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Contact Name
Dr. Aris Budianto, ST., M.Eng
Contact Email
arisbudianto@staff.uns.ac.id
Phone
+6285777700838
Journal Mail Official
jurnal@mail.uns.ac.id
Editorial Address
Jl Ahmad Yani, No 200, Pabelan, Kartasura, Sukoharjo, Jawa Tengah, 57161
Location
Kota surakarta,
Jawa tengah
INDONESIA
Journal of Informatics and Vocational Education
ISSN : -     EISSN : 27467813     DOI : 10.20961/joive
The Journal of Informatics and Vocational Education (JOIVE) is committed to advancing the understanding of applied computer science education, with a particular focus on the integration of informatics in vocational training and the development of innovative teaching and learning methodologies. Pertinent but not limited to the teaching and learning of informatics, including curriculum design, instructional methods, and the use of technology to enhance the educational experience.Vocational Education,Innovative Educational Practices, Educational Technology Development, Impact of Informatics on Society , and Case Studies and Best Practices. JOIVE scope cover all aspect of Informatics Theory, Application, and Vocational Education, including(but not limited): Informatics Theory, Information System, Mobile and Wireless Communication Computer Networks. Distributed System, Cloud Computing, IoT Data Mining, Artificial intelligence, Machine Learning, and Education Learning Technology E-Learning Educational Technology Vocational Education Emerging technologies in education
Articles 39 Documents
Factors Influencing Students' Learning Motivation in Senior High Schools in Karanganyar Nurul Khoiriyah
Journal of Informatics and Vocational Education Vol. 8 No. 2 (2025): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i2.2373

Abstract

Learning motivation is a crucial element in determining the success of the learning process. This study aims to identify the internal and external factors influencing students' motivation and analyze the contribution of teachers' interventions in creating a positive learning environment. The study was conducted at Senior High Schools in Karanganyar using a qualitative descriptive approach. Data were collected through participatory classroom observations and systematically analyzed to describe the relationship between students' motivation and the learning environment. The findings indicate that students' motivation is influenced by internal factors, such as awareness of aspirations and future goals, and external factors, including family support, peer influence, and the learning environment atmosphere. Moreover, teacher strategies such as project-based learning, positive feedback, and counseling guidance were proven effective in enhancing students' motivation. A supportive emotional and physical learning environment also significantly contributes to better student engagement. This study concludes that students' motivation plays a central role in shaping a positive learning environment. Thus, strengthening project-based learning strategies, teacher training in personal approaches, and improving communication between schools and families are recommended to support students' academic success.
Performance Analysis of Proxmox and Virtualbox with Overhead and Linearity Parameters to Support Server Administration Practice Aam Kholid Alfaif; Puspanda Hatta; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2399

Abstract

In the informatics and computer engineering education study program, there is a computer network administration course. One of the competencies in that course is server administration. Server administration practices require virtual servers that have good performance to support server administration practices. The previous students used VirtualBox in server administration practice. The use of VirtualBox is felt to be lacking in terms of performance. Therefore, it takes a virtual server that has better performance than VirtualBox. Researchers used a Proxmox virtual server to compare its performance with VirtualBox. The performance test uses overhead and linearity parameters. The results showed that when testing the performance of overhead and linearity parameters, proxmox was able to run ten virtual machines according to the research scenario. While in VirtualBox, you are only able to run three virtual machines. The overhead on proxmox is 8.3 to 15.1 seconds. While the overhead on virtualbox is higher than that on proxmox, which is 84.2 to 155.8 seconds, The graph of overhead values on Proxmox is also more stable and constant than that on VirtualBox. As for the linearity on proxmox, the value is 85.3 to 858.64 seconds. While the linearity in VirtualBox is 241.07 to 2247.15 seconds, The graph of linearity values on Proxmox also experienced a more stable increase than VirtualBox. The conclusion of this research is that the performance of proxmox with parameters for overhead and linearity is better than that of virtualbox in supporting server administration practices.
Development of Android-Based Augmented Reality Learning Media Class X SMK Penda 3 Jatipuro Keken Kusuma Prihantoro; Endar Suprih Wihidayat; Nurcahya Pradana Taufik Prakisya
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2400

Abstract

In learning Chemistry at SMK Penda 3 Jatipuro has a limited time and only focuses on textbooks. Interactive learning media based on android technology is needed to help the learning process which can be done as an additional activity outside of class hours. Learning materials must also be projected in 3D form to facilitate students' understanding. The purpose of this study is to develop android-based augmented reality learning media for class X chemistry subjects of SMK Penda 3 Jatipuro, and find out the feasibility of this learning media for users to use. The research method used in this study is Reasearch and Development with 3 stages, namely the preliminary stage, the development stage, and the feasibility test stage. The preliminary stage is through interviews and literacy studies. At the development stage using the Prototype development method. The latter is the due diligence stage using the due diligence of media experts, material experts, and users. From this research, an android-based augmented reality-based learning media software for class X chemistry subjects for SMK Penda 3 jatipuro was obtained. From this study, this learning media obtained the feasibility test results of media experts 88%, for the feasibility test of material experts 89%, and for user feasibility tests obtained results of 78%. It can be concluded that this learning media is included in the category of feasible to use based on the scale of testing used.
The Development of Augmented Reality (AR)-Based Mobile Learning Media on Routing Concept Subject of Network Infrastructure Administration Noviana Nur Rizki; Agus Efendi; Dwi Maryono
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2401

Abstract

This study aims to develop and observe the eligibility level of Augmented Reality (AR)-based mobile learning media for the routing concept in the Network Infrastructure Administration subject for Vocational School students. This research was backgrounded by the students' difficulties in understanding the simple routing procedure due to the less attractive interface and complexity of the learning media they used. The research methodology used in this study is research and development (R&D) with the Alessi & Trollip development model, which is divided into three steps: planning, design, and development. The eligibility level of the learning media was obtained from two types of tests in the development step: the alpha test (subject expert test and media expert test) and the beta test (limited user test). The results of this research show that the Augmented Reality (AR)-based mobile learning media on the routing concept for the Network Infrastructure Administration subject for Vocational School students is already good, more appealing, and can help students understand the routing concept. Based on the data analysis of the alpha-test and beta-test results, the eligibility level of the learning media is "Good" according to the media expert, subject expert, and the limited test by students.
Efforts to Improve the Learning Outcomes of Junior High School Students Through the Medium of Learning Video Zulfa Candraningrum; Agus Efendi; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2402

Abstract

This classroom action research aims to improve student learning outcomes in the Indonesian language through the use of learning videos. The research was conducted in two cycles, with each cycle consisting of four stages: planning, action implementation, observation, and reflection. During the observation stage, researchers collected data by observing the activities of teachers and students as they used the video learning media. The results showed a significant improvement in learning outcomes. The percentage of students meeting the learning completion criteria increased from an initial 31.25% to 46.9% in the first cycle, and further rose to 84.38% in the second cycle. Additionally, students demonstrated higher participation and were more active during learning activities.
Analysis of Information Security Awareness Against Social Engineering Attacks Fariz Fakhrul Arifin; Puspanda Hatta; Endar Suprih Wihidayat
Journal of Informatics and Vocational Education Vol. 7 No. 2 (2024): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i2.2403

Abstract

Social engineering is a significant threat to information security, where attackers manipulate users to obtain highly confidential information. These attacks can target anyone, but people who are less vigilant are especially vulnerable. In a campus environment, it is crucial that students, who will soon enter the workforce, fully understand the dangers of social engineering and the potential impact on their future employers. This study aims to determine the level of information security awareness at the V campus of UNS Pabelan, with a focus on FKIP-PTIK students from the 2019-2020 classes. The research employed quota sampling, a technique for selecting a sample from a population based on specific characteristics until a desired size is reached. Using a Google Form questionnaire to collect primary and secondary data, the study analyzed the information with a quantitative descriptive approach. The results found that key indicators—including awareness, attitude, knowledge, and behaviors related to information security against social engineering attacks—were all in a "good" category.
The Effect of Interactive Multimedia Use in Problem-Based Learning on Learning Outcomes Muhammad Aldy Faturrohman; Basori Basori; Febri Liantoni
Journal of Informatics and Vocational Education Vol. 8 No. 3 (2025): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i3.2406

Abstract

The low learning outcomes and problem-solving abilities of vocational high school students in Banyudono in the subject of Informatics indicate the need for the application of more effective learning strategies based on interactive multimedia. This study aims to analyze the effect of problem-based learning (PBL) assisted by interactive multimedia on the Informatics learning outcomes of vocational high school students in Banyudono, given the limited empirical research that examines the integration of these two approaches in the context of regional vocational high schools. This study uses a quantitative approach with a quasi-experimental non-equivalent control group design. The sample was determined through proportional stratified random sampling involving experimental and control classes. Data were collected through pretest and posttest, then analyzed using normality test, homogeneity test, balance test, hypothesis test, and N-Gain test. The results showed that PBL learning assisted by interactive multimedia provided a significant improvement in learning outcomes compared to conventional learning. The average posttest score of the experimental class reached 85.45 and was higher than that of the control class, even though the pretest score of the control class was relatively higher. The N-Gain score of the experimental class was in the moderate to high category. These findings indicate that PBL assisted by interactive multimedia is effective in improving the learning outcomes of vocational high school students in Banyudono.
Improvement of Self Regulated Learning through Flex-Blended Learning Model Assisted by Learning Management System Jihan Amami; Basori; Febri Liantoni
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2407

Abstract

Self-regulated learning is an essential aspect for students so that these students can organize and carry out learning activities independently. Self-regulated learning of students during the pandemic has a low average level. Self-regulated affects student achievement. The higher the level of student self-regulated learning, the better the achievement, and vice versa. This study aims to determine the differences and improvement of student self-regulated learning in applying the flex-type blended learning model assisted by Google Classroom. The method in this study uses quantitative methods with an experimental approach. Data collection was carried out through questionnaires and pretest-posttest as supporting data. The study's results showed differences in self-regulated learning before and after applying the flex-type blended learning model assisted by Google Classroom. This is evidenced by the results of the t-test on self-regulated learning, which shows significant differences. Then calculate the increase in self-regulated learning using N-Gain. In self-regulated learning, an N-Gain score of 0.323 is obtained, which means it is included in the medium category. Then to see the effect of self-regulated learning on student achievement, an N-Gain test was carried out on the pretest and post-test scores with a score of 0.436, which means it is included in the moderate category. From these results, it can be concluded that the increase in self-regulated learning is directly proportional to the rise in student achievement.
Analysis of Student Computational Thinking Ability in PTIK UNS on Database Course Daniel Enrique Triosandriawan; Dwi Maryono; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2408

Abstract

This qualitative descriptive study aims to determine the computational thinking (CT) abilities of PTIK students in a database course and to identify differences in CT abilities among students with low, medium, and high academic grades. This research describes a condition based on existing research results and compares it with supporting theories to provide a systematic overview of the computational thinking abilities of PTIK FKIP UNS students. The research instruments included documents (database scores of PTIK students for the 2021 academic year) and essay test results from third-semester students who had completed the database course. The sampling technique used was purposive sampling. Data was collected through document analysis, test instruments, and in-depth interviews, with data validity tested using method and data source triangulation. The data was analyzed using narrative analysis techniques. The study assessed six aspects of CT ability in the database context: decomposition and reduction, abstraction, conversion and simplification, classification and division of ideas, reverse thinking, and assumptions. The results showed that, overall, PTIK students possess good CT skills. However, the abilities in reduction, simplification, and assumption could be improved. The research also found a clear difference between students with low midterm test scores and those with high midterm test scores. The data confirms that better grades in the database course correspond to better CT abilities among students.
Increasing Student Interest in Interactive Multimedia Product Creation Subject through Scratch-Based Learning Media Hana Romauli Sipahutar; Nurcahya Pradana Taufik Prakisya; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2409

Abstract

Engaging students is essential in education. If students are interested in a subject, they will study it repeatedly, driven by their intrinsic motivation to achieve a goal. However, one of the schools, SMK N 1 Demak, has experienced problems with students' interest in learning. A teacher stated that during lessons for the "Making Interactive Multimedia Products" subject, students were often unfocused and did not pay attention, which is a characteristic of a lack of interest. This study aims to design learning media using the Scratch application to increase the interest of class XII students in making interactive multimedia products at SMK Negeri 1 Demak. The data collection techniques used were interviews and questionnaires. Data validity was ensured using construct validity techniques, while data analysis was performed using comparative descriptive and critical analysis techniques. The research procedure followed the ADDIE model. At the beginning of the application development, the developer consulted with subject and media experts. The measurement instruments were validated by an educational expert. The analysis of the results used descriptive percentages. The findings showed that the application of Scratch multimedia successfully increased students' interest in making interactive multimedia products in the class XII multimedia program at SMK Negeri 1 Demak.

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