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
The Influence of Computer Literacy and The Use of The Website to Student’s Motivation in The Job Search Among Vocational Education Students Dyah Anggun; Taufiq Lilo Adi Sucipto; Dwi Maryono
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.v1i1.35744

Abstract

The objective of research were to find out (1) the influence of computer literacy toward student’s interest in looking for jobs; (2) the influence of website usage as media information toward student’s interest in looking for jobs; (3) The influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs of class XII vocational school at wonogiri district in academic year of 2015/2016.The research used quantitative approach with survey methods.The research used cluster random sampling with result 165 students in 3 district as the samples. Data were collected by questionnaire methods and documentation. The data analysis techniques used to test the hypothesis weresimple regression and multiple regression analysis.The result of this research as follow (1) there were positive and significant influence of computer literacy toward student’s interest in looking for jobs, with correlation coefficient (r) to 0,249 and thitung>ttabel (3,289>1,97); (2) there were a positive and significant influence of website usage as media information toward student’s interest in looking for jobs, with correlation coefficient (r) to 0,316 and thitung>ttabel (4,250>1,97); (3) there were positive and significant influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs of class XII vocational school at wonogiri district in academic year of 2015/2016, with correlation coefficient (r) to 0,361 and Fhitung>Ftabel (12,164>3,05). The magnitude of the influence of computer literacy and intensity of website usage as media information toward student’s interest in looking for jobs simultaneously obtained from the calculation of the R-square of 13%.
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.
The Influence of Technology Based Learning Facilities to Student Learning Achievement Muhamad Havid Abdul Aziz; Agus Efendi; Basori Basori
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.v2i1.35698

Abstract

Education is very important for us, the country can go forward because the people are educated. The success of education is determined by the quality of education itself. To know the quality of education required a result or achievement. One of the factors affecting achievement is the facility. The purpose of this study is to determine whether there is influence of learning facilities on student achievement. Sampling using simple random sampling system as much as 58 people from the total population as much as 70 people at the level of formal education. The method used in data collection that is using quisioner, observation and documentation. Data analysis technique used is using simple linear regression analysis. Based on the results of data analysis and hypothesis testing it is known that the two variables of learning facilities (X) and student learning achievement (Y) have a positive influence, this is evidenced by r = 0.277 where the guidelines used to provide interpretation proposed by Sugiyono are at intervals 0.20 - 0.399 which fall into the low category[18]. Based on the results of research that has been put forward by the authors which there is influence between learning facilities on learning achievement with low categories, it is necessary to improve the effectiveness of the use of learning facilities and conducted other research on other factors that affect student achievement in addition to learning facilities.
PENERAPAN PROJECT BASED LEARNING UNTUK MENINGKATKAN AKTIVITAS DAN KOMPETENSI INSTALASI SISTEM OPERASI BERBASIS GUI DAN CLI PADA SISWA KELAS X TKJ DI SMK N 1 SAWIT Pinasti Nur Handayaningtyas; Basori Basori; 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.v2i3.38045

Abstract

Penelitian ini bertujuan untuk mengetahui apakah penerapan project   based learning dapat meningkatkan aktivitas dan kompetensi belajar siswa dalam Instalasi Sistem Operasi Berbasis GUI ( Graphical User Interface) dan CLI ( Command Line Interface)  kelas X TKJ SMK N 1 Sawit. Penelitian ini menggunakan metode Penelitian Tindakan Kelas (PTK) yang dilaksanakan sebanyak dua siklus dimana masing – masing siklus dilakukan dengan empat tahapan, yaitu : (1) tindakan perencanaan; (2) tindakan pelaksanaan; (3) tindakan observasi; dan (4) refleksi. Subjek penelitian adalah siswa kelas X TKJ 3 di SMK N 1 Sawit sebanyak 34 siswa. Penelitian ini dilaksanakan dengan kolaborasi antara peneliti, guru, observer dan melibatkan partisipasi siswa. Teknik pengumpulan data menggunakan lembar observasi, wawancara, instrumen tes dan teknik analisis data. Berdasarkan hasil penelitian, dapat disimpulkan bahwa penerapan project   based learning dapat meningkatkan aktivitas dan kompetensi instalasi sistem operasi berbasis GUI dan CLI. Hal ini terbukti dari fakta – fakta hasil sebagai berikut : (1) Aktivitas siswa dalam mengikuti pembelajaran mengalami peningkatan pada pra siklus sebesar 32,35% menjadi 58,82% pada siklus I dan pada siklus II meningkat menjadi 82,35%. (2) Kompetensi siswa dalam pembelajaran terdisi dari 3 ranah yaitu masing – masing ranah meengalami peningkatan sebagai berikut : (a) Ranah Kognitif  dari pra siklus sebesar 11,76% menjadi 26,47% pada siklus I dan siklus II meningkat menjadi sebesar 47,05%. (b) Ranah Afektif dari pra siklus sebesar 32,35% menjadi 53,29% pada siklus I dan pada siklus II meningkat menjadi sebesar 76,47%. (c) Ranah Psikomotorik dari pra siklus sebesar 44,11% menjadi 79,41% pada siklus I dan pada siklus II meningkat menjadi 82,35%. Kata kunci : Project   based learning, Aktivitas dan Kompetensi, Instalasi Sistem Operasi Berbasis GUI (Graphical User Interface) dan CLI ( Command Line Interface
Purwarupa Kipas Angin Otomatis dengan Sensor LM35 sebagai Penghematan Listrik di SDN 002 Tanjungpinang Timur Deny Nusyirwan; Tauriq Fuji Nur Akbar; Prasetya Perwira Putra Perdana
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): 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.v4i1.48712

Abstract

Penggunaan listrik untuk pendinginan ruangan yang semakin meningkat akan mengakibatkan peningkatan pengeluaran kebutuhan hidup, hal ini disebabkan karena suhu didalam ruangan yang terus meningkat seiring dengan bertambahnya jumlah penduduk dan semakin berkurangnya pepohonan dan hutan di dalam kota yang sebelumnya di fungsikan sebagai sebagai paru-paru kota. Kipas angin adalah salah satu alat yang sering ditemukan di ruangan kelas, bentuknya yang sederhana dan cukup dengan menekan tombol tertentu maka kipas angin dapat dihidup matikan dan atur kecepatannya. Adapun permasalahan yang ditemukan di sekolah adalah kipas angin masih menggunakan tenaga manusia untuk mendinginkan ruangan apabila suhu ruangan sudah mulai panas dan tidak dimatikan atau masih berputar pada suhu ruangan dingin. Pada ahir nya akan mengakibatkan pada pengeluaran untuk listrik meningkat. Dari latar belakang tersebut diusulkan sebuah solusi berbasis teknologi dengan nama Kipas Angin Otomatis berbasis mikrokontroler arduino dan sensor LM35 sebagai solusi cerdas untuk meningkatkan penghematan listrik di sekolah. Sensor akan mendeteksi suhu didalam ruangan yang selanjutnya akan diteruskan ke mikrokontroler untuk di proses, apabila suhu ruangan sudah mencapai batas tertentu maka mikrokontroler akan memerintahkan kepada kipas untuk berputar. Dari hasil pengujian bersama calon pengguna, didapatkan hasil memuaskan dari segi kemudahan menggunakan teknologi, manfaat inovasi dan fungsi pada purwarupa.
The Influence of Student Teams Achievement Division combined with Discovery Learning to Improve Student Learning Outcomes and Activeness Arief Hermanto; Agus Efendi; Nurcahya Pradana Taufik Prakisya
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.v3i3.48388

Abstract

This research aims to find out the influence of learning outcomes as well as the activeness of students in the classroom who apply the learning model of student teams achievement division combined with discovery learning with classes that apply conventional learning models. The method used is a quantitative quasi-experimental design using pretest-posttest control. The sample used in this study was 72 students consisting of 2 classes. The sampling techniques in this study used total sampling. Data is obtained from pretest and posttest results based on indicators of student learning outcomes and activeness. The results showed differences and improved learning outcomes and student activity that implemented the student teams achievement division learning model combined with discovery learning compared to conventional learning models. This is evidenced by the results of the first hypothesis test using a t-test that confirms that the posttest result is 0.00 which means the value is less than the error level of 0.05 so it can be concluded that the two classes have a significant difference (H0 rejected). Furthermore, the results of the second hypothesis test used again to test showed a score of 0.52 in the experiment class and a score of 0.28 in the control class which meant there was an increase in learning outcomes and liveliness in the experiment and control classes.
The Influence of LMS-Based Blended Learning Models on Learning Motivation and Learning Outcomes in Network Infrastructure Administration. Devi Zetira Fauziah; Basori Basori; Dwi Maryono
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): 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.v4i1.48632

Abstract

This study aims to find out how much increased learning motivation and student learning outcomes in using the blended learning model. The study involved class XI TKJ students at SMK Sakti Gemolong as participants, who were selected using cluster random sampling techniques. The treatment given to the experimental class is in the form of a blended learning model, while the control class is with conventional learning. The research method used is quantitative. Data were collected by questionnaire method and learning achievement test. Analysis of the questionnaire is used to get data on student motivation. Then to analyze the test of learning outcomes is get to obtain data on student learning outcomes. The study found 1) there is a significant influence of student learning motivation by .209 which means greater than the level of error (0.05). 2) there is a significant influence of learning outcomes of .698 which means it is greater than the level of error (0.05). 3) there is effectiveness in increasing students' learning motivation by using blended learning models with a total score gain of 0.2028. Compared to using conventional learning with a total score gain of 0.0735. 4) there is an effectiveness in increasing student learning outcomes by using a blended learning model with a total score gain of 0.4810. Compared to using conventional learning with a total score gain of 0.2176.
EFEKTIVITAS PENERAPAN MODEL PEMBELAJARAN STUDENT TEAM ACHIEVEMENT DIVISION (STAD) BERBASIS ONLINE DITINJAU DARI HASIL BELAJAR DAN DISIPLIN BELAJAR SISWA PADA MATA PELAJARAN DESAIN GRAFIS PERCETAKAN Fadilla Risky Putri; Dwi Maryono; Endar Suprih Wihidayat
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.v3i3.48242

Abstract

Penelitian ini bertujuan untuk mengetahui efektivitas  penerapan model pembelajaran  Student Team Achievement Division (STAD) berbasis online ditinjau dari hasil belajar dan disiplin belajar siswa pada mata pelajaran desain grafis. Subjek dalam penelitian ini adalah siswa kelas XI Multimedia II SMK N 6 Surakarta yang berjumlah 34 siswa. Metode yang akan digunakan dalam penelitian ini adalah metode eksperimen semu (quasi experimental design). Desain yang digunakan dalam penelitian ini pre-test dan post-test control design. Pengumpulan data melalui penyebaran angket kedisiplinan belajar dan hasil belajar. Berdasarkan data penelitian, dapat diketahui bahwa hasil dari uji t sampel berpasangan data skor tes hasil belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan hasil belajar. Hasil dari uji t sampel berpasangan data skor tes kedisiplinan belajar kelas XI Multimedia II nilai sig yaitu 0,00 < 0,05, sehingga dapat disimpulkan penerapan model pembelajaran Student Team Achievement Division (STAD) berbasis online berpengaruh meningkatkan kedisiplinan belajar.
Developing Indonesia Sign Language (BISINDO) Application with Android Based for Learning Sign Language Shinta Adhya Nurpiena; Endar Suprih Wihidayat; Aris Budianto
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): 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.v4i1.48629

Abstract

Problems that occur in learning Indonesian sign language, especially for the Solo area, are the scarcity of opening sign language classes for the public and the limited use of instructional media. To overcome this problem, an Android-based sign language learning media application was developed with the ADDIE research method. ADDIE method, namely analysis, design, development, implementation and evaluation. This research will focus on the feasibility test of the application of learning media by using the indicators on the ISO 25010, standard that is used to test the feasibility of the software. The aspects tested are functional suitability, usability aspects, portability aspects and validation by material experts and media experts. The results of the feasibility test obtained, for the functional suitability test 100%, usability test 83.2%, 100% portability test, 100% material expert test and 93% media expert and it can be concluded that the application of sign language learning media is feasible to use.
The Influence Of Blended Learning Face To Face Driver Model Type Learning On Learning Interests And Learning Outcomes In Simulation Digital Hasna Amiratun Zafirah; Basori Basori; Dwi Maryono
Journal of Informatics and Vocational Education Vol 4, No 1 (2021): 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.v4i1.48630

Abstract

The purpose of this research is to find out how the influence of the use of blended learning model face to face driver model on student interest and learning outcomes. And to find out how effective the improvement in learning outcomes and learning interests of students uses blended learning type face to face driver model. The research method used in this study is an experimental method with true experimental design research design. The study involved class X TKJ students at SMK Sakti Gemolong as participants, who were selected using cluster random sampling techniques. The treatment given to the experimental class is in the form of a blended learning model face to face driver model, while the control class is done with conventional learning. The research method used is quantitative. Data were collected by questionnaire method and learning achievement test. Analysis of the questionnaire is used to obtain data on student interest in learning, then to the analysis of the learning outcomes test is used to obtain student learning outcomes data on the blended learning model face to face driver model. The results of this study are 1) there is an influence of the use of blended learning models face to face driver model on student learning outcomes with a significant level .836. 2) there is an influence of the use of blended learning type face to face driver model of learning interest of students with a significant level. 3) there is an effectiveness in increasing student learning outcomes by using blended learning models face to face driver model with a total score gain of 0.5142 compared to 0.4274 (control class). 4) there is effectiveness in increasing students' interest in learning by using a blended learning model face to face driver model with a total score gain of 0.2131 compared to 0.0740 (control class).

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