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Development of Decision-making Support System to Determine the Feasibility of the Job Training Industry Using Simple Additive Weighting Method Zubaeti, Kaisah Riski; Budianto, Aris; Maryono, Dwi
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.v1i2.12332

Abstract

The activities of the job training is an activity that must be implemented at Vocational Secondary School. The lack of utilization of technology on such activities in Vocational Secondary School,  so the data management of the job training become less effective and efficient. Therefore, it is necessary the information system for manage the data on the job training and produces the decision support of the decent industry of the job training as a result of the evaluation of the job training. This research has a goal to produce decision support system to determine the feasibility of the job training industry (SPK-KTP), measure the feasibility of the system, and produce a decision support using a Simple Additive Weighting (SAW) method. The information system can help the school to manage the administration on the job training, recap the daily journal, recap the reports in pursuit, and provide decision support the job training of decent industry used in the next period. SPK-KTP uses SAW method to produce decision support the job training of decent industry. SPK-KTP is the web-based information system which it is developed using the programming language PHP (Hypertext Preprocessor). This information system uses The Waterfall Model as its system development method. The steps of The Waterfall Model consists of Analysis, Design, Code, and Test. SPK-KTP has done testing to an expert of the information system with value 90,7%, an expert of the substance of the job training with value  91,6%, supervising teachers with value 83,3%, and learners with value 90,6%. Based on the result, so SPK-KTP is very decent to use. 
Development of an Android-based Learning Media Application for Visually Impaired Students Azmi, Nurul; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (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.v1i1.11796

Abstract

This research aims to develop the English for Disability (EFORD) application, on Android-based learning english media for Visually Impaired students and determine its based this on assessment of matter expert, media expert, special needs teacher and students. The research method adopted in this research is Research and Development (R&D). The development of this application through five phases: (1) Analysis of problems, through observation and interviews. (2) Collecting information as product planning / analysis of the needs of the media as required of blind children. (3) The design phase of products such as the manufacture of flow and storyboard navigation map.(4) Design validation phase form of an expert assessment of the media is developed. (5) testing products phase, such as assessment of the application by blind students. The results of this research is EFORD application which is feasible to be used as English learning media for visual impairment application based on assessment: 1)Media expert it's obtained a percentage scored 95%, include for very worthy category, 2)Subject matter, expert its obtained percentage scored 75% include for worthy category and 3) Special needs teacher it's obtained a percentage scored 83% include for very worthy category. Upon demonstration, students indicated the positive response of ≥ 70% in each indicator. Therefore English learning media with Android based application English for Disability (EFORD) is very feasible to be used as an English learning media especially grammar and speaking English content for students of visual impairment for a number of reasons.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS Rochmah, Irma Nuur; Yuana, Rosihan Ari; Maryono, Dwi
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.v1i2.14718

Abstract

The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.Keywords: information system, lecturer lecture evaluation and prodi service, web
Software Development of Speed Typing Counter Application as a Typing Lesson Supporting Tool Widodo, Yusac Ismail Fauzi; Yuana, Rosihan Ari; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (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.v1i1.8404

Abstract

This research aims to design and create media applications that will be used to train the speed and accuracy of typing in the classroom. Lack of instructional media typing speed appropriate to the circumstances in the classroom was the background of this research. The study began with the observation phase, then followed by system design and coding. An application as the research results has main features: the study materials, practice typing, and data management, which each function is executed by the user level use. Implementation of the user level is intended to secure the data from unauthorized third parties so that only students and teachers can see the results of learning. Furthermore, the application also gives teachers the opportunity to participate in learning, a way to create and change the questions used for the exercise. As a typing progress report, the application can also display the results in various formats such as speed tables, accuracy tables, speed graph, and chart accuracy. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Permatasari, Lutfi; Yuana, Rosihan Ari; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.694 KB) | DOI: 10.20961/ijie.v2i2.15206

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application.Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of a portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques.The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.
Implementation of the C4.5 Algorithm to Predict Student Achievement at SMK Negeri 6 Surakarta Putri, Giovanni Anggiesta; Maryono, Dwi; Liantoni, Febri
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.v4i2.47124

Abstract

Data mining is a knowledge used to get information from multiple data. C.45 Algorithm is one of data mining algorithm to classify data to many categories. Implementation of data mining not only could be used in industrial section but it could be used to in educational section (educational data mining) to help teacher and student improve their learning quality. This research purposed to know the implementation of data mining to predict student achievement from many factors could be effected . The research use Knowledge Discovery in Database method and it would be analyzed by accuration calculated from classify model that be form. Result of the research is the rules that formed by the decision tree and it could predict student achievement . Teacher could use it to give special treatment to student who got not good prediction.
The Implementation of Team Assisted Individualization Learning Model by Blended Learning in Vocational High School Saputri, Winda Prasiska; Maryono, Dwi; Efendi, Agus
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.v4i1.47470

Abstract

The emergence of the Covid-19 virus in Indonesia has caused in the learning process in schools to be changed into learning at home. The learning process is conducted by distance learning that makes use of technological developments. This study aims to determine the effect of the team assisted individualization (TAI) learning model by blended learning using Schoology on student learning results. This study uses a quantitative approach with a method of quasi-experimental design. Class X of Multimedia students in SMK Negeri 6 Surakarta were selected as the research sample. The experimental group was given a blended learning model using Schoology and team assisted individualization (TAI), and the control class was given a blended learning model using Schoology. The collected data in the form of learning test outcomes were used to find out the student cognitive ability, and observations were used to define the affective and psychomotor ability. The hypothesis t-test used independent-sample assessment with a 0.05 error level, showing the posttest learning results for both classes with a score of 0.002<0.05, which means that there are differences in learning outcomes between the two classes. Moreover, there was an improvement in student learning outcomes with the experiment class, gaining a total score of 0.3125, higher than 0.1354 of the control class.
The Comparison of the Discovery Learning and Project Based Learning and their Influences to Student’s Motivation to Learn Conditional Structure Programming Mustikaningrum, Dian; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (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.v1i1.4166

Abstract

 The research aims to know (1) the differences of the influence of discovery learning and project based learning combined with college ball model’s influence to student’s achievement in conditional structure programming; (2) the differences of learning interest influences to students’ learning achievement; and (3) the effect of interaction between learning-model implementation and students’ interest to students’ learning achievement. The population of this research was students of class X MM in SMK N 6 Surakarta. The sample of this research contained the whole population include X MM 1 and X MM 2 class. This research used quasi experimental method postest only control group design. Data were collected by questionairre, for students learning interest data, and test for the data of students’ learning achievement. Those data were analyzed with two-way Anova test with different content of cell, followed with double comparison of Scheffe’s method with level of significance 0,05. The results showed that (1) there were no significance differences between discovery learning model and project based learning combined with college ball to students’ learning achievement in conditional structure programming. The students taught with project based learning combined with college ball had no better significance learning achievement than those who were taught with discovery learning, although the score of the students who were taught with project based learning combined with college ball had better than those who were taught with discovery learning; (2) there were significance difference between learning interest to students’ learning achievement. Students with high interest had better learning achievement than the students with low interest, but students with high interest had the same learning achievement as those with middle interest and students with middle interest and low interest did. ; (3) there was no effect interaction between learning-model implementation and students’ learning interest to their learning achievement..This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Combining Flipped Classroom and Mind Mapping in Indonesian Vocational Schools: Their Influence to Students’ Critical Thinking Ability Nugroho, Roni Agung; Basori, Basori; Maryono, Dwi
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.v4i1.44727

Abstract

The main problem of students in solving problems is the low ability to think. This study aims to improve students' critical thinking skills and measure the effectiveness of the combination of flipped classroom learning models and mind mapping. This research method used is a quantitative approach with a quasi-experimental design. The sample from this study was 31 students from the experiment class and 31 students from the control class. Data collection is done through critical thinking tests. Before using multiple-choice pre-tests and post-tests, instruments are tested first using validity tests and reliability tests. The results showed that the critical thinking abilities of students in the experiment class through the combined learning of flipped classroom models and mind mapping were higher than the control class, interpreted from the post-test score of the experiment class 77.6 while the control class got a score of 71.4. From the effectiveness of the experiment, class learning also got a score gain of 40.4947 with a fairly effective category, while the control class gained a score gain of 38.0115 with ineffective categories.
The Making of Interactive Applications of Beginning Counting with Montessori Method for Kindergarten Students Saputro, Andito Haryo; Maryono, Dwi; Sujana, Yudianto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.249 KB) | DOI: 10.20961/ijie.v3i1.15024

Abstract

This study aims to create an interactive application of beginning counting with the Montessori method that appropriate to apply as a learning media in Kindergarten. And also to find out the appropriateness of interactive application. The research method used in this research is Research and Development (R&D) and using the ADDIE development model. The development model is divided into 5 stages : (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. In the development stage, the RAD (Rapid Application Development) method is used. The interview method, literature method, and instrument method are used in collecting data. Further, interactive application validated or assessed by media expert and material expert. The results showed that the interactive application of beginning counting with the Montessori method successfully created. The application divided into 3 parts : (1) Knowing numbers, (2) Sorting numbers, and (3) Counting with numbers. Based on the results of the validation of the interactive application, the percentage of interactive application appropriateness were obtained 96.6% by material expert, and 94.7% by media expert. This shows that the interactive application that has been developed can be used as learning resources or learning media of beginning counting.