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Blended Learning with Flipped Classroom Strategy : The Effect to the Independence and Learning Outcomes Mulyati, Tri; Basori, Basori; Maryono, Dwi
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.v5i1.61174

Abstract

In terms of goal planning, procedures, and evaluation of learning results, learning independence refers to an individual's willingness to study on his own initiative, with or without the assistance of others. The flipped classroom is one learning style that can be utilized to improve student independence. This study aims to determine (1) whether there are differences in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (2) Are there differences in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model (3) Is there an increase in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (4) Is there an increase in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model. The pretest-posttest control group design model was applied in this study, which used the quasi experimental design method. The participants in this study are students from SMK Negeri 1 Gondang's classes X Multimedia 1 and X Multimedia 2. A total of 70 pupils were used in the study. Total sampling was employed as the sampling method. Pretests, posttests, and questionnaires are used to collect data. Balance tests, normality testing, homogeneity tests, and hypothesis tests are among the data analysis procedures employed. The findings revealed that the Blended Learning learning model combined with the flipped classroom method had an impact on student independence and learning outcomes.
The Design of a Information System of Student Attandance Recording with RESTful Web Service Architecture in SMK Batik 2 Surakarta Debora, Hilda; Maryono, Dwi; Yuana, Rosihan Ari
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.v2i1.35694

Abstract

The student attendance is one of the important aspects of the education process to assess the level of discipline of students and be an indicator of whether students need specific guidance related to the attendance. This research aims to design a web-based information system with RESTful web service architecture to help teachers activities for checking student attendance and recapitulation of data recording with more easily. This research uses the methods of research and development (R&D) and implemented at SMK 2 Batik Surakarta. System development method that used in the information system is Waterfall Model. The steps of Waterfall Model consist of analysis, design, code, and test. The end result of this research is the feasibility of the system based on the results of testing on the aspects of functionality yielded a value of 1 (good) while on the aspects of usability obtained percentage amounting to 81.47% (very high), so it can be inferred that This system is worth to use.
The Effectiveness of Using Kahoot in Basic Graphic Design Subject to Students’ Attention Levels and Learning Achievement anugerah, yope bintang; efendi, agus; maryono, dwi
Journal of Informatics and Vocational Education Vol 2, No 2 (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.v2i2.35766

Abstract

The research aims to (1) find out the differences on attention levels of students between using Kahoot and without using learning media in Basic Graphic Design subjects, (2) knowing the effectiveness of using Kahoot in Basic Graphic Design subjects compared to without using learning media in terms of student learning achievement, (3) knowing the level of students’ attention between using the Kahoot compared to without using learning media in Basic Graphic Design subjects. The population of this research were students of Multimedia class in SMK Negeri 3 Surakarta. The sample were from X MM 1, X MM 2, and XI MM 1. This type of research is quantitative research. This research uses the quasi-experimental design method, with pretest-posttest control design experiment. The sampling technique uses simple random sampling. Research data collection techniques use tests to determine student learning achievements before and after being given treatment, and questionnaires to determine the level of attention of students before and after being given treatment, other than that carried out observations and interviews as supporting data. The research data use test and questionnaires which were distributed to the experimental class and the control class consisted of 36 students for each class. Hypothesis testing uses an independent t-test to see the differences of attention levels between students who follow the learning process by using Kahoot and those who follow the learning process without using learning media. Then a normalized gain test was carried out to see the effectiveness of using Kahoot to improve student learning achievement. The result showed that: 1) there were differences in the attention levels between the experimental class and the control class as evidenced by the results of the t-test >Ttable 6.699 > 2.6479(70). 2) using Kahoot is effective to improve student learning achievement as evidenced by the results of the normalized gain test in experimental class which has a medium criterion of 0.60 compared to the control class which has a low criterion of 0.03.
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta Hidayat, Rizal Taufiq; Maryono, Dwi; Budiyanto, Cucuk Wawan
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): 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.v6i3.65934

Abstract

This study aims to find out how to build a web-based assignment information system by applying Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program and determine the eligibility level developed according to ISO 25010 Standards. Information system development using the Laravel web application framework. Development is carried out using the agile development software development model consisting of 5 stages, namely planning to produce functional and non-functional requirements. The research applies the Object Oriented Analysis and Design (OOAD) method in the analysis and design process. Analysis produces use case diagrams, Design produces activity diagrams and class diagrams. Implementation produces program code from development results. The system produces products uploaded to the server, which can later be accessed online and in real time. This information system has three levels of users, namely admin, teachers and students. The suitability test results using the ISO 25010 Standard on the three sub-characteristics of functional suitability, namely functional completeness, have an average value of 1 (Good). Functional correctness has an average value of 1 (Good). Functional appropriateness has an average value of 1 (Good). Characteristics of performance efficiency obtained an average result of GTMatrix Grade 85% (grade B). The average largest contentful paint is 1.423s (OK, but considering improvement). Average total blocking time 97.82ms (Good - nothing to do here). Average cumulative layout shift 0.023 (Longer than recommended). Portability characteristics have excellent results in that the system can run on desktop or mobile devices. Usability characteristics of 85% (Very Decent). The results of the respondent gamification test average score of 4.44 indicate that respondents are categorized as strongly agreeing with the existence of a web-based assignment information system by applying leaderboard and quest gamification elements. From the results of these tests, it can be concluded that the web-based assignment information system, using Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program, meets ISO 25010 quality standards. 
Designing Board Games: A Practical Guide for Educator to Teach Computer and Basic Network in Class Wulandari, Ayu Indah; Maryono, Dwi; Basori, Basori
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.v6i1.63924

Abstract

Board Games can be a highly engaging and motivating resource to support Computer and Basic Network teaching in class. However, the development of board games to facilitate the communication of the subject may not be an easy task for those with no prior experience in designing games. For instance, the various classification of educational game features, construction of the game mechanism, and lack of scholarly guidance for designing and their efficacy in formal learning may hinder the game development process. To address this issue, this study presents a hands-on game development framework for teachers and researchers on how to design educational games. The framework is divided into five that build upon each other to create a student-centered educational resource as well as provide a means of evaluation.
PEMBUATAN APLIKASI WEB BERBASIS SMS SEBAGAI MEDIA PENYALUR INFORMASI DAN KOMUNIKASI ANTARA SEKOLAH DENGAN ORANG TUA SISWA Budiarto, Efrem Heri; Ari, Rosihan; Maryono, Dwi
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.38041

Abstract

ABSTRACTThe purpose of this research is to create an application that could help parents and school in exchanging information. This application based on Web and SMS (Short Message Service).  This application could send SMS which connects parents and school. This research was held in SMK Negeri 1 Kudus. The technique of data collection are interview, spreading the rating sheets, and documentation. The model used in developing SMS based web application was Waterfall model through some steps: 1) Communication, is a discussion between researcher and school, 2) Planning is a step to review an application need whether software and hardware and the functional needs of application, 3) Modelling, is a designing step that focused on information that could be treated through the system. On this step begin with usecase diagram, flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), table design and relation, and the last is making application display design. 4) Construction is an applicating step, where the application was made based on data flow design and application flow design. 5) Deployment is a kind of testing the application with guidance from the researcher to get feedback to develop the application. The results of this research is the SMS-based web application that is able to facilitate communication between schools and parents with test results as follows: 82,4 from system expert, 81,6 from teacher and administration staff and 79,76 from parents and it means that the application could be used.Keywords: SMS gateway, web based, communication and information media, SMSABSTRAKPenelitian ini bertujuan untuk menghasilkan sebuah aplikasi yang dapat membantu orang tua dan pihak sekolah dalam hal penyampaian informasi. Aplikasi ini berbasis Web dan SMS (Short Message Service). Aplikasi ini dapat menghubungkan orang tua murid dan sekolah melalui SMS yang dikirim. Penelitian ini dilakukan di SMK Negeri 1 Kudus dengan menggunakan teknik pengumpulan data seperti wawancara, menyebarkan lembar penilaian dan dokumentasi. Model yang digunakan dalam pembuatan Aplikasi Web Berbasis SMS sebagai media penyalur informasi dan komunikasi antara sekolah dengan orang tua siswa adalah Waterfall dengan langkah-langkah sebagai berikut : (1) Communication berupa diskusi awal antara peneliti dengan pihak sekolah. (2) Planning merupakan tahap perancangan kebutuhan software, kebutuhan hardware dan kebutuhan fungsionalitas. (3)Modeling yaitu tahap perancangan aplikasi yang berfokus pada pemrosesan data. Tahap ini dimulai dengan pembuatan Use case Diagram, Flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), Desain Tabel dan Relasinya, dan yang terakhir adalah pembuatan Desain Tampilan Aplikasi. (4)Construction yaitu tahap implementasi berdasarkan alur data dan alur aplikasi yang telah dibuat. (5)Deployment merupakan tahap pengujian kepada pihak SMK dengan bimbingan dari peneliti untuk mendapatkan masukan untuk pengembangan aplikasi yang selanjutnya. Hasil dari penelitian ini adalah aplikasi web berbasis SMS yang mampu mempermudah komunikasi antara sekolah dan orang tua siswa dengan hasil pengujian sebagai berikut : Dari ahli sistem 82,4, dari guru dan staf tata administrasi 81,6, dan dari orang tua 79,76. Sehingga dapat disimpulkan bahwa aplikasi ini layak untuk digunakan.Kata kunci: SMS Gateway, web, penyalur informasi dan komunikasi, SMS
Analysis of Learning Styles in Vocational Education in Grade 12 Students at SMK Negeri in Surakarta Baihaqi, Bagus Hirnov; Maryono, Dwi; Wardani, Dwi Esti
Journal of Informatics and Vocational Education Vol 7, No 1 (2024): 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.v7i1.81691

Abstract

Vocational education, especially in Vocational High Schools (SMK), plays a crucial role in preparing students for the world of work. Understanding student learning styles is an important aspect in the context of learning, because it affects the effectiveness of the learning process. Learning styles reflect students' preferences in receiving and processing information, becoming the foundation for developing more effective learning strategies. Each individual has unique ways of learning, such as visual, auditorial, and kinesthetic, which affect the understanding and retention of information. This study aims to analyze the learning styles of vocational students in the context of vocational education using qualitative research methods. The formulation of this research problem is how the characteristics of the learning style of vocational students in the vocational learning process. A qualitative approach is used to gain a deep understanding of students' preferences and tendencies in receiving and processing information. The data collection method involves interviews and observation to explore students' learning styles holistically. The results of this study are expected to provide insight into learning strategies that are more responsive and inclusive in accordance with the learning styles of vocational students, so as to increase their motivation, participation, and academic achievement in the vocational education environment.Keywords: Learning style, Learning style of vocational students, Vocational education
Pengembangan R-ETA : Real-time Electronic Travel Aids Dengan Sistem Deteksi Objek 3 Dimensi dan Sistem Pemantauan Jarak Jauh untuk Tunanetra Hendix, Andreas Wegiq Adia; Maryono, Dwi; Aristyagama, Yusfia Hafid
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.53355

Abstract

Walaupun hingga saat ini long cane merupakan travel aids tunanetra paling praktis dan terjangkau untuk digunakan. Namun untuk melakukan aktivitas mobilitas yang mendekati ideal maka dibutuhkan teknologi asistif yang dapat mendeteksi berbagai penghalang dengan cepat secara real-time. Teknologi yang mendukung dalam deteksi penghalang secara real-time dan dapat digunakan dalam indoor maupun outdoor dengan kemampuan untuk mendeteksi penghalang secara 360° dan 3 dimensi adalah dengan menggunakan kombinasi teknologi lidar 360° dan RGB-D sensors. peneliti dalam penelitian dan pengembangan ini akan membuat sebuah ETA yang menfaatkan kombinasi lidar 360° dan RGB-D sensor untuk membangun sistem deteksi penghalang yang dapat mendeteksi penghalang secara 360°, 3 dimensi, dan real-time agar membuat kegiatan navigasi tunanetra menjadi lebih sederhana, aman, dan nyaman. Dilengkapi dengan sistem pemantauan jarak jauh yang dapat digunakan melalui aplikasi android oleh pemandu awas untuk mengawasi pergerakan dan penghalang disekeliling tunanetra.
The Effectiveness Of The Use Of Blended Learning Model Based On Video Tutorial Reviewed From Students' Understanding In The Basic Graphic Learning In Banyudono State Vocational School Hamas, Abu; Maryono, Dwi; Efendi, Agus
Journal of Informatics and Vocational Education Vol 2, No 2 (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.v2i2.37972

Abstract

This study aims to determine (1) Is there a difference in students' cognitive understanding of the blended learning model based on video tutorials and conventional learning; (2) Is the use of video tutorial based blended learning models more effective than conventional learning on basic graphic design subjects. This study uses a quasi-experimental design method with a pretest-posttest control group design model. The population in this study were students of class X TKJ 1 and X TKJ 2 SMK Negeri 1 Banyudono. The sample used was 71 people. The sampling technique used is non-probability sampling. Data collection techniques using pretest-posttest and observation sheets. Data analysis techniques used are the balance test, normality test, homogeneity test, and hypothesis testing using an independent sample t-test. The results of the study are as follows. First, First, there are differences in students' cognitive understanding of video tutorial based blended learning models with conventional learning. secondly, the blended learning model based on video tutorials has a higher effectiveness compared to conventional learning on the learning understanding of class X TKJ students in SMK Negeri 1 Banyudono
The Implementation of Decision Tree Classification Techniques to Predict the Duration of Students Completing the Thesis at PTIK FKIP UNS Kesuma, Halim Perdana; 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.v5i2.64790

Abstract

This paper aims to determine the reasons why students take a long time in compiling their thesis. The slowness of students in compiling will have an impact on their graduation. This is a serious problem faced by educational institutions. Out of 328 students at PTIK FKIP UNS who took thesis credits, only 85 were able to graduate on time. Therefore, this study was conducted to identify the causes. The research data was taken from the alumnus class of 2012 to 2017. The data was processed using RapidMiner software. The technique used was the decision tree classification technique with the C4.5 algorithm, and to optimize the accuracy of the model, the Particle Swarm Optimization (PSO) algorithm was also added. This study got an accuracy rate of 76% and an AUC score of 0.733.
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