cover
Contact Name
Andini Setya Arianti
Contact Email
jgrkomupi@gmail.com
Phone
+6285722435496
Journal Mail Official
jgrkomupi@gmail.com
Editorial Address
Universitas Pendidikan Indonesia Departmen Pendidikan Ilmu Komputer Universitas Pendidikan Indonesia Jl. Setiabudhi No. 229 Bandung
Location
Kota bandung,
Jawa barat
INDONESIA
Jurnal Guru Komputer
ISSN : -     EISSN : 27747891     DOI : https://doi.org/10.17509/jgrkom
Core Subject : Science, Education,
The Computer Teacher Journal (JGrKom) (e-ISSN: 2774-7891) is an open-access and peer-reviewed journal, published by the Universitas Pendidikan Indonesia, which is a medium for disseminating research results from scientists and educational practitioners in various fields of pedagogy and technology learning.
Articles 43 Documents
Penerapan Model Pembelajaran Project Based Learning (PjBL) untuk Meningkatkan Keaktifan Belajar Siswa pada Mata Pelajaran Pemodelan Perangkat Lunak Kelas XI di SMKN 4 Bandung Rossy Rossy Agustriyanda; Wawan Setiawan; Eka Fitrajaya Rahman; Bahar Nugraha Praja
Jurnal Guru Komputer Vol 1, No 1 (2020): JGrKom: July 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v1i1.29480

Abstract

Salah satu permasalahan yang menyebabkan rendahnya mutu Pendidikan adalah perancangan pembelajaran siswa yang hanya berfokus pada kemampuan kognitif. Padahal selain kemampuan kognitif, kemampuan afektif dan psikomotorik perlu untuk dikembangkan juga. Untuk meningkatkan kemampuan afektif, siswa harus berperan aktif dalam proses pembelajaran. Dalam penelitian ini akan dirancang model pembelajaran Project Based Learning yang dapat meningkatkan keaktifan belajar siswa pada mata pelajaran Pemodelan Perangkat Lunak di kelas XI SMK Negeri 4 Bandung. Penelitian ini merupakan penelitian tindakan kelas yang menggunakan model yang dikembangkan oleh Kurt Lewin. Subjek penelitian ini adalah siswa kelas XI RPL 3 Program Keahlian Rekayasa Perangkat Lunak, dengan jumlah 35 siswa. Kriteria keberhasilan penelitian yang ditetapkan untuk keaktifan belajar siswa adalah 75% siswa terlibat secara aktif dalam proses pembelajaran. Hasil penelitian ini menunjukkan bahwa penerapan model pembelajaran project based learning (PjBL) dapat meningkatkan keaktifan belajar siswa pada mata pelajaran Pemodelan Perangkat Lunak di kelas XI SMK Negeri 4 Bandung. Setelah diterapkan model pembelajaran project based learning (PjBL) pada siklus I rata-rata keaktifan belajar siswa mencapai 67% dan pada siklus II meningkat menjadi 79%. Sehingga dapat disimpulkan, terdapat peningkatan pada keaktifan siswa antara siklus I dan siklus II sebanyak 12% setelah menerapkan model pembelajaran project based learning (PjBL).
Implementation of Structured Dyadic Methods to Improve Learning Results in Web and Mobile Device Programming Class XI Students in Software Engineering Expertise Program Akbar, Nur Helmi
Jurnal Guru Komputer Vol 2, No 2 (2021): JGrKom: September 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i2.63969

Abstract

This research is a Classroom Action Research (CAR) to 36 students of class XI RPL SMK Negeri 4 Bandung. This study aims to improve learning outcomes in the subjects of Web Programming and Mobile Devices for class XI RPL students of SMK Negeri 4 Bandung for the 2020/2021 academic year through the application of the Structured Dyadic Method. The data collection technique is done by using learning result test, observation and documentation. The data analysis technique used is descriptive quantitative data analysis with a percentage in the form of calculating the learning outcomes test and the observation results. The results of this classroom action research are 1) cognitive learning outcomes increase, in cycle I the average cognitive score of students is 51.25 or 22 students have reached KKM. In the second cycle the average cognitive score of students increased to 83.75 or 36 students had reached the KKM. 2) The learning outcomes of students' affective domains increased, in the first cycle as many as 22 students had reached the very good or good category and increased to 33 students in the second cycle. 3) The students' psychomotor learning outcomes increased, in the first cycle as many as 28 students had reached the very good or good category and increased in the second cycle to 33 students. Therefore, it can be concluded that the application of the Structured Dyadic Method learning method can improve learning outcomes in the cognitive, affective and psychomotor domains of class XI RPL SMK Negeri 4 Bandung Academic Year 2020/2021.
Creative Problem-Solving Learning Model to Improve Student Activeness and Learning Outcomes in Entrepreneurship Creative Product Subject Fachrul Rahman
Jurnal Guru Komputer Vol 2, No 1 (2021): JGrKom: July 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i1.63949

Abstract

To overcome this problem, a study was conducted using the Creative Problem Solving learning model to increase student activeness and understanding in learning. This study aims to determine whether or not there is an increase in student activity and learning outcomes.This type of research is Classroom Action Research which is conducted in two cycles. Each cycle consists of four stages, namely planning, implementing, observing, and reflecting. The success indicators determined were the average score of the student's activeness level reaching ≥75% and the percentage of classical completeness of students in the class reaching ≥75%. The results showed that there was an increase in student activeness and learning outcomes, this is evident from the percentage of classical student completeness from the pre-cycle which was only 22% increased to 63% in cycle I and again increased in cycle II reached 88%, while the percentage of observation results The activeness of students in the first cycle reached 67% then increased in the second cycle to 83%. Based on the results of research and discussion, it can be concluded that there is an increase in student activeness and learning outcomes after the application of the Creative Problem Solving (CPS) learning model in the subject of computer assembly, basic competence in understanding the disassembly procedures of computers and presenting the results of assembling computers.
Designing UI/UX for Web-Based Evaluation in Artificial Intelligence E-Learning to Determine Learning Motivation with Design Thinking Approach Muhammad Zahid Tsaqif; Erna Piantari; Erlangga Erlangga
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64138

Abstract

E-Learning is a solution to increase knowledge and skills. One of them is learning Artificial Intelligence (AI). Based on this, AI can be learned through web-based e-learning, one of which is on the eCraft2Learn web. The eCraft2Learn website is an e-learning about AI that applies block-based programming to its learning. However, the evaluation feature has not been facilitated on the web. While in the educational process, learning evaluation is a factor that needs to be considered to determine the extent to which students master learning and diagnose student learning difficulties. Based on field studies conducted to students at SMK Negeri 4 Bandung, pain points were obtained from their experience in using online-based learning evaluations. Thus, it is necessary to design a User Interface and User Experience (UI/UX) learning evaluation on eCraft2Learn to overcome these pain points using the Design Thinking method. This design is carried out through five stages, namely Empathize, Define, Ideate, Prototype, and Test. With this design, a UI/UX design is produced that can increase students' intrinsic motivation when doing evaluations. Intrinsic motivation is significantly related to the completion of a task. Therefore, the measurement results from user experience through the User Experience Questionnaire (UEQ) are above average, and the UI/UX design that has been designed has a positive effect on the interest or pleasure subscale and the perceived choice subscale.
Penerapan Metode Pembelajaran Computer Science Unplugged (CSU) Pada Mata Pelajaran Administrasi Infrastruktur Jaringan Terhadap Hasil Belajar Siswa (Studi Kasus: SMK N Pekerjaan Umum Bandung) Dewini Dewini; Eka Fitrajaya Rahman; Lala Septem Riza
Jurnal Guru Komputer Vol 1, No 2 (2020): JGrKom: September 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v1i2.27999

Abstract

Penelitian ini dilatarbelakangi oleh permasalahan yang ada terkait sarana prasarana yang kurang merata sebagai salah satu penyebab rendahnya kualitas siswa dan mutu pendidikan di Indonesia. Penelitian ini bertujuan untuk merancang, menerapkan dan mendokumentasikan metode pembelajaran Computer Science Unplugged (CSU) untuk mata pelajaran Administrasi Infrastruktur Jaringan pada materi routing, untuk mengetahui pengaruh metode pembelajaran CSU terhadap peningkatan kognitif siswa.Terdapat tahapan yang disusun untuk pembuatan ide CSU antara lain penentuan tahap dan pemilihan topik materi, pemilihan ide CSU, penentuan ide CSU untuk Materi Routing, Penyusunan Langkah-langkah Pembelajaran, Alat dan bahan peraga. Dari penelitian ini didapatkan hasil: (1) Metode Pembelajaran CSU dalam materi Routing didapatkan dari hasil angket siswa sebesar 85,3% dan hasil angket guru sebesar 82,5% yang diinterpretasikan “Sangat Baik”. 2) Metode Pembelajaran CSU dapat meningkatkan hasil kognitif siswa diperoleh dari rata-rata indeks gain sebesar 0,52 dengan kriteria efektivitas “Sedang”
Application of the Project Based Learning Model to Increase Student Activity and Student Learning Outcomes in Basic Computer and Network Subjects hasan, ibnu
Jurnal Guru Komputer Vol 3, No 2 (2022): JGrKom: September 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i2.29599

Abstract

The research aims to increase student activity and motivation in the subject of Computers and Basic Networks in class X TKI SMK Negeri 2 Bandung by using the Project Based Learning model. This research is Classroom Action Research (CAR) which aims to overcome existing problems in class. The research subjects were class X TKI students in the even semester of the 2019/2020 academic year, a total of 35 students. The research was conducted in two cycles and at the end of each cycle a reflection was made on the actions given. Data collection techniques in research is using observation sheets, questionnaires, and documentation. The results show that the implementation of learning using the Project Based Learning model in the Basic Computer and Networks subject can increase student activity and motivation. The result show that student activeness went from of 71.84% in Cycle 1 increased in Cycle 2 with 74.61%, and student completion rate went from of 78% in Cycle 1 to 100% in Cycle 2. It is proved that the Project Based Learning model can increase student activity in Basic Computer and Network Subjects.
Pengaruh Model Pembelajaran Project Base Learning Melalui Pembelajaran Daring Pada Mata Pelajaran Pemrograman Web dan Perangkat Bergerak Terhadap Peningkatan Hasil Belajar Peserta Didik Muhammad Dafit; Bahar Nugraha Praja; Enjang Ali Nurdin; Eka Fitrajaya Rahman
Jurnal Guru Komputer Vol 1, No 1 (2020): JGrKom: July 2020
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v1i1.29505

Abstract

Penelitian ini dilakukan untuk mengetahui peningkatan hasil berlajar peserta didik setelah diberikan treatment atau perlakuan berupa penerapan model pembelajaran project base learning melalui pembelajaran daring pada mata pelajaran pemrograman web dan perangkat bergerak. Penelitian dilakukan di SMK Negeri 4 Bandung. Model penelitian yang digunakan adalah model kurt lewin. Dilakukan selama dua siklus di dapatkan hasil pada siklus I hasil belajar yang diperoleh sebesar 61,11% dari total 36 siswa mencapai KKM dengan rata-rata hasil penilain proyek sebesar 77,94 dan pada siklus II 86,11% peserta didik mencapai KKM dengan rata-rata hasil penilain proyek sebesar 86,22. Sehingga terjadi peningkatan gain sebesar 0,375 dengan kategori sedang. Sedangkan dari hasil observasi yang dilakukan oleh observer terhadap aktifitas guru dan peserta didik didapatkan pada siklus I sebesar 76,67% aktifitas guru dan  60% aktfitas peserta didik serta pada siklus II sebesar 93,33% aktifitas guru dan  86,67% aktfitas peserta didik. Dari data diatas menunjukan adanya peningkatan hasil belajar peserta didik setelah menggunakan model pembelajaran project base learning melalui pembelajaran daring pada mata pelajaran pemrograman web dan perangkat bergerak.
Implementation of Contextual Teaching and Learning Model on Web-Based Learning Multimedia for Database Subjects Dini, Nur Amruna; Prabawa, Harsa Wara; Erlangga, Erlangga
Jurnal Guru Komputer Vol 2, No 2 (2021): JGrKom: September 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i2.63970

Abstract

Database is one of the important components in an information system because the database will provide information that will be used by the user. Preliminary research reveals information that understanding material regarding Entity Relationship Diagram (ERD) is still difficult for students to understand. Understanding database concepts requires relationships that are based on perceptions in the real world. Contextual Teaching and Learning (CTL) is a learning concept that will help teachers to relate learning material to the actual situation experienced by students. This research uses comparative causal quantitative research and applies the Extensive Lifecycle (ELC) software development method. This research got the following results: 1) Multimedia web-based learning has a percentage of 188.5 with the category "Very Good" by media experts. 2) The use of web-based learning multimedia with the CTL model has been proven to improve students' conceptual understanding as evidenced by an increase in the mean gain value of 0.59 with the effectiveness criterion of "moderate". 3) Based on the correlation test, there is a relationship between student gain scores and multimedia learning. 4) Students provide an assessment of multimedia learning by giving a score of 312 from the ideal score of 334.
The Effectiveness of Online Learning Using Online Media in Basic Programming Subjects Tajura Jura
Jurnal Guru Komputer Vol 2, No 1 (2021): JGrKom: July 2021
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v2i1.63953

Abstract

This study aims to determine the effectiveness of online learning using online media during the COVID-19 pandemic in basic programming subjects. This research is descriptive quantitative research that focuses on evaluating learning using online media. The study population is all students of SMK Negeri 2 Bandung who are taught basic programming subjects using online methods. The research sample was students of grade X TKI 1 SMK Negeri 2 Bandung who were selected using a simple random sampling technique by considering population homogeneity. The data collection instrument used an online learning questionnaire. Data analysis using descriptive statistics. The results suggest that learning basic programming using online media is “very effective” (23.3%), most of them rated it “effective” (46.7%), and rated it “mediocre” (20%). There are also learners who consider online learning “ineffective” (10%), and no one rate it “very ineffective” (0%). Finally, to improve the quality of basic programming online learning during the COVID-19 pandemic, educators must fulfill some suggestions from respondents, namely: (1) learning is carried out through online media; (2) provision of concise learning materials; (3) minimize sending materials in the form of files to save quota; (4) The selection of material in the file must be based on easy-to-understand language criteria.
Implementation of the Guided Discovery Learning Model Using Web-Based Learning Media to Improve Vocational School Students' Cognition Jasmine Tsania; Budi Laksono Putro; Eki Nugraha
Jurnal Guru Komputer Vol 4, No 1 (2023): JGrKom: July 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i1.64139

Abstract

Database subjects are considered difficult to understand because they are abstract and require students to learn, master, and understand the concepts of the subjects being taught. This study aims to understand how the application of the guided discovery learning model using web-based learning media can improve the cognitive abilities of vocational students. The research method used is the Smart Learning Environment Establishment Guideline (SLEEG) and the pre-experimental research design type is one group pretest-posttest. The research subjects used were students of class XI RPL 1 at SMK Bina Wisata Lembang. The results obtained from this study through the calculation of the gain test resulted in an average gain of 0.50 and included the 'medium' effectiveness criteria. Students respond to learning media with a percentage value of 85% where this number is included in the 'very good' category. So, the end of this study concluded that web-based learning media with the Guided Discovery Learning model can improve the cognitive skills of vocational students in database subjects.