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Integrating Animated Video to Cause Effect Essay Writing Learning Material Aula, Farisa Afza; Hoesny, Mariana Ulfah; Budianto, Aris
Journal of English Language and Education Vol 10, No 6 (2025)
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jele.v10i6.1512

Abstract

Writing is a fundamental skill that supports students’ critical thinking, yet many still struggle due to ineffective teaching methods. This study was aimed at developing cause-effect writing learning material integrated with animated video. Using the Design and Development Research (DDR) approach by Richey and Klein (2007) and applying the ADDIE model, data were collected through questionnaires and interviews during the analysis stage. The result of this study is one chapter of writing learning material specific for cause-effect essay. There are reading texts, definitions of the essays, the structure of the essays, writing tips, a grammar corner, and graded exercises. While the video explained aspects of cause-effect essay, and the grammar required to write the essay.
Rancang Bangun Aplikasi Career Mentoring dan Bootcamp Berbasis Website dengan Framework Next.JS Zaqli, Abi Khoir Naufal; Prakisya, Nurcahya Pradana Taufik; Budianto, Aris
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 14, No 1 (2026)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v14i1.94093

Abstract

Penelitian ini bertujuan untuk (1) mengidentifikasi dan menganalisis proses pengembangan aplikasi career mentoring dan bootcamp berbasis website menggunakan framework Next.JS dan metode Scrum.; (2) Mengevaluasi kinerja dan kepuasan pengguna terhadap aplikasi career mentoring dan bootcamp yang dikembangkan dengan framework Next.JS dan metode Scrum. Penelitian ini termasuk dalam jenis penelitian Research and Development (R&D) dengan menggunakan framework Next.JS dan model pengembangan Scrum. Dalam penelitian ini, framework Next.JS membuktikan kelayakannya sebagai kerangka kerja aplikasi website. Dibuktikan dengan serangkaian tahap penelitian mulai dari proses pengembangan yang cepat dan tepat, uji kelayakan sistem yang memadai, hingga kepuasan pengguna yang terbilang tinggi. Penelitian ini berhasil melibatkan serangkaian tahap dalam pengembangan aplikasi website dengan menerapkan model Scrum, mencakup tahap product backlog, sprint planning, sprint backlog, sprint, sprint review, dan sprint retrospective. Dibuktikan dengan hasil dari evaluasi pengembangan pada tahap sprint retrospective yang mendapat hasil akhir nilai focus factor sebesar 77%. Hasil dari uji kelayakan sistem dengan black box testing terpenuhi 95% yang membuktikan bahwa sistem yang dibangun dapat berfungsi sesuai kebutuhan. Dan hasil evaluasi kegunaan sistem mendapatkan nilai rata-rata usability 77 yang berada pada di posisi Good. Sehingga hasil uji dan evaluasi tersebut menunjukkan bahwa sistem yang dikembangkan sangat layak digunakan sebagai aplikasi career mentoring dan bootcamp berbasis website.
Microlearning Videos to Foster Cyberbullying Understanding and Digital Empathy in Vocational Education: A Mixed-Methods Study Putri, Kharisma Rosyiana; Budianto, Aris; Efendi, Agus
Journal of Pedagogy and Education Science Vol 5 No 02 (2026): Article in Press - Journal of Pedagogy and Education Science
Publisher : The Indonesian Institute of Science and Technology Research

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56741/IISTR.jpes.001787

Abstract

The rapid advancement of digital technology has transformed students’ learning behavior and online interaction, increasing the risk of cyberbullying among adolescents. This study analyzed vocational high school students’ understanding of the forms of cyberbullying through microlearning-based educational videos. A mixed-method sequential explanatory design was employed, integrating quantitative (one-group pretest–posttest) and qualitative (semi-structured interviews) approaches. Participants included 35 tenth-grade students from a vocational high school in Surakarta. Quantitative data were analyzed using inferential statistics and Normalized Gain (N-Gain), and qualitative data were analyzed thematically. The results showed a significant difference between pretest and posttest scores (p = 0.010; t = -2.722; df = 34), with an N-Gain of 0.0804, categorized as low. A per-aspect analysis further indicated improvements across most cyberbullying aspects, particularly harassment, cyberstalking, flaming, and elimination, while impersonation remained relatively stable. Qualitative findings revealed that students were able to translate, interpret, and apply concepts related to cyberbullying after watching the videos, indicating improved comprehension and ethical awareness. The study concludes that microlearning-based educational videos contributed to measurable yet modest improvements in conceptual understanding and digital empathy among vocational students. The novelty of this research lies in combining microlearning principles with video-based media to strengthen cyberbullying awareness and digital ethics education in vocational learning contexts.
Development of Decision-making Support System to Determine the Feasibility of the Job Training Industry Using Simple Additive Weighting Method Zubaeti, Kaisah Riski; Budianto, Aris; Maryono, Dwi
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.v1i2.12332

Abstract

The activities of the job training is an activity that must be implemented at Vocational Secondary School. The lack of utilization of technology on such activities in Vocational Secondary School,  so the data management of the job training become less effective and efficient. Therefore, it is necessary the information system for manage the data on the job training and produces the decision support of the decent industry of the job training as a result of the evaluation of the job training. This research has a goal to produce decision support system to determine the feasibility of the job training industry (SPK-KTP), measure the feasibility of the system, and produce a decision support using a Simple Additive Weighting (SAW) method. The information system can help the school to manage the administration on the job training, recap the daily journal, recap the reports in pursuit, and provide decision support the job training of decent industry used in the next period. SPK-KTP uses SAW method to produce decision support the job training of decent industry. SPK-KTP is the web-based information system which it is developed using the programming language PHP (Hypertext Preprocessor). This information system uses The Waterfall Model as its system development method. The steps of The Waterfall Model consists of Analysis, Design, Code, and Test. SPK-KTP has done testing to an expert of the information system with value 90,7%, an expert of the substance of the job training with value  91,6%, supervising teachers with value 83,3%, and learners with value 90,6%. Based on the result, so SPK-KTP is very decent to use. 
Sekar Indonesia: Interactive Android-Based Learning Media for History Learning Massaty, Muhammad Hassan; Sujana, Yudianto; Budianto, Aris
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.v1i2.12392

Abstract

Historical learning in Indonesia is very minimal innovation. Due to the lack of innovation from year to year emerged various problems in historical learning activities such as monotonous, boring and uninteresting. The variety of learning media will be able to increase interest of learners in the learning process. The result of this research is an interesting and non-boring Android-based history learning media that is called Sekar Indonesia and worthy of being used as a learning media. This research method is research and development (R & D). This study was conducted using a research model developed by Borg & Gall. The research model consists of five steps: research and data collection, planning, product drafting, preliminary field testing and main product revision. Applications Sekar Indonesia tested by material experts, media experts and users. Expert testing results obtained percentage of 86.1% from material experts, 92.85% from media experts, and 97.7% form users. From the test results obtained the conclusion that the application Sekar Indonesia that has been developed can be used as a learning media.
Technology Acceptance Model for Examining the Feasibility of a Computer-based Test System (an Indonesian Context) Nugroho, Septian; Budiyanto, Cucuk; Budianto, Aris
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (520.666 KB) | DOI: 10.20961/ijie.v2i2.12598

Abstract

Indonesia is a country with rapid technological developments in all sectors including education. This can be proved by the government's success in applying computer-based test in 2014 junior high school. Many conveniences obtained when the exam using computer such as the assessment automatically, get feedback quickly and the question can be stored in the bank question. In this research, computer-based test system will be developed based on the convenience as above and will be added some other features to suit of the school using waterfall development model. Additional features include classroom major, question grouping in the question bank, user management and ease of registration during new year academic calendar. After developing system has been done, the CBT system is tested to one class at a vocational high school in Indonesia using an system feasibility instrument adapted from technology acceptance model (TAM) to know the level of feasibility the CBT system in perceived usefulness and perceived easy of use. The test results show that CBT system is very suitable for use in the class and can be applied to all schools in Indonesia.
Design and Implementation of Microcontroller-Based Building Automation for Smart Computer Laboratory Hatta, Puspanda; Dadungawigra, Dimmapraha Fatuardi; Budianto, Aris
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.v3i2.27304

Abstract

This research provided device management automation for computer laboratories using Arduino. Some devices in computer laboratories such as Air Conditioners and LCD Projectors were always on while the device not used. It caused inefficient uses of electricity resulting in increased electricity bills and reduce the device lifetime. Device automation made the electronic devices work automatically. The first automation we applied on the Air Conditioner, the other one was on LCD Projectors. This schematic developed based on Arduino Uno R3 with several components such as the infrared transmitter, humidity sensor DHT11, relay board and I2C OLED display. Arduino Uno R3 provided as the central controller. The two methods of testing were used for measuring this system performance. The first test was done by testing the performance of the components used, such as the IR Transmitter, DHT11, relay board, and I2C OLED Display. The second test was done by testing the functionality of Arduino Uno R3 as a controller. This test resulted that the automation system can work properly with fully automatic control LCD projectors and air conditioners by periodically stabilizing room temperature and turning on the projector's LCD automatically when needed.
Development of Module and Augmented Reality Based Android Aplication Computer Assembly For Vocational High School Student Maulana, Muhammad Ardan; Sujana, Yudianto; Budianto, Aris
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): 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.v2i2.35751

Abstract

Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.
Developing Indonesia Sign Language (BISINDO) Application with Android Based for Learning Sign Language Nurpiena, Shinta Adhya; Wihidayat, Endar Suprih; Budianto, Aris
Journal of Informatics and Vocational Education Vol 4, No 1 (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.v4i1.48629

Abstract

Problems that occur in learning Indonesian sign language, especially for the Solo area, are the scarcity of opening sign language classes for the public and the limited use of instructional media. To overcome this problem, an Android-based sign language learning media application was developed with the ADDIE research method. ADDIE method, namely analysis, design, development, implementation and evaluation. This research will focus on the feasibility test of the application of learning media by using the indicators on the ISO 25010, standard that is used to test the feasibility of the software. The aspects tested are functional suitability, usability aspects, portability aspects and validation by material experts and media experts. The results of the feasibility test obtained, for the functional suitability test 100%, usability test 83.2%, 100% portability test, 100% material expert test and 93% media expert and it can be concluded that the application of sign language learning media is feasible to use.
Information System of International Conference Management Based on Web Sidiq, Ahmad; Sujana, Yudianto; Budianto, Aris
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): 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.v1i1.35714

Abstract

Technological advances can be utilized to make information dissemination faster and more efficient. One example of the use of technology as a medium of information and management in the implementation of the conference is an information management system based on WEB. Based on the observations that have been conducted, found various problems, among others for the preparation of activity data reports, data participants, and so forth, actually already utilizing information technology, but still less effective. So many weaknesses that appear like; less effective and efficient in data processing, the time required for the preparation of reports long enough and the risk of error becomes large. Then from the side of presence also still printed manually. In addition, all the participants who register will be placed certificates, although the participants are not present in the conference, this happens because of the organizers difficult to sort out which participants are present and not present. In this article presented the feasibility test results of the conference management information system developed. Testing is performed on system experts, substance experts,   and users. Expert testing system using the instrument referring to ISO 9126 get 93% percentage. Expert testing of substance using instrument referring to ISO 9126 get 86% percentage.   While testing of users using the instruments that refer to ISO 9126 aspects of functionality gets an average percentage of 88.2%.