Journal of Informatics and Vocational 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
Blended Learning with Flipped Classroom Strategy : The Effect to the Independence and Learning Outcomes
Mulyati, Tri;
Basori, Basori;
Maryono, Dwi
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i1.61174
In terms of goal planning, procedures, and evaluation of learning results, learning independence refers to an individual's willingness to study on his own initiative, with or without the assistance of others. The flipped classroom is one learning style that can be utilized to improve student independence. This study aims to determine (1) whether there are differences in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (2) Are there differences in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model (3) Is there an increase in independence in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model; (4) Is there an increase in student learning outcomes in the application of the Blended Learning strategy Flipped Classroom with the conventional learning model. The pretest-posttest control group design model was applied in this study, which used the quasi experimental design method. The participants in this study are students from SMK Negeri 1 Gondang's classes X Multimedia 1 and X Multimedia 2. A total of 70 pupils were used in the study. Total sampling was employed as the sampling method. Pretests, posttests, and questionnaires are used to collect data. Balance tests, normality testing, homogeneity tests, and hypothesis tests are among the data analysis procedures employed. The findings revealed that the Blended Learning learning model combined with the flipped classroom method had an impact on student independence and learning outcomes.
Persepsi Guru Terhadap Implementasi Project-Based Blended Learning di Masa Pandemi Covid-19: Studi Kasus Di Smk Negeri 1 Sawit
Basori, Basori;
Efendi, Agus
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i1.62570
Penyebaran covid-19 yang sulit dikendalikan, mengakibatkan masalah di berbagai bidang. Salah satunya adalah di bidang pendidikan. Proses pembelajaran dipaksa harus menggunakan daring. Banyak kelemahan dalam pelaksanaan pembelajaran daring ini. Project-based Blended Learning merupakan salah satu alternatif pembelajaran di SMK saat pandemi. Tujuan penelitian iniuntukmengetahui persepsi guru terhadap PjBBL dan implementasinya. Metode yang digunakan adalah pendekatan kualitatif. Pengumpulan data menggunakan metode wawancara, observasi, dan angket daring. Wawancara dilakukan dengan wakil bidang kurikulum dan Guru. Analisis data menggunakan model analisis interaktif dari Miles and Huberman. Hasil penelitian menunjukkan adanya persepsi yang baik dari guru terhadap model PjBBL. Indikatornya adalah adanya pengetahuan yang baik tentang model, penerimaan terhadap model, dan dan keinginan untuk melaksanakan model PjBBL dalam proses pembelajaran.
Analisis Pengaruh Periklanan Mobile Terhadap Loyalitas Konsumen Kartu Prabayar XL Karawang
Putra, Windra;
Winarno, Winarno;
Sari, Rianita Puspa
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i1.62573
Menurunnya jumlah pelanggan XL setiap tahunnya pasti dipengaruhi banyak operator seluler yang bermunculan, menyebabkan terjadinya persaingan yang semakin tinggi sesama operator seluler dalam menarik minat konsumen untuk menggunakan produknya. Menciptakan kesetiaan pelanggan yang bisa dimulai dengan periklanan mobile untuk memberitahu produknya. Periklanan yang baik akan menciptakan, mempertahankan kepuasan, serta menjadikan konsumen yang loyal. Pada penelitian ini bertujuan untuk mengetahui Pengaruh Periklanan Mobile terhadap Loyalitas Konsumen pada Kartu Prabayar XL (Survei Pada Pengguna di Karawang). Populasi dalam penelitian ini adalah pengguna kartu prabyar XL di Karawang. Sampel yang ditetapkan sebanyak 100 responden dengan menggunakan teknik aksidental sampling. Metode pengumpulan data yang digunakan adalah metode penyebaran kuesioner. Teknik analisis data menggunakan analisis deskriptif dan analisis regresi linier sederhana. Dari hasil pengolahan data analisis regresi linier sederhanan periklanan mobile dengan nilai β sebesar 1,191 dengan nilai signifikan 0,00 dan nilai t sebesar 12,623 sehingga dapat disimpulkan bahwa periklanan mobile memiliki pengaruh terhadap loyalitas konsumen pengguna kartu prabayar XL di Karawang.
Digitizing the School Administration Management System at SMAN 12 Bandung and its Evaluation with the System Usability Scale
Zulfikar, M Luthfi;
Yuana, Rosihan Ari;
Prakisya, Nurcahya Pradana Taufik
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i1.61446
Education administration is one of the vital information in learning activities. Education administration can increase the productivity of teachers and will make learning activities more focused and structured. Digitalization of education administration will help teachers manage education administration, especially planning for learning. Moreover, this application will help teachers assign students scores based on their attitudes. This system will use Laravel as a base along with a spiral model for the SDLC, and use the System of Usability Scale For Evaluation (SUS). This application is Considered easy to use because it gets the 'acceptance' grade based on acceptance, a "C" grade on the class scale, a "good" grade on the adjective rating, and a "B" grade on the percent rank. This application only needs slight requirements for adjustments, socialization, and training for teachers to be accustomed to the system.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa
Salkha, Novita;
Wihidayat, Endar Suprih;
Hatta, Puspanda
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i1.59146
Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.
Evaluasi Penerapan Moodle Dalam Pembelajaran Kejuruan Menggunakan Gibb's Reflective Learning Cycle
Affandi, Lukman Rian;
Lestari, Muji
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.68093
Good interaction between educators and learners can encourage the achievement of learning objectives. However, if the interaction goes well, the result will be the opposite. Moreover, the learning process needs to encourage students to think critically. However, it will instead become a burden in the learning process so that there is no collaboration between students during the learning process. This study aims to understand the perceptions of teachers and students towards the application of the Moodle Learning Management System (LMS) to improve learning outcomes that are still low using several types of learning media. This research uses a qualitative approach with Gibb's Reflective Learning Cycle technique to obtain the perceptions of educators and students. This research was conducted because, in the learning process, many still need to learn to use technology appropriately. The media used is less innovative and limited, so learning has yet to be created that encourages students to think critically and comprehensively. Unlike moodle research in general, this research is used to evaluate two sides of using technology, especially moodle, in helping the learning process, namely on the side of educators and students.
Forecasting Jumlah Penggunaan Obat Digestive Enzymes dengan Algoritma GRU
Zaky, Abi Mahan
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.65887
Obat-obatan banyak digunakan untuk mencegah atau menyembuhkan penyakit. Salah satu obat yang sering digunakan untuk meredakan sakit perut adalahobat yang mengandung Digestive Enzymes. Rumah sakit dan institusikesehatan lainnya sangat membutuhkan obat jenis ini. Rumah Sakit daninstitusi kesehatan lain harus memastikan ketersediaan obat untuk pasien. Situasi ini memaksa institusi kesehatan untuk menghadapiketidakpastian penggunaan obat. Rumah sakit sebagai salah satu institusi kesehatan memiliki beberapa tantangan. Salah satu tantangan yang harusdihadapi adalah untuk menjamin ketersediaan obat bagi pasien. Kemampuan forecasting dapat membantu memastikan ketersediaan obat di rumah sakit. Dipenelitian ini akan menyajikan model forecasting dengan menggunakan metode Gated Recurrent Unit (GRU) untuk memprediksi kebutuhan obat-obatan yangmengandung Digestive Enzymes di rumah sakit. Metode ini dipilih karena diketahui memiliki akurasi yang tinggi untuk memprediksi data stasioner.Salah satu metode yang digunakan dalam identifikasi input untuk metode GRU adalah dengan menggunakan Autocorrelation Function (ACF) dan PartialFungsi Autokorelasi (PACF). Hasil penelitian ini menunjukkan bahwa penggunaan metode GRU cocok untuk forecasting data timeseries dalam kumpulan data historis, dengan nilai Root Mean Square Error (RMSE) 13,020446
Evaluasi Penggunaan Quizizz Untuk Meningkatkan Motivasi Belajar Peserta Didik
Saputro, Yohanes Dwi;
Lestari, Muji
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.68074
Success in learning is evidenced by student achievement that appears both during learning and after learning. Students who excel certainly have the motivation to be the best in their class, this factor underlies researchers to conduct research related to aspects of competition in encouraging students to excel more in competition within the class. The method used by researchers uses Project Based Learning with the help of the Quizizz application. The facilities provided by the Quizizz application are believed to be able to encourage students to compete and excel. With the Quizizz application students can see firsthand the results of their work in answering questions and there are also other facilities such as the power to add points if they answer correctly, so that points will be counted 2 times as much as usual. Gibbs Reflective Learning Cycle used in evaluating the learning process Unlike previous studies, this study applies 360-degree assessment techniques derived from teachers and learners to evaluate the performance of the use of technology in the learning process.
The Implementation of Decision Tree Classification Techniques to Predict the Duration of Students Completing the Thesis at PTIK FKIP UNS
Kesuma, Halim Perdana;
Maryono, Dwi;
Liantoni, Febri
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.64790
This paper aims to determine the reasons why students take a long time in compiling their thesis. The slowness of students in compiling will have an impact on their graduation. This is a serious problem faced by educational institutions. Out of 328 students at PTIK FKIP UNS who took thesis credits, only 85 were able to graduate on time. Therefore, this study was conducted to identify the causes. The research data was taken from the alumnus class of 2012 to 2017. The data was processed using RapidMiner software. The technique used was the decision tree classification technique with the C4.5 algorithm, and to optimize the accuracy of the model, the Particle Swarm Optimization (PSO) algorithm was also added. This study got an accuracy rate of 76% and an AUC score of 0.733.
Evaluasi Penerapan Quizizz dalam Pembelajaran Informatika Menggunakan Gibb's Reflective Learning Cycle
Arninda, Dianty
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret
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DOI: 10.20961/joive.v5i2.68168
Dalam pembelajaran guru masih menggunakan metode yang sederhana masih menggunakan media papan tulis untuk menulis serta power point untuk menyajikan pembelajaran. Pada kegiatan pembelajaran guru selalu memberikan pertanyaan supaya peserta didik fokus mengikuti pembelajaran. Namun Ketika anak diberikan pertanyaan cenderung diam dan kurang aktif. Hal tersebut disebabkan kurangnya pemahaman siswa karena guru memberikan pembelajaran hanya dengan ceramah dan evaluasi belajar hanya menggunakan soal tulis yang membosankan sehingga hasilnya pun masih kurang memuaskan. Supaya kita mengetahui keberhasilan proses pembelajaran maka dapat kita lihat dari sejauh mana siswa dapat menyerap materi pembelajaran. Tujuan dari penelitian ini adalah memahami persepsi guru dan peserta didik terhadap penerapan Quizizz sebagai media evaluasi dalam pembelajaran. Harapannya dengan mengetahui persepsi guru dan peserta didik dapat dijadikan landasan untuk meneruskan penggunaan Quizizz sebagai media evaluasi dalam pembelajaran. Dari penelitian ini ditemukan bahwa penggunaan Quizizz memiliki peranan dalam proses pembelajaran pada mata pelajaran Informatika. Proses pembelajaran menjadi lebih menyenangkan, anak lebih mendalami pembelajaran, serta dengan Quizizz akan menumbuhkan sikap kompetitif pada peserta didik. Hal yang sebelumnya tidak terjadi pada interaksi secara langsung. Sebagai evaluasi pembelajaran jumlah evaluasi yang mempengaruhi keaktifan siswa pada pemanfaatan Quizizz.