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 Penggunaan Quizizz Untuk Meningkatkan Motivasi Belajar Peserta Didik Yohanes Dwi Saputro; Muji Lestari
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.v5i2.68074

Abstract

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 Halim Perdana Kesuma; Dwi Maryono; Febri Liantoni
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.v5i2.64790

Abstract

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 Dianty Arninda
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.v5i2.68168

Abstract

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.
Evaluasi Penerapan ChatBot Telegram dalam Pembelajaran Dasar-dasar Kejuruan Menggunakan Gibb's Reflective Learning Cycle Farah Fauziyah; Cucuk Wawan Budiyanto; Muji Lestari
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 Aulia Fitriyani
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.
Development of a Facial Recognition-based Attendance System using Binary Patterns Histograms Method and Telegram Bot Notification Qois Amin Fauzan; Aris Budianto; Cucuk Wawan Budiyanto
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.v5i2.65789

Abstract

In carrying out attendance activities, most schools still use the manual attendance method, which utilizes the attendance book as a medium. However, the presence of the manual still causes some problems that arise when using this method. With the aim of this study, a "Facial Recognition-Based Attendance System" was created. This study used the Local Binary Pattern Histogram (LBPH) method to detect and recognize faces. The system is made to recognize the student's face and name, which the attendance system will then carry out along with the student's identity in the form of Name and Absence Number in real time to find out that the student is present in the class. The names that have been diabase can be saved through the XLS format. The result of this study is a facial recognition-based attendance system using the LBPH (Local Binary Pattern Histogram) method. The system is web-based, so users can easily access it through the internet. This research method uses research and development methods. This research stage consists of research and information collection, planning, and product draft development. The results of this study showed the feasibility level of facial recognition-based attendance systems. The eligibility rate obtained showed a score of 78.98%. From these results, this system is worthy of being used as an attendance system.
Jobsheet Sebagai Pemantik Pembelajaran Interaktif dalam Praktikum Ahmad Pariyono; Cucuk Wawan Budiyanto; Muji Lestari
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. Rifa'i Abdul Karim; Dwi Maryono; Febri Liantoni
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 Aditya Nugraha Pradana; Dwi Maryono; Endar Suprih Wihidayat
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 Dimas Tegar Zunanta; Endar Suprih Wihidayat; Puspanda Hatta
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.

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