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 119 Documents
Development of Letshoot Applications as an Instructional Media of Computer Network Troubleshooting Fadila Aini Atista; Puspanda Hatta; Endar S Wihidayat
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. Nur Hidayattur Rohmah; Yudianto Sujana; Rosihan Ari Yuana
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. Sanchia Janita Prameswari; Cucuk Budiyanto
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.
The Comparison of the Discovery Learning and Project Based Learning and their Influences to Student’s Motivation to Learn Conditional Structure Programming Dian Mustikaningrum; Dwi Maryono; Rosihan Ari Yuana
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.v1i1.4166

Abstract

 The research aims to know (1) the differences of the influence of discovery learning and project based learning combined with college ball model’s influence to student’s achievement in conditional structure programming; (2) the differences of learning interest influences to students’ learning achievement; and (3) the effect of interaction between learning-model implementation and students’ interest to students’ learning achievement. The population of this research was students of class X MM in SMK N 6 Surakarta. The sample of this research contained the whole population include X MM 1 and X MM 2 class. This research used quasi experimental method postest only control group design. Data were collected by questionairre, for students learning interest data, and test for the data of students’ learning achievement. Those data were analyzed with two-way Anova test with different content of cell, followed with double comparison of Scheffe’s method with level of significance 0,05. The results showed that (1) there were no significance differences between discovery learning model and project based learning combined with college ball to students’ learning achievement in conditional structure programming. The students taught with project based learning combined with college ball had no better significance learning achievement than those who were taught with discovery learning, although the score of the students who were taught with project based learning combined with college ball had better than those who were taught with discovery learning; (2) there were significance difference between learning interest to students’ learning achievement. Students with high interest had better learning achievement than the students with low interest, but students with high interest had the same learning achievement as those with middle interest and students with middle interest and low interest did. ; (3) there was no effect interaction between learning-model implementation and students’ learning interest to their learning achievement..This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The Influences of Problem-Based Learning Model with Fishbone Diagram to Students's Critical Thinking Ability Istikomah Istikomah; Basori Basori; Cucuk Budiyanto
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.v1i2.11432

Abstract

Problem-based learning is characterized by the existence of a real problem as the context wherein students learn critical thinking skills, problem-solving, and knowledge acquisition. The concept of critical thinking gains popularity to help students obtain the ability to conduct fact analysis, support opinion with an argument, and problem-solving. The majority of Indonesian vocational school students, however, have difficulty in developing critical thinking skills and problem-solving. This research was purportedly designed to evaluate the differences of students' critical thinking ability in response to the application of various problem-based learning model namely Fishbone diagram, problem-based learning model, and expository learning model. A quasi-experimental design was applied to assess students' critical thinking. The findings indicate that there was a significant difference in students' critical thinking ability responding to the learning models. In summary, the research proposes the problem-based learning as an alternative learning model to improve student’s critical thinking ability.
The Development of a Competency Testing Systems: Adopting TAM to Explore User’s Acceptance Ibrahim Wahyu Saputra; Cucuk Wawan Budiyanto; Puspanda Hatta
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.v1i2.12008

Abstract

The main problems of learning evaluation using paper based-test are inefficient time and cost. Technology can be used as a system to evaluate the learning process. Using technology can save time and cost of implementing learning evaluations. The aims of this study are to create a software product that can be used to evaluate the learning process. This software product is designed to be used by the test organizer or test committee, the teachers and the students (test takers). This software product was developed using Waterfall Model with five stages of development; communication, planning, modeling, construction, and deployment. The testing was conducted by using Blackbox Method and TAM Theory by considering the aspect of usefulness and the aspect ease of use. The analysis was based on the flow of the current test system. The web-based platform enables ease of access for conducting work in various places. According to the result, the Developed Skills Competency Test System is accepted and can be used by the user as an evaluation system.
The Influence of Group Investigation and Virtual Box Learning Media to Students’ Activeness. Rini Umbarwati; Basori Basori; Taufiq Lilo Adi Sucipto
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.v1i1.4150

Abstract

This research aims to know whether the implementation of Group Investigation learning model and Virtual Box learning media can increase students activeness and learning achievement on the subject of operating system class X Multimedia (MM) SMK N 6 Surakarta. This research used classroom action research with two cycles, each cycle consisted of planning, implementation, observation, and reflection of teaching and learning activities. The subject of this research is the students of class X MM1 SMK N 6 Surakarta which numbered 32 students. Data collection technique that used were interview, observation, documentation and test. Meanwhile analysis technique implemented through comparative analysis and descriptive qualitative. This class action research carried out from December 2015 until June 2016. The result of research shows that the implementation of Group Investigation learning model and Virtual Box learning media can increase students activeness and learning achievement on the operating system subject. This can be proved on the pre-cycle activities observation, the percentage of students activeness is 52,87%, after implementation of Group Investigation learning model and Virtual Box in the first cycle increased by 77,87%, then in the second cycle increased to 86,72%. While the result of students learning achievement also increased from the value of each cycle test. On pre-cycle the average learning achievement for cognitive domain 62,5%, affective 65,27%, and psychomotor 73,44%. The average of learning achievement increased for cognitive domain became 73,38%, affective 71,5%, and psychomotor 75% after the implementation of Group Investigation learning model and Virtual Box at the first cycle. At the second cycle increased for cognitive domain to 87,5%, affective 82,52%, and psychomotor 80,47%. Research conclusion that the implementation of Group Investigation learning model and Virtual Box learning media could increase the students activeness and learning achievement on the subject of operating system class X MM SMK N 6 Surakarta.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The Influence Of Achievement Subject Package of Expertise (C3), Learning Motivation And Industrial Guidance Toward Achievement of Industrial Working Practice Multimedia Student at State Vocational High School 3 Surakarta Rifen Gigih Affafa; Agus Efendi; 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.v1i1.8298

Abstract

The purpose of this research are to determine the influence between (1) achievement subject package of expertise (C3) toward student’ achievement of industrial working practice (2) learning motivation toward student’ achievement of industrial working practice multimedia (3) industrial guidance toward student’ achievement of industrial working practice (4) the achievement subject package of expertise (C3), learning motivation, industrial guidance toward student’ achievement of industrial working practice. The population was a multimedia student of class XII at State Vocational High School 3 Surakarta. The research was using quantitative approach ex-post facto methods.  Data were collected by questionnaire methods and documentation. Those data were analyzed with multiple regression. The result of this research have shown that: First, the achievement subject package of expertise (C3) variable positively and significantly influence toward student’ achievement of industrial working practice. Second, learning motivation variable positively and significantly influence toward student’ achievement of industrial working practice. Third, industrial guidance variable positively and significantly influences toward student’ achievement of industrial working practice. Fourth,  the achievement subject package of expertise (C3), learning motivation, and industrial guidance found to have significant (Fcalculation=10,735> Ftable= 2,77) and positive (rx1x2x3y=0,654; R2=0,428) toward student’ achievement of industrial working practice. The achievement subject package of expertise (C3) has the most significantly influence toward student’ achievement of industrial working practice.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
The Influence of E-learning Use to Student Cognitive Performance and Motivation in Digital Simulation Course Tigowati Tigowati; Agus Efendi; Cucuk Wawan Budiyanto
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.v1i2.12812

Abstract

Currently the technology is growing and sophisticated. Technological advances have also entered the world of education. One of them their is  online learning. Examples of learning that utilizes technology that is using Schoology and Edmodo. By using Schoology and Edmodo is expected to increase student motivation and learning outcomes. This study investigates whether the use of different learning management would affect (1) the student’s cognitive achievement (2) student’s motivation (3) the level motivation. This research method using mixed methods. The data collection technique using the test method to determine the cognitive performance. Questionnaires and interviews to find the motivation. The analysis of quantitative data using normality test, homogeneity test, tests of balance and hypothesis testing using independent t test, while the analysis of qualitative data using interactive models. Based on the results of the study (1) there are differences in the cognitive performance between classes that use e-learning based Schoology and e-learning based Edmodo. The cognitive performance classes that use Schoology better than the class that uses Edmodo, because schoology easiness to acces, the students has a target value, better understand the lesson and more active in study this may have an effect on cognitive performance.(2) there is a difference in motivation between classes that use e-learning based Schoology and e-learning based Edmodo. Motivation class with Schoology based e-learning is better than classes with e-learning based Edmodo, because schoology can interested in simulation course, more passion, make happy, easier to learn anywhere and more motivated to learn. (3) the level of motivation of students using e-learning based Schoology and Edmodo included in the medium category
Social Media Influence and Intensity of Watching Television Drama on Achievement of Students Ali Akbar Himawan; Basori Basori; Taufiq Lilo Adi Sucipto
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.v1i2.11334

Abstract

The aims of this study are to get: (1) the influence of the social media use on achievement of students; (2) the influence of the watching television drama intensity on achievement of students grade X TKJ in SMK Batik 1 Surakarta; and (3) the influence both of social media use and the watching television drama intensity on achievement of students. The sample used was 78 from 100 student population based on Isaac and Michael table. This study was quantitative research using ex post facto method. The data were collected by questionnaire and documentation. Data analysis used single and multi-linear regression. The result showed that there was significance influence between the used of social media towards the achievement of the students, there was significance influence between the intensity of watching television drama towards the achievement of the students, there was significance influence between the social media use and the intensity of watching television drama towards the achievement of students. Out of the two independent variables, the use of social media is a variable that contributes more influence to student learning outcomes.

Page 2 of 12 | Total Record : 119