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
Application Model of Learning B-O-R-N With Moodle Basic For Improving Student Learning Result in Operating System Julio Leonardo; Agus Efendi; Taufik Lilo Adi Sucipto
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.v1i1.35747

Abstract

This research is Classroom Action Research (CAR) by using B-O-R-N model based on moodle Each cycle consists of planning stage, action implementation stage, observation stage, and reflection phase. Subjects in this classroom action research were class X students RPL A SMK Negeri 2 Karanganyar academic year 2016/2017 with the number of learners 36 learners. Data collection was done by using documentation techniques, interview techniques, online test techniques and group discussion results. The observed aspects consist of cognitive, affective and psychomotor aspects. Data analysis technique used is descriptive comparative. Compare students' work results by using percentage figures. The results obtained as follows: 1) achievement of cognitive aspects on precycle 38.89% in the first cycle increased 52.79% and again increased in the second cycle of 77.78%. 2) achievement of affective aspect on precycle = 19,44%, cycle I = 61,11%, and cycle II = 86,11%. 3) psychomotor aspect achievement on precycle = 41.67%, cycle I = 69.44%, cycle II = 83.33%. Based on the result of the research, it can be concluded that the learning model of B-O-R-N assisted by moodle media is effective in improving learners' learning outcomes in the subject matter of administration of open source operating system class X RPL A SMK Negeri 2 Karanganyar periode 2016/2017.
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
Context-aware Smart Home Berbasis Internet of Things : Tinjauan Pustaka Rezza Fariszal Hisyam Chaizara; Cucuk Budiyanto
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.v3i1.38049

Abstract

Setiap orang menginginkan keamanan dan kenyamanan di rumahnya, sebab keamanan dan kenyamanan hal yang sangat penting. Untuk itu diperlukan sebuah sistem keamanan untuk menjaga kenyamanan rumah dari tindakan pencurian, kebakaran, ataupun bahaya lainya yang dapat mengganggu keamanan dan kenyamanan rumah tersebut. Context Aware Smart Home merupakan istilah bagi smart home yang mempunyai kecerdasan untuk melakukan otomasi perangkat rumah berdasarkan konteks dari penghuni tersebut. Paper ini bertujuan mengevaluasi dua fitur utama smart home yaitu remote access dan home automation untuk menunjang context aware smart home systems. Artikel ini disusun dengan menerapkan metode analisis kritis terhadap literatur yang dipublikasikan sejak 2006 hingga 2018 dalam jurnal maupun prosiding berbahasa Indonesia dan Inggris. Sebagai tindak lanjut penelitian di masa depan, artikel ini mengusulkan dikembangkannya rancangan sistem smart home berbasis Internet of Things yang menjadi solusi menjaga keamanan dan kenyamanan rumah. Berbagai fitur perancangan ini mempertimbangkan kapabilitas Wemos sebagai pengontrol utama sistem context-aware smart home.Kata Kunci : Context-aware smart home, Internet of Thing
Information System of International Conference Management Based on Web Ahmad Sidiq; Yudianto Sujana; Aris Budianto
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.v1i1.35714

Abstract

Technological advances can be utilized to make information dissemination faster and more efficient. One example of the use of technology as a medium of information and management in the implementation of the conference is an information management system based on WEB. Based on the observations that have been conducted, found various problems, among others for the preparation of activity data reports, data participants, and so forth, actually already utilizing information technology, but still less effective. So many weaknesses that appear like; less effective and efficient in data processing, the time required for the preparation of reports long enough and the risk of error becomes large. Then from the side of presence also still printed manually. In addition, all the participants who register will be placed certificates, although the participants are not present in the conference, this happens because of the organizers difficult to sort out which participants are present and not present. In this article presented the feasibility test results of the conference management information system developed. Testing is performed on system experts, substance experts,   and users. Expert testing system using the instrument referring to ISO 9126 get 93% percentage. Expert testing of substance using instrument referring to ISO 9126 get 86% percentage.   While testing of users using the instruments that refer to ISO 9126 aspects of functionality gets an average percentage of 88.2%.
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 Problem Based Learning Model with Mind Mapping Method to Improve Activeness And Students Learning Outcomes of XI TKJ 2 in Network System Administration Dwi Nurnaeni; Agus Effendi; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol 3, No 2 (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.v3i2.47250

Abstract

This research aims to improve the results of activeness and learning outcomes Network System Administration through the application of Problem Based Learning Model with Mind Mapping method grade XI student TKJ SMK N 1 Sukoharjo. This research is a class action research (PTK). The study was conducted in two cycles consisting of four phases: planning, implementation, observation, and reflection. The subject in this study is a grade XI student TKJ SMK N 1 Sukoharjo which amounted 35 students. The data collection techniques used are tests, observations, interviews, and documentation. Data validity test techniques use data source triangulation techniques and triangulation methods. Data analysis techniques use quantative descriptive analysis models. Based on the results of the research, it is important to know that the implementation of Problem Based Learning’s model with Mind Mapping method can improve the results of activeness and learning outcomes Network System Administration in XI-grade students of TKJ SMK N 1 Sukoharjo. Such improvement can be proved by increasing cognitive, affective, and psychomotor values at each of its cycles. on average the student’s cognitive test scores were 66.09 with a percentage of 31.43%. The student’s affective value of 68.75 can be categorized less, while the percentage of the affective distance is  61.43%. On average, the student’s psychomotor value is 74.9,  the percentage of student’s psychomotor submission reaches 62.86%. The percentage of the activeness student’s is 65% can be categorized less. On the I cycle, the average cognitivevalue of students reaches 75.57 with a percentage of the  71.43% compensation. The average psychomotor value reaches 80, the percentage of student’s satisfaction is 74.28%, while the affective value reached 75 can be categorized well with a percentage of the compensation of 73.57%, and the percentage of the activeness student’s 77.24%. In cycle II, the cognitive average value increases to 83.42 with a percentage of the 88.57%, while the affective average value increased to 87.5 can be categorized very well with a percentage of the compensation of 82.86% and the average value psychomotor increased to 83.33, student’s submission value was 88.57%. and the percentage of the activeness student’s 82,14%. The conclusion in this study is the application of Problem Based Learning’s model with Mind Mapping method can improve the results of activeness and learning outcomes Network System Administration XI students of TKJ SMK 1 Sukoharjo.
Implementation of Project-Based Learning Models in 2D and 3D Animation Techniques to Improve Psychomotor Skills and Student Creativity of Class XI Multimedia SMK Negeri 3 Surakarta Eliza Fadilah; Dwi Maryono; Endar Suprih Wihidayat
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.v2i1.35748

Abstract

The purpose of this study is to (1) Improve psychomotor skills of students in creating 2D animation with a project-based learning model; (2) Know the increase in creativity of students of class XI MM 2 of SMK Negeri 3 Surakarta by implementing a project-based learning model on 2D and 3D animation engineering subjects. This research is a Classroom Action Research conducted in 2 cycles. Subjects in this study were students of class XI MM 2 of SMK Negeri 3 Surakarta, amounting to 36 people. Data collection techniques used were observation, document review, practice tests, and portfolio assessments. The data validity test technique used is triangulation and the data analysis technique used is descriptive statistics. The results of the study stated that after the project-based learning model was applied, (1) the percentage of completeness of the results of the psychomotor skills test had increased by 41.67% in the pre-action, 63.89% in the first cycle, and 80.56% in the second cycle; (2) the creativity of students in terms of fluency, flexibility, authenticity, and elaboration has increased. Based on observations, students look more active and responsible in completing tasks. The conclusion of this study is the application of Project Based Learning models in 2D and 3D Animation subjects can improve psychomotor skills and creativity of students of Class XI MM 2 of SMK Negeri 3 Surakarta in 2018/2019 Academic Year.
EFEKTIVITAS PENGGUNAAN MEDIA SOFTWARE ROBOMIND PADA PEMBELAJARAN PEMROGRAMAN DASAR KELAS X PAKET KEAHLIAN MULTIMEDIA DI SMK NEGERI 7 SURAKARTASMK NEGERI 1 BANYUDONO Ismi Amrina; Maf'ulah Maf'ulah; Agus Efendi; Basori Basori
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.v2i3.38042

Abstract

Penelitian ini bertujuan untuk mengetahui (1) perbedaan kemampuan kognitif siswa yang mengikuti pembelajaran dengan menggunakan media software RoboMind dibandingkan dengan yang mengikuti pembelajaran tanpa menggunakan media software RoboMind pada mata pelajaran Pemrograman Dasar, (2) penggunaan media software RoboMind pada pembelajaran Pemrograman Dasar lebih efektif dibandingkan dengan tanpa menggunakan media software RoboMind untuk meningkatkan kemampuan kognitif siswa kelas X. Penelitian ini menggunakan metode eksperimen semu dengan desain penelitian yaitu Pretest Posttest Control Group Design. Penelitian ini dilakukan di SMK Negeri 7 Surakarta. Populasi penelitian ini adalah semua siswa kelas X Multimedia SMK Negeri 7 Surakarta. Berdasarkan hasil penelitian dapat disimpulkan: (1) Terdapat perbedaan kemampuan kognitif siswa yang mengikuti pembelajaran dengan menggunakan media software RoboMind dan yang mengikuti pembelajaran tanpa menggunakan media software  RoboMind pada mata pelajaran Pemrograman Dasar (thitung: 2,085 > ttabel: 1,99962). (2) Penggunaan media software RoboMind pada pembelajaran Pemrograman Dasar lebih efektif dibandingkan dengan tanpa menggunakan media software RoboMind untuk   meningkatkan kemampuan kognitif siswa kelas X paket keahlian Multimedia di SMK Negeri 7 Surakarta (thitung: 3,517 > ttabel: 1,99962).Kata kunci : efektivitas, media pembelajaran, RoboMind, Pemrograman Dasar, kemampuan kognitif, gain ternormalisasi
EVALUASI MAGANG KEPENDIDIKAN 3 PRODI PENDIDIKAN TEKNIK INFORMATIKA DAN KOMPUTER Muhammad Rasyid Hidayat; Basori Basori; Dwi Maryono
Journal of Informatics and Vocational Education Vol 3, No 2 (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.v3i2.38752

Abstract

Kegiatan magang merupakan sarana latihan kerja bagi mahasiswa Prodi Pendidikan Tehnik Informatika dan Komputer dalam meningkatkan pemahaman, penghayatan, dan keterampilan di bidang keguruan. Program magang dijadikan sebagai salah satu upaya untuk menjembatani antara teori yang diperoleh oleh mahasiswa di bangku perkuliahan dengan kondisi yang sebenarnya di lapangan. Namun terkadang apa yang sudah direncakan tidak berjalan sesuai dengan apa yang terjadi dilapangan. Untuk itu evaluasi magang kependidikan 3 merupakan rangkaian kegiatan yang dilakukan dengan sengaja dan secara cermat untuk mengetahui tingkat keterlaksanaan atau keberhasilan suatu program sebagai dasar membuat keputusan dan mengambil kebijakan untuk menyusun program yang akan dibuat selanjutnya. Peneliti menggunakan metode kualitatif , karena dengan kualitatif dapat menyelidiki, menemukan, menggambarkan, dan menjelaskan pengaruh dari sosial yang tidak dapat dijelaskan, diukur atau digambarkan dengan pendekatan kuantitatif. Evaluasi CIPP dipilih peneliti sebagai model evaluasi karena evaluasi CIPP bertujuan untuk memperbaiki bukan untuk membuktikan. Magang dilakukan selama 2 bulan merupakan kegiatan belajar dengan berniat untuk membentuk keterampilan, pengetahuan, dan sikap. Magang yang lamanya 2 bulan dirasa cukup mengembangkan kompetensi yang dibutuhkan dengan praktek mengajar terbimbing. Dalam angket sebagian responden menyatakan magang sudah sesuai dengan apa yang sudah direncakan pada SOP magang kependidikan 3, tujuan dari magang juga terpenuhi yaitu mahasiswa dapat mengembangkan kompetensi saat magang disekolah. Dari kesaksian guru pamong mahasiswa melakukan magang dengan baik dan mengajar dengan baik. Apa yang sudah didapatkan dikampus dapat tersampaikan pada praktek mengajar disekolahan, dan mahasiswa mempunya pandangan bagaimana kelak bila menjadi guru yang sesungguhnya.
Assessing Student’s Readiness For Working : A Soft Skill Perspective on School’s Led Internship Program Mochamad Syaiful Mustofa; Cucuk Wawan Budiyanto; 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.v1i1.35761

Abstract

This research aims to know the influence of the work practices of the industry (prakerin) or commonly called internships students on vocational schools computer network engineering programs skills by finding the answers to (1) the constraints being experienced in the implementation of the internship students, (2) efforts are being made to facilitate school students in the implementation of the internship, (3) industrial conditions that contribute to internship, (4) the role of apprenticeship in preparing students enter the workforce, (5) swept up from apprentice implementation against the ability the practice of students. This research uses the participant from the teacher as much as 5 participants, from the students as much as 9 participants and industry as much as 4 participants with random sampling. This research uses qualitative descriptive method of data collection in the form of interviews to answer problems and use of data triangulation analysis to analyze the results of the interview. Seeing the situation, researchers are trying to find answers to these problems to motivate students of vocational school that will run an internship with the show the benefits that will be able students in internships as a provision towards career after graduation the school. In this study researchers using qualitative descriptive method to find answers to problems that arise. Researchers found that the presence of an intern is expected to be more mature, preparing and ripen in dabbling in the world of industry and society by becoming a skilled workforce. have the competitiveness as well as the presence of team work in carrying out the work with a good and professional management. With the abilities, skills and attitude to work, not with just enough diploma. Soft skill into more value for students in post-graduate internship experience. So with the findings expected to be part of the motivation of students to perform an internship with a serious and useful benefit to reach working age.

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