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Pengembangan Media Pembelajaran CD Tutorial Interaktif Pada Mata Pelajaran Simulasi Digital Maisiswati, Baiq Hartina; Ismatulloh, Kholida; Uska, Muhammad Zamroni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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Abstract

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
Pengembangan Mobile Learning Berbasis Android Pada Mata Pelajaran Jaringan Dasar Aini, Nurul; Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

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.
Analisis Usability Website Universitas Hamzanwadi terhadap Kepuasan Pengguna dengan Menggunakan User Satisfaction Model Zaenul Amri; Muhammad Zamroni Uska; Baiq Desi Dwi Arianti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i1.842

Abstract

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.
Analisis Teknologi Smartphone dalam Mendukung Kegiatan Akademis di Universitas Hamzanwadi Menggunakan Technology Acceptance Model Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.1086

Abstract

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 (ρ0.05), and the effect of perceived usefulness, perceived ease of use, and attitude toward using on actual technology use (ρ 0.05) in using smartphone technology as a media supporting academic activities.
Pengembangan Media Pembelajaran Berbasis Android untuk Siswa Kelas X Pada Mata Pelajaran Sistem Operasi Muhammad Khalid Hakky; Rasyid Hardi Wirasasmita; Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i1.868

Abstract

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.
Pengembangan Media Pembelajaran CD Tutorial Interaktif Pada Mata Pelajaran Simulasi Digital Baiq Hartina Maisiswati; Kholida Ismatulloh; Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.923

Abstract

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
Pengembangan Mobile Learning Berbasis Android Pada Mata Pelajaran Jaringan Dasar Nurul Aini; Rasyid Hardi Wirasasmita; Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i1.921

Abstract

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.
Usability Testing Method: Efisiensi, Efektivitas dan Kepuasan Pengguna Terhadap Website SMKN 1 Praya Muhammad Zamroni Uska; Usuluddin Usuluddin; Siti Sriatni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i2.1708

Abstract

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.
Analisis Penerimaan Digital Library Menggunakan Technology Acceptance Model (TAM) di Universitas Hamzanwadi Muhammad Zamroni Uska
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v1i1.723

Abstract

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 (ρ 0.05), (2) perceived usefulness had not have a significant toward behavioral intention to use (ρ 0.05), (3) perceived ease of use and perceived usefulness had not have a significant toward actual system use (ρ 0.05), (4) behavioral intention to use had a significant toward actual system use (ρ 0.05). 
Evaluation of Rapidminer-Aplication in Data Mining Learning using PeRSIVA Model Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Usuluddin Usuluddin; Baiq Desi Dwi Arianti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i2.2688

Abstract

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.