Basori Basori
Informatics Education Department Faculty of Teacher Training and Education, Universitas Sebelas Maret

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The Implementation of Online Project-Based Learning Model With A Combination of Collaborative Learning to Improve The Learning Result of Digital Photo Composition Anita Dian Susanti; Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 1, No 1 (2018): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v1i1.35743

Abstract

The purpose of this research was to improve the learning results of Digital Photo Composition through the implementation of Online Project Based Learning model with a combination of Collaborative Learning on Multimedia students of SMK Negeri Takeran. This research was Classroom Action Research (CAR) with the cycle model of collaboration between researcher dan teacher. This survey was conducted in two cycles with each cycle consisting of planning, acting, observing, and reflecting. These subjects were students of Multimedia eleventh grade of SMK Negeri Takeran, which consisted of 22 students. The data collection technique was a test, observation, interview, and documentation. The data validity tests of the research were a triangulation of source and triangulation of method. The data analyzed technique was quantitative-descriptive analysis technique. Based on the result of this survey, it could conclude that implementation of Online Project Based Learning model with a combination of Collaborative Learning can improve learning result at Multimedia eleventh grade of SMK Negeri Takeran. It proved by the increase of average scores in the cognitive test for each cycle. The average value of pra-cycle was 69,82 with the completeness of 22,73% or 5 of 22 students. While on the cycle I was 77,5 with the completeness of 63,64% or 14 of 22 students. The average score of cycle II was 83,95 with the integrity of  81,82% or 18 of 22 students.
Comparison of Application of Jigsaw IV and Reverse Jigsaw Methods based on Students’ Participation and Achievement Komang Talita Putri Sri Dewati; Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 2, No 2 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i2.35750

Abstract

The purpose of this research is to study the effects of Jigsaw IV and Reverse Jigsaw cooperative learning model from participation and achievement (cognitive abilities). The method used in this research was the experiment 2x2 factorial design. The population was students (X Class) of SMK N 3 Surakarta. This research used a cluster random sampling technique. The techniques of collecting data of this research were the interview, observation, questionnaire, and testing. The techniques of data analysis were used as a two-way analysis of variance. Based on this research, it could be concluded as follows: (1) there is a different influence between application of Jigsaw IV and Reverse Jigsaw cooperative learning model based on students' cognitive ability (Sig. = 0,045 < 0,05), (2) there is a different influence between the high and low category of students' participation toward cognitive ability (Sig. = 0,000 < 0,05), (3) there is an interaction between the influence of cooperative learning type Jigsaw IV and Reverse Jigsaw application and students' participation toward students' cognitive ability (Sig. = 0,027 < 0,05). The result of this research could be put into consideration for the teacher to application Jigsaw IV and Reverse Jigsaw cooperative learning model in the learning activity.
The Influence of Technology Based Learning Facilities to Student Learning Achievement Muhamad Havid Abdul Aziz; Agus Efendi; Basori Basori
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35698

Abstract

Education is very important for us, the country can go forward because the people are educated. The success of education is determined by the quality of education itself. To know the quality of education required a result or achievement. One of the factors affecting achievement is the facility. The purpose of this study is to determine whether there is influence of learning facilities on student achievement. Sampling using simple random sampling system as much as 58 people from the total population as much as 70 people at the level of formal education. The method used in data collection that is using quisioner, observation and documentation. Data analysis technique used is using simple linear regression analysis. Based on the results of data analysis and hypothesis testing it is known that the two variables of learning facilities (X) and student learning achievement (Y) have a positive influence, this is evidenced by r = 0.277 where the guidelines used to provide interpretation proposed by Sugiyono are at intervals 0.20 - 0.399 which fall into the low category[18]. Based on the results of research that has been put forward by the authors which there is influence between learning facilities on learning achievement with low categories, it is necessary to improve the effectiveness of the use of learning facilities and conducted other research on other factors that affect student achievement in addition to learning facilities.
The Analysis of Software Source Code Readability: Case Study at Education of Informatics and Computer Engineering Study Program of Sebelas Maret University Imam Setiawan; Dwi Maryono; Basori Basori
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35695

Abstract

Source code readability is a property that influences how easily a given piece of code can be read and understood. Since source code readability can affect software quality, especially maintainability, then programmers must have good sense of writing readable code. For computer science and software engineering student, they have to start learning how to write readable code in order to compete later in the industrial. Unfortunately, computer science and software engineering curriculum promotes understanding the programming paradigms of particular language, compared to write readable code. Based on its importance, we analyzed source code of software written by Education of Informatics and Computer Engineering of Sebelas Maret University students to describe its readability. We determine readability category from source code based on two programming features, variable and function writing. Each programming features involved has its own criteria so that it can be classified in the readable or less readable category. Finally, we discuss the implications of this study on learning process of Education of Informatics and Computer Engineering study program, Sebelas Maret University. For example, our data suggest to use code reviews to teach student about source code readability.
Implementation of SQ6R Learning Model to Improve Reading Comprehension of Algorithm on Basic Programming Subjects Ranu Putra Wiyana; Basori Basori; Agus Efendi
Journal of Informatics and Vocational Education Vol 2, No 1 (2019): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v2i1.35701

Abstract

The purpose of this research is to improve students' reading comprehension of algorithm on basic programming subjects, especially on basic competence of branch control structure by using SQ6R learning model (Survey, Question, Read, Reflect, Review, Rehash, Rethink, Reevaluate). Research began with identifying problems that occured in the classroom. Then designed an action to overcome it in an action cycle. In this research the administration of action takes place in 2 cycles. Each cycle consists of the stages of planning, implementing, observing, and reflecting. The technique of data collection has been done through reading comprehension test of student and observation of learning activity. Analysis of the data was carried out using quantitative and qualitative analysis. The results showed that the SQ6R learning model can improve students' reading comprehension algorithm. This is indicated by the percentage of completeness of student learning outcomes by 38.9% in pre-cycle, 47.2% in cycle 1 and 83.3% in cycle 2.