Claim Missing Document
Check
Articles

Found 23 Documents
Search

Evaluasi Metode Shape Contexts Pada Media Pembelajaran Interaktif Bangun Datar Tri Septianto
Techno.Com Vol 19, No 4 (2020): November 2020
Publisher : LPPM Universitas Dian Nuswantoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/tc.v19i4.3815

Abstract

Shape contexts merupakan salah satu metode shape matching. Pada penelitian ini metode ini diterapkan dalam sebuah media pembelajaran bangun datar prasekolah dasar. Hal ini bertujuan untuk menambah unsur interaktif dan terkesan mengandung kecerdasan buatan dalam sebuah media pembelajaran. Metode ini digunakan untuk mengukur persentase inputan coretan tangan pengguna. Inputan pengguna berupa coretan tangan bidang persegi, lingkaran dan segitiga. Apabila presentase inputan pengguna diatas threshold maka dianggap benar. Threshold yang digunakan yaitu > 70 %. Karena masih dalam fase pengembangan maka diperlukan evaluasi terhadap penggunaan metode ini. Evaluasi dilakukan menggunakan metode f-measure. Hasil dari evaluasi dengan metode f-measure mendapatkan nilai rata-rata sebesar 0.43.
Digit Classification of Majapahit Relic Inscription using GLCM-SVM Tri Septianto; Endang Setyati; Joan Santoso
Knowledge Engineering and Data Science Vol 1, No 2 (2018)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1094.878 KB) | DOI: 10.17977/um018v1i22018p46-54

Abstract

A higher level of image processing usually contains some kind of classification or recognition. Digit classification is an important subfield in handwritten recognition. Handwritten digits are characterized by large variations so template matching, in general, is inefficient and low in accuracy. In this paper, we propose the classification of the digit of the year of a relic inscription in the Kingdom of Majapahit using Support Vector Machine (SVM). This method is able to cope with very large feature dimensions and without reducing existing features extraction. While the method used for feature extraction using the Gray-Level Co-Occurrence Matrix (GLCM), special for texture analysis. This experiment is divided into 10 classification class, namely: class 1, 2, 3, 4, 5, 6, 7, 8, 9, and class 0. Each class is tested with 10 data so that the whole data testing are 100 data number year. The use of GLCM and SVM methods have obtained an average of classification results about 77 %.
Model CNN LeNet dalam Rekognisi Angka Tahun pada Prasasti Peninggalan Kerajaan Majapahit Tri Septianto; Endang Setyati; Joan Santoso
Jurnal Teknologi dan Sistem Komputer Volume 6, Issue 3, Year 2018 (July 2018)
Publisher : Department of Computer Engineering, Engineering Faculty, Universitas Diponegoro

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.306 KB) | DOI: 10.14710/jtsiskom.6.3.2018.106-109

Abstract

The object of the inscription has a feature that is difficult to recognize because it is generally eroded and faded. This study analyzed the performance of CNN using LeNet model to recognize the object of year digit found on the relic inscriptions of Majapahit Kingdom. Object recognition with LeNet model had a maximum accuracy of 85.08% at 10 epoch in 6069 seconds. This LeNet's performance was better than the VGG as the comparison model with a maximum accuracy of 11.39% at 10 epoch in 40223 seconds.
Perspektif Guru: Pelatihan dan Pembuatan Media Pembelajaran Flipbook untuk Diterapkan dalam Pembelajaran Sekolah Dasar pada Pandemi Covid-19 Tri Septianto; Evi Mahsunah; Arie Widya Murni
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2661

Abstract

Pendidikan adalah upaya sadar untuk memberikan pengalaman belajar kepada peserta didik dengan tujuan mempersiapkan peserta didik untuk masa depan, memiliki peran strategis dalam meningkatkan kualitas sumber daya manusia dan mewujudkan falsafah ilmu pengetahuan dan teknologi pemikiran bangsa Indonesia. Pandemi Covid-19 merupakan krisis kesehatan yang melanda sebagian besar wilayah di dunia. Pandemi ini berdampak pada berbagai sektor, salah satunya adalah pendidikan. Kegiatan pembelajaran yang biasanya dilakukan secara tatap muka digantikan oleh pembelajaran jarak jauh secara daring. Pada penelitian ini dilakukan observasi terkait pembelajaran daring yang telah berjalan. Dari hasil observasi ditemukan permasalahan yaitu kompetensi guru dan referensi media pembelajaran untuk digunakan saat pembelajaran daring. Sehingga untuk dilakukan eksperimen untuk kedua permasalahan tersebut. Topik eksperimen yang dipilih adalah flipbook. Dari hasil evaluasi eksperimen tersebut bisa disimpulkan bahwa media pembelajaran flipbook relevan untuk digunakan dalam pembelajaran daring.
Pengembangan Aplikasi Traveling Social Media Dengan Scrums Tri Septianto
Jurnal Teknika Vol 12, No 2 (2020): Jurnal Teknika
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jt.v13i2.471

Abstract

As an application developer usually needs to do project management to work on a project. Project management is a strategy used to complete a project. Project management methods vary greatly. One of them is the scrums method. This method prioritizes individual tasks, then delegates those tasks to the team members who are considered the most appropriate for completing those tasks. The application of the Scrums method is iterative or repeated using a different backlog. In this study the Scrums method is applied in the development of social media application projects such as Instagram but is more specific in traveling activities. The development of this project was given a time of work for seven weeks. So in this study we documented all the processes in the Scrums method that we carried out in order to be a reference in making application strategies.
Perspektif Guru: Pelatihan dan Pembuatan Media Pembelajaran Flipbook untuk Diterapkan dalam Pembelajaran Sekolah Dasar pada Pandemi Covid-19 Tri Septianto; Evi Mahsunah; Arie Widya Murni
Jurnal Basicedu Vol 6, No 3 (2022): June Pages 3200-5500
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/basicedu.v6i3.2661

Abstract

Pendidikan adalah upaya sadar untuk memberikan pengalaman belajar kepada peserta didik dengan tujuan mempersiapkan peserta didik untuk masa depan, memiliki peran strategis dalam meningkatkan kualitas sumber daya manusia dan mewujudkan falsafah ilmu pengetahuan dan teknologi pemikiran bangsa Indonesia. Pandemi Covid-19 merupakan krisis kesehatan yang melanda sebagian besar wilayah di dunia. Pandemi ini berdampak pada berbagai sektor, salah satunya adalah pendidikan. Kegiatan pembelajaran yang biasanya dilakukan secara tatap muka digantikan oleh pembelajaran jarak jauh secara daring. Pada penelitian ini dilakukan observasi terkait pembelajaran daring yang telah berjalan. Dari hasil observasi ditemukan permasalahan yaitu kompetensi guru dan referensi media pembelajaran untuk digunakan saat pembelajaran daring. Sehingga untuk dilakukan eksperimen untuk kedua permasalahan tersebut. Topik eksperimen yang dipilih adalah flipbook. Dari hasil evaluasi eksperimen tersebut bisa disimpulkan bahwa media pembelajaran flipbook relevan untuk digunakan dalam pembelajaran daring.
Development Lughotuna Application in Arabic Learning: (Case Study at Madrasah Tsanawiyah Negeri 1 Sidoarjo) Tri Septianto; Ainaini Ratna Noeri; Dewi Kristanti
EDUKASI : Jurnal Pendidikan Islam (e-Journal) Vol. 10 No. 2 (2022): Edukasi: Jurnal Pendidikan Islam
Publisher : Tarbiyah Departement collaboration with AMCA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54956/edukasi.v10i2.354

Abstract

Arabic language learning that is not optimal in class VII B at MTs Negeri 1 Sidoarjo is caused by the learning media used so far that is less attractive, and the teacher needs to include the four skills that the teacher into the learning media must own. So it is necessary to develop a learning media to help optimize learning. This study aims to explain and examine the learning media developed in the form of an android application called Lughotuna. The mixed method was used in this study. Data is sourced from informants who know the focus, such as school principals and learning admins obtained by observation and interviews. The supporting data comes from various books, journals and other encyclopedias. The data were then analyzed quantitatively and qualitatively. Learning media development includes 1) problem identification; 2) product design; 3) validation; and 4) product publication. In product design, there are two validations: media design validation and media content validation. Media design validation uses four aspects of assessment, including 1) ease of use and navigation; 2) aesthetics or beauty; 3) media integration, and 4) technical quality. In validating media content, three aspects of assessment are used, namely 1) suitability; 2) quality and purpose of content; and 3) instructional quality. In validating media design and media content, possible results are obtained.  
Pengembangan Aplikasi Traveling Social Media Dengan Scrums Tri Septianto
Jurnal Teknika Vol 12 No 2 (2020): Jurnal Teknika
Publisher : Universitas Islam Lamongan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30736/jt.v13i2.471

Abstract

As an application developer usually needs to do project management to work on a project. Project management is a strategy used to complete a project. Project management methods vary greatly. One of them is the scrums method. This method prioritizes individual tasks, then delegates those tasks to the team members who are considered the most appropriate for completing those tasks. The application of the Scrums method is iterative or repeated using a different backlog. In this study the Scrums method is applied in the development of social media application projects such as Instagram but is more specific in traveling activities. The development of this project was given a time of work for seven weeks. So in this study we documented all the processes in the Scrums method that we carried out in order to be a reference in making application strategies.
PERCEPTION OF USER EXPERIENCE: CASH AND BANK LEARNING VIDEO IN INTRODUCTORY ACCOUNTING COURSE AT DIPLOMA4 LEVEL Tri Septianto; Koerniawan Dwi Wibawa; Angga Lisdiyanto
NJCA (Nusantara Journal of Computers and Its Applications) Vol 8, No 1 (2023): June 2023
Publisher : Computer Society of Nahdlatul Ulama (CSNU) Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36564/njca.v8i1.294

Abstract

Many changes have occurred due to the digitalization of education in Indonesia today, especially in terms of teaching and learning. Many colleges and universities have incorporated digital technology into the educational process, one of which is learning videos. Learning videos can be in the form of class recordings that are uploaded to the internet or tutorial videos made specifically for certain subjects. Learning videos can help students understand material more easily and can be accessed by students anytime and anywhere, thus facilitating the teaching and learning process. User Experience (UX) deals with the emotions, feelings, and thoughts that users experience when using a product or service. UX can be applied to learning videos by focusing on several factors, such as delivering material that is clear and easy to understand. So in this study, a UX assessment was carried out on learning videos. Learning videos using cash and bank material in introductory accounting courses at the diploma level with the concept of motion graphics Motion graphics were chosen because of their flexibility in conveying this information and attracting students' interest. This study consisted of seven processes, including: 1) determining goals and objectives; 2) making scenarios and scripts; 3) equipment preparation; 4) recording; 5) editing; 6) publication; and 7) assessment. In the assessment process, the respondent fills out a questionnaire. The questionnaire consists of 10 questions with aspects of use (usefulness, satisfaction, and ease of use). The value of each question in the questionnaire ranges from 1 to 4, with the following conditions: 1) bad; 2) enough; 3) good; and 4) very good. Every day for seven days, ten different people responded. As a result of filling out the questionnaire, a fluctuating curve was obtained.
Determinan Struktur Modal Perusahaan Sub Sektor Perdagangan Eceran yang Terdaftar di BEI Periode 2017-2021 Koerniawan Dwi Wibawa; Amri Amrulloh; Tri Septianto
Jurnal Hukum Bisnis Vol. 12 No. 01 (2023): Artikel Riset Volume 12 Issue 1, Januari 2023
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/jhb.v12i01.2456

Abstract

Tujuan penelitian ini yaitu untuk menguji pengaruh antara ukuran perusahaan, pertumbuhan penjualan, current ratio, dan return on asset terhadap struktur modal pada perusahaan perdagangan eceran pada tahun 2017-2021. Sampel penelitian menggunakan purposive sampling dengan menghasilkan 11 perusahaan sebagai sampel penelitian. Penelitian ini menggunakan analisis regresi dengan SPSS versi 20 sebagai alat untuk mengolah data. Hasil Penelitian menunjukkan bahwa ukuran perusahaan memiliki pengaruh positif terhadap struktur modal, sedangka pertumbuhan penjualan, current ratio dan return on asset memiliki pengaruh negatif terhadap struktur modal