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Pengembangan Media Pembelajaran Berbasis Website "Jagat Kawruh" Menggunakan Model Problem Based Learning Pada Mata Pelajaran Informatika Savana Putra Aditama; Rindu Puspita Wibawa; I Gusti Lanang Putra Eka Prismana; Mohammad Wildan Habibi
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1761

Abstract

Monotonous Computer Systems learning in vocational high schools often causes student boredom and hinders collaboration monitoring. To address this, this study developed the "Jagat Kawruh" educational website integrating Problem Based Learning (PBL) and gamification. Utilizing the Research and Development (R&D) ADDIE model, the media features an interactive maze game quiz to boost motivation. The trial involved 36 tenth-grade Software Engineering students at SMKN 2 Buduran. Expert validations confirmed the product is highly valid (media 87.22%, material 95.45%, teaching module 94.58%, evaluation 94.44%). Effectiveness tests revealed a significant improvement in conceptual understanding (Paired Sample t-Test p < 0.001) with an N-Gain of 0.49 (moderate). Furthermore, the User Experience Questionnaire (UEQ) results showed positive evaluations, peaking in the Stimulation scale (1.81/Excellent). In conclusion, "Jagat Kawruh" is proven valid, practical, and effective in facilitating interactive and independent PBL learning.  
Pengembangan LMS Berbasis Moodle Dengan Model Project Based Learning Untuk Meningkatkan Hasil Belajar Murid Pada Pembelajaran Pemrograman Antarmuka Pengguna (Studi Kasus: SMKS PGRI 2 Sidoarjo) Amanda Rizky Putri Wibowo; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1789

Abstract

GUI Programming instruction for Grade XI RPL students at SMKS PGRI 2 Sidoarjo remained lecture-centered without a Learning Management System (LMS), resulting in low learning outcomes. This study aims to develop a Moodle-based LMS, GUILearn, integrated with the Project Based Learning (PjBL) model to improve learning outcomes and user experience. The Research and Development method was applied using the ADDIE model and a one-group pretest-posttest design involving 30 students. Data were analyzed through expert validation, the Wilcoxon Signed-Rank Test, N-Gain analysis, and the User Experience Questionnaire (UEQ). Validation results show the LMS is highly feasible (media 92.5%; materials 89%; test items 96%; module 95.45%). Learning outcomes improved significantly (mean score 49.00 to 82.83; W = 465, p < 0.001; 80% meeting the minimum criterion; N-Gain 0.6645, medium category). UEQ results showed five dimensions rated Good to Above Average, while Attractiveness remained Below Average (1.11). GUILearn proved effective in improving cognitive learning outcomes with an overall positive user experience.
Pengembangan Media Pembelajaran Berbasis Web Dengan Pendekatan Progressive Learning Untuk Meningkatkan Hasil Belajar Siswa Pada Elemen Pemrograman Web Di SMK PGRI 2 Sidoarjo Mellanda Kurniawati; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1790

Abstract

Web programming instruction at SMK PGRI 2 Sidoarjo is still delivered through one way, conventional classroom sessions without a system that sequences mastery of learning materials, causing students to write code before grasping the underlying concepts and making it difficult for teachers to monitor individual progress. This study aimed to build a website based learning medium applying a progressive learning approach for the HTML topic within the Web Programming element, to examine its effect on learning outcomes, and to evaluate the resulting user experience. The medium was built through Research and Development using the ADDIE model, with React on the front end and Supabase on the back end, and was tested on 30 eleventh grade Software Engineering students using a one group pretest-posttest design. Expert validation of the medium, materials, test items, and deep learning lesson plan produced scores of 94.17%, 86.92%, 89.44%, and 94.07% respectively, all in the very valid category. The average score rose from 61.67 (pretest) to 86.67 (posttest); a paired samples t-test returned p < 0.001, and the average N-Gain was 0.658 (moderate). The User Experience Questionnaire showed all six dimensions falling between Above Average and Good. These findings indicate that a website based medium that locks progression until a minimum quiz score is met can meaningfully improve HTML learning outcomes while remaining pleasant to use.
Pengembangan Lms Moodle Dengan Model Problem Based Learning (PBL) Untuk Meningkatkan Hasil Belajar Pada Elemen Pemrograman Web (Studi Kasus: Murid Kelas XI TKJ SMK Negeri 1 Kediri) Fathia Bilqish Wulandari; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1791

Abstract

The rapid advancement of digital technology demands that vocational education, particularly at the SMK level, produce graduates who are genuinely ready to meet workforce demands, especially in web programming. In practice, teaching the HTML-based web programming element still largely relies on conventional, one-way approaches, causing students to merely copy code without truly understanding the underlying structure and logic. This study aimed to describe the development and validation of a Moodle-based Learning Management System (LMS) adopting the Problem Based Learning (PBL) model, and to examine the extent to which students' learning outcomes in the web programming element changed following its implementation at SMK Negeri 1 Kediri. The LMS developed in this study was named Webnova. The development followed the Research and Development method using the ADDIE model, consisting of Analyze, Design, Development, Implementation, and Evaluation. Media expert assessment yielded a validity score of 90%, categorized as valid. Measurements using the User Experience Questionnaire (UEQ) showed that all six aspects (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, and Novelty) fell within the Good to Excellent range. The average posttest score reached 90.57, a substantial increase from the pretest score of 64.43, with a classical N-Gain value of 0.75 (high category). The Wilcoxon test produced a significance value of < 0.001 (< 0.05), confirming a meaningful difference before and after treatment. It can be concluded that the Webnova LMS, designed with the Problem Based Learning model, effectively improved the learning outcomes of grade XI TKJ 2 students at SMK Negeri 1 Kediri in the web programming element.
Pengembangan Media Pembelajaran Berbasis Web “Levietech” Dengan Model Pbl Untuk Meningkatkan Hasil Belajar Siswa Pada Elemen Sistem Komputer Muhammad Irvan Maulana; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1820

Abstract

Computer System learning in Vocational High Schools (SMK), which is often abstract, motivated this research to develop an interactive website-based learning media named "Levietech". This media is integrated with the Problem Based Learning (PBL) model to improve the cognitive learning outcomes of 10th-grade Computer and Network Engineering (TKJ) students at SMKN 1 Sarirejo. This study applied a Research and Development (R&D) approach using the ADDIE method and a One-Group Pretest-Posttest design involving 22 students. The expert validation results showed that the platform was categorized as "Highly Feasible" with an average validation score of 91.70%. In the implementation phase, a significant improvement in cognitive achievement was proven by the surge in the average pre-test score from 50.68 to 83.41 in the post-test, supported by the Paired Sample T-Test results (p < 0.001) and an N-Gain index of 0.66 (Medium category). Furthermore, the practicality evaluation using the User Experience Questionnaire (UEQ) demonstrated a highly "Positive" student perception across all measurement dimensions (scores > 0.8). Students were specifically enthusiastic about the Live Quiz feature within the website, which successfully made the evaluation process much more enjoyable and engaging. Thus, the Levietech learning media is proven to be valid, highly practical, and effective in significantly boosting students' understanding and learning enthusiasm.
Pengembangan LMS Berbasis Problem-Based Learning untuk Meningkatkan Hasil Belajar pada Elemen Algoritma Pemrograman Salsabilla Sukma Masayu; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i5.1869

Abstract

Learning in the Programming Algorithms element at vocational high schools still faces challenges, including the use of digital learning media that are not yet integrated, limited student engagement, and low learning outcomes. This study aimed to develop a Learning Management System (LMS) based on Problem-Based Learning (PBL) and to determine its feasibility and effectiveness in improving the learning outcomes of tenth-grade students at SMK Sejahtera Surabaya. The study employed a Research and Development (R&D) method using the ADDIE development model and a Nonequivalent Control Group Design. The research was conducted at SMK Sejahtera Surabaya with tenth-grade students as the research subjects, consisting of experimental and control classes. Data were collected through expert validation, learning achievement tests, and the Short User Experience Questionnaire (UEQ-S), and were analyzed using percentage analysis, the Mann–Whitney test, and N-Gain analysis. The results showed that the LMS achieved a validity score of 94.12%, indicating a highly valid category. The UEQ-S results also showed a positive user experience with a Good category. Furthermore, the Mann–Whitney test yielded a significance value of 0.004 (<0.05), while the average N-Gain score of the experimental class (0.581) was higher than that of the control class (0.369). Therefore, the developed PBL-based LMS is feasible for use and effective in improving students' learning outcomes in the Programming Algorithms element.
Pengembangan LMS Moodle Berbasis PBL Untuk Mengukur Keefektifan Hasil Belajar Kognitif pada Elemen Analisis Data di Smk Sejahtera Surabaya Eka Yunizar Zaimatus Sa&#039;diyah; Rindu Puspita Wibawa
Jurnal Ilmu Ekonomi, Pendidikan dan Teknik Vol. 3 No. 5 (2026): IDENTIK - September
Publisher : CV. SINAR HOWUHOWU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70134/identik.v3i6.1886

Abstract

This research is motivated by the cognitive stagnation of vocational school students in the Data Analysis element, which is mostly limited to lower-order thinking skills (LOTS) and has not met the analytical problem-solving target (C4). This is caused by abstract materials and the use of fragmented digital tools that trigger cognitive overload. As a solution, this study aims to develop and measure the effectiveness of a Moodle Learning Management System (LMS) integrated with Problem Based Learning (PBL) syntax. The method used is Research and Development (R&D) with the ADDIE approach (Analyze, Design, Development, Implementation, Evaluation). The field testing applied a Quasi-Experimental Non-Equivalent Control Group Design involving an experimental class and a control class at SMK Sejahtera Surabaya. The results showed that the product feasibility achieved a "Highly Valid" predicate with validation scores from the learning design (RPM) expert at 92%, media expert at 90%, material expert at 90%, and evaluation instruments at 89.29% (average 90.32%). Practicality evaluation using the User Experience Questionnaire (UEQ) obtained positive responses in the Good and Above Average categories. Effectiveness testing proved that the experimental class using the PBL-based Moodle LMS experienced a significant improvement in cognitive learning outcomes (C1-C4) with an average N-Gain score of 0.44 (Moderate), in contrast to the control class which only obtained a score of 0.21 (Low). In conclusion, the PBL-integrated Moodle LMS is proven to be valid, practical, and highly effective in improving students' analytical cognitive abilities.
Rancang Bangun Mesmart Berbasis Web Dengan Model Pembelajaran Project Based Learning Untuk Meningkatkan Kompetensi Pemrograman Dasar Siswa Kelas X RPL Di SMKN 2 Buduran Sidoarjo Ananda Irvan Tri Kurniawan; Rindu Puspita Wibawa
IT-Edu : Jurnal Information Technology and Education Vol. 9 No. 2 (2024): Volume 09 No 2 2024
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/it-edu.v9i2.61641

Abstract

Rancang Bangun Learning Management System Interaktif “Laring” terhadap Peningkatan Kompetensi Web Programming Laravel Bryan Adi Prakoso; Rindu Puspita Wibawa
IT-Edu : Jurnal Information Technology and Education Vol. 11 No. 03 (2026): Vol. 11 No. 03 (2026)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Era digital menuntut generasi muda memiliki keterampilan Teknologi  Informasi  dan  Komunikasi  (TIK)  yang  mumpuni,  khususnya dalam pemrograman web dan perangkat bergerak. Penelitian ini bertujuan untuk  merancang  dan  mengembangkan  Learning  Management  System (LMS) interaktif bernama "Laring" (Laravel Learning) guna meningkatkan kompetensi pemrograman Laravel siswa kelas XI Rekayasa Perangkat Lunak (RPL) di SMK Negeri 1 Surabaya. Observasi selama Pengenalan Lapangan Persekolahan (PLP) menunjukkan bahwa metode pengajaran konvensional menyebabkan kesulitan siswa dalam memahami konsep dan kurangnya praktik latihan, sehingga menghambat pengembangan kompetensi Laravel. Learning Management System (LMS) "Laring" dirancang dengan pendekatan Project Based Learning (PJBL), menyediakan konten terstruktur, fitur interaktif, dan kelompok online untuk mendukung pembelajaran mandiri dan kolaboratif. Penelitian ini menggunakan metode pengembangan ADDIE, dengan hasil validasi media (87,7%), RPP (83,07%), materi (92%), dan soal posttest (72%), menunjukkan kelayakan LMS “Laring” sebagai media pembelajaran. Pengujian dengan Independent Sample T-Test (Sig. = 0,000 < 0,05) membuktikan adanya perbedaan signifikan dalam peningkatan kualitas pembelajaran mata pelajaran Pemrograman Web dan Perangkat Bergerak (PWM) antara kelompok yang menggunakan LMS "Laring" dan yang tidak menggunakan LMS “Laring”.