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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
Full Pages - Vol 5 Issue 1 | June 2021 Editor IJIE
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

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The Effectiveness of Problem-Based Learning Assisted by EdPuzzle on Students’ Critical Thinking Skills Gendhis Cikal Mayang; Agus Efendi; Nurcahya Pradana Taufik Prakisya
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.47264

Abstract

This research aims to determine the differences in students’ critical thinking skills between the class that applies problem-based learning model through Edpuzzle and the class that applies expository learning model. The method used is quantitative quasi-experimental design using pre-test and post-test control. The sample of this research was participated by 66 students. They were selected by applying the technique of cluster random sampling. The data was obtained from the result of pre-test and post-test based on the indicator of critical thinking skills. The result showed that there were differences and an increase in the critical thinking skills of students who applied the problem-based learning learning model assisted by edpuzzle compared to the expository model  It is proven by the result of the 1st hypothesis test through t-test which the post-test result shows the score of 0,014, which means the score is less than the error level of 0,05. Therefore, it can be concluded that both of the classes have significant differences (H0 is rejected). On the other, the 2nd hypothesis test that used the gain test indicates the score of 0,41 for the experimental class and the score of 0,28 for the control class, which means there is a significant increases in the critical thinking skills of both classes.
Exploration of Critical Thinking Skills in Digital Citizenship Course Through Online Learning Titan Istiah Herwati; Basori Basori; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.44580

Abstract

Low critical thinking skills cause students difficulty in solving problem, especially in learning. This study aims to find out the effectiveness of google classroom on critical thinking skills in Simulation dan Digital Communication. A total of 62 students participated in this research who were divided into two randomized treatments, namely 31 students in the experimental class and 31 students in the control class. In its implementation, it would compare using LMS google classroom by applying discussion groups to experimental class and control class that use google classroom, not in discussion groups. This research used a quasi experimental design with a pretest-posttest using a quantitative method. The data were collected through a critical thinking test. Before using multiple-choice pretest and posttest multiple-choice tests, instruments were tested first using validity tests and reliability tests. Google classroom as an independent variable and the dependent variable was critical thinking. Implementing learning with the help of google classroom through discussion and question features was an effort to effectively improve critical thinking skills in class. According to the result of the study, google classroom has effectiveness on critical thinking skills from the result in the experimental class of 45.609 Increased critical thinking skills in students cause students to analyze and solve problems.
Implementation of the C4.5 Algorithm to Predict Student Achievement at SMK Negeri 6 Surakarta Giovanni Anggiesta Putri; Dwi Maryono; Febri Liantoni
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.47124

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Data mining is a knowledge used to get information from multiple data. C.45 Algorithm is one of data mining algorithm to classify data to many categories. Implementation of data mining not only could be used in industrial section but it could be used to in educational section (educational data mining) to help teacher and student improve their learning quality. This research purposed to know the implementation of data mining to predict student achievement from many factors could be effected . The research use Knowledge Discovery in Database method and it would be analyzed by accuration calculated from classify model that be form. Result of the research is the rules that formed by the decision tree and it could predict student achievement . Teacher could use it to give special treatment to student who got not good prediction.
Twitting the Public Sentiment on the Jakarta Online Zoning System Tyas Ratnawati; Nuphanudin Iljas
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.49718

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In 2018, the zoning system policy began to be rolled out in the New Student Admissions system in Indonesia. Until now, it is still a topic of heated debate. The Jakarta Online Zoning System, for example, is one of the issues. This study investigates and analyzes the Jakarta Online Zoning System policy 2020 using the Noorderhaven theory of eight steps in the decision-making process. The goal is to observe and evaluate in-depth a policy. The data taken came from tweets on Twitter for the period of June-July 2020. Twitter was chosen because the latest topics were always discussed by the public. In addition, Twitter has an advanced search that serves as a means to retrace these topics. Data were analyzed through content analysis. From the results, it was found that the series of policies for the Jakarta Online Zoning System 2020 had applied the eight steps in the decision-making process technique. In addition, the internet has become a virtual community building medium that has great power to evaluate policy performance.
The Effectiveness and effect of Project-Based Blended Learning on Student Achievement in Online Learning at Surakarta, Indonesia Winda Annisa Salma; Basori Basori; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.44029

Abstract

Educational technology has a role in the education era 4.0, one of which is utilizing technology-based learning in learning activities in the form of learning applications based on project tasks, namely the Project-Based Blended Learning method. This article aims to get the influence of Project-Based Blended Learning to use on the achievement of students. This study was quantitative research using a pretest-posttest control design. The sample of the study were 72 students. The data were collected by random cluster sampling divided into groups or classes. The hypothesis tests were the independent sample t-test and the gain normalization test based on significant grade 0,05. The result showed significant differences and improvement in student achievement when using the Project-Based Blended Learning from conventional methods in pandemic Covid-19. The result was proven by the hypothesis tests using the T-test that the post-test was 0,000 (0,000<0,05), so the differences in student outcomes between experimental class from control class were found. The gain normalization showed that the experimental class got 0,49 and the control class got 0,16. It can be concluded that there is an improvement in student achievement in the experimental and control classes. Therefore the use of Project-Based Blended Learning contributes more influence to the achievement of students
The Implementation of Team Assisted Individualization Learning Model by Blended Learning in Vocational High School Winda Prasiska Saputri; Dwi Maryono; Agus Efendi
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.47470

Abstract

The emergence of the Covid-19 virus in Indonesia has caused in the learning process in schools to be changed into learning at home. The learning process is conducted by distance learning that makes use of technological developments. This study aims to determine the effect of the team assisted individualization (TAI) learning model by blended learning using Schoology on student learning results. This study uses a quantitative approach with a method of quasi-experimental design. Class X of Multimedia students in SMK Negeri 6 Surakarta were selected as the research sample. The experimental group was given a blended learning model using Schoology and team assisted individualization (TAI), and the control class was given a blended learning model using Schoology. The collected data in the form of learning test outcomes were used to find out the student cognitive ability, and observations were used to define the affective and psychomotor ability. The hypothesis t-test used independent-sample assessment with a 0.05 error level, showing the posttest learning results for both classes with a score of 0.002<0.05, which means that there are differences in learning outcomes between the two classes. Moreover, there was an improvement in student learning outcomes with the experiment class, gaining a total score of 0.3125, higher than 0.1354 of the control class.
THE DEVELOPMENT OF INTERACTIVE LEARNING MEDIA WITH MIND MAP CONCEPT IN VIDEO PROCESSING SUBJECT Desy Cobena Manurung
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 1 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i1.11316

Abstract

This research aims to create an interactive learning media with mind map concept in Video Processing subject Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media’s advisibility, which had developed,  in percentage are 89% from media expert, 92% from material expert, 85% from users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is “very appropriate”.The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.
Hand Detection on HSV Color Space Model and Syntactic Extraction of Fingertip by Thinning Method for Hand Gesture Recognition Yusfia Hafid Aristyagama; Febri Liantoni; Nurcahya Pradana Taufik Prakisya
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.51693

Abstract

In the discussion of computer vision, detection and recognition are an interesting topic to discuss. Basically, advanced computer vision technology requires a high-level interaction method above the text-based console interaction. Hand detection and gesture recognition is one of the interaction cases in computer vision. In this study, an experiment of hand detection and syntactic hand gesture recognition method are discussed. HSV (Hue Saturation Value) space color model is used as the basis of hand detection and segmentation. Then, the thinning method is used to get endpoint features of each fingertip.The proposed design is designed to meet with real-time video processing. The experiment intended to find some issues usually happened when the ZS thinning method is used to gain the detection and recognition. The result shows that the proposed design able to detect and recognize some gesture, but unstable hand movement may lead into a fault called by extra endpoint. In this research, extra endpoints are considered as a challenge that must be anticipated when using thinning method especially ZS algorithm to perform syntactic hand gesture recognition.
Development of Vocabulary Training Module Using Games for Vocational English Teachers to Improve Teachers’ Competency Noni Melisa Pebrioni; Ade Iriani; Yari Dwikurnaningsih
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 2 (2021): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i2.54534

Abstract

The purpose of this study was to develop a vocabulary learning training module that contains games that can help vocational English teachers from SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 in Salatiga. Research and Development (R&D) approach was employed in this study. This study involved seven steps of the Borg and Gall model develop by Sugiyono model (2019), namely potential and problems, data collection, product design, design validation, design revision, product trial, and product revision. Ten vocational English teachers from SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 Salatiga participated in the study. Data collection techniques were done using document study, interview, and questionnaire. Data analysis was performed with qualitative-quantitative analysis. The result of the study were in the form of a vocabulary training module for English teachers with games. Based on the development of vocabulary training module, the resulting product is training modules that can be used and applied by teachers in carrying out teaching and learning activities in SMK Saraswati, SMK Bhakti Nusantara, and SMKN 2 in Salatiga and describe the application of games so that they can be used as a reference in teaching using games.

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