. The data collection technique used is a questionnaire. The data analysis technique used is descriptive statistics and the T-test. The results showed that the comparison of Desknet Trainer and Netcube Trainer showed that the quality of both was statistically equivalent. The comparison breakdown of usability, ergonomics, and extensibility shows that the Desknet Trainer has weaknesses in the usability and ergonomics domains. In contrast, the Netcube Trainer has weaknesses in the extensibility domains. The Desknet Trainer can be further developed to improve usability and ergonomics. Netcube Trainer can be further developed to increase extensibility.
Exploration of Critical Thinking Skills in Digital Citizenship Course Through Online Learning Herwati, Titan Istiah; Basori, Basori; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.44580

Abstract

Low critical thinking skills cause students difficulty in solving problem, especially in learning. This study aims to find out the effectiveness of google classroom on critical thinking skills in Simulation dan Digital Communication. A total of 62 students participated in this research who were divided into two randomized treatments, namely 31 students in the experimental class and 31 students in the control class. In its implementation, it would compare using LMS google classroom by applying discussion groups to experimental class and control class that use google classroom, not in discussion groups. This research used a quasi experimental design with a pretest-posttest using a quantitative method. The data were collected through a critical thinking test. Before using multiple-choice pretest and posttest multiple-choice tests, instruments were tested first using validity tests and reliability tests. Google classroom as an independent variable and the dependent variable was critical thinking. Implementing learning with the help of google classroom through discussion and question features was an effort to effectively improve critical thinking skills in class. According to the result of the study, google classroom has effectiveness on critical thinking skills from the result in the experimental class of 45.609 Increased critical thinking skills in students cause students to analyze and solve problems.
Development of Letshoot Applications as an Instructional Media of Computer Network Troubleshooting Atista, Fadila Aini; Hatta, Puspanda; Wihidayat, Endar S
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.13456

Abstract

Based on the observations made in Class XII TKJ SMK Negeri 1 Banyudono, it is known that the interest of students on computer network troubleshooting material is low because the learning materials are delivered through the presentation media in one direction from teacher to student. This makes students less understand the material presented by the teacher. Based on the background of the problem, we propose to build an android based learning media that can help students learn independently, this application is called Letshoot. Letshoot were made as an instructional media of computer network troubleshooting that can help students learn independently without being hindered by place, time and teacher attendance. This research aims to develop and measure the feasibility level of Letshoot application. This app will help student to learn computer network troubleshooting. Using Borg and Gall's research and development model with the application developed in five stages: (1) data collection, (2) planning, (3) develop the preliminary form of product, (4) preliminary field testing, and (5) main product revision. The result of feasibility test of Letshoot application measured by using Likertscale from expert media get percentage 90,64% which belongs in very feasible category, from expert material equal to 82% which belongs very feasible category and from user equal to 82,11% which belongs to very feasible category to be used as a medium of learning. On these results can be concluded that the Letshoot application very feasible to use as a learning media of computer network troubleshooting in vocational high school
The Effectiveness and effect of Project-Based Blended Learning on Student Achievement in Online Learning at Surakarta, Indonesia Salma, Winda Annisa; Basori, Basori; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.44029

Abstract

Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students
Android Application Development with Multi-Criteria Decision Making to distinguish Covid-19, Influenza, and Cold infections Wihidayat, Endar Suprih; Efendi, Agus; Budiyanto, Cucuk Wawan; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58168

Abstract

Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights provided by WHO and several related studies to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. The user can get the most similar type of infection by entering the symptoms. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
Design and Implementation of Microcontroller-Based Building Automation for Smart Computer Laboratory Hatta, Puspanda; Dadungawigra, Dimmapraha Fatuardi; Budianto, Aris
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.27304

Abstract

This research provided device management automation for computer laboratories using Arduino. Some devices in computer laboratories such as Air Conditioners and LCD Projectors were always on while the device not used. It caused inefficient uses of electricity resulting in increased electricity bills and reduce the device lifetime. Device automation made the electronic devices work automatically. The first automation we applied on the Air Conditioner, the other one was on LCD Projectors. This schematic developed based on Arduino Uno R3 with several components such as the infrared transmitter, humidity sensor DHT11, relay board and I2C OLED display. Arduino Uno R3 provided as the central controller. The two methods of testing were used for measuring this system performance. The first test was done by testing the performance of the components used, such as the IR Transmitter, DHT11, relay board, and I2C OLED Display. The second test was done by testing the functionality of Arduino Uno R3 as a controller. This test resulted that the automation system can work properly with fully automatic control LCD projectors and air conditioners by periodically stabilizing room temperature and turning on the projector's LCD automatically when needed.
Co-Authors A.G. Tamrin, A.G. Aam Kholid Alfaif Abdillah Yusron Agus Budiarto Agus Efendi Agus Efendi Agustina Dyah Pratiwi Al-Fayed, Iqbal Isnan Andhika Ramadhany Arifuddin, Faizal Aris Budianto, Aris Bagaskara, Khrisna Bakar, Mohd. Shafie bin Bara Bintang Pradana Basori Basori Basori Basori Basori Basori Basori Chandra Hannafi Atsna Cucuk Wawan Budiyanto Dadungawigra, Dimmapraha Fatuardi Dini Erlinawati Dwi Maryono Dwi Maryono Dwiantoro, Bagas Endar S Wihidayat, Endar S Endar Suprih Wihidayat Endar Suprih Wihidiyat Esanudin, Rosyid Fadila Aini Atista, Fadila Aini Fahru Roszy Mahtuf Fajarwati, Aprilia Fariz Fakhrul Arifin Fawaidil Wafa, Alfian Febri Liantoni Febri Liantoni, Febri Feng Xiao Herianto, Tulus Joseph Herwati, Titan Istiah Ibrahim Wahyu Saputra, Ibrahim Wahyu Ifan Fadhlur Ramadhan Imam Prasetyo Indah Widiastuti Isna Safira Jaelani, Muhammad Jarwodo Aji Jumari Kridolaksono, Adityas Kristyan Kusmanto, Bintang Timur Lestari Rahayu M Rifki Affandi Mishbahuddin, Ahmad Muhammad Rifqy Abdallah Mursholihah, Ulfah Awaliah Mustofa, Septhea Pradina Nugroho, Wachid Adi Nugroho, Yunanto Dwi Nurcahya Pradana Taufik Prakisya Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Putri Karimah Putro, Ismoyo Ramadhan, Raqael Fisabillah Rena Anggita Putri, Rena Anggita Rohman, Aji Nur Rosihan Ari Yuana, Rosihan Ari Salkha, Novita Salma, Winda Annisa Sari, Liska Mey Ika Sidauruk, Deardo Satria Ristiawan Tiyarno, Raka Pratama Wahyudi, Muhamad Nur Azmi Wicaksono, Palguno Wihidayat, Endar S. Wihidayat, Endar Suprih Yudianto Sujana Yulisetiani, Septi Yusfia Hafid Aristyagama Zunanta, Dimas Tegar