cover
Contact Name
Cucuk Budiyanto
Contact Email
cbudiyanto@staff.uns.ac.id
Phone
+62817275302
Journal Mail Official
joive@mail.uns.ac.id
Editorial Address
Kampus V Universitas Sebelas Maret, Jl Ahmad Yani, no 200, Pabelan, Kartasura, Surakarta, 57169
Location
Kota surakarta,
Jawa tengah
INDONESIA
Journal of Informatics and Vocational Education
ISSN : -     EISSN : 27467813     DOI : doi.org/10.20961/joive
Core Subject : Science, Education,
JOIVE is a peer-reviewed journal providing a forum for presenting the latest original research results and developments in the fields of informatics and applied computer science education. The journal promotes discussion among researchers, students, and practitioners in informatics and practical educators both in Indonesia and beyond where a distinctive methodology of teaching and learning informatics has been developed and is of great interest. Journal of Informatics and Vocational Education (JOIVE) published by the Informatics Education Dept. Faculty of Teacher Training and Education, Universitas Sebelas Maret, Surakarta. JOIVE is published three times annualy. JOIVE scope cover all aspect of Informatics Theory, Application, and Vocational Education
Articles 8 Documents
Search results for , issue "Vol 2, No 2 (2019): Journal of Informatics and Vocational Education" : 8 Documents clear
Development of Module and Augmented Reality Based Android Aplication Computer Assembly For Vocational High School Student Muhammad Ardan Maulana; Yudianto Sujana; Aris Budianto
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35751

Abstract

Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.
The Effectiveness of Using Kahoot in Basic Graphic Design Subject to Students’ Attention Levels and Learning Achievement yope bintang anugerah; agus efendi; dwi maryono
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35766

Abstract

The research aims to (1) find out the differences on attention levels of students between using Kahoot and without using learning media in Basic Graphic Design subjects, (2) knowing the effectiveness of using Kahoot in Basic Graphic Design subjects compared to without using learning media in terms of student learning achievement, (3) knowing the level of students’ attention between using the Kahoot compared to without using learning media in Basic Graphic Design subjects. The population of this research were students of Multimedia class in SMK Negeri 3 Surakarta. The sample were from X MM 1, X MM 2, and XI MM 1. This type of research is quantitative research. This research uses the quasi-experimental design method, with pretest-posttest control design experiment. The sampling technique uses simple random sampling. Research data collection techniques use tests to determine student learning achievements before and after being given treatment, and questionnaires to determine the level of attention of students before and after being given treatment, other than that carried out observations and interviews as supporting data. The research data use test and questionnaires which were distributed to the experimental class and the control class consisted of 36 students for each class. Hypothesis testing uses an independent t-test to see the differences of attention levels between students who follow the learning process by using Kahoot and those who follow the learning process without using learning media. Then a normalized gain test was carried out to see the effectiveness of using Kahoot to improve student learning achievement. The result showed that: 1) there were differences in the attention levels between the experimental class and the control class as evidenced by the results of the t-test >Ttable 6.699 > 2.6479(70). 2) using Kahoot is effective to improve student learning achievement as evidenced by the results of the normalized gain test in experimental class which has a medium criterion of 0.60 compared to the control class which has a low criterion of 0.03.
The Effectiveness Of The Use Of Blended Learning Model Based On Video Tutorial Reviewed From Students' Understanding In The Basic Graphic Learning In Banyudono State Vocational School Abu Hamas; Dwi Maryono; Agus Efendi
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.37972

Abstract

This study aims to determine (1) Is there a difference in students' cognitive understanding of the blended learning model based on video tutorials and conventional learning; (2) Is the use of video tutorial based blended learning models more effective than conventional learning on basic graphic design subjects. This study uses a quasi-experimental design method with a pretest-posttest control group design model. The population in this study were students of class X TKJ 1 and X TKJ 2 SMK Negeri 1 Banyudono. The sample used was 71 people. The sampling technique used is non-probability sampling. Data collection techniques using pretest-posttest and observation sheets. Data analysis techniques used are the balance test, normality test, homogeneity test, and hypothesis testing using an independent sample t-test. The results of the study are as follows. First, First, there are differences in students' cognitive understanding of video tutorial based blended learning models with conventional learning. secondly, the blended learning model based on video tutorials has a higher effectiveness compared to conventional learning on the learning understanding of class X TKJ students in SMK Negeri 1 Banyudono
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Lutfi Permatasari; Rosihan Ari Yuana; Dwi Maryono
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35697

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application. Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques. The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.
Application of the Kumon Learning Model with Active Learning Strategies to Improve Learning Outcomes in Simulation and Digital Communication Alla’ Junia Nurdin; Agus Efendi; Endar Supri Wihidayat
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.37973

Abstract

The application of the Kumon learning model with Active Learning Strategy aims to improve learning outcomes for students of class X AXIOO SMK N 5 Surakarta on simulation and digital communication. The research began because some students experienced difficulties in learning. This research took place in two cycles, data collection techniques which consisted of tests, observations, interviews, and documentation. Data validity test techniques which used data source triangulation techniques and triangulation methods. Quantitative descriptive analysis model was used to analyse the data.  The improvement can be proven by the values of cognitive, affective and psychomotor aspects in each cycle. In the first cycle, the cognitive value of students reached 75% completeness, the completeness of students in the psychology value was 60.71%, while affective value reached 72% completeness, and final score 75 could be categorized as good. In the second cycle, the cognitive value increased 82.14% of completeness, while the psychomotor completeness was 85.71% and the affective value increased to 84% completeness and final score 90 can be categorized very well.Keywords: active learning, classroom action research, kumon, learning outcomes, simulation and digital communication
Zmart Photoshop : Buku Digital Sebagai Media Penunjang Mata Pelajaran Pengolahan Citra Digital Siswa Kelas Xi Jurusan Multimedia di SMK N 1 Karanganyar Adhi Ginanjar Santoso; Dwi Maryono; Taufiq Lilo Adi Sucipto
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35742

Abstract

Pembelajaran pengolahan citra digital pada sekolah menengah kejuruan multimedia tidak terlalu memiliki banyak inovasi yang menyenangkan dan evisien. Karena minimnya inovasi dari tahun ke tahun muncul berbagai masalah dalam kegiatan pembelajaran pengolahan citra digital seperti monoton, membosankan dan tidak menarik. Beragamnya media pembelajaran akan mampu meningkatkan minat dan ketertarikan siswa didalam proses pembelajaran. Hasil dari penelitian ini adalah media pembelajaran buku digital Zmart Photoshop yang interaktif dan menarik serta layak digunakakan sebagai media pembelajaran pengganti buku pegangan siswa. Metode penelitian ini adalah penelitian dan pengembangan (research&development). Penelitian ini dilakukan menggunakan model penelitan yang dikembangkan Borg & Gall. Model penelitian yang digunakan terdiri dari 5 langkah yaitu: penelitian dan pengumpulan data (research and information collection), perencanaan (planning), pengembangan draf produk (develop prelimetery form of product), uji coba lapangan awal (preliminary field testing) dan merevisi hasil uji coba (main product revision). Aplikasi buku digital Zmart Photoshop diuji cobakan kepada ahli materi, ahli media dan pengguna. Hasil pengujian ahli diperoleh persentase sebesar 89,76% dari ahli materi, 80,53% dari ahli media, dan 89,57% dari pengguna. Dari hasil pengujian diperoleh kesimpulan bahwa aplikasi buku digital Zmart Photoshop yang telah dikembangkan sangat layak dan dapat digunakan sebagai media pembelajaran pengganti buku pegangan siswa.
Effectiveness of Project-Based Learning Model Implementation with Peer Tutor Method in terms of Students' Active and Learning Outcomes in Graphic Design Subjects Arinto Aji Suharto; Agus Efendi; Dwi Maryono
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.37974

Abstract

This study aims to find out how the influence caused by the use of learning models on the activeness and learning outcomes. The method used in this research is quantitative quasi experimental design. The population in this study were 66 students of class X RPL A and B in SMK Negeri 5 Surakarta. The sampling technique in this study uses the cluster random sampling method and the number of samples refers to the total population of class groups. Data collection techniques are used in the form of questionnaires and tests. Hypothesis testing is done by t test and normalized gain test. The results used in this study are based on the significance value (sig.) Which has the meaning as a determinant of whether the hypothesis test results are accepted or rejected . So that the results of this study can be used as information for educators to be considered in preparing the learning process better. In addition, it encourages students to play an active role in learning so as to achieve the desired learning goals.Keywords: Learning Model, Project Based Learning, Peer TutorsThis study aims to find out how the influence caused by the use of learning models on the activeness and learning outcomes. The method used in this research is quantitative quasi experimental design. The population in this study were 66 students of class X RPL A and B in SMK Negeri 5 Surakarta. The sampling technique in this study uses the cluster random sampling method and the number of samples refers to the total population of class groups. Data collection techniques are used in the form of questionnaires and tests. Hypothesis testing is done by t test and normalized gain test. The results used in this study are based on the significance value (sig.) Which has the meaning as a determinant of whether the hypothesis test results are accepted or rejected . So that the results of this study can be used as information for educators to be considered in preparing the learning process better. In addition, it encourages students to play an active role in learning so as to achieve the desired learning goals.Keywords: Learning Model, Project Based Learning, Peer Tutors.
Comparison of Application of Jigsaw IV and Reverse Jigsaw Methods based on Students’ Participation and Achievement Komang Talita Putri Sri Dewati; Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35750

Abstract

The purpose of this research is to study the effects of Jigsaw IV and Reverse Jigsaw cooperative learning model from participation and achievement (cognitive abilities). The method used in this research was the experiment 2x2 factorial design. The population was students (X Class) of SMK N 3 Surakarta. This research used a cluster random sampling technique. The techniques of collecting data of this research were the interview, observation, questionnaire, and testing. The techniques of data analysis were used as a two-way analysis of variance. Based on this research, it could be concluded as follows: (1) there is a different influence between application of Jigsaw IV and Reverse Jigsaw cooperative learning model based on students' cognitive ability (Sig. = 0,045 < 0,05), (2) there is a different influence between the high and low category of students' participation toward cognitive ability (Sig. = 0,000 < 0,05), (3) there is an interaction between the influence of cooperative learning type Jigsaw IV and Reverse Jigsaw application and students' participation toward students' cognitive ability (Sig. = 0,027 < 0,05). The result of this research could be put into consideration for the teacher to application Jigsaw IV and Reverse Jigsaw cooperative learning model in the learning activity.

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