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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. 
The Influence of Internal and External Factors on the Successful Implementation of 5S Work Culture in Vocational Schools Hidayat, Rizal Taufiq; Maryono, Dwi; Wardani, Dwi Esti
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.v7i2.81711

Abstract

In the sphere of education, 21st-century skills are becoming increasingly important. The ability to integrate 21st-century skill competencies with workplace cultures is another requirement for vocational institutions. Many companies and industries these days are searching for employees with positive work cultures. Consequently, there is a strong and favorable correlation between workplace culture and student achievement. In addition, there is a strong correlation between students' vocational character and the 5R work culture in vocational schools. Hermawan and Nurdin's (2023) research demonstrates that the 5S work culture assessment tool achieved good content validity and reliability (0.793). Research by Balasundaram et al. (2023), applying the 5S technique can improve customer happiness, product quality, and production efficiency. Additional research by Maulidina and Wijarnaka (2023) demonstrates that work willingness is significantly and favorably impacted by the 5-person work culture by 15.90%. These three studies, however, did not examine the variables that affect the 5S work culture's successful adoption in vocational schools. The primary methodology for the research is qualitative methods; two participants complete Google forms with written interviews and observation techniques. Inductive data analysis was used to process the acquired data. The study's findings indicate that there are both internal and external elements that affect how well 5S work cultures are implemented at vocational schools. The internal factors include 1) a Well-organized curriculum; 2) well-behaved students; and 3) workload distribution. External elements, which are as follows: 1) School Persistence; 2) Industry Support; 3) Community and Parent Participation; and 4) Work Culture Integration Into Daily Practices.
Development of Android-based Interactive Multimedia in Python Basic Programming Material for Grade 10 Senior High School Gayatri, Tiara Nisya; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.75959

Abstract

This research is motivated by the use of learning media that still does not meet the needs of students and raises several learning problems in the informatics learning process, especially basic programming material. students feel bored and have difficulty understanding the material presented by the teacher so more learning hours are needed. This study aims to develop Android-based interactive learning media on Python basic programming material for grade 10 high school. This study uses the Research and Development (R&D) method with the ADDIE development model. The ADDIE development model consists of 5 stages, namely: (1) Analysis, (2) Design, (3) Development (4) Implementation, and (5) Evaluation. Data collection techniques used were interviews, questionnaires, and literature studies. The analysis technique used is a quantitative descriptive analysis technique. The interactive features developed are interesting Python basic programming materials with learning videos, live code, and quizzes. The results of application validation assessment by media experts were declared very feasible with a percentage score of 94.05% and the results of validation assessment by material experts were declared feasible with a percentage score of 75%. Student response assessment results obtained a percentage score of 81.66% accepted by students. Based on these results, it can be concluded that Android-based interactive learning media on basic Python programming material is suitable for use as a learning medium for informatics subjects and can be an alternative solution to address student learning problems.
The Influence of Computer Literacy and The Use of The Website to Student’s Motivation in The Job Search Among Vocational Education Students Anggun, Dyah; Sucipto, Taufiq Lilo Adi; Maryono, Dwi
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): 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.v1i1.35744

Abstract

The objective of research were to find out (1) the influence of computer literacy toward student’s interest in looking for jobs; (2) the influence of website usage as media information toward student’s interest in looking for jobs; (3) The influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs of class XII vocational school at wonogiri district in academic year of 2015/2016.The research used quantitative approach with survey methods.The research used cluster random sampling with result 165 students in 3 district as the samples. Data were collected by questionnaire methods and documentation. The data analysis techniques used to test the hypothesis weresimple regression and multiple regression analysis.The result of this research as follow (1) there were positive and significant influence of computer literacy toward student’s interest in looking for jobs, with correlation coefficient (r) to 0,249 and thitung>ttabel (3,289>1,97); (2) there were a positive and significant influence of website usage as media information toward student’s interest in looking for jobs, with correlation coefficient (r) to 0,316 and thitung>ttabel (4,250>1,97); (3) there were positive and significant influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs of class XII vocational school at wonogiri district in academic year of 2015/2016, with correlation coefficient (r) to 0,361 and Fhitung>Ftabel (12,164>3,05). The magnitude of the influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs simultaneously obtained from the calculation of the R-square of 13%.
The Development of Learning Media for 6th Grade Elementary School Solar System Courses-based on Android with Virtual Reality Technology Pradana, Aditya Nugraha; Maryono, Dwi; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): 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.v5i3.67392

Abstract

This study aims to: (1) create learning media for android-based solar system subjects with virtual reality technology and (2) determine the feasibility of learning media for android-based 6th-grade solar system subjects with virtual reality technology. Solar system learning media for Android-based 6th-grade elementary school with virtual reality technology was developed using the Luther method through 6 stages: concept, design, material collection, manufacture, testing and distribution. The concept stage determines the objectives, materials, and content of the learning media that will be developed. The design stage is determining the material and storyboard. The material collection stage includes determining learning materials, Unity 3D assets, images, audio and others that support the learning media. The manufacturing stage is making learning media according to the predetermined design and storyboard. At the testing stage, we validated the product with media experts, material experts, and users. At the distribution stage, it produces media in the form of *.apk, which is uploaded to Google Drive. The validation of learning media is seen from the assessment of media experts, material expert assessments, and user assessments. Ratings obtained from all these aspects are 91.9% from media experts, 88.3% from the material, and 71% from users. The results of the three assessments have an average of 83.7%. From these results, it can be concluded that this learning media can be used as a learning medium.
The Analysis of Software Source Code Readability: Case Study at Education of Informatics and Computer Engineering Study Program of Sebelas Maret University Setiawan, Imam; Maryono, Dwi; Basori, Basori
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): 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.v2i1.35695

Abstract

Source code readability is a property that influences how easily a given piece of code can be read and understood. Since source code readability can affect software quality, especially maintainability, then programmers must have good sense of writing readable code. For computer science and software engineering student, they have to start learning how to write readable code in order to compete later in the industrial. Unfortunately, computer science and software engineering curriculum promotes understanding the programming paradigms of particular language, compared to write readable code. Based on its importance, we analyzed source code of software written by Education of Informatics and Computer Engineering of Sebelas Maret University students to describe its readability. We determine readability category from source code based on two programming features, variable and function writing. Each programming features involved has its own criteria so that it can be classified in the readable or less readable category. Finally, we discuss the implications of this study on learning process of Education of Informatics and Computer Engineering study program, Sebelas Maret University. For example, our data suggest to use code reviews to teach student about source code readability.
The Influence of LMS-Based Blended Learning Models on Learning Motivation and Learning Outcomes in Network Infrastructure Administration. Fauziah, Devi Zetira; Basori, Basori; Maryono, Dwi
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): 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.v4i1.48632

Abstract

This study aims to find out how much increased learning motivation and student learning outcomes in using the blended learning model. The study involved class XI TKJ students at SMK Sakti Gemolong as participants, who were selected using cluster random sampling techniques. The treatment given to the experimental class is in the form of a blended learning model, while the control class is with conventional learning. The research method used is quantitative. Data were collected by questionnaire method and learning achievement test. Analysis of the questionnaire is used to get data on student motivation. Then to analyze the test of learning outcomes is get to obtain data on student learning outcomes. The study found 1) there is a significant influence of student learning motivation by .209 which means greater than the level of error (0.05). 2) there is a significant influence of learning outcomes of .698 which means it is greater than the level of error (0.05). 3) there is effectiveness in increasing students' learning motivation by using blended learning models with a total score gain of 0.2028. Compared to using conventional learning with a total score gain of 0.0735. 4) there is an effectiveness in increasing student learning outcomes by using a blended learning model with a total score gain of 0.4810. Compared to using conventional learning with a total score gain of 0.2176.
Penerapan Cooperative Learning Pada Pembelajaran Daring Mata Pelajaran Informatika Ditinjau Dari Keaktifan dan Prestasi Belajar Siswa di SMP. Karim, Rifa'i Abdul; Maryono, Dwi; Liantoni, Febri
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): 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.v5i2.62546

Abstract

This study aims to increase student activity and learning achievement through the application of Cooperative Learning Type STAD in Informatics online learning by utilizing the Google Jamboard application. This research is included in the quasi-experimental type of research with the design of One Group Pretest-Posttest.  The population in this study was all grade VII students of a state owned school. The sample used was class VII G students with a total of 32 students. The sampling technique uses cluster random sampling. Data collection techniques use questionnaires and tests. The technologyk data analysis used is a normality test, homogeneity test, and hypothesis test using a paired sample t test. The results of the study, which were reviewed in terms of learning activity, statistically there was an increase from an average score  of 72.90 to 80.69. Meanwhile, in terms of learning achievement, it showsthat statistically the average pre-test score is46.56 and  the average  post test score is 65.03 so that there is an increase through the application of Cooperative Learning Type STAD in informatics online learning.
EFEKTIVITAS PENERAPAN MODEL PEMBELAJARAN STUDENT TEAM ACHIEVEMENT DIVISION (STAD) BERBASIS ONLINE DITINJAU DARI HASIL BELAJAR DAN DISIPLIN BELAJAR SISWA PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN Putri, Fadilla Risky; Maryono, Dwi; Wihidayat, Endar Suprih
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.v3i3.48242

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas  penerapan model pembelajaran  Student Team Achievement Division (STAD) berbasis online ditinjau dari hasil belajar dan disiplin belajar siswa pada mata pelajaran desain grafis. Subjek dalam penelitian ini adalah siswa kelas XI Multimedia II SMK N 6 Surakarta yang berjumlah 34 siswa. Metode yang akan digunakan dalam penelitian ini adalah metode eksperimen semu (quasi experimental design). Desain yang digunakan dalam penelitian ini pre-test dan post-test control design. Pengumpulan data melalui penyebaran angket kedisiplinan belajar dan hasil belajar. Berdasarkan data penelitian, dapat diketahui bahwa hasil dari uji t sampel berpasangan data skor tes hasil belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan hasil belajar. Hasil dari uji t sampel berpasangan data skor tes kedisiplinan belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan kedisiplinan belajar.
Co-Authors ., Susilaningsih Agus Efendi Anggun, Dyah anugerah, yope bintang Ar Rofif, Naufal Nabih Ari, Rosihan Aris Budianto, Aris Artikatama, Kholifa Astuti, Asri Baihaqi, Bagus Hirnov Basori Basori Budiarto, Efrem Heri Candrasasmi, Rutri Ayutya Cobena, Desy Yanty Cucuk Wawan Budiyanto Davina, Indri Heldy Debora, Hilda Dian Mustikaningrum, Dian Dimas Fahrudin, Dimas Esterica Yunianti, Esterica Fadilah, Eliza Fajar, Setyadi Farizi, Muhammad Yusuf Fauziah, Devi Zetira Febri Liantoni, Febri Gayatri, Tiara Nisya Getut Pramesti Hamas, Abu Hasri, Septi Auliya Hendix, Andreas Wegiq Adia Hidayat, Muhammad Rasyid Hidayat, Rizal Taufiq Hindriyani, Aniek Irma Nuur Rochmah, Irma Nuur Kaisah Riski Zubaeti, Kaisah Riski Karim, Rifa'i Abdul Kausar, Alfin Kesuma, Halim Perdana Kristiani Kristiani Kumbara, Brama Laila, Fika Adin Mulyanto Mulyanto Nugroho, Roni Agung Nugroho, Wachid Adi Nurul Azmi, Nurul Nurulita, Khiara Permatasari, Lutfi permatasari, luthfi Pradana, Aditya Nugraha Prakisya, Nurcahya Pradana Taufik Prakisya, Nurcahya PradanaTaufik Priyoga, Sigit Puspanda Hatta Putri, Fadilla Risky Putri, Giovanni Anggiesta Ria Wahyu Wijayanti, Ria Wahyu Rosihan Ari Yuana, Rosihan Ari Rosihan Ariyuana, Rosihan Santoso, Adhi Ginanjar Saputri, Winda Prasiska Saputro, Andito Haryo Saputro, Muhammad Naufal Adi Setiawan, Imam Slamet Subiyantoro Suseno, Nugroho Yogi Susilaningsih Susilaningsih, Susilaningsih Taufiq Lilo Adi Sucipto Tri Mulyati, Tri Wardani, Dwi Esti Waskito, Adi Widhi, Anas Wahyuning Wihidayat, Endar Suprih Wulandari, Ayu Indah Yasin Surya Wijaya Yuanna, Rosihan Ari Yudianto Sujana Yusac Ismail Fauzi Widodo, Yusac Ismail Fauzi Yusfia Hafid Aristyagama Zafirah, Hasna Amiratun