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
Designing E-Coaching Program to Improve Understanding of Basic Techniques for Early Judo Athletes Szalsza Maulida; Munir Munir; Ira Purnamasari
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.v4i1.30229

Abstract

Early childhood is the right time to start practicing body movements, one of which is through sports. In this modern era, technology is growing every minute, including in the world of sports science and technology. This study aims to build a website-based E-Coaching training media as a medium for children to practice independently. The multimedia development uses waterfall method, which consists of six stages, namely the stages of 1) Requirements, 2) Design, 3) Implementation, 4) Testing, and 5) Maintenance. In the multimedia development process, researchers conducted a validation from the experts to test the teaching materials and the media. The training media that was built was implemented for two children who were the objects of Judo practice research. Based on the research results, the use of E-Coaching training media can improve children's skills in making Judo techniques.
Designing a Sound Programming Kit for Elementary School Students Putra, Taufiq Pratama; Junaeti, Enjun; Sutarno, Heri
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.v3i2.28236

Abstract

The development of technology and knowledge is currently being updated. The generation born and accustomed to the digital world in his life is known as "digital natives". Elementary school age children are classified as "digital natives" and they should be directed to have technological expertise. One way to make these "digital natives" productive is to introduce the basic concepts of programming and electronics from an early age by using a sound programming kit. The design of this sound programming kit pays attention to the characteristics of elementary school students. This kit uses Arduino as a platform to run this kit because Arduino devices are easy to obtain, cost-effective, thus Arduino is recommended to introduce algorithms and programming for elementary school students. This study uses the ADDIE research method with the participants of teachers Miftahul Iman Elementary School Bandung. From this study the results obtained are 1) the sound programming kit that had been developed through several stages, namely analysis, design, development, implementation, and evaluation is rated “Very Good” by media experts with an average percentage of eligibility of 88.95%, 2) The teacher who did the test obtained an average Pretest score of 38.3 and an average Post-test score of 83.3, therefore gaining an increased value by 45. 3) The sound programming can be an alternative learning medium for teachers because it is interesting to be done by students and very flexible because it can be done outside of school.
Rancang Bangun Kit Pemrograman Dasar Berbasis Cahaya Untuk Siswa Sekolah Dasar Doni Ramadan; Heri Sutarno; Enjun Junaeti
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.v1i2.28002

Abstract

Perkembangan Ilmu Pengetahuan dan Teknologi (IPTEK) telah membawa perubahan di hampir semua aspek kehidupan manusia, dan membawa kita pada era pengenalan coding (pemrograman) dasar pada usia anak sekolah dasar untuk mengenalkan konsep dasar pemrograman sedini mungkin. Namun, siswa pada saat ini mengalami permasalahan dalam belajar pemrograman yaitu kurangnya pemahaman mereka tentang aturan, logika, sintaksis dari bahasa pemrograman, dan pemikiran algoritmik dan krisis siswa yang belum berkembang. Dalam penelitian ini, akan dikembangkan suatu kit pemrograman ini dirancang dengan memperhatikan karakteristik media untuk siswa sekolah dasar dengan menggunakan platform Arduino. Perangkat Arduino ini mudah ditemukan, bentuknya relatif kecil, dan harganya terjangkau sehingga diharapkan dapat membantu mengenalkan algoritma dan pemrograman ke siswa sekolah dasar. Penelitian ini menggunakan metode penelitian ADDIE dengan tahapan-tahapan meliputi: (1) analisis, (2) desain, (3) pengembangan, (4) implementasi dan (5) evaluasi. Berdasarkan penelitian diperoleh hasil: 1) kit pemrograman Arduino yang telah dikembangkan dinilai sangat baik oleh ahli media dengan rata-rata persentase kelayakan sebesar 93.95%, 2) Guru mengalami peningkatan nilai pengetahuan yang sangat signifikan sebesar 43,3 dengan rata-rata nilai Pretest sebesar 45 dan rata-rata nilai Posttest sebesar 88,3. 3) kit pemrograman Arduino ini dapat membantu guru dalam proses pembelajaran dikarenakan menarik untuk dicoba oleh siswa
Application of Blended Learning Model to Improve Online Learning Activities for Basic Computer and Networking for Students Jannah, Miftahul; Nurdin, Enjang Ali; Hardianti, Tati
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.v2i2.63967

Abstract

This study aims to (1) Design and implement Blended Learning model on the subjects of computer assembly for class X TKI at SMKN 2 Bandung. (2) Knowing the difference in outcomes activity learning of students who are using the Blended Learning model and those who do not use the Blended Learning model of learning in the subjects Computer Assembly class X TKI SMK Negeri 2 Bandung (3) Knowing the students' response to the learning model of Blended Learning using Moodle e-learning in the subjects Computer Assembly class X TKI SMK Negeri 2 Bandung. The stage of this study are: (1) Preparation and planning (2) Research (3) Presentation of the study results. The data analysis used t-test to determine differences in learning outcomes, and added with questionnaire to know the responses of the students. The results showed that: (1) The results of the validation study media get a validity of 83.6% with very valid criteria (2) The results of the validation RPP get a validity of 88.5% with very valid criteria (3) The results of the validation items to get the validity of 88.8% with very valid criteria (4) The results of responses of student about learning model of Blended Learning using Moodle e-learning media earned an average rating of 75.3% and is considered good.
Analisis Pelaksanaan Pembelajaran Google Classroom pada Mata Pelajaran Komjardas Berbasis Podcast (Youtube) Berbantuan Media Interaktif Pada Siswa Kelas X TKJ di SMKN I3 Bandung Anzir Tanjung; Wawan Setiawan; Wahyudin Wahyudin; Agi Firmansyah
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.v1i1.29476

Abstract

Penelitian ini bertujuan untuk mengetahui proses pembelajaran Google Classroom berbasis podcast di era pandemi iCOVID-19 pada mata pelajaran sistem operasi. Jenis penelitian ini menggunakan pendekatan kualitatif, sumber data dalam penelitian ini meliputi sumber data primer dan sekunder. Teknik pengumpulan data menggunakan metode observasi, wawancara, dan dokumentasi sedangkan analisis data mengikuti model alir dari Miles dan Huberman. Pengecekan keabsahan data dengan credibility (keterpercayaan), transferability (keteralihan), dependanility (kebergantungan), confirmability (kepastian). Hasil penelitian ini menyimpulkan bahwa (1) Pembelajaran google classroom era pandemic iCOVID-19 materi sistem operasi kelas X SMKN 3 Bandung meliputi i(a) tujuan pembelajaran materi sistem operasi ini agar siswa mampu mendeskripsikan definisi sistem operasi (b) materi pelajaran: guru memberikan materi dengan rinci, (c) media yang digunakan guru berupa gambar, (d) metode yang digunakan metode tanya jawab, i(e) strategi mengajar guru dengan menyampaikan poin-poin penting, (f) hasil penilaian pembelajaran Google Classroom sudah berhasil mencapai KKM secara klasikal; (2) Persepsi siswa terhadap pelaksanaan pembelajaran Google Classroom era pandemi COVID-19 materi sistem operasi yaitu: (a) materi sistem operasi materi yang menarik, (b) media gambar dapat memberikan pemahaman kepada siswa, (c) faktor pendukung: motivasi dalam diri siswa, bimbingan orang tua, (d) faktor penghambat: kurangnya manajemen waktu, keadaan rumah yang tidak kondusif, sebagian siswa masih terkendala akses internet, i(e) kelebihan: lebih efektif, siswa dapat belajar secara mandiri, (f) kekurangan: tidak ada praktikum pada materi sistem operasi.
Improving Student Learning Independence by Applying the Peer-Tutoring Method in Basic Programming Subjects for Vocational High School Joko Laksono
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.v2i1.63946

Abstract

Learning method is a method or effort made by the process of educators so that the teaching and learning process of student is achieved in accordance with the objectives. This learning method is very important to do so that the teaching and learning process is fun and does not make the students too tired, and the student can easily grasp the knowledge of the educators. One learning method that can be used to improve student abilities is using the peer tutoring method. The peer tutoring method is a learning pattern in which a person or several clever students are appointed by the teacher to provide learning assistance for students who are less intelligent. In this study, using the peer tutoring method in basic programing subject was proven to increase the independence of student.
Development of UI / UX Design in Web-Based Artificial Intelligence Learning on Student Learning Motivation with a User-centered Design Approach Masyita Insyra Putri; Erna Piantari; Enjun Junaeti
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.v4i1.64140

Abstract

Artificial Intelligence (AI) is a study of intelligent machines. Starting from elementary school, children should have the opportunity to learn computer science, both from computational thinking and programming. Based on that case, an e-learning platform that discusses AI with block-based programming was created, namely eCraft2Learn. Based on the results of field studies, the measurement of user experience and user interface shows the "bad" category on each scale. Whereas in e-learning, UI/UX is the point of interaction as the key in achieving educational goals. It is necessary to develop UI/UX both in terms of structure and content presentation, collaboration, and interaction so that it can influence student learning and motivation. Thus, the UI/UX development is carried out by applying the four stages of the user-centered design method. After all stages of the method are carried out, it produces a UI/UX design whose value can be measured based on the measurement of user experience and the development of student learning motivation is also measured through four indicators, namely intrinsic motivation, identified regulation, external regulation, and amotivation. From these results, it can be concluded that the UI/UX design that has been developed produces an increased value and has a positive effect on the intrinsic motivation scale and identified regulation. However, the results of this UI/UX design have no influence on the scale of external regulation and motivation
Web-Based Personalized Learning Media for Enhancing Cognitive Abilities of Vocational High School Students in Basic Programming Subject Damayanti, Tiara Ayu; Prabawa, Harsa Wara; Rahman, Eka Fitrajaya
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.v3i2.31571

Abstract

Every student has different personal needs and characteristics and those must be considered as the factors that must be considered in the learning process. Therefore, appropriate learning methods must be student-centered, otherwise known as personalized learning. This study aims to implement web-based learning media with a personalized learning approach to improve cognitive abilities of vocational school students, measure the effect of media application and student responses to learning media. This study uses a quantitative method with a comparative causal design, and the Whole Life Cycle method is used for media development. The research design used was a one-group pretest-posttest. Web-based learning media with a personalized learning approach that was developed and got a percentage score of 86% or "Very Good" by experts on media testing. The use of web-based media with the personalized learning approach can improve the cognitive abilities of vocational students who are tested with post-test questions with an increase in the average N-gain of students in group A of 0.47 (which is in the "medium" category) and in group B an increase in the average N-gain of students by 0.53 (which is included in the "medium" category). There is a relationship between student responses to instructional media and an increase in n-gain at the lower-, middle-, and upper-class levels. For the overall response of students to learning media get a percentage score of 94.43%.
Pembangunan Multimedia Pembelajaran Bagi Siswa Tunanetra Untuk Pengembangan Orientasi Mobilitas Dengan Pendekatan Model Field Trip AZ Pranata; Lala Septem Riza; Rizky Rachman Judie
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.v1i2.28123

Abstract

Penelitian ini dilatarbelakangi oleh dampak ketunanetraan yang menyebabkan anak tunanetra mengalami keterbatasan  dalam interaksi dengan lingkungan, melakukan orientasi mobilitas, dan belajar pada bahan ajar yang bersifat visual. Tujuan dari penelitian ini adalah untuk merancang, mengimplementasikan, dan menganalisis respon siswa tunanetra terhadap konsep multimedia pembelajaran yang digunakan untuk pengembangan orientasi mobilitas dengan mempertimbangkan aspek multimedia anak tunanetra, prinsip orientasi, komponen orientasi, model pembelajaran field trip, dan game. Pembangunan multimedia pembelajaran dalam penelitian ini dilakukan dengan menggunakan metode waterfall. Eksperimen dilakukan dilakukan kepada 3 orang siswa SLB Negeri A Kota Bandung. Hasil dari eksperimen kemudian diolah dan dianalisis berdasarkan metode kualitatif. Temuan penelitian menunjukkan bahwa penggunaan multimedia pembelajaran, tanggapan siswa, dan peroleh nilai setelah menggunakan multimedia pembelajaran sangatlah baik. Multimedia pembelajaran yang dibangun dapat digunakan, diterima, dianggap menyenangkan, dan memberikan dampak positif untuk siswa tunanetra
Designing Interactive Multimedia-Based Learning Media Using Augmented Reality in Basic Computer and Networking Subjects Computer and Basic Networking for School Expertise Package Vocational High School Yandi, Zidan Fitri; Munir, M; Rasim, R
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.v2i2.63971

Abstract

Learning infrastructure is one of the supporting factors for vocational high school learning activities for the Computer and Informatics Engineering expertise program. Less effective learning media used by teachers as well as understanding and activeness of students in the learning process of this research background. The main objective of this research is to design and implement interactive multimedia based on Augmented reality with Auditory, Intellectually, and Repetition (AIR) learning models to determine the cognitive enhancement of students in learning network topology on basic computer and network subjects. Augmented reality-based interactive multimedia uses a comprehensive life cycle development model (SHM) and the research method used is quantitative with a sample of class X (ten) Multimedia students of SMK Negeri 1 Cipatat. From this research, the results obtained: (1) interactive multimedia is good and suitable for use. Obtained media value of 82% and material of 90.74% which is very well interpreted by media experts and subject teachers. (2) Interactive multimedia can improve students' cognitive with the acquisition of an average value of 0.697 with criteria that have "medium" criteria. (3) the students responded to the interactive multimedia learning media based on Augmented Reality, which was quite good, with a value of 80.24% and included in the “very good” category.