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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.
Analysis of Student Computational Thinking Ability in PTIK UNS on Database Course Daniel Enrique Triosandriawan; Dwi Maryono; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2408

Abstract

This qualitative descriptive study aims to determine the computational thinking (CT) abilities of PTIK students in a database course and to identify differences in CT abilities among students with low, medium, and high academic grades. This research describes a condition based on existing research results and compares it with supporting theories to provide a systematic overview of the computational thinking abilities of PTIK FKIP UNS students. The research instruments included documents (database scores of PTIK students for the 2021 academic year) and essay test results from third-semester students who had completed the database course. The sampling technique used was purposive sampling. Data was collected through document analysis, test instruments, and in-depth interviews, with data validity tested using method and data source triangulation. The data was analyzed using narrative analysis techniques. The study assessed six aspects of CT ability in the database context: decomposition and reduction, abstraction, conversion and simplification, classification and division of ideas, reverse thinking, and assumptions. The results showed that, overall, PTIK students possess good CT skills. However, the abilities in reduction, simplification, and assumption could be improved. The research also found a clear difference between students with low midterm test scores and those with high midterm test scores. The data confirms that better grades in the database course correspond to better CT abilities among students.
Increasing Student Interest in Interactive Multimedia Product Creation Subject through Scratch-Based Learning Media Hana Romauli Sipahutar; Nurcahya Pradana Taufik Prakisya; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 7 No. 3 (2024): Journal of Informatics and Vocational Education - November
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v7i3.2409

Abstract

Engaging students is essential in education. If students are interested in a subject, they will study it repeatedly, driven by their intrinsic motivation to achieve a goal. However, one of the schools, SMK N 1 Demak, has experienced problems with students' interest in learning. A teacher stated that during lessons for the "Making Interactive Multimedia Products" subject, students were often unfocused and did not pay attention, which is a characteristic of a lack of interest. This study aims to design learning media using the Scratch application to increase the interest of class XII students in making interactive multimedia products at SMK Negeri 1 Demak. The data collection techniques used were interviews and questionnaires. Data validity was ensured using construct validity techniques, while data analysis was performed using comparative descriptive and critical analysis techniques. The research procedure followed the ADDIE model. At the beginning of the application development, the developer consulted with subject and media experts. The measurement instruments were validated by an educational expert. The analysis of the results used descriptive percentages. The findings showed that the application of Scratch multimedia successfully increased students' interest in making interactive multimedia products in the class XII multimedia program at SMK Negeri 1 Demak.
Agile-Driven Digital Transformation in Traditional Educational Institutions: Integrating Scrum, Automated Testing, and TAM for Student Registration Systems Anis Nur Choiriyah; Nurcahya Pradana Taufik Prakisya; Rosihan Ari Yuana
Journal of Informatics and Vocational Education Vol. 8 No. 2 (2025): Journal of Informatics and Vocational Education - July
Publisher : Informatics Education Department, Faculty of Teacher Training and Education, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v8i2.3482

Abstract

Agile methodologies' integration with automated testing and user acceptance evaluation within traditional Islamic boarding school (pesantren) contexts remains understudied. This study develops 'SIAP AMWIN', a web-based student registration system integrating Scrum, Katalon Studio automated testing, and TAM. R&D design was employed across five Scrum cycles (Aug 2023–Feb 2024). A validated 16-item TAM questionnaire (4 Usefulness + 12 Ease of Use items, expert-validated by 2 validators) was administered to 25 new students following system use. Blackbox testing was conducted via Katalon Studio. The system achieved Usefulness 13.96 and Ease of Use 41.44 (overall 86.56%, Very Good), a significant improvement over the prior system score of 12.1 (Not Good). Scrum-driven, actor-centered development effectively enables digital transformation in resource-constrained traditional institutions, providing a replicable blueprint for similar pesantren contexts.
Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach Cucuk Wawan Budiyanto; Kristof Fenyvesi; Yustika Indah Maharani; Rosihan Ari Yuana; Putri Khoirin Nashiroh; Rizka Latifah
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.78486

Abstract

Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality.