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 Problem-based Learning dalam Mengatasi Kesulitan Konsentrasi saat Pembelajaran Edlina Pramistawati
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.
Meningkatkan Keaktifan dan Hasil Belajar Siswa pada Materi Perangkat Lunak Pengolah Angka dengan Model Pembelajaran Berbasis Masalah berbantuan fitur AI pada Microsoft Excel Kelas VII di SMP Sinar Dharma Minarni Wijaya; Basori Basori; Astika Wulansari
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.v5i3.65836

Abstract

Paradigma pembelajaran saat ini menuntut siswa untuk aktif dalam kelas. Sayangnya masih banya siswa tidak aktif dikarenakan metode pembelajaran yang digunakan guru kurang aktif dan monoton. Penelitian ini bertujuan untuk meningkatkan aktivitas, dan hasil belajar siswa pada materi perangkat lunak pengolah angka terutama rumus dan fungsi Microsoft Excel 365 dengan memanfaatkan fitur AI (Artificial Intelligence) pada aplikasi Microsoft Excel 365. Penelitian ini merupakan penelitian tindakan kelas (PTK) yang dilaksanakan dalam dua siklus, dimana tiap siklus meliputi tahap perencanaan, pelaksanaan, pengamatan dan refleksi. Subjek penelitian ini adalah siswa kelas VII B SMP Sinar Dharma, Jakarta tahun pelajaran 2022/2023. Jumlah siswa dalam PTK ini adalah 25 orang. Perolehan data melalui pengamatan dan tes.  Analisis data menggunakan reduksi data, penyajian data, dan pengambilan kesimpulan. Penelitian tindakan kelas ini menunjukkan bahwa penerapan model pembelajaran berbasiskan masalah dengan berbatuan fitur AI dapat meningkatkan aktivitas, dan hasil belajar siswa pada materi rumus dan fungsi pada Microsoft Excel untuk kelas VII B SMP Sinar Dharma, meningkat. Pengumpulan data dilakukan dengan memberikan tes untuk menilai hasil belajar siswa, dan melakukan pengamatan aktivitas siswa dalam pembelajaran untuk melihat respon siswa terhadap model pembelajaran yang digunakan. Berikut adalah hasil yang penulis dapatkan: 1) keaktifan siswa meningkat dari siklus I 60%, menjadi 75,3% pada siklus II, 2)  respon siswa menyenangi penerapan fitur AI pada perangkat lunak pengolah angka Microsoft Excel pada siklus I 56% meningkat pada siklus II menjadi 72%, 3) peningkatan ketuntasan hasil belajar siswa pada siklus I 60% menjadi 76%. Kesimpulan dari penelitian ini adalah model pembelajaran berbasis masalah berbantuan AI pada Microsoft Excel 365 dapat meningkatkan aktivitas, dan hasil belajar siswa.
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.
Evaluasi Pemanfaatan Metode Problem-Based Learning untuk Memotivasi Siswa SMK di Kota Magelang dalam Pembelajaran Dwi Lathif Kurniawan
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.
Pengembangan Media Interaktif Berbasis Mobile Untuk Meningkatkan Minat Belajar Bahasa Arab Pada Siswa Kelas V MI Roudlotul Ulum Suwawal Salik Manahijassu'ada'; Dwi Maryono; Agus Efendi
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.v6i3.78457

Abstract

Penelitian ini bertujuan untuk (1) mengetahui hasil pengembangan serta kelayakan media interaktif berbasis mobile bagi siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab; (2) mengetahui respon pengguna terhadap media interaktif berbasis mobile sebagai media pembelajaran siswa kelas V MI Roudlotul Ulum terhadap pembelajaran Bahasa Arab. Penelitian ini merupakan jenis penelitian Research and Development (R&D) dengan model pengembangan yang digunakan adalah ADDIE. Instrumen yang digunakan dalam penelitian ini meliputi angket penilaian validasi uji ahli materi, ahli media, dan angket respon siswa (pengguna). Hasil penilaian ahli media menunjukkan bahwa kelayakan media pembelajaran memperoleh total skor sebesar 88% termasuk dalam kategori “Sangat Layak”. Kemudian hasil evaluasi ahli materi menunjukkan penerapan media pembelajaran memperoleh total skor 87% termasuk dalam kategori “Sangat Layak”. Hasil uji pengguna, aplikasi media pembelajaran interaktif memperoleh skor akhir sebesar 92%, termasuk dalam kategori “Sangat Baik”. Hasil pengujian menunjukkan bahwa media pembelajaran interaktif berbasis mobile yang dikembangkan sangat layak digunakan dalam pembelajaran bahasa Arab di MI Roudlotul Ulum Suwawal.
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 Darmi Herawati; Basori Basori; Astika Wulansari
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.v6i3.65895

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 Yoga Putra Jaya; Agus Efendi; Endar Suprih Wihidayat
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 Pratiwi Ajeng Safitri; Basori Basori; Febri Liantoni
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.

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