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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 104 Documents
The Comparison of the Discovery Learning and Project Based Learning and their Influences to Student’s Motivation to Learn Conditional Structure Programming Mustikaningrum, Dian; 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.v1i1.4166

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; Budiyanto, Cucuk
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 Saputra, Ibrahim Wahyu; Budiyanto, Cucuk Wawan; Hatta, Puspanda
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. Umbarwati, Rini; Basori, Basori; Sucipto, Taufiq Lilo Adi
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 E-learning Use to Student Cognitive Performance and Motivation in Digital Simulation Course Tigowati, Tigowati; Efendi, Agus; Budiyanto, Cucuk Wawan
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
Arabic Sign Language Adaptation In Teaching Fardhu Ain To The Disabled Hearing Mohd Rashid, Syar Meeze; Mohd Yasin, Mohd Hanafi; Ashaari, Noraidah Sahari
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.21650

Abstract

The purpose of this study is to review the consensus of experts in the adaptation of the use of sign language in teaching fardhu ain to the disabled hearing. This study has used the technique of fuzzy delphi to seek a consensus of experts skilled in sign language to answer the review questions. Distributed instruments includes 14 items in order to obtain a consensus of experts. The findings show that there are five items that need to be adopted in the Arabic sign language that is the sign language related to the pronouncement of the Shahadah, beliefs and tenets of islam, body cleanliness, the aurat  and prayer with the deffuzification value of 0.767.
The management of On-the-job training through web-based application at Vocational High School (SMK) in network computer engineering majors Suryono, Tito; Wibawanto, Hari; Samsudi, Samsudi
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.18594

Abstract

Multiple system education in SMK through On-the-job training is an effort to increase graduate quality in industrial capability. The stages of this research are data collection stage (introduction), system development stage, and evaluation phase (testing). This study, which is research and development, aims to know the feasibility and practicality of the design of web-based applications.The research was conducted at State Vocational High School (SMK Negeri) Jumantono Karanganyar particularly in majors of network computer engineering which involved 12 students of small trial group and 109 students of large-scale test.The data collection method used was observation, documentation, and questionnaire. The data obtained were then analyzed by descriptive analysis technique. The result of black box test done by using 43 items was in accordance with its function. The application expert's validation of this research was 88% meaning that it was very reasonable criteria. Meanwhile, the validation of substance was 89% meaning that it was very feasibleThe result of the usability test for the small-scale group was 68% then, it was improved and tested on a large scale that resulted 85% and was considered as practical. Thus, it can be concluded that the development of web-based On-the-job training management applications is very feasible and practical to be used On-the-job training management in SMK. It is suggested that the use of On-the-job training applications must be intensified.
Technology Acceptance Model in the Analysis of the Influence Of E-Learning Implementation to Students' Motivation Asiyah, Siti; Budiyanto, Cucuk W; Tamrin, A G
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.14496

Abstract

One effort to improve the quality of education is the innovation of learning, one of them with the application of e-learning. With the help of the TAM tool as an analysis in measuring the acceptance attitude of teachers and students. Seeing from the side of ease of use and e-learning use. The purpose of this research is to 1) to know the acceptance of students to an information system applied in the form of e-learning, and 2) to analyze the effect of e-learning implementation on learning motivation of learners. More specifically, the study will evaluate the application of LMS Edmodo and Schoology. The analysis used is descriptive statistical analysis for the disseminated questionnaire and thematic analysis for the interview data obtained. The result of this research is the use of e-learning better if collaborated with conventional learning. So that will complement each deficiency of both e-learning and conventional learning.
The Analysis of Reward Systems Implementation in Basic Network Course: Case Study of a Vocational School in Solo, Central Java. Setyowati, Anisa; Efendi, Agus; Basori, Basori
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.13198

Abstract

The 2013 curriculum requires students to take an active and creative role in teaching and learning. Submission of materials in basic network learning process is still using a more dominant learning method that is owned by the teacher (teacher centered). It makes students in the learning process becomes more passive, so the students' activity in the learning process is still in the low category. One of the solutions to improve students 'learning activeness is by using tools or media that can attract students' attention. Learning tool or media is expected to help students to be interested and can play an active role in teaching and learning process. Learning tool or media used in this research is application of reward system. This study aims to (1) Know the difference between the use of reward system application in terms of activeness (2) to know the effectiveness of the use of reward system application in terms of student activeness. This research type is quantitative research with research design that is quasi experimental design with posttest only control design design. Techniques of collecting research data using questionnaires, interviews, and observation. Data analysis using t test and gain index analysis. The results of research are as follows: 1) there is difference of influence of using reward system application that is by t independent t test. Based on the analysis result obtained tcount of 3,790. ttable = 2.64208 at 5% error level with df = 76. So thitung> ttabel. 2) the reward system application is more effective with the experimental class result of -thount 3,703> -ttable 2,642 (76) while the Control class is -thount> -ttable (2,642,76) (1,016 <-2,642) and sig <0,05.
Schoology, Changing A Negative Thinking Pattern About Use of Social Media Rosy, Brillian
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v2i1.21612

Abstract

Social media makes the user addicted, it seems to be a negative mindset when reviewing social media. The development of the era brings the development of technology and information, it has a considerable impact on behavior patterns and human thinking. At this time, children or teenagers to adulthood have a strong dependence on information. The need for technology and information is very varied, one easy way to access information is with social media. The use of social media without parental controls in children or adolescents, will have a negative impact. On the other hand also positively influence if its use becomes innovation in the learning process. There are several social media that are used as interactive learning media, now known as Learning Management System (LMS). LMS allows educators to create virtual classrooms as a means of interacting and accessing subject matter anytime and anywhere as long as there is an internet network. One of the social media (LMS) that can be used for learning is Schoology. This research is just a theory study which concludes that e-learning based learning media that is Schoology able to change the negative thinking that has been spread in the community will the use of social media.

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