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A Comparison between the Use of Cisco Packet Tracer and Graphical Network Simulator 3 as Learning Media on Students’ Achievement Sari, Liska Mey Ika; Hatta, Puspanda; Wihidayat, Endar Suprih; Xiao, FENG
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.156 KB) | DOI: 10.21831/jptk.v24i1.16042

Abstract

Usually in studying the practice of computer networks, it is encountered several obstacles such as (1) limited computer networks design tools, (2) limited learning time to design computer networks and (3) technical difficulties for finding the solutions of errors. To overcome those barriers as proposed in this study, computer network simulators were used. Computer network simulators were expected to help students designing and simulating networks planned to be applied to computer network practices. This study used two simulators to compare its effectiveness in assisting the students to learn computer networks, which were Cisco Packet Tracer and Graphical Network Simulator 3 (GNS3). This study was aimed to determine the difference of the influence of network simulators to (1) learning achievement, and (2) learning achievement improvement. The quasi-experiment method was used and data were collected through conducting testing before and after the utilization of the simulators. Based on the testing results it was concluded that (1) different effect of using Cisco Packet Tracer and GNS3, the average grade achievement in the class using GNS3 and using Cisco packet tracer were 76.67 and 70 respectively, and (2) improved learning achievement using GNS3 for around 35%, higher than using Cisco Packet Tracer.
Sentence embedding to improve rumour detection performance model Anggrainingsih, Rini; Wihidayat, Endar Suprih; Widoyono, Bambang
IAES International Journal of Artificial Intelligence (IJ-AI) Vol 13, No 1: March 2024
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijai.v13.i1.pp115-121

Abstract

Recently, most individuals have preferred accessing the most recent news via social media platforms like Twitter as their primary source of information. Moreover, Twitter enables users to post and distribute tweets quickly and unsupervised. As a result, Twitter has become a popular platform for disseminating false information, such as rumours. These rumours were then propagated as accurate and influenced public opinion and decision-making. The issue will arise when a decision or policy with substantial consequences is made based on rumours. To avoid the negative impacts of rumours, several researchers have attempted to detect them automatically as early as feasible. Previous studies employed supervised learning methods to identify Twitter rumours and relied on feature extraction algorithms to extract tweet content and context elements. However, manually extracting features is time-consuming and labour-intensive. To encode each tweet's sentence as a vector based on its contextual meaning, we proposed utilising Bidirectional Encoder Representation of Transformer (BERT) as a sentence embedding. We then used these vectors to train some classifier models to detect rumours. Finally, we compared the performance of BERT-based models to feature engineering-based models. We discovered that the suggested BERT-based model improved all parameters by around 10% compared to the feature engineering-based classification model.
Feasibility Study of Web-Based Internship’s Information System Based on ISO 1926 Standard Alifah, Nurul Lailani; Wihidayat, Endar Suprih; Sujana, Yudianto
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

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

Abstract

At this globalization era, unlimited accessible information across the overseas, increasing competition for getting a job. This condition affected a university student to enhance their skills to keep competitive. One method to improve is conducting an internship program (PI) at industrial companies. Thus, to implement and monitor the program, Informatics and Computer Engineering for Education Department (PTIK) at Universitas Sebelas Maret was used a web-based information system. This research aims to conduct and analyze a feasibility study of PI information system built for PTIK based on ISO 9126 standard. The research has two phases, the first is developing the system using waterfall method, and the second is feasibility study based on five characteristics of ISO 9126 standard which is:  (1) functionality, (2) reliability, (3) usability, (4) maintainability, and (5) portability. Eighteen PI information system examiners are involved. Those reviewers divided into three categories:  system’s expert, substance’s expert, and the end user of the PI information system. Examining result shows that the average number of all categories is 85.5%. It means that PI information system considered as very-feasible to implement and use.
Comparing the Usability, Ergonomics, and Extensibility of Desknet Trainer and Netcube Trainer as Computer Network Learning Props in Vocational Education Arifuddin, Faizal; Hatta, Puspanda; Wihidayat, Endar Suprih
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.53901

Abstract

The first objective of this study was to compare the usability, ergonomics, and extensibility of computer network learning props in vocational education. The second objective of this research is to obtain recommendations for developing a computer network trainer according to the weaknesses found in the comparison of usability, ergonomics, and extensibility. This research is quantitative research with a counterbalanced design. The study was carried out in two counterbalanced replications. The research subjects were 11 Informatics and Computer Engineering Education students at Universitas Sebelas Maret. The objects of this research are the Desknet Trainer and the Netcube Trainer. The data collection technique used is a questionnaire. The data analysis technique used is descriptive statistics and the T-test. The results showed that the comparison of Desknet Trainer and Netcube Trainer showed that the quality of both was statistically equivalent. The comparison breakdown of usability, ergonomics, and extensibility shows that the Desknet Trainer has weaknesses in the usability and ergonomics domains. In contrast, the Netcube Trainer has weaknesses in the extensibility domains. The Desknet Trainer can be further developed to improve usability and ergonomics. Netcube Trainer can be further developed to increase extensibility.
The Comparison Between the Use of Blender and 3DS Max application toward students' Comprehension of 3D Animation Subject at Vocational School in Surakarta Prameswari, Sanchia Janita; Basori, Basori; Wihidayat, Endar Suprih
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 2 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

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

Abstract

Based on observations at Vocational School in Surakarta, the 3 -dimensional animated subject using 3Ds Max as the only learning tool, consequently, students find it is difficult to practice during off-class as the 3Ds Max is not free software and affordable to buy by students. Blender application maybe can be compensate for 3D Max, which has a user-friendly appearance, neatly arranged, and free. The population in this study is the students of Vocational High School. The total population was 297 students.. The sample used was 70 students. The sampling technique in this study used the simple random sampling method. The data collection technique used the pretest-posttest. The data analysis technique used is the balance test, normality test, homogeneity test, and hypothesis testing using the independent sample t-test. The results of the study are as follows. First, there are differences in students’ comprehension that can be seen from the learning outcomes between the use of Blender applications (experiment class) and the 3Ds Max application (control class). Second, the effectiveness of Blender supporting applications is higher than the 3Ds Max application in improving students’ comprehension and learning outcomes. In general, it can be concluded that Blender can be used as an alternative or can replace 3Dmax as a learning medium in 3-dimensional animated subjects. This study aims to determine (1) whether there are differences between the use of Blender application and 3Ds Max on students’ comprehension; (2) a more effective supporting applications between Blender applications and 3Ds Max. This study used an experimental method with a pretest-posttest control group design model. 
Android Application Development with Multi-Criteria Decision Making to distinguish Covid-19, Influenza, and Cold infections Wihidayat, Endar Suprih; Efendi, Agus; Budiyanto, Cucuk Wawan; Hatta, Puspanda
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58168

Abstract

Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights provided by WHO and several related studies to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. The user can get the most similar type of infection by entering the symptoms. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
Pandemic and Online Learning at Engineering Colleges Ayuningrum, Erica Devi; Wihidayat, Endar Suprih; Liantoni, Febri
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.63440

Abstract

The Covid-19 pandemic has resulted in social restrictions being implemented in all sectors of life, including the scope of education. The closure of schools, higher education, and other educational institutions resulted in face-to-face learning needing to be carried out as usual. Therefore, online learning is a learning strategy that can be applied in times of crisis like this. Application of online learning, which is carried out without planning and suddenly makes several obstacles arise when this learning is carried out. The purpose of this study is to find out what problems arise when implementing online learning in engineering universities during a pandemic and what solutions can be applied to overcome them. This research is a systematic literature review research with keywords used, namely "online learning" or "online course" and "covid-19" or "pandemic" or "Covid 19". In searching articles, articles that are indexed in the Scopus database are used and are limited to publication years, namely from 2019-2022 (during the COVID-19 pandemic). This study used descriptive analysis with secondary data sources. From the results of this study, the application of online learning, for now, is considered the best solution so that learning can still be carried out. But besides that, there are still many obstacles found in its application due to the need for careful planning and preparation for its implementation. Other obstacles are both technically, facilities, and infrastructure, as well as from the human resources themselves. It is hoped that in the future, the solutions found can add insight and be used as a reference in the application of online learning to be effective and better.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa Salkha, Novita; Wihidayat, Endar Suprih; Hatta, Puspanda
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.59146

Abstract

Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.
Development of Augmented Reality Learning Media for Plantae Material in Class X Biology Subjects Using Arttoolkit Jaya, Yoga Putra; Efendi, Agus; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.64253

Abstract

A lot of material discusses Plantae, so interesting learning is needed so that students can easily accept and understand the material provided. AR technology can facilitate learning Plantae in the classroom. This research develops AR-based "Plantar" media. The application was developed based on Android to make it easier for students to learn plantae material in biology subjects. Plantar was developed using the Ionic platform and ARToolkit as the AR feature development library. Plantar uses a PWA (Progressive Web App) type to open its use via a browser. Field tests were conducted on 36 Kebakkramat SMA students to assess presence, affordance, and usability. The results showed that the Plantar media received a very good rating and did not require repair. So that the general public can use the Plantar application, especially high school students, to study Plantae material in an exciting way using the AR feature. In the future, it is hoped that the Plantar application will be useful in helping the learning process of Plantae material. Keywords: Learning Media, Augmented Reality, ARToolkit
The Development of Learning Media for 6th Grade Elementary School Solar System Courses-based on Android with Virtual Reality Technology Pradana, Aditya Nugraha; Maryono, Dwi; Wihidayat, Endar Suprih
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.67392

Abstract

This study aims to: (1) create learning media for android-based solar system subjects with virtual reality technology and (2) determine the feasibility of learning media for android-based 6th-grade solar system subjects with virtual reality technology. Solar system learning media for Android-based 6th-grade elementary school with virtual reality technology was developed using the Luther method through 6 stages: concept, design, material collection, manufacture, testing and distribution. The concept stage determines the objectives, materials, and content of the learning media that will be developed. The design stage is determining the material and storyboard. The material collection stage includes determining learning materials, Unity 3D assets, images, audio and others that support the learning media. The manufacturing stage is making learning media according to the predetermined design and storyboard. At the testing stage, we validated the product with media experts, material experts, and users. At the distribution stage, it produces media in the form of *.apk, which is uploaded to Google Drive. The validation of learning media is seen from the assessment of media experts, material expert assessments, and user assessments. Ratings obtained from all these aspects are 91.9% from media experts, 88.3% from the material, and 71% from users. The results of the three assessments have an average of 83.7%. From these results, it can be concluded that this learning media can be used as a learning medium.