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PENGEMBANGAN MODUL INVENTARISASI TANAMAN OBAT PADA SISTEM INFORMASI TANAMAN OBAT BENGKULU Della Maulidiya; Kasrina Kasrina
Jurnal Media Infotama Vol 12 No 2 (2016)
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (735.995 KB) | DOI: 10.37676/jmi.v12i2.411

Abstract

Banyaknya informasi yang telah dihasilkan dari penelitian di bidang kajian tanaman obat baik terkait identifikasi, kandungan kimia, manfaat pengobatan dan cara pemanfaatan sebagai obat perlu diinformasikan kepada masyarakat. Salah satu cara yang dapat dilakukan yaitu dengan cara membuat suatu sistem informasi tanaman obat berbasis web yang dapat diakses melalui internet. Penelitian ini bertujuan untuk mengembangkan modul inventarisasi tanaman obat yang teridentifikasi keberadaannya di Kota Bengkulu. Modul ini merupakan salah satu modul yang ada dalam Sistem Informasi Tanaman Obat Bengkulu (SITOBELU). Metodologi yang digunakan untuk pengembangan yaitu Rational Unified Process (RUP). Teknik pengumpulan data meliputi studi pustaka dan studi lapang. Hasil studi pustaka berupa data tanaman obat yang telah terinventarisasi baik berdasarkan taksonomi, indeks nama, dan penyakit yang dapat diobati. Hasil studi lapang yaitu identifikasi lokasi penanaman dan cara pemanfaatan tanaman obat di Kota Bengkulu.Kata Kunci: tanaman obat, sistem informasi, modul inventarisasi tanaman obat, content-based image retrieval
On the Performance of SVD-DWT Based Digital Video Watermarking Technique with Semi-Blind Detector Basaruddin, Tarzan; Maulidiya, Della
Makara Journal of Technology Vol. 13, No. 1
Publisher : UI Scholars Hub

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

Abstract

On the Performance of SVD-DWT Based Digital Video Watermarking Technique with Semi-Blind Detector. This paper presents a watermarking technique for digital video. The proposed scheme is developed based on the work of Ganic and Chan which took the virtue of SVD and DWT. While the previous works of Chan has the blind detector property, our attempt is to develop a scheme with semi-blind detector, by using the merit of the DWT-SDV technique proposed by Ganic which was originally applied to still image. Overall, our experimental results show that our proposed scheme has a very good imperceptibility and is reasonably robust especially under several attacks such as compression, blurring, cropping, and sharpening.
INVESTIGASI PEMANFAATAN LEARNING MANAGEMENT SYSTEM MOODLE UNTUK PEMBELAJARAN DI INDONESIA MENGGUNAKAN BIBLIOMETRIC ANALYSIS Della Maulidiya
Computer and Informatics Education Review Vol 3 No 03 (2022): Computer and Informatics Education Review, Desember
Publisher : Fakultas Keguruan dan Ilmu Pendidikan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33258/cier.3032022.3717.43-49

Abstract

Efforts to comprehensively integrate technology and pedagogy into the learning environment, including classroom and virtual learning, have encouraged the emergence of electronic learning (e-learning), allowing students to learn anything without the limits of place and time. E-learning to be well organized requires a Learning Management System (LMS), one of which is Moodle. Moodle's potential prompted a great deal of research, resulting in so many articles that it was possible to evaluate its potential and application gaps in Indonesia. This research uses bibliometric analysis based on 209 articles indexed in Scopus for 2010 - 2022 to investigate how Moodle utilized in Indonesia. The bibliometric analysis's findings indicate that e-learning, online learning, and blended learning will continue to be the main topics of Moodle use in Indonesia. These three topics are connected by blended learning, which combines in-person instruction with online instruction. On the other hand, there is spaces to establish specialized topics within the three main themes, such as using Moodle to improve learning activities and processes, or using learning analytics to raise motivation and improve learning outcomes and achievement. Another finding is that Moodle is primarily used at the higher education. Therefore, more research is required to determine the elements to consider before Moodle is adopted at the elementary, secondary, and higher schools.
Investigasi pemanfaatan geogebra untuk pembelajaran matematika di Indonesia: Sebuah analisis bibliometrik Della Maulidiya; Tria Utari; Nur Aliyyah Irsal; Mela Aziza
Delta-Pi: Jurnal Matematika dan Pendidikan Matematika Vol 12, No 1 (2023)
Publisher : Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/dpi.v12i1.6557

Abstract

GeoGebra adalah perangkat lunak pembelajaran matematika yang membantu guru dalam meningkatkan kinerja siswa. Pemahaman tentang pemanfaatan GeoGebra diperlukan untuk memandu pengembangan dan penerapannya dalam pendidikan matematika di masa depan. Analisis bibliometrik digunakan untuk mengidentifikasi penelitian ilmiah sebelumnya. Penelitian ini secara kuantitatif meneliti 309 artikel ilmiah yang diterbitkan di jurnal-jurnal Indonesia antara tahun 2012 - 2022 dengan menggunakan text mining pada daftar kata kunci penulis. Analisis bibliometrik kemudian diolah dengan analisis konten kualitatif untuk menentukan sejauh mana penggunaan Geogebra dalam pendidikan matematika di Indonesia. Artikel-artikel diklasifikasikan sebagai 85,76% hasil dari penelitian dan 14,24% laporan kegiatan pengabdian masyarakat. Penggunaan Geogebra telah dievaluasi melalui penelitian kuantitatif, kualitatif, metode campuran, pengembangan, penelitian tindakan kelas, dan tinjauan literatur. Kompetensi yang banyak dieksplorasi dengan Geogebra adalah pemecahan masalah, berpikir kreatif, pemahaman konsep, dan komunikasi matematis. Penelitian ini menemukan pembelajaran penemuan, pembelajaran berbasis masalah, pembelajaran daring, matematika realistik, pembelajaran berbasis teknologi, dan pembelajaran mandiri dinilai sesuai untuk menerapkan Geogebra dalam pembelajaran matematika. Temuan penelitian ini menyimpulkan ada empat faktor yang harus dipertimbangkan ketika mengimplementasikan Geogebra dalam pengajaran matematika: 1) fitur-fitur Geogebra, 2) karakteristik materi matematika, 3) pendekatan atau model pembelajaran, dan 4) kompetensi (hasil belajar) baik kognitif dan non-kognitif yang diharapkan. Hasil analisis bibliometrik ini memberikan dasar untuk menentukan faktor-faktor penting untuk mengimplementasikan Geogebra dalam menciptakan lingkungan belajar yang diperkaya teknologi untuk mengajar dan belajar matematika. Kata kunci Geogebra, Pembelajaran matematika, Analisis bibliometrik
Developing Electronic Student Worksheet based on Probing Prompting Learning Method using Google Form on Social Arithmetic Levia, Tilza; Maulidiya, Della; Siagian, Teddy Alfra
Jurnal Pendidikan Matematika (Kudus) Vol 6, No 2 (2023): Jurnal Pendidikan Matematika (Kudus)
Publisher : Institut Agama Islam Negeri (IAIN) Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21043/jpmk.v6i2.21631

Abstract

This study aims to feasibility electronic student worksheet with the Probing Prompting learning method using Google Form on social arithmetic material for valid, practical, and effective. This research was used an ADDIE model, that consist of analyze, design, development, implementation, and evaluation. The research instrument include of validation sheets, practicality sheets, and tests of mathematical problem solving abilities. This research produced an electronic student worksheets based on probing prompting usng Google Form on social arithmetic material.  of seventh-grade students was included in the following criteria: 1) Very valid based on content assessment, construct assessment, language assessment, media assessment; 2) Practical based on 11 aspects of assessment; 3) Effectiveness based on classical learning mastery, namely 90% of students who complete score ≥70 and the results of the N-Gain calculation of problem solving abilities with an average N-Gain of 0.77 are in the high category. Penelitian ini bertujuan untuk menghasilkan lembar kerja peserta didik berbentuk elektronik dengan metode pembelajaran Probing Prompting menggunakan Google Form materi aritmatika sosial yang valid, praktis, dan efektif. Penelitian ini adalah penelitian dan pengembangan model ADDIE, yaitu analisis, desain, pengembangan, implementasi, dan evaluasi. Instrumen penelitian ini terdiri dari lembar validasi, lembar kepraktisan, dan tes kemampuan pemecahan masalah matematis. Penelitian ini menghasilkan LKPD elektronik berbasis probing prompting menggunakan Google Form pada materi aritmatika sosial peserta didik kelas VII memenuhi kriteria: 1) Sangat valid berdasarkan aspek penilaian isi, aspek konstruk, aspek bahasa, aspek media; 2) Praktis; 3) Efektif berdasarkan ketuntasan belajar klasikal yaitu 90% peserta didik yang tuntas memperoleh nilai ≥70 dan hasil perhitungan N-Gain kemampuan pemecahan masalah dengan rata-rata N-Gain 0,77 berada pada kategoti tinggi.
Topic Modelling using Latent Dirichlet Allocation (LDA) to Investigate the Latent Topics of Mathematical Creative Thinking Research in Indonesia Maulidiya, Della
Journal of Intelligent Computing & Health Informatics Vol 3, No 2 (2022): September
Publisher : Universitas Muhammadiyah Semarang Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jichi.v3i2.11428

Abstract

In mathematics education, there is increasing interest in Mathematical Creative Thinking (MCT), and numerous scientific documents on this topic have been published in Indonesia. The availability of publication databases has made it easier to access these documents and collect large amounts of data related to MCT. This data has the potential to uncover latent topics within MCT research articles published in Indonesian journals. This study analyzed a dataset of 102 articles obtained from Garuda (Digital Reference Garda) published between 2010 and 2022 in six proceedings and 49 journals. The study applied text processing techniques and used topic modeling with Latent Dirichlet Allocation (LDA) and variational expectation maximization algorithm (VEM) to produce 23 topics. Each topic consisted of general and special words from the beta probability value. The study found 30 unique words from topic modeling, including learning, abilities, problems, skills, mathematics, tests, levels, answers, approaches, assessments, basics, classes, developing, values, ideas, instruments, materials, mathematics, moderate, models, motivation, open-ended, processes, questions, reasons, solving, styles, subjects, teaching, and worksheets. The study also used LDA to classify documents into discovered themes and found that the five MCT research focuses were learning approaches, student competencies, teacher competencies, assessments, and learning resources. The study's findings revealed a research gap, specifically, the need for more MCT studies that concentrate on enhancing teacher competency.
PENGARUH GAME BASED LEARNING TERHADAP KEMAMPUAN PEMECAHAN MASALAH SISWA MATERI LINGKARAN KELAS VIII SMP NEGERI 18 KOTA BENGKULU Atmajaya, Tri; Susanta, Agus; Utari, Tria; Susanto, Edi; Maulidiya, Della
JP2MS Vol 7 No 3 (2023): Desember
Publisher : Program Studi S1 Pendidikan Matematika FKIP Universitas Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33369/jp2ms.7.3.441-449

Abstract

Salah satu visi pembelajaran matematika pada kurikulum 2013 merupakan keterampilan penyelesaian masalah. Kemampuan pemecahan masalah siswa masi rendah ditunjukan oleh murid belum terbiasa menyelesaikan soal yang membutuhkan aspek memahami, merencanakan, menyelesaikan dan menyimpulkan. Kajian ini bertujuan agar melihat dampak game based learning pada keterampilan masalah murid terhadap pengetahuan lingkaran kelas VIII SMP Negeri 18 Kota Bengkulu. Analisis ini adalah kajian eksperimen semu. Analisis ini dijalankan pada SMP Negeri 18 Kota Bengkulu terhadap semester genap tahun ajaran 2022/2023. Sampel penelitian ini memakai teknik purposive sampling. Subjek penelitian ini terdiri dari kelas VIII.7 sebagai kelas eksperimen yang memanfaatkan game based learning dengan banyak siswa berjumlah 28 siswa dan kelas VIII.6 menjadi kelasa kontrol yang memakai pendidikan lama dengan banyak siswa berjumlah 30 siswa. Instrumen yang dipakai dalam analisis ini merupakan lembar tes keterampilan penyelesaian masalah. Hasil dari pengujian hipotesis diperoleh nilai , yakni  serta nilai signifikan (2-tailed) cenderung tinggi oleh taraf signifikan yakni . Hasil penelitian ini menunjukkan bahwa terdapat pengaruh yang signifikan pada game based learning pada keterampilan penyelesaian masalah murid terhadap pengatahuan lingkaran kelas VIII SMP Negeri 18 Kota Bengkulu.
Peningkatan Kemampuan Pemecahan Masalah Siswa Melalui Problem-Based Learning (PBL) Berbantuan Alat Peraga Suliarti, Dela; Maulidiya, Della; Utari, Tria
ARITHMETIC: Academic Journal of Math Vol. 6 No. 2 (2024): Edisi November
Publisher : Institut Agama Islam Negeri Curup

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29240/ja.v6i2.8684

Abstract

This research aims to apply problem-based learning with a teaching props to improve the problem-solving abilities of polyhedron. This type of research is Class Action Research (PTK) that is carried out in three cycles. The subjects of this research were 32 students in class VIII 5 of SMP Negeri 4 Bengkulu City in the 2022/2023 Academic Year. Data collection is carried out through a problem-solving ability test that is structured with reference to Polya and competence achievement indicators on the cube, beam, prisma, and limas. The student understands the problem on the LKPD, then discusses the determination of their respective tasks for the work of the LKPD, the student solves the problem using the help of the teaching props according to the learning indicators, students present the results of the discussion, and the student works on the KPM using the stages of problem solving. In the indicator of understanding the problem, the average score increased from 61 (cycle I) to 88.49 (cycle III); in the indicator of planning problem-solving, the average score increased from 39 (cycle I) to 86.11 (cycle III); in the indicator of implementing the problem-solving plan, the average score increased from 40 (cycle I) to 85.12 (cycle III); and in the indicator of reviewing and drawing conclusions, the average score increased from 39 (cycle I) to 91.67 (cycle III). Students' problem-solving skills in cycle III have reached the "very good" criteria for each indicator. This improvement is also reflected in the N-gain results, showing a score of 0.53 from cycle II to cycle III, with a moderate level of improvement.
Digital skills assessment in blended learning settings in mathematics and physics education programs Maulidiya, Della; Putri, Desy Hanisa; Lestary, Ratnah
Jurnal Inovasi Teknologi Pendidikan Vol. 11 No. 4 (2024): December
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jitp.v11i4.70998

Abstract

Digitally savvy human resources are becoming more necessary. Through a survey, this research assesses students' digital skills after implementing blended learning. A total of 143 mathematics and physics teacher students provided their self-assessments of 25 indicators of digital skills. The findings show that around 50% of students can adapt to technology, and 61% rate it well for their creative ability in dealing with ideas. However, there is potential for improvement in problem-solving skills. In cultural awareness, more than 90% of students demonstrated respect for other cultures, although around 23% rated it sufficient for cultural understanding. Student ethics in using technology were high, with more than 85% stating they had good abilities. Assessments of core and contextual digital skills show a tendency for students to give higher ratings to core skills, but assessment variations are pretty significant. The mean scores and standard deviations for both skill categories indicate a level of variation that is noteworthy. This study provides in-depth insight into students' digital skills assessment, identifies potential areas for further development, and highlights the need for increased cultural awareness among students. This research recommends further investigation to determine the types of digital skills students gain from the wider use of the Internet and how well these skills fit the needs of the digital age.
Model Investigasi Berbantuan Geogebra pada Geometri Bidang Maulidiya, Della; Susanta, Agus; Irsal, Nur Aliyyah
Jurnal Riset Pendidikan Matematika Jakarta Vol. 1 No. 1 (2018): Jurnal Riset Pendidikan Matematika Jakarta. Volume 1, Nomor 1, Tahun 2018
Publisher : Program Studi Pendidikan Matematika jenjang Magister, FMIPA, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1129.031 KB) | DOI: 10.21009/jrpmj.v1i1.4969

Abstract

Tujuan penelitian yang diulas dalam artikel ini yaitu mendeskripsikan hasil identifikasi aktivitas-aktivitas investigasi berbantuan Geogebra yang dilakukan mahasiswa S1 Pendidikan Matematika Universitas Bengkulu untuk memecahkan masalah-masalah geometri bidang. Permasalahan yang diberikan pada mahasiswa meliputi konstruksi garis tinggi segitiga, konstruksi berbagai jenis segiempat, dan konstruksi segitiga dengan keliling terkecil dimana segitiga itu dibentuk dari titik-titik pada masing-masing sisi sebuah segitiga. Hasil penelitian menunjukkan mahasiswa melakukan investigasi berbantuan Geogebra dengan tahapan sebagai berikut: membaca berulang kali permasalahan untuk mengidentifikasi informasi yang dibutuhkan dan permasalahan yang harus diselesaikan, menuliskan kembali permasalahan dengan bahasa sendiri sehingga dapat menuliskan secara sistematis langkah-langkah investigasi, membandingkan proses konstruksi manual dan berbantuan Geogebra yang pernah dilakukan untuk menyelesaikan permasalahan baru, mengidentifikasi sifat dan prinsip obyek geometri yang sesuai dengan permasalahan konstruksi, dan melakukan strategi coba-coba (trial and error) untuk menyelesaikan permasalahan.