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 5 Documents
Search results for , issue "Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March" : 5 Documents clear
Blended Learning with Flipped Classroom Strategy : The Effect to the Independence and Learning Outcomes Tri Mulyati; Basori Basori; Dwi Maryono
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.61174

Abstract

In terms of goal planning, procedures, and evaluation of learning results, learning independence refers to an individual's willingness to study on his own initiative, with or without the assistance of others. The flipped classroom is one learning style that can be utilized to improve student independence. This study aims to determine (1) whether there are differences in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (2) Are there differences in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model (3) Is there an increase in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (4) Is there an increase in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model. The pretest-posttest control group design model was applied in this study, which used the quasi experimental design method. The participants in this study are students from SMK Negeri 1 Gondang's classes X Multimedia 1 and X Multimedia 2. A total of 70 pupils were used in the study. Total sampling was employed as the sampling method. Pretests, posttests, and questionnaires are used to collect data. Balance tests, normality testing, homogeneity tests, and hypothesis tests are among the data analysis procedures employed. The findings revealed that the Blended Learning learning model combined with the flipped classroom method had an impact on student independence and learning outcomes.
Persepsi Guru Terhadap Implementasi Project-Based Blended Learning di Masa Pandemi Covid-19: Studi Kasus Di Smk Negeri 1 Sawit Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.62570

Abstract

Penyebaran covid-19 yang sulit dikendalikan, mengakibatkan masalah di berbagai bidang. Salah satunya adalah di bidang pendidikan. Proses pembelajaran dipaksa harus menggunakan daring. Banyak kelemahan dalam pelaksanaan pembelajaran daring ini. Project-based Blended Learning merupakan salah satu alternatif pembelajaran di SMK saat pandemi. Tujuan penelitian iniuntukmengetahui persepsi guru terhadap PjBBL dan implementasinya. Metode yang digunakan adalah pendekatan kualitatif. Pengumpulan data menggunakan metode wawancara, observasi, dan angket daring. Wawancara dilakukan dengan wakil bidang kurikulum dan Guru. Analisis data menggunakan model analisis interaktif dari Miles and Huberman. Hasil penelitian menunjukkan adanya persepsi yang baik dari guru terhadap model PjBBL. Indikatornya adalah adanya pengetahuan yang baik tentang model, penerimaan terhadap model, dan dan keinginan untuk melaksanakan model PjBBL dalam proses pembelajaran.
Analisis Pengaruh Periklanan Mobile Terhadap Loyalitas Konsumen Kartu Prabayar XL Karawang Windra Putra; Winarno Winarno; Rianita Puspa Sari
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.62573

Abstract

Menurunnya jumlah pelanggan XL setiap tahunnya pasti dipengaruhi banyak operator seluler yang bermunculan, menyebabkan terjadinya persaingan yang semakin tinggi sesama operator seluler dalam menarik minat konsumen untuk menggunakan produknya. Menciptakan kesetiaan pelanggan yang bisa dimulai dengan periklanan mobile untuk memberitahu produknya. Periklanan yang baik akan menciptakan, mempertahankan kepuasan, serta menjadikan konsumen yang loyal. Pada penelitian ini bertujuan untuk mengetahui Pengaruh Periklanan Mobile terhadap Loyalitas Konsumen pada Kartu Prabayar XL (Survei Pada Pengguna di Karawang). Populasi dalam penelitian ini adalah pengguna kartu prabyar XL di Karawang. Sampel yang ditetapkan sebanyak 100 responden dengan menggunakan teknik aksidental sampling. Metode pengumpulan data yang digunakan adalah metode penyebaran kuesioner. Teknik analisis data menggunakan analisis deskriptif dan analisis regresi linier sederhana. Dari hasil pengolahan data analisis regresi linier sederhanan periklanan mobile dengan nilai β sebesar 1,191 dengan nilai signifikan 0,00 dan nilai t sebesar 12,623 sehingga dapat disimpulkan bahwa periklanan mobile memiliki pengaruh terhadap loyalitas konsumen pengguna kartu prabayar XL di Karawang.
Digitizing the School Administration Management System at SMAN 12 Bandung and its Evaluation with the System Usability Scale M Luthfi Zulfikar; Rosihan Ari Yuana; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.61446

Abstract

Education administration is one of the vital information in learning activities. Education administration can increase the productivity of teachers and will make learning activities more focused and structured. Digitalization of education administration will help teachers manage education administration, especially planning for learning. Moreover, this application will help teachers assign students scores based on their attitudes. This system will use Laravel as a base along with a spiral model for the SDLC, and use the System of Usability Scale For Evaluation (SUS). This application is Considered easy to use because it gets the 'acceptance' grade based on acceptance, a "C" grade on the class scale, a "good" grade on the adjective rating, and a "B" grade on the percent rank. This application only needs slight requirements for adjustments, socialization, and training for teachers to be accustomed to the system.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa Novita Salkha; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.59146

Abstract

Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.

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