cover
Contact Name
Yusfia Hafid Aristyagama
Contact Email
yusfia.hafid@staff.uns.ac.id
Phone
-
Journal Mail Official
yusfia.hafid@staff.uns.ac.id
Editorial Address
-
Location
Kota surakarta,
Jawa tengah
INDONESIA
IJIE (Indonesian Journal of Informatics Education)
ISSN : -     EISSN : 25490389     DOI : -
IJIE (Indonesian Journal of Informatics Education) is is a scientific journal promoting the study of, and interest in, informatics education. The journal publishes empirical papers on information systems, informatics, the use of technology learning, and distance learning. It is an international journal published by the Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia bi-annually on June and December (ISSN: 2549-0389 (Online))
Arjuna Subject : -
Articles 104 Documents
Development of Decision-making Support System to Determine the Feasibility of the Job Training Industry Using Simple Additive Weighting Method Zubaeti, Kaisah Riski; Budianto, Aris; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.12332

Abstract

The activities of the job training is an activity that must be implemented at Vocational Secondary School. The lack of utilization of technology on such activities in Vocational Secondary School,  so the data management of the job training become less effective and efficient. Therefore, it is necessary the information system for manage the data on the job training and produces the decision support of the decent industry of the job training as a result of the evaluation of the job training. This research has a goal to produce decision support system to determine the feasibility of the job training industry (SPK-KTP), measure the feasibility of the system, and produce a decision support using a Simple Additive Weighting (SAW) method. The information system can help the school to manage the administration on the job training, recap the daily journal, recap the reports in pursuit, and provide decision support the job training of decent industry used in the next period. SPK-KTP uses SAW method to produce decision support the job training of decent industry. SPK-KTP is the web-based information system which it is developed using the programming language PHP (Hypertext Preprocessor). This information system uses The Waterfall Model as its system development method. The steps of The Waterfall Model consists of Analysis, Design, Code, and Test. SPK-KTP has done testing to an expert of the information system with value 90,7%, an expert of the substance of the job training with value  91,6%, supervising teachers with value 83,3%, and learners with value 90,6%. Based on the result, so SPK-KTP is very decent to use. 
Development of an Android-based Learning Media Application for Visually Impaired Students Azmi, Nurul; Maryono, Dwi; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.11796

Abstract

This research aims to develop the English for Disability (EFORD) application, on Android-based learning english media for Visually Impaired students and determine its based this on assessment of matter expert, media expert, special needs teacher and students. The research method adopted in this research is Research and Development (R&D). The development of this application through five phases: (1) Analysis of problems, through observation and interviews. (2) Collecting information as product planning / analysis of the needs of the media as required of blind children. (3) The design phase of products such as the manufacture of flow and storyboard navigation map.(4) Design validation phase form of an expert assessment of the media is developed. (5) testing products phase, such as assessment of the application by blind students. The results of this research is EFORD application which is feasible to be used as English learning media for visual impairment application based on assessment: 1)Media expert it's obtained a percentage scored 95%, include for very worthy category, 2)Subject matter, expert its obtained percentage scored 75% include for worthy category and 3) Special needs teacher it's obtained a percentage scored 83% include for very worthy category. Upon demonstration, students indicated the positive response of ≥ 70% in each indicator. Therefore English learning media with Android based application English for Disability (EFORD) is very feasible to be used as an English learning media especially grammar and speaking English content for students of visual impairment for a number of reasons.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Software Development of Speed Typing Counter Application as a Typing Lesson Supporting Tool Widodo, Yusac Ismail Fauzi; Yuana, Rosihan Ari; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.8404

Abstract

This research aims to design and create media applications that will be used to train the speed and accuracy of typing in the classroom. Lack of instructional media typing speed appropriate to the circumstances in the classroom was the background of this research. The study began with the observation phase, then followed by system design and coding. An application as the research results has main features: the study materials, practice typing, and data management, which each function is executed by the user level use. Implementation of the user level is intended to secure the data from unauthorized third parties so that only students and teachers can see the results of learning. Furthermore, the application also gives teachers the opportunity to participate in learning, a way to create and change the questions used for the exercise. As a typing progress report, the application can also display the results in various formats such as speed tables, accuracy tables, speed graph, and chart accuracy. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS Rochmah, Irma Nuur; Yuana, Rosihan Ari; Maryono, Dwi
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.14718

Abstract

The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.Keywords: information system, lecturer lecture evaluation and prodi service, web
Sekar Indonesia: Interactive Android-Based Learning Media for History Learning Massaty, Muhammad Hassan; Sujana, Yudianto; Budianto, Aris
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.12392

Abstract

Historical learning in Indonesia is very minimal innovation. Due to the lack of innovation from year to year emerged various problems in historical learning activities such as monotonous, boring and uninteresting. The variety of learning media will be able to increase interest of learners in the learning process. The result of this research is an interesting and non-boring Android-based history learning media that is called Sekar Indonesia and worthy of being used as a learning media. This research method is research and development (R & D). This study was conducted using a research model developed by Borg & Gall. The research model consists of five steps: research and data collection, planning, product drafting, preliminary field testing and main product revision. Applications Sekar Indonesia tested by material experts, media experts and users. Expert testing results obtained percentage of 86.1% from material experts, 92.85% from media experts, and 97.7% form users. From the test results obtained the conclusion that the application Sekar Indonesia that has been developed can be used as a learning media.
Design and Development of Smart Basnet Applications as a Basic Network Learning Media for First Grade Student of Vocational High School Putri, Rena Anggita; Hatta, Puspanda; Tamrin, A.G.
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.11320

Abstract

The lack of adequate learning resources has an impact on the low level of student interest in the subject matter, resulting in disruption of the process to achieve the expected learning objectives. The development of technology, can be used to design an application that can be used as a source of learning or learning media. The purpose of this research is to produce application product learning that can be used as learning media for basic network subjects. The development model used is the development model of ADDIE, which is analisys, design, develop, implementation, and evaluation. Data collection techniques used were observation, literature, documentation, and questionnaires. Applications tested up to 35 students of class X TKJ. The results of the validation learning application obtained a percentage of 93.4% of media experts, 88.8% of materials experts and 81.2% of users or students. Indicates that learning applications that have been developed can be used as learning resources or learning media for basic network subjects.Keywords: Learning Application, Basic Network, Computer and Network Engineering
The Effectiveness of Robomind Software in Basic Programming Learning. Maf’ulah, Ismi Amrina; Efendi, Agus; Basori, Basori
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.4154

Abstract

This research aim to find out: (1) the differences of cognitive abilities of students who learn using media software RoboMind and students who learn without using media software RoboMind in learning basic programming, (2) the used of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students. This research used quasi experimental approach with Pretest Posttest Control Group Design. This research was conducted at SMK Negeri 7 Surakarta. The population of this research were all students of first grade students in Multimedia Study Program at SMK N 7 Surakarta. Based on the result of this research can be concluded that: (1) there was difference of cognitive abilities of students who learn using media software RoboMind and students who learn without used media software in learning basic programming (tcount: 2,085 > ttable: 1,99962). (2) the use of media software RoboMind in learning basic programming is more effective than without used media software RoboMind to improve cognitive ability of first grade students at SMK Negeri 7 Surakarta (tcount: 3,517 > ttable: 1,99962). This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Development of Letshoot Applications as an Instructional Media of Computer Network Troubleshooting Atista, Fadila Aini; Hatta, Puspanda; Wihidayat, Endar S
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.13456

Abstract

Based on the observations made in Class XII TKJ SMK Negeri 1 Banyudono, it is known that the interest of students on computer network troubleshooting material is low because the learning materials are delivered through the presentation media in one direction from teacher to student. This makes students less understand the material presented by the teacher. Based on the background of the problem, we propose to build an android based learning media that can help students learn independently, this application is called Letshoot. Letshoot were made as an instructional media of computer network troubleshooting that can help students learn independently without being hindered by place, time and teacher attendance. This research aims to develop and measure the feasibility level of Letshoot application. This app will help student to learn computer network troubleshooting. Using Borg and Gall's research and development model with the application developed in five stages: (1) data collection, (2) planning, (3) develop the preliminary form of product, (4) preliminary field testing, and (5) main product revision. The result of feasibility test of Letshoot application measured by using Likertscale from expert media get percentage 90,64% which belongs in very feasible category, from expert material equal to 82% which belongs very feasible category and from user equal to 82,11% which belongs to very feasible category to be used as a medium of learning. On these results can be concluded that the Letshoot application very feasible to use as a learning media of computer network troubleshooting in vocational high school
AR-KIO: Augmented Reality-based Application as Instructional Media on Input and Output Device Component. Rohmah, Nur Hidayattur; Sujana, Yudianto; Yuana, Rosihan Ari
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.12472

Abstract

The rapid technology development can be utilized in various fields, especially in education. For example, is augmented reality-based learning media. The learning media can be applied to all the subject matter, including the subject of input and output component devices. Based on the observations that already made, there are some problems such as there is no interactive learning media and limited props in the laboratory. Though the subject of input and output component devices require three-dimensional visualization, especially input output components that are difficult to find in the school environment. The purpose of this study is to determine the feasibility of instructional media applications that have been developed. The research method used is research development method. The tests conducted by media experts, content experts, users and smartphone devices with different specifications. Media expert testing using instruments that refer to aspects of the functionality of ISO 9126 with the percentage acquisition of 100%. Content expert testing using the instrument that refers aspects of learning design with the acquisition percentage of 88%. Meanwhile, user testing uses an instrument that refers to the usability aspect of ISO 9126 with a percentage gain of 83.4%. In addition, there are testing the software with android smartphone platform that has different specifications. The advantages of this application can run on a smartphone with minimum 512 MB RAM specs, Android OS Jelly Bean 4.3 and qHD screen resolution.
The development of the effective learning environment by creating an effective teaching in the classroom. Prameswari, Sanchia Janita; Budiyanto, Cucuk
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.11960

Abstract

The changes in learning management typically involve the introduction of various alternative learning methods. The development of an effective learning experience requires the modification of conventional learning. Teaching and learning constructively synchronize instructions and assessment toward the desired learning outcomes. Notwithstanding the vast literature on the creation of effective learning, the lack of explanation on how the relationship between effective teaching and effective classroom would likely leave practitioners and academia without a clear guidance on how to operationalize the creation of effective learning in real life. A systematic literature review procedure was conducted upon published papers between 2007 and 2015 in outstanding education journals. This paper contributes to the literature by amassing the knowledge on pedagogical practices in effective learning creation. In addition, to obtain a granular elaboration about the matter, a framework to operationalize the creation of effective learning is suggested. Three aspects compose the framework namely teachers' intrinsic capabilities, educational institution support, and student’s participative involvement. The roles of each party were extracted from the knowledge contained in the reviewed literature. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.

Page 1 of 11 | Total Record : 104