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Web-Based E-Tatib Information System Case Study at State Vocational High School 1 Jabon Sidoarjo Sistem Informasi E-Tatib Berbasis Web Studi Kasus di SMK Negeri 1 Jabon Sidoarjo Hasan, Jamal; Rosid, Mochamad Alfan; Eviyanti, Ade; Setiawan, Hamzah
Journal for Technology and Science Vol. 1 No. 1 (2024): Journal for Technology and Science
Publisher : PT ANTIS INTERNATIONAL PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61796/ipteks.v1i1.96

Abstract

This research was conducted because the need for an increasingly stringent Standard Operating Procedure (SOP) in the industrial world. With the existence of SOPs in the world of education industry, of course, they have to match the needs according to existing standards. SMK Negeri 1 Jabon Sidoarjo formed a Team of Rules (Tatib) which implemented SOPs in accordance with Industrial World standards. Handling related to Tatib is still done manually using a book. Of course, with manual recording, efficiency in processing time and reporting is constrained if needed in a short time. The recording process begins with the admin entering the master data required by the information system, then the teacher enters the recording of student violations. The final process for the Counseling Guidance (BK) team can see the number of range points that have been stored and will then make reports outside the information system. That way the process makes the work of the BK team more accurate and faster
Penerapan Gamifikasi Dalam Pembelajaran Berdiferensiasi Untuk Meningkatkan Hasil Belajar Pada Materi Layouting CSS Nuryana, I Kadek Dwi; Santoso, M Haries Eko; Aisyiah, Jamilatul; Hamdani, Hilman; Madani, Heru Galang Ardi Reda; Utomo, Ilham Wahyu; Hasan, Jamal; Muizadin, Irwan
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 10 No 1 (2025): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v10i1.8982

Abstract

This study aims to improve student learning outcomes in CSS layouting material through the application of gamification using the Flexbox Froggy application. This research is based on the finding that many students tend to simply copy code examples without understanding the underlying concepts. Additionally, learning methods that rely solely on text editors are often monotonous and cause students to feel bored. This study was conducted at SMKN 7 Surabaya with a sample of 36 students from class XI TKJ. The research method used is Classroom Action Research (CAR), involving iterative cycles consisting of planning, implementation, observation, and reflection. Data collection techniques included formative assessment, observation, and documentation. The learning process was carried out in two cycles, with assessments conducted at the end of each cycle to measure student learning outcomes. In Cycle I, learning was conducted using lecture and presentation methods, while in Cycle II, a gamification approach was applied using Flexbox Froggy. The results showed a significant improvement in student learning outcomes. The average student score increased from 58.6 in the pre-cycle to 74.6 in Cycle I, and further increased to 88 in Cycle II. The percentage of students who achieved mastery learning also increased from 8% in the pre-cycle to 61% in Cycle I, and reached 92% in Cycle II. These findings indicate that the application of gamification in differentiated learning can enhance student engagement and understanding.
Penerapan Gamifikasi Dalam Pembelajaran Berdiferensiasi Untuk Meningkatkan Hasil Belajar Pada Materi Layouting CSS Nuryana, I Kadek Dwi; Santoso, M Haries Eko; Aisyiah, Jamilatul; Hamdani, Hilman; Madani, Heru Galang Ardi Reda; Utomo, Ilham Wahyu; Hasan, Jamal; Muizadin, Irwan
Ed-Humanistics : Jurnal Ilmu Pendidikan Vol 10 No 1 (2025): Ed-Humanistics
Publisher : Fakultas Ilmu Pendidikan (FIP) Universitas Hasyim Asy'ari (Unhasy) Tebuireng Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/ed-humanistics.v10i1.8982

Abstract

This study aims to improve student learning outcomes in CSS layouting material through the application of gamification using the Flexbox Froggy application. This research is based on the finding that many students tend to simply copy code examples without understanding the underlying concepts. Additionally, learning methods that rely solely on text editors are often monotonous and cause students to feel bored. This study was conducted at SMKN 7 Surabaya with a sample of 36 students from class XI TKJ. The research method used is Classroom Action Research (CAR), involving iterative cycles consisting of planning, implementation, observation, and reflection. Data collection techniques included formative assessment, observation, and documentation. The learning process was carried out in two cycles, with assessments conducted at the end of each cycle to measure student learning outcomes. In Cycle I, learning was conducted using lecture and presentation methods, while in Cycle II, a gamification approach was applied using Flexbox Froggy. The results showed a significant improvement in student learning outcomes. The average student score increased from 58.6 in the pre-cycle to 74.6 in Cycle I, and further increased to 88 in Cycle II. The percentage of students who achieved mastery learning also increased from 8% in the pre-cycle to 61% in Cycle I, and reached 92% in Cycle II. These findings indicate that the application of gamification in differentiated learning can enhance student engagement and understanding.