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
Evaluasi Penerapan ChatBot Telegram dalam Pembelajaran Dasar-dasar Kejuruan Menggunakan Gibb's Reflective Learning Cycle Fauziyah, Farah; Budiyanto, Cucuk Wawan; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.67974

Abstract

Interaksi antara guru dan peserta didik atau antara peserta didik di kelas memainkan peran besar dalam keterlibatan selama pembelajaran. Kelas pasif akan menghambat pelestarian motivasi, dan perkembangan kognitif. Guru sebagai fasilitator pembelajaran harus memiliki kemampuan untuk membuat pembelajaran menjadi interaktif dimana siswa terlibat aktif dalam kegiatan pembelajaran. Dengan menerapkan chatbot telegram sebagai media interaksi dalam pembelajaran membuat pembelajaran menjadi lebih aktif karena media ini memunculkan interaksi yang baik antar siswa. Penelitian ini bertujuan untuk memahami persepsi guru dan siswa terhadap penerapan aplikasi ChatBot Telegram sebagai media interaksi dalam pembelajaran. Penelitian ini menggunakan pendekatan kualitatif dengan teknik refleksi sebagai metode untuk menangkap persepsi dari guru dan siswa. Siklus Belajar Reflektif Gibb digunakan dalam mengevaluasi proses pembelajaran Berbeda dengan penelitian sebelumnya, penelitian ini menerapkan teknik penilaian 360 derajat yang berasal dari guru dan peserta didik untuk mengevaluasi kinerja penggunaan teknologi dalam proses pembelajaran.
Penerapan Aplikasi Quizizz sebagai Metode Evaluasi dalam Pembelajaran Digital Marketing Fitriyani, Aulia
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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.68227

Abstract

Interest is one of the things that can affect a person's learning. A person interested in a subject will naturally feel happy to participate in the study. When a person feels happy, it will be easier to understand the material being taught so that learning outcomes will be maximum. The evaluation of learning determines student learning outcomes. As a facilitator, the teacher must be able to make learning fun. The Quizizz application is a web tool that can be used as an exciting and fun learning evaluation medium. This study aims to know students' perceptions of the application of Quizizz as an evaluation method in creating a pleasant learning atmosphere to increase students' interest in learning, especially in Digital Marketing subjects.
Jobsheet Sebagai Pemantik Pembelajaran Interaktif dalam Praktikum Pariyono, Ahmad; Budiyanto, Cucuk Wawan; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.68067

Abstract

Learning in the digital age requires upskilling and reskilling in the application to the efficacy of learner-centered learning. Every time that goes by and becomes a new era to always accompany the development of the times, especially in the world of education. So with the development of this Era, it is hoped that educators will be able to adjust to welcoming the learning of the Eras and Their Eras. So that true learning is created with enthusiasm and happiness will be obtained by students and educators to carry out meaningful learning activities according to the environmental conditions of each school. So it is necessary to hold a shift starting from reorganizing the mindset of learning puzzles, the mindset of fierce teachers, assertive teachers, teachers commanding, and learning focusing on the teacher that we must be aware of, so that students also have the space and time to grow in accordance with the era of their time. Most importantly learners get enough love and material for them to process to discover the natural potesntion that exists in each – each unique individual.
Penerapan Cooperative Learning Pada Pembelajaran Daring Mata Pelajaran Informatika Ditinjau Dari Keaktifan dan Prestasi Belajar Siswa di SMP. Karim, Rifa'i Abdul; 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

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i2.62546

Abstract

This study aims to increase student activity and learning achievement through the application of Cooperative Learning Type STAD in Informatics online learning by utilizing the Google Jamboard application. This research is included in the quasi-experimental type of research with the design of One Group Pretest-Posttest.  The population in this study was all grade VII students of a state owned school. The sample used was class VII G students with a total of 32 students. The sampling technique uses cluster random sampling. Data collection techniques use questionnaires and tests. The technologyk data analysis used is a normality test, homogeneity test, and hypothesis test using a paired sample t test. The results of the study, which were reviewed in terms of learning activity, statistically there was an increase from an average score  of 72.90 to 80.69. Meanwhile, in terms of learning achievement, it showsthat statistically the average pre-test score is46.56 and  the average  post test score is 65.03 so that there is an increase through the application of Cooperative Learning Type STAD in informatics online learning.
The Development of Learning Media for 6th Grade Elementary School Solar System Courses-based on Android with Virtual Reality Technology Pradana, Aditya Nugraha; Maryono, Dwi; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.67392

Abstract

This study aims to: (1) create learning media for android-based solar system subjects with virtual reality technology and (2) determine the feasibility of learning media for android-based 6th-grade solar system subjects with virtual reality technology. Solar system learning media for Android-based 6th-grade elementary school with virtual reality technology was developed using the Luther method through 6 stages: concept, design, material collection, manufacture, testing and distribution. The concept stage determines the objectives, materials, and content of the learning media that will be developed. The design stage is determining the material and storyboard. The material collection stage includes determining learning materials, Unity 3D assets, images, audio and others that support the learning media. The manufacturing stage is making learning media according to the predetermined design and storyboard. At the testing stage, we validated the product with media experts, material experts, and users. At the distribution stage, it produces media in the form of *.apk, which is uploaded to Google Drive. The validation of learning media is seen from the assessment of media experts, material expert assessments, and user assessments. Ratings obtained from all these aspects are 91.9% from media experts, 88.3% from the material, and 71% from users. The results of the three assessments have an average of 83.7%. From these results, it can be concluded that this learning media can be used as a learning medium.
Feasibility Test Analysis on the UPT Humas UNS Information System Zunanta, Dimas Tegar; Wihidayat, Endar Suprih; Hatta, Puspanda
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.68904

Abstract

The development of the UPT Humas UNS information system is carried out using the analysis, design, development, implementation, and evalution (ADDIE) methods. The evaluation technique used is black box testing involving two programming experts to assess the functional readiness of the information system. The feasibility test was carried out using two methods, namely the usability scale (SUS) system to determine the level of usability and the technology acceptance model (TAM) for acceptance analysis of the UNS Public Relations UPT information system. Based on the evaluation that has been carried out, the UNS Public Relations UPT information system that has been successfully developed can run functionally to serve the 12 existing services with a little record of improvement. Judging from the average SUS score obtained, which is 69.75, it is classified as good overall for the level of usability. For the results of the TAM analysis consisting of 6 TAM research hypotheses, the ease of using SI has a significant effect on the expediency and attitude in using SI. The expediency of SI has a significant effect on the attitude to use and the intention to use SI. The attitude to use SI has a significant effect on the intention to use SI and the intention to use SI has a significant effect on the actual use of the system.
Evaluasi Penerapan Problem-based Learning dalam Mengatasi Kesulitan Konsentrasi saat Pembelajaran Pramistawati, Edlina
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.70410

Abstract

The Merdeka Curriculum adds significant changes to the field of education. After the Information and Communication Technology subject in the 2013 curriculum changed to ICT Guidance in the independent curriculum, the Information and Communication Technology subject appeared under the name Informatics. Informatics still needs to be discovered, especially for grade 7 students who have just entered junior high school. Based on observations made when the teacher gave material about Informatics, students needed to be more focused and active in learning. The teacher has yet to involve students in their learning so that students do not concentrate on learning. However, distractions arise, such as students talking to their friends, not concentrating on learning and often being allowed to leave class. So that efforts are needed so that students concentrate when learning takes place. Students are expected to be actively involved in learning activities by concentrating on learning.For this reason, researchers used a problem-based learning model using the Classroom Action Research (CAR) method. This study aims to evaluate whether the application of the Problem-Based Learning method can overcome concentration difficulties while learning in grade seventh of students of a junior high school at Blora, Central Java. This research is classroom action research with research subjects consisting of 28 class VII students consisting of 13 male students and 14 female students.
Pengaruh Penerapan Problem-based Learning Terhadap Motivasi siswa SMP Mustaghfirin, Mustaghfirin
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.70708

Abstract

Dalam proses pembelajaran di kelas, kebosanan dalam kegiatan belajar dapat menurunkan motivasi belajar siswa. Sehingga diperlukan pembelajaran dengan metode pembelajaran tertentu seperti problem base learning untuk meningkatkan motivasi belajar. Tujuan penelitian adalah untuk mengetahui pengaruh penerapan Problem Base Learning apakah dapat meningkatkan motivasi peserta didik tingkat Sekolah Menengah Pertama di kelas. Penelitian ini merupakan penelitian kualitatif dengan pendekatan tindakan kelas dalam pengumpulan datanya. Berdasarkan temuan penelitian yang dilakukan pada pembelajaran Informatika kelas VII di SMP Negeri 1 Wonotunggal pada model pembelajaran Problem Base Learning, siswa mampu terlibat secara aktif, dan model tersebut merupakan salah satu alternatif yang menjadikan pembelajaran lebih aktif, efektif, dan menyenangkan, yang mana adalah antisipasi untuk memotivasi siswa. Hasil menunjukkan model pembelajaran Problem Base Learning memiliki dampak yang cukup besar terhadap keinginan peserta didik untuk melanjutkan pendidikannya. Siswa kelas VII di SMP Negeri 1 Wonotunggal yang menggunakan model pembelajaran Problem Base Learning menunjukkan adanya pengaruh terhadap motivasi belajar. Berdasarkan temuan penelitian ini dapat ditarik kesimpulan bahwa pengaruh model pembelajaran Problem Based Learning di SMP Negeri 1 Wonotunggal dapat menginspirasi siswa untuk mencapai hasil belajar yang maksimal pada mata pelajaran Informatika yang dipelajarinya di kelas VII.
Model Pembelajaran Problem Based Learning Mampu Meningkatkan Kemampuan Analisis Siswa Jumini, Jumini
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.70739

Abstract

The objective of research conducted at Karanganyar Vocational High School using the Problem-Based Learning (PBL) learning model is to 1) enhance students' analytic abilities and 2) increase student participation in creating side presentation materials with Canva. The design employed is quasi-experimental approach with a Pre-test and Post-test using two cycles with the planning, implementation, observation, and reflection stages. The subjects of this study were thirty-five students in tenth grade. Using instruments in the form of observation sheets and pre- and post-tests containing analysis and observation questions to assess the implementation of teaching and learning activities based on the PBL model. According to the findings of this study, the process of teaching and learning activities using the PBL model increased by 19.3% from cycle 1 to cycle 2, from 64.7% to 82.35%. Therefore, PBL was able to enhance students' analytical abilities.
Evaluasi Penerapan Metode Problem-based Learning untuk Motivasi Siswa dalam Mata Pelajaran Informatika di SMA Kabupaten Klaten Hendarjo, Hendarjo
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.71002

Abstract

The current use of information and communication technology in education still needs to be more attractive to students. With this, the researcher conducted research activities to increase student motivation in informatics subjects using the Problem-Based Learning method in the Klaten district high school. Classroom Action Research was used to collect data with class X students at one of the high schools in the Klaten district, totalling fifteen students. Purposive sampling techniques were used in data sampling, observation, and interviews. This study used one cycle with descriptive data analysis techniques. The study results showed an increase in the motivation of class X students in informatics subjects at the Klaten district high school using the Problem-Based Learning method.

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