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Analysis The Effect of Minds-On Activity on The Computational Thinking Ability of Early Childhood Student Jebpridar Nikma Fadhila; Cucuk Wawan Budiyanto; Rosihan Ari Yuana
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.v4i3.58589

Abstract

CT (Computational Thinking) involves solving problems, forming systems, and understanding human behavior by drawing basic concepts to science, CT is also included as a thinking tool that reflects the breadth of the field of computer science. This generation familiarity with technology helps to form a solid background for understanding the key to underlying concepts of computing. Hands-on activity and Minds-on activity refer to active learning which means that a person combines physical activity with mental activity in terms of learning. Hands-on activities and Minds-on activities are most effective when used to focus and encourage students to be physically involved while learning. When students are physically and mentally engaged, they activate the different parts of their brain. The research method used is a qualitative method.
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.
Digitizing the School Administration Management System at SMAN 12 Bandung and its Evaluation with the System Usability Scale M Luthfi Zulfikar; Rosihan Ari Yuana; Nurcahya Pradana Taufik Prakisya
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.v5i1.61446

Abstract

Education administration is one of the vital information in learning activities. Education administration can increase the productivity of teachers and will make learning activities more focused and structured. Digitalization of education administration will help teachers manage education administration, especially planning for learning. Moreover, this application will help teachers assign students scores based on their attitudes. This system will use Laravel as a base along with a spiral model for the SDLC, and use the System of Usability Scale For Evaluation (SUS). This application is Considered easy to use because it gets the 'acceptance' grade based on acceptance, a "C" grade on the class scale, a "good" grade on the adjective rating, and a "B" grade on the percent rank. This application only needs slight requirements for adjustments, socialization, and training for teachers to be accustomed to the system.
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.