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Pengembangan Pengenalan Aktivitas Manusia Secara Real Time Menggunakan Metode Convolutional Neural Network dan Deep Gated Recurrent Unit Feren Ade Verilia; Rangga Firdaus; Hery Dian Septama
ULIL ALBAB : Jurnal Ilmiah Multidisiplin Vol. 2 No. 2: Januari 2023
Publisher : CV. Ulil Albab Corp

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56799/jim.v2i2.1351

Abstract

Recurrent neural network (RNN) have achieved great success in processing sequential data and yielded the state-of-the-art results in speech recognition, digital signal processing, video processing, and text data analysis. In this thesis, proposed a human action recognition method by processing the video data using convolutional neural network (CNN) and deep gated recurrent unit (GRU) network. First, features are extracted from frame every multiple of six in the videos to helps reduce the redundancy and complexity. Next, the sequential information among frame features is learnt using deep GRU network, where multiple layers are stacked together to increase its depth. The result of this study achieved 92.01% F1 Score on YouTube 11 Actions dataset. This method achieve 65.43 FPS.
Efikasi Penggunaan Video Live dalam Pembelajaran Daring: Analisis Performa Mahasiswa pada Kelas Kontra Bas Hidayatullah, Riyan; Tejapermana, Prisma; Rangga Firdaus; Fajar Riyantika; Septiana Wahyuningsih
Musikolastika: Jurnal Pertunjukan dan Pendidikan Musik Vol. 7 No. 1 (2025)
Publisher : Program Studi Pendidikan Musik FBS UNP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/musikolastika.v7i1.191

Abstract

Purpose: This study aims to examine student self-efficacy in the use of "live video" in learning counter bass in the Music Education Study Program (PSPM), Faculty of Teacher Training and Education (FKIP), University of Lampung (Unila). In recent years, there has been a growing interest among academics and practitioners in exploring the factors that contribute to students' declining awareness of learning music, including students' self-efficacy in selfpractice of musical instruments, as traditional self-practice without supervision is no longer effective, so teachers are looking for ways to optimize it using technology. Methods: The qualitative research method used was observations and unstructured interviews of doublebass class students and qualitative interviews to explore their perceptions. Students engaged in video learning for one semester, where video sessions were used for performance demonstrations and independent practice. Each development was observed in weekly live meetings, and progress videos were collected. Results and Discussion: The results illustrate that using "live video" as a stimulus for students' self-efficacy in understanding counter bass techniques and learning stages had a significant impact. In addition, the quality of the interactive process of practising the instrument independently promoted confidence and understanding of performance details. Conclusion: "live video" supports the emergence of efficacy in the double-bass learning experience. At the same time, it also requires further infrastructure development and training for its optimization. The implications of this study point towards online learning as a means to fulfill the needs of self-directed learning through platforms, while still considering the aspect of student engagement.
IMPLEMENTASI MEDIA LIVEWORKSHEET UNTUK MENINGKATKAN MOTIVASI BELAJAR BAHASA ARAB SISWA Nabila Fahira Yahsan; Herpratiwi; Rangga Firdaus; Muhammad Nurwahidin
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 4 (2025): Oktober
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i4.17315

Abstract

Islamic-based character education is an important pillar in Indonesia, aiming to form students who have high morality and religious attitudes. The main goal of learning in schools is to create a pleasant atmosphere, which can attract the interest and enthusiasm of students, and motivate them to learn well. The challenges of Islamic Religious Education in the digital era are increasing, with technological innovations changing the learning paradigm. the development of livewoeksheet learning media is a relevant and innovative alternative. This media not only facilitates interactive learning, but also allows the integration of Islamic values through contextual exercises that can be accessed independently by students. This article aims to implement liveworksheet media to increase students' learning motivation. The research conducted was a development research with the ADDIE approach involving 29 students who had high, medium and low motivation, data analysis researchers used N-Gain analysis techniques. The results showed that there was a significant increase in student learning motivation after the application of Liveworksheets media. Before the use of the media, the average score of students' learning motivation was 4.48, which was classified in the good category. This increase was supported by observation and preliminary research which showed that the use of interactive media can provide a more interesting learning experience
PENGEMBANGAN GAME KAHOOT! BERBASIS KEARIFAN LOKAL UNTUK MENINGKATKAN KEMAMPUAN BERPIKIR KRITIS MATA PELAJARAN BAHASA INDONESIA SISWA KELAS IV SEKOLAH DASAR Qonita Afriyani; Munaris; Rangga Firdaus
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 02 (2025): Volume 10 No. 02 Juni 2025 In Progres
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i02.26498

Abstract

games in improving students' critical thinking skills in the Indonesian language subject of grade IV students of SD Negeri 2 Perumnas Way Kandis. The development model used was 4D involving 31 students. The results showed that conventional methods caused boredom and saturation in learning, while local wisdom-based kahoot! games increased student engagement and understanding. Validation by material, language, and media experts ensured the feasibility of local wisdom-based kahoot! games with several revisions to improve the clarity of the display and language. The t-test showed a significant difference between the experimental class and the control class (Sig. 2-tailed = 0.000), N-Gain in the experimental class was 62.96% while in the control class it was 38.99% indicating high effectiveness. The average value increased from 58.25 (pre-test) to 84.77 (post-test). Thus, the kahoot! based on local wisdom has been proven to be an innovative solution in improving students' critical thinking skills.
Perancangan dan Pengembangan Lembar Kerja Interaktif Materi Aritmetika Sosial untuk Meningkatkan Kemampuan Pemecahan Masalah Siswa Minadja, Adji W. S.; Sugeng Sutiarso; Rangga Firdaus; Kenny Candra Pradana; Karsoni Berta Dinata
Mandalika Mathematics and Educations Journal Vol 7 No 4 (2025): Desember
Publisher : FKIP Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jm.v7i4.10627

Abstract

Design interactive worksheets based on Canva and Liveworksheets is the aim of this project to assist students in developing their social arithmetic problem-solving abilities. The research methodology employed was research and development (R&D) using the ADDIE model, which comprises the phases of analysis, design, development, implementation, and evaluation. The participants were seventh-grade students and a math teacher from SMP Negeri 5 Kotabumi, Lampung. Tests of problem solving skills, observations, interviews, and questionnaires were employed to gather both qualitative and quantitative data. Subject matter experts' validation assessment, which received a score of 0.84 (very valid), media experts' score of 0.90 (valid), and students' and instructors' practicality index scores of 0.80 (practical) and 0.90 (very practical) all demonstrate the study's findings. The effectiveness of the interactive worksheet developed can be seen based on the testing of the n-gain data hypothesis listed in the significance section (2-tailed), which is 0.0017. There is a difference in the improvement of problem solving skills for students who use interactive worksheets. The novelty of this research lies in the development of interactive worksheets based on the Canva and Liveworksheet digital platforms, which integrate visualization, direct interaction, and automatic feedback to improve students' problem solving skills in social arithmetic. Thus, these findings show that the worksheets are valid, practical, and effective in improving students' problem solving skills.