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Yusfia Hafid Aristyagama
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yusfia.hafid@staff.uns.ac.id
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INDONESIA
IJIE (Indonesian Journal of Informatics Education)
ISSN : -     EISSN : 25490389     DOI : -
IJIE (Indonesian Journal of Informatics Education) is is a scientific journal promoting the study of, and interest in, informatics education. The journal publishes empirical papers on information systems, informatics, the use of technology learning, and distance learning. It is an international journal published by the Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret, Indonesia bi-annually on June and December (ISSN: 2549-0389 (Online))
Arjuna Subject : -
Articles 105 Documents
Design and Implementation of Microcontroller-Based Building Automation for Smart Computer Laboratory Puspanda Hatta; Dimmapraha Fatuardi Dadungawigra; Aris Budianto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.27304

Abstract

This research provided device management automation for computer laboratories using Arduino. Some devices in computer laboratories such as Air Conditioners and LCD Projectors were always on while the device not used. It caused inefficient uses of electricity resulting in increased electricity bills and reduce the device lifetime. Device automation made the electronic devices work automatically. The first automation we applied on the Air Conditioner, the other one was on LCD Projectors. This schematic developed based on Arduino Uno R3 with several components such as the infrared transmitter, humidity sensor DHT11, relay board and I2C OLED display. Arduino Uno R3 provided as the central controller. The two methods of testing were used for measuring this system performance. The first test was done by testing the performance of the components used, such as the IR Transmitter, DHT11, relay board, and I2C OLED Display. The second test was done by testing the functionality of Arduino Uno R3 as a controller. This test resulted that the automation system can work properly with fully automatic control LCD projectors and air conditioners by periodically stabilizing room temperature and turning on the projector's LCD automatically when needed.
Development of Android Based Try Out Application For National Exam Of Vocational Theory In Vocational School Accompanied With Learning Outcomes Recommendation Muklis Eko Apriyanto; Rosihan Ari Yuana; Mintasih Indriayu
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.12288

Abstract

This research aims to develop the Android based for National Exam Tryout of Vocational Theory of SMK TKJ. Thisapplication also gives recommendation according the tryout result. This research also aims to know the feasibility ofthis application based on an assessment by media expert and student of TKJ department. this research use researchand development method (R & D) which adapted from Waterfall software development model. Waterfall methodincludes 5 stages: (1) requirement definition; (2) system and software design; (3) implementation and unit testing; (4)integration and unit testing; (5) operation and maintenance. The assessment results from media experts amounted to4.37 for Android-based front-end applications and for 4.42 for web-based back-end applications, user-rating back-endapps got a value of 4.65, while ratings from students were 4.53. Based on the feasibility study It can be concluded thatthe Android applications can be used. This application has advantages that are: 1) the application can display therecommendation of exam results; 2) the application displays questions randomly; 3) app can run on old Androidversion.
The Making of Interactive Applications of Beginning Counting with Montessori Method for Kindergarten Students Andito Haryo Saputro; Dwi Maryono; Yudianto Sujana
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.249 KB) | DOI: 10.20961/ijie.v3i1.15024

Abstract

This study aims to create an interactive application of beginning counting with the Montessori method that appropriate to apply as a learning media in Kindergarten. And also to find out the appropriateness of interactive application. The research method used in this research is Research and Development (R&D) and using the ADDIE development model. The development model is divided into 5 stages : (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. In the development stage, the RAD (Rapid Application Development) method is used. The interview method, literature method, and instrument method are used in collecting data. Further, interactive application validated or assessed by media expert and material expert. The results showed that the interactive application of beginning counting with the Montessori method successfully created. The application divided into 3 parts : (1) Knowing numbers, (2) Sorting numbers, and (3) Counting with numbers. Based on the results of the validation of the interactive application, the percentage of interactive application appropriateness were obtained 96.6% by material expert, and 94.7% by media expert. This shows that the interactive application that has been developed can be used as learning resources or learning media of beginning counting. 
The Effectiveness of Android Based Digital Arithmetic Learning Media with Discovery-Based Learning Model to the Learning Achievement of Computer System Subject of Grade X of Multimedia Class at Vocational High School in Surakarta Rofifah Nur Mufidah; Agus Efendi; Cucuk W Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.15366

Abstract

The purpose of this research is to determine (1) the effectiveness of the use of learning media based on android Arithmetic Digital with discovery-based learning model to learning achievement of computer system grade X of multimedia class at vocational high school 6 Surakarta, (2) the differences in students’ achievement between the control class and experimental class were given the action of using Android learning media with discovery-based learning model. The population of this research is students of grade X of Multimedia class at Vocational high school 6 Surakarta. This study uses an experimental quasi-approach. The techniques of data collection in this study using the test method to determine the results of pretest and post-test. The observation method is to know the difference of student activity of control class and experiment class. Data analysis used was non-parametric test by using Mann Whitney test and Wilcoxon rank test.Based on the research, it can be concluded that the Android-based learning media with discovery-based learning model more effective in improving learning achievement compared with the conventional model. This is evidenced by the Wilcoxon sign rank test which gives a result of the significance of 0.000 < 0.005, which means there is a difference in mean values between the two classes. The experimental class got a higher average score that is 84.14 and the control class is 67.59. The result of this research is also reinforced by student gain index analysis, with gain of experimental class that is 0,70 which mean inclination category of high learning achievement while the gain’s improvement of control class is equal to 0,40 which means inclusive category of improvement in learning achievement, this matter because in the model of discovery-based learning able to improve student activeness in learning as well as to develop student's way of learning by finding their own, and self-investigate. And combined with the right learning media such as Android, will increasingly foster student interest in learning.
Technology for EFL Learners: TED Talks as Technology Resources in Learning English Voice and Accent Eka Nurhidayat; Eva Fitriani Syarifah
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (228.967 KB) | DOI: 10.20961/ijie.v3i1.37601

Abstract

Problems that often arise in teaching English voice and Accent are limited material and references used. The integration of ICTs in EFL learning offers some tools to learn English voice and accent. One of them is TED Talks. TED Talks is a website and a downloaded application where the video is shared in which you can see a wide variety of English speakers in many parts of around the world speaking. This study aims to reveal students’ ability in analysing English Accents during the implementation of TED Talks video and the students’ response regarding the implementation of TED Talks video in learning voice and accents. In this action research, we propose a reflection on the incidence of TED talks on the teaching and learning of voice and accents. The instruments used to collect data were interviews, questionnaires, and teacher journals. The results of this study indicated that the students’ ability in analysing English voice and accents were improved. They enable to differentiate several of English accents. Moreover, they also have better understanding related to the message conveyed from the video they watched. Besides, the students gave positive responses to the implementation of TED Talks video. Most of them mentioned that TED Talks video helps them to comprehend English voice and accents better. Thus, TED talks prove to be a useful material for English teaching as a foreign language considering that they assemble many characteristics that catch students’ attention and get them related with the language spoken in actual contexts.
Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects Septi Auliya Hasri; Basori Basori; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.613 KB) | DOI: 10.20961/ijie.v3i1.32116

Abstract

The purpose of this study was to determine whether Kahoot-based game-based learning models can influence learning interest and learning outcomes of participants being educated. Participants from a Vocational School in Surakarta Indonesia were involved in the research. This study used a quasi-experimental method (quasi-experimental design) with pretest-posttest control design. This study used two control and experimental groups. Control with conventional learning and experiment with Kahoot. Data collection is done by distributing questionnaires and learning outcomes tests. The hypothesis test used was a paired sample t-test and independent sample test using the error level of 0.05. The results showed interest in the control class decreased 6.6% and learning outcomes increased by 2.8%. The results of the experimental class study showed interest in learning increased by 6.7% and learning outcomes increased by 9.9%. Hypothesis testing shows the posttest value of both classes' learning interest 0,000 <0,050 and posttest learning outcomes 0,00 <0,05 which means there are differences in the results of the posttest of the two classes. Thus, there are differences and improvements with the use of Kahoot.
Feasibility Study of Web-Based Internship’s Information System Based on ISO 1926 Standard Nurul Lailani Alifah; Endar Suprih Wihidayat; Yudianto Sujana
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (395.482 KB) | DOI: 10.20961/ijie.v3i1.12608

Abstract

At this globalization era, unlimited accessible information across the overseas, increasing competition for getting a job. This condition affected a university student to enhance their skills to keep competitive. One method to improve is conducting an internship program (PI) at industrial companies. Thus, to implement and monitor the program, Informatics and Computer Engineering for Education Department (PTIK) at Universitas Sebelas Maret was used a web-based information system. This research aims to conduct and analyze a feasibility study of PI information system built for PTIK based on ISO 9126 standard. The research has two phases, the first is developing the system using waterfall method, and the second is feasibility study based on five characteristics of ISO 9126 standard which is:  (1) functionality, (2) reliability, (3) usability, (4) maintainability, and (5) portability. Eighteen PI information system examiners are involved. Those reviewers divided into three categories:  system’s expert, substance’s expert, and the end user of the PI information system. Examining result shows that the average number of all categories is 85.5%. It means that PI information system considered as very-feasible to implement and use.
The Comparison Between the Use of Blender and 3DS Max application toward students' Comprehension of 3D Animation Subject at Vocational School in Surakarta Sanchia Janita Prameswari; Basori Basori; Endar Suprih Wihidayat
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v3i2.25200

Abstract

Based on observations at Vocational School in Surakarta, the 3 -dimensional animated subject using 3Ds Max as the only learning tool, consequently, students find it is difficult to practice during off-class as the 3Ds Max is not free software and affordable to buy by students. Blender application maybe can be compensate for 3D Max, which has a user-friendly appearance, neatly arranged, and free. The population in this study is the students of Vocational High School. The total population was 297 students.. The sample used was 70 students. The sampling technique in this study used the simple random sampling method. The data collection technique used the pretest-posttest. The data analysis technique used is the balance test, normality test, homogeneity test, and hypothesis testing using the independent sample t-test. The results of the study are as follows. First, there are differences in students’ comprehension that can be seen from the learning outcomes between the use of Blender applications (experiment class) and the 3Ds Max application (control class). Second, the effectiveness of Blender supporting applications is higher than the 3Ds Max application in improving students’ comprehension and learning outcomes. In general, it can be concluded that Blender can be used as an alternative or can replace 3Dmax as a learning medium in 3-dimensional animated subjects. This study aims to determine (1) whether there are differences between the use of Blender application and 3Ds Max on students’ comprehension; (2) a more effective supporting applications between Blender applications and 3Ds Max. This study used an experimental method with a pretest-posttest control group design model. 
Discovering the teacher’s beliefs in TPACK framework for teaching English in high school LITA LIVIANI TAOPAN; NUR ARIFAH DRAJATI; Sumardi -
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (413.45 KB) | DOI: 10.20961/ijie.v3i1.34914

Abstract

Teacher’ belief is essential in classroom practice because it is the principle that teachers hold to be true and the rationale of the attitude in the classroom. In applying the TPACK framework, the teacher has to believe in it. This study intended to reveal the story of an English teacher regarding her beliefs in the TPACK framework for teaching English in high school and reveal how these beliefs shaped during her teaching career. To collect the data, the researcher used a semi-structured interview, observations, and document analysis. The participant was an experienced English Teacher in a high school in Indonesia. A narrative inquiry with the thematic analysis was applied to analyze the interview data. The study revealed that the teacher holds several beliefs in the TPACK framework for teaching English. First, the TPACK framework will be a success when the technology, pedagogy, and content knowledge are well-balanced. Second, the teacher also believes that technology integration should facilitate students to learn English easier. The third, negotiation in classroom is important. These beliefs shaped through experiences, training, contextual factor, and classroom practice. The findings are beneficial input for English language teachers in the developing country dealing with the TPACK implementation in the classroom
Student’s Self Efficacy Differences Review From The Use of Android-Based Media and Powerpoint to Overcome Anxiety in Online Learning Yuliana Rizka Ikhsanty; Basori Basori; Yusfia Hafid Aristyagama
IJIE (Indonesian Journal of Informatics Education) Vol 5, No 1 (2021): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v5i1.51841

Abstract

Online learning that is not accompanied by innovation in teaching causes anxiety in students. This anxiety can be overcome by increasing self efficacy. Developing learning media can be an effort to increase student self efficacy. So, this Study was intended to find out: (1) whether there was a significant difference between the use of android-based learning and powerpoint on students’s self efficacy in Computer and This study used post-test only control design method and t-test to compare 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media).  A total of 71 students of 1st grade RPL at one of vocational school in Karanganyar were randomly selected as samples. The results of self-efficacy were measured by a questionnaire that was validated by 4 expert judgments. Based on statistical results, shows a significant difference between 1st experimental group (teaching with powerpoint) and 2nd experimental group (teaching with android media) on their self-efficacy questionnaire. The 1st experimental group got a lower score than the 2nd experimental group with a gap score of 9.71. The t-test value for df = 69 is 3,439 which is higher than ttable = 1,994. The effectiveness of android media is relatively high based on d Cohen's calculations with a score of 0.945. The results of this study indicate that there is a significant difference between the use of android-based learning and powerpoint on students self-efficacy in basic computer network subjects, moreover android-based learning might be an effective medium to increase students self-efficacy in overcoming online learning anxiety.

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