Claim Missing Document
Check
Articles

Found 25 Documents
Search

Development of Jaw Script Recognition Media Through Card Media Using Augmented Reality For Elementary School Children Baihaqi, Bagus Hirnov; Aristyagama, Yusfia Hafid; Maryono, Dwi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590353

Abstract

This research aims to develop and determine the feasibility of android learning media on the subject of Javanese script using augmented reality and card games for elementary school children. This research was conducted because of the lack of interest of students in learning Javanese script which is considered difficult and unimportant because it is less useful in terms of its usefulness in life practice and keeping Javanese script sustainable. The study used the ADDIE model with feasibility test stages using TAM. The result of the development of learning media is the creation of the "NGAKSARA" application as well as the "KARA" card media which can help students in introducing Javanese script. At the feasibility test stage, it was found that the learning media "NGAKSARA" is suitable for use in teaching and learning activities.
Active Learning Strategies in Synchronous Online Learning for Elementary School Students Hatta, Puspanda; Aristyagama, Yusfia Hafid; Yuana, Rosihan Ari; Yulisetiani, Septi
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.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
The Effectiveness of Guided Inquiry Learning Model on Students' Critical Thinking Ability in Simulation and Digital Communication Subjects Septiana, Rahma; Efendi, Agus; Aristyagama, Yusfia Hafid
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 2 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i2.47914

Abstract

This study aims to find out the difference in students' critical thinking ability between the use of the Guided Inquiry learning model and with expository learning model and to know the effectiveness of the Guided Inquiry learning model on students' critical thinking ability in digital Simulation and Communication subjects. The subject used in this study was a Grade X student of Software Engineering SMK 2 Surakarta. The method used is a quantitative approach with a quasi-experiment that uses a nonequivalent control group design, pretest-posttest. This study used two groups: the control group with the expository learning model and the experimental group with the Guided Inquiry learning model. Sampling techniques in this study with simple random sampling. Data collection using observations and test instruments. Data analysis on hypothesis test using Independent sample T-test with an error level of 0.05. Hypothetical testing showed significant differences in post-tests between the two groups with sig values. (2-tailed) by 0.012 <0.05. 
Evaluation of Website Based Information System To Monitor Student Learning Progress In Schools Using ISO/IEC 9126 Standards And GTMetrix Mahadika, Dhaniaffa Adhimastama; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan
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.v7i1.68000

Abstract

This study aims to evaluate website based information systems that have been developed previously using ISO/IEC 9126 Standards and GTMetrix. Testing of website based information systems using ISO/IEC 9126 is carried out by  information system expert,  users, and testing using GTMetrix, the user referred to in the test these are administrators, teachers, and student parents. Testing of information system experts takes four measures of quality including functionality, reliability, usability, and portability, while testing on users takes three measures including functionality, usability, and portability, and testing using GTMetrix takes a measure of quality efficiency and serves to assess the performance of the website-based information system developed. The results obtained from the  evaluation were testing of  information system expert getting a score of 91.17%, administrator user getting a score of 95.11%, teacher user getting a score of 91.35%, student parents getting a score of 83.4%, and testing using  GTMetrix getting a score of 86.13% or Grade B. Based on the results of the evaluation using ISO/IEC 9126, it was found that the testing using  ISO/IEC 9126 for the tested website-based information system has been meet the expectations of users, especially parents and the school.
Hand Detection on HSV Color Space Model and Syntactic Extraction of Fingertip by Thinning Method for Hand Gesture Recognition Aristyagama, Yusfia Hafid; Liantoni, Febri; Prakisya, Nurcahya Pradana Taufik
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.v5i2.51693

Abstract

In the discussion of computer vision, detection and recognition are an interesting topic to discuss. Basically, advanced computer vision technology requires a high-level interaction method above the text-based console interaction. Hand detection and gesture recognition is one of the interaction cases in computer vision. In this study, an experiment of hand detection and syntactic hand gesture recognition method are discussed. HSV (Hue Saturation Value) space color model is used as the basis of hand detection and segmentation. Then, the thinning method is used to get endpoint features of each fingertip.The proposed design is designed to meet with real-time video processing. The experiment intended to find some issues usually happened when the ZS thinning method is used to gain the detection and recognition. The result shows that the proposed design able to detect and recognize some gesture, but unstable hand movement may lead into a fault called by extra endpoint. In this research, extra endpoints are considered as a challenge that must be anticipated when using thinning method especially ZS algorithm to perform syntactic hand gesture recognition.
Student’s Self Efficacy Differences Review From The Use of Android-Based Media and Powerpoint to Overcome Anxiety in Online Learning Ikhsanty, Yuliana Rizka; Basori, Basori; Aristyagama, Yusfia Hafid
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.v5i1.51841

Abstract

Online learning that is not accompanied by innovation in teaching causes anxiety in students. This anxiety can be overcome by increasing self efficacy. Developing learning media can be an effort to increase student self efficacy. So, this Study was intended to find out: (1) whether there was a significant difference between the use of android-based learning and powerpoint on students’s self efficacy in Computer and This study used post-test only control design method and t-test to compare 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media).  A total of 71 students of 1st grade RPL at one of vocational school in Karanganyar were randomly selected as samples. The results of self-efficacy were measured by a questionnaire that was validated by 4 expert judgments. Based on statistical results, shows a significant difference between 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media) on their self-efficacy questionnaire. The 1st experimental group got a lower score than the 2nd experimental group with a gap score of 9.71. The t-test value for df = 69 is 3,439 which is higher than ttable = 1,994. The effectiveness of android media is relatively high based on d Cohen's calculations with a score of 0.945. The results of this study indicate that there is a significant difference between the use of android-based learning and powerpoint on students self-efficacy in basic computer network subjects, moreover android-based learning might be an effective medium to increase students self-efficacy in overcoming online learning anxiety.
Development of Interactive Learning Media for Vocational High Schools in Basic Computer Network and Telecommunication Engineering Subjects Chandra Hannafi Atsna; Puspanda Hatta; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol. 8 No. 1 (2025): Journal of Informatics and Vocational Education - March
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i1.3469

Abstract

The development of technology in the Industry 4.0 era has brought significant changes in many aspects of life, including our education. In the formal education system, teachers play a crucial role in creating an engaging and effective learning environment. This research aims to develop an interactive learning media called Comneter (Computer Network Learning) as a learning media to help students with their understanding of basic computer networks and telecommunication in vocational high schools. Comneter was developed using Unity software, a cross-platform game engine that enables us to create apps for both mobile and desktop platforms. The method used for this research is the Research and Development (R&D) method, with ADDIE (Dick et al., 1996) as the model of this development. This model consists of 5 main phases, including analysis, design, development, implementation, and evaluation. The results from this research show that Comneter received a feasibility assessment from a material expert, a media expert, students, and a teacher (as a respondent), with an average score of 3.96, categorizing Comneter as ‘Good’ or feasible. Therefore, it can be concluded that, based on this research, using computers can help enhance students’ comprehension in basic computer network and telecommunications engineering subjects, and has the potential to be used in vocational high schools to create a more effective and engaging learning experience
Spatial Data Inventory and Collaboration System: A Web-GIS Development and Outreach Approach for Matesih Digital Village Yusfia Hafid Aristyagama; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Febri Liantoni; Rosihan Ari Yuana
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1069

Abstract

Developing the potential of foster villages is often hindered by a lack of valid and integrated field data. Matesih Village in Karanganyar Regency possesses significant natural and economic potential, yet it remains under-explored by the research community. This study aims to develop a web-based GIS application as a spatial mapping medium for village potentials and problems to initiate the "Digital Village" concept. The system was developed using the prototyping method, which encompasses three main stages: preparation, application development, and socialization. This application is designed based on the Community of Practice (CoP) framework to facilitate interaction and shared learning between village officials as data providers and researchers as solution providers. The results of this community service indicate that the developed GIS application supports the digitization of village’s potential data and has been socialized to village officials to support data-driven policy-making.
The Effect of Applying Scaffolding Method on Students' Programming Abilities at Surakarta State Vocational School Steven Budi Sanjaya; Yusfia Hafid Aristyagama; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 9, No 2 (2025): (IJIE) Indonesian Journal of Informatics Education - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v9i2.87704

Abstract

This research aims to determine the effect of applying the scaffolding method on the programming abilities of students at Surakarta Vocational School as measured by tests or programming ability tests. By using the scaffolding method, it is hoped that students' programming abilities will be better than conventional learning methods. The research used a quasi-experimental design with a pre-test and post-test control group design. In the research, the control class was not given treatment in learning activities, while the experimental class was given treatment in the form of a scaffolding method in learning activities. The research subjects were 72 class X students at a Vocational School in Surakarta obtained by cluster random sampling. Research data was obtained using pre-test and post-test which were prepared based on basic programming concepts using the Java programming language. Research data analysis was carried out using descriptive analysis techniques using the SPSS application. The results of the research show that the application of the scaffolding method has a good effect on the programming abilities of students at Surakarta Vocational School. This can be seen from the average programming ability test result for the experimental class which is higher than the control class (79.58 &gt; 74.72). Additionally, the gain score analysis revealed that the improvement in the experimental class (49.72%) was significantly higher than the control class (41.94%). It can be concluded that the programming ability of the experimental class using the scaffolding method is better than the control class.
Peningkatan Kreatifitas Dan Kemampuan Algoritma Melalui Workshop Game Development Febri Liantoni; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama; Puspanda Hatta; Nurcahya Pradana Taufik Prakisya
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93557

Abstract

Workshop pengabdian masyarakat ini bertujuan untuk memberdayakan para pendidik dalam menciptakan media pembelajaran yang lebih menarik dengan memanfaatkan teknologi digital, khususnya melalui pendekatan game-based learning. Tantangan yang dihadapi adalah rendahnya kreativitas dan pemahaman algoritma di kalangan pendidik, serta minimnya implementasi pembelajaran berbasis game di sekolah. Dilaksanakan di SMP Al Qolam Muhammadiyah Gemolong, workshop ini memanfaatkan fasilitas kelas yang tersedia, meliputi paparan teori, praktik langsung, dan pendampingan intensif dalam pengembangan game menggunakan Construct 2. Para peserta tidak hanya belajar membuat media pembelajaran interaktif, tetapi juga memperdalam pemahaman tentang literasi digital dan algoritma. Hasil kegiatan ini menunjukkan peningkatan yang signifikan dalam kemampuan desain pembelajaran, serta kepercayaan diri dalam menggunakan teknologi untuk mendukung proses mengajar. Dari pelatihan ini, terlihat bahwa penggunaan pendekatan berbasis game dapat merangsang kreativitas dan memperkuat pemahaman algoritma dalam konteks pembelajaran.