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 effectiveness of the application of project based learning with video content toward students' interests and learning outcomes in graphic design printing subject Muhammad Yusuf Farizi; Dwi Maryono; Febri Liantoni
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.v3i3.47568

Abstract

This study aims to find out the improvement and effectiveness of students' learning interests and learning outcomes in using project-based learning models in graphic design printing subjects. The method in this research uses a quantitative quasi-experimental design method. Data collection is done through questionnaires and pretest-posttest controls. The subjects in this study were class XI Multimedia 2 as experimental class and XI Multimedia 1 as control class. The results showed differences in students' learning interests and learning outcomes after using the project-based learning model. This is evidenced by the first hypothesis test using t-test in posttest result of 0.00 which means less than an error level of 0.05, so the conclusion of both classes has a significant difference. In the second hypothesis test using the N-Gain test on learning interests in the experimental class was greater than the control class (41.21 > 20.77). As well as the learning outcomes of the N-Gain (50.30 > 24.49). Therefore, it is concluded that there is an increase in students' interest and learning outcomes in the experimental class.
Marketing Website Of E-Comerce as Production Unit’s Container For All Smk In Surakarta Setyadi Fajar; Dwi Maryono; Basori Basori
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.v4i1.48631

Abstract

This research is aimed to produce a marketing website for SMK's products to manage the production units in SMK within Solo area and introduce SMK's products to public. His research also aimed to determine the properness of this website. This research uses Research and Development (R & D) research method by Sugiyono. This research includes 5 steps, they are potential and problem analysis, data collection, product design, product validation and product revision. The results of this study show that the website is very proper to use. Score for assessment of the experts system is 89.3% and it is categorized very proper. Assessment of both substance experts is 88.4% and it is categorized as very proper. This website has superiorities that are: 1) integrating the existing SMK production unit in Surakarta, 2) there is a messaging feature. For the weaknesses of this website are: 1) the design is less attractive, 2) the absence of transaction features.
Effective Use of Blended Learning Flipped Classroom Type Reviewed from Student Learning Outcomes in Digital Simulation Subjects at SMK Negeri 3 Surakarta Alfin Kausar; Dwi Maryono; Yusfia Hafid Aristyagama
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.v3i3.47248

Abstract

This study aims to find out (1) differences in student learning outcomes in the application of blended learning model flipped classroom type with enriched virtual learning model (2) more effective learning model between blended learning model flipped classroom type and enriched virtual learning model. The research method used is a quantitative quasi-experimental design by using pretest-posttest control. The population in this study is all students of grade X majoring in Accounting and Finance of SMK Negeri 3 Surakarta Institution. The sample used in this study was 72 students. Sampling techniques in this research are by total sampling method. Data obtained from pre-test and post-test results based on indicators of student learning outcomes. The results obtained from this study are as follows. First, there are differences in learning outcomes in Digital Simulation subjects in experimental classes by applying flipped classroom type blended learning models and control classes by applying enriched virtual learning models. Evidence from the average study results of experimental classes of 82.94 and control classes of 75.39. Second, flipped classroom blended learning models are more effective than enriched virtual learning models. The effectiveness of applying flipped classroom type blended learning models in experimental classes is in a moderate category, while the effectiveness of implementing enriched virtual learning models in control classes is in a low category.
Artikel Pentingnya Media Sosial Sebagai Sarana Dakwah Di Masa Pandemi Nur Fitriyah Rahmah; Isa Anshori
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.47775

Abstract

Penelitian ini bertujuan untuk memperoleh informasi mengenai bagaimana peran media dalam mendukung kegiatan dakwah dimasa pandemi saat ini, social distancing telah diterapkan diberbagai daerah, maka dari itu media sangatlah penting dalam menunjang keberlangsungan kegiatan manusia salah satunya yaitu kegiatan dakwah. Dalam penelitian ini menggunakan penelitian kualitatif atau Metode penelitian kepustakaan mencakup sumber data, pengumpulan data, dan analisis data. Sampel penelitian adalah sampel yang acak dari berbagai kalangan masyarakat. Studi ini menemukan bahwasanya peranan media dalam proses penyebaran dakwah dimasa pandemic sangatlah penting. Karena pada dasarnya dakwah merupakan kebutuhan bagi umat islam. Dan juga studi ini bermanfaat untuk menyampaikan ajaran-ajaran syariat dan pesan-pesan kebaikan kepada masyarakat melalui peran media sebagai sarana dakwah. Studi ini menciptakan peran media yang sangat berpengharuh dalam proses penyebaran pesan-pesan dakwah kepada masyarakat, apalagi dalam kondisi pandemic, dengan itu memanfaatkan media pesan dakwah dapat disampaikan secara cepat kepada kalangan masyarakat. Oleh karena itu para daí sangat penting untuk mengetahui, memahami, dan menjalankan media sebagai sarana penyebaran dakwah.
Pengembangan R-ETA : Real-time Electronic Travel Aids Dengan Sistem Deteksi Objek 3 Dimensi dan Sistem Pemantauan Jarak Jauh untuk Tunanetra Andreas Wegiq Adia Hendix; Dwi Maryono; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.53355

Abstract

Walaupun hingga saat ini long cane merupakan travel aids tunanetra paling praktis dan terjangkau untuk digunakan. Namun untuk melakukan aktivitas mobilitas yang mendekati ideal maka dibutuhkan teknologi asistif yang dapat mendeteksi berbagai penghalang dengan cepat secara real-time. Teknologi yang mendukung dalam deteksi penghalang secara real-time dan dapat digunakan dalam indoor maupun outdoor dengan kemampuan untuk mendeteksi penghalang secara 360° dan 3 dimensi adalah dengan menggunakan kombinasi teknologi lidar 360° dan RGB-D sensors. peneliti dalam penelitian dan pengembangan ini akan membuat sebuah ETA yang menfaatkan kombinasi lidar 360° dan RGB-D sensor untuk membangun sistem deteksi penghalang yang dapat mendeteksi penghalang secara 360°, 3 dimensi, dan real-time agar membuat kegiatan navigasi tunanetra menjadi lebih sederhana, aman, dan nyaman. Dilengkapi dengan sistem pemantauan jarak jauh yang dapat digunakan melalui aplikasi android oleh pemandu awas untuk mengawasi pergerakan dan penghalang disekeliling tunanetra.
Gamified Flip Instruction to Improve Student Learning Outcome in Classroom Jarwodo Aji; Basori Basori; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.50817

Abstract

Students' concept mastery skills in Simulation and Digital Communication lessons are still low. To solve the problem, an effective and efficient form of learning is needed, among others by choosing strategies and learning models that suit the abilities and needs of students and can create a fun learning atmosphere. The purpose of this study is to find out: 1) improvement of student learning outcomes in the application of gamified flip instruction type cooperative learning model, 2) effectiveness of student learning on the application of gamified flip instruction type cooperative learning model with expository learning. 1) There are differences in student learning outcomes using lecture learning methods in simulation and digital communication lessons and a signification of 0.81 (sig>0.05). Thitung value of 2,791 and ttabel of 1.66724 so that thitung obtained greater than ttabel (thitung > ttabel), 2) Improvement of learning outcomes using gamified flip instruction learning method is more significant than using expository learning methods. This is evidenced by the results of the gin test which showed that the increase in the experimental class was higher compared to the control class. Gain test results in the experiment class scored 44.4 while the control class scored 24.5. The experiment class falls into the medium category and the control is in a low category. 
Peluang dan Tantangan Sebagai Seorang Pustakawan Zahroh Ainun
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.51861

Abstract

Dalam mengelola sumber daya manusia, menjadi profesional merupakan tuntutan jabatan, pekerjaan maupun profesi. Aspek penting dari suatu profesi, adalah sikap profesional dan kualitas kerja. Menjadi profesional indentik dengan menjadi ahli dalam bidangnya. Pustakawan professional sendiri disamping ahli dalam bidangnya harus memiliki integritas dan personaliti. Karena dalam perspektif pengembangan sumber daya manusia, menjadi profesional adalah satu kesatuan antara konsep kepribadian dan integritas yang dipadukan dengan keahliannya. Perkembangan teknologi informasi dan komunikasi telah mengubah semua aspek di berbagai bidang, tak terkecuali perpustakaan. Kondisi ini juga berpengaruh terhadap profesi pustakawan. Tulisan ini mencoba untuk mengeksplorasi tantangan dan peluang profesi pustakawan. Pada zaman globalisasi sekarang ini tantangan profesi pustakawan bersifat eksternal dan internal. Tantangan eksternal peran pustakawan bukan lagi sebagai perantara informasi, melainkan sebagai pengelola informasi dan fasilisator informasi, sedangkan tantangan internal, pustakawan ditantang untuk membentuk integritas kepribadian yang kokoh sebab akibat dari globalisasi. Tantangan ini dapat diatasi apabila pustakawan tak pernah berhenti mengembangkan diri dan belajar, terutama terhadap hal-hal yang baru akibat dari perubahan, ketidakmenentuan, dan kompleksitas dari keduanya. Apabila pustakawan telah dapat beradaptasi dengan tantangan-tantangan tersebut, pustakawan juga akan dapat beradaptasi terhadap perkembangan dan kemajuan secara mengglobal yang nantinya melahirkan era baru, yaitu era kompetisi, dan pustakawan dapat bersaing/bekerjasama dengan profesi lain secara sehat terutama dalam menghadapi Masyarakat Ekonomi ASEAN.
The Influence of Student Learning Motivation and Understanding Diagrams Using Microsoft Office Visio On Cognitive Learning Outcomes in Lessons of Software Modeling Suci Rhamadani Setianti; Agus Efendi; Febri Liantoni
Journal of Informatics and Vocational Education Vol 4, No 2 (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.v4i2.49646

Abstract

The purpose of this study was to determine whether there is an effect of motivation and understanding of student diagrams through the use of Microsoft Visio on cognitive learning outcomes of XI RPL class students in Software Modeling subjects at SMKN 2 Surakarta. This research is an ex post facto quantitative research and the subjects in this study were 32 students of class XI RPL SMKN 2 Surakarta in one class. Data were collected using questionnaires, tests, and documentation. Test the validity of the research instrument using Product Moment correlation, and reliability testing using Cronbach's Alpha. The prerequisite analysis consisted of a normality test, a linearity test, and a multicollinearity test. Hypothesis testing consists of simple regression and multiple regression. The results showed that: 1) there was a positive and significant influence of Learning Motivation on Cognitive Learning Outcomes with rx1y = 0.455; r2x1y = 0.207; and tcount (2.282)> t table (2.093) at the 5% significance level. 2) there is a positive and significant influence of Diagram Understanding on Cognitive Learning Outcomes with rx2y = 0.669; r2x2y = 0.447; and tcount (4.020)> ttable (2.093) at the 5% significance level. 3) there is a positive and significant influence on Learning Motivation and Understanding of the Diagrams together on Cognitive Learning Outcomes with Ry (1,2) = 0.716; R2y (1,2) = 0.513; and the value of Fcount (9.990)> Ftable (3.49) at the 5% significance level.
Nomophobia, Smartphone Addiction, Depression, and Anxiety as Predictors of Internet Addiction among Nigerian Preservice Mathematics Teachers Adeneye Olarewaju A. Awofala; Awele Regina Esealuka
Journal of Informatics and Vocational Education Vol 4, No 3 (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.v4i3.54910

Abstract

Smartphones and the internet can be very beneficial to their users but if not used properly, also pose great risks to their users. These devices, if used properly, even help in making teaching and learning of perceived ‘tough’ subjects such as mathematics easier. However, smartphone addiction, nomophobia, and internet addiction are now prevalent among modern-day individuals, most especially the younger generation. This poses a problem for the effective teaching and learning of mathematics in Nigeria. This study investigated nomophobia, smartphone addiction, depression, and anxiety as predictors of internet addiction among Nigerian preservice mathematics teachers. The participants consisted of 300 pre-service mathematics teachers randomly selected from the Department of Science and Technology Education, University of Lagos, Nigeria. Seven research questions were answered in the study using the statistical tools of frequency, percentage, mean, standard deviation, Pearson product-moment correlation coefficient, and multiple regression analysis. The results showed a high prevalence of nomophobia and moderate prevalence of smartphone addiction and internet addiction among preservice mathematics teachers. There was a positive relationship between nomophobia, smartphone addiction, anxiety, depression, and internet addiction, of which all were significant predictors of internet addiction. Based on these findings, it was concluded that universities and parents in Nigeria should reduce the prevalence of nomophobia, smartphone addiction, depression, anxiety, and internet addiction in pre-service mathematics teachers in the country.
Analysis The Effect of Minds-On Activity on The Computational Thinking Ability of Early Childhood Student Jebpridar Nikma Fadhila; Cucuk Wawan Budiyanto; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol 4, No 3 (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.v4i3.58589

Abstract

CT (Computational Thinking) involves solving problems, forming systems, and understanding human behavior by drawing basic concepts to science, CT is also included as a thinking tool that reflects the breadth of the field of computer science. This generation familiarity with technology helps to form a solid background for understanding the key to underlying concepts of computing. Hands-on activity and Minds-on activity refer to active learning which means that a person combines physical activity with mental activity in terms of learning. Hands-on activities and Minds-on activities are most effective when used to focus and encourage students to be physically involved while learning. When students are physically and mentally engaged, they activate the different parts of their brain. The research method used is a qualitative method.

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