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Marketing Website Of E-Comerce as Production Unit’s Container For All Smk In Surakarta Setyadi Fajar; Dwi Maryono; 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.
The Influence of LMS-Based Blended Learning Models on Learning Motivation and Learning Outcomes in Network Infrastructure Administration. Devi Zetira Fauziah; Basori Basori; Dwi Maryono
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.
Blended Learning with Flipped Classroom Strategy : The Effect to the Independence and Learning Outcomes Tri Mulyati; Basori Basori; Dwi Maryono
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.
Pengembangan R-ETA : Real-time Electronic Travel Aids Dengan Sistem Deteksi Objek 3 Dimensi dan Sistem Pemantauan Jarak Jauh untuk Tunanetra Andreas Wegiq Adia Hendix; Dwi Maryono; Yusfia Hafid Aristyagama
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 Influence Of Blended Learning Face To Face Driver Model Type Learning On Learning Interests And Learning Outcomes In Simulation Digital Hasna Amiratun Zafirah; Basori Basori; Dwi Maryono
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).
ANALISIS KREATIFITAS SISWA PADA PEMBELAJARAN DESAIN GRAFIS PERCETAKAN SELAMA PEMBELAJARAN ONLINE DI ERA PANDEMI COVID 19 Naufal Nabih Ar Rofif; Dwi Maryono; Yusfia Hafid Aristyagama
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.
Predicted Student Study Period with C4.5 Data Mining Algorithm Agus Supriyanto; Dwi Maryono; Febri Liantoni
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.v4i2.46265

Abstract

Data of alumni from 2012 to 2015 found that the average percentage of students graduating on time was 22%. The comparison between the number of students who graduate on time and new students who enter each year is not comparable, therefore a study is needed to find out the factors that affect student graduation and to prediction of the graduation period of the student through data mining research using the C4.5 algorithm. The data tested was student alumni data from 2012 to 2015. The instruments studied include study period, academic year, GPA, corner focus, gender, intensity of work during college, type of thesis, intensity of campus internal organization, intensity of external organization of campus, UKT group, scholarship status, pre-college education, hobby intensity, intensity of game play, academic competition participation status, non-academic competition participation status, and availability of facilities and infrastructure. The best test results using percentage-split 75% obtained 83.33% accuracy as well as the rules contained in the decision tree.
The Implementation of NHT and GQGA Learning Model to Enhance Student’s Liveliness and Cognitive Learning Outcomes. Binti Arifah Mardiastuti; Dwi Maryono; Rosihan Ari Yuana
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.v1i1.4152

Abstract

The objectives of the research are: (1) to identify whether the use of Numbered Heads Together (NHT) and Giving Question Getting Answer (GQGA) can improve the students’ activeness in peripheral reparation at X TKJ SMK Muhammadiyah 2 Ngawi in the school year of 2015/2016; (2) to identify whether the use of Numbered Heads Together (NHT) and Giving Question Getting Answer (GQGA) can improve the students’ cognitive learning outcomes at X TKJ SMK Muhammadiyah 2 Ngawi in the school year of 2015/2016. This research was classroom action research which conducted in two cycles. Each cycle consisted of planning, action, observation, and reflection from March until April 2016. The subject of research was the X TKJ grade of SMK Muhammadiyah 2 Ngawi in the school year of 2015/2016. The research data were collected by using techniques of interview, observation, tests (pre-test and post-test), documentation. The qualitative data were validated by using triangulations, and then the quantitative data were validated by using content validity. The qualitative data were analysed by using reduction, presentation, verification, conclusion, and then the quantitative data were analysed by using descriptive statistics. The results showed that the implementation of collaboration NHT and GQGA improved the activeness and cognitive learning outcomes. The percentage of activeness before the implementation of collaboration NHT and GQGA was 19,44%, after that 61,54% in cycle I, and 69,23% in cycle II. The cognitive learning outcomes also increased. The percentage of the qualified students was 38,46%, after that 51,28% in cycle I, and 71,79% in cycle II. From the results above, it can be concluded that the implementation of collaboration NHT and GQGA can improve the activeness and learning outcomes in peripheral reparation at X TKJ students of SMK Muhammadiyah 2 Ngawi in the school year of 2015/2016. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Development of Android-based Interactive Multimedia in Python Basic Programming Material for Grade 10 Senior High School Tiara Nisya Gayatri; Dwi Maryono; Rosihan Ari Yuana
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.