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 Pemanfaatan Metode Problem-Based Learning untuk Memotivasi Siswa SMK di Kota Magelang dalam Pembelajaran Kurniawan, Dwi Lathif
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.v5i3.71144

Abstract

Variations in replacing innovative methods in the learning process are needed so that students stay energized in the learning process. This research was conducted at one of the Vocational High Schools in Magelang City by utilizing the Problem-Based Learning (PBL) method to know the amplification of students' learning motivation in learning. This research is a Classroom Action Research (CAR) using four stages, namely First Planning; Second Action; Third Observation, and Fourth Reflection. The sample of this research was ten students of class X at SMK in the city of Magelang, who were determined using a purposive sample technique, namely sampling with a particular purpose. The data collected in this study used observation and interview techniques. The results showed that using Problem-Based Learning learning methods proved effective in amplifying the motivation of SMK students in Magelang City, especially in informatics subjects. Besides that, it can also improve learning outcomes optimally because the learning obtained is more meaningful.
Model Problem Based Learning Berbantuan Media Sway untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Dasar-Dasar Desain Komunikasi Visual Materi Desainer yang Kreatif di SMKN 1 Dukuhturi Herawati, Darmi; Basori, Basori; Wulansari, Astika
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.65895

Abstract

Keaktifan siswa yang rendah menjadi penghambat lancarnya kegiatan pembelajaran, selain itu rendahnya keaktifan siswa menjadi penghalang tercapainya tujuan pembelajaran. Penelitian ini bertujuan untuk meningkatkan keaktifan siswa dalam mengikuti pembelajaran mata pelajaran Dasar-Dasar Desain Komunikasi Visual materi Desainer yang Kreatif yang dapat diamati dari aktivitas siswa dalam melakukan diskusi dalam kelompok, penyampaian pendapat, penyajian hasil pekerjaan kelompok, dan perhatiannya dalam pembelajaran. Subjek penelitian ini dilakukan kepada peserta didik kelas X DKV 2 di SMKN 1 Dukuhturi. Dalam penelitian ini metode yang digunakan adalah penelitian tindakan kelas, dengan teknik pengumpulan datanya menggunakan rubrik dan observasi. Hasil penelitian ini pada setiap siklusnya menunjukkan siswa mengalami peningkatan keaktifan dalam pembelajaran yaitu, pada siklus I memperoleh rata-rata keaktifan sebesar 65,54 dan pada siklus II memperoleh rata-rata keaktifan sebesar 75,00.Kata kunci: Keaktifan Siswa, Problem Based Learning, Desain Komunikasi Visual, Desainer yang Kreatif.
Development of Augmented Reality Learning Media for Plantae Material in Class X Biology Subjects Using Arttoolkit Jaya, Yoga Putra; Efendi, Agus; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.64253

Abstract

A lot of material discusses Plantae, so interesting learning is needed so that students can easily accept and understand the material provided. AR technology can facilitate learning Plantae in the classroom. This research develops AR-based "Plantar" media. The application was developed based on Android to make it easier for students to learn plantae material in biology subjects. Plantar was developed using the Ionic platform and ARToolkit as the AR feature development library. Plantar uses a PWA (Progressive Web App) type to open its use via a browser. Field tests were conducted on 36 Kebakkramat SMA students to assess presence, affordance, and usability. The results showed that the Plantar media received a very good rating and did not require repair. So that the general public can use the Plantar application, especially high school students, to study Plantae material in an exciting way using the AR feature. In the future, it is hoped that the Plantar application will be useful in helping the learning process of Plantae material. Keywords: Learning Media, Augmented Reality, ARToolkit
The Influence of the Learning Cycle Blended Learning Model on Student Learning Outcomes Safitri, Pratiwi Ajeng; Basori, Basori; Liantoni, Febri
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): 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.v6i3.76753

Abstract

Learning in the 21st century requires students to be literate about the existence of technology. Technology users in Indonesia are increasing, but the quality of Indonesian education internationally, based on UNESCO records, is still far behind other ASEAN countries. COVID-19, once endemic in Indonesia, directly impacted education, which had to be carried out online. However, after Covid-19 subsided, learning was resumed face-to-face as usual. The Blended Learning learning model, suitable for the 21st century, should not be discontinued but should be improved and improved to make it more optimal. This research aims to determine the effect of the Learning Cycle Blended Learning model on student learning outcomes with the help of Moodle. This research uses quantitative methods with a quasi-experimental research design. This research involved 71 students in the experimental class with the Learning Cycle Blended Learning model and the control class with the Problem-Based Learning learning model. The instrument used is a learning outcomes test consisting of a pretest and a posttest. The t-test results show (1) differences in student learning outcomes between applying Problem-Based Learning and the 8E-Blended Learning cycle with a Sig value. (2-tailed) is 0.003. The n gain test results show (1) The 8E-Blended Learning cycle learning model is more effective in improving student learning outcomes with a gain score of 49.46 in the good category.
Improving Student Understanding in Animation Lessons Using Open Ended Project Based Learning Models Assisted With Augmented Reality Technology Andriawan, Chandra; Basori, Basori; Wulansari, Astika
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.65859

Abstract

The competence of students in understanding and applying animation in making animated films is still low. This study aims to improve the learning outcomes of Animation lessons in class XII Film Production using the Open-Ended Project Based Learning model assisted by Augmented Reality Technology. This study used the CAR (Classroom Action Research) method, carried out in two cycles with one meeting in each cycle, consisting of planning, implementation, observation, and reflection. Data collection techniques in this study were observation, interviews, tests, and field notes. The data analysis technique used quantitative and qualitative analysis. The results in this study are the percentage of student's knowledge in the first cycle, which is 69% quite good, and in the second cycle, 74% good. The rate of student's skills in the first cycle is 80% good, and in the second cycle, 94.3% is very good. This study concludes that the Open-Ended Project Based Learning model assisted by Augmented Reality Technology can improve cognitive and psychomotor learning outcomes in Animation lessons in class XII Film Production. Kata Kunci: Animation, Augmented Reality, Open Ended Project Based Learning.
Development of a Web-Based Assignment Information System by Applying Leaderboard and Quest Gamification Elements at SMK Negeri 2 Surakarta Hidayat, Rizal Taufiq; Maryono, Dwi; Budiyanto, Cucuk Wawan
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): 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.v6i3.65934

Abstract

This study aims to find out how to build a web-based assignment information system by applying Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program and determine the eligibility level developed according to ISO 25010 Standards. Information system development using the Laravel web application framework. Development is carried out using the agile development software development model consisting of 5 stages, namely planning to produce functional and non-functional requirements. The research applies the Object Oriented Analysis and Design (OOAD) method in the analysis and design process. Analysis produces use case diagrams, Design produces activity diagrams and class diagrams. Implementation produces program code from development results. The system produces products uploaded to the server, which can later be accessed online and in real time. This information system has three levels of users, namely admin, teachers and students. The suitability test results using the ISO 25010 Standard on the three sub-characteristics of functional suitability, namely functional completeness, have an average value of 1 (Good). Functional correctness has an average value of 1 (Good). Functional appropriateness has an average value of 1 (Good). Characteristics of performance efficiency obtained an average result of GTMatrix Grade 85% (grade B). The average largest contentful paint is 1.423s (OK, but considering improvement). Average total blocking time 97.82ms (Good - nothing to do here). Average cumulative layout shift 0.023 (Longer than recommended). Portability characteristics have excellent results in that the system can run on desktop or mobile devices. Usability characteristics of 85% (Very Decent). The results of the respondent gamification test average score of 4.44 indicate that respondents are categorized as strongly agreeing with the existence of a web-based assignment information system by applying leaderboard and quest gamification elements. From the results of these tests, it can be concluded that the web-based assignment information system, using Leaderboard and Quest gamification elements at SMK Negeri 2 Surakarta TKJ Expertise Program, meets ISO 25010 quality standards. 
The Effectiveness Of The Flipped Classroom Type Blended Learning Model In Basic Graphic Design Subjects at Vocational High School Sunarya, Akbar Haris; Ariyuana, Rosihan; Aristyagama, Yusfia Hafid
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.70188

Abstract

This study aims to determine the differences in student learning outcomes in the application of blended learning the flipped classroom model to the direct learning model and also to determine the more effective learning model between blended learning type flipped classroom with direct learning model. This study uses a quantitative approach with a  quasi-experimental design and uses a pretest-posttest control. The population of this research is all students of class X majoring in Multimedia. The sample used is 54 students. The sampling technique in this research is using the total sampling method. Data obtained from the results of pre-test and post-test based on indicators of student learning outcomes.The results obtained from this study are as follows. First, there are differences in learning outcomes in Basic Graphic Design subjects in the experimental class by applying the blended learning type flipped classroom and the control class applying the direct learning model. It is proven by the average learning outcomes of the experimental class of 77.-3 and the control class of 73.14. The second is that the blended learning model of the flipped classroom type is more effective than the direct learning model. The results of the effectiveness behavior in the experimental class with the application of the flipped classroom blended learning model are in the medium category, while the control class with the direct learning model is in the low category.
Designing Board Games: A Practical Guide for Educator to Teach Computer and Basic Network in Class Wulandari, Ayu Indah; Maryono, Dwi; Basori, Basori
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.63924

Abstract

Board Games can be a highly engaging and motivating resource to support Computer and Basic Network teaching in class. However, the development of board games to facilitate the communication of the subject may not be an easy task for those with no prior experience in designing games. For instance, the various classification of educational game features, construction of the game mechanism, and lack of scholarly guidance for designing and their efficacy in formal learning may hinder the game development process. To address this issue, this study presents a hands-on game development framework for teachers and researchers on how to design educational games. The framework is divided into five that build upon each other to create a student-centered educational resource as well as provide a means of evaluation.
Evaluation of Capture The Flag-Based Online Cyber Security Learning Media in Terms of Ethical Hacking and Gamification Rohman, Aji Nur; Hatta, Puspanda; Budiyanto, Cucuk Wawan
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.66538

Abstract

This study intend to (1) determine the suitability of the components of online learning media for network and computer security to suitability with the ethical hacking process, (2)conduct a comprehensive review of cyber security learning media. This research is a qualitative research with a grounded theory research approach. The data sources of this study include Capture The Flag websites, ethical hacking aspects and gamification aspects. Sampling techniques are carried out using application search strategies based on certain keywords in accordance with the relevance of online applications of cyber security learning media. Data analysis in this study uses qualitative data analysis, as for data analysis techniques that are adjusted to the stages in the study (Perry, Lunde, and Chen 2016). The first thing that is done is to search for research data sources using predetermined keywords. Filtering is carried out on search results so that search results are unique and duplication does not occur. Filtering is carried out to find inappropriate online applications, then removed from the list. Scoring of data that is in accordance with the ethical hacking aspects and gamification aspects. Second, the obstacle experienced in the research process is that there are several obstacles that cannot be accessed due to closed access or developers who do not update the CTF-based cyber security website so that it cannot be run. Third, the maker or owner or developer of this CTF-based cyber security website needs to consider the gamification side in the creation and preparation of this CTF-based cyber security website. This is necessary to increase the interest of participants with the presence of gamification aspects that are implemented
The Influence of the Internet on Study Interests of High School Students in Timor Leste Belo Ximenes, Jose Feliciano Lim; Liantoni, Febri; Budiyanto, Cucuk Wawan
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): 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.v6i2.71278

Abstract

Several schools in big cities in Timor-Leste already have computers connected to the Internet; these computers are used for school administration and the learning process to facilitate the process of communication and data exchange; each computer must be connected to a wired or wireless network. With a sufficient internet network, I hope students can increase their interest in learning. In this regard, this study aims to explain the positive and negative effects of the Internet on high school students' learning interest in Timor Leste. This research uses a quantitative method, which will be filled with numbers and statistics that will then be described descriptively. Based on the results of this study it is supported by data and analysis of significant conditions, which means that the Internet used is what is expected of the learning interests of high school students in Timor-Leste. Based on the SPSS version 25 data processing test on F count, the results were obtained so that the internet variable (X1) simultaneously had a simultaneous impact on learning interest (Y) for high school students in Timor-Leste with an F test score of 17.614 and a significant level of 0.000. And sourced from the test of the coefficient of determination that the Internet (X1) has on the learning interest of high school students in Timor-Leste. The summary model value of R2 is 0.317.

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