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 100 Documents
BASIC COMPUTER NETWORKING TRAINER: HOW DOES THE EFFECTIVENESS TOWARDS LEARNING OUTCOMES IMPROVEMENTS? Khrisna Bagaskara; Agus Efendi; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.37976

Abstract

Learning media like simulator application was used in many learning processes at education institutes such as school and university. Based on observation, practicing using real equipment such as trainer media more effective than using the simulator as learning media to improving students comprehension in the learning process. On the previous work, Basic Computer Networking Trainer was developed that aims to improve students learning outcomes. This study aims to find out: The effectiveness of Basic Computer Networking Trainer towards learning outcomes at Computer Networking 1 subjects. This study using the experimental method with Quasi-Experimental Design. This study was done within 2 groups divided into experiment group treated using Basic Computer Networking Trainer and control group treated using Cisco Packet Tracer. Both groups were given by writing test. First was pre-test that given before treatment and post-test given after treatment. The sample of this study was 42 students 2nd grades of Information Technology and Computer Education, Teacher Training and Education Faculty of Sebelas Maret University, Surakarta.Keywords: effectiveness, basic computer networking trainer, learning outcomes
MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS SISWA KELAS XI TKJ SMK BINA TEKNOLOGI PURWOKERTO PADA MATERI MANAJEMEN BANDWIDTH MENGGUNAKAN MODEL PEMBELAJARAN PROBLEM BASED LEARNING Afif Nur Hidayat
Journal of Informatics and Vocational Education Vol 3, No 1 (2020): 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.v3i1.45996

Abstract

This study aims to: (1) Know the development process and (2) increase the critical thinking skills of class XI TKJ students of SMK Bina Teknologi Purwokerto on bandwidth management material.This research is a Classroom Action Research which was conducted from 27 October 2020 to 23 November 2020. The stages of the research consisted of planning, action, observation and reflection. The research was conducted in 3 cycles, each of which consisted of one meeting. The research instrument consisted of observation sheets and tests of students' critical thinking skills. Learning in this study uses the Problem Based Learning learning model. The action of data analysis used data from observations and the process of analyzing data from the test results of students' critical thinking skills.Before the implementation of the Problem Based Learning learning model for XI TKJ students, data was obtained with an average grade XI TKJ grade 54 and the completeness of students who had a score above 36% KKM. After applying the Problem Based Learning model in cycle 1, the class average increase to 60.04 and the completeness of students who have a score above the KKM is 44%. Then it has increased after cycle 2 with an average class score of 69.72 and completeness of students who have scores above the KKM 64%. Then it has increased after cycle 3 with an average class score of 76.72 and the completeness of students who have a score above the KKM of 80%. Thus it can be said that the application of the Problem Based Learning learning model can improve students' critical thinking skills.Keywords: critical thinking, problem based learning model, classroom action research,
The Application of Teams Games Tournament (TGT) Type Cooperative Learning Model to Enhance Student’s Learning Activities Izzanatun Ulfa Syahidah; Agus Efendi; A G. Tamrin
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): 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.v1i1.35746

Abstract

The type of this research is Classroom Action Research was collaboratively conducted between computer system teacher with researcher in two cycles. Every cycles consist of four steps, which: planing, implementation, observation, and reflection. This Classroom Action Research aimed to improve Student Learning Activity on Academic Subjects of Computer System throught the implementation of Cooperative Learning Model Type Teams Games Tournament (TGT) with the help of Snakes and Ladders Game as the media. The subject of this research is the students of class X SMK N 6 Surakarta was numbered thirty two’s student. The data collection method in this research was used by participative observation, documentation, daily notes and interview. Analaysis of data used was descriptive data analysis of quantitative with percentage. This analysis was done by means of processing the score of Student Learning Activity, provides data, and conclusion.Based on the research results, it can be concluded that the implementation of Cooperative Learning Model Type Teams Games Tournament (TGT) on Academic Subjects of Computer System can improve Student Learning Activity in class X SMK N 6 Surakarta. The results of this show that there was an improvement in every indicators of Student Learning Activity from cycle I to cycle II. The increase number of score in average in the Student Learning Activity is amounted to 14,58% from the average score of Student Learning Activity cycle I amounting to 69,79% becomes 84,37% on cycle II. The percentage results in cycle II showed that score is already reached minimum criteria that was defined at the amount of 75%..
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.
PERBEDAAN PENGGUNAAN E-LEARNING BERBANTUAN EDMODO DENGANPEMBELAJARAN KONVENSIONAL TERHADAP HASIL BELAJAR PADA MATA PELAJARAN SIMULASI DIGITAL BAGI SISWA KELAS X SMK (STUDI KASUS DI SMK NEGERI 2 KEBUMEN) Syifa Fauziyah; Basori Basori; Taufiq Lilo Adi Sucipto
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.38048

Abstract

Penelitian ini bertujuan untuk mengetahui (1) adanya perbedaan penggunaan e-learning berbantuan edmodo pada kelas eksperimen dengan pembelajaran konvensional pada kelas kontrol terhadap hasil belajar siswa kelas X pada mata belajaran simulasi digital di SMK Negeri 2 Kebumen. (2) Keefektivan penggunaan e-learning berbantuan edmodo terhadap hasil belajar siswa kelas X SMK pada mata pelajaran simulasi digital di SMK Negeri 2 Kebumen. Populasi dalam penelitian ini adalah siswa kelas X Program Keahlian Teknik Instalasi Pemanfaatan Tenaga Listrik (TIPTL) yang terdiri dari 3 kelas. Metode yang digunakan dalam pengambilan sampel adalah dengan metode Random Sampling, penelitian ini menggunakan desain penelitian Quasy-Experimental Design With Pretest-Posttest and Control Group. Teknik yang dilakukan untuk mengumpulkan data dalam penelitian ini menggunakan metode tes dan observasi. Analisis data yang digunakan dalam penelitian ini menggunakan uji-t dan uji Mann Whitney dengan taraf signifikasi 0.05. Sedangkan untuk mengetahui kategori gain menggunakan rumus Ricard R. Huke. Hasil Penelitian adalah sebagai berikut ini, (1) ada perbedaan penggunaan e-learning berbantuan edmodo pada kelas eksperimen dengan pembelajaran konvensional pada kelas kontrol terhadap hasil belajar siswa kelas X pada mata pelajaran simulasi digital di SMK Negeri 2 Kebumen yang ditunjukan oleh p-value sebesar 0,000<0,05. (2) Penggunaan e-learning berbantuan edmodo efektif meningkatkan hasil belajar siswa kelas X pada mata pelajaran simulasi digital di SMK Negeri 2 Kebumen. Hal ini dapat dilihat dari nilai gain masing-masing kelas, untuk eksperimen memiliki nilai gain sebesar 0,647 dan kelas kontrol memiliki nilai gain sebesar 0,425. Maka dapat disimpulkan bahwa penggunaan e-learning berbantuan edmodo lebih efektif meningkatkan hasil belajar dibandingkan pembelajaran konvensional.Kata Kunci : E-Learning, Edmodo, Hasil Belajar
Development of Learning Media Game Computer Assembly (GAPEKO) Android Based on Computer Assembly Subjects for Students TKJ SMK Negeri 1 Sukoharjo Mutri Widiasih; Yudianto Sujana; A G Thamrin
Journal of Informatics and Vocational Education Vol 2, No 1 (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.v2i1.35699

Abstract

Research and development is aimed to (1) make the game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo to support the material practice of computer assembly (2) to investigate the feasibility of learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo. GAPEKO learning media is developed by Adobe Flash Professional CS6 and published as an .apk file to be installed and used on android phone. Research and development is carried out with a model of the development of DDD-E (Decide, Design, Develop, Evaluate). The results of the feasibility study and measurement of media expert obtained a percentage of 78.23% is categorized as very feasible, material expert obtained a percentage of 91.67% is categorized as very feasible, and the test results obtained by a percentage of 81.35% users categorized as very feasible. Based on the measurement results feasibility it can be concluded that the learning media game computer assembly (GAPEKO) android based on computer assembly subjects for students TKJ SMK Negeri 1 Sukoharjo included in the category of very feasible to use, both from the aspect of media, materials, and users.
Pengaruh Strategi Practice Rehearsal Pair Dalam Model Pembelajaran Active Learning Terhadap Kreativitas Dan Collaboration Skill Siswa Pada Mata Pelajaran Dasar Desain Grafis Febri Candra Nur Baiti; Basori Basori; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): 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.v3i3.47565

Abstract

Penelitian ini bertujuan untuk mengetahui (1) Apakah terdapat perbedaan kemampuan kreatifitas siswa pada penerapan model pembelajaran Active Learning dengan Strategi Practice Rehearsal Pair; (2) Apakah terdapat perbedaan kemampuan collaboration skill siswa pada penerapan model pembelajaran Active Learning dengan strategi Practice Rehearsal Pair. Penelitian ini menggunakan pendekatan kuantitatif dengan true experiment design. Populasi dalam penelitian ini adalah siswa kelas X RPL SMK Negeri 2 Surakarta. Sampel yang digunakan adalah 64 orang. Teknik pengumpulan data menggunakan soal tes dan angket. Teknik analisis yang digunakan adalah uji normalitas, uji keseimbangan, uji homogenitas dan uji hipotesis menggunakan independent sample t-test. Berdasarkan hasil penelitian dapat disimpulkan bahwa : (1) Terdapat perbedaan kemampuan kreatifitas siswa pada penerapan model pembelajaran Active Learning dengan Strategi Practice Rehearsal Pair (Sig.=0.000 <0.05); (2) terdapat perbedaan kemampuan collaboration skill siswa pada penerapan model pembelajaran Active Learning dengan strategi Practice Rehearsal Pair (Sig.=0.000 <0.05).
Development of Interactive Learning Media (Scaffolding) on Learning Materials of Stone and Concrete Novianto Adi Nugroho; Rosihan Ari Yuana; Taufiq Lilo Adi Sucipto
Journal of Informatics and Vocational Education Vol 2, No 1 (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.v2i1.35700

Abstract

This research aims to develop interactive learning media on learning materials of stone and concrete for building engineering majors in class X and knowing the feasibility based on material experts, media experts and learning practitioners assessment’s and to know the usability level of its so it can be applied on teaching and learning activities. Research methods that used in this research is research and development method’s modified with 4-D development models. These method includes 4 development phase’s namely, (1) Defining phase (Define), (2) Designing phase (Design), (3) Developing phase (Develop), (4) Disseminating phase (Disseminate). Results of the research showed that interactive learning media (scaffolding) has been successfully created with 94% of feasibility level’s, its consisting of 90,5% of material feasibilities from material expert, 92% of media feasibilities from media expert and 99,5% of learning feasibilities from learning practitioners. So, it can be concluded that interactive learning media (scaffolding) has a very feasible of feasibility levels. Results of the research also showed that interactive learning media (scaffolding) has 86% of usability levels that consisted of 88,5% of effectively component’s, 87,5% of efficiency component’s and 81% of user satisfaction component’s. So, it can be concludes that interactive learning media (scaffolding) has a very good usability levels to use by media user’s.
PEMBUATAN APLIKASI WEB BERBASIS SMS SEBAGAI MEDIA PENYALUR INFORMASI DAN KOMUNIKASI ANTARA SEKOLAH DENGAN ORANG TUA SISWA Efrem Heri Budiarto; Rosihan Ari; Dwi Maryono
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.38041

Abstract

ABSTRACTThe purpose of this research is to create an application that could help parents and school in exchanging information. This application based on Web and SMS (Short Message Service).  This application could send SMS which connects parents and school. This research was held in SMK Negeri 1 Kudus. The technique of data collection are interview, spreading the rating sheets, and documentation. The model used in developing SMS based web application was Waterfall model through some steps: 1) Communication, is a discussion between researcher and school, 2) Planning is a step to review an application need whether software and hardware and the functional needs of application, 3) Modelling, is a designing step that focused on information that could be treated through the system. On this step begin with usecase diagram, flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), table design and relation, and the last is making application display design. 4) Construction is an applicating step, where the application was made based on data flow design and application flow design. 5) Deployment is a kind of testing the application with guidance from the researcher to get feedback to develop the application. The results of this research is the SMS-based web application that is able to facilitate communication between schools and parents with test results as follows: 82,4 from system expert, 81,6 from teacher and administration staff and 79,76 from parents and it means that the application could be used.Keywords: SMS gateway, web based, communication and information media, SMSABSTRAKPenelitian ini bertujuan untuk menghasilkan sebuah aplikasi yang dapat membantu orang tua dan pihak sekolah dalam hal penyampaian informasi. Aplikasi ini berbasis Web dan SMS (Short Message Service). Aplikasi ini dapat menghubungkan orang tua murid dan sekolah melalui SMS yang dikirim. Penelitian ini dilakukan di SMK Negeri 1 Kudus dengan menggunakan teknik pengumpulan data seperti wawancara, menyebarkan lembar penilaian dan dokumentasi. Model yang digunakan dalam pembuatan Aplikasi Web Berbasis SMS sebagai media penyalur informasi dan komunikasi antara sekolah dengan orang tua siswa adalah Waterfall dengan langkah-langkah sebagai berikut : (1) Communication berupa diskusi awal antara peneliti dengan pihak sekolah. (2) Planning merupakan tahap perancangan kebutuhan software, kebutuhan hardware dan kebutuhan fungsionalitas. (3)Modeling yaitu tahap perancangan aplikasi yang berfokus pada pemrosesan data. Tahap ini dimulai dengan pembuatan Use case Diagram, Flowchart, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), Desain Tabel dan Relasinya, dan yang terakhir adalah pembuatan Desain Tampilan Aplikasi. (4)Construction yaitu tahap implementasi berdasarkan alur data dan alur aplikasi yang telah dibuat. (5)Deployment merupakan tahap pengujian kepada pihak SMK dengan bimbingan dari peneliti untuk mendapatkan masukan untuk pengembangan aplikasi yang selanjutnya. Hasil dari penelitian ini adalah aplikasi web berbasis SMS yang mampu mempermudah komunikasi antara sekolah dan orang tua siswa dengan hasil pengujian sebagai berikut : Dari ahli sistem 82,4, dari guru dan staf tata administrasi 81,6, dan dari orang tua 79,76. Sehingga dapat disimpulkan bahwa aplikasi ini layak untuk digunakan.Kata kunci: SMS Gateway, web, penyalur informasi dan komunikasi, SMS
PENGARUH PENDEKATAN DISCOVERY LEARNING TERHADAP KEAKTIFAN DAN HASIL BELAJAR PESERTA DIDIK KELAS X SMK NEGERI 1 KARANGANYAR DALAM OPERASI PERHITUNGAN MATEMATIKA yugo attaufiq
Journal of Informatics and Vocational Education Vol 3, No 1 (2020): 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.v3i1.45988

Abstract

A This classroom action research was conducted in Class X Multimedia 4 with a total of 35 students. The objectives to be achieved in this study were to determine the process of implementing learning in increasing the activeness of class X students of SMK Negeri 1 Karanganyar in applying mathematical calculation operations. Increasing the activeness of implementing mathematical calculation operations for class X students of SMK Negeri 1 Karanganyar after participating in learning with the Discovery Learning model. Improved learning outcomes of class X SMK Negeri 1 Karanganyar after participating in learning with the Discovery Learning model. The technique used in this research is to make structured observations / observations in CAR-based learning activities. From the research that has been carried out, the results of the observations indicate that 22 out of 30 students (74%) seem to be active in the learning process. The scores of students resulting from the written test evaluation were only 7 students (24%) who still had not reached the KKM (minimum completeness criteria).

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