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The Influence of Educational Robotics in STEM Integrated Learning and the Development of Computational Thinking Abilities Sadik, Muhammad Aqil; Budiyanto, Cucuk Wawan; Yuana, Rosihan Ari
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 13 No. 3 (2024)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v13i3.81608

Abstract

Currently, educational robotics are becoming an important trend in education, introducing transformative elements into the classroom to improve the learning environment. Educational robotics in STEM-integrated learning can develop computational thinking skills. Educational robotics has begun to be widely adopted and is expected to enhance computational thinking skills in early childhood education, secondary school, and higher education. In this study, we examine the role of educational robotics in integrated STEM learning environments and its impact on the development of computational thinking. The method used was a systematic literature review. Initial search returned 541 articles from various journals indexed in Scopus. Subsequently, 351 articles published between 2020 2024 were sorted out, and only 37 articles were included in the final analysis. Studies show that educational robotics effectively promotes STEM education and facilitates the development of computational thinking skills. The importance of project-based learning and the integration of STEM disciplines in educational robotics inform educators and policymakers about the potential benefits of educational robotics in promoting STEM education and developing computational thinking skills.
Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach Budiyanto, Cucuk Wawan; Fenyvesi, Kristof; Maharani, Yustika Indah; Yuana, Rosihan Ari; Nashiroh, Putri Khoirin; Latifah, Rizka
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
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.v10i1.78486

Abstract

Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality.
PEMANFAATAN ALGORITMA SAW PADA SISTEM PENUNJANG KEPUTUSAN UNTUK PENENTUAN STRATEGI BELAJAR PADA ADAPTIVE LEARNING Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan; Hatta, Puspanda; Liantoni, Febri; Yuana, Rosihan Ari; Ramadhan, Raqael Fisabillah
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.688 KB) | DOI: 10.23887/jstundiksha.v11i2.45319

Abstract

Pada masa pandemi Covid-19, model pembelajaran adaptif menjadi alternatif pilihan dalam pembelajaran jarak jauh pada pendidikan perguruan tinggi. Permasalahan yang ditemui adalah tidak semua tenaga pendidik siap melakukan penyesuaian dalam menjalankan pembelajaran jarak jauh. Akibatnya, peserta didik mungkin menemukan materi pembelajaran online yang terlalu sederhana, atau malah sangat rumit. Hal ini berakibat pada hasil pembelajaran menjadi kurang maksimal. Penelitian ini bertujuan untuk menciptakan adopsi algoritma SAW dalam sistem penunjang keputusan penentuan strategi pembelajaran adaptif. Jenis penelitian ini merupakan research and development. Sistem dikembangkan dengan model spiral. Data dikumpulkan dengan menggunakan kuesioner yang dilekatkan dalam sistem. Anggota sampel data adalah dosen pengguna sistem. Teknik analisis data menggunakan analisis kuantitatif. Hasil penelitian menunjukkan sistem mendapatkan input data dari angket digital terintegrasi yang menggambarkan kondisi dari masing-masing mahasiswa. Sistem dievaluasi dengan menggunakan System Usability Scale (SUS) untuk menganalisis tingkat persepsi kebergunaan sistem. Melalui sistem ini, tenaga pendidik diharapkan dapat memperoleh rekomendasi perlakuan yang sesuai dengan kondisi mahasiswa sehingga mereka dapat lebih fokus pada penerapan strategi dan substansi pembelajaran.
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.
Development of an Android-based Learning Media Application for Visually Impaired Students Azmi, Nurul; Maryono, Dwi; Yuana, Rosihan Ari
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.v1i1.11796

Abstract

This research aims to develop the English for Disability (EFORD) application, on Android-based learning english media for Visually Impaired students and determine its based this on assessment of matter expert, media expert, special needs teacher and students. The research method adopted in this research is Research and Development (R&D). The development of this application through five phases: (1) Analysis of problems, through observation and interviews. (2) Collecting information as product planning / analysis of the needs of the media as required of blind children. (3) The design phase of products such as the manufacture of flow and storyboard navigation map.(4) Design validation phase form of an expert assessment of the media is developed. (5) testing products phase, such as assessment of the application by blind students. The results of this research is EFORD application which is feasible to be used as English learning media for visual impairment application based on assessment: 1)Media expert it's obtained a percentage scored 95%, include for very worthy category, 2)Subject matter, expert its obtained percentage scored 75% include for worthy category and 3) Special needs teacher it's obtained a percentage scored 83% include for very worthy category. Upon demonstration, students indicated the positive response of ≥ 70% in each indicator. Therefore English learning media with Android based application English for Disability (EFORD) is very feasible to be used as an English learning media especially grammar and speaking English content for students of visual impairment for a number of reasons.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS Rochmah, Irma Nuur; Yuana, Rosihan Ari; 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.v1i2.14718

Abstract

The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.Keywords: information system, lecturer lecture evaluation and prodi service, web
Software Development of Speed Typing Counter Application as a Typing Lesson Supporting Tool Widodo, Yusac Ismail Fauzi; Yuana, Rosihan Ari; Maryono, Dwi
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.v1i1.8404

Abstract

This research aims to design and create media applications that will be used to train the speed and accuracy of typing in the classroom. Lack of instructional media typing speed appropriate to the circumstances in the classroom was the background of this research. The study began with the observation phase, then followed by system design and coding. An application as the research results has main features: the study materials, practice typing, and data management, which each function is executed by the user level use. Implementation of the user level is intended to secure the data from unauthorized third parties so that only students and teachers can see the results of learning. Furthermore, the application also gives teachers the opportunity to participate in learning, a way to create and change the questions used for the exercise. As a typing progress report, the application can also display the results in various formats such as speed tables, accuracy tables, speed graph, and chart accuracy. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Permatasari, Lutfi; Yuana, Rosihan Ari; Maryono, Dwi
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 (248.694 KB) | DOI: 10.20961/ijie.v2i2.15206

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application.Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of a portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques.The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.
AR-KIO: Augmented Reality-based Application as Instructional Media on Input and Output Device Component. Rohmah, Nur Hidayattur; Sujana, Yudianto; Yuana, Rosihan Ari
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.v1i2.12472

Abstract

The rapid technology development can be utilized in various fields, especially in education. For example, is augmented reality-based learning media. The learning media can be applied to all the subject matter, including the subject of input and output component devices. Based on the observations that already made, there are some problems such as there is no interactive learning media and limited props in the laboratory. Though the subject of input and output component devices require three-dimensional visualization, especially input output components that are difficult to find in the school environment. The purpose of this study is to determine the feasibility of instructional media applications that have been developed. The research method used is research development method. The tests conducted by media experts, content experts, users and smartphone devices with different specifications. Media expert testing using instruments that refer to aspects of the functionality of ISO 9126 with the percentage acquisition of 100%. Content expert testing using the instrument that refers aspects of learning design with the acquisition percentage of 88%. Meanwhile, user testing uses an instrument that refers to the usability aspect of ISO 9126 with a percentage gain of 83.4%. In addition, there are testing the software with android smartphone platform that has different specifications. The advantages of this application can run on a smartphone with minimum 512 MB RAM specs, Android OS Jelly Bean 4.3 and qHD screen resolution.
The Comparison of the Discovery Learning and Project Based Learning and their Influences to Student’s Motivation to Learn Conditional Structure Programming Mustikaningrum, Dian; Maryono, Dwi; Yuana, Rosihan Ari
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.v1i1.4166

Abstract

 The research aims to know (1) the differences of the influence of discovery learning and project based learning combined with college ball model’s influence to student’s achievement in conditional structure programming; (2) the differences of learning interest influences to students’ learning achievement; and (3) the effect of interaction between learning-model implementation and students’ interest to students’ learning achievement. The population of this research was students of class X MM in SMK N 6 Surakarta. The sample of this research contained the whole population include X MM 1 and X MM 2 class. This research used quasi experimental method postest only control group design. Data were collected by questionairre, for students learning interest data, and test for the data of students’ learning achievement. Those data were analyzed with two-way Anova test with different content of cell, followed with double comparison of Scheffe’s method with level of significance 0,05. The results showed that (1) there were no significance differences between discovery learning model and project based learning combined with college ball to students’ learning achievement in conditional structure programming. The students taught with project based learning combined with college ball had no better significance learning achievement than those who were taught with discovery learning, although the score of the students who were taught with project based learning combined with college ball had better than those who were taught with discovery learning; (2) there were significance difference between learning interest to students’ learning achievement. Students with high interest had better learning achievement than the students with low interest, but students with high interest had the same learning achievement as those with middle interest and students with middle interest and low interest did. ; (3) there was no effect interaction between learning-model implementation and students’ learning interest to their learning achievement..This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.