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Penerimaan Pembelajar terhadap Penggunaan Scrimba sebagai Multimedia Pembelajaran Interaktif Wulan, Sri Ratna; Setiarini, Siti Dwi
Jurnal Pendidikan Multimedia (Edsence) Volume 3 No 1 (Juni 2021)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v3i1.32376

Abstract

Dalam mempelajari bahasa pemrograman atau framework bahasa pemrograman tertentu yang digunakan untuk pengembangan web, mahasiswa dapat mempelajarinya secara mandiri dengan cara menonton video pembelajaran, membaca dokumentasi,  membaca buku mengenai hal tersebut. Namun, cara tersebut lebih cenderung satu arah, dimana, pembelajar tidak dapat mencoba langsung contoh kasus dalam media-media tersebut. Mereka harus membuka editor, membuka browser, menyalakan server lokal, menulis ulang contoh, dan menjalankan program. Perpindahan jendela aplikasi merepotkan pembelajar. Scrimba merupakan sebuah inovasi multimedia pembelajaran di mana pengguna dapat menonton video pembelajaran sekaligus berinteraksi langsung pada kode program, dan menjalankan program saat video dihentikan. Editor program, video pembelajaran, dan browser untuk menguji program ada pada satu layar. Penelitian ini bertujuan untuk mengetahui penerimaan pembelajar terhadap Scrimba, bagaimana interaksi mereka dan bagaimana kepuasan mereka. Metode penelitian yang digunakan adalah metode deskriktif dengan pendekatan survei. Penelitian dilakukan terhadap mahasiswa berprogram studi Informatika yang telah mengeksplorasi sebuah materi pembelajaran yang dirasakan sebagian besar oleh mereka sulit. Dosen merekam tutorial pembelajaran di Scrimba yang dibagikan kepada mahasiswa untuk dipelajari. Hasil penelitian menemukan bahwa Scrimba berkontribusi positif terhadap pemahaman materi pembelajaran dan kepuasan mahasiswa dalam mempelajari materi di Scrimba. Rata-rata hasilnya didominasi pada level cukup baik yakni sebesar 42,55% ke baik dan sangat baik yang jika dijumlahkan sebesar 49,03%. Sehingga, dapat disimpulkan bahwa Scrimba dapat menjadi salah satu alternatif alat pembelajaran untuk mempelajari pengembangan web yang layak digunakan untuk pembelajaran jarak jauh. Bahkan, pendekatan rekaman layar dan audio dan kode editor dalam satu layar seperti di Scrimba dapat menjadi pendekatan untuk pengembangan alat pembelajaran pemrograman secara lebih luas.
Penentuan Skala Prioritas Pengembangan Smart Campus Menggunakan Metode AHP Wirasta, Wendi; Setiarini, Siti Dwi
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3773

Abstract

Smart Campus is a trend nowadays that allows educational institutions to make various breakthroughs, one of which is combining smart technology with infrastructure to get services, decisions, and sustainability.  The research aims to determine the aspects that will be the priority of several components towards or get priority rankings for implementation towards a smart campus. The priority measurement of several smart campus components uses the AHP model which is able to compare and evaluate several scales. The comparison process is carried out using a rating scale based on the point of view of one of the top management on campus as a stakeholder. The methods used are literature study, questionnaire distribution, scale calculation, and priority scale recommendations. The results showed that the calculation of the criteria matrix and alternative matrices were able to produce value ratings, the People Management System aspect became the first priority alternative by 31%. The abstraction level approach can be calculated using the AHP model to get the priority scale for smart campus development
Simulasi Reinforcement Learning untuk Kecerdasan Buatan pada Exergame Penurun Berat Badan Sofy Fitriani; Siti Dwi Setiarini; Eddy Bambang Soewono
JURIKOM (Jurnal Riset Komputer) Vol 9, No 1 (2022): Februari 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i1.3875

Abstract

The pandemic of Coronavirus Disease 2019 (Covid-19) is still sweeping the globe. This is alarming, and it has a negative impact on physical activity outside the home. Weight gain is one of the issues that has arisen. Artificial intelligence simulation research is proposed for physical activity to help lose weight for it to be something fun with all its limitations. This simulation is going to be included in the game. This study focused on the physical activity carried out based on the results of artificial intelligence calculations to lose weight before being applied to the game. The approach is quantitative. To begin, conduct a literature review to determine the topic, machine learning methods, and calorie calculations for weight loss. Additionally, using reinforcement learning, a model for calculating the need is created for a caloric deficit. The waterfall method is used to model the calculation, which is then simulated in the system. The final stage is model validation, which involves utilizing the functionality correctness in accordance with system requirements. It produces 100 percent correct output based on the list of requirements, according to the tests that have been conducted.
PENGEMBANGAN UNIT PELATIHAN TEKNOLOGI INFORMASI DI POLITEKNIK NEGERI BANDUNG Ghifari Munawar; Bambang Wisnuadhi; Lukmanul Hakim Firdaus; Aprianti Nanda Sari; Cholid Fauzi; Siti Dwi Setiarini; Trisna Gelar
Jurnal Difusi Vol 3 No 2 (2020): Jurnal Difusi
Publisher : Pusat Penelitian dan Pengabdian Masyarakat (P3M) Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.486 KB) | DOI: 10.35313/difusi.v3i2.1901

Abstract

Berdasarkan data dari Badan Pusat Statistik (BPS), tingkat pengangguran tahun 2019 untuk lulusan SMK merupakan angka paling tinggi dibanding jenjang pendidikan lainnya. Hal ini terjadi karena keterampilan lulusan SMK belum sepenuhnya sesuai dengan kebutuhan industri. Untuk itu, perlu adanya unit pelatihan teknologi informasi di perguruan tinggi yang bidangnya bersesuaian sebagai wadah para lulusan SMK yang belum bekerja untuk meningkatkan kemampuan mereka agar dapat diterima di industri. Selain itu, unit pelatihan teknologi informasi di perguruan tinggi juga dapat menjadi sarana dosen untuk melaksanakan pengabdian kepada masyarakat dengan menjadi instruktur pada pelatihan tersebut. Metode pelaksanaan yang dilakukan dalam pengabdian masyarakat ini antara lain studi literatur, pengumpulan data, analisa kebutuhan, perencanaan pembuatan unit pelatihan, dan pembuatan media promosi.Luaran lain dari program ini adalah terbentuknya dokumen kurikulum pelatihan dan bahan ajar yang sesuai dengan kompetensi SKKNI yang diharapkan dan sesuai dengan kebutuhan industri, sehingga angkatan kerja lulusan SMK dapat terserap dengan baik. Kata kunci: Pengembangan Unit Pelatihan, SMK, Pelatihan, Lulusan SMK
Studi Komparatif Fungsionalitas, Performance dan User experience pada Website Geopark Bambang Wisnuadhi; Asri Maspupah; Sri Ratna Wulan; Muhammad Rizqi Sholahuddin; Siti Dwi Setiarini; Lukmannul Hakim Firdaus
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.753 KB) | DOI: 10.47065/josh.v3i4.1879

Abstract

Indonesia has great natural resources. UNESCO recognized at least six geoparks, and Indonesia will continue to develop more geoparks in the future. However, currently, Indonesia's geoparks are not widely known. One of the reasons is that the existing websites do not pay attention to performance guidelines, information, economics, and search engine optimization even though the website is a vital marketing medium so that geoparks can be promoted widely and effectively. A comprehensive study of the website contents is required to build a good geopark website. In addition, it is also necessary to study user experience when visiting web pages. This study aims to find the standard website content on the geopark website and compare existing website performance and user experience. This study compares three geopark websites. The three websites include the Ciletuh-Palabuhanratu, Hongkong geopark, and Cliff of Fundy Geosite website. Three indicators are used: website performance, user experience, and what information should be on the geopark website. These three indicators are essential as an attraction for website visitors so they can enjoy the content of the website and they can stay longer so that the visitors can turn into potential geopark tourists. Good website performance is supported by consistent ease of providing information and speed in providing information to website visitors. In comparison, the user experience visiting the website relates to the interactive visual design, organization, and navigation structure of the website framework and the completeness of the content. We use performance and user experience metrics as evaluation tools for the three selected websites. As a result, the general availability of information is as follows: information about geoparks, UNESCO, list of tourist attractions, activities, itinerary, tourist accommodation, education, contacts, language choices, news articles, pamphlets, maps, and virtual tours. In terms of performance, the three websites have slow speeds, but in cumulative layout shifts, they have good scores.
Rancang Bangun REST API Aplikasi Sistem Informasi Gardu Distribusi berbasis Android dan Web Sofy Fitriani; Muhammad Rizqi Sholahuddin; Siti Dwi Setiarini
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (543.4 KB) | DOI: 10.47065/josh.v4i1.2362

Abstract

Today, the use of information systems is important, especially in archiving important data. Advances in technology have made conventional recordings begin to switch to digital. The case study in this research is to make an information system on one of the electric power systems, namely the distribution system. In this distribution system there is a substation that contains important components in the distribution of electricity from transmission to consumers. Generally, data collection at distribution substations uses manual recording on paper. This becomes less effective when it finds conditions of archiving data that have been in the past. Therefore, an application is designed that can help the authorities to record android-based data and websites. This information system is made using Rest API which facilitates communication via the internet. From the research that has been done, the performance between the mobile application and the website is good. Website performance produces applications on the web that have good results, namely 99, while Android is 93 from a maximum value of 100.
The Investigation of Convolution Layer Structure on BERT-C-LSTM for Topic Classification of Indonesian News Headlines Fabillah, Dzakira; Auliarahmi, Rizka; Setiarini, Siti Dwi; Gelar, Trisna
Journal of Software Engineering, Information and Communication Technology (SEICT) Vol 4, No 2: Desember 2023
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/seict.v4i2.63742

Abstract

An efficient and accurate method for classifying news articles based on their topics is essential for various applications, such as personalized news recommendation systems and market research. Manual classification methods are tedious, prompting the use of deep learning techniques in this study to automate the process. The developed model, BERT-C-LSTM, combines BERT, the convolutional layer from CNN, and LSTM, leveraging their individual strengths. BERT excels at transforming text into context-dependent vector representations, The design of the classification model employs a blend of convolutional layers and LSTM, referred to as C-LSTM. The convolutional layer possesses the capability to extract salient elements, including keywords and phrases, from input data. On the other hand, the Long Short-Term Memory (LSTM) model exhibits the ability to comprehend the temporal context present in sequential data. This study aims to investigate the influence of the convolutional layer structure in BERT-C-LSTM on the classification of Indonesian news headline categorized into eight topics. The results indicate that there are no significant differences in accuracy between BERT-C-LSTM model architectures with a single convolutional layer and multiple parallel convolutional layers and the models using various filter sizes. Furthermore, the BERT-C-LSTM model achieves an accuracy that is not much different from the BERT-LSTM and BERT-CNN models, with accuracies reaching 92.6%, 92.1%, and 92.7%, respectively.
Pelatihan Perakitan Komputer dan Instalasi Perangkat Lunak di Pondok Pesantren Darul Fithrah Fitriani, Sofy; Setiarini, Siti Dwi; Sofyan, Yusuf
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 9 No 1 (2025): Volume 9 Nomor 1 Tahun 2025
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v9i1.23601

Abstract

Increasing students' capacity to increase students' competitiveness in the industrial world is one of the important things. Darul Fithrah Islamic Boarding School (Ponpes) is an Islamic educational institution aiming to provide religious education, formal education, and character development to its students. To realize this, the theme of community service was proposed as it was related to assembly training and computer installation. This training begins with the process of determining specifications and making training modules. The training process was attended by representatives of students, who immediately practised this computer assembly to understand the whole process. Then, students were delegated to train other students in computer assembly. Based on the results of the training, the students have understood the basics of computer components, computer assembly steps, how to install the operating system, how to install drivers, how to install computer software in general, and basic troubleshooting if there are problems around computers. The Ponpes also wanted the sustainability of cooperation related to further training because it was considered to have many benefits both in terms of institution and in terms of capacity building for the students.
Desain dan Implementasi Website di Pondok Pesantren Darul Fithrah Fitriani, Sofy; Sofyan, Yusuf; Soewono, Eddy Bambang; Setiarini, Siti Dwi; Noviansyah, Beri
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 8 No 1 (2024): Volume 8 Nomor 1 Tahun 2024
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v8i1.22022

Abstract

Darul Fithrah Islamic Boarding School is an Islamic educational institution that aims to provide its students with religious education, formal education, and character development. A community service theme related to the school website is proposed to increase communication efficiency, information transparency, and interaction between Islamic boarding schools, students, parents, and the community. This website design uses structured stages. The first stage is planning, training, evaluating, and making activity reports. At the planning stage, the features that will be displayed on the website are adjusted to the Islamic boarding school's needs. After the website is completed, information system training is carried out on the website. The evaluation stage is carried out to monitor if problems occur. Based on the results of monitoring and evaluation, the website created makes it easy for various parties to obtain and share information related to Islamic boarding schools, and the website has been well optimized so that it has entered the first page on the Google search engine in fourth place.
Pelatihan Peningkatan Kompetensi Guru melalui Media Board Game sebagai Inovasi Pembelajaran Computational Thinking di Pondok Pesantren Darul Fithrah Kabupaten Bandung Fitriani, Sofy; Rachmat, Setiadi; Sari, Aprianti Nanda; Syakrani, Nurjannah; Hidayatullah, Priyanto; Soewono, Eddy Bambang; Widhiyasana, Yudi; Abdillah, Trisna Gelar; Setiarini, Siti Dwi; Sholahuddin, Muhammad Rizqi
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 10 No 1 (2026): Volume 10 Nomor 1 Tahun 2026
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v10i1.27180

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) ini dilatarbelakangi oleh keterbatasan guru pesantren dalam memahami dan mengimplementasikan keterampilan computational thinking dalam pembelajaran. Di Pondok Pesantren Darul Fithrah, media pembelajaran inovatif berupa board game berbasis Unplugged Computational Thinking dirancang untuk menjembatani kebutuhan tersebut sekaligus memberikan alternatif metode pembelajaran yang lebih interaktif. Metode pelaksanaan meliputi perancangan board game, penyusunan instrumen pelatihan, pelaksanaan pre-test, pemberian materi dan simulasi board game, serta post-test dan observasi implementasi di kelas. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada pemahaman guru mengenai computational thinking, terlihat dari kenaikan skor rata-rata pre-test dan post-test, khususnya pada aspek pengenalan pola, penyusunan langkah pemecahan masalah, dan pemahaman istilah computational thinking. Respon kuesioner dan feedback guru juga menunjukkan bahwa board game dipandang interaktif, mudah digunakan, serta potensial untuk diterapkan dalam pembelajaran di pesantren. Dengan demikian, kegiatan PKM ini berhasil mendorong guru lebih siap mengintegrasikan keterampilan abad 21 ke dalam praktik pendidikan