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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.
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).
The Analysis of Reward Systems Implementation in Basic Network Course: Case Study of a Vocational School in Solo, Central Java. Anisa Setyowati; Agus Efendi; Basori Basori
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.13198

Abstract

The 2013 curriculum requires students to take an active and creative role in teaching and learning. Submission of materials in basic network learning process is still using a more dominant learning method that is owned by the teacher (teacher centered). It makes students in the learning process becomes more passive, so the students' activity in the learning process is still in the low category. One of the solutions to improve students 'learning activeness is by using tools or media that can attract students' attention. Learning tool or media is expected to help students to be interested and can play an active role in teaching and learning process. Learning tool or media used in this research is application of reward system. This study aims to (1) Know the difference between the use of reward system application in terms of activeness (2) to know the effectiveness of the use of reward system application in terms of student activeness. This research type is quantitative research with research design that is quasi experimental design with posttest only control design design. Techniques of collecting research data using questionnaires, interviews, and observation. Data analysis using t test and gain index analysis. The results of research are as follows: 1) there is difference of influence of using reward system application that is by t independent t test. Based on the analysis result obtained tcount of 3,790. ttable = 2.64208 at 5% error level with df = 76. So thitung> ttabel. 2) the reward system application is more effective with the experimental class result of -thount 3,703> -ttable 2,642 (76) while the Control class is -thount> -ttable (2,642,76) (1,016 <-2,642) and sig <0,05.
The Effectiveness of Robomind Software in Basic Programming Learning. Ismi Amrina Maf’ulah; Agus Efendi; Basori Basori
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.v1i1.4154

Abstract

This research aim to find out: (1) the differences of cognitive abilities of students who learn using media software RoboMind and students who learn without using media software RoboMind in learning basic programming, (2) the used of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students. This research used quasi experimental approach with Pretest Posttest Control Group Design. This research was conducted at SMK Negeri 7 Surakarta. The population of this research were all students of first grade students in Multimedia Study Program at SMK N 7 Surakarta. Based on the result of this research can be concluded that: (1) there was difference of cognitive abilities of students who learn using media software RoboMind and students who learn without used media software in learning basic programming (tcount: 2,085 > ttable: 1,99962). (2) the use of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students at SMK Negeri 7 Surakarta (tcount: 3,517 > ttable: 1,99962). This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Comparative Study to Video Tutorial and Peer Tutor on Student’s Learning Outcomes on 2 Dimensional Animation Techniques Maria Linda Kartika Mukti; Basori Basori; Cucuk W Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.12986

Abstract

This research purpose is (1) to know the difference of learning outcomes from the utilization of video tutorials and peer tutors (2) to find out the effectiveness between the utilization of video tutorials and peer tutors  towards students’s learning outcomes on 2 dimensional Animation Technique subject at second grade.Research method used in this research is quantitative method of quasi experimental with pre-test and post-test type. Data collection techniques in this reasearch with (1) observation (2) t test by using a pre-test and post-test (3) and documentation.The results obtained from this research are (1) there are differences of learning outcomes of students between utilization of video tutorial and peer tutors with the calculated of post-test value of each class using the t test independet amounted to 0,032. (2) the utilization of peer tutors in this research is more effective than the utilization of video tutorials, this calculation outcomes obtained from a test of gain in each class. On video tutorial class gets the calculation outcomes of 0.32, while on peer tutor class gets the calculation outcomes of 0.58.Keywords: video tutorials, peer tutor, 2 dimensional animation, learning outcomes
The Effectiveness and effect of Project-Based Blended Learning on Student Achievement in Online Learning at Surakarta, Indonesia Winda Annisa Salma; Basori Basori; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.44029

Abstract

Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students
Assessing Lecturers’ Acceptance towards Online Learning System: The Institutional Theory Perspective Anggraini Candra Kusuma; Basori Basori; Cucuk Wawan Budiyanto
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.v4i2.47271

Abstract

This research aims to assess the lecturers’ acceptance level in using the Online Learning System (SPADA). The institutional theory is an extension of the Technology Acceptance Model (TAM), which is it analyzed variables of perceived usefulness, perceived ease of use, coercive pressure, normative pressure, mimetic pressure and behavior intention. This research used quantitative research design with survey method. Meanwhile, the sampling technique used cluster random sampling. The respondents of this research were lecturers who had applied SPADA at a state university in Central Java. In this research, the assessment of the questionnaire used the Likert scale. Besides, the tests used instrument test, classic assumption test, multiple regression analysis, and hypothesis testing by using SPSS. The result shows that from the six hypotheses that had been tested, the hypotheses of H1, H2, H3, H4 have no significant influence and the hypotheses of H5 and H6 have significant influence. It means the lecturers who have high social status are influencing others lecturers who have low social status in adopting SPADA although all variables have contribution in influencing the lecturers on behavior intention to adopt SPADA. It indicates the social factor is being attention in analyzing behavior intention in adopting technology.
Instructional Design to Improve Students’ Entrepreneurial Affective Dini Erlinawati; Basori Basori; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.53183

Abstract

The learning strategy to encourage students in building their skills through entrepreneurship practices in lined with confronting the industry 4.0 is Dual Education and Creative Products and Entrepreneurship subjects.  However, the Covid-19 pandemic generated this learning strategy cannot be implemented optimally. It has an impact on the schools, especially students, several students are less interested in entrepreneurship and they do not have job idea related to their skill after they graduate. For this reason, the Covid-19 pandemic is a significant challenge for educational institution to develop and modify entrepreneurial competencies through the digital revolution. It becomes a strategy to create students who are ready to be entrepreneurs. This study aimed to (1) determine the instructional design that can improve the students’' entrepreneurial affective, and (2) observe the instructional design on entrepreneurial affective during the study. The data collection techniques were observation, interviews and documents. The data were analyzed by the model from Miles and Huberman includes data reduction, data display and conclusions. The results revealed that (1) the instructional design for improving the students’ entrepreneurial affective at SMK N 1 Sawit is digital marketing training, and (2) the measurement of students’ entrepreneurial affective through the indicators of entrepreneurship interest, creativity and innovation as well as courage to take risks and positive thinking toward failures.