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Journal : Edu Komputika Journal

PERBANDINGAN ALGORITMA TF/IDF DAN BLEU UNTUK PENILAIAN JAWABAN ESAI OTOMATIS Arief, Ulfah Mediaty; Sukamta, Sri; Nugroho, Hesti Wahyu; Pribadi, Feddy Setio
Edu Komputika Journal Vol 1 No 2 (2014): Edu Komputika Journal
Publisher : Edu Komputika Journal

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Abstract

Setiap proses pembelajaran memerlukan suatu evaluasi berupa tes. Dalam perkembangannya tes dapat dilakukan secara online. Jenis tes antara lain tes benar salah, test pilihan ganda, tes mencocokan, dan tes esai. Sudah banyak penelitian di luar negeri maupun di dalam negeri yang mengembangkan metode-metode sebagai penilai jawaban esai otomatis. Sebagai contoh Eksperimen LSA untuk esai GMAT (Graduation Management Achievement Test) menghasilkan persetujuan dengan manusia sebesar 85%-91% (Valenti, Neri, & Cucchiarelli, 2003), Electronic Essay Rater (E-Rater) menghasilkan 87%-94% (Valenti, Neri, & Cucchiarelli, 2003), untuk penelitian di dalam negeri hasil uji coba SIMPLE (Ratna, Budiharjo, & Hartanto, 2007) menghasilkan 69.80%-94.64% untuk lima mahasiswa dan 77.18%-98.42% untuk sepuluh mahasiswa. Hasil yang didapatkan masih jauh dari yang diharapkan. Hal ini yang mendasari dilakukannya penelitian mengenai pembobotan yang baik dalam penilaian jawaban esai otomatis. Penelitian ini membandingkan Algoritma pembobotan TF/IDF dan BLEU dengan alat bantu Automatic Essay Scoring yang berbasis web untuk membobotkan jawaban siswa terhadap kunci jawaban esai serta meneliti pengaruh perluasan kunci jawaban serta penyisipan huruf pada kata kurang huruf (toleransi) untuk memaksimalkan hasil penilaian. Algoritma TF-IDF merupakan salah satu skema pembobotan istilah/term dalam pencarian dokumen yang terdiri pembobotan lokal Frequency Term (TF), pembobotan global Inverse Document Frequency (IDF), dan normalisasi. Sedangkan Algoritma BLEU merupakan salah satu sistem evaluasi otomatis yang dikenalkan oleh grup riset IBM. Dalam penelitian ini penulis menghitung nilai BLEU sampai 4-gram (4 kata) saja, sedangkan esai yang dinilai dibatasi pada esai yang merupakan jawaban dari pertanyaan pada tes esai (maksimal 250 kata per jawaban), bukan esai karangan yang panjang (lebih dari 250 kata) dan jawaban yang dinikai berupa kalimat bukan berupa jawaban hasil perhitungan (matematika, fisika dan kimia). Uji coba dilakukan dengan 10 soal esai dengan 22 peserta ujian. Secara keseluruhan, rata-rata korelasi TF/IDF-penilaian guru mencapai 0.70 dengan nilai korelasi tertinggi mencapai 0.98, sedangkan rata-rata korelasi BLEU-penilaian gurur mencapai 0.63 dengan nilai korelasi tertinggi mencapai 0.97. secara keseluruhan nilai yang dihasilkan algoritma TF/IDF lebih tinggi dari BLEU. Every learning process requires an evaluation of a test. In the development of the test can be done online. Types of tests include tests completely false, multiple choice tests, matching tests, and essay tests. There have been many studies abroad and within the country are developing methods as assessor automated essay answers. For example Experimental LSA for GMAT essay (Graduation Management Achievement Test) results in agreement with the human by 85% -91% (Valenti, Neri, & Cucchiarelli, 2003), the Electronic Essay Rater (E-Rater) resulted in 87% -94% (Valenti , Neri, & Cucchiarelli, 2003), for research on domestic trial results SIMPLE (Ratna, Budiharjo, & Hartanto, 2007) resulted in 69.80% -94.64% for the five students and 77.18% -98.42% for ten students. The results obtained are still far from the expected. It is for conducting research on a good weighting in the assessment of automated essay answers. This study compared the weighting algorithm TF / IDF and BLEU with Automatic Essay Scoring tools are web-based to membobotkan answers to the answer key student essay and examines the impact of the expansion of the answer key and the insertion of letters in the word less letters (tolerance) to maximize the results of the assessment. Algorithm TF-IDF weighting scheme is one term / terms in the search for documents consisting of local weighting Term Frequency (TF), Inverse Document Frequency weighting globally (IDF), and normalization. While the algorithm is one of the BLEU automatic evaluation system introduced by IBM research group. In this study the authors calculate the value to 4-gram BLEU (4 words) only, while the assessed essay essay is limited to the answers of the questions on the test essay (maximum of 250 words per answer), not an essay written by a long (more than 250 words ) and answer dinikai not be the answer in the form of sentence calculation results (mathematics, physics and chemistry). The test is done with 10 essays by 22 examinees. Overall, the average correlation of TF / IDF-teacher ratings reached 0.70 with the highest correlation value reaches 0.98, while the average correlation of BLEU-assessment gurur reached 0.63 with the highest correlation value reaches 0.97. overall value of the resulting algorithm TF / IDF higher than BLEU.
EFEKTIVITAS PERMAINAN BINGO DALAM PEMBELAJARAN PROGRAM APLIKASI KELAS VII SMP NEGERI 25 PURWOREJO Yulaekha, Novita Rizka; Sudana, I Made; Arief, Ulfah Mediaty
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Abstract

Based on observation at 25 junior high school Purworejo are gotten data that learning process TIK still using lecture method and using media still less. That is effect low studying result, we can looking by seven classs odd final examination result with mean classical studying completeness as 43,85%. This research purpose to know are there increasing student study result and to know are student study result with bingo learning media effective learning process. Research method is experiment with quasi experiment design. Sampling in quasi experiment use non random sampling technique that is purposive sampling. Quasi experiment design form is Nonequivalent control group design. This research result show that mean pretest experiment class as 67,42 whereas mean posttest experiment class as 83,28. Mean pretest control class as 66,48 whereas mean posttest control class as 76,09. Based on t-test analysis, there are increasing student study result with thitung = 2,77. Based on gain analysis, increasing study result experiment class in medium category that is 0,49 whereas increasing study result control class in low category that is 0,28 so student study result with bingo learning media effective learning process.
A Simulation of Computer Assembly Using Unity 3D Pranata, Bayu Ari; Arief, Ulfah Mediaty; Suryanto, Agus
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Abstract

The rapid development of information technology provides an important role in the advancement of science and the increasing of human resource quality. In addition, the development of technology can also be used as a supporter of education by developing innovative learning. This study aims to develop learning media simulation of computer assembly using unity 3D. The development of instructional media is based on ISO 9126 standard. Development of instructional media in this research using waterfall method of v-model. Qualitative data in the form of suggestions from the results of validation by the experts while the quantitative data in the form of questionnaires are tested by media experts, material experts, and respondents. The results of this study in the form of 3D-based virtual reality learning application media that contains material introduction of hardware and assembly of computers. Application testing includes black-box test and media learning feasibility test. Validation was done by two media experts and one material expert, then tested the respondents to 36 students of class X majoring in Multimedia. The result of media feasibility analysis showed 93% media expert judgment, material expert 95%, and 81% student response, so the learning media of computer assembly simulation is categorized as appropriate for use as a learning medium. Based on the results of this study, it can be concluded that this instructional media is feasible to be used based on ISO 9126 standard and feasible to be used by teachers and students as supporting learning material of hardware and assembling of computer. Keywords: Instuctional Media, Computer Assembly, Unity 3D
EFEKTIVITAS PERMAINAN BINGO DALAM PEMBELAJARAN PROGRAM APLIKASI KELAS VII SMP NEGERI 25 PURWOREJO Yulaekha, Novita Rizka; Sudana, I Made; Arief, Ulfah Mediaty
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i1.12669

Abstract

Based on observation at 25 junior high school Purworejo are gotten data that learning process TIK still using lecture method and using media still less. That is effect low studying result, we can looking by seven classs odd final examination result with mean classical studying completeness as 43,85%. This research purpose to know are there increasing student study result and to know are student study result with bingo learning media effective learning process. Research method is experiment with quasi experiment design. Sampling in quasi experiment use non random sampling technique that is purposive sampling. Quasi experiment design form is Nonequivalent control group design. This research result show that mean pretest experiment class as 67,42 whereas mean posttest experiment class as 83,28. Mean pretest control class as 66,48 whereas mean posttest control class as 76,09. Based on t-test analysis, there are increasing student study result with thitung = 2,77. Based on gain analysis, increasing study result experiment class in medium category that is 0,49 whereas increasing study result control class in low category that is 0,28 so student study result with bingo learning media effective learning process.
A Simulation of Computer Assembly Using Unity 3D Pranata, Bayu Ari; Arief, Ulfah Mediaty; Suryanto, Agus
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.20974

Abstract

The rapid development of information technology provides an important role in the advancement of science and the increasing of human resource quality. In addition, the development of technology can also be used as a supporter of education by developing innovative learning. This study aims to develop learning media simulation of computer assembly using unity 3D. The development of instructional media is based on ISO 9126 standard. Development of instructional media in this research using waterfall method of v-model. Qualitative data in the form of suggestions from the results of validation by the experts while the quantitative data in the form of questionnaires are tested by media experts, material experts, and respondents. The results of this study in the form of 3D-based virtual reality learning application media that contains material introduction of hardware and assembly of computers. Application testing includes black-box test and media learning feasibility test. Validation was done by two media experts and one material expert, then tested the respondents to 36 students of class X majoring in Multimedia. The result of media feasibility analysis showed 93% media expert judgment, material expert 95%, and 81% student response, so the learning media of computer assembly simulation is categorized as appropriate for use as a learning medium. Based on the results of this study, it can be concluded that this instructional media is feasible to be used based on ISO 9126 standard and feasible to be used by teachers and students as supporting learning material of hardware and assembling of computer. Keywords: Instuctional Media, Computer Assembly, Unity 3D
Pengaruh Motivasi Belajar dan Aktivitas Belajar Terhadap Hasil Belajar Mahasiswa Teknik Elektro UNNES Pada Model Pembelajaran Daring di Masa Pandemi Covid-19 Prakoso, Bima Dwi; Hudallah, Noor; Arief, Ulfah Mediaty; Purbawanto, Sugeng
Edu Komputika Journal Vol 9 No 1 (2022): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v9i1.50955

Abstract

Kebijakan pemerintah Indonesia yang mengharuskan pembelajaran dilakukan dari rumah menyebabkan perubahan model pembelajaran yang awalnya dari pembelajaran secara luring (tatap muka) menjadi model pembelajaran secara daring (dalam jaringan). Hal ini turut merubah motivasi belajar serta aktivitas belajar mahasiswa. Tujuan dari penelitian ini adalah untuk mengetahui apakah motivasi belajar dan aktivitas belajar memiliki pengaruh terhadap hasil belajar mahasiswa Teknik Elektro Universitas Negeri Semarang, dan untuk mengetahui seberapa besar pengaruh motivasi belajar dan aktivitas belajar terhadap hasil belajar mahasiswa. Metode penelitian yang digunakan dalam penelitian ini adalah metode kuantitatif dengan analisis regresi linier berganda. Populasi dari penelitian ini adalah mahasiswa Teknik Elektro Universitas Negeri Semarang angkatan 2017, 2018, dan 2019 berjumlah 476 mahasiswa. Sampel pada penelitian ini diambil menggunakan teknik proportional random sampling, sehingga sampel berjumlah 222 mahasiswa yang terdiri dari tiga program studi pendidikan. Hasil dari penelitian ini menunjukkan bahwa terdapat pengaruh antara motivasi belajar terhadap hasil belajar mahasiswa Teknik Elektro Universitas Negeri Semarang, terdapat pengaruh antara aktivitas belajar terhadap hasil belajar mahasiswa Teknik Elektro Universitas Negeri Semarang, dan besar pengaruh dari motivasi belajar dan aktivitas belajar mahasiswa Teknik Elektro Universitas Negeri Semarang pada model pembelajaran daring di masa pandemi covid-19 sebesar 87,41%.
Co-Authors Achmad Rifaldi Ade Putra Adhim Bagas Wisnu Aji Aditya Permana Afdam, Delano Hafis Agus Suryanto Ahmad Fashiha Hastawan Alfian Faiz Alrahma, Hanan Iqbal Anan Nugroho Ananda, Bella Risky Anantyo, Andika Andri Setiyawan Anggun Farisyatul Muslimah Arief Yulianto Bagas Perdana Abiyasa Baskoro, Aldo Luhung Baswara, Satsya Yoga Dewi Anggriani Dhidik Prastiyanto Djuniadi Djuniadi Dyah Nurani Setyaningsih Dyah Nurani Setyaningsih Dzulfikar, Andi Muhammad Ekarini, Fitria Eko Supraptono Faiz, Alfian Fathimah, Aisya Febianingrum, Anggun Fia Feddy Setio Pribadi Firdaus, Agung Adi Hanrian Rossa Hartoyo, Adhita Meizaldi Hesti Wahyu Nugroho, Hesti Wahyu I Made Sudana Indah Novi Yarman Intan Dwi Ariyani Maulana, Alfan Mihardja, Soma Moh. Umar Dani Atik Mubarak, Raihan Fa'iq Muhammad Jejen Sukrilah Mukti, Gandhi Satria Nadia, Amalia Khairun Noor Hudallah Nugroho, Anan Nur Iksan Nur Qudus Oktiagi, Radiva Hera Pradana, Irzhafran Ridho Praditya, Ambrosius Lingga Prakoso, Bima Dwi Pramudyo Wicaksono Pranata, Bayu Ari Pranata, Bayu Ari Prasetya, Johanes Adi Prawidana Kurniawan Puji, Nunuk Riza Putra Pratama, Mohammad Hazim Putri Khoirin Nashiroh Qunefi, Fuat Riana Defi Mahadji Putri Rifaldi, Achmad Samsudin Anis Saptriana Suryanto, Saptriana Septariza, Devina Ayu Septiani, Amalia Setiyo Wahyono, Setiyo Shofiani, Diah Sri Sukamta Sri Sukamta Sugeng Purbawanto Sugeng Purbawanto Sukamta, Sri - Sukrina, Nur Fitri Sulistyawan, Vera Noviana Supraptono , Eko Suryani, Titin Suwito Eko Pramono Syahida Mu’aliman Syarif Hidayatulloh Talitha Widiatningrum Tatyantoro Andrasto Tunnisa, Salsabila Wafa', Almas Diqya Wahyu Adi Ramadan Wahyudi, Tri Agus Wara Dyah Pita Rengga Wibowo, Apriansyah Wibowo, Salvo Eka Yarman, Indah Novi Yeri Sutopo Yulaekha, Novita Rizka Yulaekha, Novita Rizka