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Pembentukan Kemampuan Abstraksi Siswa dalam Mata Pelajaran Pemrograman Web Melalui Penguatan Pengalaman Pemecahan Masalah
Magfiroh, Ni'mah;
Herlambang, Admaja Dwi;
Zulvarina, Prima
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 3 (2025): Maret 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Kemampuan abstraksi merupakan keterampilan penting dalam pemrograman web, karena membantu siswa memahami, menganalisis, dan menyederhanakan masalah kompleks menjadi solusi yang lebih sederhana. Penelitian ini dilakukan untuk mengkaji penerapan metode Problem-Based Learning (PBL) berbantuan teknologi GitHub dan ChatGPT dalam meningkatkan kemampuan abstraksi siswa pada mata pelajaran pemrograman web. Penelitian ini dilatarbelakangi oleh pentingnya keterampilan pemrograman web di dunia kerja serta kebutuhan untuk memanfaatkan teknologi modern dalam pembelajaran guna meningkatkan efektivitas proses belajar. Tujuan utama penelitian adalah mengidentifikasi faktor pendukung keberhasilan penerapan metode PBL dan kendala yang dihadapi dalam proses tersebut. Penelitian menggunakan pendekatan kualitatif dengan desain studi kasus. Data dikumpulkan melalui wawancara mendalam, observasi, dan dokumentasi terhadap siswa kelas 11 RPL 1 SMKN 5 Malang. Validitas data diuji melalui triangulasi sumber dan analisis dilakukan menggunakan metode pengkodean kualitatif. Pemilihan lokasi penelitian didasarkan pada relevansi kurikulum dengan materi pemrograman web dan penggunaan teknologi GitHub serta ChatGPT dalam pembelajaran. Hasil penelitian menunjukkan bahwa penerapan metode PBL berbantuan GitHub dan ChatGPT mampu meningkatkan kemampuan abstraksi siswa dalam menyederhanakan masalah kompleks menjadi solusi yang lebih terstruktur. Faktor pendukung utama meliputi feedback cepat yang diberikan oleh ChatGPT dan GitHub dalam memberikan jawaban, tugas yang dikerjakan secara berkelompok, pencarian referensi yang dapat mempercepat pengerjaan tugas, serta kemudahan akses untuk membuka ChatGPT dan GitHub. Namun, kendala yang dihadapi adalah ketidaksukaan fitur yang ada di GitHub, ketidaksukaan siswa terhadap materi, dan siswa yang kesulitan dalam memahami materi.
Pengaruh Implementasi Flipped Classroom Terhadap Self-Regulated Learning dan Hasil Belajar pada Mata Pelajaran Web Content
Nabila, Failashofi;
Herlambang, Admaja Dwi;
Hariyanti, Uun
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 9 No 4 (2025): April 2025
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya
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Penelitian ini dilatarbelakangi oleh kurangnya sumber belajar dan keterbatasan waktu guru dalam mengajar yang menghambat proses pembelajaran. Teknologi informasi memberikan peluang untuk mengatasi masalah ini, salah satunya melalui model flipped classroom berbasis e-learning. Model ini mendukung fleksibilitas belajar, tetapi keberhasilannya tergantung pada partisipasi aktif siswa. Penelitian bertujuan menganalisis pengaruh flipped classroom pada mata pelajaran web content terhadap self-regulated learning dan hasil belajar siswa kelas XI SMK Negeri 3 Malang. Subjek penelitian terdiri dari 42 siswa, 21 siswa di kelas kontrol dengan metode konvensional dan 21 siswa di kelas eksperimen menggunakan flipped classroom. Metode yang digunakan adalah Weak Experimental Static-Group Pretest-Posttest Design dengan instrumen soal dan kuesioner yang telah diuji validitasnya. Uji data dilakukan menggunakan independent t-test untuk data yang memenuhi asumsi normalitas dan homogenitas, serta uji nonparametrik Mann Whitney U untuk data yang tidak memenuhi asumsi. Hasil penelitian menunjukkan flipped classroom memengaruhi hasil belajar psikomotor dengan perbedaan signifikan, tetapi tidak memengaruhi hasil kognitif maupun self-regulated learning secara signifikan
Computational Thinking Skills Theorization in The Vocational High School Computer Programming Subject Context
Herlambang, Admaja Dwi;
Rachmadi, Aditya
Elinvo (Electronics, Informatics, and Vocational Education) Vol 9, No 1 (2024): Mei 2024
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY
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DOI: 10.21831/elinvo.v9i1.64501
The purpose of the study is to compile concepts related to computational thinking skills in the context of computer programming subject. The research design used is data theorization (grounded theory) with open coding and axial coding data analysis techniques. Three types of data collection protocols are used: interview protocols, observation protocols, and recording protocols. The characteristics informants used are students who have experience learning computer programming in the vocational high school. The research produced several concepts, namely the problem concept, which then gave rise to the computational thinking skills concept. The problem concept consists of three sub-concepts: the common problem sub-concept, the medium problem sub-concept, and the high problem sub-concept. The concept of computational thinking skills is a set of skills required in the problem-solving process in computer programming. Computational thinking is not just a thought process but an expression of skills that others can observe. In the computer programming subject context, two concepts influence the process of mastering computational thinking skills: the guidance strategies concept and the information sources concept. The concept of success becomes a mediator in developing computational thinking skills. The theory produced in this study can be used as a basis for conducting research with quantitative designs related to deductive proof of the theory.
Students’ Cognitive Load on Computer Programming Instructional Process Using Example-Problem-Based Learning and Problem-Based Learning Instructional Model at Vocational High School
Herlambang, Admaja Dwi;
Ramadana, Muhammad Rifqy;
Wijoyo, Satrio Hadi;
Phadung, Muneeroh
Elinvo (Electronics, Informatics, and Vocational Education) Vol 9, No 2 (2024): November 2024
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY
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DOI: 10.21831/elinvo.v9i2.57882
This paper fills an essential gap in applying cognitive load theory in teaching computer programming within vocational settings. It is an important area to consider for improving students' learning processes who intend to enter the rapidly changing technology sector. This study assessed the distinct impacts of the instructional paradigms, specifically Example-Problem-Based Learning (EPBL) and Problem-Based Learning (PBL), on students’ cognitive loads upon framing an iterative structure lesson on computer programming. Vocational programming education is chosen for this purpose because vocational education faces unique challenges in integrating practical skills development with theoretical understanding, and programming tasks involve high cognitive demands. In a quasi-experimental design, 68 vocational high school students were assigned to an EPBL (n = 34) and a PBL (n = 34) group. The measurement of ICL was operationalized by RPI, the ECL by ME, and the GCL by LO. The relationship among the various components of the cognitive load was tested using the Spearman correlation test. There are significant differences in the profile of cognitive load between the two groups: the EPBL group was always associated with the lower ECL and higher GCL. In other words, the present study is original because it systematically compares EPBL with PBL in the context of vocational programming education and provides empirical evidence based on instructional design decisions. These findings suggest a further refinement of the CLT within domain-specific contexts and practical guidelines for optimizing instructional strategies in computer programming education in vocational schools.
Development of Interactive Multimedia-Based Learning Media for Basic Graphic Design Subjects with the ADDIE Model Guidelines at SMK Negeri 5 Malang
Husen, Dania Lazuardi;
Herlambang, Admaja Dwi;
Wijoyo, Satrio Hadi
Journal of Information Technology and Computer Science Vol. 9 No. 3: December 2024
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.93349
This research aims to explain the results of the needs analysis in developing interactive multimedia-based learning media so that it can improve learning outcomes and support the learning interaction process and can motivate students during learning activities. This learning media was built by adapting the ADDIE model which consists Analysis, Design, Development, Implementation, and Evaluation phase. The results of this research test are the learning outcomes of students increase after using learning media. Hypothesis testing with Paired Sample T-Test technique produces a hypothesis that there are differences in learning outcomes due to the use of learning media. The test results based on the use of learning media by students resulted in an average eligibility of media in support of learning interactions of 85.81% and learning motivation of 87.05%. That is, learning media can be categorized as very feasible to be used to build learning interactions and learners' learning motivation.
Vocational High School Students’ Creative Thinking Skills Comparison Between Project-Based Learning and Problem-Based Learning Instructional Process in Software Development Subjects
Herlambang, Admaja Dwi;
Aditya Rachmadi, Mohammad Adnan;
Prima Zulvarina
Journal of Information Technology and Computer Science Vol. 9 No. 3: December 2024
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.93490
The study compares the creative thinking skills of vocational high school students who experience Project-Based Learning (PjBL) and Problem-Based Learning (PBL) instructional processes in Software Development subjects. The research was conducted at one of Malang City, Indonesia’s information technology primary vocational high schools (SMK TI). The study used a randomised pretest-posttest control group design experimental research design. The research group was divided into two groups, namely the experimental group (PjBL) and the control group (PBL), where each group consisted of 36 students. The data generated in the study was obtained by conducting a test of creative thinking skills. A comparative analysis of creative thinking skills data in the experimental and control groups was performed using Wilcoxon’s Test. Comparative analysis of pre-test data in the experimental (M=72.36; SD=9.29) and control (M=70.97; SD=9.39) groups resulted in a p-value of more than 0.05. It means there are no differences in pre-test scores between the two groups. In contrast, the p-value for post-test data from the experimental (M=94.02; SD=4.27) and control (M=86.80; SD=6.98) groups was less than 0.01. It means there are no differences in post-test scores between the two groups. Comparative analysis of pre-test and post-test data from the experimental group resulted in z(35)=5.26; p < 0,01; d=3.00. Comparative analysis of pre-test and post-test data from the control group resulted in z(35)=5.26; p < 0,01; d=1.91. According to the findings of the analysis, PjBL and PBL impact students’ creative thinking skills. Compared with effect size, the PjBL effect is more significant than PBL.
Intelligent Computing System to Predict Vocational High School Student Learning Achievement Using Naïve Bayes Algorithm
Herlambang, Admaja Dwi;
Wijoyo, Satrio Hadi;
Rachmadi, Aditya
Journal of Information Technology and Computer Science Vol. 4 No. 1: June 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20194169
Vocational High School with ICT major need an intelligent computing system that could predict the student learning achievement. The system used fifteen achievement indicators and Naïve Bayes algorithm in data processing. Testing on student achievement data produces the conclusion that is the highest intelligent accuracy values in 53% with lowest accuracy value in 48% based on Naïve Bayes algorithm processing. The result of mining process using Naïve Bayes algorithm can be used to classify the 3rd year student achievement to five categories. These categories are Very Good, Good, Fair, Poor, and Failed. The system testing result showed that this intelligent computing system function was fitted with Vocational High School’s system requirement, system design, and system implementation.
Web-based Application for Visual Representation of Learners' Problem-Posing Learning Pattern
Supianto, Ahmad Afif;
Wicaksono, Satrio Agung;
Bachtiar, Fitra A.;
Herlambang, Admaja Dwi;
Hayashi, Yusuke;
Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 1: June 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.20194172
Students’ learning process analysis normally involves massive amount of data. This study explores the pattern and relationship of students’ learning process data in an interactive learning media to identify their learning process patterns to ease the needs of sophisticated data analysis for class instructors and educational researchers. This study focuses on the development of a web-based software application that creates a visual representation of students’ learning process in a learning media. The result of this software is a visualization of students’ activity sequence. This result is then used to infer students’ learning patterns as well as identifying their learning behavior and to create a better feedback via the learning instructors. As a case study, this research uses the data log of Monsakun, a digital learning environment that focuses on the subject of mathematic for grade school students on the topic of arithmetic using story-based question and problem-posing approach. Investigation result shows four distinct learning activity patterns which are: smart pattern, adventure pattern, peer pattern and cyclic pattern. Each pattern requires different feedback to optimize learning progression, by using this web-based application, appropriate feedback to specific learning pattern is then applied to each student based on its learning activity pattern.
Interactive Digital Book Development for Computer and Network Fundamental Teaching Subject based on Four - D Model at Indonesian Computer and Network Engineering Vocational High School
Herlambang, Admaja Dwi;
Akhmadi, Lutfiani;
Wijoyo, Satrio Hadi
Journal of Information Technology and Computer Science Vol. 4 No. 2: September 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.201942118
Computer and Network Fundamental is one of the teaching subjects atComputer and Network Engineering Vocational High School in Indonesia. Thelearning activities at the research location was less interactive because of thelearning process still uses conventional textbooks or static digital books.Solutions that offered in the research are not only interactive digital book productdevelopment inappropriate way but also product implementation in experimentaldesign. The development used Four-D Model. The experimental design usedMatching-Only Pretest-Posttest Control Group Design. The instrumentation usedobservation, interviews, questionnaires, and tests. Content Validity Content(CVR) value based on Subject Matter Experts (SMEs) evaluation result for goal,learner, learning, context, and technical criteria are above 0.75. Paired T-Test andIndependent T-Test results showed that interactive digital book implementationin the learning process can cause an enhancement in student learning outcomes.
Comparison of Indonesian Population Information System Service Performace Based On Information System Functional Scorecard Theory
Farah, Najla Alia;
Herlambang, Admaja Dwi;
Rachmadi, Aditya
Journal of Information Technology and Computer Science Vol. 6 No. 3: December 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University
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DOI: 10.25126/jitecs.202163306
The Balikpapan Population and Civil Registration Office has implemented service automation by using an information system to support the population and civil registration administration services in Balikpapan, Indonesia. The information system implemented is called The Population Administration Information System (SIAK). The office has previously implemented an information system similar to SIAK, namely the Population Administration Organizing System (SPAK). One of the office aims is to improve the quality of SIAK. SIAK quality is improved in order to achieve optimal service. As a step of achieving vision and mission, implementing work functions and optimizing the utilization of information systems, the comparison of information system performance between information systems that have been used with information systems that have previously been used. The guidelines used in assessing the performance of both systems are Information System Functional Scorecard (ISFS) theory. The data collected by questionnaires then conducted Paired-T Test so that the results of the two systems were obtained differences and can be compared to know which system is superior. SIAK is an information system that is declared superior to SPAK. Furthermore, the comparison results become a reference in providing recommendations for SIAK performance improvement based on the performance comparison results with SPAK.