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
Assessment of Students' Absorption of Printed Graphic Design Material Using the Blended Learning Model Audina, Nurul
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.v2i2.63957

Abstract

This research is motivated by the problems that researchers encountered in the field, namely the student absorption of Printed Graphic Design, is still lacking. Therefore, there is a need for a learning model that can help improve students understanding of the material combining vector-based image and text. One of the alternatives used by researchers to overcome this problem during the Covid-19 period is by using a blended learning model. This study aims to prove the doubts about student’ understanding ability of Printed Graphic Design materials. To achieve good results participants used the class action research method from Kurt Lewin, which states that in one cycle there are four main steps, namely (1) planning, (2) action, (3) observation, (4) reflection. The learning outcomes of the first cycle were not in line with expectations because students who scored ≥ 75 is only 22.86%, while the expected value if students who scored ≥ 75 had achieved completeness ≥ 75%. Meanwhile in cycle II, there is an increase in learning outcomes where the results are in accordance with expectations because students who score ≥ 75 are more than 75% of the total number of students, which is 100%.
Implementation of ADDIE in Multimedia to Improve Students' Understanding of Extrapolation Sofhia Nabilah; Eka Fitrajaya Rahman; Asep Wahyudin
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.v4i1.30640

Abstract

Branching becomes one of the materials in basic programming subjects in vocational schools that have not been properly understood by the student. The observation results showed a problem in the learning process of the subject. The proposed solution to solve the identified problem is develop an interactive learning multimedia. Interactive multimedia helps solve problems by making the subject matter more interesting and easier to understand. This study aims to analyze the implementation of ADDIE model in the design and development of learning, improve student extrapolation understanding, and student response to multimedia. Interactive multimedia has been developed and rated "Feasible" by material experts with a score of 3,67 and is rated "Feasible" by multimedia construction experts with a score of 4,03. The use of multimedia, on the other hand, improves the understanding of student extrapolation shown it is emphasized by using the ANOVA test with a value of 0,553 x 10-130,05. The student's response to interactive multimedia received a score of 4,53 with the category "Very high".
Mobile Learning berbasis Augmented Reality untuk Mendukung Pembelajaran Perakitan Komputer Matlaul Anwar; Harsa Wara Prabawa; Rosa Ariani Sukamto
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.v1i1.26276

Abstract

Ketersediaan sarana-prasarana dan infrastruktur pendukung merupakan hal mutlak yang harus terpenuhi dalam pembelajaran di sekolah. Namun, realitanya, sarana-prasarana dan infrastruktur pendukungnya masih menjadi kendala dalam pelaksanaan pembelajaran, terutama di jenjang pendidikan SMK yang lebih menuntut pada penguasaan keterampilan. Kajian ini berusaha mengungkap salah satu potensi yang dapat mengatasi kendala keterbatasan sarana-prasarana dan infrastruktur pendukung pembelajaran di SMK khususnya untuk materi perakitan komputer. Kajian ini berfokus pada pengembangan mobile learning berbasis augmented reality. Berdasarkan pengujian yang dilakukan, dapat dikatakan bahwa mobile learning berbasis augmented reality dapat mendukung pembelajaran perakitan komputer dalam ranah kognitif dan psikomotorik. Hal ini didasarkan pada hasil pengujian yang dilakukan oleh siswa dan didapatkan bahwa seluruh peserta didik dapat melakukan perakitan komputer hingga berhasil dinyalakan tanpa ada kesalahan. Pemahaman siswa terhadap berbagai kombinasi pemasangan peripheral relatif meningkat dan cenderung untuk dapat menginterpretasi potensi kerusakan yang dapat terjadi jika perakitan tetap dilakukan pada situasi peripheral yang tidak saling mendukung. 
Implementation of Computational Thinking in Data Structure Subject Using Problem-based Learning Models Rafli, Muhammad; Sutarno, Heri; Wihardi, Yaya
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.30450

Abstract

Computational thinking skills are one of the skills required in the 21st century. Computational thinking can teach students to think logically, critically, and use appropriate and efficient strategies in solving problems. However, computational thinking skills require an appropriate learning approach. Learning process must be designed to hone problem-solving skills and to acquire essential knowledge and concepts of the subject matter. This study aims to develop a computational approach media with thinking and problem-based learning and to improve students cognitive. This study uses a Comprehensive Life Cycle (SHM) methodology to develop the media. One-group pretest-postest was used for the research design. Media with computational thinking and problem-based learning approach have been developed and has obtained a score of 90% or "Very Good" by experts on media testing and get a percentage score of 92% or "Very Good" by experts on material testing. The use of media with Computational Thinking and problem-based learning approach can improve student cognitive with an increase in the average N-gain of students by 0.42 which is in the "Medium" category.  On the other hand, student responses to the learning media resulted in a score of 84%.
Implementation Of E-Learning to Improve Motivation and Learning Outcomes in Class XI Multimedia Students in Creative Entrepreneurship Products Design Subject Damanja, Muhammad Ikhsan
Jurnal Guru Komputer Vol 3, No 1 (2022): JGrKom: July 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i1.29594

Abstract

The rapid technological progress had an impact on all aspects of life related to the world of information and technology, including education. Following the pandemic COVID-19, the use of the internet and e-learning had become widespread, and which purpose is to substitute offline class activity. This study aims to determine the increase in student learning outcomes after being given treatment with E-Learning models on the subject of Entrepreneurial Creative Products Design. This research was conducted in one of the SMK Negeri 2 Bandung. The method used in this study is quantitative method and the model used is cooperative learning. The class activity is observed and divided into 2 cycles to ensure the continuous effect of E-learning. The results of the classroom action research carried out had an increase in learning outcomes by 31.4% based on their average scores. There is also an increase in student activeness by 17%. The result shows that E-learning is effective to be implemented in class
Designing Augmented Reality-Based Multimedia Using Experimental Methods to Improve Students' Cognitive in Basic Network Subject Sumitra, Desfasa Ilham; Setiawan, Wawan; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.29565

Abstract

This study aims to determine the cognitive increase that occurs in students, after being given treatment in the form of learning using-based learning multimedia Augmented Reality with VAK (learning models Visualization, Auditory, Kinesthetic) in Basic Network subjects. The subjects of this study were students of class X (ten) at one of the vocational schools in the district, West Bandung. The background of this research is the learning model used previously in the teaching process is less effective, the multimedia used by the teacher is too monotonous and the lack of understanding and student activity in the learning process. The research method used in this research is quantitative and the teaching method used is experimental. While the application development method used is SHM (Comprehensive Life Cycle) and the results obtained from this study are: 1) Interactive multimedia is considered good and suitable for use. The presentation score was 83.99% which was interpreted as "Very good" by media experts and teachers, 2) The interactive multimedia can also improve students' cognitive and obtained an average gain value of 0.67 with the "Medium" effectiveness criteria. Meanwhile, the students' response to the based on Augmented Reality-based multimedia obtained an average score of 81.19% and is included in the "Good" category.
Design Learning Media with an Open-Ended Problem Approach Using the Web to Improve Critical Thinking of Vocational Students Noviana, Renra; Setiawan, Wawan; Wahyudin, Asep
Jurnal Guru Komputer Vol 3, No 1 (2022): JGrKom: July 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i1.30408

Abstract

Critical thinking skills must be provided through education, by developing critical thinking skills to make them better trained in solving various kinds of problems both in learning and outside learning. To improve critical thinking skills, an appropriate learning approach is needed, learning must be student-centered. This study aims to develop instructional media with an open-ended approach measure the improvements on students from the application of media and student responses to the media. This study uses a Comprehensive Life Cycle (SHM) methodology to develop media. One-group pretest post-test was used for the research design. media with an open-ended problem approach have been developed and get a percentage score of 86% or "very good" by experts on media testing and get a percentage score of 85% or "very good" by experts on material testing. The use of media with an open-ended approach can improve critical thinking skills with the increase in students' cognitive tests with the High Order Thinking Skill (HOTS) category questions with an increase in the average N-gain of students by 0.46 (which is in the "medium" category). Student responses to learning media get a percentage score of 75%.
Seminar on Future Trends and Research in the Field of Study Smart Learning Environment Erlangga, Erlangga; Rahman, Eka Fitrajaya; Putro, Budi Laksono; Junaeti, Enjun; Piantari, Erna; Judie, Rizky Rachman; Rasim, Rasim
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.45496

Abstract

The field of education has advanced thanks to technological developments in the 21st century. Teaching and learning activities have pointed towards a smart learning environment (SLE). Many research efforts have attempted to define SLE as well as identify key features for creating an intelligent learning environment. SLE is a development of digital learning environments (DLEs). Both SLE and DLEs have the same goal, which is to provide an effective, efficient and attractive learning environment for learners. The purpose of this community service is to introduce SLE research and studies, provide insight to academics, practitioners and students regarding SLE research trends, find out the extent of implementation, needs and opportunities for SLE implementation in institutions. The method used is the direct communication counseling method by holding webinars (online seminars) regarding SLE research trends targeting academics, practitioners and students at both undergraduate and postgraduate levels. At the end of the activity, a question-and-answer session was carried out, and the participants filled out a questionnaire as a form of evaluation. After attending this seminar, it is expected that the participants can understand trends future research regarding the field of SLE studies.
Implementation of Discovery Learning to Improve Student Learning Outcomes in Class XI Database Lesson melala, salamahmelala; herliany, Arne
Jurnal Guru Komputer Vol 3, No 1 (2022): JGrKom: July 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v3i1.29482

Abstract

This study aims to determine the increase in student learning outcomes in class XI SMK using the discovery learning model at SMKN 4 Bandung. This research is a classroom action research model by Kemmis and Mc Taggart. The research subjects were students of class XI RPL Semester 2020-2021 with a total of 25 students. The study consisted of two cycles with one meeting in each cycle. The data collected in this study used observation, learning outcomes tests, and documentation. The data analysis used descriptive-qualitative analysis. The results of implementing the discovery model can improve learning outcomes in class XI RPL student database lessons at SMKN 4 Bandung. The first cycle of student learning outcomes was 40% in the incomplete category, 60% in the complete category. Whereas in Cycle II student learning outcomes were 20% in the incomplete category and 80% in the complete category. In the first cycle the class average value of student learning outcomes was 74.52, in the second cycle increased to 84.64
IMPLEMENTATION OF INTERACTIVE MULTIMEDIA-BASED MICROLEARNING LEARNING WITH THE DISCOVERY LEARNING MODEL TO INCREASE THE CREATIVITY OF THINKING OF VOCATIONAL STUDENTS Aulia, Tamara Qolbiyatul; Wahyudin, Wahyudin; Junaeti, Enjun
Jurnal Guru Komputer Vol 4, No 2 (2023): JGrKom: September 2023
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jgrkom.v4i2.64136

Abstract

Logic gates are one of the materials in grade 10 vocational high school. Based on observations, students are having difficulties learning logic gates. The proposed solution to this problem is implementing Interactive Multimedia-based Microlearning. Microlearning divide learning content into small and focused segments which is easier for the students. The learning model used is Discovery Learning. The method used is RD (Research and Development) and One Group Pretest–Posttest research design. The subjects in this research are students of class X RPL 2 at SMK Bina Wisata Lembang that consisted of 30 students. The results of this study proved that there is an increase in student creativity based on the pretest and posttest. The increase in students' creative thinking after using this learning media has an average gain of 0.56 which interpreted as a level of effectiveness of "Medium". In conclusion, the usage of Interactive Multimedia-based Microlearning with the Discovery Learning model can increase the creative thinking of SMK students in Logic Gate material.