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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))
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Articles 119 Documents
Education Gamification and Student Motivation: A Case Study of Chinese Language Education Tasya Chandra; Deli Deli
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.80108

Abstract

A new generation of pupils has grown up with a strong familiarity with technology in the context of Industry 4.0. This technological revolution has made learning a foreign language more critical. However, learning a foreign language can only be accessible with that crucial component- motivation. The purpose of this study was to find out how students' motivation to learn Mandarin was affected by gamification. A gamification application was designed with the Game Development Document (GDD) as a foundational guide, utilizing the Mechanics, Dynamics, and Aesthetics (MDA) architecture. Two schools participated in the experimental research project, with 56 and 58 students divided into control and experimental groups. A questionnaire gathered data, and SPSS was used to compute Cronbach's Alpha. The results showed that gamification increased students' enthusiasm to study Mandarin well. When employing gamification as a teaching strategy, students with different levels of Mandarin proficiency saw varied results. Therefore, gamification can tailor Mandarin language instruction to each student's needs and skill level.
The Effect of Technology Utilization in Learning on Learning Motivation of Grade 11 PPLG Students of State Vocational Schools in Surakarta Septian Nur Fajar Pratama; Basori Basori; Kurniasari Kurniasari
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.81712

Abstract

Education is a field that continues to develop along with technological advances. One important aspect of learning is student motivation because high motivation can improve learning outcomes. The utilization of information technology is very relevant, especially in State Vocational Schools in Surakarta which focus on the field of software and game development. Learning activities and the relevance of the material are the two key aspects that affect students' motivation. High meaningfulness of subject matter can encourage students to learn because students feel that the material studied is relevant to their lives. Interesting and fun learning activities can also increase student motivation to learn. Information technology can be a powerful tool to increase student motivation. To help kids study more efficiently and reach their full potential, specially created technology may be adapted to each student's needs and skills. In this study, grade XI students at State Vocational Schools in Surakarta will have their motivation to learn about the impact of using information technology in the classroom examined. This research uses qualitative methods to explore this. Through qualitative data analysis with interview and observation methods, it is expected to find a comprehensive picture of the extent of the influence of information technology utilization on learning motivation.
Analysis of Project-Based Learning Model on the Learning Styles of PPLG SMK Negeri Students in Surakarta Burhannudin Nur Wakhid; Cucuk Wawan Budiyanto; Yuliyani Siyamtiningtyas
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.81689

Abstract

Project-based learning (PjBL) is one of the learning models that can optimize students' learning styles. PjBL provides students with the opportunity to learn actively, independently, and creatively. This study aims to analyze the effect of the PjBL learning model on the learning styles of PPLG SMK Negeri students in Surakarta. This study used a quantitative method with an experimental approach. The research sample was 36 XI grade PPLG SMK Negeri students in Surakarta. This study used the Felder-Silverman learning style instrument to measure students' learning styles. The results of the study showed that the PjBL learning model had a positive effect on students' learning styles. Students who followed PjBL learning were more likely to have kinesthetic, visual, and auditory learning styles. This is because PjBL provides students with the opportunity to learn actively through activities that involve body movement, vision, and hearing. Based on the results of this study, it is suggested that the PjBL learning model can be applied more widely in schools, especially in SMK which have students with various learning styles.
Students' Empathy Attitude in Helping To Overcome Difficulties in Mobile Device Programming Learning Setya Bella; Basori Basori; Kurniasari Kurniasari
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.82738

Abstract

Learning is a process of making people or living creatures learn. Learning is very important for students in an era of increasingly rapid technology, one of which is learning to program mobile devices. Of course, in learning there must be achievements learning that must be achieved by students. To achieve learning, students must overcome challenges with different levels of difficulty. This level of difficulty can influence the emotional development of students, especially in providing a sense of empathy towards other students. This research raises the problem of the level of difficulty faced by students in the process of learning mobile device programming and how to empathize in helping students overcome these difficulties. This research method uses a qualitative method with a descriptive approach where the researcher describes the literature review and describes the answers to existing problems. By collecting data through interviews, observations and literature studies. This research was carried out at one of the 11th grade Surakarta State Vocational Schools in phase F on the achievements per mobile device programming element. Based on the results of research in learning mobile device programming, educators know the importance of understanding students' level of difficulty using theory Bloom's Taxonomy and students' empathetic attitude towards the difficulties they face based on Erik Erikson's theory. So that an empathetic attitude can influence students' success in achieving learning.
Analysis of Learning Styles of Class X PPLG B Students at Surakarta State Vocational School Based on Bobby Deporter's Theory Mochkammad Tabah Syafi'uddin; Agus Efendi; Sidik Pramono
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 2 (2023): IJIE (Indonesian Journal of Informatics Education) - December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i2.81701

Abstract

The findings of observations at a school, specifically the learning preferences of the pupils in class X PPLG B at SMK N Surakarta, served as the impetus for this investigation. The goal of this study is to examine how students' learning styles in class X PPLG B at SMK N Surakarta are described in terms of the Bobby DePorter hypothesis. A qualitative methodology is employed with a descriptive-analytical method for the investigation. Ten pupils from class X PPLG B and two PPLG field teachers participated in this study. The approach of purposive sampling was employed in the selection of participants. Data for the study was gathered via interviews and observation. Ten participants—students enrolled in a basic computer assembly course at one of Surakarta's public vocational schools—were directly observed during the observation. When the students were working on their computer assembly subject practicum, the observation procedure lasted for around four hours of class time. Two participants were interviewed face-to-face, namely instructors of the core subject of the program of expertise at one of Surakarta's public vocational schools. The interview procedure with the teacher was conducted for roughly 20 minutes with 6 questions about the learning styles of pupils in class X PPLG B at SMK N Surakarta. There is a wide range of learning styles in class X PPLG B, including auditory, kinesthetic, and visual learning styles, according to the findings of the interview with the teacher. This is also evident in the observational data, which shows that each student uses a particular learning style based on their unique set of traits.
7E Learning Cycle Based Interactive Learning Media as Alternative Teaching Material in Vocational High Schools I Gede Budi Mahendra; Jocke Jonathan Rapar; Billy Killis; Viverdy Memah
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.88049

Abstract

A high-quality learning process is crucial for enhancing the competitiveness of graduates in the professional world. Teaching materials such as Interactive Learning Media have an important role in enabling students to gain knowledge and be actively involved in learning activities. The objective of this study is to develop, evaluate the feasibility, and determine the impact of implementing 7E Learning Cycle Based Interactive Learning Media. This research followed the R&D approach using the ADDIE model. The research subjects included 2 material experts, 2 media experts, 2 language experts, 36 XI TITL students, and 2 subject teachers determined by purposive sampling. The research instrument uses interview guidelines, questionnaire sheets and test questions. Data collection was conducted through interviews, questionnaires and tests. The research findings indicate that 7E Learning Cycle Based Interactive Learning Media is very valid, with a validity level of 85% according to media experts, 79% according to subject matter experts, and 79% according to language experts. The practicality test yielded results of 82% for students and 87% for teachers, falling under the category of "very practical." The evaluation results demonstrated an average score increase of 6.29. It is recommended that students utilize the 7E Learning Cycle Based Interactive Learning Media to facilitate meaningful learning experiences, foster critical thinking skills, promote independence, and enhance conceptual understanding of the subject matter. Furthermore, subject teachers are encouraged to utilize the outcomes of this Interactive Learning Media Development as a framework for developing teaching materials on other topics.
Sentiment Analysis of Netizens on Constitutional Court Rulings in the 2024 Presidential Election Wahyudi Ariannor; Sami M A B Alshalwi; Budi Susarianto
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 2 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i2.94614

Abstract

AbstractOnline conversations among netizens play an important role in forming collective opinions and views about important events, including judicial decisions such as those taken by the Constitutional Court (MK). This research explores sentiment analysis of the Constitutional Court’s decisions, especially in the context of the presidential election, using the Support Vector Machine (SVM), Logistic Regression, and Naive Bayes algorithms. Previous studies on public sentiment toward the Constitutional Court’s decision provide a basis. Still, this research focuses on a different context, analysing sentiment toward the Constitutional Court’s decision in the 2024 presidential election dispute. This study adopts an experimental methodology, involving several key stages such as data collection through Twitter web scraping, labelling, pre-processing, TF-IDF weighting, and algorithm testing. Evaluation using a confusion matrix shows comparable accuracy among SVM, Logistic Regression, and Naive Bayes, with SVM and Logistic Regression demonstrating superior precision and F1 scores. Negative sentiment carries greater weight than neutral and positive sentiment, highlighting potential social tensions and the need for effective communication and deeper analysis to understand the root causes of negativity. The SVM and logistic regression algorithms have proven effective in understanding public sentiment towards the Constitutional Court’s decisions in a political context, providing valuable insights for understanding the dynamics of public opinion.
The Role of AI in Fostering Computational Thinking and Self-Efficacy in Educational Settings: A Systematic Review Muhammad Hassan Massaty; Slamet Kurniawan Fahrurozi; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.89596

Abstract

This systematic review explores the impact of artificial intelligence (AI) on the development of computational thinking and self-efficacy within educational environments. Computational thinking, a foundational skill in problem-solving, is increasingly recognized as essential for navigating a technology-driven world. AI tools and methodologies have been integrated into educational practices to enhance learning experiences and outcomes. This review synthesizes current literature to examine how AI technologies contribute to the cultivation of computational thinking skills among students of various ages and educational levels. Furthermore, it investigates the role of AI in bolstering students' self-efficacy confidence in one's ability to achieve goals in learning computational concepts. By analyzing empirical studies and educational interventions, this review identifies key mechanisms through which AI supports the development of these critical skills. Insights from this synthesis underscore the potential of AI to transform educational paradigms, providing opportunities for personalized learning, adaptive feedback, and collaborative problem-solving. The findings highlight implications for educators, policymakers, and researchers aiming to leverage AI effectively in educational settings to foster computational thinking and enhance students' self-efficacy, thereby preparing them for future challenges in a digital age.
Comparative Analysis Between Using Google Meet and Gather Town Video Conferencing Platforms Viewed from User Experience Using meCUE Questionnaire on Students Nuur Roofiah Kusumawati; Agus Efendi; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 1 (2024): IJIE (Indonesian Journal of Informatics Education) - July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i1.68685

Abstract

The purpose of this study was to determine the comparative results between using the Google Meet and Gather Town video conferencing platforms in terms of user experience using the meCUE questionnaire on students. This research is quantitative research with descriptive analysis and uses comparative study research methods. The data source of this research is High School in Malang. Sampling was taken randomly without regard to the strata in the population (simple random sampling) so that 4 classes consisting of 35 students were obtained. This research data collection technique adapts from a questionnaire instrument to assess the user experience of a service product such as a website or application. The meCUE questionnaire was created based on the Component model of User Experience (CUE) compiled by Thuering & Mahlke. The results of the data obtained through the meCUE questionnaire on the Google Meet and Gather Town video conferencing platform applications will be analysed so as to obtain results that can show the comparison of the two applications. The meCUE questionnaire provides automatic calculations using Microsoft Excel. Based on this research, it can be concluded as follows: (1) The Gather Town application has a better User Experience assessment than the Google Meet application. The overall indicator results on the Gather Town application show an average value of 4.6 where the value is higher than the Google Meet application with an average value of 3.3, (2) There is a difference between using the Google Meet and Gather Town video conferencing platforms in terms of User Experience using the meCUE Questionnaire for students (Sig. = 0.000 <0.05), (3) Google Meet and Gather Town platforms have their respective weaknesses and advantages that can be used alternately according to the learning method used by the teacher. The results of this study can be used as a reference in choosing video conferencing applications to be more effective and optimal in the learning process.
The Application of Arduino-Based Line Follower Robotics Technology as a Tool to Enhance Students' Self-Efficacy Slamet Kurniawan Fahrurozi; Muhammad Hassan Massaty; Cucuk Wawan Budiyanto; Bayu Sutanto
IJIE (Indonesian Journal of Informatics Education) Vol 8, No 2 (2024)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v8i2.97994

Abstract

This study focuses on a detailed analysis of the Robotics Self-Efficacy Test, aiming to evaluate its effectiveness in measuring students' confidence levels across specific robotics tasks. Using robotics as a learning medium, this research enhances student engagement and practical skills in technical areas. Addressing a gap in precise self-efficacy measurement tools for robotics education, the study employs the RSE-Test to assess confidence in essential robotics tasks, such as robot assembly, programming, and control. Data collection involved a 10-item RSE-Test questionnaire completed by 30 students engaged in robotics activities, followed by a statistical analysis to calculate mean scores, standard deviations, item-total correlations, and Pearson correlational analysis. The overall mean score was 3.9835, indicating high confidence, with a pooled standard deviation of 0.687, showing minimal variation. The pooled Standard Error of the Mean was 0.128, reflecting high precision in estimating the overall mean. Cronbach’s Alpha of 0.810 confirms the test's strong internal consistency, and item-total correlations ranged from 0.423 to 0.703, supporting the reliability of the RSE-Test. Pearson correlation analysis revealed significant relationships between items, further validating the tool. Results indicate high self-efficacy in basic robotics tasks, although students showed slightly lower confidence in more advanced tasks, suggesting areas for further support. This study validates the RSE-Test as an effective tool for measuring self-efficacy in technical education, emphasizing the role of foundational skills in building student confidence. The findings provide valuable insights for curriculum developers, suggesting the need for targeted support in advanced robotics tasks.

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