Journal of Informatics and Vocational Education
Journal Title Journal of Informatics and Vocational Education Initials JOIVE Frequency 3 (Three) Issues Annually: March, July, and November E-ISSN 2746-7813 Chief Editor Dr. Aris Budianto, ST, M.Eng. DOI Prefix 10.20961/joive Publisher Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret Accreditation Sinta 3 Accredited 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. Important Note: Starting from Volume 7, Issue 2 (2024), JOIVE has upgraded its system from OJS2 to OJS3 (this website). Please note that old accounts on the OJS 2 system are different and cannot be used in the new OJS 3 system. For submission purposes, authors are required to create a new account on the new website. The archives of previous publications using OJS2 (up to Volume 7, Issue 1, 2024) can be accessed through the old website: https://jurnal.uns.ac.id/joive/. INDEXED :
Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret
Learning Barriers in Web Programming Subjects Among Vocational Software Engineering Students: A Qualitative Case Study
This study examines the learning difficulties experienced by vocational high school (SMK) students in the Computer and Network Engineering (TKJ) program in learning web programming. A qualitative case study approach was employed, involving semi-structured interviews, observations, and documentation with 21 students from SMK Negeri 2 Buduran. Data were analyzed using thematic analysis supported by descriptive questionnaire results. The findings show that all students perceived web programming as challenging, with 71% rating it as very difficult and 29% as moderately difficult, while none considered it easy. In terms of learning enjoyment, 76% of students reported a neutral level of enjoyment, indicating limited intrinsic motivation. The analysis revealed several dominant learning barriers, including difficulties with programming syntax and logic, challenges in using development tools such as VSCode and terminal environments, limited access to clear learning resources, and insufficient instructional guidance. Emotional factors, such as frustration and stress caused by repeated errors, further hindered the learning process. Students also identified programming, networking (e.g., TCP/IP and server administration), and microcontroller-related subjects as the most difficult areas within the curriculum. These findings indicate that students’ learning difficulties in web programming are not only technical but also instructional and affective in nature. Therefore, this study emphasizes the need for more interactive, supportive, and student-centered learning strategies. The adoption of project-based learning, enhanced digital learning resources, and guided mentorship is recommended to improve students’ competencies, motivation, and confidence in web programming. The results provide valuable insights for educators, curriculum developers, and policymakers in strengthening vocational education to better meet industry demands.
Copyright (c) 2026 Journal of Informatics and Vocational Education https://creativecommons.org/licenses/by-sa/4.0
Instructors’ Acceptance of Roblox Studio for Informatics Education: An Extended TAM with Perceived Risk
The increasing integration of immersive digital platforms in education has created new opportunities for game-based learning; however, tutors’ acceptance of game development platforms remains insufficiently explored in empirical research. This study investigates the factors influencing tutors’ intention to adopt Roblox Studio as a learning platform in informatics education by applying an Extended Technology Acceptance Model (TAM) integrated with perceived risk. Data were collected from 125 informatics tutors in Indonesia using a structured questionnaire and analyzed using Covariance-Based Structural Equation Modeling (CB-SEM) with a Robust Maximum Likelihood estimator. The results indicate that the proposed model explains 84.3% of the variance in behavioral intention to use Roblox Studio. Perceived Ease of Use significantly influences Perceived Usefulness, while Attitude Toward Using emerges as the strongest predictor of tutors’ adoption intention. Interestingly, Perceived Ease of Use and Perceived Usefulness do not significantly affect tutors’ attitudes, suggesting that pedagogical considerations may play a more dominant role than purely technical factors in technology adoption decisions. Furthermore, perceived risk does not significantly reduce adoption intention, indicating that tutors tend to prioritize the pedagogical benefits of immersive platforms over potential technological concerns. This study contributes to the literature by extending the Technology Acceptance Model within the context of game-development platforms and providing empirical insights into tutor perspectives in game-based learning adoption. The findings offer practical implications for educators and institutions seeking to integrate immersive digital platforms into informatics education.
Enhancing Students’ Motivation in Algorithm Learning through Web-Based Visual Diagramming Tools: An ARCS Model Analysis
Learning algorithms and flowchart design in secondary informatics education often lack engaging instructional strategies that effectively foster students’ learning motivation. However, limited studies have examined how web-based visual diagramming tools influence students’ motivational dimensions in algorithm learning within the ARCS framework. This study provides empirical evidence on how web-based diagramming tools enhance motivational engagement in algorithm learning. A qualitative descriptive design was employed involving 36 tenth-grade students. The findings reveal that visual interaction through draw.io significantly increased students’ attention and engagement, improved contextual relevance of learning tasks, strengthened learners’ confidence in constructing flowcharts independently, and generated positive learning satisfaction. These findings extend the application of the ARCS model within web-based informatics instruction and highlight the potential of digital visual tools to enhance affective learning outcomes. Integrating digital visual media into informatics instruction can serve as an effective strategy to enhance students’ motivation and engagement in computational learning
Human–GenAI Score Alignment in Rubric-Constrained Essay Assessment: Procedural Convergence Without Pedagogical Equivalence
The increasing availability of Generative Artificial Intelligence (GenAI) systems has raised critical questions regarding their role in educational assessment, particularly in evaluating open-ended student responses that traditionally rely on professional teacher judgment. This study investigates the extent to which GenAI-generated scores align with teacher assessments when both are guided by an explicit and standardized rubric framework. Using a parallel scoring design, written responses from junior secondary school students were independently evaluated by an Informatics teacher and a GenAI system (ChatGPT) based on an identical rubric encompassing progressively increasing cognitive demands from lower-order to higher-order thinking skills. To examine scoring alignment, an Intraclass Correlation Coefficient (ICC) analysis with a two-way mixed-effects model and absolute agreement approach was employed. The results indicate a meaningful level of score alignment between teacher and GenAI assessments, suggesting that GenAI can apply rubric-based evaluative criteria in a procedurally consistent manner. However, qualitative analysis of written feedback reveals substantive differences in pedagogical depth. While GenAI feedback demonstrates high structural consistency and transparent rubric justification, teacher feedback exhibits greater contextual sensitivity, incorporating instructional intent, student misconceptions, and classroom dynamics. These findings suggest that GenAI systems hold potential as assessment support tools capable of enhancing scoring consistency and efficiency in formative assessment contexts. Nevertheless, score alignment should not be interpreted as pedagogical equivalence. The study concludes that GenAI is best positioned as an augmentative decision-support system operating under teacher supervision, rather than as an autonomous assessor. This research contributes empirical evidence to ongoing discussions on Human–AI score alignment and highlights the critical role of rubric design in mediating responsible GenAI integration within educational assessment practices.
Analysis of Social-Emotional Development Through Collaborative Learning of Informatics Subjects for High School Students
This study aims to analyze the implementation of collaborative learning based on crossword puzzles and its relationship to the social-emotional development of class X E5 students. This study uses a qualitative descriptive approach and data collection through observation and documentation during the learning process. This study shows that the implementation of collaborative learning strategies based on crossword puzzles can increase learning interactions actively and optimally. This is seen from the increase in empathy, self-confidence, communication, interactivity, and the ability to work together in groups. This study shows that the integration of collaborative learning with crossword puzzles not only supports the understanding of computer network concepts but also plays a role in the social-emotional development of students. Thus, collaborative learning based on crossword puzzles can be an innovative learning strategy in informatics subjects that is holistically oriented.
Integration of Artificial Intelligence Models into a Flask-Based Web Application for Classification and Generation of Batik Cual Motifs from Bangka Belitung
Artificial Intelligence (AI) has been increasingly adopted to support digital preservation and creative exploration of cultural heritage. However, many existing studies primarily focus on model development, while limited attention is given to the practical integration and deployment of AI models in real-world applications. This study presents the integration of AI models into a web-based application using the Flask framework for Batik Cual motif classification and generation. The proposed system enables users to interact with AI functionalities through a browser-based interface, supporting motif classification from uploaded images and motif generation based on textual input and reference images. The integration is implemented using a RESTful backend architecture, where Flask manages request handling, preprocessing, AI inference workflows, postprocessing, and result visualization. Functional testing results indicate that the system operates according to its intended design, providing structured outputs with acceptable response times. The findings demonstrate that Flask is an effective and practical framework for deploying AI-driven web applications, particularly for prototype-scale systems aimed at supporting digital preservation and dissemination of traditional cultural motifs.
Generation of Batik Cual Bangka Belitung Motif Variations Using Stable Diffusion Models
Batik Cual Bangka Belitung is a visual cultural heritage characterized by repetitive motifs, fine line details, and high ornament complexity, presenting significant challenges for digital exploration without compromising its visual identity. This study aims to generate variations of Batik Cual motifs using a prompt-guided image-to-image (img2img) approach based on the Stable Diffusion model with a single-reference image. Furthermore, the research analyzes the influence of the strength parameter on the delicate balance between structural similarity and generative visual variation. The dataset consists of 13 independently collected Batik Cual motifs, pre-processed through RGB conversion and standardized to a resolution of 512×512 pixels. Controlled experiments were conducted using varied strength values of 0.4, 0.6, and 0.8, while maintaining other parameters constant. Quantitative evaluation utilized the Structural Similarity Index Measure (SSIM) to assess structural integrity and CLIP similarity to measure semantic alignment between the prompt and output image. The results indicate that increasing strength consistently decreases SSIM values, signifying greater structural deviation from the reference image, whereas CLIP similarity remains relatively stable across configurations. Quantitatively, a strength of 0.4 offers the optimal combination of structural similarity and semantic suitability. However, qualitative assessments reveal that for certain motifs, a strength of 0.6 produces a more balanced variation between pattern innovation and motif character preservation. These findings confirm a measurable trade-off between identity preservation and generative exploration, demonstrating the potential of Stable Diffusion as a controlled method for developing Batik Cual digital assets.
Stable Diffusion, Image-to-Image Generation, Batik Cual, Diffusion Models, Cultural Heritage
Classification of Batik Cual Bangka Belitung Based on Deep Learning: YOLOv11 Approach
The rapid growth of artificial intelligence, particularly deep learning, has enabled significant advancements in computer vision and automated image recognition. However, the application of these technologies to traditional cultural artifacts remains limited, especially within the domain of Indonesian textile heritage. Batik Cual Bangka Belitung, which features intricate ornamentation and visually similar motifs, presents unique classification challenges that conventional Convolutional Neural Network (CNN) models struggle to address effectively. To overcome these limitations, this study introduces an automatic motif classification system using the YOLOv11 architecture, a state-of-the-art object detection model capable of identifying and distinguishing fine-grained visual patterns. The research follows a systematic pipeline consisting of dataset collection, curation, manual motif labeling, image preprocessing, model configuration, training, and testing. A curated dataset of Batik Cual images was augmented and divided into training, validation, and testing subsets to ensure robust evaluation. Experimental results demonstrate strong model performance, achieving a precision of 0.934, recall of 0.808, mAP50 of 0.950, and mAP50–95 of 0.8172. These findings confirm that YOLOv11 can accurately detect motif regions and classify them under varying structural and textural conditions. The study contributes not only a reliable technical framework for recognizing Batik Cual motifs, but also supports digital preservation efforts and future cultural computing applications.
Mapping the Research Landscape of Green Skills in Vocational Education: A Systematic Literature and Network Analysis
Green skills integration in vocational education and training (VET) represents a critical priority for sustainable workforce development, yet systematic understanding of effective implementation approaches remains fragmented. This systematic literature and network analysis (SLNA) integrates dual methodological approaches—bibliometric analysis mapping 314 publications and systematic review synthesizing eleven empirical studies—to comprehensively characterize the research landscape and identify evidence-based strategies for green competency development. The systematic review followed PRISMA 2020 guidelines, searching Scopus database (2014-2025) with two-stage screening yielding eleven studies spanning nine countries. The bibliometric component employed VOSviewer keyword co-occurrence analysis, generating seven thematic clusters with temporal overlay visualization. Systematic findings documented holistic framework superiority over standalone interventions, with comprehensive build-in strategies demonstrating higher effectiveness than retrofitted approaches. Bibliometric networks revealed three-phase field development from foundation (2022-2023) through consolidation (2023-2024) to innovation (2024-2025), with behavioral measurement emerging as newest focus. Dual-source validation confirmed teacher capacity as critical implementation bottleneck. Effective green skills integration requires holistic frameworks, comprehensive build-in strategies, and priority teacher development investment. Future research priorities include longitudinal behavioral studies, climate-specific competency development, and technology integration evaluation.
Pengaruh Efikasi Diri dan Kemandirian Belajar terhadap Kesiapan Kerja Lulusan Pendidikan Informatika
The research aims to understand the relationship between self-efficacy and independence student learning readiness work students. The research methodology used a correlational study. The population that was used in the research were all students XII computer engineering program at SMK Muhammadiyah 1 Sukoharjo covering 143 students. While the research sample of 72 students was obtained by a cluster random sampling method of sampling. Data collection in this research uses three that is scales of self-efficacy, scales of independence learning, and scales of readiness work students that have been tested the validity and reliability. The result showed that self-efficacy and independence learning has a positive and significant with readiness for work students, whether independent or simultaneous. These findings imply that strengthening self-efficacy and developing independent character are crucial for schools in improving graduates' work readiness for the workplace.
Pemberdayaan Keterampilan Abad 21 melalui Pendekatan Konstruktivis dalam Pembelajaran Informatika di Sekolah Menengah Atas (SMA)
Pendidikan Informatika di era digital menuntut pergeseran dari sekadar penguasaan materi menuju pengembangan berpikir kritis, namun penelitian mengenai implementasi konstruktivisme spesifik pada siswa SMA kelas 10 masih terbatas. Penelitian kualitatif ini bertujuan untuk mengeksplorasi penerapan pendekatan tersebut melalui observasi partisipatif dan wawancara mendalam dengan guru Informatika. Hasil penelitian menunjukkan bahwa strategi eksplorasi mandiri pada materi aplikasi perkantoran secara signifikan meningkatkan keterlibatan siswa dan pemahaman konsep nyata. Studi ini menyimpulkan bahwa efektivitas konstruktivisme dalam Informatika sangat bergantung pada manajemen kelas yang adaptif dan dukungan fasilitas pembelajaran. Temuan ini memberikan implikasi praktis bagi perancangan strategi pengajaran yang fleksibel di sekolah menengah.
Automatic Indexing of Digital Books using RAKE and Word2Vec
Manual indexing of digital books is time-consuming and prone to inconsistency. To address this, this study developed an automatic indexing system using RAKE (Rapid Automatic Keyword Extraction) method and Word2Vec. The system accepts PDF files as input, performs text preprocessing, and extracts key phrases using RAKE. These phrases are subsequently filtered based on semantic relevance to the specified topic using an Indonesian-language Word2Vec model. Users can manually add phrases and select relevant ones to be included in the final index. The resulting index includes phrases, page numbers, and relevance scores, which are inserted as an additional page at the end of the PDF document. Evaluation was conducted by comparing the system-generated index with the author’s manual index using precision, recall, and cosine similarity metrics. The results indicate that although precision and recall were very low, a cosine similarity score of 0.69 suggests a semantic similarity between the system output and the author’s index.
Automatic Indexing; Digital Book; RAKE; Word2Vec; PDF
AI Based Digital Book Indexing System Using YAKE and WORD2VEC Methods
Polinema Press, the publishing unit of the State Polytechnic of Malang (Polinema), requires an efficient solution for automatically generating book indexes. The current manual indexing process is time-consuming and inefficient. This research aims to develop an AI-based automatic indexing system utilizing the YAKE (Yet Another Keyword Extractor) and Word2Vec methods to improve the accuracy and efficiency of index generation. The system is designed to process digital books in PDF format through several stages: (1) text preprocessing (text extraction, stopword removal, tokenization), (2) keyword extraction using YAKE based on statistical features such as word frequency and position, (3) final keyword selection by measuring semantic similarity using Word2Vec, and (4) alphabetical index compilation along with page numbers where keywords appear. The indexing results are evaluated by comparing them with manual indexes using cosine similarity to measure the degree of similarity. This research has been tested on 37 digital books and resulted in the best configuration in the combination of YAKE and Word2Vec with phrases of 2-3 words, which obtained cosine similarity values of up to 0.91, precision of up to 0.38, and average processing time of less than 4 seconds per document. These results show that the system is able to produce relevant, fast, and contextual indexes when compared to manual indexes, and is expected to reduce the manual workload at Polinema Press and become a reference for the application of natural language processing (NLP) technology for Indonesian-language documents.
Integrating Technology-Based Tools in the Digital Marketing Course to Enhance Vocational Students’ Engagement and Competence in Promoting Local Culinary Destinations
This study investigated the impact of integrating technology-based tools into a semester-long Digital Marketing course on vocational students’ engagement and competence in promoting local culinary destinations. Conducted as a qualitative case study at a vocational institution in Indonesia, the research involved 28 students who participated in authentic, project-based learning tasks using tools such as AI-assisted video editors, social media analytics, and digital branding platforms. Data were collected through interviews, field observations, and analysis of student project artifacts. The results revealed increased behavioral, emotional, and cognitive engagement, driven by the relevance of the tools, the authenticity of tasks, and the public nature of the projects. Students also demonstrated meaningful competence in digital storytelling, campaign planning, and platform optimization. Furthermore, the study found emerging signs of critical digital literacy and professional identity development, as students reflected on ethical considerations and strategic decisions during content creation. These findings suggest that the thoughtful integration of real-world digital tools can enhance not only skill acquisition but also reflective and identity-forming dimensions of learning in vocational contexts. The study highlights the pedagogical value of designing curriculum-integrated, technology-enhanced instruction that aligns with both industry demands and community engagement.
Python-Based Mapping of Productive Technical Teachers Using Google Colab in Tuban’s Vocational High Schools
The availability of productive subject teachers is a crucial factor in ensuring the quality of vocational education, particularly at the level of Vocational High Schools (SMK). This report presents the results of a mapping study on the adequacy of productive teachers in technical departments at public SMKs in Tuban Regency, under the supervision of the Regional Education Office of Bojonegoro. The study aims to identify the distribution of productive teachers across departments, assess their adequacy based on the ideal minimum requirements, and determine whether there is a shortage or surplus relative to the ideal maximum needs. Data were obtained from official school reports and analyzed using descriptive quantitative methods. The findings show that 96% of the 25 mapped departments have met the minimum required number of productive teachers, while one department still faces a shortage. On the other hand, 36% of the departments have a surplus of teachers, as the number exceeds the ideal maximum threshold. The distribution of teachers also reveals disparities both within schools (between departments) and among different schools. This mapping provides valuable insight for schools and the regional education authority in planning teacher redistribution, recruitment, and dual-skill training. Furthermore, the results underscore the importance of developing a more dynamic and integrated teacher data system to support sustainable human resource planning in vocational education.
Security Analysis of Web-based Information Systems Through Vulnerability Assessment Using the Framework of OWASP Web Security Testing Guide and Common Vulnerability Scoring System
The technology of web-based information systems continues to develop and has been adopted by many organizations, including higher education institutes. However, this technology carries inherent security risks, making regular security analysis essential. This research presents a case study of eight web-based information systems at a higher education institution to assess the security condition of each system individually and its overall characteristics, as well as to construct an advanced strategy for maintaining and optimizing system security. The security analysis was conducted using a mixed-method approach: qualitatively through the OWASP Web Security Testing Guide framework across four categories (Information Gathering, Configuration and Deployment Management Testing, Session Management Testing, and Client-side Testing); and quantitatively through Common Vulnerability Scoring System (CVSS) calculations. All information systems tested were found to be vulnerable, though with varying levels of severity. Vulnerability discovery ratios ranged from a low of 8% (with a 'Low' severity level) to a high of 31% (with severity levels reaching 'Critical'). Overall, systems based on a Content Management System (CMS) were found to be less vulnerable compared to those built on non-CMS frameworks. Based on the discovered vulnerabilities, follow-up recommendations were constructed to serve as a reference for improving and optimizing the systems' security.
Copyright (c) 2025 Journal of Informatics and Vocational Education
Enriched Virtual Blended Learning Model Assisted by Digital Comics: Its Effect on Student Learning Motivation
The Enriched Virtual Blended Learning model, assisted by digital comics, has attracted attention in the world of education for its positive influence on student motivation. This model requires students to study material both before and after class sessions. An experimental research method was used to determine the effect of this learning model on student motivation, as defined by four key indicators: "Feelings of Joy," "Student Involvement," "Interest," and "Student Attention." This experimental study proves that a significant change occurs when using this learning model. The results show a significance value (2-tailed) of 0.000, which is less than the significance level of 0.05. Thus, it is concluded that the application of the Enriched Virtual Blended Learning model assisted by digital comics has a significant influence on student learning motivation. By incorporating various factors that can increase student motivation, this model provides a positive influence on achieving learning objectives.
Increasing Student Interest in Interactive Multimedia Product Creation Subject through Scratch-Based Learning Media
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.
Analysis of Student Computational Thinking Ability in PTIK UNS on Database Course
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.
Improvement of Self Regulated Learning through Flex-Blended Learning Model Assisted by Learning Management System
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.
The Effect of Interactive Multimedia Use in Problem-Based Learning on Learning Outcomes
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.
Analysis of Information Security Awareness Against Social Engineering Attacks
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.
Efforts to Improve the Learning Outcomes of Junior High School Students Through the Medium of Learning Video
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.
The Development of Augmented Reality (AR)-Based Mobile Learning Media on Routing Concept Subject of Network Infrastructure Administration
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.
Development of Android-Based Augmented Reality Learning Media Class X SMK Penda 3 Jatipuro
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.
Performance Analysis of Proxmox and Virtualbox with Overhead and Linearity Parameters to Support Server Administration Practice
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.
Factors Influencing Students' Learning Motivation in Senior High Schools in Karanganyar
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.
learning motivation, positive learning environment, project-based learning, teacher strategies