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Implementasi Media Pembelajaran Berbasis Video Pada Mata Pelajaran Pemrograman Di Masa Pandemi Covid-19 Kuntum Annisa Imania; Arival Dwi Saputro; Dian Nurdiana; Siti Husnul Bariah
PETIK : Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol 8, No 2 (2022): Petik vol 8 no 2 tahun 2022
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/jpetik.v8i2.1529

Abstract

Abstrak - Tujuan dari penelitian ini adalah Untuk mengetahui bagaimana Implementasi serta bagaimana pelaksanaan Media Pembelajaran Berbasis Video Pada Mata Pelajaran Pemrograman dimasa Pandemi Covid-19. Penelitian ini menggunakan penelitian deskriptif kualitatif dengan subjek penelitian guru mata pelajaran dan 16 siswa. adapun teknik pengumpulan datanya yaitu Wawancara, angket, observasi dan dokumentasi. Berdasarkan hasil penelitian yang dilakukan implementasi media pembelajaran berbasis vido pada mata pelajaran pemrograman dimasa pandemi covid-19 dilihat dari 4 aspek dengan hasil perhitungan presentase menunjukan bahwa Desain pembelajaran (72%) dengan kriteria kuat, komunikasi audio dan komunikasi visual (80%) dengan kriteria kuat, Penggunaan (76%) dengan kiteria kuat, dan Durasi/waktu (79%) dengan kriteria kuat. Berasarkan hasil angket wawancara dan dokumentasi implementasi pembelajaran berbasis video sudah layak digunakan tetapi masih ada kendala-kendala yang ditemukan.Kata kunci - Implementasi, Media Pembelajaran Berbasis Video Abstract - The purpose of this research is to find out how to implement and how to implement Video-Based Learning Media in Programming Subjects during the Covid-19 Pandemic. This research uses descriptive qualitative research with subject teachers and 16 students as research subjects. As for the data collection techniques, namely interviews, questionnaires, observation and documentation. Based on the results of research conducted on the implementation of video-based learning media in programming subjects during the covid-19 pandemic seen from 4 aspects with the results of percentage calculations showing that learning design (72%) with strong criteria, audio communication and visual communication (80%) with criteria strong, Use (76%) with strong criteria, and Duration/time (79%) with strong criteria. Based on the results of interview questionnaires and documentation of the implementation of video-based learning, it is feasible to use but there are still obstacles found.Keyword – Implementation, Video-Based Learning Media
EMPLOYEE PRESENCE APPLICATION USING SWAFOTO AND LOCATION BASED SERVICE AT THE FACULTY OF SCIENCE AND TECHNOLOGY AT UNIVERSITAS TERBUKA Dian Nurdiana; Andri Suryadi
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.466

Abstract

The Covid-19 pandemic gave birth to a policy of limiting employees who work from office (WFO) and employees who work from home (WFH). At the Faculty of Science and Technology (FST) of the Universitas Terbuka, attendance for employees who do WFH uses Microsoft Form. This is considered impractical and raises several problems. This study will develop a presence application by utilizing selfies and location-based services based on Android. The purpose of this study is to assist in processing attendance data by knowing the location of the employee and authentication using the employee's face. The system can process data into reports that can help faculty know the activities and performance of employees. The software development methodology uses Agile Development. This model has stages including planning, design, develop, test, release, and planning stages. Each stage in the Agile Development model is carried out in an organized and structured manner according to agreed rules and solutions. Software testing uses Black Box Testing which will test the functions, inputs, and outputs of software or applications based on needs. There are 20 test scenarios performed for users and administrators. From testing using Black Box Testing, 100% of the functions run well, so it can be concluded that the application is suitable for use in the Faculty of Science and Technology of the Universitas Terbuka.
Pengembangan Aplikasi E-Brosur Berbasis Augmented Reality (Studi Kasus: Media Promosi Universitas Terbuka) Dian Nurdiana; Dwi Astuti Aprijani
JUPITER (Jurnal Penelitian Ilmu dan Teknologi Komputer) Vol 14 No 2-c (2022): Jupiter Edisi Oktober 2022
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281./5484/5.jupiter.2022.10

Abstract

Dalam rangka berkontribusi pada pemerataan pendidikan dan peningkatan angka partisipasi kasar (APK) perguruan tinggi di Indonesia, Universitas Terbuka (UT) menargetkan peningkatan jumlah siswa menjadi 1 juta siswa. Untuk mencapai target tersebut, UT harus gencar mempromosikan dan mensosialisasikan program-programnya melalui kantor wilayah yang tersebar di seluruh Indonesia. Promosi dan sosialisasi UT harus dilakukan secara menarik dengan menggunakan teknologi terkini. Salah satu teknologi terkini yang dapat digunakan sebagai media promosi adalah Augmented Reality. Dalam studi ini kami mengembangkan aplikasi e-brosur berbasis Augmented Reality. Penggunaan Augmented Reality bertujuan untuk menarik minat generasi millennial karena mereka menonjol dalam penggunaan teknologi. Metode pengembangan yang digunakan adalah Software Development Life Cycle (SDLC). Pengujian dilakukan dengan menggunakan Pengujian Black Box. Dari hasil pengujian yang dilakukan dari 7 merek handphone Android disimpulkan bahwa semua pengujian berjalan dengan baik. Sehingga aplikasi ini bisa dilanjutkan pada tahap selanjutnya seperti uji user acceptance test.
Sistem Informasi Alih Kredit Mata Kuliah (SIAKSI) untuk Mahasiswa berbasis Web Dian Nurdiana; Adhi Susilo; Dwi Astuti Aprijani; Andri Suryadi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6 No 2 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i2.6753

Abstract

Currently, the Open University Information Systems study program has developed a credit transfer application but it is not optimal. Administrators and assessing lecturers must manually input student credit transfer applications and students cannot monitor the credit transfer application process. The purpose of this study is to create an information system for transferring course credits for students so as to overcome problems in current business processes. The software development method uses Waterfall which consists of needs analysis, design, coding and testing. The analysis stage uses the PIECES method which examines aspects of performance, information, economy, security, efficiency and customer service. The business process design is depicted using the Use Case and Activity Diagrams, while the system testing uses Black Box. Our findings are in the form of an information system that can help the academic process to transfer course credits. In addition, the results of blackbox testing, all components in this system have run well according to the previously built design. Therefore, the existence of this system can help the campus to record students who will be about credits in the courses they take
SiDaur: Aplikasi Berbasis Mobile dan Traceability dalam Mengurangi Limbah Makanan di Indonesia Muhamad Riyan Maulana; Marsya Jelita; Fajar Agus Saputro; Imbuk Risnawati; Ismalia Nur Hasanah; Dini Nur Hakiki; Dian Nurdiana
Swabumi Vol 11, No 1 (2023): Volume 11 Nomor 1 Tahun 2023
Publisher : Universitas Bina Sarana Informatika Kota Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/swabumi.v11i1.15281

Abstract

Salah satu jenis sampah yang menjadi perhatian masyarakat adalah sampah makanan. Perkembangan ekonomi, pertumbuhan penduduk, serta tingkat konsumsi dan produksi yang tidak diimbangi dengan kesadaran akan tanggung jawab terhadap lingkungan, menjadikan food waste semakin menumpuk dan menimbulkan berbagai permasalahan. Tujuan penelitian ini adalah untuk merancang prototype aplikasi berbasis mobile yang dapat digunakan sebagai ‘wadah’ untuk pengelolaan sisa makanan yang nantinya dapat dimanfaatkan kembali, dibagikan atau dijadikan sebagai pupuk dengan dilengkapi sistem traceability yang diberi nama SiDaur. SiDaur hadir sebagai solusi yang inovatif dan efektif dalam membantu mengurangi limbah makanan dengan pemanfaatan aplikasi berbasis mobile dan sistem traceability. Model yang digunakan untuk pengembangannya menggunakan model Waterfall. Terdapat dua tahapan pengujian yang dilakukan. Tahap pertama menggunakan 7 skenario pengujian Black Box dengan capaian 100% sesuai. Sementara tahap kedua menggunakan metode Kuesioner dengan capaian 95% dari 80 responden tertarik menggunakan aplikasi SiDaur. Hasil dari penelitian ini adalah terciptanya prototype aplikasi berbasis mobile yang dapat membantu pelaku usaha sektor pangan dan pertanian dalam menampung sisa makanan dan hasil panen yang tidak terjual di pasaran.
Penerapan Analisis Faktor dalam Mengidentifikasi Efektivitas Aplikasi Mybb Forum Diskusi Dian Nurdiana; Siti Hadijah Hasanah
SWABUMI (Suara Wawasan Sukabumi): Ilmu Komputer, Manajemen, dan Sosial Vol 12, No 1 (2024): Volume 12 Nomor 1 Tahun 2024
Publisher : Universitas Bina Sarana Informatika Kota Sukabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/swabumi.v12i1.16476

Abstract

Program Studi Sistem Informasi di Universitas Terbuka merupakan program studi dengan sistem pembelajaran terbuka dan jarak jauh, layanan bimbingan akademik dan diskusi dilakukan melalui media. Forum diskusi menggunakan aplikasi Mybb disediakan sebagai media layanan akademik dan diskusi, namun saat ini belum diukur terkait efektivitasnya. Tujuan dari penelitian ini yaitu untuk menerapkan analisis faktor dalam mengidentifikasi efektivitas penggunaan aplikasi forum Mybb di lingkungan Program Studi Sistem Informasi sebagai media layanan bimbingan dan diskusi mahasiswa. Metode penelitian menggunakan kuantitatif deskriptif, dilanjutkan dengan analisis faktor menggunakan  Barlett Test of Sphericity dan Keiser Meyers Oklin (KMO). Data penelitian berasal dari data primer hasil pengisian kuesioner mahasiswa dan berdasarkan hasil analisis faktor didapatkan bahwa terdapat dua faktor yang dapat mengidentifikasi efektivitas penggunaan aplikasi forum Mybb yaitu faktor easy to use dan easy to learn. Faktor easy to use yang terdiri dari indikator fungsionalitas, flexibilitas, aksesibilitas, dan useful. Sedangkan faktor easy to learn yang terdiri dari indikator efisien, fitur, informatif, dan performance.The Information Systems Study Program at the Open University is a study program with an open and distance learning system, academic guidance services and discussions are conducted through the media. Discussion forums using the Mybb application are provided as a medium for academic services and discussion, but currently their effectiveness has not been measured. The purpose of this study is to apply factor analysis in identifying the effectiveness of using the Mybb forum application in the Information Systems Study Program environment as a medium for student guidance and discussion services. The research method uses descriptive quantitative, followed by factor analysis using the Barlett Test of Sphericity and Keiser Meyers Oklin (KMO). The research data comes from primary data from filling out student questionnaires and based on the results of factor analysis it is found that there are two factors that can identify the effectiveness of using the Mybb forum application, namely the easy to use and easy to learn factors. The easy to use factor consists of indicators of functionality, flexibility, accessibility and usefulness. Meanwhile, the easy to learn factor consists of efficient, feature, informative, and performance indicators.
The application of online practicum in assisting learning process of database courses using Waterfall method Suryadi, Andri; Sufandi, Unggul Utan; Nurdiana, Dian
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 3 (2022): Article Research Volume 6 Number 3, July 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i3.11486

Abstract

The Open University is a State University prioritizing independent learning. Independent learning would certainly succeed if the students owned a strong determination in effectively and efficiently manage their time. In the Information Systems Study Program curriculum, there are several practical courses that must be conducted offline. In 2019 however, the phenomenon of the COVID-19 pandemic outbreak requiring all educational units to carry out learning from home had impacted on the learning process, especially the implementation of practicum at the Open University. The implementation of practicum activities usually held in collaboration with several institutions has become constrained. This triggered the possibility of not achieving student learning outcomes related to learning materials learned through practicum. Therefore, as an alternative solution, an application is required that could assist the students in carrying out practicum learning activities independently which is adapted to each teaching material. This practical application would be developed in a study using the Waterfall method consisting of analysis, design, implementation, testing and maintenance. From the results of test using the System Usability Scale (SUS), the score obtained is 64.44 (margin low). This means that the application online practicum can be used but does not meet the requirements to be implemented into existing learning systems until it gets a score of more than 80 (Acceptable).
Pengukuran Kebergunaan dan Pengalaman Pengguna Website Sistem Informasi Akademik Universitas Terbuka (SIA UT) Menggunakan Metode System Usability Scale (SUS) dan User Experience Questionnaire (UEQ) Maulana, Muhamad Riyan; Nurdiana, Dian
Journal of Informatics and Communication Technology (JICT) Vol. 6 No. 1 (2024)
Publisher : PPM Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52661/j_ict.v6i1.325

Abstract

Pergeseran paradigma pendidikan tinggi ke arah
College Students' Perceptions Toward Usability of Simulator Application as a Form of Virtual Experiment at the Distance Learning Nurdiana, Dian; Hasanah, Siti Hadijah; Maulana, Muhamad Riyan
International Journal of Global Operations Research Vol. 5 No. 1 (2024): International Journal of Global Operations Research (IJGOR), February 2024
Publisher : iora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47194/ijgor.v5i1.269

Abstract

The use of simulator applications as one of the learning media is used in face-to-face classes. Its use is rarely used to support distance learning. In fact, the distance learning process must have the same quality as face-to-face learning. The role of technology and media is one of the keys to success in conveying material to students. This study examines the use of simulator applications in distance learning in terms of its reusability. The simulator application used is Cisco Package Tracer on learning computer networks with modules as the main teaching material used by students. The use of this media aims to understand and practice computer network simulations. By involving 60 participants, a case study regarding usability feasibility was measured by using the USE Questionnaire which consisted of 4 usability dimensions: Usefulness, Ease of Use, Ease of Learning, and Satisfaction. The findings show that the use of simulator applications in distance learning gets good or positive responses in the context of usability. This shows that the use of simulator applications is suitable for use in distance learning.
Perancangan Sistem Informasi Manajemen Knowledge Berbasis Web Di Prodi Sistem Informasi Universitas Terbuka Nurdiana, Dian
Petik: Jurnal Pendidikan Teknologi Informasi Dan Komunikasi Vol. 6 No. 1 (2020): Volume 6 No 1 Tahun 2020
Publisher : Pendidikan Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31980/petik.v6i1.1146

Abstract

Abstrak — Knowledge manajemen merupakan hal yang dibutuhkan saat ini, namun banyak perusahaan atau lembaga terkendala dalam melakukan knowledge manajemen karena keterbatasan sistem informasi. Di Prodi Sistem Informasi Universitas Terbuka masih menggunakan sistem manual yaitu menggunakan windows file explorer. Hal ini mengakibatkan sulitnya berbagi informasi dengan pihak luar. Oleh sebab itu dibutuhkan sebuah perancangan sistem informasi manajemen knowledge berbasis web yang bisa menyelesaikan permasalahan selama ini. Model perancangan pada artikel ini menggunakan model Unified Modeling Language (UML) yaitu model struktur dan teknik untuk pemodelan desain program berorientasi objek (OOP). Hasil yang dari perancangan sistem informasi manajemen knowledge ini diharapkan bisa membatu pengembangan perangkat lunak nantinya. Kata Kunci — sistem informasi, manajemen knowledge, Unified Modeling Language (UML). Abstract — Knowledge management is needed right now, but many companies or institutions are constrained in conducting knowledge management because of the limitations of the information system. In Information Systems Study Program Universitas Terbuka still uses a manual system that uses Windows file explorer. This results in the difficulty of sharing information with outsiders. Therefore we need a web-based knowledge management information system design that can solve problems so far. The design model in this article uses the Unified Modeling Language (UML) model, which is a structural model and techniques for modeling object-oriented program (OOP) design. The results of the design of knowledge management information systems are expected to be able to help develop software later. Keywords — information systems, knowledge management, Unified Modeling Language (UML).