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PERANCANGAN INTELLIGENT TUTORING SYSTEM UNTUK PEMBELAJARAN JARINGAN KOMPUTER Aris Budianto; Rosihan Ari Yuana
Sistemasi: Jurnal Sistem Informasi Vol 8, No 1 (2019): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1587.567 KB) | DOI: 10.32520/stmsi.v8i1.411

Abstract

Proses pembelajaran mata kuliah Jaringan Komputer di prodi Pendidikan Teknik Informatika (PTIK), Fakultas Keguruan dan Ilmu Pendidikan (FKIP), Universitas Sebelas Maret (UNS) terjadi sebuah gap antara Mahasiswa dari SMA dan SMK. Sebagian mahasiswa dengan latar belakang SMA belum memiliki konsep-konsep dasar Jaringan Komputer, sedangkan mahasiswa dari SMK sudah pada tahap sudah jauh lebih advance. Untuk menjembatani hal tersebut maka salah satu solusi yang bisa diimplementasikan adalah sebuah e-learning yang menyediakan sistem pembelajaran mandiri. E-learning yang dikembangkan akan menyediakan materi yang lengkap, latihan dan dan video tutorial. Pada penelitian ini, berbeda dengan E-Learning konvensional yang bersifat sama (flat) untuk setiap pengguna, E-Learning yang akan dikembangkan dilengkapi dengan Machine Learning metode Naïve bayes. Machine Learning akan membantu proses pembelajaran dengan pendekatan one-to-one, dimana sistem akan memiliki kemampuan mendeteksi kemampuan mahasiswa yang menggunakan E-Learning. Sistem menyesuaikan materi dan latihan sesuai dengan kemampuan pengguna dalam proses belajar mandiri. Dengan tutorial yang bertahap dan pendekatan yang berbeda dalam proses belajar setiap siswa diharapkan mampu meningkatkan pemahaman siswa mengenai mata kuliah Jaringan Komputer di PTIK, FKIP, UNS.
Remote interpreter API model for supporting computer programming adaptive learning Rosihan Ari Yuana; Ignasius Agus Leonardo; Cucuk Wawan Budiyanto
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 17, No 1: February 2019
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v17i1.11585

Abstract

Despite the adoption of Learning Management Systems (LMS) has been continuously growing in the last decade few, if any, scholars addressed the lack of the interactivity in online learning systems. The requirement for an interactive learning model has been increasingly prominent as content providers realize the importance of personalization of content suits to learners’ learning progress. This paper demonstrates the adoption of adaptive learning into existing LMS engine to overcome the limitation of either systems plugins or server specification pertinent to students’ psychomotor abilities in computer programming learning. In this regard,  the psychomotor is understood as the ability of students to write the program code as correctly as expected. In this study, a web API model that works to run an interpreter based-program code remotely was developed. The web API model can be utilized by LMS so it becomes the solution to the problem. The structure of the web API model has been adapted to the needs of the learning assessment. The implementation of the developed API web model is done in Python and PHP programming languages. The performance test was done by submitting 10 to 100 program codes simultaneously indicated no significant difference to the required resources (CPU usage and memory usage) to run the program code. Furthermore, for response time, the average time needed to run Python and PHP program code is also no significant difference. The average of CPU usage required by the web API to run a Python program code is 0.2058% with 0.5973 seconds as a response time. Meanwhile, to run the PHP program code, the average CPU usage required is 0.8074% with 0.3110 seconds response time. It can be concluded that the web API performance does not overburden the server.
Active Learning Strategies in Synchronous Online Learning for Elementary School Students Puspanda Hatta; Yusfia Hafid Aristyagama; Rosihan Ari Yuana; Septi Yulisetiani
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
Development of an Android-based Learning Media Application for Visually Impaired Students Nurul Azmi; Dwi Maryono; Rosihan Ari Yuana
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.11796

Abstract

This research aims to develop the English for Disability (EFORD) application, on Android-based learning english media for Visually Impaired students and determine its based this on assessment of matter expert, media expert, special needs teacher and students. The research method adopted in this research is Research and Development (R&D). The development of this application through five phases: (1) Analysis of problems, through observation and interviews. (2) Collecting information as product planning / analysis of the needs of the media as required of blind children. (3) The design phase of products such as the manufacture of flow and storyboard navigation map.(4) Design validation phase form of an expert assessment of the media is developed. (5) testing products phase, such as assessment of the application by blind students. The results of this research is EFORD application which is feasible to be used as English learning media for visual impairment application based on assessment: 1)Media expert it's obtained a percentage scored 95%, include for very worthy category, 2)Subject matter, expert its obtained percentage scored 75% include for worthy category and 3) Special needs teacher it's obtained a percentage scored 83% include for very worthy category. Upon demonstration, students indicated the positive response of ≥ 70% in each indicator. Therefore English learning media with Android based application English for Disability (EFORD) is very feasible to be used as an English learning media especially grammar and speaking English content for students of visual impairment for a number of reasons.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS Irma Nuur Rochmah; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.14718

Abstract

The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.Keywords: information system, lecturer lecture evaluation and prodi service, web
Software Development of Speed Typing Counter Application as a Typing Lesson Supporting Tool Yusac Ismail Fauzi Widodo; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.8404

Abstract

This research aims to design and create media applications that will be used to train the speed and accuracy of typing in the classroom. Lack of instructional media typing speed appropriate to the circumstances in the classroom was the background of this research. The study began with the observation phase, then followed by system design and coding. An application as the research results has main features: the study materials, practice typing, and data management, which each function is executed by the user level use. Implementation of the user level is intended to secure the data from unauthorized third parties so that only students and teachers can see the results of learning. Furthermore, the application also gives teachers the opportunity to participate in learning, a way to create and change the questions used for the exercise. As a typing progress report, the application can also display the results in various formats such as speed tables, accuracy tables, speed graph, and chart accuracy. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Lutfi Permatasari; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.694 KB) | DOI: 10.20961/ijie.v2i2.15206

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application.Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of a portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques.The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.
AR-KIO: Augmented Reality-based Application as Instructional Media on Input and Output Device Component. Nur Hidayattur Rohmah; Yudianto Sujana; Rosihan Ari Yuana
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.12472

Abstract

The rapid technology development can be utilized in various fields, especially in education. For example, is augmented reality-based learning media. The learning media can be applied to all the subject matter, including the subject of input and output component devices. Based on the observations that already made, there are some problems such as there is no interactive learning media and limited props in the laboratory. Though the subject of input and output component devices require three-dimensional visualization, especially input output components that are difficult to find in the school environment. The purpose of this study is to determine the feasibility of instructional media applications that have been developed. The research method used is research development method. The tests conducted by media experts, content experts, users and smartphone devices with different specifications. Media expert testing using instruments that refer to aspects of the functionality of ISO 9126 with the percentage acquisition of 100%. Content expert testing using the instrument that refers aspects of learning design with the acquisition percentage of 88%. Meanwhile, user testing uses an instrument that refers to the usability aspect of ISO 9126 with a percentage gain of 83.4%. In addition, there are testing the software with android smartphone platform that has different specifications. The advantages of this application can run on a smartphone with minimum 512 MB RAM specs, Android OS Jelly Bean 4.3 and qHD screen resolution.
Development of Android Based Try Out Application For National Exam Of Vocational Theory In Vocational School Accompanied With Learning Outcomes Recommendation Muklis Eko Apriyanto; Rosihan Ari Yuana; Mintasih Indriayu
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.v3i2.12288

Abstract

This research aims to develop the Android based for National Exam Tryout of Vocational Theory of SMK TKJ. Thisapplication also gives recommendation according the tryout result. This research also aims to know the feasibility ofthis application based on an assessment by media expert and student of TKJ department. this research use researchand development method (R & D) which adapted from Waterfall software development model. Waterfall methodincludes 5 stages: (1) requirement definition; (2) system and software design; (3) implementation and unit testing; (4)integration and unit testing; (5) operation and maintenance. The assessment results from media experts amounted to4.37 for Android-based front-end applications and for 4.42 for web-based back-end applications, user-rating back-endapps got a value of 4.65, while ratings from students were 4.53. Based on the feasibility study It can be concluded thatthe Android applications can be used. This application has advantages that are: 1) the application can display therecommendation of exam results; 2) the application displays questions randomly; 3) app can run on old Androidversion.
Integrasi Computational Thinking Menggunakan Lego Robotika Pada Pembelajaran Pemrograman Cucuk Wawan Budiyanto; Saehful Amri; Rosihan Ari Yuana; Indah Widiastuti; Dewanto Harjunowibowo
DEDIKASI: Community Service Reports Vol 5, No 1 (2023): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v5i1.66483

Abstract

School extracurricular activities potentially facilitate the development of students' talents and interests. This community service activity introduces the integration of Lego Mindstorm EV3 Robotics into extracurricular programming activities at PPQ IT Al Mahir, Karanganyar. It is expected to benefit students' Computational Thinking skills and interest in STEM careers of the PPQ-IT Al Mahir Islamic Boarding School students Karanganyar. This community service aimed to develop the character of the Pancasila Student profile according to the purpose of the Merdeka Curriculum. The activity was carried out in the period from July to October 2022. The three stages of community service were 1) preparation, 2) robotics workshop, and 3) deployment. The report concludes that the robotics module ran well for the high-school student level and contributed to the participants' robotics and programming interest. The extracurricular framework would be the potential for deployment in the other school setting.