Articles
Analysis The Effect of Minds-On Activity on The Computational Thinking Ability of Early Childhood Student
Jebpridar Nikma Fadhila;
Cucuk Wawan Budiyanto;
Rosihan Ari Yuana
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
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DOI: 10.20961/joive.v4i3.58589
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.
Pengaruh Strategi Practice Rehearsal Pair Dalam Model Pembelajaran Active Learning Terhadap Kreativitas Dan Collaboration Skill Siswa Pada Mata Pelajaran Dasar Desain Grafis
Febri Candra Nur Baiti;
Basori Basori;
Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v3i3.47565
Penelitian ini bertujuan untuk mengetahui (1) Apakah terdapat perbedaan kemampuan kreatifitas siswa pada penerapan model pembelajaran Active Learning dengan Strategi Practice Rehearsal Pair; (2) Apakah terdapat perbedaan kemampuan collaboration skill siswa pada penerapan model pembelajaran Active Learning dengan strategi Practice Rehearsal Pair. Penelitian ini menggunakan pendekatan kuantitatif dengan true experiment design. Populasi dalam penelitian ini adalah siswa kelas X RPL SMK Negeri 2 Surakarta. Sampel yang digunakan adalah 64 orang. Teknik pengumpulan data menggunakan soal tes dan angket. Teknik analisis yang digunakan adalah uji normalitas, uji keseimbangan, uji homogenitas dan uji hipotesis menggunakan independent sample t-test. Berdasarkan hasil penelitian dapat disimpulkan bahwa : (1) Terdapat perbedaan kemampuan kreatifitas siswa pada penerapan model pembelajaran Active Learning dengan Strategi Practice Rehearsal Pair (Sig.=0.000 <0.05); (2) terdapat perbedaan kemampuan collaboration skill siswa pada penerapan model pembelajaran Active Learning dengan strategi Practice Rehearsal Pair (Sig.=0.000 <0.05).
Context-aware Smart Home Berbasis Internet of Things : Tinjauan Pustaka
Rezza Fariszal Hisyam Chaizara;
Cucuk Budiyanto
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
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DOI: 10.20961/joive.v3i1.38049
Setiap orang menginginkan keamanan dan kenyamanan di rumahnya, sebab keamanan dan kenyamanan hal yang sangat penting. Untuk itu diperlukan sebuah sistem keamanan untuk menjaga kenyamanan rumah dari tindakan pencurian, kebakaran, ataupun bahaya lainya yang dapat mengganggu keamanan dan kenyamanan rumah tersebut. Context Aware Smart Home merupakan istilah bagi smart home yang mempunyai kecerdasan untuk melakukan otomasi perangkat rumah berdasarkan konteks dari penghuni tersebut. Paper ini bertujuan mengevaluasi dua fitur utama smart home yaitu remote access dan home automation untuk menunjang context aware smart home systems. Artikel ini disusun dengan menerapkan metode analisis kritis terhadap literatur yang dipublikasikan sejak 2006 hingga 2018 dalam jurnal maupun prosiding berbahasa Indonesia dan Inggris. Sebagai tindak lanjut penelitian di masa depan, artikel ini mengusulkan dikembangkannya rancangan sistem smart home berbasis Internet of Things yang menjadi solusi menjaga keamanan dan kenyamanan rumah. Berbagai fitur perancangan ini mempertimbangkan kapabilitas Wemos sebagai pengontrol utama sistem context-aware smart home.Kata Kunci : Context-aware smart home, Internet of Thing
Assessing Student’s Readiness For Working : A Soft Skill Perspective on School’s Led Internship Program
Mochamad Syaiful Mustofa;
Cucuk Wawan Budiyanto;
A G Tamrin
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
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DOI: 10.20961/joive.v1i1.35761
This research aims to know the influence of the work practices of the industry (prakerin) or commonly called internships students on vocational schools computer network engineering programs skills by finding the answers to (1) the constraints being experienced in the implementation of the internship students, (2) efforts are being made to facilitate school students in the implementation of the internship, (3) industrial conditions that contribute to internship, (4) the role of apprenticeship in preparing students enter the workforce, (5) swept up from apprentice implementation against the ability the practice of students. This research uses the participant from the teacher as much as 5 participants, from the students as much as 9 participants and industry as much as 4 participants with random sampling. This research uses qualitative descriptive method of data collection in the form of interviews to answer problems and use of data triangulation analysis to analyze the results of the interview. Seeing the situation, researchers are trying to find answers to these problems to motivate students of vocational school that will run an internship with the show the benefits that will be able students in internships as a provision towards career after graduation the school. In this study researchers using qualitative descriptive method to find answers to problems that arise. Researchers found that the presence of an intern is expected to be more mature, preparing and ripen in dabbling in the world of industry and society by becoming a skilled workforce. have the competitiveness as well as the presence of team work in carrying out the work with a good and professional management. With the abilities, skills and attitude to work, not with just enough diploma. Soft skill into more value for students in post-graduate internship experience. So with the findings expected to be part of the motivation of students to perform an internship with a serious and useful benefit to reach working age.
Evaluasi Penerapan ChatBot Telegram dalam Pembelajaran Dasar-dasar Kejuruan Menggunakan Gibb's Reflective Learning Cycle
Farah Fauziyah;
Cucuk Wawan Budiyanto;
Muji Lestari
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.67974
Interaksi antara guru dan peserta didik atau antara peserta didik di kelas memainkan peran besar dalam keterlibatan selama pembelajaran. Kelas pasif akan menghambat pelestarian motivasi, dan perkembangan kognitif. Guru sebagai fasilitator pembelajaran harus memiliki kemampuan untuk membuat pembelajaran menjadi interaktif dimana siswa terlibat aktif dalam kegiatan pembelajaran. Dengan menerapkan chatbot telegram sebagai media interaksi dalam pembelajaran membuat pembelajaran menjadi lebih aktif karena media ini memunculkan interaksi yang baik antar siswa. Penelitian ini bertujuan untuk memahami persepsi guru dan siswa terhadap penerapan aplikasi ChatBot Telegram sebagai media interaksi dalam pembelajaran. Penelitian ini menggunakan pendekatan kualitatif dengan teknik refleksi sebagai metode untuk menangkap persepsi dari guru dan siswa. Siklus Belajar Reflektif Gibb digunakan dalam mengevaluasi proses pembelajaran Berbeda dengan penelitian sebelumnya, penelitian ini menerapkan teknik penilaian 360 derajat yang berasal dari guru dan peserta didik untuk mengevaluasi kinerja penggunaan teknologi dalam proses pembelajaran.
Development of a Facial Recognition-based Attendance System using Binary Patterns Histograms Method and Telegram Bot Notification
Qois Amin Fauzan;
Aris Budianto;
Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.65789
In carrying out attendance activities, most schools still use the manual attendance method, which utilizes the attendance book as a medium. However, the presence of the manual still causes some problems that arise when using this method. With the aim of this study, a "Facial Recognition-Based Attendance System" was created. This study used the Local Binary Pattern Histogram (LBPH) method to detect and recognize faces. The system is made to recognize the student's face and name, which the attendance system will then carry out along with the student's identity in the form of Name and Absence Number in real time to find out that the student is present in the class. The names that have been diabase can be saved through the XLS format. The result of this study is a facial recognition-based attendance system using the LBPH (Local Binary Pattern Histogram) method. The system is web-based, so users can easily access it through the internet. This research method uses research and development methods. This research stage consists of research and information collection, planning, and product draft development. The results of this study showed the feasibility level of facial recognition-based attendance systems. The eligibility rate obtained showed a score of 78.98%. From these results, this system is worthy of being used as an attendance system.
Jobsheet Sebagai Pemantik Pembelajaran Interaktif dalam Praktikum
Ahmad Pariyono;
Cucuk Wawan Budiyanto;
Muji Lestari
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.68067
Learning in the digital age requires upskilling and reskilling in the application to the efficacy of learner-centered learning. Every time that goes by and becomes a new era to always accompany the development of the times, especially in the world of education. So with the development of this Era, it is hoped that educators will be able to adjust to welcoming the learning of the Eras and Their Eras. So that true learning is created with enthusiasm and happiness will be obtained by students and educators to carry out meaningful learning activities according to the environmental conditions of each school. So it is necessary to hold a shift starting from reorganizing the mindset of learning puzzles, the mindset of fierce teachers, assertive teachers, teachers commanding, and learning focusing on the teacher that we must be aware of, so that students also have the space and time to grow in accordance with the era of their time. Most importantly learners get enough love and material for them to process to discover the natural potesntion that exists in each – each unique individual.
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta
Rizal Taufiq Hidayat;
Dwi Maryono;
Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v6i3.65934
This study aims to find out how to build a web-based assignment information system by applying Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program and determine the eligibility level developed according to ISO 25010 Standards. Information system development using the Laravel web application framework. Development is carried out using the agile development software development model consisting of 5 stages, namely planning to produce functional and non-functional requirements. The research applies the Object Oriented Analysis and Design (OOAD) method in the analysis and design process. Analysis produces use case diagrams, Design produces activity diagrams and class diagrams. Implementation produces program code from development results. The system produces products uploaded to the server, which can later be accessed online and in real time. This information system has three levels of users, namely admin, teachers and students. The suitability test results using the ISO 25010 Standard on the three sub-characteristics of functional suitability, namely functional completeness, have an average value of 1 (Good). Functional correctness has an average value of 1 (Good). Functional appropriateness has an average value of 1 (Good). Characteristics of performance efficiency obtained an average result of GTMatrix Grade 85% (grade B). The average largest contentful paint is 1.423s (OK, but considering improvement). Average total blocking time 97.82ms (Good - nothing to do here). Average cumulative layout shift 0.023 (Longer than recommended). Portability characteristics have excellent results in that the system can run on desktop or mobile devices. Usability characteristics of 85% (Very Decent). The results of the respondent gamification test average score of 4.44 indicate that respondents are categorized as strongly agreeing with the existence of a web-based assignment information system by applying leaderboard and quest gamification elements. From the results of these tests, it can be concluded that the web-based assignment information system, using Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program, meets ISO 25010 quality standards.Â
Evaluation of Capture The Flag-Based Online Cyber Security Learning Media in Terms of Ethical Hacking and Gamification
Aji Nur Rohman;
Puspanda Hatta;
Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v6i1.66538
This study intend to (1) determine the suitability of the components of online learning media for network and computer security to suitability with the ethical hacking process, (2)conduct a comprehensive review of cyber security learning media. This research is a qualitative research with a grounded theory research approach. The data sources of this study include Capture The Flag websites, ethical hacking aspects and gamification aspects. Sampling techniques are carried out using application search strategies based on certain keywords in accordance with the relevance of online applications of cyber security learning media. Data analysis in this study uses qualitative data analysis, as for data analysis techniques that are adjusted to the stages in the study (Perry, Lunde, and Chen 2016). The first thing that is done is to search for research data sources using predetermined keywords. Filtering is carried out on search results so that search results are unique and duplication does not occur. Filtering is carried out to find inappropriate online applications, then removed from the list. Scoring of data that is in accordance with the ethical hacking aspects and gamification aspects. Second, the obstacle experienced in the research process is that there are several obstacles that cannot be accessed due to closed access or developers who do not update the CTF-based cyber security website so that it cannot be run. Third, the maker or owner or developer of this CTF-based cyber security website needs to consider the gamification side in the creation and preparation of this CTF-based cyber security website. This is necessary to increase the interest of participants with the presence of gamification aspects that are implemented
The Influence of the Internet on Study Interests of High School Students in Timor Leste
Jose Feliciano Lim Belo Ximenes;
Febri Liantoni;
Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v6i2.71278
Several schools in big cities in Timor-Leste already have computers connected to the Internet; these computers are used for school administration and the learning process to facilitate the process of communication and data exchange; each computer must be connected to a wired or wireless network. With a sufficient internet network, I hope students can increase their interest in learning. In this regard, this study aims to explain the positive and negative effects of the Internet on high school students' learning interest in Timor Leste. This research uses a quantitative method, which will be filled with numbers and statistics that will then be described descriptively. Based on the results of this study it is supported by data and analysis of significant conditions, which means that the Internet used is what is expected of the learning interests of high school students in Timor-Leste. Based on the SPSS version 25 data processing test on F count, the results were obtained so that the internet variable (X1) simultaneously had a simultaneous impact on learning interest (Y) for high school students in Timor-Leste with an F test score of 17.614 and a significant level of 0.000. And sourced from the test of the coefficient of determination that the Internet (X1) has on the learning interest of high school students in Timor-Leste. The summary model value of R2 is 0.317.