Rosihan Ari Yuana
Informatics Education Department Faculty of Teacher Training and Education, Universitas Sebelas Maret

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The Comparative Analysis of Teknolib Library Information System (Library Management System) with SLiMS (Senayan Library Management System) Based on ISO 9126 Kholifa Artikatama; Rosihan Ari Yuana; Dwi Maryono
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.v2i1.35696

Abstract

Technology is rapidly develop in various aspects of life, especially in the field of education In the world of education, technological developments are applied to the use of library information systems. Nowadays many developers have offered the system for free, one of them is TeknoLIB and SLiMS. This study aims to measure the quality of a library information system using TeknoLIB (Library Management System) and SLiMS (Senayan Library Management System) based on ISO 9126 standards. This study uses 4 research methods, among others: questionnaires, interviews, observation, and documentation. Data analysis was obtained by grouping data from experiment result and personal observation, direct answer to resource person, giving some statement with informant consent, and giving conclusion related to library information system.It can be used as a reference for developers in building a library information system to be able to create a better system. The results of this study indicate that Information Library System TeknoLIB is more qualified in terms of system look compared to SLiMS based on ISO 9126 standards.
Development of Interactive Learning Media (Scaffolding) on Learning Materials of Stone and Concrete Novianto Adi Nugroho; Rosihan Ari Yuana; Taufiq Lilo Adi Sucipto
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.v2i1.35700

Abstract

This research aims to develop interactive learning media on learning materials of stone and concrete for building engineering majors in class X and knowing the feasibility based on material experts, media experts and learning practitioners assessment’s and to know the usability level of its so it can be applied on teaching and learning activities. Research methods that used in this research is research and development method’s modified with 4-D development models. These method includes 4 development phase’s namely, (1) Defining phase (Define), (2) Designing phase (Design), (3) Developing phase (Develop), (4) Disseminating phase (Disseminate). Results of the research showed that interactive learning media (scaffolding) has been successfully created with 94% of feasibility level’s, its consisting of 90,5% of material feasibilities from material expert, 92% of media feasibilities from media expert and 99,5% of learning feasibilities from learning practitioners. So, it can be concluded that interactive learning media (scaffolding) has a very feasible of feasibility levels. Results of the research also showed that interactive learning media (scaffolding) has 86% of usability levels that consisted of 88,5% of effectively component’s, 87,5% of efficiency component’s and 81% of user satisfaction component’s. So, it can be concludes that interactive learning media (scaffolding) has a very good usability levels to use by media user’s.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Lutfi Permatasari; Rosihan Ari Yuana; Dwi Maryono
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.