cover
Contact Name
Cucuk Budiyanto
Contact Email
cbudiyanto@staff.uns.ac.id
Phone
+62817275302
Journal Mail Official
joive@mail.uns.ac.id
Editorial Address
Kampus V Universitas Sebelas Maret, Jl Ahmad Yani, no 200, Pabelan, Kartasura, Surakarta, 57169
Location
Kota surakarta,
Jawa tengah
INDONESIA
Journal of Informatics and Vocational Education
ISSN : -     EISSN : 27467813     DOI : doi.org/10.20961/joive
Core Subject : Science, Education,
JOIVE is a peer-reviewed journal providing a forum for presenting the latest original research results and developments in the fields of informatics and applied computer science education. The journal promotes discussion among researchers, students, and practitioners in informatics and practical educators both in Indonesia and beyond where a distinctive methodology of teaching and learning informatics has been developed and is of great interest. Journal of Informatics and Vocational Education (JOIVE) published by the Informatics Education Dept. Faculty of Teacher Training and Education, Universitas Sebelas Maret, Surakarta. JOIVE is published three times annualy. JOIVE scope cover all aspect of Informatics Theory, Application, and Vocational Education
Articles 100 Documents
Analisis Pengelompokan Data Argumen Tentang Penerapan Kebijakan Sistem Zonasi Pada Pendaftaran Sekolah Dengan Menggunakan Metode Clustering Ika Pusvitaningrum Ika
Journal of Informatics and Vocational Education Vol 3, No 2 (2020): 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.v3i2.43438

Abstract

The Indonesian government has taken steps to seek comprehensive reform of schools. One of the efforts of governments is to implement a zoning system, which, in this policy, governments have set boundaries - the limit of rayon to the region around schools, which, in turn, should be prioritized for new student registrations, those of which live closer to school. Beyond rayon or school district can register with the old person's accomplishments and transmigration pathways, which is a factor in the rise of controversy in society. By doing so, these studies can become a valid standard or standard for schools to prepare for the zoning system for the New Year. In this study the data used is the real data obtained from the dissemination of the questionnaire to society. The data gathered is 380 and 181 male respondents and 199 female respondents of 2 district in pati, the margoyoso and tayu districts. Data is processed using version 1. 1,456 r software, and it is thereafter done clustering by k-means.
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.
The Influence of Learning Model Problem Based Learning in Group Investigation Against Learning Outcomes And Activeness Basic Computers and Networks Firmansyah Nur Utomo; Agus Efendi; Endar Supri Wihidayat
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.37975

Abstract

This study aims to find out (1) whether there are differences in learning outcomes in the application of learning models Problem Based Learning in Group Investigation with conventional learning models; (2) Are there differences in student learning activeness in the application of learning models Problem Based Learning in Group Investigation with conventional learning models (3) Is the application of learning models Problem Based Learning in Integrated Group Investigation more effective than conventional learning. This study used the quasi-experimental design method with a pretest-posttest control group design model. The population in this study were students of X Axioo class and X RPL B of SMK Negeri 5 Surakarta. The sample used was 70 people. The sampling technique used is total sampling. Data collection techniques using pretest-posttest and observation sheet. The data analysis technique used is balanced test, normality test, homogeneity test, and hypothesis test. The results of the study are as follows. First, there are differences in learning outcomes between learning models of Problem Based Learning in conventional Group Investigation and Learning. Second, there are differences in learning activeness between learning models of Problem Based Learning in conventional Group Investigation and Learning. Third, the effectiveness of the learning model of Problem Based Learning in Group Investigation is higher than conventional Learning in improving learning outcomes.Keywords: Problem Based Learning, Group Investigation, Conventional Learning, Learning Outcomes, Activity
Pengaruh Penerapan Problem Based Learning Berbantuan Google Classroom terhadap Hasil Belajar pada Mata Pelajaran Informatika Materi Teknik Komputer di SMA Negeri 2 Kuningan Annisa Nurul Fitri
Journal of Informatics and Vocational Education Vol 3, No 1 (2020): 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.v3i1.45987

Abstract

This research aims to improve learning outcomes in the Informatika subject on Teknik Komputer through the application of Problem Based Learning assisted by online discussions through google classrooms during the Covid 19 pandemic with doing learning as synchronously and asynchronously. These research subjects are students of class X MIPA 1 at SMA Negeri 2 Kuningan. The method used in this research is classroom action research with the stages of planning, implementation, observation and reflection. Data collection techniques using tests and observations. From the research results, learning outcomes have increased each cycle, in the pre-cycle students only achieved learning completeness by 25%, cycle I increased to 58%, cycle II was 61% and in cycle III completeness increased to 86%. From this research, it can be concluded that the application of Problem Based Learning assisted by online discussions through google classroom can improve student learning outcomes in Teknik Komputer material in Informatika subjects in class X MIPA 1 at SMA Negeri 2 Kuningan.
Comparison of Learning Cooperative Type NHT (Numbered Heads Together) with Conventional Learning Against The Results of The Study in The Review of The Interest Students of Class X Ineza Ghaisani Mayzura; Agus Efendi; A G A.G Tamrin
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.v1i1.35745

Abstract

This research aims to know (1) what is the difference between the influence of the application of the learning model NHT (Numbered Heads Together) with the conventional model against the results of student learning; (2) whether there is influence of interest in student learning outcomes; (3) whether there is a iteraksi between the model of learning with student learning interest against the results of student learning. The selected sample was 72 students of class X 2017/2018 school year. This research uses descriptive types of quantitative research. Data collection is done by the spread of the question form and documentation. Data analysis variansi Analysis using two directions with the same cells. The research results obtained explains that (1) the learning approach with NHT and conventional produce learning material on the same virtual classroom (2) learning Interest of students who follow learning learning model with more NHT high compared to the interest of students who follow the conventional learning content virtual classroom discussion (3) there is no significant interaction between the approach of learning and learning interest of students towards the learning results in the subject class Maya. The students, who follow learning approach to learning that results had NHT equals celebrates student learning model with conventional lessons. High interest has more students for lessons on the virtual classroom learning model with NHT.
Development of Module and Augmented Reality Based Android Aplication Computer Assembly For Vocational High School Student Muhammad Ardan Maulana; Yudianto Sujana; Aris Budianto
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.v2i2.35751

Abstract

Based on observation in class X TKJ SMK Negeri 1 Sawit. Students had some problem when learning computer assembly. That happens because lack of equipment and learning media. They need a learning media that can be used to study computer assembly not only inside a school but outside as well. We propose to solve that problem with developing a new learning media that can help students learn independently. We develop a module and android based augmented reality application called ARRAKOM . when ARRAKOM detect a marker in the module. It can display a 3-dimensional model in real time. Learning media is created using ADDIE consist of Analysis, Design, Development, Implementation, and Evaluation. In the development stage, we are using an incremental model and created 2 prototypes of ARRAKOM. In result of the feasibility test, Arrakom gets measured with a Likert scale from expert media get percentage 75% very good, 25% good, 0% bad, 0% very bad. for expert material get percentage 57% very good, 43% good, 0% bad, 0% very bad. And from user get percentage 47% very good, 43% good, 3% bad and 0% very bad.
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.
RANCANG BANGUN APLIKASI PEMBUATAN LAPORAN PRAKTIKUM BERBASIS WEB PADA SMK Riezka Layli Khusnia; A.G Tamrin; Agus Efendi
Journal of Informatics and Vocational Education Vol 2, No 3 (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.v2i3.38047

Abstract

Penelitian ini bertujuan untuk membangun aplikasi pembuatan laporan praktikum yang berguna untuk memudahkan siswa dalam membuat laporan praktikum. Aplikasi ini dibuat untuk digunakan di lembaga pendidikan, terutama pada siswa Sekolah Menengah Kejuruan (SMK) yang sering terjun untuk melakukan praktik. Aplikasi ini berbasis web yang langsung terkoneksi dengan guru, sehingga hasil laporan siswa dapat dilihat dan dinilai oleh guru. Metode yang digunakan dalam penelitian ini adalah metode penelitian dan pengembangan (R&D) menggunakan model pengembangan Borg & Gall. Penelitian ini dilaksanakan di SMK Negeri 1 Sawit. Teknik pengumpulan data yaitu melalui wawancara, menyebarkan lembar penilaian dan dokumentasi. Rancang bangun aplikasi pembuatan laporan praktikum berbasis web pada SMK melalui sepuluh tahap yaitu: (1) Potensi dan masalah. (2) Pengumpulan data. (3) Desain produk, berupa membuat rancangan use case diagram, flowchart, DFD, ERD, pembuatan desain tampilan, pembuatan basis data dan pembuatan aplikasi. (4) Validasi desain, berupa pengujian yang dilakukan oleh ahli media. (5) Revisi desain, yaitu revisi dari ahli media. (6) Uji coba produk, berupa pengujian perorangan. (7) Revisi produk, yaitu revisi tahap I. (8) Uji coba pemakaian,  berupa pengujian oleh kelompok kecil. (9) Revisi produk, yaitu revisi tahap II.  (10) Produk akhir aplikasi, yaitu hasil akhir aplikasi pembuatan laporan praktikum berbasis web pada SMK. Hasil penelitian dari aplikasi pembuatan laporan praktikum mendapatkan nilai dalam bentuk persentase sebesar 89% dari ahli media, 91% dari kelompok kecil dan 81% dari kelompok luas. Sehingga, aplikasi pembuatan laporan praktikum berbasis web pada SMK masuk dalam kategori sangat layak digunakan dalam pembuatan laporan praktikum.Kata Kunci: praktik, laporan praktikum, SMK, berbasis web
KREATIVITAS PEMBELAJARAN DARING UNTUK PELAJAR SEKOLAH MENENGAH DALAM PANDEMI COVID-19 Dzulfiqar Restu Afghani
Journal of Informatics and Vocational Education Vol 3, No 2 (2020): 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.v3i2.43057

Abstract

Penutupan sementara lembaga pendidikan sebagai upaya menahan penyebaran pendemi covid-19 di seluruh dunia berdampak pada jutaan pelajar, tidak kecuali di Indonesia. Gangguan dalam proses belajar langsung antara siswa dan guru dan pembatalan penilaian belajar berdampak pada psikologis anak didik dan menurunnya kualitas keterampilan murid. seluruh aktivitas umumnya dilakukan di rumah melalui sistem dalam jaringan (daring). Dengan menggunakan sistem daring teknologi mendorong siswa agar bisa lebih inovatif dan kreatif dalam belajar (student centered learning).penelitian ini bertujuan untuk 1) Menganalisis wawasan lebih tentang pendidikan kreatif melalui media pembelajaran daring yang berhadapan langsung di masa pandemic covid-19. 2) Mendeskripsikan seberapa tinggi kekreatifan peserta didik dalam berpikir. Jenis penelitian ini merupakan penelitian referensi. Keabsahan data dengan menggunakan triangulasi sumber dan perpanjangan waktu. Teknik analisis data pada penelitian ini menggunakan metode komparasi konstanta. Hasil penelitian ini ada dua 1) Mengetahui pentingnya kreativitas siswa dalam pembelajaran daring 2) Strategi mengatasi masalah bagi siswa yang memiliki keterbatasan ruang untuk memperoleh kreativitas pendidikan daring di saat pendemi covid-19Kata kunci: covid-19, kreativitas , pembelajaran daring
The Design of a Information System of Student Attandance Recording with RESTful Web Service Architecture in SMK Batik 2 Surakarta Hilda Debora; Dwi Maryono; Rosihan Ari Yuana
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.v2i1.35694

Abstract

The student attendance is one of the important aspects of the education process to assess the level of discipline of students and be an indicator of whether students need specific guidance related to the attendance. This research aims to design a web-based information system with RESTful web service architecture to help teachers activities for checking student attendance and recapitulation of data recording with more easily. This research uses the methods of research and development (R&D) and implemented at SMK 2 Batik Surakarta. System development method that used in the information system is Waterfall Model. The steps of Waterfall Model consist of analysis, design, code, and test. The end result of this research is the feasibility of the system based on the results of testing on the aspects of functionality yielded a value of 1 (good) while on the aspects of usability obtained percentage amounting to 81.47% (very high), so it can be inferred that This system is worth to use.

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