2024-03-28T10:06:21Z
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/oai
oai:ojs2.e-journal.hamzanwadi.ac.id:article/723
2022-10-29T05:32:05Z
edumatic:ART
Analisis Penerimaan Digital Library Menggunakan Technology Acceptance Model (TAM) di Universitas Hamzanwadi
Uska, Muhammad Zamroni
Digital Library
Senayan Library Management System (SLiMS)
TAM
The study aims to analyze acceptance digital library implementation using TAM model by analyze: (1) the effect perceived usefulness, perceived ease of use toward behavioral intention to use (2) the effect perceived usefulness, perceived ease of use, and behavioral intention to use toward actual system use. This research is a quantitative study using a survey method which was implemented at Hamzanwadi University. The population of this study was 6,548 people and the number of sample was 100 people contain of students. The sampling technique used was a cluster sampling method. While, the data collection used was a questionnaire with Likert scale. Data Analysis used Structural Equation Model (SEM). The results of this study showed that, (1) perceived ease of use had a significant influence toward behavioral intention to use (Ï <0.05), (2) perceived usefulness had not have a significant toward behavioral intention to use (Ï <0.05), (3) perceived ease of use and perceived usefulness had not have a significant toward actual system use (Ï >0.05), (4) behavioral intention to use had a significant toward actual system use (Ï <0.05).
Universitas Hamzanwadi
2017-06-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/723
10.29408/edumatic.v1i1.723
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 1-10
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 1-10
2549-7472
10.29408/edumatic.v1i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/723/465
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/732
2022-10-29T05:32:43Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Buku Digital Elektronic Publication (Epub) Menggunakan Software Sigil pada Mata Kuliah Pemrograman Dasar
Wirasasmita, Rasyid Hardi
Uska, Muhammad Zamroni
Epub
Learning Media
Sigil
This study aims to develop the learning media in basic programming courses and know the feasibility of learning media of electronic book publication (epub) using software sigil. This research uses research and development approach (Research and Development). The place of this research in the department of Informatics Education, Hamzanwadi University. The object of this research in the form of epub media digital book learning using sigil software in basic programming course. This research is included in the type of Research and Development (R & D). Data collection techniques used in this study is a questionnaire method. Questionnaire is used to collect data about the feasibility of learning media made and will be answered by respondents related among others: material experts, media experts, users of instructional media and student responses. The method used to analyze the data is disclosed in the distribution of the five scale scores to the predetermined rating scale category. From the research result, among others: material expert test obtained score 3.53 with good category, media expert test obtained score 4.02 with good category, score of student response 4,03 with good category, so epub learning media digital book using sigil software at basic programming courses are appropriate for use in teaching and learning activities.
Universitas Hamzanwadi
2017-12-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/732
10.29408/edumatic.v1i1.732
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 11-16
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 11-16
2549-7472
10.29408/edumatic.v1i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/732/466
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/733
2022-10-29T05:32:01Z
edumatic:ART
Pengembangan Modul Pembelajaran Multimedia untuk Meningkatkan Minat dan Pemahaman Konsep Mahasiswa Prodi Pendidikan Informatika
Kholisho, Yosi Nur
Interests
Learning Module
Learning Outcomes
The purpose of this research is to develop and produce product in the form of multimedia instructional subjects for students on informatics education course and to know the effectiveness of modules developed based on responses of student interest to learning and learning outcomes. The method used in this research is Research and Development. Based on data from media and product expert validation, it can be seen that the product in the form of multimedia learning module for students can be categorized as "good" (37.38 <X ≤ 46.14) with total score 45 and in terms of display can be categorized "good" (51 <x ≤ 63) with a total score of 56. Result of student interest analysis to learning module got result that 35 person from 45 stated that more interest to learn by using module with percentage equal to 77,8%, this proves that student interest in studying material by using good module. The results obtained for the learning outcomes, the results obtained that the value before the given module 78.7 and the value after the given module 87.6 this result shows that the value of learning results after the module is given higher than with the before given the module.
Universitas Hamzanwadi
2017-06-26
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/733
10.29408/edumatic.v1i1.733
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 17-23
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 17-23
2549-7472
10.29408/edumatic.v1i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/733/467
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/734
2022-10-29T05:32:10Z
edumatic:ART
Penerapan Metode Pembelajaran Resitasi dalam Pembelajaran Matematika Dasar
Ismatullah, Kholida
Positive Impact
Recitation Method
Weakness of Recitation Method
The purpose of this study is to describe: (1) Application of recitation methods on learning mathematics; (2) Positive impact of using recitation method on learning mathematics; (3) The disadvantages of recitation methods in mathematics learning. This research uses qualitative approach of descriptive type. Research location at Hamzanwadi University. The study was conducted in October until November 2017. Population in this research is student of study program of Informatics, while the sample is student of study program of Informatics which amounted to 39 people. The techniques of data collection used are observation, interview and document analysis. The results of this study show that: (1) The application of recitation method in mathematics learning starts from the phase of assignment, assignment and accountability of tasks that have been made; (2) Positive impact of recitation method on learning mathematics among others: improving student creativity, fostering student responsibilities, improving students' mathematical communication skills, and providing new experiences to students; (3) The disadvantages of recitation methods in learning mathematics include: the lack of student participation, the difficulty of controlling and supervising the tasks undertaken by students, different levels of student intelligence, and the limited carrying capacity or available facilities.
Universitas Hamzanwadi
2017-06-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/734
10.29408/edumatic.v1i1.734
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 24-28
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 24-28
2549-7472
10.29408/edumatic.v1i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/734/Pdf
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/753
2022-10-29T05:32:16Z
edumatic:ART
Pengaruh Penggunaan Multimedia Interaktif terhadap Hasil Belajar Interaksi Manusia dan Komputer di Universitas Hamzanwadi
Fathoni, Ahmad
Interactive Multimedia
Learning Media
Learning Outcomes
The aims of this research were to describe and analyze the influence of interactive multimedia-based learning media toward learning outcome of computer human interaction (HCI) course. This research is a survey research with quantitative approach to a research survey. The population and sample in this research is the entire semester III students among them is a class IIIA and IIIB totaling 50 students. The instrument of data collecting in this research is a questioner. The method used for data analysis in this research is descriptive statistics. The results of this research show that the variables X and Y approach the high category with the percentage of successively 71.72%, and 75%. The application of interactive multimedia-based learning media in various learning is one of the solutions to create interesting, innovative, challenging and able to think independently.
Universitas Hamzanwadi
2017-06-29
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/753
10.29408/edumatic.v1i1.753
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 29-34
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 1 (2017): Edumatic : Jurnal Pendidikan Informatika; 29-34
2549-7472
10.29408/edumatic.v1i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/753/pdf_1
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/816
2022-10-29T05:32:48Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Android Pada Mata Kuliah Sistem Operasi di Universitas Hamzanwadi
Amna, Mustapid
Wirasasmita, Rasyid Hardi
Fathoni, Ahmad
Android
Learning Media
Operating System
The purpose of this study is to find out: (1) Results of Development of Android-Based Learning Media At the Course of Operation System Semester II Informatics Education Study Program Hamzanwadi University, (2) the level of feasibility of learning media developed. This research is a Research and Development research with ADDIE development model, which are: Analisys, Design, Development, Implementation and Evaluation. Instrument used in this research is lift (quisioner) by using likert scale. Sources of research data are 2 media experts, 2 material experts, and 30 students of study program of informatics education. The results of this study are the Development of Android-Based Learning Media with the display of a list of menu pages, Profile, Material, Submenu Matter, Video, submenu Video, RPS, Instructions. Feasibility test results of Media Expert reviewed from 2 aspects included into the category Very Eligible (90%). And the test results from the Master of Materials into the category of Very Eligible (86%). Based on the response of media usage by 30 Students of Second Semester of Informatics Education Study Program is categorized as feasible (78
Universitas Hamzanwadi
2018-06-07
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/816
10.29408/edumatic.v2i1.816
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 1-7
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 1-7
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/816/pdf_2
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/842
2022-10-29T05:32:59Z
edumatic:ART
Analisis Usability Website Universitas Hamzanwadi terhadap Kepuasan Pengguna dengan Menggunakan User Satisfaction Model
Amri, Zaenul
Uska, Muhammad Zamroni
Arianti, Baiq Desi Dwi
Usability
User Satisfaction Model
User Satisfaction
The purpose of this study is to find out: (1) the level usability of the hamzanwadi university website for user satisfaction by using the user satisfaction model, (2) model produced by Green and Pearson 2010 with 9 variables measurement including: design credibility, content, interactivity, navigability, responsiveness, download delay, perceived usefulness, perceived ease of use, user satisfaction. This type of research is quantitative by using survey method. The population of this study is all students of Faculty of Teacher Training and Education (FKIP) Hamzanwadi University with the numbers of 3724 students and the numbers of samples in this study were 361 students using cluster sampling technique. Data collection techniques in this study using a questionnaire with likert scale. The technique used to analyze the data is descriptive statistics. The result of this study shows that (1) from 9 variable measurement of usability of website of Hamzanwadi University only 4 variables that stated good and able to fulfill user satisfaction there are, design credibility variable, content, and perceived ease of use with mean value = 11, and interactivity with value mean = 7, (2) 5 other variables are enough and have not able to meet user satisfaction there are, variable navigationability, responsiveness, download delay, perceived usefulness, and user satisfaction with mean value = 10. So it can be concluded that the overall usability of the website of Hamzanwadi University has not can meet user satisfaction.
Universitas Hamzanwadi
2018-06-12
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
application/vnd.openxmlformats-officedocument.wordprocessingml.document
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/842
10.29408/edumatic.v2i1.842
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 15-23
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 15-23
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/842/pdf_4
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/842/4264
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/868
2022-10-29T05:33:06Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Android untuk Siswa Kelas X Pada Mata Pelajaran Sistem Operasi
Hakky, Muhammad Khalid
Wirasasmita, Rasyid Hardi
Uska, Muhammad Zamroni
ADDIE
Android
Learning Media
Operating System
The purpose of this research are (1) to know the process of developing system learning media (2) to test the feasibility of learning media developed for class X students (3) to find out the students' response to the operating system learning media. This research is a research or development research (R & D) adapted from the ADDIE development model. The stages are 5: 1) Analysis, 2) Design, 3) Development 4) Implementation and 5) Evaluation. Data writing techniques in the form of questionnaire research. Validation is carried out by material experts and media experts. The developed media was tested on 20 students. The results showed the level of feasibility of the learning media of android-based operating systems as learning media based on: 1) Expert acquisition material total score of 110.00 in the category "Very Good" and if percentage was scored 85%, category "Very Worthy", 2) Media experts obtained a total score of 97.00 in the "Very Good" category and if percentage was scored 84.35%, "Very Decent" category, Students' response to this media at the time of testing was distributed on average Shows a positive response to the percentage > 70%. Thus the Android-based Operating System learning media is used as a learning medium for students of class X majoring in Multimedia material Operating Systems.
Universitas Hamzanwadi
2018-06-14
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/868
10.29408/edumatic.v2i1.868
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 24-33
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 24-33
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/868/pdf_5
Copyright (c) 2018 Jurnal Pendidikan Informatika (EDUMATIC)
oai:ojs2.e-journal.hamzanwadi.ac.id:article/869
2022-10-29T05:33:54Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Video Tutorial Interaktif Pada Mata Pelajaran
Williyana, Baiq Ade Irma
Kholisho, Yosi Nur
Fathoni, Ahmad
CD Interactive
Interactive Video Tutorials
Learning Media
This research aims to: (1) developing video-based learning media is an interactive tutorial on subjects of engineering animation 2 dimensions with frame animation technique material class XI Multimedia at SMK Negeri 1 Kopang (2) know the feasibility of media interactive video tutorial-based learning. This type of research is a Research and Development (R&D) and the development of procedures: potential and problems, data collection, product design, design validation, product test design, revision, revision products, free trial usage. The software development model used the waterfall model. The feasibility study is judged by media experts, media content and users. Data collection instruments namely documentation and questionnaires. Data analysis the results of the test the feasibility of using the Likert scale. Results of research: (1) media video-based learning, interactive tutorials that were developed in the form of software packaged in the form of an .exe file and interactive CD. (2) a Media-based learning video tutorials worth used in the learning process, based on the results of the validation of media experts earn a percentage of 86.69%, expert of 82.81%, material and product testing of 75.93% and trial usage earn a percentage of 79.89%. Overall the media-based learning, interactive video tutorial earn a percentage of 76.66% eligibility category in the media "very decent".
Universitas Hamzanwadi
2018-10-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/869
10.29408/edumatic.v2i2.869
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 52-58
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 52-58
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/869/pdf_12
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/913
2022-10-29T05:34:05Z
edumatic:ART
Perancangan Media Pembelajaran Berbasis Video Tutorial Mendesain Jaringan Lokal/LAN Kelas X TKJ
Mapicayanti, Deviana
Jamaludin, Jamaludin
Fathoni, Ahmad
ADDIE
LAN Network
Learning Media
The purpose of this study was to find out: (1) The Results of Designing Learning Media Based on Video Tutorials on Material Designing Local / LAN Networks For Class X Students of TKJ at 1 Sakra Vocational High School, (2) the level of feasibility of the developed learning media. This study is Research and Development research with ADDIE development model, namely (1) Analysys, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The assessment instrument for video tutorial-based learning media was in the form of a 5-scale questionnaire. The sources of the research data were 2 media experts, 2 material experts, and 33 students majoring in TKJ. The results of this study are the Design of Learning Media Based on Tutorial Videos on Material Designing Local / LAN Networks in Class X TKJ students at 1 Sakra Vocational High School, with a display in the form of intro, menu page, profile page, KI / KD page, 2 pages submenu material namely theory and videos, subject matter pages, learning goal pages, and quiz pages. Media Expert feasibility test results viewed from 2 aspects are categorized as Very Eligible (87%). And the test results from Material Experts fall into the category of Very Eligible (95%). Based on the response of media usage by 33 students of class X majoring in TKJ, it was categorized as Very Eligible (83%)
Universitas Hamzanwadi
2018-10-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/913
10.29408/edumatic.v2i2.913
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 59-65
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 59-65
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/913/pdf_13
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/921
2022-10-29T05:33:20Z
edumatic:ART
Pengembangan Mobile Learning Berbasis Android Pada Mata Pelajaran Jaringan Dasar
Aini, Nurul
Wirasasmita, Rasyid Hardi
Uska, Muhammad Zamroni
Android
Basic Networks
Mobile Learning
The purpose of this study is to find out (1) the development of Android-based m-learning on basic network subjects, (2) the feasibility of developed learning media, (3) Knowing students' responses to Android-based m-learning. The research method used is the Research and Development (R & D) method. The type of research used is qualitative data and quantitative data. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the Android-based learning media developed was very feasible to be used in the learning process. From media feasibility media experts obtain a percentage of feasibility of 95% with very feasible criteria. Meanwhile, the material feasibility experts obtained a percentage of feasibility of 88% with very feasible criteria. From the students' response the media's feasibility in product trials obtained a percentage of student response values by 80% with very high criteria. Thus this Android-based m-learning is suitable to be used as a learning media for students of class X majoring in computer engineering and networking on basic network material.
Universitas Hamzanwadi
2018-06-19
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/921
10.29408/edumatic.v2i1.921
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 34-41
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 34-41
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/921/pdf_6
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/922
2022-10-29T05:34:16Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Mata Pelajaran Simulasi Digital Kelas X TKJ
Kurniawati, Widia
Ismatulloh, Kholida
Kholisho, Yosi Nur
Digital Simulation
Interactive Multimedia
Learning Media
The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (R&D) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Universitas Hamzanwadi
2018-10-28
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/922
10.29408/edumatic.v2i2.922
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 74-83
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 74-83
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/922/pdf_14
Copyright (c) 2018 Jurnal Pendidikan Informatika (EDUMATIC)
oai:ojs2.e-journal.hamzanwadi.ac.id:article/923
2022-10-29T05:34:27Z
edumatic:ART
Pengembangan Media Pembelajaran CD Tutorial Interaktif Pada Mata Pelajaran Simulasi Digital
Maisiswati, Baiq Hartina
Ismatulloh, Kholida
Uska, Muhammad Zamroni
Digital Simulation
Learning Media
Tutorial CD
The purpose of this study is (1) to determine the development of instructional CD learning media on digital simulation subjects in class X at 1 Sakra Vocational High School; (2) to find out the feasibility of media experts and material experts on learning CD tutorial media products; (3) to find out the students' response to the development of tutorial CD learning media on digital simulation subjects in class X at Sakra Vocational High School 1. This type of research uses R & D (Reseach and Development) development methods. The subjects of this study were class X TKJ as many as 20 students. Data collection in the form of interviews, questionnaires, and observations. Data analysis techniques use quantitative and qualitative data. The results showed that the learning media tutorial CD developed was very valid for use in the learning process. From the media expert validation for the media, the tutorial CD was declared to be very feasible because it had an average percentage of 92%, while the validation of material experts had an average percentage of 91%, and for students' responses it was said to be very good because it had an average percentage of 90%, so that it can be said that the Tutorial CD learning media is effectively used in the learning process at SMK 1 Sakra
Universitas Hamzanwadi
2018-10-28
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/923
10.29408/edumatic.v2i2.923
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 66-73
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 66-73
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/923/pdf_15
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/925
2022-10-29T05:34:37Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis CD Interaktif Pada Materi Simulasi Digital Menggunakan Adobe Flash
Nurdiana, Mila
Kholisho, Yosi Nur
Fathoni, Ahmad
Digital Simulation
Interactive Multimedia
Learning Media
The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (R&D) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.
Universitas Hamzanwadi
2018-12-24
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/925
10.29408/edumatic.v2i2.925
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 84-92
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 84-92
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/925/pdf_17
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/931
2022-06-26T10:27:42Z
edumatic:ART
Penerapan Model Pembelajaran Kooperatif Tipe Rotating Trio Exchange Berbantu Multimedia Interaktif terhadap Hasil Belajar
Hasanah, Mariawati
Fathoni, Ahmad
Cooperative
Interactive Multimedia
Learning Outcome
Trio Exchange
The purpose of this study was to implement a rotating cooperative learning model of interactive multimedia trio assisted in improving the learning outcomes of class X students of Siti Technology Vocational High School in the 2017/2018 school year. This research method is quantitative and this type of research is pre-experimental with the pre-test and post-test design. The study population consisted of 21 students consisting of 20 students of class X SitiRaudah Technology Vocational School and 1 KKPI subject teacher. The sample consisted of 21 students. To determine the sample of saturated sample engineering research. The instrument for entering data is currently using a test. Data were analyzed using descriptive statistics. Statistical results of the comparison of interactive multimedia assisted rotating exchange type cooperative learning can improve learning outcomes in SitiRaudah Technology X grade X students, the highest with 47 pre-test and post-test 74 tests. Hypothesis test results using t-test samples are presented as smaller than t table with t count 0.00 and t table 0.05 the meaning of the hypothesis is accepted. Consider the process and results of this study, namely researchers who use cooperative learning in the interactive multimedia type rotating exchange trio that allows in correcting KKPI.
Universitas Hamzanwadi
2019-06-18
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/931
10.29408/edumatic.v1i1.931
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 1-6
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 1-6
2549-7472
10.29408/edumatic.v3i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/931/802
Copyright (c) 2019 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/939
2022-10-29T05:33:28Z
edumatic:ART
Pengembangan Media Lembar Kerja Siswa (LKS) Berbasis Web Pada Mata Pelajaran Jaringan Dasar
Abadi, Juaeni
Arianti, Baiq Desi Dwi
Wirasasmita, Rasyid Hardi
Teaching Materials
Web-Based Students Worksheet
Waterfall Method
The aims of this study is to develop teaching materials in the form of Web-Based Student Worksheet on the subjects of Basic Network at SMK Negeri 1 Sikur through web design development process and performance testing and system feasibility. The development model used in this research is the System Development Life Cycle (SDLC) Model with Waterfall method consisting of 4 main stages of development. The first stage is the analysis requirement that is divided into 2 namely the functional analysis and development analysis. The second stage is Design, consisting of system design using UML, interface design as well as database design. The third stage is the implementation and the fourth stage is testing, Based on the results of software testing that has been developed shows the results as follows: (1) manufacture of teaching materials in the form of Web-Based Student Worksheet has been through the process of web development from analysis to testing in accordance with web check list and system functions, (2) the performance of teaching materials in the form of Web-Based Student Worksheet as a whole fall into the category of "Eligible" with a percentage rate of 78.94%.
Universitas Hamzanwadi
2018-06-21
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/939
10.29408/edumatic.v2i1.939
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 42-51
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 42-51
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/939/pdf_7
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/944
2022-10-29T05:34:12Z
edumatic:ART
Pengembangan Media Pembelajaran Video Tutorial Interaktif menggunakan Aplikasi Camtasia Studio dan Macromedia Flash
Wirasasmita, Rasyid Hardi
Putra, Yupi Kuspandi
Camtasia Studio
Interactive Video Tutorial
Learning Media
Macromedia Flash
This research is an R & D (research and development) research that is an interactive tutorial video CD-based learning model in visual programming language courses that are more seen, with and practiced. That is, is the development of a model of teaching materials in other forms, which are complementary to existing teaching materials. This application presents material interactively with animation, audio, video and is equipped with an evaluation in the form of practice questions using the Camtasia Studio and Macromedia Flash applications. The results that will be achieved from the making of this learning media is that students can understand the subjects of visual programming language and find out the quality of the interactive video CD tutorial based on the assessment of media experts, material experts and learning. The results of a feasibility assessment of video tutorials learning media for visual programming language subjects are: (1) the percentage score of material expert assessment was 81.25%; (2) the percentage score of media expert assessment was 84.5%; (3) the percentage score of student response was 84.83%. Based on the results of the assessment and responses obtained, we can conclude that this instructional media of video tutorials on programming language of visual delphi is feasible to be used and developed.
Universitas Hamzanwadi
2018-10-27
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/944
10.29408/edumatic.v1i2.944
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 35-43
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 35-43
2549-7472
10.29408/edumatic.v1i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/944/612
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/945
2022-10-29T05:32:19Z
edumatic:ART
The Application of Practice Rehearsal Pairs Learning Model toward Basic Programming Learning Outcomes
Uska, Muhammad Zamroni
Contextual Learning Model
Learning Outcomes Practice Rehearsal Pairs Learning Model
Learning model is a general pattern of learning behavior to achieve conducive and effective learning goals. The PRP (Practice Rehearsal Pairs) model is one of the effective learning models used in this study. The purpose of this study was to determine the effect of PRP learning models on student learning outcomes in basic programming subjects. This type of research is quantitative research using quasi experimental design carried out at Hamzanwadi University. The design in this study uses posttest only control group design with a total population of 54 students and the number of samples taken using the saturated sampling method is 54 students. Data collection used learning outcomes tests. Data analysis used descriptive analysis and paired sample ttest. The results showed that the average value of learning outcomes in the RPS model was 75.07 higher the average value of learning outcomes on the contextual model was 70.37. Hypothesis test results show that ttest (8,619)> ttable (2,060) (significant with Ï <0.05). Thus, the conclusion of this study is that there is a significant effect of student learning outcomes after applying the PRP learning model.
Universitas Hamzanwadi
2017-12-11
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/945
10.29408/edumatic.v1i2.945
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 44-48
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 44-48
2549-7472
10.29408/edumatic.v1i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/945/pdf_9
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/946
2022-10-29T05:31:55Z
edumatic:ART
Perbedaan Penerapan Model Pembelajaran TGT-Problem Posing dan Jigsaw Terhadap Minat dan Hasil Belajar
Kholiso, Yosi Nur
Jigsaw Model
Learning Interest
Learning Outcomes
TGT-Problem Posing Model
Learning processes that use less attractive methods will have an impact on results and activeness, as well as student interest in learning. Therefore, the need for models and methods that can foster interest and student learning outcomes, namely the TGT model combined with problem posing. This study aims to determine the effect of the TGT-Problem Posing model on student learning outcomes and learning interest. This study uses a pretest-posttest control group design. The population in this study is the third semester informatics education study students consisting of 2 classes. Samples used in class A research as experimental group and class B as control group using saturated sample techniques. The independent variables in this study are the TGT-Problem Posing and jigsaw models, and the dependent variable is the learning outcomes and student learning interest. The results showed that the TGT-Problem Posing learning model in the class in the experimental class had an average value of learning outcomes higher compared to the control class 87.6> 78.7. There are differences in interests and learning outcomes between the TGT-problem posing learning model and the jigsaw model.
Universitas Hamzanwadi
2017-06-16
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/946
10.29408/edumatic.v1i2.946
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 49-54
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 49-54
2549-7472
10.29408/edumatic.v1i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/946/613
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/948
2022-10-29T05:32:28Z
edumatic:ART
Penerapan Metode Promethee dengan Entropy Dalam Pengambilan Keputusan untuk Menentukan Siswa Berprestasi
Majdi, Abdul Hamid
Decision Support System
Entropy
Multicriteria
Promethee
Realizing competitiveness, quality and achievement schools is one of the forms of mission and vision that is applied in schools, especially in students. To realize that desire every school needs to evaluate, further improve its services both on teaching techniques, assessment, and quality assurance in order to make schools that are competitive, quality and achievers. In this case the homeroom is confronted with a problem of the quality assessment of each student according to the criteria desired by the school, and become the burden of the homeroom because of the many choices in determining which ones are more prioritized and must be compared so that they cannot be timely in their completion. To identify the problems faced by the school, especially the homeroom teacher is used is a promethee approach which is one method of determining the order or priority in multicriteria analysis is very appropriate to use because the assumption of the dominance of the criteria used in promethee is the use of values in outrangking relationships. So that a solution or result of several alternatives is obtained to make a decision. The results of the ranking show that promethee I is based on the value of leaving flow and entering flow while Promethee II is based on the net flow value.
Universitas Hamzanwadi
2017-12-16
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/948
10.29408/edumatic.v1i2.948
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 55-64
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 55-64
2549-7472
10.29408/edumatic.v1i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/948/pdf_10
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/949
2022-10-29T05:32:37Z
edumatic:ART
Sistem Informasi Akademik STKIP Hamzanwadi Selong Menggunakan Technology Acceptance Model
Jamaludin, Jamaludin
Rizal, Muhammad Khairu
Academic Information System
Student Information System
TAM
Academic Information System (SIAKAD) is one part that is very important for universities today. This can facilitate the access of a student in interacting with the campus. In addition, SIAKAD will also improve the competitiveness of these universities and will directly improve the institution's business processes. To optimize the academic information system, research must be conducted by evaluating the use of the system from the SIAKAD. This study is intended to evaluate the use of SIAKAD in STKIP Hamzanwadi Selong by using the Technology Acceptance Model (TAM) and to process the survey data using Partial Least Square software to measure user perceptions of SIAKAD whether it works according to its function. The data obtained is primary data using a questionnaire to students using SIAKAD which consists of several departments. The variables used are Perceived Ease of Use, Perceived Usefulness, Attitude towards Using Technology, Behavioral Intention to Use and Actual Technology Use. The results of this study indicate that SIAKAD SIAM has benefits and is easy to use by students as users, and all technology features in the SIAKAD application have benefits with the receipt of the Actual Technology Use Variable.
Universitas Hamzanwadi
2017-12-18
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/949
10.29408/edumatic.v1i2.949
Edumatic: Jurnal Pendidikan Informatika; Vol. 1 No. 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 65-74
Jurnal Pendidikan Informatika (EDUMATIC); Vol 1 No 2 (2017): Edumatic : Jurnal Pendidikan Informatika; 65-74
2549-7472
10.29408/edumatic.v1i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/949/pdf_11
Copyright (c) 2017 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/956
2022-10-29T05:34:51Z
edumatic:ART
Pengaruh Wawasan Kevokasionalan Siswa SMP terhadap Minat Melanjutkan di SMK
Fathoni, Ahmad
Ismatullah, Kholida
Insight Into Vocationalization
Interest
Understanding
The study aims to describe: (1) how much insight into the vocational high school students consists of understanding vocational school as work world education (X1), understanding types of expertise programs (X2), understanding of the work world (X3), and counseling guidance services (X4) towards the interest in continuing in SMK (Y); (2) how much influence is the vocational insight of Grade IX junior high school students consisting of understanding vocational school as work world education (X1), understanding types of expertise programs (X2), understanding of the work world (X3), and counseling guidance service (X4) on interests continue at SMK (Y). Research is a survey research with a quantitative approach. The research sample of 197 students was determined using the proportionate random sampling technique. Data collection used questionnaires, documents, and observations. Data analysis usds descriptive statistics. The results showed that: (1) variables X1, X2, X3, X4 were included in the high category, the variables were good for continuing interest in Vocational Schools; (2) variables X1, X2, X3, X4 have an effect on the variable Y with the correlation coefficient values respectively 0.580, 0.564, 0.479, 0.564 and simultaneous X1, X2, X3, X4 against Y there is an influence with a correlation coefficient of 0.727.
Universitas Hamzanwadi
2018-12-24
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/956
10.29408/edumatic.v2i1.956
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 93-102
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 93-102
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/956/pdf_16
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1086
2022-10-29T05:34:58Z
edumatic:ART
Analisis Teknologi Smartphone dalam Mendukung Kegiatan Akademis di Universitas Hamzanwadi Menggunakan Technology Acceptance Model
Uska, Muhammad Zamroni
Wirasasmita, Rasyid Hardi
Academic Activities
Smartphone
Technology Acceptance Model
The use of smartphones has been widely used by the public, especially among students. The less effective use of smartphones in supporting academic activities on campus, it is necessary to analyze the acceptance of smartphone users using the Technology Acceptance Model (TAM). The purpose of this study is to: 1) find out the effect of perceived usefulness and perceived ease of use on attitude toward using, 2) find out the effect of perceived usefulness, perceived ease of use, and attitude toward using against actual technology use. The type of this study is a quantitative analysis with a survey method conducted at Hamzanwadi niversity with a population of 3,549 people and a total sample of 97 people using cluster sampling as a method used for sampling. The data collection is a questionnaire with a Likert scale. The data analysis used descriptive analysis and SEM. The results of this study show that there is a perceived usefulness influencethe influence of perceived usefulness and perceived ease of use on attitude toward using (Ï<0.05), and the effect of perceived usefulness, perceived ease of use, and attitude toward using on actual technology use (Ï< 0.05) in using smartphone technology as a media supporting academic activities.
Universitas Hamzanwadi
2018-12-24
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1086
10.29408/edumatic.v2i2.1086
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 103-113
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 103-113
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1086/pdf_18
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1092
2022-10-29T05:35:10Z
edumatic:ART
Pengembangan Software Fisika Berbasis Android sebagai Media Belajar pada Materi Asas Black
Ismatullah, Kholida
Fathoni, Ahmad
Android
Black Principle
Physics Learning
Student Achievement
This study aims to determine the influence in the Development of Android-Based Physics Software as a Learning Media in Black Basic Material Against the Achievement of Learning for Middle School Students in Selong District. The research method was used R & D by Sugiyono (2010). The research results used were 4 schools in Selong, there were SMPN 4 Selong, SMPN 1 Selong, SMP Lab. Hamzanwadi, and SMP Rekat Lauq, with a total sample of 175 people. Data collection techniques using questionnaires with Likert scale and data analysis techniques using feasibility tests. The results of this study indicate that android-based physics learning media are feasible to use with a percentage of 81.11%. Data analysis techniques to measure percentages using the calculation of the class average obtained from the pre test before being treated with the average post test after being given treatment, from the results seen an increase in student achievement in the four schools used as research samples. It is seen that the use of android-based learning media in physics lessons has an effect on improving students' physics learning achievements in Selong Junior Hight School.
Universitas Hamzanwadi
2018-12-28
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1092
10.29408/edumatic.v2i2.1092
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 114-119
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 114-119
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1092/pdf_19
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1112
2022-10-29T05:35:16Z
edumatic:ART
Implementasi Kurikulum 2013 Pada SMK di Kabupaten Lombok Timur
Kholisho, Yosi Nur
Marfuatun, Marfuatun
Curriculum 2013
Students
Teachers
Vocational School
Vocational School is an education that prepares students to be ready to work held at the secondary school level. The purpose of this study (1) to find out how the curriculum 2013 implementation in schools; (2) what are the obstacles in implementing the curriculum 2013. The type of research used is descriptive research. This study used 12 vocational schools in 8 sub-districts. The results of the curriculum 2013 implementation data in schools showed that 94.44% of the majority of curriculum 2013implementations had been implemented, 2.78% were fully implemented and 2, 78% were mostly implemented. There are a few problems related to the existence of several teachers who have not fully understood the learning plan by using the curriculum 2013, which is a tool used by some teachers still using the old model and classroom learning processes that currently focus on the learning process in students (student center) however, there are still many teachers who apply learning using the lecture method only. Based on the results related to the obstacles / obstacles faced by teachers and students in the implementation of the curriculum 2013 that is 66.67% fully the implementation of the curriculum 2013 has been implemented and the remaining 33.33% is mostly accomplished this proves that students and teachers do not feel there are obstacles in implementation of the curriculum 2013
Universitas Hamzanwadi
2018-12-31
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1112
10.29408/edumatic.v2i2.1112
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 120-127
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 2 (2018): Edumatic: Jurnal Pendidikan Informatika; 120-127
2549-7472
10.29408/edumatic.v2i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1112/pdf_8
Copyright (c) 2018 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1190
2022-06-26T10:27:42Z
edumatic:ART
Efektivitas Model Pembelajaran Tutor Sebaya Berbantuan CD Interaktif Terhadap Hasil Belajar Instalasi Sistem Operasi
Lestary, Suci
Ismatullah, Kholida
Wirasasmita, Rasyid Hardi
CD Interactive
Learning Outcomes
Peer Tutoring Learning Model
This study aims to determine the effectiveness of peer tutoring learning models assisted by interactive CD on the learning outcomes of students of SMKN 3 Selong. The population in this study were all students of class X TKJ SMKN 3 Selong 2018/2019 academic year. The sample collecting technique in this study used saturated samples, where the samples in this study is the class X TKJ-1 as the experimental class with the number of students 30 and class X TKJ-2 as the control class with a total of 31 students, the two classes treated different,the experimental class uses peer tutoring learning models and the control class uses conventional learning models (lectures). The technique used to collect data is a tests that server to measure student learning outcomes. The data analysis technique used is the independent sample test t-tes with the help of SPSS. The results of this study indicate that the peer tutoring learning model is effective against the learning outcomes of open source operating system instalations in Selong 3 vocational school (significant with Ï value < 0,05), from the results of this hypothesis calculation sig Ï < 0,05, which is 0,000 < 0,05.
Universitas Hamzanwadi
2019-06-30
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1190
10.29408/edumatic.v3i1.1190
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 7-12
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 7-12
2549-7472
10.29408/edumatic.v3i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1190/803
Copyright (c) 2019 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1389
2022-06-26T10:27:42Z
edumatic:ART
Pengembangan Modul Pembelajaran Perakitan Komputer Berbasis Multimedia Interaktif
Siddik, Bakrina
Kholisho, Yosi Nur
Assembly
Computer
Interactive
Modul
Multimedia
This study aims to determine the feasibility of interactive multimedia-based computer assembly learning modules for class X in SMKN 1 Sikur , to test the effectiveness of interactive multimedia-based computer assembly learning modules in students class X at SMKN 1 Sikur, and knowing the response of students to the interactive multimedia-based computer assembly learning module for class X in SMKN 1 Sikur. This research is Research and Development research with ADDIE development model, namely; Analysys, Design, Development, Implementation, and Evaluation. The assessment instrument of interactive multimedia-based learning modules is in the form of a 5-scale questionnaire. The sources of research data were 2 media experts, 2 material experts, and 30 class X majoring in SMKN 1 Sikur. The results of the feasibility test of media experts from 2 aspects are categorized as very feasible with a total percentage of feasibility of 84.5%. And the results of the feasibility test from material experts from 3 aspects are categorized as very feasible with a total percentage of feasibility of 87%. Whereas based on the responses of students in class X towards the interactive multimedia-based learning module developed was feasible with a total percentage of 78%.
Universitas Hamzanwadi
2019-06-30
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1389
10.29408/edumatic.v3i1.1389
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 13-19
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 13-19
2549-7472
10.29408/edumatic.v3i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1389/804
Copyright (c) 2019 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1390
2022-06-26T10:27:42Z
edumatic:ART
Pengembangan Media Pembelajaran Berbasis Video Tutorial Mata Pelajaran Dasar Desain Grafis Pada Kelas X Multimedia di SMK Negeri 1 Sakra
Giana, Gebi Juan
lutfi, Samsul
Jamaluddin, Jamaluddin
Graphic Design
Learning Media
Video Tutorial
This study aims to development of tutorial video-based learning media on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra, The level of video-based learning media feasibility tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra, and Students' response to video-based learning tutorial on subject of basic graphic design for student of tenth grade of Multimedia at Vocational High School I Sakra. The study method used was R & D (Research and Development) with the development model of ADDIE. The instrument of data collection used a questionnaire with a Likert scale. The data used was qualitative data and quantitative data. Data collection used was observation, interview, and questionnaire. The analysis technique used was through the feasibility test of media expert and material expert. The result showed that the video tutorial-based learning media developed were feasible to use with the result of the feasibility of media experts 70% with eligible criteria, while the material expert 78% with eligible criteria. Meanwhile, the product trial obtained a percentage score of 65%. Thus this video tutorial based learning media is worthy of being used as a learning medium for the student of the tenth grade of the multimedia major for Photoshop material on Basic Graphic Design subject.
Universitas Hamzanwadi
2019-06-30
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1390
10.29408/edumatic.v3i1.1390
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 20-29
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 20-29
2549-7472
10.29408/edumatic.v3i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1390/809
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1391
2023-02-14T08:33:49Z
edumatic:ART
Aplikasi Simulasi Tes Toefl Berbasis Android di Fakultas Keguruan dan Ilmu Pendidikan Universitas Hamzanwadi
Sa'dah, Sa'dah
Arianti, Baiq Desi Dwi
Androd
Application
Simulation
Test
TOEFL
This study aims to develop and appropriateness discover of the Android-based TOEFL test simulation application at FKIP of Hamzanwadi University and discover the response of students to the Android-based TOEFL test simulation application at FKIP of Hamzanwadi University. This research is Research and Development with ADDIE development model. The results of this study are the Android-based TOEFL Test Simulation Application at FKIP of Hamzanwadi University, with the display in the form of a main menu page consisting of six navigation buttons: navigation structure material, listening material, reading material, tips and trick, simulation test, and developer profile. The results of the media expert feasibility test are based on two aspects of assessment, namely the software engineering aspect and the display aspect are in the very feasible category with a total percentage of eligibility of 91%. And the results of the feasibility test from material experts are based on two aspects of assessment, namely the aspect of material content and language & communication, which is in the feasible category with a total percentage of eligibility of 79%. Meanwhile, based on student responses tested to 30 students on the developed application is positive with a total percentage of 78%.
Universitas Hamzanwadi
2019-06-30
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1391
10.29408/edumatic.v3i1.1391
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 30-36
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika; 30-36
2549-7472
10.29408/edumatic.v3i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1391/811
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1652
2022-06-26T10:27:14Z
edumatic:ART
Penerapan Model Pembelajaran Kooperatif Tipe Murder terhadap Keaktifan dan Hasil Belajar Desain Grafis
Iptihani, Huril
Lutfi, Samsul
Learning Activity
Murder Type Cooperative Learning Model
Study Result
This study aimed to determine: The Effect of the Implementation of the Murder Type Cooperative Learning Model Against Student Activities and Learning Outcomes in Graphic Design Subjects Tenth Grade of TKJ in SMK Bajang NW Ajan 2019/2020 Academic Year. This type of research was quantitative with experimental methods. The research design used was pre-experimental design in the form of one group pretest posttest design. The population of this research was the entire Tenth Grade of TKJ SMK Bajang NW Ajan. The sample in this study was Tenth Grade of TKJ, amounting to 30 students. Data colleting used tests and observation. Tests were used to measure student learning outcomes and observation sheets were used to measure student learning activities. Data analysis used was the Paired Sample T Test with SPSS software. The results show that: (1) there is an influence of the murder type cooperative learning model on student activity (with a significance value Ï < 0,05); (2) there is an influence of the murder type cooperative learning model on student learning outcomes (with a significance value Ï < 0,05).
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1652
10.29408/edumatic.v3i2.1652
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 61-67
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 61-67
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1652/957
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1653
2022-06-26T10:27:14Z
edumatic:ART
Pengembangan Multimedia Interaktif Pada Mata Pelajaran Jaringan Dasar
Ikbal, Ahmad
Fatoni, Ahmad
Adobe Flash CS6
Basic Network
Interactive Multimedia
Waterfall Model
This study aims to develop interactive multimedia based on the talking stick learning model approach on the basic network subject for student of tenth grade at Vocational School High NW Kumbung and to find out the feasibility of interactive multimedia based on the assessment of material expert, media expert, and student opinion.This study wasstudy or development (S& D) study adapted from the waterfal development model. There are 5 stages, namely: Communication Phase, Planning Phase, Modeling Phase, Construction Phase, Deployment Phase. The validation was carried out by material expert, media expert. The developed media was tested on 25 students of tenth grade at Vocational High School NW Kumbung.Based on the study that had been done, the result can be obtained from, (1) The validation result conducted by the validator team was media expert validation with an average score of 72% with good category and material expert with an average score of 86,841 with very good category, ( 2) The result of student responses to interactive multimedia material was very feasible with an overall percentage of 83.2%. So, it can be concluded in this study, the development of interactive multimedia using the waterfall model was said to be feasible to use for basic network learning.
Universitas Hamzanwadi
2019-12-24
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1653
10.29408/edumatic.v3i2.1653
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 37-44
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 37-44
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1653/954
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1654
2022-06-26T10:27:14Z
edumatic:ART
Media Pembelajaran Video Tutorial Interaktif Berbasis Adobe Flash Pada Mata Kuliah Pemrograman Dasar
Irawan, Usman
Wirasasmita, Rasyid Hardi
Adobe Flash
Basic Programming
C
Interactive Video Tutorials
Learning Media
feasible to be applied as learning media for C ++ Basic Programming,and knowing the feasibility of interactive video tutorial learning media to be applied as basic programming learning media for the University Hamzanwadi Program Study Education Informatics. This research is a research and development. The development model used is the ADDIE development model. The type of data used is quantitative and data collection techniques using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results showed that the results of interactive tutorial video learning media products stated that it was appropriate to be used according to material experts with a percentage of 85% while according to media experts it was declared very feasible with a percentage of 89% and the results of user responses were stated to be Very High with a percentage of 83%. Thus the interactive video tutorial learning media is very feasible to be used as a learning media.
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1654
10.29408/edumatic.v3i2.1654
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 84-90
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 84-90
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1654/961
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1656
2022-06-26T10:27:14Z
edumatic:ART
Pengaruh Model Pembelajaran Blanded Learning berbantuan Kahoot terhadap Motivasi dan Kemandirian Siswa
Izzati, Musrohul
Kuswanto, Heri
Blanded Learning Model
Learning Motivation
Learning Independence
Kahoot Media
This research aimed to know: The Effect of kahoot-assisted Blanded Learning model towards students’ motivation and Learning independence in subject of digital simulation for student of XI TKJ at SMK Bajang NW Ajan in the academic years 2019/2020. This research was a quantitative method of transfortation. The research design was a pre-ekperimental design in the form of one group pretest and posttest design. The population wa all students of XI TKJ consisting 30 students. The techniques used to collegt data were questionnaires and observation sheets. The questionnaire was used to measure students motivation and observation sheets. The questionnaire was used to measure students motivation and observation sheets were used to measure students’ learning independence. Analysis tehniques used was to measure students’ motivation and observation sheets were used to measure students’ learning independence. The analysis technique was the Paired Sample T-tes using SPSS. The test results showed that: (1) there was the influence of kahoot-assisted Blanded Learning models towards students’ learning motivation with a significance value of 11.390<1,699 and 0,000<0,05 (Ï<0.05).: (2) there was an influence of blanded learning assisted kaoot-assisted learning model -towards students’ learning indepedence of woyh a significance value of 21.892<1,699 and 0,000<0,05 (Ï<0.05).
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1656
10.29408/edumatic.v3i2.1656
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 68-75
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 68-75
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1656/958
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1660
2022-06-26T10:27:14Z
edumatic:ART
Pengaruh Model Pembelajaran Group Investigasi Berbantuan Media Flashcard Terhadap Minat Dan Hasil Belajar
Febriyanti, Dinda Fitri
Ismatulloh, Kholida
Flashcard
Group Investigation
Interest
Learning Outcomes
This study aims to determinan the influence of the learning model group investigation combined with flashcard media on student interest and learning outcomes in the subject of multimedia x graphic class design in SMK Negeri 1 praya. This type of research is quantitative whit Pre-Experimental Design methos. The population of this study was all students of class x multimedia SMK Negeri 1 Praya totaling 30 student, with samples using the saturation sampling technique (sensus). Multimedia class x as an ekperimental class with 30 a total dtudents. Research design used of One-Group Pretest Posttest. Data collection userd questionnaires and learning tests. Data analysis techniques using Paired Sample T Test. The results showed that 1) there was an influence of the learning group investigation model combined with the flashcard media on students interest in learning (with a significance value of p < 0,05) (0,000<0,05). 2) there was an influence of the learning group investigation model combined with the flashcard media on students in learning outcomes (with a significance value of p < 0,05) (0,000<0,05). Thus it was concluded that there was an influence of the cooperative learning type group investigation model combined with the flashcard learning media students interest and student learning outcomes in the basic subjects of graphic x grade multimedia design at SMK Negeri 1 Praya shcool year 2019/2020.
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1660
10.29408/edumatic.v3i2.1660
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 53-60
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 53-60
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1660/956
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1665
2022-06-26T10:27:14Z
edumatic:ART
Komparasi Model Pembelajaran Teaching Factory dengan Project Based Learning Terhadap Keaktifan dan Hasil Belajar
Oktafia, Novi Arnita
Kholisho, Yosi Nur
Activity
Project Based Learning
Study Result Teaching Factory
This study aimed to determine the comparison of Teaching Factory (TEFA) learning models with Project Based Learning (PjBL) on the active and learning outcomes of class XI Multimedia students in 2D and 3D Animation learning at Vocational High School of Janapria in 2019/2020 Academic Year. This type of research is quantitative with the Quasi Experimental method. The population of this study was all 60 students of class XI Multimedia 1 Janapria Vocational High School, with samples using cluster sampling techniques. Class XI Multimedia-A as an experimental class I with 30 students while class XI Multimedia-B as an experimental class II with a total of 30 students. The research design used was Nonequivalent Control Group Design. Data collection used observation and tests. Data analysis used Paired Sample T Test. The results showed that 1) there was no difference in student learning activeness using the TEFA learning model with PjBL (with a significance value Ï> 0,05), 2) there was no difference in student learning outcomes using the TEFA learning model with PjBL (with a significance value Ï> 0,05). Therefore, there is no difference in the activeness and learning outcomes of students using the TEFA learning model with PjBL in students class XI Multimedia of 2D and 3D Animation learning at Vocational High School of 1 Janapria 2019/2020 Academic Year.
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1665
10.29408/edumatic.v3i2.1665
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 76-83
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 76-83
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1665/959
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1691
2022-06-26T10:27:14Z
edumatic:ART
Analisa dan Perancangan Sistem Perhitungan Insentif Marketing Trade Menggunakan Sistem Remunerasi
Khoiriyah, Siti
Manikam, Ratna Mutu
Remunerasi
Sales
Sistem Perhitungan Insentif
PT. Kobe Boga Utama is a company engaged in food manufacturing with trademarks such as Boncabe, Kobe Flour Seasoning, Oyster Sauce Taste, and so forth. Having many sales branches spread in various cities in Indonesia such as in Jakarta, Bandung, Palembang, Bali, and many other cities. In the trade marketing department, the calculation and recording of incentives are still manual, which often results in data loss, data mismatch, delays in calculating incentives that can affect sales performance and targets. The method used in this study uses a prototype method with a calculation scheme using a remuneration system. Data collection methods using the method of observation, interview methods, and methods of literature. Data analysis uses descriptive analysis. The purpose of this research is expected to help make it easier for companies to get incentive reports accurately and for sales to know clearly how much their incentives are after making lots of sales in real-time and up-to-date. The results of this study are to provide information systems for calculating incentives easily, quickly and accurately making it easier for company management to make decisions and pay incentives more smoothly so as to improve the performance of sales to achieve better sales targets.
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1691
10.29408/edumatic.v3i2.1691
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 99-108
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 99-108
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1691/963
Copyright (c) 2019 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1708
2022-06-26T10:27:14Z
edumatic:ART
Usability Testing Method: Efisiensi, Efektivitas dan Kepuasan Pengguna Terhadap Website SMKN 1 Praya
Uska, Muhammad Zamroni
Usuluddin, Usuluddin
Sriatni, Siti
Effectiveness
Efficiency
Usability Testing Method
User Satisfaction
Website
This research aimed to know the level of efficiency, effectiveness, and satisfaction for users of the website of SMKN 1 Praya using the usability testing method. This research was quantitative descriptive. The populations were all students and teachers at SMKN1 Praya which consisted of 1543 people. The samples were 10 people. The technique of data collection of this research used Performance Measurement, Retrospective Think Aloud (RTA), documents, and SUS questionnaires (questionnaire). This research showed that the level of the efficiency on the website of SMKN 1 Prayawhich was measured by the man Whitney u-test obtained 1 ≤ 2 results so that the website of SMK 1 Praya was categorized inefficient. The effectiveness of the website at SMKN 1 Praya had been effective with success results of 88.3%. Furthermore, the level of satisfaction of users of website of Praya SMKN 1 was good category with a score of SUS score was 69.1≥68 with grade B. Based on the result of this research, the researcher Recommend the improvement of the website of SMKN 1 Prayaon case display the information of the school data completely and the school activities to support the learning process.
Universitas Hamzanwadi
2019-12-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1708
10.29408/edumatic.v3i2.1708
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 91-98
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 91-98
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1708/962
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1766
2022-06-26T10:27:14Z
edumatic:ART
E-Katalog Sebagai Sistem Informasi Pemasaran Kopi Sapit Berbasis Web
Yulistina, Dina
Arianti, Baiq Desi Dwi
E-Catalog
Information System
Marketing of Sapit Cofee
Website
This studyaims to develop e-catalog as a web-based marketing information system for Sapit coffee and to determine the feasibility of e-catalog marketing of sapit coffee. This type of research uses the method of R&D (Research and Development). The feasibility trial of the learning media was carried out by 2 media experts and 2 material experts, as well as 20 visitors to the web-based sapit coffee marketing e-catalog. Obtained the percentage of eligibility from media experts by 71% by looking at 3 aspects, namely the appearance of the media, functionality, and visual communication so that it is declared "Eligible". The percentage of eligibility from material experts was 93% by looking at 3 aspects namely content design, content, and communication language so that it was declared "Very Eligible". The results of trials on e-catalog visitors totaling 20 people obtained the percentage of eligibility results of 67% by looking at 4 aspects namely usability, information quality, interaction quality, and user satisfaction so that it was declared "Eligible" to be used as a coffee marketing website.
Universitas Hamzanwadi
2019-12-24
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1766
10.29408/edumatic.v3i2.1766
Edumatic: Jurnal Pendidikan Informatika; Vol. 3 No. 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 45-52
Jurnal Pendidikan Informatika (EDUMATIC); Vol 3 No 2 (2019): Edumatic: Jurnal Pendidikan Informatika; 45-52
2549-7472
10.29408/edumatic.v3i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1766/955
Copyright (c) 2019 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1980
2022-06-26T10:27:00Z
edumatic:ART
Penerapan Aplikasi Pendukung Touring pada Komunitas Motor Berbasis Android
Anam, M Khairul
Anwar, Reksi
Android
Global Positioning System (GPS)
Komunitas Motor
Touring
Google map is a road guide application to facilitate people getting some alternative routes to get a certain location, unfortunately. Google has no features to support touring facilities. Touring usually carried out by motor or car communities and followed by more than one vehicle. While touring sometimes, the members left behind or lost without knowing by the Road Captain. This is one of the obstacles to get the destination on time, because of the road captain is late knowing the members who lost and left behind. The purpose of this research is to create a touring application, which has a notification feature. The notification will light up when a member moves away from the Road Captain with a certain calculation radius. Members who lost can identify quickly so that the touring activities can run smoothly. This application has been tested by one of the motorcycle communities in Pekanbaru. After carrying out a trial, it proved that this application is very helpful for their touring trips. This application can run on Android operating system 5 and above. Therefore, it can be concluded that this touring application can be used, and it is feasible for traveling trips to various regions by motorcycle or car community
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1980
10.29408/edumatic.v4i1.1980
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 1-10
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 1-10
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1980/1148
Copyright (c) 2020 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/1989
2022-06-26T10:27:00Z
edumatic:ART
Evaluasi Penerimaan Modul Kepegawaian SIESTA Menggunakan Model Utaut2
Supriyanto, Shafira Rahmi
Rolliawati, Dwi
Yalina, Nita
Disproportionate Stratified Random Sampling
SEM-PLS
System Acceptance
UTAUT2
The successful application of information technology largely depends on the level of acceptance of each user. Therefore, accurate interpretation and estimation are needed so that user acceptance can be increased. This also happened to SIESTA, which until now has never been examined the acceptance of the system. The purpose of this study is to be able to understand aspects that have an influence on the acceptance of the modul Kepegawaian SIESTA with the UTAUT2 model up to the RSUD Dr. Soetomo Surabaya can utilize the results of research in implementing other SIESTA modules. The sampling technique was determined by the disproportionate stratified random sampling technique and the sample size used was 359. The analysis of the data and the results of the SEM-PLS hypothesis test prove that behavioral intention is significantly influenced by social influence and price value aspects. While aspects of facilitating conditions and habits have a significant impact on aspects of use behavior. There are no aspects of moderator age, gender, and experience that meet significant criteria. Then it can be seen that age, gender, and years of service do not strengthen the influence of core aspects on the acceptance of the modul Kepegawaian SIESTA
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1989
10.29408/edumatic.v4i1.1989
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 11-20
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 11-20
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/1989/1149
Copyright (c) 2020 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2045
2022-06-26T10:27:00Z
edumatic:ART
Efektivitas Metode Pembelajaran Berbasis TIK pada Mata Pelajaran Pekerjaan Dasar Elektromekanik
Effendi, Hansi
Muskhir, Mukhlidi
Rahmat, Roni Eka
Effectiveness
Electromechanical Basic Work
Student-Centered Learning
Student-centered learning and using media and ways that are suitable for the students and using the right technology will make learning more fun. This study aims to look at the effectiveness of Information and Communication Technology (ICT)-based learning in Electromechanical Basic Work (EBW) subjects at SMK Muhammadiyah 1 Padang. This study used a pre-experimental method with one group pretest-posttest design applied to class X TITL A as an experimental class. Data collection was carried out using an objective test with a total of 20 questions. Data were analyzed using classical completeness and gain scores to see the effectiveness of applying ICT-based learning methods. Based on the results of the study, almost all students completed their learning and there was an increase in student learning outcomes in the large category. Thus the application of ICT-based learning methods effectively applied to EBW subjects in class X TITL A SMK Muhammadiyah 1 Padang.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2045
10.29408/edumatic.v4i1.2045
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 30-36
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 30-36
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2045/1151
Copyright (c) 2020 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2046
2022-06-26T10:27:00Z
edumatic:ART
Analisis Bukti Serangan Address Resolution Protocol Spoofing menggunakan Metode National Institute of Standard Technology
Riadi, Imam
Fadlil, Abdul
Hafizh, Muhammad Nasir
Address Resolution Protocol
National Institute of Standard Technology
Spoofing
This research intends to find information about evidence of Address Resolution Protocol (ARP) Spoofing attacks that is the MAC address of the attacker and victim also the time of the attack. This research uses Wireshark tools to inspect network traffic, especially on the ARP protocol. It uses the National Institute of Technology Technology (NIST) method as a framework in the simulation process to produce evidence reports. ARP Spoofing attacks can lead to other attacks, such as Denial of Service and Man in the Middle Attack, this attack allows users not to be able to access the network and data theft. During the simulation stage, 2 ARP Spoofing attacks are carried out on 1 laptop and 1 router connected to the network. The results of the attack simulation found 2 attacks and obtained information about the MAC address of the attacker and victim and also the time of the attack. Based on the results of tests carried, successfully found all ARP Spoofing attacks that occur on the network with a success rate of 100%
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2046
10.29408/edumatic.v4i1.2046
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 21-29
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 21-29
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2046/1150
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2048
2022-06-26T10:27:00Z
edumatic:ART
Pengembangan Sistem Informasi Seminar dan Skripsi Mahasiswa
Pengembangan Sistem Informasi Seminar dan Skripsi Mahasiswa
Sabirin, Febrianto
Sulistiyarini, Dewi
Zulkarnain, Zulkarnain
ADDIE
Information System
Thesis
sistem informasi
seminar
sidang
Thesis is the final stage in the lecture process, but there is not yet an adequate system to record the implementation of the thesis at IKIP PGRI Pontianak. This study aims to develop, test the feasibility, and see the user's response from the Seminar and Thesis Information System. The development model used in the development of Seminar, and Thesis Information Systems is ADDIE with research instruments in the form of interviews and questionnaires. Data analysis techniques use descriptive statistics to define the process of system development, system feasibility, and user response to the system. Seminar and Thesis Information System were developed using HTML, PHP, MySQL and the Bootstrap framework. Users of Seminar and Thesis Information Systems consist of five actors, namely general users, students, examination staff, scheduling staff, and admins. The test results from Information system experts and response from users indicate that Seminar and Thesis Information Systems are in the very good category so that the information system that has been developed can be applied to record the thesis in a real situation in IKIP PGRI Pontianak.
Penelitian ini bertujuan untuk mengetahui analisis kebutuhan, gambaran pengembangan, kelayakan, dan respon pengguna terhadap sistem informasi seminar dan skripsi mahasiswa program studi pendidikan teknologi informasi dan komputer IKIP PGRI Pontianak. Metode penelitian yang digunakan yaitu penelitian dan pengembangan (R&D) dengan model pengembangan Anaysis, Design, Development, Implementation, and Evaluation (ADDIE). Teknik analisi data yang digunakan adalah statistic deksriptif untuk menghitung nilai uji validasi ahli media, dan respon pengguna terhadap sistem informasi. Berdasarkan uji kelayakan, sistem informasi terdiri dari 2 user yaitu mahasiswa, dan admin. Selain itu, diketahui kepuasaan bernilai 4.11 dan kemudahan sistem informasi bernilai 4.56 dari skala 5. Selanjutnya, respon pengguna terhadap sistem informasi berdasarkan user admin diketahui usability bernilai 4.04, fuctionality bernilai 4.44, dan visual communication bernilai 4.19 dari skala 5. Respon pengguna berdasarkan user mahasiswa diketahui usability bernilai 4.45, fuctionality bernilai 4.49, dan visual communication bernilai 4.42 dari skala 5. Oleh karena itu, sistem informasi seminar dan skripsi dapat diterapkan untuk meningkatkan efektivitas dan efisiensi pelayanan seminar dan skripsi.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2048
10.29408/edumatic.v4i1.2048
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 73-82
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 73-82
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2048/1156
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2063
2022-06-26T10:27:00Z
edumatic:ART
Building Synonym Sets for English WordNet with Robust Clustering using Links Method
Building Synonym Sets for English WordNet with Robust Clustering using Links Method
Suryaningsih, Sarah
Bijaksana, Moch Arif
Astuti, Widi
F-measure
Gold Standard
Robust Clustering Using Links
WordNet
F-measure
Robust Clustering Using Links
Thesaurus Oxford
WordNet
English WordNet is an important synonym set to present the similarity of meanings between words. Synonym Set is built using Oxford Thesaurus which is accessed through lexico.com, which is a part of the lexical database that will be used. After using the extraction process through Oxford Thesaurus it will produce a synonym set with the same meaning between words. The difference between WordNet and ordinary dictionaries is that the word is interconnected with other words. One method employed for this approach is Robust Clustering Using Links method, which is similarity values and synonym sets that have been created to be used to build a lexical database. Therefore the main purpose of the development of the English WordNet is to produce an accurate synonym set using clustering techniques. The evaluation calculation will use the F-measure method and will use the gold standard for the calculation method. With the ROCK method, there is an increase in accuracy output from dataset input. Building the English wordnet is to improve words that can be used to help research and development of other language wordnets with role models using more accurate English wordnets. And the use of ROCK method there is an increase in the accuracy upon results of the development of English wordnet compared to the previous method, which is using hierarchical clustering. The outcome of this study resulted in improved accuracy so that the ROCK method is one of the good methods used in the development of the English wordnet.
English WordNet is an important synonym set to present the similarity of meanings between words. Synonym Set is built using Oxford Thesaurus which is accessed through lexico.com, which is a part of the lexical database that will be used. After using the extraction process through Oxford Thesaurus it will produce a synonym set with the same meaning between words. The difference between WordNet and ordinary dictionaries is that the word is interconnected with other words. One method employed for this approach is Robust Clustering Using Links method, which is similarity values and synonym sets that have been created to be used to build a lexical database. Therefore the main purpose of the development of the English WordNet is to produce an accurate synonym set using clustering techniques. The evaluation calculation will use the F-measure method and will use the gold standard for the calculation method. With the ROCK method, there is an increase in accuracy output from dataset input. Building the English wordnet is to improve words that can be used to help research and development of other language wordnets with role models using more accurate English wordnets. And the use of ROCK method there is an increase in the accuracy upon results of the development of English wordnet compared to the previous method, which is using hierarchical clustering. The outcome of this study resulted in improved accuracy so that the ROCK method is one of the good methods used in the development of the English wordnet.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
text/plain
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2063
10.29408/edumatic.v4i1.2063
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 57-62
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 57-62
2549-7472
10.29408/edumatic.v4i1
eng
ind
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2063/1154
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2063/4322
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2074
2022-06-26T10:27:00Z
edumatic:ART
Flipped Classroom-Computer Based Instruction untuk Pembelajaran Pada Revolusi Industri 4.0: Rancang Bangun dan Analisis Kebutuhan
Sakti, Rizki Hardian
Sukardi, Sukardi
Giatman, Muhammad
Nazar, Ernawati
Wakhinuddin, Wakhinuddin
Waskito, Waskito
Computer Based Instruction-Flipped Classroom
Computer networking
Need analysis
Design
Technology has reached a level where today is a time for genuine educational reform that increases the achievement of student content by teaching lessons relevant to the industrial revolution 4.0. In the era of the industrial revolution 4.0, the challenges faced by education involved the cultivation of new technologies, because students were raised on new technologies so that they were impatient if they only filled out worksheets and listened to lectures, so that interesting media such as the Computer Based Instruction-Flipped Classroom were needed. The purpose of this study is to determine the needs analysis and design of the Computer Based Instruction-Flipped Classroom. The method used in this study is the SDLC (System Development Life Cycle) waterfall. The results of this study explain that the age of vocational students is in the range of 15 years to 18 years where vocational students are entering the stages of adolescent development. Characteristics of students at that age have a tendency to like contrasting colors, but not striking. Combining the components of color, music, and student creativity in learning with fun, it takes interesting media such as Computer Based Instruction-Flipped Classroom, as well as the design of Computer Based Instruction-Flipped Classroom using flowcharts, Unified Modeling Language (UML), which consists of designs use cases and sequence diagrams.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2074
10.29408/edumatic.v4i1.2074
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 63-72
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 63-72
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2074/1155
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2081
2022-06-26T10:27:00Z
edumatic:ART
Penerapan Data Mining Menggunakan Algoritma Apriori Terhadap Data Transaksi Penjualan Bisnis Ritel
Takdirillah, Robby
Apriori Algorithm
Association Rules
Data Mining
Retail Business
Sales Strategy
Retail business in West Java province ranks fourth most. This indicates that there is an increase in retail business competition followed by an increase in information technology implementation. The problem of stacking stocks that could harm retail store entrepreneurs is quite common; to overcome such a precise sales strategy is indispensable. In determining the right sales strategy requires the availability of useful data and information. In order to be more efficient data of sales transaction can be processed by applying data mining technique. The method applied by researchers to design the program is the approach of knowledge discovery in the database, including data analysis to the determination of the a-priori algorithm. The purpose of this research is to obtain information about the relation between products that support the sales strategy of the sales transaction data. The linkage information between the products can later be used to support the decision of the retail business sales strategy by adjusting the product to be packaged, product offerings to the buyer and the placement of the product. The results showed that the priori algorithm can be used to process the data of sales transactions into new information in relation between products based on testing with Orange tools. The associative rules established are tested using the lift ratio, so it is important to know the association rules among the most powerful products.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
application/vnd.openxmlformats-officedocument.wordprocessingml.document
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2081
10.29408/edumatic.v4i1.2081
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 37-46
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 37-46
2549-7472
10.29408/edumatic.v4i1
eng
ind
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2081/1152
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2081/4325
Copyright (c) 2020 EDUMATIC: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2106
2022-06-26T10:27:00Z
edumatic:ART
Pengembangan Aplikasi Sistem Informasi Smart Register Online Berbasis Android Menggunakan Algoritma BruteForce
Aplikasi Sistem Informasi Smart Register Online Berbasis Android Menggunakan Algoritma Brute Force
Suprapto, Dimas Dandy Aryarajendra
Fauziah, Fauziah
Fitri, Iskandar
Hayati, Nur
Android
Applications
BruteForce
Information System
PMB
Android
Applications
BruteForce
PMB
Information System
The process of registering new students (PMB) for sharing information displayed on the website based PMB information system. However, constraints in the usage of the website are prospective students must monitor the website frequently to obtain information. If not accordingly a student is at risk of lagging behind the latest information. The research aims to expand a registration information system on the enrollment of student-based websites and developed into an Android-based application. So it is very easy for students to access PMB information, and registration through the Android application. This study designed an Android-based registration information system application using the waterfall method, brute force algorithm, integrated realtime firebase database and firebase storage cloud. The results of testing the brute force algorithm on the word search "S1 Informatics Engineering" with the input string "Informatics" carried out 8 steps of searching. These results by calculating the parameters of cyclomate complexity, region, and independent path from whitebox tests obtained the same results, the amount of 16. The results of testing blackbox method declared successful and as expected. So it can be concluded the development of an online smart register information apply the brute force algorithm is said to be feasible to implementation in the process of registering new students in accordance with the testing that has been done.
The process of registering new students (PMB) for sharing information displayed on the website based PMB information system. However, constraints in the usage of the website are prospective students must monitor the website frequently to obtain information. If not accordingly a student is at risk of lagging behind the latest information. The research aims to expand a registration information system on the enrollment of student-based websites and developed into an Android-based application. So it is very easy for students to access PMB information, and registration through the Android application. This study designed an Android-based registration information system application using the waterfall method, brute force algorithm, integrated realtime firebase database and firebase storage cloud. The results of testing the brute force algorithm on the word search "S1 Informatics Engineering" with the input string "Informatics" carried out 8 steps of searching. These results by calculating the parameters of cyclomate complexity, region, and independent path from whitebox tests obtained the same results, the amount of 16. The results of testing blackbox method declared successful and as expected. So it can be concluded the development of an online smart register information apply the brute force algorithm is said to be feasible to implementation in the process of registering new students in accordance with the testing that has been done.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2106
10.29408/edumatic.v4i1.2106
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 47-56
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 47-56
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2106/1153
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2119
2022-06-26T10:27:00Z
edumatic:ART
Developing Set of Word Senses of Vocabulary in Al-Qur’an
Aqila, Neca
Bijaksana, Mochammad Arif
Hierarchical Clustering
Qur’an
Word Senses Set
Al-Qur’an has become the guideline for all Muslims in the world, which makes many Muslims are eager to understand its contents. Nevertheless, Al-Qur’an consist of many words that have more than one meaning, which represent certain difficulties while understanding the meaning itself. As example, the word أَزْوَاجًا has two equivalents as it might be translated either "jodoh" (“mateâ€) in Surah An-Nahl (16: 72: 6) and "golongan-golongan" (“groupsâ€) in Surah Al-Hijr (15: 88: 8). This case is known as a word sense, a word that has more than one meaning. This research aims to construct the word sense as a set of vocabulary, in order to simplify the vocabulary meaning in Al-Qur’an itself. The data set used in this research is nouns from Al-Qur’an which have been translated into Bahasa. In order to construct the set of word sense, this research grouped the words using Hierarchical Clustering method. The total set of the word senses found is 34 nouns, which contains diverse translation. The F measure from evaluation of this research resulted in an accuracy of 65.85%. The result was obtained based on the conformity between the results of the word senses set by the system and by the linguists. The outcome of this research is, accuracy is low, due to the type and the number data used is limited.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2119
10.29408/edumatic.v4i1.2119
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 83-90
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 83-90
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2119/1157
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2130
2022-06-26T10:27:00Z
edumatic:ART
Rancang Bangun Sistem Informasi Perpustakaan Sekolah Berbasis Web Guna Meningkatkan Efektivitas Layanan Pustakawan
Anggoro, Dani
Hidayat, Ahmad
Information Systems
Librarian
School Libraries
The library is a facility that serves as a support for student and teacher learning activities. The Library's collection is a textbook that is made a reference to the learning process. In managing data and information, the Library of SMP Negeri 28 Tangerang uses conventional way. This makes the librarian difficult to process data and to display effective information. The purpose of this research makes designing a Web-based library information system to help librarians solve problems in school libraries. Observations, interviews and literature studies are methods used to collect data (need analysis). Meanwhile, prototypes were used to build the school library information System. The result of designing the school library information system is tested using black box testing. The results of this system activity's data, designed the school library information System and the results of information system evaluation. Activity Data in the show in system analysis is running. Design builds an information system is displayed with business process, UML diagram and screen view of a web-based information system. The results of the evaluation indicate that the school library information system can perform fast browsing of data and the information shown in the form of reports is accurate.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
application/vnd.openxmlformats-officedocument.wordprocessingml.document
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2130
10.29408/edumatic.v4i1.2130
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 151-160
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 151-160
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2130/1165
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2130/4330
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2155
2022-06-26T10:27:00Z
edumatic:ART
Daya Serap Pelaksanaan Mata Kuliah Kependidikan di Tengah Pandemi Covid-19
Daya Serap Pelaksanaan Mata Kuliah Kependidikan DiTengah Pandemi Covid-19
Kholisho, Yosi Nur
Marfuatun, Marfuatun
Absorption
Covid-19
Online learning
Daya Serap
Kependidikan
Covid-19
Covid-19is a new virus that attacks the whole world. The virus has paralyzed all areas of life. Based on the circular of the Minister of education and culture of the Republic of Indonesia Number 2 and 3 of 2020, the learning is done online at home. Good student absorption can improve student learning outcomes. The purpose of this study is to look for points of concern about students' absorption of educational lectures using online methods viewed from internal and external factors. This research uses a descriptive method. The sample used was 67 respondents. Our findings show the students who have been ill while attending lectures is less interested in educational subjects being an internal factor that can affect student absorption, but strong student confidence in passing courses makes this factor not inhibiting factor students, while external factors are factors that affect the absorption of students taking educational courses with the online method in the middle of the covid-19 pandemic. Disruptions of the family economy caused by parents who cannot work in the middle of a pandemic are the main things that affect the lecture process. Parental support is less than optimal, as well as the location of the house that makes the signal often lost and entered.
Covid-19merupakan virus baru yang menyerang seluruh dunia. Wabah tersebut telah melumpuhkan seluruh bidang kehidupan. Berdasarkan edaran Menteri pendidikan dan kebudayaan Republik Indonesia Nomor 2 dan 3 Tahun 2020 tentang pencegahan dan penanganan corona virus disease (covid-19) tanggal 9 maret 2020,melakukan pembelajaran secara daring di rumah. Daya serap mahasiswa yang baik dapat meningkatkan hasil belajar mahasiswa serta diakhiri dengan adanya kualitas lulusan, daya serap merupakan suatu kemampuan serta kemauan yang dimiliki siswa untuk mendengar, menyimak, berfikir serta menyerap konsep dan materi pelajaran. Tujuan dari penelitian ini adalah untuk mencari titik permasalahan tentang daya serap mahasiswa terhadap perkuliahan kependidikan dengan menggunakan metode daring dilihat dari faktor internal dan eksternal. Penelitian ini menggunakan metode deskriptif. Sampel yang digunakan adalah berjenis sampling jenuh dengan jumlah 67 responden. Disimpulkan bahwa faktor eksternal menjadi faktor yang berpengaruh terhadap daya serap mahasiswa menempuh mata kuliah kependidikan dengan metode daring di tengah pandemi covid-19. Terganggunya ekonomi keluarga disebabkan oleh orang tua yang tidak dapat berkerja di tengah pandemi menjadi hal utama yang mempengaruhi proses perkuliahan, dukungan orang tua yang kurang maksimal, serta lokasi rumah yang membuat sinyal sering hilang dan masuk.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2155
10.29408/edumatic.v4i1.2155
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 131-140
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 131-140
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2155/1163
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2157
2022-06-26T10:27:00Z
edumatic:ART
Perancangan Chatbot di Universitas Proklamasi 45
Hakim, Lukman
Gustina, Sapriani
Putri, Shela Fadila
Faudiah, Sri Ulfa
Chatbot
Natural Language Processing
StarSpace
Customer Support is a person who serves prospective student questions appropriately and quickly. However, the conventional Customer Support requires high operating costs and has limited working hours. Moreover, in busy times, sometimes Customer Support is slow in responding to questions. In this study, a Chatbot system will be built to answer basic questions from prospective students, so it can improve the efficiency and effectiveness of Customer Support work at the Proklamasi 45 University. The more complex questions will still be directed to conventional Customer Support by the system. The Chatbot system in this study was built using the waterfall method, which consists of the requirements specification, design, implementation, testing, and implementation stages. The intent recognition will be performed using the StarSpace algorithm and Count Vectorizer by the Chatbot System. The frequency of occurrence of words in a sentence will be a reference to determine the purpose of a sentence. Testing is performed by Black box method by sending questions and evaluating the responses given by the system. The test results show that the Chatbot can provide answers with an accuracy of 97.75%. So it can be concluded that the Chatbot system can substitute the role of Customer Support. Accuracy can be improved by adding more data variations to the training data
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
text/plain
text/plain
text/plain
text/x-python
text/x-python
application/vnd.openxmlformats-officedocument.spreadsheetml.sheet
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157
10.29408/edumatic.v4i1.2157
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 91-100
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 91-100
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/1158
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4331
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4332
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4333
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4334
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4335
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2157/4339
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2158
2022-06-26T10:27:00Z
edumatic:ART
Implementasi One Time Password Menggunakan Algoritma SHA-512 Pada Aplikasi Penagihan Hutang PT. XHT
Implementasi One Time Password (OTP) Menggunakan Fungsi Hash Algoritma SHA-512 Pada Aplikasi Penagihan Hutang PT. XHT
Rizki, Rizki
Mulyati, Sri
Algoritma SHA-512
Debt Billing Application
One Time Password
Waterfall
Algoritma SHA-512
Debt Billing Application
One Time Password
Waterfall
PT. XHT is a private company engaged in debt collection. This company has a web-based debt collection system. However, there has been a theft of usernames and passwords on the running system. This is due to many things, including passwords that are too easy. One solution to overcome this is to increase authentication security, which is a One-Time Password system. In this research, login security system is created using the SHA-512 hash function. In build this system using the Waterfall method as the life cycle of software development (SDLC). This system is a random code can only be used once. The test involved several parties, including Media Expert and Material Expert, and using the black box method. Black box test results indicate the feasibility of the function from the input and output buttons. Meanwhile, the results from the test by the Media Expert scored 82%, while the Material Expert was 75%. So it can be concluded that the One-Time Password login system using SHA-512 is suitable for user security.
PT. XHT is a private company engaged in debt collection. This company has a web-based debt collection system. However, there has been a theft of usernames and passwords on the running system. This is due to many things, including passwords that are too easy. One solution to overcome this is to increase authentication security, which is a One-Time Password system. In this research, login security system is created using the SHA-512 hash function. In build this system using the Waterfall method as the life cycle of software development (SDLC). This system is a random code can only be used once. The test involved several parties, including Media Expert and Material Expert, and using the black box method. Black box test results indicate the feasibility of the function from the input and output buttons. Meanwhile, the results from the test by the Media Expert scored 82%, while the Material Expert was 75%. So it can be concluded that the One-Time Password login system using SHA-512 is suitable for user security.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2158
10.29408/edumatic.v4i1.2158
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 111-120
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 111-120
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2158/1160
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2162
2022-06-26T10:27:00Z
edumatic:ART
Implementasi Machine Learning dalam Penentuan Rekomendasi Musik dengan Metode Content-Based Filtering
Implementasi Machine Learning Dalam Penentuan Rekomendasi Musik Dengan Metode Content-Based Filtering
Putra, Aldy Istna
Santika, Reva Ragam
Content-Based Filtering
Machine Learning
Recommendation System
Content-Based Filtering
Machine Learning
Recommendation System
The industry that is experiencing significant development is the music industry. An example of its development is the many online music service providers of application platforms. The amount of data stored makes it difficult to analyze existing data, the presence of Machine Learning is felt to be able to answer these challenges. Improving user experience is important to attract users to use the applications they have. The recommendation system is one way to improve that. This research aims to create a system that can present music recommendations according to user preferences so that the user's comfort level will increase. The system developed in this research uses the Extreme Programming method with several stages, namely planning, design, coding, and testing. This research utilizes Machine Learning in searching for data patterns and Content-Based Filtering (CBF) methods in finding recommendations. The recommendation system with the CBF method can produce a song similarity level of up to 0.6684, as well as the value of precision reaching 0.125 and 0.200 at recall. The results of Performance Testing and System Testing obtained stated that the recommendation system can run well with an average response time 3.5 seconds. The conclusion of this research is that the recommendation system using the CBF method can produce recommendations that are in accordance with user preferences, but with not too much data. More effective algorithms are needed for larger data.
The industry that is experiencing significant development is the music industry. An example of its development is the many online music service providers of application platforms. The amount of data stored makes it difficult to analyze existing data, the presence of Machine Learning is felt to be able to answer these challenges. Improving user experience is important to attract users to use the applications they have. The recommendation system is one way to improve that. This research aims to create a system that can present music recommendations according to user preferences so that the user's comfort level will increase. The system developed in this research uses the Extreme Programming method with several stages, namely planning, design, coding, and testing. This research utilizes Machine Learning in searching for data patterns and Content-Based Filtering (CBF) methods in finding recommendations. The recommendation system with the CBF method can produce a song similarity level of up to 0.6684, as well as the value of precision reaching 0.125 and 0.200 at recall. The results of Performance Testing and System Testing obtained stated that the recommendation system can run well with an average response time 3.5 seconds. The conclusion of this research is that the recommendation system using the CBF method can produce recommendations that are in accordance with user preferences, but with not too much data. More effective algorithms are needed for larger data.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2162
10.29408/edumatic.v4i1.2162
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 121-130
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 121-130
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2162/1162
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2163
2022-06-26T10:27:00Z
edumatic:ART
AHP dan WP: Metode dalam Membangun Sistem Pendukung Keputusan (SPK) Karyawan Terbaik
AHP dan WP: Metode dalam Membangun Sistem Pendukung Keputusan (SPK) Karyawan Terbaik
Ramadhan, Ahmad Gilang
Santika, Reva Ragam
Analytical Hierarchy Process
Decision Support System
Weighted Product
Analytical Hierarchy Process
Best Decision
Employees
Weighted Product
The best employee selection is an award given by the company to employees who can encourage all employees to improve their performance. However, for the assessment is usually still done subjectively and manually, and at least the support system in making decisions into this problem can be a problem. This study aims to build a decision support system in the selection of the best employees in accordance to the requirements specified by the company by using the Prototype model. Meanwhile, the method applies to test the consistency and accuracy of this system use the Analytical Hierarchy Process (AHP) and Weighted Product (WP). In selecting the best employees, there are several criteria to be assessed, namely: Knowledge, Ability, Attitude, Attendance, and Cooperation, as well as the number of subjects of this study consisting of five people. Our findings show that the accuracy rate of this system is below 10%, and the consistency index value is correct, so it can be used with a relative number of initial weights = 1. After testing or testing, the results obtained are all components or modules in this system already successfully and properly used as it should be.
The best employee selection is an award given by the company to employees who can encourage all employees to improve their performance. However, for the assessment is usually still done subjectively and manually, and at least the support system in making decisions into this problem can be a problem. This study aims to build a decision support system in the selection of the best employees in accordance to the requirements specified by the company by using the Prototype model. Meanwhile, the method applies to test the consistency and accuracy of this system use the Analytical Hierarchy Process (AHP) and Weighted Product (WP). In selecting the best employees, there are several criteria to be assessed, namely: Knowledge, Ability, Attitude, Attendance, and Cooperation, as well as the number of subjects of this study consisting of five people. Our findings show that the accuracy rate of this system is below 10%, and the consistency index value is correct, so it can be used with a relative number of initial weights = 1. After testing or testing, the results obtained are all components or modules in this system already successfully and properly used as it should be.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2163
10.29408/edumatic.v4i1.2163
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 141-150
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 141-150
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2163/1164
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2165
2022-06-26T10:27:00Z
edumatic:ART
Implementasi Sistem Pengaturan Suhu Ruang Server Menggunakan Sensor DHT11 dan Sensor PIR Berbasis Mikrokontroler
Implementasi Sistem Pengaturan Suhu Ruang Server Menggunakan Sensor DHT11 dan Sensor PIR Berbasis Mikrokontroler
Gunawan, Gunawan
Fatimah, Titin
Automatic Temperature Setting
Microcontroller
Temperature Monitoring
Automatic Temperature Setting
Microcontroller
Temperature Monitoring
Temperature setting system is a very important system in the server room. Server room that has a high temperature, and humidity will be influencing the performance of the network device that causes a network device broke easily. And then, if the light in server room is continuously lit, it will cause the increase of room's temperature and waste electricity that impact on intensify electricity bill. Therefore, it needs a system that can protect devices, which saved in the server room, also can manage the server room. For resolving those problems, developed a tool that aims to control the temperature and the light in server room automatically monitoring the temperature and humidity. This system development method uses a prototype method that starts with interviewing IT staff directly, make and repair the prototype and IT staff, test and trying the prototype. Testing was done by using black box method testing. The test result obtained that DHT11 sensor can detect the temperature and humidity, IR Transmitter can control the Air Conditioner (AC), Passive InfraRed sensor can detect the movement and NodeMCU microcontroller can manage the tool, also send and save the temperature data and humidity in the database. The conclusion is system can control the temperature and monitoring the server room well and can control the light automatically.
Temperature setting system is a very important system in the server room. Server room that has a high temperature, and humidity will be influencing the performance of the network device that causes a network device broke easily. And then, if the light in server room is continuously lit, it will cause the increase of room's temperature and waste electricity that impact on intensify electricity bill. Therefore, it needs a system that can protect devices, which saved in the server room, also can manage the server room. For resolving those problems, developed a tool that aims to control the temperature and the light in server room automatically monitoring the temperature and humidity. This system development method uses a prototype method that starts with interviewing IT staff directly, make and repair the prototype and IT staff, test and trying the prototype. Testing was done by using black box method testing. The test result obtained that DHT11 sensor can detect the temperature and humidity, IR Transmitter can control the Air Conditioner (AC), Passive InfraRed sensor can detect the movement and NodeMCU microcontroller can manage the tool, also send and save the temperature data and humidity in the database. The conclusion is system can control the temperature and monitoring the server room well and can control the light automatically.
Universitas Hamzanwadi
2020-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2165
10.29408/edumatic.v4i1.2165
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 101-110
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 1 (2020): Edumatic: Jurnal Pendidikan Informatika; 101-110
2549-7472
10.29408/edumatic.v4i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2165/1159
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2202
2022-06-26T10:26:10Z
edumatic:ART
Perbandingan Prediksi Kualitas Kopi Arabika dengan Menggunakan Algoritma SGD, Random Forest dan Naive Bayes
Perbandingan Prediksi Kualitas Kopi Arabika dengan Menggunakan Algoritma SGD, Naive Bayes, dan Random Forest
Sari, Veronica Retno
Firdausi, Feranandah
Azhar, Yufis
Classifie
Coffee Arabica
Comparison
Prediction
Classification is one of the techniques that exist in data mining and is useful for grouping a data based on the attachment of the data with the sample data. The dataset that is used in this study is the coffee dataset taken from Dataset Coffee Quality Institute on the GitHub platform. The attributes that contained in the dataset are Aroma, Aftertaste, Flavor, Acidity, Balance, Body, Uniformity, Sweetness, Clean Cup, and Copper points. There are 3 classification methods that are used in this study, Stochastic Gradient Descent, Random Forest and Naive Bayes. The aim of this study is to find out which algorithm is the most effective to predict the coffee quality in the dataset. After that, the prediction results will be tested using K-Fold Cross Validation and Area Under the Curve (AUC) method. The results show that Stochastic Gradient Descent obtained the best accuracy results compared to the other two methods with an accuracy of 98% and increased to 99% after tested using K-fold Cross Validation and AUC method.
Kopi Arabika merupakan salah satu minuman favorit bagi banyak orang. Dalam pembuatannya, kopi arabika memiliki takaran yang berbeda disetiap negara, yang menghasilkan kualitas yang berbeda pula. Penelitian kopi arabika ini menggunakan dataset yang berisi perbedaan takaran dalam proses pembuatannya dari beberapa negara. Penelitian ini membandingkan tingkat kinerja algoritma Stochastic Gradient Descent, Naive Bayes dan Random Forest dalam memprediksi kualitas kopi arabika. Kemudian hasil prediksi akan diujikan dengan metode K-Fold Cross Validation dan Area Under the Curve (AUC). Hasil perbandingan algoritma terbaik dihasilkan oleh algoritma Stochastic Gradient Descent dengan akurasi 98% dan pengujian dengan K-fold Cross Validation sebesar 99% serta AUC 99%.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2202
10.29408/edumatic.v4i2.2202
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 1-9
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 1-9
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2202/1413
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2249
2022-06-26T10:26:10Z
edumatic:ART
Tren Penggunaan Framework COBIT, ITIL, dan ISO 27001 Pada Rentang Tahun 2014-2018 di Indonesia
Tren Penggunaan Framework COBIT, ITIL, dan ISO 27001 Pada Rentang Tahun 2014-2018 di Indonesia
Rochmania, Nur
Rozas, Indri Sudanawati
Ilham, Ilham
COBIT
Google Scholar
ISO 27001
ITIL
Publish or Perish
The use of Information Technology (IT) frameworks from year to year in Indonesia has shown an increase. However, there is not much research on the use of IT frameworks. The research on IT frameworks can be used by a company to analyze trends in the use of frameworks in Indonesia. That way, it can help a company consider choosing a framework to use. The IT frameworks discussed in this study are COBIT, ITIL, and ISO 27001. Data related to research IT frameworks taken in the 2014-2018 period. Data collection through the Google Scholar web search engine using the Publish or Perish software. The data obtained were analyzed using descriptive quantitative methods. The results of this study can use to determine the use of the IT framework in Indonesia. The amount of raw data obtained from the data collection process was 5,708 data with Authors, Title, Years, and Publisher variables. Research data on titles and keywords obtained in the Indonesian domain amounted to 754 and overseas amounted to 194. From the research results, it can conclude that the most widely used framework is the COBIT framework, with a percentage of 69.3% in the Indonesian and 58.7% in the foreign domain.
Saat ini sebaran, tren, dan jumlah statistik penelitian yang menggunakan framework Teknologi Informasi (TI) di Indonesia belum diketahui datanya dari tahun ke tahun. Sedangkan diketahui bersama, selain mempelajari konseptual dan isi framework, menganalisis tren penggunaaan framework TI di Indonesia juga dapat membantu perusahaan dalam mempertimbangkan pemilihan framework yang akan digunakan. Penelitian ini memiliki tujuan yakni untuk mengetahui jumlah statistika pengguna framework TI meliputi: COBIT, ITIL dan ISO 27001 di Indonesia pada rentang waktu tahun 2014-2018. Data dikumpulkan dari web search engine Google Scholar dengan menggunakan software publish or Perish. Data yang diperoleh dijumlah dan kemudian dianalisa dengan menggunakan metode kuantitatif deskriptif. Hasil dari penelitian dapat digunakan untuk mengetahui persebaran framework TI di Indonesia pada rentang waktu tahun 2014-2018. Jumlah data mentah yang diperoleh dari proses pengambilan data menggunakan software Publish or Perish adalah 5.708 data dengan variabel Authors, Title, Years, dan Publisher. Setelah dilakukan pengolahan data pada title penelitian dengan hasil domain Indonesia 834 dan domain Luar Negeri 212. Dari jumlah pengolahan data title penelitian tersebut didapatkan hasil total dari penggunaan framework TI pada penelitian di Indonesia selama rentang waktu 2014-2018 adalah 754 dan jumlah penggunaan yang dipublish menggunakan domain Luar Negeri adalah 194 publisher
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2249
10.29408/edumatic.v4i2.2249
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 10-19
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 10-19
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2249/1422
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2270
2022-10-29T05:33:43Z
edumatic:ART
Studi Komparasi antara Model Pembelajaran PJBL dan CTL terhadap Hasil dan Keaktifan Belajar Siswa
Ramdhani, Reni
Kholisho, Yosi Nur
Arianti, Baiq Desi Dwi
Activity Learning
CTL
Learning Based Project Model
Learning Outcomes
The aims of this study to determine: (1) differences in student learning outcomes between learning models PJBL and CTL, (2) differences in student learning activity between learning models PJBL and CTL. This research type is quantitative by using experiment method. The research design used is Quasi Experimental Design form Nonequivalent Control Groub Design. The population of this study is the entire class X TKJ SMK IP AL-MADANI with the number of 62 students. The sample of this research is class X TKJ 1 and class X TKJ 2. Technique of collecting data used is test and observation sheet. The test is used to measure students 'learning outcomes while the observation sheet is used to measure students' learning activeness. The analysis technique used is Pairet Sample T Test with the help of SPSS. The results of this study indicate that: (1) there are differences in student learning outcomes between learning models of PjBL and CTL (Ï <0.05); (2) there is a difference in student learning activity between PjBL and CTL learning models (Ï <0.05).
Universitas Hamzanwadi
2018-06-25
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2270
10.29408/edumatic.v2i1.2270
Edumatic: Jurnal Pendidikan Informatika; Vol. 2 No. 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 8-13
Jurnal Pendidikan Informatika (EDUMATIC); Vol 2 No 1 (2018): Edumatic : Jurnal Pendidikan Informatika; 8-13
2549-7472
10.29408/edumatic.v2i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2270/1147
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2402
2022-06-26T10:26:10Z
edumatic:ART
Aplikasi Wakaf Indonesia Berbasis Blockchain
Pembangunan Aplikasi Wakaf Indonesia Berbasis Blockchain
Suryaningsih, Sarah
Riandika, Yoga Afrizal
Hasanah, Arifa Nur
Anggraito, Sigit
Blockchain
Database
Waqf
Database
Blockchain
Wakaf
Waqf has an important role in one aspect of Islamic in the economic sector. For document and evidence, waqf noted by nazir (receiver, guard, who maintains waqf) with paper and receipt. That is very vulnerable to losing waqf data which is because it is only documented by paper which is easy to lose or damaged. Based on that problem, then the waqf application based blockchain technology was developed which Aims to securing record data of waqf transaction so as not to be lost or hacked by irresponsible people, other than that for increase effectiveness in executing waqf transaction from wakif (a person who donates his property) side and nazhir (receiver, guard, who maintains waqf) side. The data collection methods used in this article are questionnaires and also interviews. This article confirms that waqf could be stored even better in security effort and saving data which is done digitally via website and android application. The results of the research which got a total result 95% with very feasible criteria, therefore the result of this research from this application have a very feasible score to be implemented for available waqf transaction because it has given more secure and effectiveness for the user.
Kegiatan keagamaan wakaf pada agama islam sudah berlangsung sejak zaman nabi Muhammad SAW, yang dilakukan oleh Umar Bin Khatab. Dulu wakaf dilakukan dengan mewakafkan tanah, kebun ataupun masjid untuk digunakan oleh masyarakat umum. namun perkembangan wakaf terus meningkat, wakaf uang pun muncul pada zaman tersebut karena kebutuhan yang lebih spesifik. Sejak zaman dulu wakaf hanya dicatat oleh nadzir (penerima, penjaga, yang memelihara wakaf) untuk didokumentasikan dengan kertas dan tanda terima. hal itu sangat rentan terhadap kehilangan data wakaf karena hanya didokumentasikan dengan kertas yang mudah hilang ataupun rusak. Namun pada zaman serba digital ini terdapat teknologi database yang bisa menyimpan data pada komputer dan server yang lebih dapat diandalkan daripada hanya sekadar kertas saja. Namun database yang dikelola oleh beberapa orang saja masih terdapat peluang untuk adanya kecurangan dalam menyimpan atau mengelola data tersebut. Teknologi Blockchain merupakan solusi dari masalah tersebut, blockchain bersifat decentralized atau tidak dikelola oleh satu lembaga atau individu saja. Blockchain ini pun bersifat kekal dan sangat sulit untuk di retas, maka dari itu blockchain cocok digunakan untuk menyimpan data wakaf yang memang harus kekal dan tidak bisa berubah.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2402
10.29408/edumatic.v4i2.2402
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 20-29
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 20-29
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2402/1423
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2412
2022-06-26T10:26:10Z
edumatic:ART
Aplikasi Penyewaan Lapangan Futsal Berbasis Web
Aplikasi Penyewaan Lapangan Futsal Berbasis Web
Fadhlurrahman, Muhammad Fatih Fahmi
Capah, Dwi Ade Handayani
Futsal
Information System
PHP
Schedule
Web
utsal
Jadwal
PHP
Sistem Informasi
Web.
In Indonesia, there is one well-known sport, namely Futsal. Therefore, there are many businesses such as futsal court rental places. Basically, the futsal field rental is still manual, that is, customers come to the futsal location and make field rental transactions. This manual futsal court rental has a problem, namely that prospective customers cannot immediately find out the available empty schedule, this causes when they are already at the location but there is no desired schedule they are just wasting time. The purpose of this research is to find a solution in order to solve the problem in the manual futsal court rental method. With the creation of a web-based futsal court rental application that is expected to be able to solve this problem. This application was created using the waterfall development method so that the process of making this application is recorded in order and neat. This study produces a web-based futsal court rental application that has been tested for its feasibility using the black box testing method. This application provides a field rental feature for potential customers, as well as facilitates the processing of field rental data and financial report data for field owners.
In Indonesia, there is one well-known sport, namely Futsal. Therefore, there are many businesses such as futsal court rental places. Basically, the futsal field rental is still manual, that is, customers come to the futsal location and make field rental transactions. This manual futsal court rental has a problem, namely that prospective customers cannot immediately find out the available empty schedule, this causes when they are already at the location but there is no desired schedule they are just wasting time. The purpose of this research is to find a solution in order to solve the problem in the manual futsal court rental method. With the creation of a web-based futsal court rental application that is expected to be able to solve this problem. This application was created using the waterfall development method so that the process of making this application is recorded in order and neat. This study produces a web-based futsal court rental application that has been tested for its feasibility using the black box testing method. This application provides a field rental feature for potential customers, as well as facilitates the processing of field rental data and financial report data for field owners.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2412
10.29408/edumatic.v4i2.2412
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 30-39
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 30-39
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2412/1412
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2443
2022-06-26T10:26:10Z
edumatic:ART
Optimasi Algoritma Naïve Bayes Classifier untuk Mendeteksi Anomaly dengan Univariate Fitur Selection
Optimasi Algoritma Naïve Bayes Classifier Untuk Mendeteksi Anomaly Dengan Univariate Fitur Selection
Harianto, Harianto
Sunyoto, Andi
Sudarmawan, Sudarmawan
Anomaly
Naïve Bayes
Univariate Selection
Anomaly
Naïve Bayes
Univariate Selection
System and network security from interference from parties who do not have access to the system is the most important in a system. To realize a system, data or network that is safe at unauthorized users or other interference, a system is needed to detect it. Intrusion-Detection System (IDS) is a method that can be used to detect suspicious activity in a system or network. The classification algorithm in artificial intelligence can be applied to this problem. There are many classification algorithms that can be used, one of which is Naïve Bayes. This study aims to optimize Naïve Bayes using Univariate Selection on the UNSW-NB 15 data set. The features used only take 40 features that have the best relevance. Then the data set is divided into two test data and training data, namely 10%: 90%, 20%: 70%, 30%: 70%, 40%: 60% and 50%: 50%. From the experiments carried out, it was found that feature selection had quite an effect on the accuracy value obtained. The highest accuracy value is obtained when the data set is divided into 40%: 60% for both feature selection and non-feature selection. Naïve Bayes with unselected features obtained the highest accuracy value of 91.43%, while with feature selection 91.62%, using feature selection could increase the accuracy value by 0.19%.
System and network security from interference from parties who do not have access to the system is the most important in a system. To realize a system, data or network that is safe at unauthorized users or other interference, a system is needed to detect it. Intrusion-Detection System (IDS) is a method that can be used to detect suspicious activity in a system or network. The classification algorithm in artificial intelligence can be applied to this problem. There are many classification algorithms that can be used, one of which is Naïve Bayes. This study aims to optimize Naïve Bayes using Univariate Selection on the UNSW-NB 15 data set. The features used only take 40 features that have the best relevance. Then the data set is divided into two test data and training data, namely 10%: 90%, 20%: 70%, 30%: 70%, 40%: 60% and 50%: 50%. From the experiments carried out, it was found that feature selection had quite an effect on the accuracy value obtained. The highest accuracy value is obtained when the data set is divided into 40%: 60% for both feature selection and non-feature selection. Naïve Bayes with unselected features obtained the highest accuracy value of 91.43%, while with feature selection 91.62%, using feature selection could increase the accuracy value by 0.19%.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2433
10.29408/edumatic.v4i2.2443
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 40-49
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 40-49
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2433/1411
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2453
2022-06-26T10:26:10Z
edumatic:ART
Dependency Parsing for Arabic Quran using Easy-First Parsing Algorithm
Hafsa, Alfiya El
Bijaksana, Mochammad Arif
Huda, Arief Fatchul
Dependency Parsing
Easy-first Parsing
Quran Arabic
Arabic is the main language of Al-Quran. Nowadays, many people are studying the Language of Al-Quran, called Quran Arabic. For the beginners, it is important for them to understand the syntactic relationship in a sentence found in the Qur'an. If they do not understand enough, the interpretation will be different and wrong. It will turn into dangerous because Al-Quran is a source of guidance for Muslims’ life. Dependency parsing is very important for linguistic research, especially for rich languages such as the Arabic Language. This study aims to build dependency parsing, in order to make it easier to get to understand syntactic relationship information in sentences. This study uses a parsing method called deterministic parsing, which the method used is shift-reduce parsing with the Easy-First parsing algorithm. The evaluation used labeled attachment score calculation. The score generated from the evaluation was 69.7, beforehand, the comparison both the system results and the gold standard have been done. 62 sentences found the correct head and relation in each word. The number of words found to be wrong is not more than 3 words in one sentence. Evaluation scores produced are not exorbitant due to the complicated tagset used and lacking test sentences.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2453
10.29408/edumatic.v4i2.2453
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 50-57
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 50-57
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2453/1414
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2515
2022-06-26T10:26:10Z
edumatic:ART
Sistem Informasi Data Klien Berbasis Java Pada Kantor Notaris dan PPAT
Sistem Informasi Data Klien Kantor Notaris & PPAT Muhammad Hanafi, S.H.
Muntohar, Arif
Client Data
Information System
Java
Notary and PPAT
Sitem Informasi
Data Klien
Java
Notaris dan PPAT
Information systems using computer technology in the era of globalization have experienced very rapid developments in almost all business fields. The data processing process becomes faster, the information generated is more accurate, and has an important role for the progress and development of a company or agency when carrying out its work activities so that it is more structured and time efficient. Notary Office and PPAT Muhammad Hanafi, S.H. is a company engaged in services. The information system running, until now, has not been computerized. Data recording is still written in books so it requires a lot of Manpower, the process of searching for data and printing reports takes a long time because it is storage cabinets, data is also vulnerable to damage and loss. The research objective is to design and develop this information system to be computerized in order to solve existing problems. The research method uses the Waterfall Model Development Life Cycle (SDLC), while the data collection uses interviews, observation and literature study. The system design in this study employs the decomposition function, DFD and ERD. The research findings are in the form of desktop applications implement Java and MySQL. The test results using black box testing successfully display the main menu of the application for further manage by office staff. The result is expected to be able to provide a convenience to office staff when processing client data and resolving existing problems
Sistem informasi data klien pada Kantor Notaris dan PPAT Muhammad Hanafi, S.H. yang berjalan saat ini belum terkomputerisasi. Seluruh proses pengolahan data klien masih dilakukan secara manual. Pencatatan data klien dikerjakan tertulis dan tersimpan dalam bentuk berkas sehingga memerlukan tenaga yang besar. Pencarian data klien membutuhkan waktu yang lama. Data klien rentan terjadi kehilangan dan kerusakan karena tersimpan pada lemari-lemari penyimpanan. Laporan-laporan data klien yang dibutuhkan secara cepat, tepat dan akurat tentunya akan terhambat. Maka dari itu, merancang sistem informasi yang terkomputerisasi sangatlah penting agar masalah-masalah yang ada dapat terselesaikan secara efektif dan efisien. Metode penelitian menggunakan System Development Life Cycle (SDLC), sedangkan metode pengumpulan data menggunakan wawancara, observasi, dokumentasi dan studi kepustakaan. Sistem informasi berbasis dekstop dirancang menggunakan bahasa pemrograman Java. Media penyimpanan data menggunakan MySQL. Sistem tersebut diharapkan mampu memberikan kemudahan kepada staf kantor pada saat melakukan proses pengolahan data sehingga menjadi lebih efektif dan efisien, serta mampu menyelesaikan masalah-masalah yang ada pada sistem informasi yang telah berjalan sebelumnya.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2515
10.29408/edumatic.v4i2.2515
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 58-67
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 58-67
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2515/1433
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2544
2022-03-04T06:31:45Z
edumatic:ART
Analisis dan Perancangan E-Learning Adaptif di Sekolah Menengah Kejuruan
Analisis dan Perancangan E-Learning Adaptif di Sekolah Menengah Kejuruan
Dharmayanti, Winna
Nurcahyo, Ratih Widya
Adaptive
ADDIE
E-learning
Adaptive
ADDIE
E-learning
Schools have not taken advantage in using technology to carry out online-based learning 4.0, though schools have computer laboratories and Internet networks. Teachers and students need e-learning media (ELM) that can be used in learning outside the classroom. The aim of this study is to analyze and design adaptive of ELM according to the needs of teachers and students at SMK Mandiri. The purpose of this study is to study to examine and to design of ELM in accordance with what is needed by teachers and students at SMK Mandiri. The method used in this research is R & D method apply ADDIE model by analyzing and designing stages only. The subjects of this development research were media expert and e-learning system expert. Data collection used is direct and indirect communication techniques, which is done virtually to determine the needs of teachers and students and questionnaire to determine the level of product feasibility. The results of this study indicate that there is a need for ELM-adaptive and designs at SMK Mandiri. The conclusion from this research is to analyze the ELM-adaptive, which can display three styles of student learning styles, namely, visual, auditory and kinesthetic, then designing and create a flow cart to describe ELM.
Schools have not taken advantage in using technology to carry out online-based learning 4.0, though schools have computer laboratories and Internet networks. Teachers and students need e-learning media (ELM) that can be used in learning outside the classroom. The aim of this study is to analyze and design adaptive of ELM according to the needs of teachers and students at SMK Mandiri. The purpose of this study is to study to examine and to design of ELM in accordance with what is needed by teachers and students at SMK Mandiri. The method used in this research is R & D method apply ADDIE model by analyzing and designing stages only. The subjects of this development research were media expert and e-learning system expert. Data collection used is direct and indirect communication techniques, which is done virtually to determine the needs of teachers and students and questionnaire to determine the level of product feasibility. The results of this study indicate that there is a need for ELM-adaptive and designs at SMK Mandiri. The conclusion from this research is to analyze the ELM-adaptive, which can display three styles of student learning styles, namely, visual, auditory and kinesthetic, then designing and create a flow cart to describe ELM. DOI: 10.29408/edumatic.v5i1.2544
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2544
10.29408/edumatic.v5i1.2544
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 1-10
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 1-10
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2544/1707
Copyright (c) 2021 Winna Dharmayanti, Ratih Widya Nurcahyo
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2551
2022-06-26T10:26:10Z
edumatic:ART
Name Disambiguation Analysis Using the Word Sense Disambiguation Method in Hadith
Prasetio, Ageng
Bijaksana, Mochammad Arif
Suryani, Arie Ardiyanti
Ambiguity
Disambiguation
Hadith
WSD
Name disambiguation is the problem solving process to find similar names in sentences. The ambiguity of names can be found in hadith of Sahih Bukhari, names "Abdullah bin Amru" in hadiths no 27 and “Abdullah bin Amru†in hadith no 58, These names are the same, but there is no proof they are the same person. This problem is the early indication of ambiguity of name in the hadith. Based in this problem, this research aims to find name disambiguation of hadith narrators with classification by considering the perawi chain. To solved this problem the authors used Word Sense Disambiguation (WSD), WSD is a process to assign the same meaning from the sentences, based on the context in which the word appears. To classify several names in the hadith, the authors used KNN algorithm, by combining the WSD and KNN method can reduce the ambiguity of names in hadith. The data used in this study came from the hadith of Sahih Bukhori through the pre-processing stage. After conducting the research showed a collection of hadith numbers with the same name prediction with an accuracy of 99% at k = 1. Thus, this method can be used for name disambiguation.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2551
10.29408/edumatic.v4i2.2551
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 68-74
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 68-74
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2551/1434
Copyright (c) 2020 Edumatic: Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2616
2022-06-26T10:26:10Z
edumatic:ART
Sistem Pakar untuk Diagnosa Penyakit Ayam Pedaging
Sistem Pakar Untuk Diagnosa Penyakit Ayam Pedaging
Kusrini, Wiwik
Fathurrahmani, Fathurrahmani
Sayyidati, Rabini
Black Box
Broiler
Expert System
Rule
Komputer dan Informatika
Tanah Laut Regency is the largest producer of broilers in South Kalimantan. However, public knowledge about symptoms and diseases in chickens is still lacking, so this is a problem that must be resolved because it can cause losses. Therefore, this research was conducted with the aim of overcoming this problem, namely by building an expert system application that can be used by the public and extension workers to diagnose chicken disease. The method used to build this system is a waterfall with the forward chaining technique as a forward-looking solution, meaning that inference is done by looking for input data in the form of symptom data in the form of chicken disease. The system built is equipped with features that display disease treatment and prevention solutions based on the symptoms that have been entered, so that disease-stricken chickens can be handled appropriately and quickly according to their disease. Based on blackbox testing carried out by involving potential users, the results obtained that all functionality can work as expected. Accuracy testing is also done by comparing manual calculations with an accuracy value of 95%. This is influenced by the weighting of the symptom value which affects the decrease in the value of the symptom result when compared to ideal conditions. In conclusion, the implications of using this system can make it easier for the community and instructor to diagnose chicken disease.
Kabupaten Tanah Laut merupakan penghasil ayam khususnya ayam pedaging terbanyak di Kalimantan Selatan. Sebagian besar warga di Kabupaten Tanah Laut memiliki ayam peliharaan baik milik individu maupun yang bekerjasama dengan perusahaan swasta. Akan tetapi yang menjadi masalah yaitu warga masyarakatnya masih minim terhadap pengetahuan tentang gejala maupun penyakit yang sering terjadi pada ayam peliharaannya, sehingga dapat menimbulkan kerugian karena ayam yang terkena penyakit seringkali mati begitu saja. Untuk mengatasi masalah tersebut maka dibangun sebuah aplikasi sistem pakar yang dapat digunakan oleh warga masyarakat, penyuluh kesehatan hewan maupun pakar untuk melakukan diagnosa suatu penyakit ayam. Sistem dibangun dengan menggunakan bahasa pemrograman PHP dan database My SQL. Tujuan dari penelitian ini yaitu membangun sebuah sistem pakar berbasis web yang dapat diakses secara online untuk melakukan diagnosa terhadap gejala dan penyakit yang sering terjadi pada ayam pedaging sehingga ayam yang terserang penyakit dapat ditangani dengan tepat sesuai dengan gejala dan penyakitnya. Berdasarkan pengujian black box yang dilakukan dengan uji coba terhadap sistem yang melibatkan calon pengguna, diantaranya peternak ayam, penyuluh kesehatan hewan dan pakar hewan, semua fungsi pada sistem telah berfungsi sesuai dengan yang diharapkan sehingga dapat digunakan oleh user. Kata kunci: Sistem Pakar, Ayam Pedaging, Rule, Black Box
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2616
10.29408/edumatic.v4i2.2616
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 75-84
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 75-84
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2616/1443
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2631
2022-06-26T10:26:10Z
edumatic:ART
Pengembangan Aplikasi Lelang Karet Berbasis Mobile Sebagai Pendukung Akses Informasi Lelang
ADAPTIVE SOFTWARE DEVELOPMENT SEBAGAI MODEL PENGEMBANGAN APLIKASI LELANG KARET
Andri, Andri
Suyanto, Suyanto
Adaptive
Application
Black Box
Cooperative
Software
adaptive software development
aplikasi
koperasi
black box
Rubber auction cooperatives are cooperatives whose main function is to auction rubber agricultural products for these member communities. Currently, among the problems that exist in the auction process, namely: first, auction entrants must come to the auction site even if only to bid a price. Second, the auction administration process has redundant of entrant data due to having to fill out a form every time they participate in the auction. From these two problems, this research will conduct application development as an auction medium for related parties. The application developed is a mobile-based application so that it can be accessed easily by all parties. The method used in the development process is the adaptive software-development method with three major stages of speculation, collaboration, and learning which was tested using black box testing. The Research Results are an application with the main feature of conducting the auction process from the cooperative's side, and auction participants can bid prices through the application. The application developed also functions properly in accordance with existing features as evidenced by the results of application testing using the black box technique so that it can help the rubber auction process for related parties.
Pengembangan perangkat lunak atau aplikasi adalah proses ilmiah yang dilakukan bagi pengembang. Untuk itu dalam proses pengembangan digunakan metode agar menghasilkan perangkat lunak atau aplikasi yang sesuai dengan kebutuhan pemakai. Untuk itu di dalam penelitian ini dilakukan pengembangan aplikasi lelang karet sebagai upaya pemecahan masalah yang dihadapi bagi koperasi lelang karet. Diantara permasalahan yang ada yuitu: pertama, peserta lelang yang harus mendatangi tempat lelang walau hanya untuk memberikan tawaran harga. Kedua, proses administrasi lelang menimbulkan redudansi data peserta yang disebabkan harus mengisi formulir setiap mengikuti lelang. untuk itu pengembangan aplikasi dilakukan menggunakan metode adaptive software development dengan tiga tahapan utama speculation, collaboration, dan learning. Hasil aplikasi yang dikembangkan memiliki fitur untuk melakukan lelang dari sisi koperasi, dan peserta lelang dapat memberikan tawaran harga melalui aplikasi. Selain itu juga aplikasi berfungsi dengan baik sesuai dengan fitur yang ada dibuktikan dengan hasil pengujian aplikasi menggunakan teknik black box.Software or application development is a scientific process that is carried out for the developer. For this reason, in the development process, methods are used to produce software or applications that suit the user's needs. For this reason, in this research, the development of a rubber auction application is carried out as an effort to solve problems faced by rubber auction cooperatives. Among the problems that exist are: first, auction participants must come to the auction site even if only to bid a price. Second, the auction administration process causes redundancy in participant data because they have to fill out forms every time they participate in the auction. For this reason, application development is carried out using the adaptive software development method with three main stages of speculation, collaboration, and learning. The results of the application developed to have a feature to conduct an auction from the cooperative side, and auction participants can bid prices through the application. In addition, the application functions properly in accordance with existing features as evidenced by the results of application testing using the black box technique.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2631
10.29408/edumatic.v4i2.2631
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 85-94
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 85-94
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2631/1444
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2634
2022-06-26T10:26:10Z
edumatic:ART
Pemanfaatan TIK Sebagai Media Pembelajaran dan Sumber Belajar oleh Guru TIK
Pemanfaatan TIK Sebagai Media Pembelajaran dan Sumber Belajar oleh Guru TIK
Lestari, Isnania
Pratama, Meko Hendwi
ICT
Learning Media
Learning Resources
ICT
learning media
learning resources.
Information and computer technology (ICT) is currently being used in all fields, including education. One of the uses of ICT in the field of education is for learning media and learning resources that can be used by teachers. This study aims to determine the extent to which the competence or ability of teachers, especially in ICT subjects, in utilizing ICT both as a medium of learning and a learning resource. The use of ICT is carried out to make it easier for teachers to implement the learning process. The research method used is descriptive with a survey form. The data collection tools used were questionnaires and interviews. The data analysis technique used is quantitative-descriptive to process questionnaire data and qualitative-descriptive to process interview data. Based on the data obtained, the use of ICT as a Learning Media and Learning Resources by Equivalent High School teachers in East Bunguran District, Natuna Regency is at a percentage above 80% with a high category. This shows that the teacher's ability to use ICT is very good. The learning media is majority often used are presentation processing applications and projectors. Meanwhile, the most widely used learning resource is the Internet.
Information and computer technology (ICT) is currently being used in all fields, including education. One of the uses of ICT in the field of education is for learning media and learning resources that can be used by teachers. This study aims to determine the extent to which the competence or ability of teachers, especially in ICT subjects, in utilizing ICT both as a medium of learning and a learning resource. The use of ICT is carried out to make it easier for teachers to carry out the learning process. The research method used is descriptive with a survey form. The data collection tools used were questionnaires and interviews. The data analysis technique used is quantitative descriptive to process questionnaire data and qualitative descriptive to process interview data. Based on the data obtained, the use of ICT as a Learning Media and Learning Resources by Equivalent High School teachers in East Bunguran District, Natuna Regency is at a percentage above 80% with a high category. This shows that the teacher's ability to use ICT is very good. The learning media most often used are presentation processing applications and projectors. Meanwhile, the most widely used learning resource is the internet.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2634
10.29408/edumatic.v4i2.2634
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 95-102
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 95-102
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2634/1445
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2635
2022-06-26T10:26:10Z
edumatic:ART
Implementasi Multi Factor Evaluation Process untuk Penentuan Tempat Pembuangan Akhir Berbasis Web Aplication
Implementasi Multi Factor Evaluation Process Untuk Penentuan Lokasi TPA Di Kabupaten Lamandau Berbasis Web Aplication
Hidayat, Rahmat
Irmayanti, Ade
Tommy, Muhammad
Decision Support System
Multi Factor Evaluation Process
Web Application
Determining the final waste disposal site is a complex problem for Lamandau Regency, which is a developing district, the more people there are every year, the more waste is produced. However, determining the location is still done subjectively without considering the influencing factors and is still manual. In problems like this, the decision support system can be used as a solution to help make decisions. This study aims to implement a decision support system in determining the final disposal site using the Multi-Factor Evaluation Process (MFEP) method which is applied in the form of a Web Application using a prototype model. In determining the final disposal site, there are 5 criteria to be assessed, namely: Cover Land with an initial weight of 0.2, Rain Intensity with an initial weight of 0.1, Nature Reserve with an initial weight of 0.2, Agriculture with an initial weight of 0.3 and Entrance roads with an initial weight of 0.2, and the number of alternatives consists of 5 locations. The findings show that the error rate of this system is below 5%. After testing all modules or system components, all of them were successful and feasible to be used as a tool in determining the final place of development.
Pada penelitian ini dihasilkan sistem pendukung keputusan pemilihan lokasi TPA di kabupaten lamandau, Kasus pemilihan lokasi pembuangan sampah menjadi permasalahan yang komplek, karena semakin banyak penduduk di kabupaten lamandau. Dilihat dari segi wilayah yang direncanakan untuk menjadi lokasi Tempat Pembuangan Akhir (TPA) mempunyai karakteristik-karakteristik geografis tersendiri, dimana suatu lahan memiliki kondisi layak namun dekat dengan pemukiman warga atau sebaliknya daerah lain memiliki kondisi yang kurang layak namun jauh dari pemukiman penduduk. Terdapat banyak informasi yang dibutuhkan untuk memilih wilayah yang ideal untuk lokasi tempat pembuangan sampah akhir. Sistem Pendukung Keputusan ini dapat digunakan untuk membantu manusia mengambil keputusan dengan cepat, tepat, dan konsisten. Sistem ini dikembangkan dengan menerapkan metode Multi Factor Evaluation Process yang di aplikasikan dalam bentuk website. Hasil dari implementasi akan menentukan ranking lokasi pada TPA yang terbaik sampai ke nilai paling terendah atau terburuk. Sistem ini akan mengganti peran manusia untuk rekomendasi pengambilan keputusan dengan metode analisis MFEP yang di implementasikan dalam bentuk WebApplication. Proses kecepatan sistem dalam penentuan lokasi TPA terbaik akan lebih baik karena dengan menggunakan kreteria yang sudah di tetapkan oleh sistem. Kata kunci: MFEP , SPK , TPA , Web Application.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2635
10.29408/edumatic.v4i2.2635
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 103-111
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 103-111
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2635/1448
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2649
2022-06-26T10:26:10Z
edumatic:ART
A Need Analysis of Blended Learning Model for Deaf Students in Higher Education
Utami, Iga Setia
Budi, Setia
Nurhastuti, Nurhastuti
Blended Learning
Deaf Student
ICT
Need Analysis
Student diversity is one of the demographic advantages of education. One type of diversity is the registration in higher education students with special needs. For this purpose, teachers as educators are expected to be able to provide all students with adaptive teaching. Although the number of students with special needs is still a minority, educators still need to provide full education for them. Appropriate teaching can be achieved with the use of information technology, in particular the Internet. The use of the Internet as a support for classroom activities can be realized in a blended learning model. However, for each model to be used, an analysis study needs to be performed in order to have optimum results. The purpose of this study is to recognize needs and to obtain information on a blended learning model for deaf students in higher education. Needs analysis is carried out by means of a survey approach using a questionnaire provided to deaf students. The data were analyzed descriptively. The results have shown that deaf students meet the criteria for the development of a mixed learning model. Based on the study, it was concluded that the blended learning model can be applied to deaf students.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2649
10.29408/edumatic.v4i2.2649
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 112-119
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 112-119
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2649/1451
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2653
2022-06-26T10:26:10Z
edumatic:ART
The effectiveness of Augmented Reality based Learning on Vocational Competencies of Vocational School Students
Herlandy, Pratama Benny
Azim, Fauzan
Majid, Nuur Wachid Abdul
Augmented Reality
Vocational Competence
Vocational School
Learning Media
This research is based on limited laboratories in vocational high schools in the city of Pekanbaru. Students are could not to use one computer device (PC) for each. The actual condition is one PC is used by 2-3 students. This fact has an impact on the achievement of vocational competence. The proposed solution is to present a virtual laboratory concept based on Augmented Reality (AR). The purpose of this study was to measure the effectiveness of AR based learning media on the achievement of vocational competencies of. The type of research applied is equals-experimental with two groups pretest-posttest design method. The population and sample in this study were the Multimedia Study Program of SMK Muhammadiyah 2 Pekanbaru City. The results obtained were learning to use AR media is effective for increasing the learning outcome in the basic computer network material. The use of augmented reality-based learning media can be applied to vocational learning in SMK with material adjustments designed according to the needs of the applicable curriculum.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2653
10.29408/edumatic.v4i2.2653
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 120-128
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 120-128
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2653/1452
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2658
2022-06-26T10:26:10Z
edumatic:ART
Efektivitas E-Portofolio Berbantuan Edmodo Terhadap Keaktifan Belajar dan Kreativitas Mahasiswa Pada Matakuliah Desain Grafis
Nurbani, Nurbani
Permana, Ryan
Activities
Creativity
Effectiveness
E-portfolio
Using paper-based portfolios (PBP) that have been implemented in the Graphic-Design course, it was known that students' activeness and creativity were low yet. It can be seen from the results of the design or student worked were still very simple. The purpose of this study is to determine the effectiveness of E-portfolios assisted by Edmodo on student activities and creativity. The method used in this research is an experiment, and the form of research is a quasi-experiment (quasi-experimental). The population in this study was four classes. The sample in this study consisted of two classes, namely class A (control class) with a total of 28 students and class D (experimental class) with a total of 26 students for the 2019/2020 school year. The sampling technique used is Purposive Sampling. The experimental design used was Post-test Only Control Group Design. The data analysis technique used is the independent sample t-test. Our findings show that the experimental class has better activeness and creativity with Edmodo then the control class with paper-based portfolios. There are differences in learning activeness and creativity of students who utilize e-portfolios thought Edmodo and active learning of students who use PBP in Graphic-Design courses.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2658
10.29408/edumatic.v4i2.2658
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 129-135
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 129-135
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2658/1453
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2674
2022-06-26T10:26:10Z
edumatic:ART
Pengukuran E-learning Readiness pada Mahasiswa Sebagai Upaya Penerapan Pembelajaran Jarak Jauh Masa Pandemi COVID-19
Sulistyohati, Aprilia
Covid 19
Measurement of E-learning Readiness
PJJ
One of the efforts to reduce COVID-19 cases is a Distance Learning (PJJ) system for all levels of education. This study aims to determine the e-learning readiness of Cikarang University. Measurement of e-learning readiness implementation is carried out using the ELR framework. In this study, the ELR framework has consist of 4 main components, that are technology, innovation, people and self-development. This research was conducted on student in Cikarang University. Collecting data used structured interview with the campus management and then distributing questionnaires. The data processing used descriptive statistical techniques then mapped the e-learning Readiness index. The results of this study is to show that the Faculty of Engineering Cikarang University in the third level (ready) in implementing e-learning, but still requires improvement and preparation in several aspects to achieve success in implementing e-learning. Some recommendations are proposed for Cikarang University, that is the availability of an e-learning system that can fulfill students' need for learning and assigning. In addition, the campus is expected to be able to conduct socialization and training on e-learning to students so that it makes students understand the e-learning system at Cikarang University.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2674
10.29408/edumatic.v4i2.2674
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 136-145
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 136-145
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2674/1464
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2683
2022-06-26T10:26:10Z
edumatic:ART
Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja
Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja
Novayani, Wenda
Sasmita, Heri
Analysis Training Game
Inductive Thinking
IRT
IST
Analysis Training Game
Inductive Thinking
IRT
IST
Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning.
Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2683
10.29408/edumatic.v4i2.2683
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 146-154
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 146-154
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2683/1465
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2686
2022-06-26T10:26:10Z
edumatic:ART
Prototype Sistem Monitoring Infus Berbasis IoT (Internet Of Things )
Akbar, Taufik
Gunawan, Indra
Infusion
Internet of Things
Load Cell
NodeMCU V3
The development of increasingly sophisticated medical science and technology has an impact on the development of science and technology in the field of medical-devices. One of the existing equipment and is often used in hospitals, one of which is an IV. Currently in the world of health, infusion is still controlled manually. Because it takes time if the nurse has to go back and forth throughout the patient room. Not only is it time consuming, but there will be risks if it is too late to treat a patient whose infusion has run out. Technology needs to be used to minimize risks in the medical world, one of which is the application of IoT technology. This study aims to make it easier for nurses to control infusion conditions in real time using the concept of IoT ( the Internet of Things). The method used is the Waterfall method. This research uses hardware consisting of Load Cell with the HX711 module as a weight sensor, NodeMCU V3 as a processor, and Thingspeak Web server as the interface with the user. The results of the measurement of the tool made have an error of 0.25 Gram, sending data to the Thingspeak.com Server requires a good connection for maximum results.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2686
10.29408/edumatic.v4i2.2686
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 155-163
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 155-163
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2686/1468
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/2688
2022-06-26T10:26:10Z
edumatic:ART
Evaluation of Rapidminer-Aplication in Data Mining Learning using PeRSIVA Model
Uska, Muhammad Zamroni
Wirasasmita, Rasyid Hardi
Usuluddin, Usuluddin
Arianti, Baiq Desi Dwi
Data Mining
RapidMiner
PeRSIVA Model
RapidMiner is an application that is used to analyze data quantities and qualitatively to obtain information and knowledge as expected. This software is implemented to process data using several methods or algorithms in Data Minig learning. However, when using this software, users sometimes cannot distinguish between various methods or algorithms in Data Mining. Therefore, it is necessary to evaluate to optimize the use of this software in data mining learning. This study focuses on RapidMiner evaluation of data mining learning using the Persiva model. This model consists of aspects of satisfaction, behavior, impact, and effectiveness. The data collection technique was in the form of a questionnaire with 48 subjects. Data analysis used is descriptive statistics to determine satisfaction, behavior and effects. Meanwhile, Think-Aloud Retrospective technique is used to determine the effectiveness of RapidMiner. Our findings show that users are satisfied with the results of respondents on average agreeing (80%), in the aspect of behavior and impact, the percentage results are above 80%, and the use of this application has been effective with a completion rate above 90%. So it can be concluded that by using this application in data mining learning users can easily complete tasks, and be motivated, and add insights and knowledge in relevant disciplines.
Universitas Hamzanwadi
2020-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2688
10.29408/edumatic.v4i2.2688
Edumatic: Jurnal Pendidikan Informatika; Vol. 4 No. 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 164-171
Jurnal Pendidikan Informatika (EDUMATIC); Vol 4 No 2 (2020): Edumatic: Jurnal Pendidikan Informatika; 164-171
2549-7472
10.29408/edumatic.v4i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/2688/1471
Copyright (c) 2020 Edumatic : Jurnal Pendidikan Informatika
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3125
2022-03-04T06:33:22Z
edumatic:ART
Pengaruh Algoritma ADASYN dan SMOTE terhadap Performa Support Vector Machine pada Ketidakseimbangan Dataset Airbnb
Pengaruh Algoritma ADASYN dan SMOTE terhadap Performa Support Vector Machine pada Ketidakseimbangan Dataset Airbnb
Hidayat, Wahyu
Ardiansyah, Mursyid
Setyanto, Arief
ADASYN
Classification
SMOTE
SVM
Traveling
ADASYN
Classification
SMOTE
SVM
Traveling
Traveling activities are increasingly being carried out by people in the world. Some tourist attractions are difficult to reach hotels because some tourist attractions are far from the city center, Airbnb is a platform that provides home or apartment-based rentals. In lodging offers, there are two types of hosts, namely non-super host and super host. The super-host badge is obtained if the innkeeper has a good reputation and meets the requirements. There are advantages to being a super host such as having more visibility, increased earning potential and exclusive rewards. Support Vector Machine (SVM) algorithm classification process by these criteria data. Data set is unbalanced. The super host population is smaller than the non-super host. Overcoming the imbalance, this over sampling technique is carried out using ADASYN and SMOTE. Research goal was to decide the performance of ADASYN and sampling technique, SVM algorithm. Data analyse used over sampling which aims to handle unbalanced data sets, and confusion matrix used for testing Precision, Recall, and F1-SCORE, and Accuracy. Research shows that SMOTE SVM increases the accuracy rate by 1 percent from 80% to 81%, which is influenced by the increase in the True (minority) label test results and a decrease in the False label test results (majority), the SMOTE SVM is better than ADASYN SVM, and SVM without over sampling.
Traveling activities are increasingly being carried out by people in the world. Some tourist attractions are difficult to reach hotels because some tourist attractions are far from the city center, Airbnb is a platform that provides home or apartment-based rentals. In lodging offers, there are two types of hosts, namely non-super host and super host. The super-host badge is obtained if the innkeeper has a good reputation and meets the requirements. There are advantages to being a super host such as having more visibility, increased earning potential and exclusive rewards. Support Vector Machine (SVM) algorithm classification process by these criteria data. Data set is unbalanced. The super host population is smaller than the non-super host. Overcoming the imbalance, this over sampling technique is carried out using ADASYN and SMOTE. Research goal was to decide the performance of ADASYN and sampling technique, SVM algorithm. Data analyses used over sampling which aims to handle unbalanced data sets, and confusion matrix used for testing Precision, Recall, and F1-SCORE, and Accuracy. Research shows that SMOTE SVM increases the accuracy rate by 1 percent from 80% to 81%, which is influenced by the increase in the True (minority) label test results and a decrease in the False label test results (majority), the SMOTE SVM is better than ADASYN SVM, and SVM without over sampling.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4125
10.29408/edumatic.v5i1.3125
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 11-20
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 11-20
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4125/1709
Copyright (c) 2021 Wahyu Hidayat, Mursyid Ardiansyah, Arief Setyanto
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3171
2022-03-04T06:33:57Z
edumatic:ART
Rancang Bangun Sistem Informasi Bank Sampah di Desa Paguyangan
Rancang Bangun Sistem Informasi Bank Sampah di Desa Paguyangan
Afuan, Lasmedi
Nofiyati, Nofiyati
Umayah, Nasichatul
Garbage Bank
Garbage
Information Systems
Waterfall
Information Systems
Garbage
Garbage Bank
Waterfall
Garbage is the residual material resulting from a production process, both industry and households. Based on Brebes district's statistical data, the Paguyangan sub-district is in fourth place with an average of 249.62 m3 of garbage per day. Paguyangan is one of the villages in the Paguyangan sub-district. Paguyangan has a garbage problem where people still have the habit of throwing garbage in the river and yards around the house. Based on this, the Paguyangan Village Hall plans to build a garbage bank to overcome the problem. A garbage bank managed activities such as recording savings transactions. This study conducted a web-based design of the Garbage Bank Information System (SIBS). SIBS is an information system used to help process garbage transactions at a garbage bank. The purpose of this SIBS is to facilitate officers and customers in processing services at the garbage bank. The methodology used in system development is the Waterfall method. SIBS development uses PHP as a programming language and MySql as the DBMS. The result of this research is a garbage bank information system. SIBS can be used in the management of garbage management transactions. Testing the system using Blackbox Testing and MOS. SIBS is easy to operate from the test results obtained.
Garbage is the residual material resulting from a production process, both industry and households. Based on Brebes district's statistical data, the Paguyangan sub-district is in fourth place with an average of 249.62 m3 of garbage per day. Paguyangan is one of the villages in the Paguyangan sub-district. Paguyangan has a garbage problem where people still have the habit of throwing garbage in the river and yards around the house. Based on this, the Paguyangan Village Hall plans to build a garbage bank to overcome the problem. A garbage bank managed activities such as recording saving's transactions. This study conducted a web-based design of the Garbage Bank Information System (SIBS). SIBS is an information system used to help process garbage transactions at a garbage bank. The purpose of this SIBS is to facilitate officers and customers in processing services at the garbage bank. The methodology used in system development is the Waterfall method. SIBS development uses PHP as a programming language and MySql as the DBMS. The result of this research is an information system that can be used in the management of Waste Management transactions. The results of system testing using Black box Testing and Mean Opinion Score (MOS) obtained that all components in this system are running well according to needs.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3171
10.29408/edumatic.v5i1.3171
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 21-30
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 21-30
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3171/1711
Copyright (c) 2021 Lasmedi Afuan, Nofiyati Nofiyati, Nasichatul Umayah
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3252
2022-03-04T06:36:06Z
edumatic:ART
Penerapan Metode Rank Order Centroid dan Additive Ratio Assessment Pada Aplikasi Rekomendasi Supplier
Penerapan Metode Rank Order Centroid dan Additive Ratio Assessment Pada Aplikasi Rekomendasi Supplier
Addenan, Ronny
Susanti, Wilda
Additive Ratio Assessment
Decision Support System
Rank Order Centroid
Supplier
PT.Yanmarindo Perkasa is a company in the sale of diesel engines, generators, tooling tools and engine spare parts. Many suppliers want to distribute their goods through PT.Yanmarindo Perkasa, thus demanding the company to choose the right supplier, in order to ensure the smooth fulfillment of stock items. The process of selecting suppliers is still done manually with criteria limited to quantitative criteria, so that the process takes a long time and the results are not precise. The purpose of this study is to build a decision support system for supplier recommendations quickly and precisely in meeting the company's needs. The supplier selection process uses the Rank-Order Centroid (ROC) method in weighting the criteria and the Additive Ratio Assessment (ARAS) for ranking. ARAS value obtained is the K value that is ranked to get the best supplier by using a computerized decision support system. The application of these two methods can speed up the results of decisions, does not take a long time and the results obtained are also maximum.
PT.Yanmarindo Perkasa is a company in the sale of diesel engines, generators, tooling tools and engine spare parts. Many suppliers want to distribute their goods through PT.Yanmarindo Perkasa, thus demanding the company to choose the right supplier, in order to ensure the smooth fulfillment of stock items. The process of selecting suppliers is still done manually with criteria limited to quantitative criteria, so that the process takes a long time and the results are not precise. The purpose of this study is to build a decision support system for supplier recommendations quickly and precisely in meeting the company's needs. The supplier selection process uses the Rank-Order Centroid (ROC) method in weighting the criteria and the Additive Ratio Assessment (ARAS) for ranking. ARAS value obtained is the K value that is ranked to get the best supplier by using a computerized decision support system. The application of these two methods can speed up the results of decisions, does not take a long time and the results obtained are also maximum.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3252
10.29408/edumatic.v5i1.3252
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 31-40
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 31-40
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3252/1712
Copyright (c) 2021 Ronny Addenan, Wilda Susanti
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3274
2022-03-04T06:39:52Z
edumatic:ART
Sistem Informasi Pengelola Bank ASI Berbasis Website (Studi Kasus: Posyandu Kelurahan Bantarsoka)
Sistem Informasi Pengelola Bank ASI Berbasis Website (Studi Kasus: Posyandu Kelurahan Bantarsoka)
Kusuma, Tyas Pratama Puja
Rahayu, Dania Gusmi
ASI Bank donor
Information system
Website
ASI Bank
Donor
Information System
Website
The problem discussed in this study is designing a system that can be used as an ASI bank. The Posyandu in Bantarsoka Village is very concerned about the importance of breastfeeding for babies. A lot of babies who are not breast fed are a concern. On the other hand, many breastfeeding mothers also have excess breast milk. The absence of a system that accommodates information about ASI at the Posyandu in Bantarsoka Village makes the Posyandu less optimal in helping its residents overcome the problem of breastfeeding distribution. With current technological developments, the idea emerged to create an information system for ASI management, which later could be a solution to the problems. The ASI Bank Management System aims to provide a forum for mothers who have been excess breast fed to be able to donate their breast milk to babies who do not get their mother's milk intake. This study uses the Waterfall method which is carried out with a structured approach, starting from the system requirement's stages, analysis, design, coding, testing, and maintenance. The result of this research is an information system in the form on the ASI Bank website. With this system, it is hoped that it can help with the problem of breastfeeding distribution. The system created can properly manage and record breastfeeding ownership, who is the donors and recipients. By utilizing Internet technology, information dissemination can be accessed quickly and easily.
The problem discussed in this study is designing a system that can be used as an ASI bank. The Posyandu in Bantarsoka Village is very concerned about the importance of breastfeeding for babies. A lot of babies who are not breast fed are a concern. On the other hand, many breastfeeding mothers also have excess breast milk. The absence of a system that accommodates information about ASI at the Posyandu in Bantarsoka Village makes the Posyandu less optimal in helping its residents overcome the problem of breastfeeding distribution. With current technological developments, the idea emerged to create an information system for ASI management, which later could be a solution to the problems. The ASI Bank Management System aims to provide a forum for mothers who have been excess breast fed to be able to donate their breast milk to babies who do not get their mother's milk intake. This study uses the Waterfall method which is carried out with a structured approach, starting from the system requirement's stages, analysis, design, coding, testing, and maintenance. The result of this research is an information system in the form on the ASI Bank website. With this system, it is hoped that it can help with the problem of breastfeeding distribution. The system created can properly manage and record breastfeeding ownership, who is the donors and recipients. By utilizing Internet technology, information dissemination can be accessed quickly and easily.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3274
10.29408/edumatic.v5i1.3274
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 41-49
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 41-49
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3274/1733
Copyright (c) 2021 Tyas Pratama Puja Kusuma, Dania Gusmi Rahayu
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3275
2022-03-04T07:08:40Z
edumatic:ART
Perancangan E-Commerce Sebagai Media Pemasaran Kerajian Bambu
Perancangan E-Commerce Sebagai Media Pemasaran Kerajian Bambu
Cahyanti, F. Lia Dwi
Sarasati, Fajar
Widiastuti, Widiastuti
Firasari, Elly
E-Commerce
Media
Design
Marketing
UKM
Design
E-Commerce
Media
Marketing
UKM
At this time progress economic in Indonesia is very rapidly, This is evidenced by the emergence of many newly pioneered business fields one of which is a company engaged in marketing. Each Company makes various efforts to keep the company be growing. UKM Kerajinan Bambu Brajan in Sleman Yogyakarta has a problem's promotion activities and product sales that are still traditional and manual. The purpose of this study is to design e-commerce as a traffic bamboo handicrafts on UKM in Brajan village. With the creation of the e-commerce website as the marketing of products is expected to help traffic the product so that it can be widely known to the public. The waterfall model is what is used to design this product in systematic steps. This study produces a ecommerce website that has been tested for its feasibility using the black box testing method. This Website provides information to consumers about the products in UKM Kerajinan Bambu Brajan, as well as provides a facility of the UKM in the process of selling and marketing products.
At this time progress economic in Indonesia is very rapidly, This is evidenced by the emergence of many newly pioneered business fields one of which is a company engaged in marketing. Each Company makes various efforts to keep the company be growing. UKM Kerajinan Bambu Brajan in Sleman Yogyakarta has a problem's promotion activities and product sales that are still traditional and manual. The purpose of this study is to design e-commerce as a traffic bamboo handicrafts on UKM in Brajan village. With the creation of the e-commerce website as the marketing of products is expected to help traffic the product so that it can be widely known to the public. The waterfall model is what is used to design this product in systematic steps. This study produces a ecommerce website that has been tested for its feasibility using the black box testing method. This Website provides information to consumers about the products in UKM Kerajinan Bambu Brajan, as well as provides a facility of the UKM in the process of selling and marketing products.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3275
10.29408/edumatic.v5i1.3275
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 70-79
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 70-79
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3275/1740
Copyright (c) 2021 F. Lia Dwi Cahyanti, Fajar Sarasati, Widiastuti Widiastuti, Elly Firasari
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3278
2022-03-04T06:51:27Z
edumatic:ART
Perancangan Security Network Intrusion Prevention System Pada PDTI Universitas Islam Raden Rahmat Malang
Perancangan Security Network Intrusion Prevention System Pada PDTI Universitas Islam Raden Rahmat Malang
Wahyudi, Farid
Utomo, Listanto Tri
IPS
Intrusion Prevention System
Early detection
Network Security
Early detection
Intrusion Prevention System
IPS
Network Security
Security is very main in computer networks, where many devices are connected to each other to interact and exchange data without limits. Network security is also a very important issue to prioritize, one of which is to use an intrusion prevention system. At PDTI UNIRA there are often network security problems, one of which is that during the test season, the server experiences many intrusion problems. The purpose of this research is to develop a social science system based on the analysis at PDTI of Raden Rahmat Islamic University Malang. This research method uses a computer security development approach, namely the Intrusion Prevention System (IPS), by combining firewall engineering methods and Intrusion-Detection System (IDS). The result of this research is a technology that can be used to prevent attacks that will enter the local network checking and recording all data packets and recognizing sensor packets, when the attack has been identified, IPS will deny access (block) and record (log) all data packets. identified. So IPS acts as a firewall that will allow and block combined with IDS that can detect packets in detail. With a network security system, the Unira PDTI server is safer and can avoid intrusion.
Security is very main in computer networks, where many devices are connected to each other to interact and exchange data without limits. Network security is also a very important issue to prioritize, one of which is to use an intrusion prevention system. At PDTI UNIRA there are often network security problems, one of which is that during the test season, the server experiences many intrusion problems. The purpose of this research is to develop a social science system based on the analysis at PDTI of Raden Rahmat Islamic University Malang. This research method uses a computer security development approach, namely the Intrusion Prevention System (IPS), by combining firewall engineering methods and Intrusion-Detection System (IDS). The result of this research is a technology that can be used to prevent attacks that will enter the local network checking and recording all data packets and recognizing sensor packets, when the attack has been identified, IPS will deny access (block) and record (log) all data packets. identified. So IPS acts as a firewall that will allow and block combined with IDS that can detect packets in detail. With a network security system, the Unira PDTI server is safer and can avoid intrusion.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3278
10.29408/edumatic.v5i1.3278
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 60-69
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 60-69
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3278/1739
Copyright (c) 2021 Farid Wahyudi, Listanto Tri Utomo
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3291
2022-03-04T06:42:29Z
edumatic:ART
Analisis Peran Konten Instagram Universitas dan Loyalitas Mahasiswa terhadap Peningkatan Reputasi Universitas Kota Batam
Analisis Peran Konten Instagram Universitas dan Loyalitas Mahasiswa terhadap Peningkatan Reputasi Universitas Kota Batam
Ardiansyah, Muhammad
Instagram
Social Media Content
Social Media
Student Loyality
University Reputation
Instagram
Social Media Content
Social Media
Student Loyality
University Reputation
A university is required to continuously improve its reputation and with the help of social media (SocMed), the university can grow its reputation through providing content and increasing loyalty through SocMed. The purpose of this study is to analyse the number of SocMed users among students at higher-education institutions, the importance of providing SocMed content, Instagram SocMed content can be considered as good in providing information, Student’s loyalty toward university’s reputation, as a consideration for a university in considering the type of content and interaction that will be carried out to students via SocMed, and to determine the importance of student’s loyalty toward university. This study uses quantitative methods with Content on the university's Instagram SocMed and student’s loyalty as the independent variables, and the University's reputation as the dependent variable. The questionnaire was distributed online using google form. As for data processing, SPSS-App, and data analyst, using regression with several tests consists of data validity-test, data reliability-test, normality-test, and correlation-test. The samples in this study were 395 students from universities in the city of Batam. This study proves that the University's SocMed Content has an influence on the university's reputation, and Student’s Loyalty also affects the university's reputation in the social-environment.
A university is required to continuously improve its reputation and with the help of social media (SocMed), the university can grow its reputation through providing content and increasing loyalty through SocMed. The purpose of this study is to analyse the number of SocMed users among students at higher-education institutions, the importance of providing SocMed content, Instagram SocMed content can be considered as good in providing information, Student’s loyalty toward university’s reputation, as a consideration for a university in considering the type of content and interaction that will be carried out to students via SocMed, and to determine the importance of student’s loyalty toward university. This study uses quantitative methods with Content on the university's Instagram SocMed and student’s loyalty as the independent variables, and the University's reputation as the dependent variable. The questionnaire was distributed online using google form. As for data processing, SPSS-App, and data analyst, using regression with several tests consists of data validity-test, data reliability-test, normality-test, and correlation-test. The samples in this study were 395 students from universities in the city of Batam. This study proves that the University's SocMed Content has an influence on the university's reputation, and Student’s Loyalty also affects the university's reputation in the social-environment.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3291
10.29408/edumatic.v5i1.3291
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 50-59
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 50-59
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3291/1738
Copyright (c) 2021 Muhammad Ardiansyah
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3317
2022-03-04T07:10:29Z
edumatic:ART
Desain Game Edukasi Ilmu Tajwid Bagi Anak Usia Dini menggunakan Pemodelan Finite State Automata
Desain Game Edukasi Ilmu Tajwid Bagi Anak Usia Dini menggunakan Pemodelan Finite State Automata
Yanto, Yanto
Ismunandar, Dinar
Erni, Erni
Setiawan, Santoso
Ihsan, Muhammad Ifan Rifani
E-NFA
Game Application
Science
Tajwid
Education
E-NFA
Game Application
Tajwid Science
This study discusses how Finite State Automata (FSA) can be used as a model to design a Tajweed Science game application as a business diagram. This study aims to facilitate early childhood in learning the science of recitation by grouping hijaiyah letters into grouping the science of recitation by using a touch of the hand. The type of automata theory used is a non-deterministic finite automata with epsilon transition (E) or better known as E-NFA. Each transition, input, state that exists from the NFA, is basically to show the characteristics or states that occur in a game application. The importance of this research, in addition to learning recitation from an early age, is to show that automata theory can be used to help design a system in making game applications. The results of this Tajweed Science game application design are a rough display because there will still be further development stages and can ensure that game applications can be built from E-NFA modeling.
This study discusses how Finite State Automata (FSA) can be used as a model to design a Tajweed Science game application as a business diagram. This study aims to facilitate early childhood in learning the science of recitation by grouping hijaiyah letters into grouping the science of recitation by using a touch of the hand. The type of automata theory used is a non-deterministic finite automata with epsilon transition (E) or better known as E-NFA. Each transition, input, state that exists from the NFA, is basically to show the characteristics or states that occur in a game application. The importance of this research, in addition to learning recitation from an early age, is to show that automata theory can be used to help design a system in making game applications. The results of this Tajweed Science game application design are a rough display because there will still be further development stages and can ensure that game applications can be built from E-NFA modeling.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3317
10.29408/edumatic.v5i1.3317
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 80-88
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 80-88
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3317/1742
Copyright (c) 2021 Yanto Yanto, Dinar Ismunandar, Erni Erni, Santoso Setiawan, Muhammad Ifan Rifani Ihsan
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3336
2022-03-04T07:20:03Z
edumatic:ART
Klasifikasi Penyakit Diabetes Menggunakan Metode CFS dan ROS dengan Algoritma J48 Berbasis Adaboost
Klasifikasi Penyakit Diabetes Menggunakan Metode CFS Dan ROS dengan Algoritma J48 Berbasis Adaboost
Pramadhana, Dian
Adaboost
Correlation Feature Selection
Diabetes Mellitus
J48
Random Over Sampling
Adaboost
Correlation Feature Selection
Diabetes Mellitus
J48
Random Over Sampling
Diabetes was a disease that occurs due to high blood-glucose levels. Researchers tried to prevent complications from developing by using data mining techniques. One of the techniques used in data mining was classification. The purpose of this study improves the accuracy of the classification of diabetes for a better and optimal result. The method in this study is Correlation Feature Selection (CFS) as attribute selection, Random Over Sampling to handle unbalanced data and AdaBoost to improve the performance of the J48 algorithm so the result obtained best. Based on the result of this study, showed that Correlation Feature Selection for attribute selection and Random Over Sampling to handle imbalance's class with the Adaboost-based J48 algorithm proved can increase the results of the diabetes classification with an accuracy of 92.3%. For the further research recommended to apply other methods so that the accuracy results obtained are more optimal for comparison.
Diabetes was a disease that occurs due to high blood-glucose levels. Researchers tried to prevent complications from developing by using data mining techniques. One of the techniques used in data mining was classification. The purpose of this study improves the accuracy of the classification of diabetes for a better and optimal result. The method in this study is Correlation Feature Selection (CFS) as attribute selection, Random Over Sampling to handle unbalanced data and AdaBoost to improve the performance of the J48 algorithm so the result obtained best. Based on the result of this study, showed that Correlation Feature Selection for attribute selection and Random Over Sampling to handle imbalance's class with the Adaboost-based J48 algorithm proved can increase the results of the diabetes classification with an accuracy of 92.3%. For the further research recommended to apply other methods so that the accuracy results obtained are more optimal for comparison.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3336
10.29408/edumatic.v5i1.3336
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 89-98
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 89-98
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3336/1743
Copyright (c) 2021 Dian Pramadhana
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3359
2022-03-04T07:20:54Z
edumatic:ART
Komparasi Distance Measure Pada K-Medoids Clustering untuk Pengelompokkan Penyakit Ispa
Komparasi Distance Measure Pada K-Medoids Clustering untuk Pengelompokkan Penyakit Ispa
Nuranti, Mia
Aini, Mia Nuur
Enri, Ultach
Chebyshev Distance
Davies Bouldin Index
Euclidean Distance
K-Medoids
Chebyshev Distance
Davies Bouldin Index
Euclidean Distance
K-Medoids
K-Medoids is an unsupervised algorithm that uses a distance measure to classify data. The distance measure is a method that can help an algorithm classify data based on the similarity of the variables. Several studies have shown that using the right distance measure can improve the performance of the algorithm in clustering. Euclidean and Chebyshev is two of some distance measures that can be used. In 2016, Karawang Health Office stated that 175.891 Karawang citizens were suffering from ISPA. This figure continued to increase in the following year until 2019. The total of Karawang citizens who suffering from ISPA reached 181.945 people. To assist the government in overcoming this problem, a clustering process will be carried out to group the areas where the ISPA is spreading in Karawang District. The area will be divided into three clusters, namely low, medium and high. Comparison of distance measures is carried out to find the best model based on the evaluation of the Davies Bouldin Index (DBI). The use of Euclidean-distance produces a DBI score of 0,088 meanwhile the use of Chebyshev distance resulted in a DBI score of 0,116. The performance of the K-Medoids algorithm with Euclidean-distance is considered to be better than Chebyshev distance because it produces a DBI score that is near to 0.
K-Medoids is an unsupervised algorithm that uses a distance measure to classify data. The distance measure is a method that can help an algorithm classify data based on the similarity of the variables. Several studies have shown that using the right distance measure can improve the performance of the algorithm in clustering. Euclidean and Chebyshev is two of some distance measures that can be used. In 2016, Karawang Health Office stated that 175.891 Karawang citizens were suffering from ISPA. This figure continued to increase in the following year until 2019. The total of Karawang citizens who suffering from ISPA reached 181.945 people. To assist the government in overcoming this problem, a clustering process will be carried out to group the areas where the ISPA is spreading in Karawang District. The area will be divided into three clusters, namely low, medium and high. Comparison of distance measures is carried out to find the best model based on the evaluation of the Davies Bouldin Index (DBI). The use of Euclidean-distance produces a DBI score of 0,088 meanwhile the use of Chebyshev distance resulted in a DBI score of 0,116. The performance of the K-Medoids algorithm with Euclidean-distance is considered to be better than Chebyshev distance because it produces a DBI score that is near to 0.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3359
10.29408/edumatic.v5i1.3359
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 99-107
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 99-107
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3359/1744
Copyright (c) 2021 Mia Nuranti, Mia Nuur Aini, Ultach Enri
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3372
2022-03-04T07:22:09Z
edumatic:ART
Evaluasi Kualitas Kesiapan Belajar Online Mahasiswa Baru Program Studi Manajemen Dakwah IAIN Pontianak
Evaluasi Kualitas Kesiapan Belajar Online Mahasiswa Baru Program Studi Manajemen Dakwah IAIN Pontianak
Syifa, Abdullah
Evaluation
New Students
Online Learning Readiness
Evaluation
New Students
Online Learning Readiness
IAIN of Pontianak Dakwah Management Study Program is currently doing online learning. The implementation is surely difficult, especially for the new students. They need to be prepared in following the online learning. This condition is attracting the interest to evaluate the preparation quality. The purpose of this research is to evaluate the preparation quality of online learning the new students in IAIN of Pontianak Dakwah Management Study Program using the quantitative approach. The population of this research is all students from in IAIN of Pontianak Dakwah Management Study Program. The sampling technique used in this research is the total-sampling, where all the populations are used as the sample of research. Data collecting use the instrument for online learning preparation scale. Data analysis is conducted in two stages, where the data analysed in percentage quantitative descriptive and comparison with achievement category criteria. The results of this research show the median value of confidence dimension in using computer or the Internet for learning is 8,77. Median value for independent learning is 17,77. 8,95 are for students’ control dimension in the online-context. The learning motivation dimension in the online-context with 14,41 value, and confidence dimension in communicating online is 10,28 value.
IAIN of Pontianak Dakwah Management Study Program is currently doing online learning. The implementation is surely difficult, especially for the new students. They need to be prepared in following the online learning. This condition is attracting the interest to evaluate the preparation quality. The purpose of this research is to evaluate the preparation quality of online learning the new students in IAIN of Pontianak Dakwah Management Study Program using the quantitative approach. The population of this research is all students from in IAIN of Pontianak Dakwah Management Study Program. The sampling technique used in this research is the total-sampling, where all the populations are used as the sample of research. Data collecting use the instrument for online learning preparation scale. Data analysis is conducted in two stages, where the data analysed in percentage quantitative descriptive and comparison with achievement category criteria. The results of this research show the median value of confidence dimension in using computer or the Internet for learning is 8,77. Median value for independent learning is 17,77. 8,95 are for students’ control dimension in the online-context. The learning motivation dimension in the online-context with 14,41 value, and confidence dimension in communicating online is 10,28 value.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3372
10.29408/edumatic.v5i1.3372
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 108-117
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 108-117
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3372/1745
Copyright (c) 2021 Abdullah Syifa
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3378
2022-03-04T07:22:54Z
edumatic:ART
Optimalisasi Umur Pemakaian AC Melalui Sistem Informasi Reminder Perawatan
Optimalisasi Umur Pemakaian AC Melalui Sistem Informasi Reminder Perawatan
Setiawan, Aries
Wibowo, Sasono
Farida, Ida
AC
Optimization
Information System
Reminder
Air Conditioner (AC)
Information System
Maintenance
Optimization Reminder
There is no periodic scheduling of Air Conditioner (AC) maintenance, which stems from the lack of recording on the maintenance card and maintenance book, resulting in a lot of AC damage that propagates from one component to component until finally the AC cannot function completely. A system is needed to provide information that will remind the time of maintenance as the first step in optimizing the life of the air conditioner. The purpose of this study is to build an information system of maintenance-reminder, so that the air conditioner used is maintained according to a predetermined schedule. The method used to build this system is a waterfall with five steps, namely: analysis, design, implementation, and testing. To Test the system that has been made, in this study using black box-testing by checking every part of each system. Our findings are to produce a standardized maintenance reminder system. The test results show that all components in the system are functioning properly, so it is easier for users to know which air conditioners need maintenance. With this system, it can maximize the maintenance function to optimize service life.
There is no periodic scheduling of Air Conditioner (AC) maintenance, which stems from the lack of recording on the maintenance card and maintenance book, resulting in a lot of AC damage that propagates from one component to component until finally the AC cannot function completely. A system is needed to provide information that will remind the time of maintenance as the first step in optimizing the life of the air conditioner. The purpose of this study is to build an information system of maintenance-reminder, so that the air conditioner used is maintained according to a predetermined schedule. The method used to build this system is a waterfall with five steps, namely: analysis, design, implementation, and testing. To Test the system that has been made, in this study using black box-testing by checking every part of each system. Our findings are to produce a standardized maintenance reminder system. The test results show that all components in the system are functioning properly, so it is easier for users to know which air conditioners need maintenance. With this system, it can maximize the maintenance function to optimize service life.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3378
10.29408/edumatic.v5i1.3378
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 118-127
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 118-127
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3378/1746
Copyright (c) 2021 Aries Setiawan, Sasono Wibowo, Ida Farida
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3383
2022-03-04T07:24:50Z
edumatic:ART
Implementasi Sistem Informasi Berbasis QR Code Guna Mencegah Kerumunan dalam Antrian Wisuda
Anggoro, Dani
Sakti, Dolly Virgian Shaka Yudha
Waluyo, Sejati
Graduation
Information Systems
New Normal
QR Code
Graduation is an inauguration event for students who have completed their studies at university. This event was attended by many people in the room. The Covid-19 pandemic requires us to adapt to being new normal, as well as graduation events. Events cannot be held as usual because everyone must follow health protocols, such as maintaining distance between people and not gathering indoors. Online graduation can be a solution, but in-person graduation is more expected by students and parents. The purpose of this study is to implement a QR Code-based information system to prevent indoor crowds and manage graduation queues. The method used in building the system is a prototype model with stages, namely analysing data, designing the system using UML diagrams, coding using the PHP Native programming language and testing using Black Box Testing. The result of this research is a web-based application that can read QR Code from students. The test results show that the application created can be a solution in holding graduation directly during the adaptation period of new habits during the Covid-19 pandemic.
Universitas Hamzanwadi
2021-06-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3383
10.29408/edumatic.v5i1.3383
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 128-136
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 1 (2021): Edumatic: Jurnal Pendidikan Informatika; 128-136
2549-7472
10.29408/edumatic.v5i1
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3383/1747
Copyright (c) 2021 Dani Anggoro, Dolly Virgian Shaka Yudha Sakti, Sejati Waluyo
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3404
2022-03-01T11:32:35Z
edumatic:ART
Implementation and Evaluation of User Experience on Mobile Augmented Reality Technology-Based Brochure Applications
Syahidi, Aulia Akhrian
Asyikin, Arifin Noor
Sania, Rahimatus
Subandi, Subandi
Extreme Programming Development Method
Mobile Augmented Reality
University Promotional Media
User Experience Evaluation
Along with the spread of the COVID-19 virus which has an impact on new student admissions at various universities in Indonesia. This impact was also felt at the Politeknik Negeri Banjarmasin (POLIBAN) with the decline in the number of registrants and the public's interest in continuing higher education. So we need a promotion that is not monotonous and must be innovative. Various kinds of technology have been created to support and facilitate all activities in various fields, one of which is in the field of promotional media. Promotion is very important for a university to offer or show the facilities and infrastructure contained in the university and show its quality. The purpose of this study is to implement mobile augmented reality technology as a POLIBAN promotional media solution and evaluate the user experience of the application. The research method used is the Extreme Programming (XP) development method and a technique for evaluating user experience using the User Experience Questionnaire (UEQ). The results of the research conducted based on the results of the implementation stated that functionally all the features offered by the application can function properly and the results of the evaluation of user experience as a non-functional assessment of 50 respondents with an average value of 2.87 with an excellent predicate.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
application/pdf
application/vnd.openxmlformats-officedocument.spreadsheetml.sheet
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3404
10.29408/edumatic.v5i2.3404
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 137-146
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 137-146
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3404/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3404/4464
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3404/4465
Copyright (c) 2021 Aulia Akhrian Syahidi, Arifin Noor Asyikin, Rahimatus Sania, Subandi
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3424
2022-03-01T11:36:58Z
edumatic:ART
Analisis Perbandingan Akurasi Algoritma Naïve Bayes Dan C4.5 untuk Klasifikasi Diabetes
Analisis Perbandingan Akurasi Algoritma Naïve Bayes dan C4.5 untuk Klasifikasi Diabtes
Ardiansyah, Mursyid
Sunyoto, Andi
Luthfi, Emha Taufiq
C4.5
Classification
Decision Tree
Diabetes
Naïve Bayes
Diabetes
Klasifikasi
NaÃive Bayes
Decision Tree
C4.5
Diabetes is a metabolic disease in which blood sugar rises high. If blood sugar is not controlled properly, it can cause a variety of critical diseases, one of which is diabetes. The purpose of this study was to find out the results of comparing the performance values of Naïve Bayes and C4.5 algorithms with 7 different scenarios in the classification of diabetes that will be tested for accuracy, precision, and recall performance. The method used in this study is descriptive, and the source of skunder data obtained from the data of diabetic patients available on Kaggle with the format .csv issued by Ishan Dutta as many as 520 data and 17 fields. The tool used for data analysis is Rapidminer for the process of classification and performance testing of Naïve Bayes algorithm and C4.5 Algorithm. Our results showed that the C4.5 algorithm (scenario 4) had good results in the classification of diabetes compared to Naïve Bayes' algorithm (scenario 2) where the performance of the C4.5 algorithm had an accuracy of 99.03%, precision 100%, and recall 98.18%.
Diabetes is a metabolic disease in which glucose increases high. Glucose is an important source of energy for cells and tissues of the human body. If glucose is not controlled properly, it can cause various kinds of critical diseases, one of which is diabetes. According to WHO, nearly 350 million people suffer from diabetes, WHO also predicts that by 2030 diabetes will be one of the main causes of death. This research was conducted to determine the comparison of which algorithm is good for the classification of diabetes, the two algorithms are Naïve Bayes and C4.5. By doing this research it is hoped that it will help in diagnosing diabetes. This research uses Rapidminer tools for the classification and testing of the Naïve Bayes and the C4.5. From the results of the research that has been done, it is found that Naïve Bayes results have an accuracy of 87.38%, precision (+) 90.38%, precision (-) 84.31%, recall (+) 85.45%, and recall (-) 89.58% while the classification algorithm C4.5 has accuracy 95.15%, precision (+) 96.30%, precision (-) 93.88%, recall (+) 94.55%, and recall (-) 95.83%. It can be concluded that the C4.5 has a better performance than Naïve Bayes in classifying diabetes.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3424
10.29408/edumatic.v5i2.3424
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 147-156
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 147-156
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3424/pdf
Copyright (c) 2021 Mursyid Ardiansyah, Andi Sunyoto, Emha Taufiq Luthfi
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3652
2022-03-01T11:39:22Z
edumatic:ART
Pemodelan Ancaman Sistem Keamanan E-Health menggunakan Metode STRIDE dan DREAD
Pemodelan Ancaman Sistem Keamanan E-Health Menggunakan Metode STRIDE dan DREAD
Faridi, Muhammad Khairul
Riadi, Imam
Prayudi, Yudi
DREAD
E-Health
Security Identification
SIMRS
STRIDE
Threat Modelling
DREAD
E-Health
Security Identification
SIMRS
STRIDE
Threat Modelling
The Hospital Management Information System (SIMRS) functions as a medium for hospital information and hospital management. There are patient medical record data, which is the result of interactions between doctors and sufferer. Medical records are sensitive data so that the security of the hospital management information system needs to be improved to convince users or patients that the data stored on SIMRS is safe at attackers. There are several ways to improve system security, one of which is by threat modeling. Threat modeling aims to identify vulnerabilities and threats that exist in SIMRS. In this paper, threat modeling will use the STRIDE-model. The recognition with the STRIDE-model will then be analyzed and sorted according to the modeling with the STRIDE method. After the analysis is complete, it will be calculated and given a rating based on the DREAD method's assessment. The STRIDE method's results show that there are several threats identified, such as there is one threat on the user side, the webserver is five threats, and the database is three threats. The level of the threat varies from the lowest-level (LowL) to the highest-level (HiL). Based on the threat level, it can be a guide and sequence in improving and improving the security system at SIMRS, starting from the LowL to the HiL.
The Hospital Management Information System (SIMRS) functions as a medium for hospital information and hospital management. There are patient medical record data, which is the result of interactions between doctors and sufferer. Medical records are sensitive data so that the security of the hospital management information system needs to be improved to convince users or patients that the data stored on SIMRS is safe at attackers. There are several ways to improve system security, one of which is by threat modeling. Threat modeling aims to identify vulnerabilities and threats that exist in SIMRS. In this paper, threat modeling will use the STRIDE-model. The recognition with the STRIDE-model will then be analyzed and sorted according to the modeling with the STRIDE method. After the analysis is complete, it will be calculated and given a rating based on the DREAD method's assessment. The STRIDE method's results show that there are several threats identified, such as there is one threat on the user side, the webserver is five threats, and the database is three threats. The level of the threat varies from the lowest-level (LowL) to the highest-level (HiL). Based on the threat level, it can be a guide and sequence in improving and improving the security system at SIMRS, starting from the LowL to the HiL.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3652
10.29408/edumatic.v5i2.3652
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 157-166
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 157-166
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3652/pdf
Copyright (c) 2021 Muhammad Khairul Faridi, Imam Riadi, Yudi Prayudi
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3664
2022-03-01T11:42:41Z
edumatic:ART
Perbandingan Performansi Model pada Algoritma K-NN terhadap Klasifikasi Berita Fakta Hoaks Tentang Covid-19
Perbandingan Performansi Model pada Algoritma K-NN Terhadap Klasifikasi Berita Fakta Hoaks Tentang Covid-19
Hidayat, Wahyu
Utami, Ema
Iskandar, Ahmad Fikri
Hartanto, Anggit Dwi
Prasetio, Agung Budi
Euclidean
Jaccard
K-Nearest Neighbor
Manhattan
Minkowski
Euclidean
Jaccard
K-Nearest Neighbor
Manhattan
Minkowski
During Covid-19 pandemic, there was various hoax news about Covid-19. There are truth-clarification platforms for hoax news about Covid-19 such as Jala Hoax and Saber Hoax which categorize into misinformation and disinformation. Classification of supervised learning methods is applied to carry out learning from fact labels. Dataset is taken from Jala Hoax and Saber Hoax as many as 559 data which are made into Class 1 (Misleading Content, Satire/Parody, False Connection), Class 2 (False Context, Imposter Content), Class 3 (Fabricated and Manipulated Content). K-Nearest Neighbor (K-NN) is used to classify categories of misinformation and disinformation. Dissimilarity measure Jaccard Distance is compared with Euclidean, Manhattan, and Minkowski and uses k-value variance in the K-NN to determine the performance comparison results for each test. Results of Jaccard Distance at the value of k = 4 get a higher value than other model with an accuracy 0.696, precision 0.710, recall 0.572, and F1-Score. Maximum Results tend to be on the label of the most data class in Class 1 (Misleading Content, Satire or Parody, False Connection) with a total of 58 correct data from 61 test data.
During Covid-19 pandemic, there was various hoax news about Covid-19. There are truth-clarification platforms for hoax news about Covid-19 such as Jala Hoax and Saber Hoax which categorize into misinformation and disinformation. Classification of supervised learning methods is applied to carry out learning from fact labels. Dataset is taken from Jala Hoax and Saber Hoax as many as 559 data which are made into Class 1 (Misleading Content, Satire/Parody, False Connection), Class 2 (False Context, Imposter Content), Class 3 (Fabricated and Manipulated Content). K-Nearest Neighbor (K-NN) is used to classify categories of misinformation and disinformation. Dissimilarity measure Jaccard Distance is compared with Euclidean, Manhattan, and Minkowski and uses k-value variance in the K-NN to determine the performance comparison results for each test. Results of Jaccard Distance at the value of k = 4 get a higher value than other model with an accuracy 0.696, precision 0.710, recall 0.572, and F1-Score. Maximum results tend to be on label of the most data class in Class 1 (Misleading Content, Satire or Parody, False Connection) with a total of 58 correct data from 61 test data.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3664
10.29408/edumatic.v5i2.3664
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 167-176
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 167-176
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3664/pdf
Copyright (c) 2021 Wahyu Hidayat, Ema Utami, Ahmad Fikri Iskandar, Anggit Dwi Hartanto, Agung Budi Prasetio
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3714
2022-03-01T11:44:23Z
edumatic:ART
Penentuan Paket Promosi Pakaian PT. D&C Production dengan Menggunakan Algoritma FP-Growth
Rizky, Muhammad
Ridha, Azhari Ali
Prihandani, Kamal
Association Rule
FP-Growth
Data Mining
Rapid Miner
Promotion Bundle
PT. D&C Production is a center for selling, foam mattresses, mattresses of all sizes and models, may types of car accessories and various kinds of women's and men's underwear. Problems regarding the decline in sales resulted in the accumulation of goods so that it became a loss. Data mining can be a solution to overcome these problems. This study will use the fp-growth algorithm to form an association model with the aim of helping companies increase their sales by creating underwear promotional packages. The data set that will be used to support this research is the sales transaction data set for the period April 2020 to December 2020. The results show that known rules have been obtained using the fp-growth algorithm, where the rules of this association can create strategies to increase clothing sales. In the form of five association rules that are ready to be used for making clothing promotional packages by meeting the support values and confidence values that have been set at the beginning, namely having a confidence value above 80% and a support value above 25%
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3714
10.29408/edumatic.v5i2.3714
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 177-186
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 177-186
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3714/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3714/4486
Copyright (c) 2021 Muhammad Rizky, Azhari Ali Ridha, Kamal Prihandani
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3850
2022-03-01T11:45:22Z
edumatic:ART
Analisis Perbandingan Teknik Video Codec H.264/AVC, H.265/HEVC, VP9 dan AV1
Analisis Perbandingan Teknik Video Codec H.264/AVC, H.265/HEVC, VP9 dan AV1
Tubagus, Ayu Shafira
Mahdi, Rizal Saepul
Rizal, Adhi
Suharso, Aries
Codec
Digital Video Mean Square Error
Peak Signal to Noise Ratio
Video Compression
Artificial Intelligence
Algoritma dan Komputasi Numerik
Citra Digital
Video applications consume more energy on the Internet and can be accessed by electronic devices, due to an increase in the consumption of high-resolution and high-quality video content, presenting serious issues to delivery infrastructure that needs higher video compression technologies. The focus of this paper is to evaluate the quality of the most current codec, AV1, to its predecessor codec. The comparison was made experimentally at two video resolutions (1080p and 720p) by sampling video frames with various CRF/CQP values and testing several parameters analyses such as encoding duration, compression ratio, bit rate, Mean Square Error (MSE), and Peak Signal to Noise Ratio (PSNR). The AV1 codec is very great in terms of quality and file size, even though it is slower in terms of compression speed. The H.265/HEVC codec, on the other side, beats the other codec in terms of compression ratio. In conclusion, the H.265/HEVC codec is suggested as a material for obtaining a well compressed video with small file size and a short time.
Video applications consume more energy on the Internet and can be accessed by electronic devices, due to an increase in the consumption of high-resolution and high-quality video content, presenting serious issues to delivery infrastructure that needs higher video compression technologies. The focus of this paper is to evaluate the quality of the most current codec, AV1, to its predecessor codec. The comparison was made experimentally at two video resolutions (1080p and 720p) by sampling video frames with various CRF/CQP values and testing several parameters analyses such as encoding duration, compression ratio, bit rate, Mean Square Error (MSE), and Peak Signal to Noise Ratio (PSNR). The AV1 codec is very great in terms of quality and file size, even though it is slower in terms of compression speed. The H.265/HEVC codec, on the other side, beats the other codec in terms of compression ratio. In conclusion, the H.265/HEVC codec is suggested as a material for obtaining a well compressed video with small file size and a short time.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3850
10.29408/edumatic.v5i2.3850
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 187-195
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 187-195
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3850/pdf
Copyright (c) 2021 Ayu Shafira Tubagus, Rizal Saepul Mahdi, Adhi Rizal, Aries Suharso
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3887
2022-03-01T12:08:31Z
edumatic:ART
Aplikasi Web Commerce sebagai Ruang Praktik Mahasiswa dalam Berwirausaha
Nasution, Marsinah Dewi Feiyska
Giatman, Muhammad
Nazar, Ernawati
Application
Entrepreneurship
E-commerce
Student
CMS
Entrepreneurship is one of the subjects that must be taken by students of Universitas Negeri Padang (UNP), including students from Faculty of Tourism and Hospitality. Students sometimes have less interest and motivate in taking entrepreneurship courses in practice because they still only use conventional methods. The purpose of this research is to create a web commerce application that will be used by students as an entrepreneurship practices space. The method that used in making this application is the waterfall model with the SLDC method or a simple software life flow approach. Web commerce application that produced then tested using black box to find out the success of the flow that has been designed, and the black box test results show that the application can run well. The result of this research is a dynamic web-based e-commerce application using the PHP programming language, osCommerce Content Management System (CMS), and MySQL database. This application can be a solution to the problems of conventional entrepreneurial methods and can make students who take entrepreneurship courses more interested in entrepreneurship practices.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3887
10.29408/edumatic.v5i2.3887
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 196-203
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 196-203
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3887/pdf
Copyright (c) 2021 Marsinah Dewi Feiyska Nasution, Muhammad Giatman, Ernawati Nazar
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3901
2022-03-01T12:17:06Z
edumatic:ART
Analisis Digital Watermarking untuk Otentikasi pada Citra Manipulasi Menggunakan Metode Least Significant Bit
Satria, Ardhi Fadlika
Adam, Riza Ibnu
Carudin, Carudin
Digital Watermarking
Least Significant Bit (LSB)
Image Manipulation
The use of digital platforms has both positive and negative effects. Many criminals who manipulate images for personal gain, so as to harm the copyright holder (ownership) of the image. The purpose of the study was to detect false imagery generated by copy-move, splicing, and retouching techniques. The method used is the Least Significant Bit (LSB) method as a watermarking technique and its detection features. The insertion process is carried out on watermark images into the cover image as the container media. Image owners can authenticate to prove the originality of the image when the extraction process is done, the image manipulation is successfully detected because it is damaged. The test results showed that the digital watermarking technique with the Least Significant-Bit method is able to protect and prove the authenticity of the image. It was concluded that the results of comparison of watermark extraction on the original image and manipulation image saw a very significant difference in terms of visual and calculation with MSE, RMSE, and PSNR parameters.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3901
10.29408/edumatic.v5i2.3901
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 204-213
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 204-213
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3901/pdf
Copyright (c) 2021 Ardhi Fadlika Satria, Riza Ibnu Adam, Carudin
oai:ojs2.e-journal.hamzanwadi.ac.id:article/3988
2022-03-01T12:18:32Z
edumatic:ART
Aplikasi E-Kafe Green Market Padang Berbasis Web
Aplikasi E-Kafe Green Market Padang Berbasis Web
Efendy, Zainul
Idris, Mia Nurhayati
Application
Blackbox
Information System
Promotion Media
Aplikasi
sarana promosi
Transaction and promotion processes are very important in a trading activity, so it takes a system or application to manage the process to be more efficient. This research aims to produce an application that can provide transaction and promotion service solutions in Padang green market cafes. Application development methods use prototypes with problem analysis stages, creating application design models and testing. Hierarchy input process output (HIPO) is a diagram that is a design application that has been created starting from data entry, data process, and reports. Entity Relationship Diagram (ERD) and Context Diagram (CD) are to model data structures and relationships between data. Furthermore, this system evalusion is tested using blackbox testing that serves to find out how far the component components or modules on the system are working. The results of this research are in the form of applications or information systems to facilitate the transaction process at Kafe Green Market Padang. The system consists of the main page, login page, data entry menu, transaction menu, and payment confirmation menu. The evaluation results show that the system is already running well, because every component of the system when used there is no error. So that this system can be used and utilized by users.
Kafe green market Padang merupakan suatu tempat untuk melakukan transaksi pembelian makan dan minuman yang menyediakan suasana yang sejuk dan rindang. Dengan seiring perkembangan waktu, tempat ini semakin meningkat dan jumlah transaksi kegiatan harian semakin tinggi sehingga sering kali tidak terlayani dan proses pencatatan dilakukan secara manual mengunakan kertas biasa kadang kala ada yang salah mengirim makan ketempat orang yang tidak memesannya. Dalam rangka peningkatan layanan pada Pembeli, apliikasi ini bisa memberikan layanan penyedian transaksi pemesanan makan dan minuman dan sekaligus Penelitian ini dilakukan untuk mengembangkan aplikasi perangkat lunak yang menyediakan layanan informasi. Layanan informasi termasuk seperti menu, pendaftaran, pemesanan layanan transaksi dan pembayaran pesanan. Manfaat dari perangkat lunak ini adalah cara untuk mempromosikan dalam meningkatkan kualitas sumber daya dalam hal memberikan informasi kuliner. Layanan informasi kuliner dapat diakses oleh semua orang dan menyediakan menu pembaruan makanan dan minuman. Metode perancangan aplikasi menggunakan SDLC (System development life cycle). Hasil dari penelitian ini adalah aplikasi e-kafe green market padang berbasis web.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3988
10.29408/edumatic.v5i2.3988
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 214-222
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 214-222
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/3988/pdf
Copyright (c) 2021 Zainul Efendy, Mia Nurhayati Idris
oai:ojs2.e-journal.hamzanwadi.ac.id:article/4060
2022-03-01T12:21:10Z
edumatic:ART
Pengejawantahan Pendekatan Storytelling dalam Pemahaman Membangun Diagram Alir Data
Pengejawantahan Pendekatan Storytelling dalam Pemahaman Membangun Diagram Alir Data
Herlinda, Herlinda
Ramliyana, Randi
Ambarsari, Erlin Windia
DFD
Sentence Pattern
Storytelling
DAD
Pola Kalimat
Storytelling
Throughout the System Development Life Cycle (SDLC), establishment the software through various phases. System design is one of the most crucial aspects of the SDLC. The Data Flow Diagram (DFD) is a model to build the system. The purpose of the research was to make it easier for people to comprehend the diagram by carefully preparing DFD, then it created software according to the DFD design. Storytelling is the method employed, and it pertains to qualitative ways for creating language patterns. As a design reference, it needs to make the DFD pattern subsequently. The research mimics two scenarios to reflect previous research on the same principle. According to the findings of this study, there are two significant disparities. The first scenario concerns system user activity, whereas the second concerns software performance. Therefore, it corresponds to the core notion of input-process-output; narrative scenario 1 is more consistent and easier to design in the processed results created from sentence patterns to DFD patterns. Scenario 2, on the other hand, connects many process symbols to processes, complicating the DFD design. Finally, scenario 2 is beneficial for requirements elicitation, whereas scenario 1 applies to business procedures.
Throughout the System Development Life Cycle (SDLC), establishment the software through various phases. System design is one of the most crucial aspects of the SDLC. The Data Flow Diagram (DFD) is a model to build the system. The purpose of the research was to make it easier for people to comprehend the diagram by carefully preparing DFD, then it created software according to the DFD design. Storytelling is the method employed, and it pertains to qualitative ways for creating language patterns. As a design reference, it needs to make the DFD pattern subsequently. The research mimics two scenarios to reflect previous research on the same principle. According to the findings of this study, there are two significant disparities. The first scenario concerns system user activity, whereas the second concerns software performance. Therefore, it corresponds to the core notion of input-process-output; narrative scenario 1 is more consistent and easier to design in the processed results created from sentence patterns to DFD patterns. Scenario 2, on the other hand, connects many process symbols to processes, complicating the DFD design. Finally, scenario 2 is beneficial for requirements elicitation, whereas scenario 1 applies to business procedures.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4060
10.29408/edumatic.v5i2.4060
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 223-232
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 223-232
2549-7472
10.29408/edumatic.v5i2
eng
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4060/pdf
Copyright (c) 2021 Herlinda, Randi Ramliyana, Erlin Windia Ambarsari
oai:ojs2.e-journal.hamzanwadi.ac.id:article/4089
2022-03-01T12:22:29Z
edumatic:ART
Sentimen Analisis Customer Review Produk Shopee Indonesia Menggunakan Algortima Naïve Bayes Classifier
Sentimen Analisis Customer Review Produk Shopee Indonesia Menggunakan Algortima Naïve Bayes Classifier
Sihombing, Loemongga Oktaria
Hannie, Hannie
Dermawan, Budi Arif
Knowledge Discovery in Text
Naïve Bayes Classifier
Sentiment Analysis
Shopee
Text Mining
Analisis Sentimen
Text Mining
Data Mining
Naive Bayes
Supervised Learning
Gaining customer satisfaction and trust has become the main challenge in achieving success in the business world. Business people need to identify problems that arise from reviews given by customers. However, reading and classifying each review takes a long time and is considered ineffective. To overcome this, this study aims to analyze the customer sentiment of shopee products using the nave Bayes classifier algorithm. The data used in this study is a customer review of the Xiaomi Redmi Note 9 products which are sold on the Shopee Indonesia website. Customer review data is collected by applying the Web Scraping technique. The algorithm used in this study is the Naïve Bayes Classifier which is known to be popular and effective in classifying data. This study also applies the Knowledge Discovery in Text (KDT) methodology to extract information from text data. The results of the classification using the Naïve Bayes algorithm found an accuracy value of 85%. This study proves that by applying sentiment analysis techniques, business people are able to find out the opinions of customers as an evaluation material that needs to be done to optimize the products and services provided.
Mengetahui tingkat kepuasan dan kepercayaan customer merupakan salah satu kunci kesuksesan dalam sebuah bisnis. Namun, membaca review dari para customer secara manual dinilai tidak efektif mengingat banyaknya data yang masuk ke situs Shopee setiap harinya. Untuk mengatasi masalah tersebut, analisis sentimen diterapkan untuk melakukan analisis review secara otomatis. Analisis sentimen pada penelitian ini dilakukan dengan menerapkan algoritma Naive Bayes Classifier sebagai model klasifikasi. Naive Bayes Classifier merupakan salah satu algoritma supervised learning yang populer karena dinilai cepat dan mudah dalam pengaplikasiannya. Hasil penelitian dengan menggunakan algoritma Naive Bayes Classifier mendapat nilai akurasi sebesar 85% dengan total masing-masing sebanyak 2750 review berlabel positive, 65 review berlabel neutral, 134 review berlabel negative dan 436 review yang tidak terklasifikasi dengan sempurna atau misclassified data.
Universitas Hamzanwadi
2021-12-20
info:eu-repo/semantics/article
info:eu-repo/semantics/publishedVersion
Peer-reviewed Article
application/pdf
text/plain
application/xml
text/plain
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4089
10.29408/edumatic.v5i2.4089
Edumatic: Jurnal Pendidikan Informatika; Vol. 5 No. 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 233-242
Jurnal Pendidikan Informatika (EDUMATIC); Vol 5 No 2 (2021): Edumatic: Jurnal Pendidikan Informatika; 233-242
2549-7472
10.29408/edumatic.v5i2
eng
ind
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4089/pdf
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4089/4522
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4089/4523
https://e-journal.hamzanwadi.ac.id/index.php/edumatic/article/view/4089/4524
Copyright (c) 2021 Loemongga Oktaria Sihombing, Hannie Hannie, Budi Arif Dermawan
ac38b9d81d9aa412ba3debd00a724824