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 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
PENGEMBANGAN SISTEM INFORMASI ADMINISTRASI PROGRAM STUDI BERBASIS WEB PADA PROGRAM PASCASARJANA FKIP UNS Tri Wibowo; Rosihan Ari Yuana; Basori Basori
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.v3i1.38050

Abstract

Tujuan Penelitian ini adalah untuk mengembangkan Sistem Informasi Administrasi Program Studi Berbasis Web pada Program Pascasarjana FKIP UNS, sehingga mengelola jadwal kuliah, peminjaman ruang, data fasilitas ruang, mata kuliah dan dosen agar terdigitalisasi serta mudah diakses. Metode penelitian yang di gunakan dalam penelitian ini adalah metode riset dan pengembangan  (Research and development). Penelitian ini dilaksanakan di Program Pascasarjana FKIP Universitas Sebelas Maret Surakarta. Pengumpulan data menggunakan metode observasi, metode dokumentasi dan metode literature atau kepustakaan. Pengembangan Sistem Informasi Program Studi dilakukan dengan menempuh beberapa tahap. Tahap pertama dilakukan dengan analisis kebutuhan sistem, merancang flowchart, merancang ERD dan merancang DFD. Tahap kedua adalah tahap pengembangan yaitu pembuatan desain tampilan, pembuatan database dan pembuatan sistem. Tahap ketiga yaitu tahap pengujian oleh beberapa ahli dengan menggunakan instrumen uji coba sistem dilanjutkan dengan revisi sistem. Hasil penelitian ini menunjukan bahwa produk Sistem Informasi Administrasi Program Studi yang dikembangkan memiliki penilaian sebesar 88.4 dari ahli sistem informasi, 86.6 dari ahli substansi administrasi dan 83.5 dari admin prodi (pengguna), sehingga masuk dalam kategori sangat layak digunakan dalam administrasi program studi.Kata kunci : sistem informasi, administrasi program studi, berbasis web
The Implementation of Online Project-Based Learning Model With A Combination of Collaborative Learning to Improve The Learning Result of Digital Photo Composition Anita Dian Susanti; Basori Basori; Agus Efendi
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.v1i1.35743

Abstract

The purpose of this research was to improve the learning results of Digital Photo Composition through the implementation of Online Project Based Learning model with a combination of Collaborative Learning on Multimedia students of SMK Negeri Takeran. This research was Classroom Action Research (CAR) with the cycle model of collaboration between researcher dan teacher. This survey was conducted in two cycles with each cycle consisting of planning, acting, observing, and reflecting. These subjects were students of Multimedia eleventh grade of SMK Negeri Takeran, which consisted of 22 students. The data collection technique was a test, observation, interview, and documentation. The data validity tests of the research were a triangulation of source and triangulation of method. The data analyzed technique was quantitative-descriptive analysis technique. Based on the result of this survey, it could conclude that implementation of Online Project Based Learning model with a combination of Collaborative Learning can improve learning result at Multimedia eleventh grade of SMK Negeri Takeran. It proved by the increase of average scores in the cognitive test for each cycle. The average value of pra-cycle was 69,82 with the completeness of 22,73% or 5 of 22 students. While on the cycle I was 77,5 with the completeness of 63,64% or 14 of 22 students. The average score of cycle II was 83,95 with the integrity of  81,82% or 18 of 22 students.
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.
The Comparative Analysis of Teknolib Library Information System (Library Management System) with SLiMS (Senayan Library Management System) Based on ISO 9126 Kholifa Artikatama; Rosihan Ari Yuana; Dwi Maryono
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.v2i1.35696

Abstract

Technology is rapidly develop in various aspects of life, especially in the field of education In the world of education, technological developments are applied to the use of library information systems. Nowadays many developers have offered the system for free, one of them is TeknoLIB and SLiMS. This study aims to measure the quality of a library information system using TeknoLIB (Library Management System) and SLiMS (Senayan Library Management System) based on ISO 9126 standards. This study uses 4 research methods, among others: questionnaires, interviews, observation, and documentation. Data analysis was obtained by grouping data from experiment result and personal observation, direct answer to resource person, giving some statement with informant consent, and giving conclusion related to library information system.It can be used as a reference for developers in building a library information system to be able to create a better system. The results of this study indicate that Information Library System TeknoLIB is more qualified in terms of system look compared to SLiMS based on ISO 9126 standards.
PENERAPAN SIMULATOR CISCO PACKET TRACER DENGAN MODEL PEMBELAJARAN TEAMS GAMES TOURNAMENT UNTUK MENINGKATKAN HASIL BELAJAR DAN KEAKTIFAN JARINGAN DASAR KELAS X TKJ SMK NEGERI 1 BANYUDONO Isnaini Anisa Ardi; Agus Efendi; A.G Tamrin
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.v2i3.38044

Abstract

Penelitian ini bertujuan untuk mengetahui apakah (1) penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar siswa, (2) penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan keaktifan siswa. Jenis penelitian ini adalah Penelitian Tindakan Kelas. Penelitian ini terdiri dari 2 siklus, dengan masing-masing siklus terdiri dari beberapa tahap yakni perencanaan, pelaksanaan tindakan, observasi, dan refleksi yang dimulai dari bulan April sampai Mei 2016. Subjek penelitian ini adalah siswa kelas X TKJ 1 Sekolah Menengah Kejuruan Negeri 1 Banyudono tahun ajaran 2015/2016 yang berjumlah 33 siswa. Teknik pengumpulan data meliputi observasi, tes, wawancara dan dokumentasi. Validasi data dilakukan dengan cara triangulasi. Analisis data kualitatif dilakukan dengan teknik analisis kritis yang terdiri dari reduksi, penyajian, verifikasi, penarikan kesimpulan, sedangkan data kuantitatif dianalisis dengan teknik statistik deskriptif komparatif. Hasil penelitian menunjukkan bahwa penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar siswa. Peningkatan persentase ketuntasan hasil belajar siswa ranah kognitif dari pra tindakan 24,24%, siklus I 60,61%, dan siklus II 75,76%. Peningkatan persentase ketuntasan hasil belajar siswa ranah afektif dari pra tindakan 51,52%, siklus I 75,76%, dan siklus II 87,88%. Peningkatan persentase ketuntasan hasil belajar siswa ranah psikomotorik dari pra tindakan 24,24%, siklus I 72,73%, dan siklus II 84,85%. Penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan keaktifan siswa. Peningkatan persentase keaktifan kelas dari pra tindakan 33,94%, siklus I 68,48%, dan siklus II 77,58%. Berdasarkan hasil penelitian, dapat disimpulkan bahwa penerapan simulator Cisco Packet Tracer dengan model pembelajaran TGT dalam mata pelajaran Jaringan Dasar dapat meningkatkan hasil belajar dan keaktifan siswa kelas X TKJ 1 SMK Negeri 1 Banyudono tahun ajaran 2015/2016. Kata Kunci: Teams Games Tournament, hasil belajar kognitif, hasil belajar afektif, hasil belajar psikomotorik, keaktifan  
MEDIA INTERNET SEBAGAI SARANA EDUKASI PADA ANAK USIA DINI TENTANG COVID-19 Aji Prasetiyo
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.v3i2.43056

Abstract

Edukasi tentang virus covid-19 pada anak menjadi sebuah kebutuhan yang harus dipenuhi. Infeksi virus corona merupakan penyakit yang menyerang sistem pernapasan. Menurut merdeka.com menunjukkan, kasus Covid-19 di Indonesia sudah menembus angka 76.981 orang. Terjadi penambahan sebanyak 1.282 kasus baru. Jumlah pasien sembuh dari Covid-19 bertambah 1.051 orang. Penambahan ini membuat total kasus sembuh di Indonesia mencapai orang 36.689 orang. Sementara kasus kematian karena Covid-19 juga bertambah 56 orang. Total akumulatif kasus kematian akibat Covid-19 menjadi 3.656 orang.  Penderita covid-19 sejauh ini cenderung kebanyakan adalah orang dewasa. Namun, kasus pada anak-anak telah dilaporkan, termasuk pada balita. Media internet sebagai metode pengenalan covid pada anak usia dini dipandang lebih interaktif dan tidak membosankan dengan memanfaatkan platform-platform yang tersedia di jejaring internet.Kata kunci : covid-19, internet, anak usia dini
Comparation Between Project Based Learning Aided “Edmodo” and Conventional Learning for Learning Outcomes of Two Dimentional Animation Techniques (Experimental Eleventh Grade Students of Vocational High School) Qoris Hizbullah; A G Tamrin; Taufiq 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.v1i1.35764

Abstract

This research is aimed to find out:  (1) the differences learning outcomes between project based learning aided edmodo model  and conventional learning (2) the effectiveness of using project based learning model to increase learning outcomes of two dimentional animation techniques. This research used quasi experimental with pretest-posttest control group design. The population of this research are students of class XI 1 and XI 3 multimedia program of Vocation High School Batik 2 Surakarta with 70 students. The technique of data collection used test to find out cognitive value and observation to find out affective and psychomotor values. The data analysis used were t-test formula and gain index analysis. The result showed that : (1) there was difference learning outcomes between project based learning model and conventional learning model at eleventh grade students of vocational high school Batik 2 Surakarta which shown by t_count= 4,435 cognitive, t_count= 2,175 affective, t_count  = 2,344 psychomotor were bigger that t_table = 1,995. (2) project based learning is more effective than conventional learning model to increase learning outcomes of two dimentional animation techniques which shown by gain index analisys, at experiment class obtained 0,587 and control class obtained 0,369.
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.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects permatasari, luthfi; yuana, rosihan ari; maryono, dwi
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.v2i2.35760

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.

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