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Development of Android Based Try Out Application For National Exam Of Vocational Theory In Vocational School Accompanied With Learning Outcomes Recommendation Apriyanto, Muklis Eko; Yuana, Rosihan Ari; Indriayu, Mintasih
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.v3i2.12288

Abstract

This research aims to develop the Android based for National Exam Tryout of Vocational Theory of SMK TKJ. Thisapplication also gives recommendation according the tryout result. This research also aims to know the feasibility ofthis application based on an assessment by media expert and student of TKJ department. this research use researchand development method (R & D) which adapted from Waterfall software development model. Waterfall methodincludes 5 stages: (1) requirement definition; (2) system and software design; (3) implementation and unit testing; (4)integration and unit testing; (5) operation and maintenance. The assessment results from media experts amounted to4.37 for Android-based front-end applications and for 4.42 for web-based back-end applications, user-rating back-endapps got a value of 4.65, while ratings from students were 4.53. Based on the feasibility study It can be concluded thatthe Android applications can be used. This application has advantages that are: 1) the application can display therecommendation of exam results; 2) the application displays questions randomly; 3) app can run on old Androidversion.
Development of Android-based Interactive Multimedia in Python Basic Programming Material for Grade 10 Senior High School Gayatri, Tiara Nisya; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.75959

Abstract

This research is motivated by the use of learning media that still does not meet the needs of students and raises several learning problems in the informatics learning process, especially basic programming material. students feel bored and have difficulty understanding the material presented by the teacher so more learning hours are needed. This study aims to develop Android-based interactive learning media on Python basic programming material for grade 10 high school. This study uses the Research and Development (R&D) method with the ADDIE development model. The ADDIE development model consists of 5 stages, namely: (1) Analysis, (2) Design, (3) Development (4) Implementation, and (5) Evaluation. Data collection techniques used were interviews, questionnaires, and literature studies. The analysis technique used is a quantitative descriptive analysis technique. The interactive features developed are interesting Python basic programming materials with learning videos, live code, and quizzes. The results of application validation assessment by media experts were declared very feasible with a percentage score of 94.05% and the results of validation assessment by material experts were declared feasible with a percentage score of 75%. Student response assessment results obtained a percentage score of 81.66% accepted by students. Based on these results, it can be concluded that Android-based interactive learning media on basic Python programming material is suitable for use as a learning medium for informatics subjects and can be an alternative solution to address student learning problems.
Desain dan Pemanfaatan Media Pembelajaran Flash Card dengan Canva untuk Disabilitas Yuana, Rosihan Ari; Budiyanto, Cucuk Wawan; Prakisya, Nurcahya Pradana Taufik; Hatta, Puspanda; Aristyagama, Yusfia Hafid; Liantoni, Febri
DEDIKASI: Community Service Reports Vol 6, No 1 (2024): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v6i1.77139

Abstract

Students with disabilities require suitable educational materials. Hence, one of the essential skills that a teacher must possess is the ability to provide suitable instructional materials for students. A workshop was organized by this community service activity at SLB YPCM Boyolali, focusing on creating educational media for instructors using Canva. The training instructs teachers on how to design flashcards specifically tailored for students with disabilities to facilitate their learning process. The advantage of this activity is the enhanced proficiency of SLB YPCM Boyolali teachers in creating digital educational materials. Another advantage is assessing instructor perspectives when employing digital media for educational purposes. The school will provide students with exceptional needs the opportunity to develop the skill of product branding using the processed foods they create. The post-workshop evaluation results indicate that this activity is highly successful and positively influences participants. Evidence demonstrates that 90% of participants can generate flashcard learning media products using Canva. The participants had a favorable opinion of Canva due to its user-friendly interface and comprehensive range of functions, despite most participants having limited computer proficiency. The session presented was met with a high level of satisfaction from most attendees.
Integrasi Computational Thinking Menggunakan Lego Robotika Pada Pembelajaran Pemrograman Budiyanto, Cucuk Wawan; Amri, Saehful; Yuana, Rosihan Ari; Widiastuti, Indah; Harjunowibowo, Dewanto
DEDIKASI: Community Service Reports Vol 5, No 1 (2023): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v5i1.66483

Abstract

School extracurricular activities potentially facilitate the development of students' talents and interests. This community service activity introduces the integration of Lego Mindstorm EV3 Robotics into extracurricular programming activities at PPQ IT Al Mahir, Karanganyar. It is expected to benefit students' Computational Thinking skills and interest in STEM careers of the PPQ-IT Al Mahir Islamic Boarding School students Karanganyar. This community service aimed to develop the character of the Pancasila Student profile according to the purpose of the Merdeka Curriculum. The activity was carried out in the period from July to October 2022. The three stages of community service were 1) preparation, 2) robotics workshop, and 3) deployment. The report concludes that the robotics module ran well for the high-school student level and contributed to the participants' robotics and programming interest. The extracurricular framework would be the potential for deployment in the other school setting.
Analysis The Effect of Minds-On Activity on The Computational Thinking Ability of Early Childhood Student Fadhila, Jebpridar Nikma; Budiyanto, Cucuk Wawan; Yuana, Rosihan Ari
Journal of Informatics and Vocational Education Vol 4, No 3 (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.v4i3.58589

Abstract

CT (Computational Thinking) involves solving problems, forming systems, and understanding human behavior by drawing basic concepts to science, CT is also included as a thinking tool that reflects the breadth of the field of computer science. This generation familiarity with technology helps to form a solid background for understanding the key to underlying concepts of computing. Hands-on activity and Minds-on activity refer to active learning which means that a person combines physical activity with mental activity in terms of learning. Hands-on activities and Minds-on activities are most effective when used to focus and encourage students to be physically involved while learning. When students are physically and mentally engaged, they activate the different parts of their brain. The research method used is a qualitative method.
The Design of a Information System of Student Attandance Recording with RESTful Web Service Architecture in SMK Batik 2 Surakarta Debora, Hilda; Maryono, Dwi; Yuana, Rosihan Ari
Journal of Informatics and Vocational Education Vol 2, No 1 (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.v2i1.35694

Abstract

The student attendance is one of the important aspects of the education process to assess the level of discipline of students and be an indicator of whether students need specific guidance related to the attendance. This research aims to design a web-based information system with RESTful web service architecture to help teachers activities for checking student attendance and recapitulation of data recording with more easily. This research uses the methods of research and development (R&D) and implemented at SMK 2 Batik Surakarta. System development method that used in the information system is Waterfall Model. The steps of Waterfall Model consist of analysis, design, code, and test. The end result of this research is the feasibility of the system based on the results of testing on the aspects of functionality yielded a value of 1 (good) while on the aspects of usability obtained percentage amounting to 81.47% (very high), so it can be inferred that This system is worth to use.
Development of Interactive Learning Media (Scaffolding) on Learning Materials of Stone and Concrete Nugroho, Novianto Adi; Yuana, Rosihan Ari; Sucipto, Taufiq Lilo Adi
Journal of Informatics and Vocational Education Vol 2, No 1 (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.v2i1.35700

Abstract

This research aims to develop interactive learning media on learning materials of stone and concrete for building engineering majors in class X and knowing the feasibility based on material experts, media experts and learning practitioners assessment’s and to know the usability level of its so it can be applied on teaching and learning activities. Research methods that used in this research is research and development method’s modified with 4-D development models. These method includes 4 development phase’s namely, (1) Defining phase (Define), (2) Designing phase (Design), (3) Developing phase (Develop), (4) Disseminating phase (Disseminate). Results of the research showed that interactive learning media (scaffolding) has been successfully created with 94% of feasibility level’s, its consisting of 90,5% of material feasibilities from material expert, 92% of media feasibilities from media expert and 99,5% of learning feasibilities from learning practitioners. So, it can be concluded that interactive learning media (scaffolding) has a very feasible of feasibility levels. Results of the research also showed that interactive learning media (scaffolding) has 86% of usability levels that consisted of 88,5% of effectively component’s, 87,5% of efficiency component’s and 81% of user satisfaction component’s. So, it can be concludes that interactive learning media (scaffolding) has a very good usability levels to use by media user’s.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Permatasari, Lutfi; Yuana, Rosihan Ari; Maryono, Dwi
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.v2i2.35697

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 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.
Digitizing the School Administration Management System at SMAN 12 Bandung and its Evaluation with the System Usability Scale Zulfikar, M Luthfi; Yuana, Rosihan Ari; Prakisya, Nurcahya Pradana Taufik
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.61446

Abstract

Education administration is one of the vital information in learning activities. Education administration can increase the productivity of teachers and will make learning activities more focused and structured. Digitalization of education administration will help teachers manage education administration, especially planning for learning. Moreover, this application will help teachers assign students scores based on their attitudes. This system will use Laravel as a base along with a spiral model for the SDLC, and use the System of Usability Scale For Evaluation (SUS). This application is Considered easy to use because it gets the 'acceptance' grade based on acceptance, a "C" grade on the class scale, a "good" grade on the adjective rating, and a "B" grade on the percent rank. This application only needs slight requirements for adjustments, socialization, and training for teachers to be accustomed to the system.
PENGEMBANGAN SISTEM INFORMASI ADMINISTRASI PROGRAM STUDI BERBASIS WEB PADA PROGRAM PASCASARJANA FKIP UNS Wibowo, Tri; Yuana, Rosihan Ari; Basori, Basori
Journal of Informatics and Vocational Education Vol 3, No 1 (2020): 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.v3i1.38050

Abstract

Tujuan Penelitian ini adalah untuk mengembangkan Sistem Informasi Administrasi Program Studi Berbasis Web pada Program Pascasarjana FKIP UNS, sehingga mengelola jadwal kuliah, peminjaman ruang, data fasilitas ruang, mata kuliah dan dosen agar terdigitalisasi serta mudah diakses. Metode penelitian yang di gunakan dalam penelitian ini adalah metode riset dan pengembangan  (Research and development). Penelitian ini dilaksanakan di Program Pascasarjana FKIP Universitas Sebelas Maret Surakarta. Pengumpulan data menggunakan metode observasi, metode dokumentasi dan metode literature atau kepustakaan. Pengembangan Sistem Informasi Program Studi dilakukan dengan menempuh beberapa tahap. Tahap pertama dilakukan dengan analisis kebutuhan sistem, merancang flowchart, merancang ERD dan merancang DFD. Tahap kedua adalah tahap pengembangan yaitu pembuatan desain tampilan, pembuatan database dan pembuatan sistem. Tahap ketiga yaitu tahap pengujian oleh beberapa ahli dengan menggunakan instrumen uji coba sistem dilanjutkan dengan revisi sistem. Hasil penelitian ini menunjukan bahwa produk Sistem Informasi Administrasi Program Studi yang dikembangkan memiliki penilaian sebesar 88.4 dari ahli sistem informasi, 86.6 dari ahli substansi administrasi dan 83.5 dari admin prodi (pengguna), sehingga masuk dalam kategori sangat layak digunakan dalam administrasi program studi.Kata kunci : sistem informasi, administrasi program studi, berbasis web