Claim Missing Document
Check
Articles

EVALUASI MAGANG KEPENDIDIKAN 3 PRODI PENDIDIKAN TEKNIK INFORMATIKA DAN KOMPUTER Hidayat, Muhammad Rasyid; Basori, Basori; Maryono, Dwi
Journal of Informatics and Vocational Education Vol 3, No 2 (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.v3i2.38752

Abstract

Kegiatan magang merupakan sarana latihan kerja bagi mahasiswa Prodi Pendidikan Tehnik Informatika dan Komputer dalam meningkatkan pemahaman, penghayatan, dan keterampilan di bidang keguruan. Program magang dijadikan sebagai salah satu upaya untuk menjembatani antara teori yang diperoleh oleh mahasiswa di bangku perkuliahan dengan kondisi yang sebenarnya di lapangan. Namun terkadang apa yang sudah direncakan tidak berjalan sesuai dengan apa yang terjadi dilapangan. Untuk itu evaluasi magang kependidikan 3 merupakan rangkaian kegiatan yang dilakukan dengan sengaja dan secara cermat untuk mengetahui tingkat keterlaksanaan atau keberhasilan suatu program sebagai dasar membuat keputusan dan mengambil kebijakan untuk menyusun program yang akan dibuat selanjutnya. Peneliti menggunakan metode kualitatif , karena dengan kualitatif dapat menyelidiki, menemukan, menggambarkan, dan menjelaskan pengaruh dari sosial yang tidak dapat dijelaskan, diukur atau digambarkan dengan pendekatan kuantitatif. Evaluasi CIPP dipilih peneliti sebagai model evaluasi karena evaluasi CIPP bertujuan untuk memperbaiki bukan untuk membuktikan. Magang dilakukan selama 2 bulan merupakan kegiatan belajar dengan berniat untuk membentuk keterampilan, pengetahuan, dan sikap. Magang yang lamanya 2 bulan dirasa cukup mengembangkan kompetensi yang dibutuhkan dengan praktek mengajar terbimbing. Dalam angket sebagian responden menyatakan magang sudah sesuai dengan apa yang sudah direncakan pada SOP magang kependidikan 3, tujuan dari magang juga terpenuhi yaitu mahasiswa dapat mengembangkan kompetensi saat magang disekolah. Dari kesaksian guru pamong mahasiswa melakukan magang dengan baik dan mengajar dengan baik. Apa yang sudah didapatkan dikampus dapat tersampaikan pada praktek mengajar disekolahan, dan mahasiswa mempunya pandangan bagaimana kelak bila menjadi guru yang sesungguhnya.
The Influence Of Blended Learning Face To Face Driver Model Type Learning On Learning Interests And Learning Outcomes In Simulation Digital Zafirah, Hasna Amiratun; 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.v4i1.48630

Abstract

The purpose of this research is to find out how the influence of the use of blended learning model face to face driver model on student interest and learning outcomes. And to find out how effective the improvement in learning outcomes and learning interests of students uses blended learning type face to face driver model. The research method used in this study is an experimental method with true experimental design research design. The study involved class X 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 face to face driver model, while the control class is done 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 obtain data on student interest in learning, then to the analysis of the learning outcomes test is used to obtain student learning outcomes data on the blended learning model face to face driver model. The results of this study are 1) there is an influence of the use of blended learning models face to face driver model on student learning outcomes with a significant level .836. 2) there is an influence of the use of blended learning type face to face driver model of learning interest of students with a significant level. 3) there is an effectiveness in increasing student learning outcomes by using blended learning models face to face driver model with a total score gain of 0.5142 compared to 0.4274 (control class). 4) there is effectiveness in increasing students' interest in learning by using a blended learning model face to face driver model with a total score gain of 0.2131 compared to 0.0740 (control class).
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Permatasari, Lutfi; Yuana, Rosihan Ari; 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.v2i2.35697

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 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.
The effectiveness of the application of project based learning with video content toward students' interests and learning outcomes in graphic design printing subject Farizi, Muhammad Yusuf; Maryono, Dwi; Liantoni, Febri
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.v3i3.47568

Abstract

This study aims to find out the improvement and effectiveness of students' learning interests and learning outcomes in using project-based learning models in graphic design printing subjects. The method in this research uses a quantitative quasi-experimental design method. Data collection is done through questionnaires and pretest-posttest controls. The subjects in this study were class XI Multimedia 2 as experimental class and XI Multimedia 1 as control class. The results showed differences in students' learning interests and learning outcomes after using the project-based learning model. This is evidenced by the first hypothesis test using t-test in posttest result of 0.00 which means less than an error level of 0.05, so the conclusion of both classes has a significant difference. In the second hypothesis test using the N-Gain test on learning interests in the experimental class was greater than the control class (41.21 > 20.77). As well as the learning outcomes of the N-Gain (50.30 > 24.49). Therefore, it is concluded that there is an increase in students' interest and learning outcomes in the experimental class.
Implementation of Project-Based Learning Models in 2D and 3D Animation Techniques to Improve Psychomotor Skills and Student Creativity of Class XI Multimedia SMK Negeri 3 Surakarta Fadilah, Eliza; Maryono, Dwi; Wihidayat, Endar Suprih
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.v2i1.35748

Abstract

The purpose of this study is to (1) Improve psychomotor skills of students in creating 2D animation with a project-based learning model; (2) Know the increase in creativity of students of class XI MM 2 of SMK Negeri 3 Surakarta by implementing a project-based learning model on 2D and 3D animation engineering subjects. This research is a Classroom Action Research conducted in 2 cycles. Subjects in this study were students of class XI MM 2 of SMK Negeri 3 Surakarta, amounting to 36 people. Data collection techniques used were observation, document review, practice tests, and portfolio assessments. The data validity test technique used is triangulation and the data analysis technique used is descriptive statistics. The results of the study stated that after the project-based learning model was applied, (1) the percentage of completeness of the results of the psychomotor skills test had increased by 41.67% in the pre-action, 63.89% in the first cycle, and 80.56% in the second cycle; (2) the creativity of students in terms of fluency, flexibility, authenticity, and elaboration has increased. Based on observations, students look more active and responsible in completing tasks. The conclusion of this study is the application of Project Based Learning models in 2D and 3D Animation subjects can improve psychomotor skills and creativity of students of Class XI MM 2 of SMK Negeri 3 Surakarta in 2018/2019 Academic Year.
ANALISIS KREATIFITAS SISWA PADA PEMBELAJARAN DESAIN GRAFIS PERCETAKAN SELAMA PEMBELAJARAN ONLINE DI ERA PANDEMI COVID 19 Ar Rofif, Naufal Nabih; Maryono, Dwi; Aristyagama, Yusfia Hafid
Journal of Informatics and Vocational Education Vol 4, No 3 (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.v4i3.58391

Abstract

Penelitian ini bertujuan untuk mengetahui (1) Bagaimana kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pendemi, (2) Apa saja faktor yang mempengaruhi kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pandemi. Penelitian ini menggunakan metode penelitian kualitatif dengan jenis studi kasus. populasi dalam penelitian ini adalah siswa kelas XI multimedia salah satu SMK Negeri di Surakarta. Sampel yang digunakan adalah 6 orang. teknik penentuan partisipan dalam penelitian ini menggunakan simple random sampling. teknik pengumpulan data menggunakan tes unjuk kerja, angket dan wawancara. teknik analisis yang digunakan adalah teknik interaktif, teknik interaktif mempunyai empat tahapan yaitu pengumpulan data, reduksi data, penyajian data, dan penarikan kesimpulan. Berdasarkan hasil penelitian dapat disimpulkan bahwa : (1) Kreativitas siswa dalam pembelajaran desain grafis percetakan pada masa pandemi cukup memuaskan dimana 3 dari 6 siswa memiliki kreativitas sedang dan 3 siswa lainya memiliki kreativitas tinggi sedangkan dari 4 indikator kreativitas yang ada siswa mampu memenuhi 3 indikator kreativitas yaitu indikator berpikir lancar, berpikir luwes, dan berpikir orisinil namun terdapat 1 indikator yang belum terpenuhi yaitu indikator berpikir terperinci. (2) terdapat empat faktor yang mempengaruhi kreativitas siswa dalam pembelajaran desain grafis percetakan selama pandemi yaitu bakat, kemampuan, sikap dan motivasi.
Marketing Website Of E-Comerce as Production Unit’s Container For All Smk In Surakarta Fajar, Setyadi; Maryono, Dwi; Basori, Basori
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.v4i1.48631

Abstract

This research is aimed to produce a marketing website for SMK's products to manage the production units in SMK within Solo area and introduce SMK's products to public. His research also aimed to determine the properness of this website. This research uses Research and Development (R & D) research method by Sugiyono. This research includes 5 steps, they are potential and problem analysis, data collection, product design, product validation and product revision. The results of this study show that the website is very proper to use. Score for assessment of the experts system is 89.3% and it is categorized very proper. Assessment of both substance experts is 88.4% and it is categorized as very proper. This website has superiorities that are: 1) integrating the existing SMK production unit in Surakarta, 2) there is a messaging feature. For the weaknesses of this website are: 1) the design is less attractive, 2) the absence of transaction features.
Zmart Photoshop : Buku Digital Sebagai Media Penunjang Mata Pelajaran Pengolahan Citra Digital Siswa Kelas Xi Jurusan Multimedia di SMK N 1 Karanganyar Santoso, Adhi Ginanjar; Maryono, Dwi; Sucipto, Taufiq Lilo Adi
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.v2i2.35742

Abstract

Pembelajaran pengolahan citra digital pada sekolah menengah kejuruan multimedia tidak terlalu memiliki banyak inovasi yang menyenangkan dan evisien. Karena minimnya inovasi dari tahun ke tahun muncul berbagai masalah dalam kegiatan pembelajaran pengolahan citra digital seperti monoton, membosankan dan tidak menarik. Beragamnya media pembelajaran akan mampu meningkatkan minat dan ketertarikan siswa didalam proses pembelajaran. Hasil dari penelitian ini adalah media pembelajaran buku digital Zmart Photoshop yang interaktif dan menarik serta layak digunakakan sebagai media pembelajaran pengganti buku pegangan siswa. Metode penelitian ini adalah penelitian dan pengembangan (research&development). Penelitian ini dilakukan menggunakan model penelitan yang dikembangkan Borg & Gall. Model penelitian yang digunakan terdiri dari 5 langkah yaitu: penelitian dan pengumpulan data (research and information collection), perencanaan (planning), pengembangan draf produk (develop prelimetery form of product), uji coba lapangan awal (preliminary field testing) dan merevisi hasil uji coba (main product revision). Aplikasi buku digital Zmart Photoshop diuji cobakan kepada ahli materi, ahli media dan pengguna. Hasil pengujian ahli diperoleh persentase sebesar 89,76% dari ahli materi, 80,53% dari ahli media, dan 89,57% dari pengguna. Dari hasil pengujian diperoleh kesimpulan bahwa aplikasi buku digital Zmart Photoshop yang telah dikembangkan sangat layak dan dapat digunakan sebagai media pembelajaran pengganti buku pegangan siswa.
Web-Based Mail Management Information System at SMA Negeri 1 Sidareja Priyoga, Sigit; Ariyuana, Rosihan; Maryono, Dwi
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.70187

Abstract

Every institution including schools has the responsibility to manage archives, especially letters. But the conventional methods of mail management take up a lot of time and space with the risk of losing documents. With a mail management information system, it can simplify and speed up mail management and minimize the risk of losing documents. This application use Yii2 framework and MySQL for the database. Rapid Application Development used in this research and 5 of 8 aspect ISO 25010 for the evaluation. With good results on all evaluation aspects this application can be used in a school environment.
Effective Use of Blended Learning Flipped Classroom Type Reviewed from Student Learning Outcomes in Digital Simulation Subjects at SMK Negeri 3 Surakarta Kausar, Alfin; Maryono, Dwi; Aristyagama, Yusfia Hafid
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.v3i3.47248

Abstract

This study aims to find out (1) differences in student learning outcomes in the application of blended learning model flipped classroom type with enriched virtual learning model (2) more effective learning model between blended learning model flipped classroom type and enriched virtual learning model. The research method used is a quantitative quasi-experimental design by using pretest-posttest control. The population in this study is all students of grade X majoring in Accounting and Finance of SMK Negeri 3 Surakarta Institution. The sample used in this study was 72 students. Sampling techniques in this research are by total sampling method. Data obtained from pre-test and post-test results based on indicators of student learning outcomes. The results obtained from this study are as follows. First, there are differences in learning outcomes in Digital Simulation subjects in experimental classes by applying flipped classroom type blended learning models and control classes by applying enriched virtual learning models. Evidence from the average study results of experimental classes of 82.94 and control classes of 75.39. Second, flipped classroom blended learning models are more effective than enriched virtual learning models. The effectiveness of applying flipped classroom type blended learning models in experimental classes is in a moderate category, while the effectiveness of implementing enriched virtual learning models in control classes is in a low category.
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