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All Journal International Journal of Evaluation and Research in Education (IJERE) Jurnal Pendidikan Vokasi Cakrawala Pendidikan Jurnal Kependidikan: Penelitian Inovasi Pembelajaran Jurnal Penelitian Saintek JPTK: Jurnal Pendidikan Teknologi dan Kejuruan Jurnal Pendidikan Indonesia Bulletin of Electrical Engineering and Informatics Jurnal Pendidikan Teknik Mesin Jurnal Inovasi Teknologi Pendidikan Journal of Educational Science and Technology ELINVO (Electronics, Informatics, and Vocational Education) PYTHAGORAS: Jurnal Program Studi Pendidikan Matematika Indonesian Language Education and Literature Jurnal Pendidikan Teknik Mesin Jurnal Pendidikan (Teori dan Praktik) REiD (Research and Evaluation in Education) Script Journal: Journal of Linguistic and English Teaching Jurnal Penelitian Pendidikan IPA (JPPIPA) JKTP: Jurnal Kajian Teknologi Pendidikan Journal of Education Technology JTP - Jurnal Teknologi Pendidikan COMPTON: Jurnal Ilmiah Pendidikan Fisika Journal of Robotics and Control (JRC) Indonesian Journal of Electrical Engineering and Computer Science Jurnal Pedagogi dan Pembelajaran Letters in Information Technology Education (LITE) Ideguru: Jurnal Karya Ilmiah Guru Jurnal Pendidikan Vokasi Otomotif JURNAL TEKNOLOGI INFORMASI & KOMUNIKASI DALAM PENDIDIKAN JP (Jurnal Pendidikan) : Teori dan Praktik Journal of Information Engineering and Technology Al-Hayat: Journal of Islamic Education Journal of Information Technology and Education (JITED) Jurnal Pendidikan Teknik Mesin Media Pendidikan Matematika
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ENHANCEMENT OF CRITICAL THINKING SKILLS VOCATIONAL STUDENTS IN INDONESIA USING PROBLEM-BASED LEARNING-STEM BY E-LEARNING Farhan Yadi; Herminarto Sofyan; Herman Dwi Surjono
JURNAL PENDIDIKAN TEKNIK MESIN Vol 10, No 1 (2023): JURNAL PENDIDIKAN TEKNIK MESIN
Publisher : UNIVERSITAS SRIWIJAYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36706/jptm.v10i1.21629

Abstract

This study aims to develop a problem-based learning model with the Science, Technology, Engineering, and Mathematics (STEM) approach through e-learning in vocational high schools (SMK) to enhance learning outcomes and critical thinking skills of the students of light vehicle electrical maintenance, which is valid, practical, and effective. The design phase began with determining the fundamental philosophy, theoretical background, hypothetical model, and evaluation aspects, while exhaustive tests were conducted to validate the developed system during the development phase. Based on practical testing in four vocational high schools in Indonesia, the developed PBL-STEM e-learning system is considered valid and effective for enhancing the quality of vocational education. The critical thinking skills of experimental class students have increased, both in groups and individually, as indicated by the progressive percentage increase of 38.32%. The application of this model has proven to be effective in enhancing critical thinking, skills.
Enhance Deep Reinforcement Learning with Denoising Autoencoder for Self-Driving Mobile Robot Pratama, Gilang Nugraha Putu; Hidayatulloh, Indra; Surjono, Herman Dwi; Sukardiyono, Totok
Journal of Robotics and Control (JRC) Vol 5, No 3 (2024)
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jrc.v5i3.21713

Abstract

Over the past years, self-driving mobile robots have captured the interest of researchers, prompting exploration into their multifaceted implementation. They have the potential to revolutionize transportation by mitigating human error and reducing traffic accidents. The process of deploying self-driving mobile robots can be divided into several steps, such as algorithm design, simulation, and real-world application. This research paper presents a simulation using DonkeyCar on the Mini Monaco track, employing a Soft Actor-Critic (SAC) alongside a denoising autoencoder. At this point, it is limited to the simulation, serving as a proof of concept for further research with hardware implementation. The simulation verifies that relying solely on SAC for the convergence of policy is not sufficient; it yields a mean episode length of only 28.82 steps and a mean episode reward of 0.7815. The simulation ended after 3557 steps due to the inability of SAC alone to converge, without completing a single lap. Later, by integrating the denoising autoencoder, convergence of policy can be achieved. It enables DonkeyCar to adeptly track the lane of the circuit. The denoising autoencoder plays an important role in accelerating the convergence of transfer learning. Notably, the mean reward per episode reached 2380.4387, with an average episode length of 771.71 and a total of 114357 steps taken. DonkeyCar manages to complete several laps. These results affirm the effectiveness of SAC with a denoising autoencoder in enhancing the performance of self-driving mobile robots.
Design Principles of Learning Messages in E-Learning Rama Faiz Pangestu; Herman Dwi Surjono
Jurnal Pedagogi dan Pembelajaran Vol. 6 No. 1 (2023): April
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jp2.v6i1.52228

Abstract

Some things still need more attention in the content or messages contained in e-learning. Therefore, good message planning or arrangement is needed concerning the principles of learning message design. This scientific study aims to analyze the application of learning message design principles in e-learning media. This study uses a qualitative descriptive approach with the type of research that is descriptive content analysis. The stages of content analysis research include formulating analysis objectives, conceptualization, and operationalization, coding sheet or instrument grids, population and sample determination, coding process, data input, and analysis. Data collection in the research was carried out using the document study method, with the research instrument in the form of coding sheets based on the definition of applying the principles of learning message design. The data analysis technique uses descriptive qualitative analysis. The results of the research analysis show that the contents of the message illustrate that in e-learning besmart, the e-learning development course has applied the principles of readiness and motivation, the principle of using the object of focus of attention, the principle of student participation, the principle of iteration, and the principle of feedback. However, it has not implemented the initial ability test as a form of readiness principle.
Using Multimedia Interactive Learning Informatics Materials in Junior High Schools on Increasing Students’ Cognitive Abilities Puput Tri Anggara; Herman Dwi Surjono
Journal of Education Technology Vol. 7 No. 3 (2023): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i3.64887

Abstract

The informatics learning process so far has yet to be completely effective. causing students' abilities and learning outcomes to be low. This research aims to develop interactive learning multimedia products in junior high schools to improve students' cognitive abilities. This type of research is development research. The model used to create products is Alessi and Trollip, which consists of 1) planning, 2) design, and 3) development. Product testing consists of alpha and beta tests, used to determine the level of product feasibility, and effectiveness tests, used to determine the level of product effectiveness on students' cognitive learning outcomes. The product alpha test, product beta test and effectiveness test involved 30 students. To collect data using interviews, observations, questionnaires and tests. The data that has been collected is then analyzed using qualitative descriptive methods. The research results, namely the results of product testing in the alpha test, rated this multimedia in the very feasible category with an average score of 3.75 by media experts and 3.50 by material experts. The beta test results also placed this multimedia in the very doable category with an average score of 3.68 and a Gain score of 0.725, included in the High criteria. It was concluded that interactive learning multimedia is suitable for use in learning. The use of interactive multimedia learning information materials can significantly increase students' learning motivation and cognitive learning achievements.
Early Childhood Board Games with School Objects and Anatomical Theme to Facilitate Learning Putra, Anak Agung Adi Wiryya; Surjono, Herman Dwi
Journal of Education Technology Vol. 7 No. 4 (2023): November
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v7i4.67384

Abstract

Early childhood's low understanding of basic material such as school objects and anatomy will have an adverse impact on the next level of education. The purpose of this research is to produce and find out the effectiveness of board games learning media that can facilitate the early childhood learning process on the topic of school objects and anatomy. This research type is research and development with the APPED model. The subjects in the study consisted of early childhood students, 3 teachers, and 3 validators. Collecting data are using interviews, observation, and questionnaires. The instruments used were interview guides, questionnaires for material experts and media experts, pretest, post test, and data analysis using descriptive analysis techniques. The results of the research resulted in a board game product with a material feasibility test result of 4.7 and a media feasibility test of 4.1. The effectiveness test with pretest and post test activities showed that there was an increase in children's understanding from a score of 50.6 to 82.6. Board games with the topic of school objects and anatomy are appropriate and effective for use in early childhood learning.
Development of Interactive Learning Multimedia by Applying Contextual Teaching and Learning for Basic Graphic Design Subjects Ayuriyanti, Siswi Dwi; Surjono, Herman Dwi
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 8 No. 2 (2023): November 2023
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v8i2.56128

Abstract

The objectives of this study were to 1) create interactive learning multimedia materials by incorporating contextual teaching and learning to aid students in understanding graphic design topics for class X, 2) examine the viability of interactive learning multimedia by incorporating contextual teaching and learning to fundamental design subjects, and 3) assess the efficacy of using interactive learning multimedia by incorporating contextual teaching and learning. The three stages of this research's development-planning, design, and development are based on the Alessi and Trollip model. A total of 36 students from class X Multimedia 2 at SMK N 2 Sewon served as the research participants, while X Multimedia 1 served as the control group. gathering information through observation, questionnaires, learning product assessments, and learning accomplishment tests the findings revealed that: 1) Multimedia interactive learning materials for the foundational subject of graphic design in class X multimedia semester 2 at SMK N 2 Sewon were prepared. 2) Students (87.77%; "extremely feasible"), media professionals (94.18%), and material specialists (84.16%) rate the viability of learning media. (3) When contextual teaching and learning are applied, interactive learning media are said to be quite successful at improving student learning results.
Portable Multi Capacitor Discharge Ignition Trainer to Enhance Students Critical Thinking Skills in Vocational High School Marwanto, Eko; Safitri, Ria Rochmi; Surjono, Herman Dwi
Journal of Education Technology Vol. 8 No. 3 (2024): August
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v8i3.77010

Abstract

The low mastery of critical thinking skills results in students’ inability to interpret, analyze, and apply acquired knowledge. This condition adversely affects the mastery of competencies and decreases the competitiveness of vocational high school graduates. This study aims to develop the portable multi-CDI (Capacitor Discharge Ignition) system practice tool and test its effectiveness in improving students critical thinking skills in the competence of maintaining motorcycle ignition systems. To address the research questions, the study employs the ADDIE model for development research, which commences with needs analysis, solution design, product development, implementation, and evaluation. The discussion in this article is confined to the implementation of the developed trainer to improve students critical thinking abilities. Implementation in learning utilizes a quasi-experimental non-equivalent group pretest-post-test design with control and experimental classes, involving 64 respondents from motorcycle engineering vocational high schools selected by purposive sampling. Paired t-test analysis is utilized to ascertain the effectiveness of the trainer in enhancing critical thinking skills. We conclude that the use of appropriate media and teaching methods can foster unique interaction patterns in cognitive dimension formation. Beginning with identifying disturbances and damages, explaining their causes, implementing repair procedures, analyzing repair outcomes, and evaluating the results of disturbances and damages in the motorcycle ignition system.
Utilizing virtual reality for real-time emotion recognition with artificial intelligence: a systematic literature review Aji Purnomo, Fendi; Arifin, Fatchul; Dwi Surjono, Herman
Bulletin of Electrical Engineering and Informatics Vol 14, No 1: February 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i1.8847

Abstract

Efficiency and optimization in virtual reality (VR) technology is an urgent need, especially in the context of optimizing algorithms to recognize user emotions while using VR. Efficient VR technology can improve user experience and enable more immersive and responsive interactions. This study adopts the preferred reporting items for systematic reviews and meta-analyses (PRISMA) (2020) method to identify and analyze gaps in the existing literature, focusing on the optimization of electroencephalogram (EEG) signal classification algorithms to recognize VR users' emotions. The literature search was conducted through the Scopus database, with article selection based on the type of emotion classified, the classification method used, the limitations of the research, and the results obtained. Of the 1478 articles found, 74 articles passed the initial selection stage, and the final stage 13 articles were selected for further analysis. The selected articles provide important insights into the development of EEG classification algorithms for VR users, especially in multi-user settings. The findings identify potential and opportunities in the development of more efficient and accurate EEG signal classification algorithms for VR users. By focusing on emotion classification in a multi-user VR environment, this research contributes to improving the efficiency of VR technology and supporting a better and more responsive user experience.
Stimulus Variation Strategies and Audiovisual Media for Indonesian for Foreign Speakers Students (Strategi Variasi Stimulus dan Media Audiovisual bagi Pemelajar Bahasa Indonesia bagi Penutur Asing) Satria, Dadi; Triyono, Sulis; Surjono, Herman Dwi
Indonesian Language Education and Literature Vol 8, No 2 (2023)
Publisher : Jurusan Tadris Bahasa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/ileal.v8i2.8670

Abstract

Penelitian ini bertujuan untuk mendeskripsikan strategi keterampilan variasi stimulus dengan menggunakan media audio visual bagi mahasiswa yang mengambil program Bahasa Indonesia bagi Penutur Asing (BIPA). Jenis penelitian ini adalah studi kasus proses di Universitas Negeri Padang. Data penelitian berupa catatan lapangan yang dikumpulkan melalui observasi langsung dan observasi partisipan. Hasil penelitian menunjukkan bahwa pembelajaran BIPA dapat dilakukan dengan memanfaatkan media audio visual untuk merangsang penglihatan, pendengaran, dan gerak. Penggunaan rekaman dan lagu dapat merangsang pendengaran. Hal ini untuk mempelajari bunyi bahasa dan struktur kalimat dalam bahasa Indonesia. Gambar dapat membantu siswa untuk menguasai berbagai macam objek. Video berupa lagu mampu merangsang gerakan melalui proses menirukan. Dengan demikian, strategi ini dapat digunakan oleh para pengajar BIPA untuk menciptakan pembelajaran yang aktif, kreatif, komunikatif, dan kolaboratif.This study aims to describe the strategy of stimulus variation skills using audio-visual media for BIPA students. This type of research is a case study at Universitas Negeri Padang. Research data in the form of field notes is collected through direct observation and participant observation. The results of the study found that learning Indonesian for early speakers through a variety of stimulus strategies in the form of sight, hearing, and movement by utilizing audio-visual media formed active and communicative learning. The use of audio media in the form of recordings and songs can stimulate auditory stimulation to learn the sounds of language and sentence structure in Indonesian. Furthermore, visual media in the form of images can help students to master various kinds of objects and objects. Meanwhile, video playback in the form of songs is able to stimulate movement stimuli through the process of imitating the movements in the video song being played. Thus, this strategy can be used by BIPA teachers to create active, creative, communicative, and collaborative learning.
Development of Differentiated E-Learning to Improve Students' Motivation and Learning Independence at SMAN 1 Panggang, Gunungkidul Regency Mardian, Ari; Surjono, Herman Dwi
Ideguru: Jurnal Karya Ilmiah Guru Vol 10 No 2 (2025): Edisi Mei 2025
Publisher : Dinas Pendidikan, Pemuda dan Olahraga Daerah Istimewa Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51169/ideguru.v10i2.1835

Abstract

This study aims to: (1) develop differentiated e-learning media tailored for SMAN 1 Panggang, Gunungkidul; (2) evaluate the feasibility of the media based on expert validation; (3) assess its practicality for students and teachers; and (4) determine its effectiveness in improving student motivation and learning independence. The research employed the Alessi & Trollip development model, which consists of three stages: planning, design, and development. The initial trial involved three diverse Phase F students, while the product testing was conducted on two classes: a control group and an experimental group, each comprising 36 Phase F students. Data collection included interviews, questionnaires, and validation assessments from material and media experts. Data analysis methods included N-Gain calculations, independent sample t-tests, and paired t-tests. The results of this research and development are as follows: (1) development of a Moodle-based differentiated e-learning platform accessible via www.esman1panggang.com, featuring programming algorithm materials adapted to students' diverse learning styles across four sessions; (2) validation by material experts (4.11) and media experts (4.10), both categorized as "very feasible"; (3) teacher and student practicality assessments rated at 4.19 and 4.55, respectively, indicating the media is "feasible"; and (4) significant effectiveness in enhancing motivation and learning independence, evidenced by higher N-Gain scores in the experimental group compared to the control group, and statistically significant differences in pretest and posttest results (p < 0.05).
Co-Authors Abdul Haris Munandar Afdal, Zul Aji Purnomo, Fendi Akrom, Akrom Ali Muhtadi Ali Mustadi Almadina, Nazela Ulhaqy Anang Fathoni Anik Ghufron Arif Rahman Ariyanto S. Helianak Aurum, Emma Valensia Ayu Nuswantari Ayuriyanti, Siswi Dwi Bashir, Ashadi Bekti Wulandari Cahyandaru, Pramudya Cobena, Desy Yanty Deni Hardianto Dewi, Ayu Sandra Dian Wahyuningsih Disa Hediansah Dwi Widjanarko Dyah Respati Dyah Respati Suryo Sumunar Eko Marpanaji Fatchul Arifin Fendi Aji Purnomo, Fendi Aji Gilang Nugraha Putu Pratama Habib Hambali Heni Rita Susila Herminarto Sofyan Heru Amrul Mu&#039;arif Hilyatush Shofa Huzaima Mas’ud Ibnu Siswanto Indra Hidayatulloh Irfan Adi Nugroho Jati, Prasetyawan Caesar Wijaya Ju-Ling Shih Kadarisman Tejo Yuwono Kadek Cahya Dewi Karuniawan, Yoga Khairah, Nurul Mahmud Al Haq Patwary, Mahmud Al Haq Mardian, Ari Martin Hartmann Marwanto, Eko Mashoedah Mashoedah Muhammad Ahmad Jumasa Muhammad Kholil Muhammad Rizky Putra Wadhana Muhyadi Muhyadi Munandar, Abdul Haris Niluh Putu Puri Palupi Sukenasa Novi Trilisiana Nurmiati, Euis Nuswantari, Ayu Priyanto Priyanto Priyanto, Priyanto Puput Tri Anggara Purmadi, Ary Putra, Anak Agung Adi Wiryya Putu Indah Ciptayani R. Hafid Hardyanto, R. Hafid Raekha Azka, Raekha Rama Faiz Pangestu Randy Irawan Restu Widiatmono Rifkisyahputra Rukiyati Rukiyati Safitri, Ria Rochmi Satria, Dadi Satrio Dwi Ananda Setyabudi Indartono Sigit Pambudi Siti Sumiyati Sri Sumardiningsih Sulis Triyono Suprapto Suprapto Surahman, Ence Sutirman Sutirman Totok Sukardiyono Tsabita, Latifah Victor Novianto Wahyu Kurniawati Wu, Ying-Tien Yadi, Farhan Yassin, Abdulnassir Ying-Tien Wu Zainal Arifin Zamroni Zamroni Ziaurrahman Ziaurrahman