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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.
Implementation of Arduino-Based Line Follower Robotics Technology for Practical Automation Learning at SMK Negeri 1 Kaliwungu Massaty, Muhammad Hassan; Fahrurozi, Slamet Kurniawan; Budiyanto, Cucuk Wawan
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.96485

Abstract

The application of Arduino-based robotics technology in vocational education has received significant attention as a practical learning method, especially in fostering automation skills. This community service focuses on the development and implementation of a line follower robot project at SMK Negeri 1 Kaliwungu to support practical learning in the automotive engineering program. This project introduces students to the basic concepts of automation through hands-on experience in microcontroller programming, sensor integration, and electronic circuit design using the Arduino platform. This community service adopts a project-based learning approach, involving students in designing, building, and testing a line follower robot. This method aims to bridge theoretical knowledge and practical applications, equipping students with skills that are in line with industry demands. The implementation is carried out in a structured learning environment supported by adequate facilities and modern tools to simulate real-world scenarios. The practical results show that students show significant improvements in their understanding of automation systems, problem-solving abilities, and technical skills relevant to robotics and automotive applications. Furthermore, the project-based approach encourages collaborative teamwork and independent learning, preparing students to face the challenges of a rapidly evolving technological landscape. This service highlights the potential of integrating Arduino-based robotics into vocational school curricula as a medium to enhance practical skills and technological literacy. It also provides a replicable framework for other institutions looking to incorporate automation technology into their educational programs.
The Adoption of Internet of Things in Water Quality Measurement Community Service Project Budiyanto, Cucuk Wawan; Johan, Bangun Panduko; Zulkarnain, Candra; Izzah, Raihanah Nurul; Widiastuti, Indah; Paimin, Aini Nazzura
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93946

Abstract

Integrating Internet of Things (IoT) technology into education is increasingly vital in supporting environmental sustainability and developing green skills among students. This community service program focused on utilising IoT for water quality monitoring as part of extracurricular activities in a vocational school. The program aimed to enhance students’ understanding of environmental conservation and provide practical skills aligned with Industry 4.0 standards. The activities included preparation, IoT workshops, and hands-on implementation in the field, focusing on real-time monitoring of water parameters such as pH, Total Dissolved Solids (TDS), and temperature using IoT-based sensors. The results indicated that students became more aware of environmental issues and developed practical IoT and data analysis competencies. This initiative also highlighted the importance of IoT in enhancing competitive skills in the job market, particularly in sectors requiring sustainable practices. The adoption of IoT in education, especially in green skill camps, offers significant potential to prepare students for future challenges in environmental management and technological innovation.
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.
Analysis of Moral and Spiritual Development in Vocational High School Students Hidayah, Wiwin Nur; Budiyanto, Cucuk Wawan; Siyamtiningtyas, Yuliyani
Journal of Informatics and Vocational Education Vol 7, No 1 (2024): 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.v7i1.81693

Abstract

Moral and spiritual education is very important in preparing the character of quality students to enter the world of work. However, currently, there is a decline in the morale and spirituality of students, one of which is at Vocational High Schools (SMK). This research aims to determine the level of moral and spiritual development of students and how schools participate in developing moral and spiritual values. This research method uses a descriptive method with a qualitative approach, data collection through observation, and interviews with participants who have been selected through a purposive sampling technique. Based on the research results, show that students in vocational high schools have variations in moral development, which reflects individual differences in understanding and internalizing moral values. The educational approach in vocational high schools is intended to support spiritual development by allowing students to explore their values and beliefs, providing space for reflection, and encouraging them to participate in spiritual practices.Keywords: Moral, Spiritual, Vocational High Schools
Jobsheet Sebagai Pemantik Pembelajaran Interaktif dalam Praktikum Pariyono, Ahmad; Budiyanto, Cucuk Wawan; Lestari, Muji
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.68067

Abstract

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.
Pengaruh Strategi Practice Rehearsal Pair Dalam Model Pembelajaran Active Learning Terhadap Kreativitas Dan Collaboration Skill Siswa Pada Mata Pelajaran Dasar Desain Grafis Nur Baiti, Febri Candra; Basori, Basori; Budiyanto, Cucuk Wawan
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.47565

Abstract

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).
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta Hidayat, Rizal Taufiq; Maryono, Dwi; Budiyanto, Cucuk Wawan
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i3.65934

Abstract

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. 
Evaluation of Capture The Flag-Based Online Cyber Security Learning Media in Terms of Ethical Hacking and Gamification Rohman, Aji Nur; Hatta, Puspanda; Budiyanto, Cucuk Wawan
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.66538

Abstract

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 Belo Ximenes, Jose Feliciano Lim; Liantoni, Febri; Budiyanto, Cucuk Wawan
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i2.71278

Abstract

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.
Co-Authors A.G. Tamrin, A.G. Abdul Azis Adi Prananto Agus Efendi Agus Efendi Agus Efendi Agusti Tamrin Agustin, Dian Pertiwi Ahtafiand, Syah Bilal Ahya Alimuddin Ajeng Diah Priasnasari Aldiyanto, Dwi Novi Alfina Tri Buanawati Ali, Zidan Firkhan Allan Auri Pamungkas Alna, Iqlima Amri, Saehful Anayanti Rahmawati Annisa Yasmin Annona Nura Fitdaushi Arden, Septian Cesare Ardhian Akbar Ahmadi Aris Budianto Aris Budianto, Aris Asa Qubaila Sitta Zidna Rizqia Atmoko, Khoirul Huda Indra Avona Rara Safitri Ayu Cahyaningsih Bakar, Mohd. Shafie bin Basori Basori Basori Basori Belo Ximenes, Jose Feliciano Lim Burhannudin Nur Wakhid Cahyani, Dita Rofika Chaizara, Rezza Fariszal Hisyam Chanifah Chanifah Danar Susilo Wijayanto Devita Nurul Anggraeni Dewanto Harjunowibowo Dwi Maryono Dwi Maryono Dwi Septiana Sari Ega Listianingsih Eryneta Nurul Hasanah Faaizah Shahbodin Fadhila, Jebpridar Nikma Falihah, Muna Yazidatul Farah Fauziyah, Farah Febri Liantoni Febri Liantoni, Febri Felix Ter-Chian Tan Fenyvesi, Kristof fika palupi Handang Kurniawan Hestian, Alfira Andra Hidayah, Wiwin Nur Hidayat, Rizal Taufiq Husni Nadya Hanif Husnianto, Naufal Ibrahim Wahyu Saputra, Ibrahim Wahyu Ignasius Agus Leonardo Indah Widiastuti Indah Widiastuti Indri Nurwahidah Istikomah Istikomah Izzah, Raihanah Nurul Johan, Bangun Panduko Joko Slamet Raharjo Kartika Mukti, Maria Linda Kesanti, Ardhana Reswari Wikan Kharimah Heba Farhana Krismawan, Yosef Argo Kun Afifah Kusuma, Anggraini Candra Kusumawati, Meliyana Kusumawati, Nuur Roofiah Latifah, Rizka Luthfi, Muhammad Zain Nur M. Khasan Tiarani Mahadika, Dhaniaffa Adhimastama Maharani, Yustika Indah Maimunah Maimunah Maryam Quatly Alkatiri Mishbahuddin, Ahmad Moh Salimi Mohammad Masykuri Muhammad Hassan Massaty, Muhammad Hassan Muhammad Rifqy Abdallah Muhammad Ulin Khoirul Umam Muji Lestari Mustofa, Mochamad Syaiful Nani Muftihah Negara, Baruna Ghazy Putra Patria Nicky Imadudin Nugroho, Septian Nur Alvi Nikmah Nur Baiti, Febri Candra Nurcahya Pradana Taufik Prakisya Octaviani, Diah Rachmawati Paimin, Aini Nazzura Pamungkas, Mey Tias Andry Pariyono, Ahmad Pawitra, Puruhita Mega Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Puspanda Hatta Putra, Muhammad Ilham Rizki Putri Khoirin Nashiroh Putri, Az-zahra Jasmine Heru Putri, Jannah Pristya Nandya Qois Amin Fauzan Raharjo, Joko Slamet Raisal, Muhammad Hafidz Ramadhan, Raqael Fisabillah Ratih Isnaini Ratna Hidayah Refindra, Gangga Santika Alvidya Putri Risma Rahmawati Rofifah Nur Mufidah Rohman, Aji Nur Rosihan Ari Yuana Rosihan Ari Yuana, Rosihan Ari Sadik, Muhammad Aqil Sanchia Janita Prameswari, Sanchia Janita Santi, Mustika Bintang Pramudya Saputra, Muhammad Faried Saputra, Taufik Wisnu Sari, Bella Windira Sari, Nofri Novita Septyventia, Dorothea Sholihah, Aliyatus Siti Asiyah Siyamtiningtyas, Yuliyani Slamet Kurniawan Fahrurozi Suharno Suharno Sutanto, Bayu Tamrin, A G Taufik Wisnu Saputra Taufiq Lilo Adi Sucipto Thamariska, Rhema Tigowati Tigowati, Tigowati Towip, Towip Wahyudi, Muhamad Nur Azmi Wardani, Gabriela Kusuma Widayani, Della Astri Widiastuti, Indah Wihidayat, Endar Suprih Wiyono, Fathin Althafia Yeni Widiyawati Yoga Yudha Perwira Yoshan Ardhi Pratama Yuliani, Febriana Yuliyani Siyamtiningtyas Yusfia Hafid Aristyagama Zaiful Hidayat Zalimov, Katryn Monica Zulkarnain, Candra