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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.
The Influence of E-learning Use to Student Cognitive Performance and Motivation in Digital Simulation Course Tigowati Tigowati; Agus Efendi; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (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.v1i2.12812

Abstract

Currently the technology is growing and sophisticated. Technological advances have also entered the world of education. One of them their is  online learning. Examples of learning that utilizes technology that is using Schoology and Edmodo. By using Schoology and Edmodo is expected to increase student motivation and learning outcomes. This study investigates whether the use of different learning management would affect (1) the student’s cognitive achievement (2) student’s motivation (3) the level motivation. This research method using mixed methods. The data collection technique using the test method to determine the cognitive performance. Questionnaires and interviews to find the motivation. The analysis of quantitative data using normality test, homogeneity test, tests of balance and hypothesis testing using independent t test, while the analysis of qualitative data using interactive models. Based on the results of the study (1) there are differences in the cognitive performance between classes that use e-learning based Schoology and e-learning based Edmodo. The cognitive performance classes that use Schoology better than the class that uses Edmodo, because schoology easiness to acces, the students has a target value, better understand the lesson and more active in study this may have an effect on cognitive performance.(2) there is a difference in motivation between classes that use e-learning based Schoology and e-learning based Edmodo. Motivation class with Schoology based e-learning is better than classes with e-learning based Edmodo, because schoology can interested in simulation course, more passion, make happy, easier to learn anywhere and more motivated to learn. (3) the level of motivation of students using e-learning based Schoology and Edmodo included in the medium category
The Effectiveness of Android Based Digital Arithmetic Learning Media with Discovery-Based Learning Model to the Learning Achievement of Computer System Subject of Grade X of Multimedia Class at Vocational High School in Surakarta Rofifah Nur Mufidah; Agus Efendi; 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.v3i2.15366

Abstract

The purpose of this research is to determine (1) the effectiveness of the use of learning media based on android Arithmetic Digital with discovery-based learning model to learning achievement of computer system grade X of multimedia class at vocational high school 6 Surakarta, (2) the differences in students’ achievement between the control class and experimental class were given the action of using Android learning media with discovery-based learning model. The population of this research is students of grade X of Multimedia class at Vocational high school 6 Surakarta. This study uses an experimental quasi-approach. The techniques of data collection in this study using the test method to determine the results of pretest and post-test. The observation method is to know the difference of student activity of control class and experiment class. Data analysis used was non-parametric test by using Mann Whitney test and Wilcoxon rank test.Based on the research, it can be concluded that the Android-based learning media with discovery-based learning model more effective in improving learning achievement compared with the conventional model. This is evidenced by the Wilcoxon sign rank test which gives a result of the significance of 0.000 < 0.005, which means there is a difference in mean values between the two classes. The experimental class got a higher average score that is 84.14 and the control class is 67.59. The result of this research is also reinforced by student gain index analysis, with gain of experimental class that is 0,70 which mean inclination category of high learning achievement while the gain’s improvement of control class is equal to 0,40 which means inclusive category of improvement in learning achievement, this matter because in the model of discovery-based learning able to improve student activeness in learning as well as to develop student's way of learning by finding their own, and self-investigate. And combined with the right learning media such as Android, will increasingly foster student interest in learning.
Substitution, Augmentation, Modification and Redefinition (SAMR) Model to Improve Student's Critical Thinking Ability Sulis Setiyawati; Basori Basori; Agus Efendi
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.60356

Abstract

The use of technology in learning creates the need for applications and learning media that can improve students' critical thinking skills. The SAMR model (Substitution, Augmentation, Modification, and Redefinition), which offers teaching methods by integrating technology, can affect the learning process by improving students' critical thinking skills. This quantitative study used an experimental approach with a Posttest Only Control Design by dividing the sample into two groups (control and experimental classes) with cluster random sampling technique sampling on 54 students. The results of the post-test cognitive ability of the control class obtained an average value of 16.52, and in the experimental class, 19.63. Furthermore, the results of the post-test effective ability of the control class obtained an average value of 74.76 and in the experimental class of 84.07. This shows differences in students' critical thinking skills between students who use the SAMR model and those who do not use the SAMR model. In the results of the N-Gain analysis that has been carried out on the posttest value of the cognitive ability of the control class and the experimental class, the gain value of 0.33 is included in the medium criteria. While the N-Gain on the posttest value of the cognitive ability of the control class and the experimental class obtained a gain value of 0.19 which is included in the Low criteria. This study proves that the use of the SAMR model influences students' critical thinking skills, and the SAMR model has proven effective in improving students' critical thinking skills.