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The Influence of Student Stress Levels and Student’s Mobile Technology Acceptance Levels on Student’s Academic Performance Buditjahjanto, I.G.P. Asto; Rochmawati, Naim; Diptya Widayaka, Parama; Arwin Dermawan, Dodik; Indah Trisanti, Rosalia; Wildan Habibi, Mohammad
International Journal of Educational Management and Innovation Vol. 5 No. 3 (2024)
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/ijemi.v5i3.9169

Abstract

One way to measure education quality is to evaluate students' learning outcomes. Therefore, this study aims to determine the effect of student stress levels and mobile technology acceptance levels on their learning outcomes. This research method used two methods, namely the Chi-Square method and the correlation method. The Chi-Square method tests the following hypotheses: (a) is there a significant effect between student stress levels and their learning outcomes? (b) is there a significant effect between students' mobile technology acceptance level and learning outcomes? Meanwhile, the correlation method used to test the hypothesis is as follows: (c) is there a significant correlation between the stress level of students and their learning outcomes? Moreover, (d) Is there a significant correlation between students' mobile technology acceptance level and learning outcomes? The Chi-Square results for testing hypothesis (a) show that there is a significant influence between the stress level of students and student academic performance. The Chi-Square results for testing hypothesis (b) show no significant effect between the level of mobile technology acceptance and student academic performance. The correlation result for testing hypothesis (c) shows a significant negative correlation between student stress levels and academic performance. The correlation result for testing hypothesis (d) shows a significant positive correlation between the mobile technology acceptance level and students' academic performance
Analysis of Communication, Collaboration, and Computational Thinking Skills of Students in the Computer and Network Engineering Program Ega Palupi, Nasyiwa; Wildan Habibi, Mohammad
IJORER : International Journal of Recent Educational Research Vol. 7 No. 3 (2026): May
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i3.1454

Abstract

Objective: This study aims to analyze the communication skills (COM), collaboration skills (COL), and computational thinking (CT) of vocational high school (VHS) students in the computer and network engineering (CNE) program in Kedıri City, as well as to identify aspects that need to be strengthened to improve students readiness for the world of work. Method: This study used a survey method with a descriptive quantitative approach. The research sample consisted of 379 students selected using random sampling techniques. Data were collected through a closed questionnaire with a Likert scale consisting of 31 statements. Data analysis was performed using descriptive statistics to describe the student’s skills levels. Results: The results showed that students COM, COL, and CT skills were generally in the good category, with averages of 27.55, 52.75, and 40.89, respectively. However, at the indicator level, there were still several aspects that needed to be strengthened, namely the ability to convey information with confidence in COM, contribution and work organization in COL, and decomposition and algorithm development in CT. Novelty: This study provides new insights into the state of 21st century skills among VHS students, particularly those in the CNE program in Kediri City, and suggests the importance of strengthening aspects of skills that are still lacking in order to improve the work readiness of VHS students in an increasingly competitive era.
Development and User Acceptance Evaluation of a Gamified Virtual IoT Laboratory for Students at SMKN 1 Sambeng Arif Rahman, Yusuf; Wildan Habibi, Mohammad
IJORER : International Journal of Recent Educational Research Vol. 7 No. 5 (2026): September
Publisher : Faculty of Teacher Training and Education Muhammadiyah University of Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46245/ijorer.v7i5.1583

Abstract

Objective: This study develops and evaluates gamification-based learning media integrating a virtual Internet of Things (IoT) laboratory for Computer and Network Engineering students at SMKN 1 Sambeng, and examines user acceptance of the application using the Technology Acceptance Model (TAM). Method: This Research and Development (R&D) study follows the ADDIE model—Analysis, Design, Development, Implementation, and Evaluation. The learning media was validated by two media experts, and user acceptance was assessed through a TAM-based questionnaire administered to 51 students after implementation. Results: Validation results show the media is valid and suitable for IoT instruction, with a total score of 74 out of 100 (average 3.70), comprising Functional Suitability (4.33), Usability (4.00), and Reliability (3.25). Based on TAM evaluation, 64.7% of students found the application useful for supporting learning, while 54.9% found it easy to use. These findings indicate the application is perceived as useful and easy to use in teaching basic IoT concepts within the Computer and Network Engineering program. Novelty: This study integrates Gamification-Based Learning with a virtual IoT laboratory environment in a single application designed for vocational education, producing a validated, well-received learning media product suitable for implementation at SMKN 1 Sambeng.