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Do Computational Thinking and Self Regulated Learning Affect Computer Programming Problem Solving Skills? : An Experimental Study Susilowati, Dyah; Rahim, Abdul; Ananta, Gede Pramudya; Saputri, Dian Syafitri Chani; Hasanah, Uswatun; Ria, Reny Refitaningsih Peby
Jurnal Kependidikan : Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran, dan Pembelajaran Vol. 10 No. 3 (2024): September
Publisher : LPPM Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v10i3.12415

Abstract

This study aims to analyze the effect of computational thinking and self regulated learning on computer programming problem-solving skills. The research used a quasi-experiment with a factorial design. Research sampling using a purposive sampling technique. The sampling of this study used a purposive sampling technique, namely students of Bumigora University, Indonesia. The data collected were in the form of tests with data analysis techniques using inferential statistics. The results showed the fulfillment of the prerequisite tests of normality and homogeneity with each Sig value obtained > 0,05. The paired sample t-test test in the control and experimental groups obtained each Sig value < 0.05, so it can be concluded that there is a significant difference in student learning outcomes in each control group and experimental group. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between the computational thinking method and the conventional learning method. The independent sample t-test test obtained a Sig value < 0.05, so it can be concluded that there is a significant difference between high and low self-regulated learning. Factorial ANOVA test obtained Sig value <0.05, so it can be concluded that the interaction between learning methods and self-regulated learning makes a significant difference in the ability to solve computer programming problems. The implications of applying computational thinking methods and developing self-regulated learning skills significantly improved problem-solving skills in computer programming, thus supporting the need to integrate this approach into curricula and teaching strategies.
Penerapan Augmented Reality Pengenalan Biota Laut yang Dilindungi sebagai Media Pembelajaran Menggunakan Markerless berbasis Android Satriawan, Muhammad Zainul; Saputri, Dian Syafitri Chani
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5424

Abstract

Keanekaragaman biota laut Indonesia memiliki nilai ekologis yang tinggi, namun masih kurangnya kesadaran dan pengetahuan masyarakat, terutama anak-anak, terhadap pentingnya pelestarian biota laut yang dilindungi. Penelitian ini bertujuan mengembangkan sebuah media pembelajaran interaktif berbasis Augmented Reality (AR) markerless yang dapat digunakan di perangkat Android untuk mengenalkan berbagai jenis biota laut dilindungi. Pengembangan aplikasi dilakukan menggunakan metode pengembangan multimedia Luther-Sutopo yang mencakup enam tahapan: konsep, desain, pengumpulan materi, pembuatan, pengujian, dan distribusi. Hasil akhir berupa aplikasi edukasi yang menampilkan objek 3D dari biota laut seperti lumba-lumba, paus, dan berbagai jenis penyu, disertai teks, audio, dan visualisasi interaktif. Pengujian alpha menunjukkan seluruh fitur berjalan sesuai rencana, sedangkan pengujian beta dengan 30 responden menunjukkan tingkat kepuasan rata-rata sebesar 100%. Dengan demikian, aplikasi ini terbukti efektif dan layak digunakan sebagai media pembelajaran untuk meningkatkan pemahaman serta kepedulian siswa terhadap biota laut yang dilindungi. .
A Comparative Study of AutoSARIMAX and Long Short-Term Memory Models for Tourist Arrival Forecasting Saptarini, Dian; Saputri, Dian Syafitri Chani; Wardhana, Helna; Martono, Galih Hendro
Jurnal Varian Vol. 9 No. 1 (2026)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/varian.v9i1.5771

Abstract

This study aims to predict the number of tourist arrivals in West Nusa Tenggara (NTB) Province using two forecasting approaches: AutoRegressive Integrated Moving Average with Exogenous Variables (AutoSARIMAX) and Long Short-Term Memory (LSTM). The dataset was obtained from the Central Bureau of Statistics (BPS) of NTB and consists of international and domestic tourist arrivals and monthly inflation rates for the period 2014–2023. The research process includes data collection, preprocessing, model construction, and result evaluation. The AutoSARIMAX model is applied to capture linear relationships with exogenous variables, while LSTM is employed to model long-term nonlinear patterns. The findings reveal that the LSTM model achieved better forecasting performance, with a Mean Absolute Percentage Error (MAPE) of 2.65%, which is lower than AutoSARIMAX with 3.25%. Nevertheless, AutoSARIMAX provides valuable interpretability regarding the influence of inflation on tourist arrivals. Overall, the comparison between the two models indicates that LSTM is more effective for time-series forecasting of tourist arrivals, while AutoSARIMAX remains useful for analyzing causal relationships. These insights can support decision-making in tourism planning, particularly in anticipating fluctuations driven by economic and external factors.
PELATIHAN PROMOSI DAN PENJUALAN PADA REMAJA KOTA MATARAM DALAM RANGKA PENINGKATAN PARTISIPASI DAN MINAT REMAJA TERHADAP BATIK MOTIF WAYANG Rini Anggriani; Dian Syafitri Chani Saputri; Khasnur Hidjah; Irwan Cahyadi; Raden Bagus Faisal Irani; Bq. Candra Herawati
Journal of Community Empowerment Vol 5, No 2 (2026): Juni
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jce.v5i2.39886

Abstract

ABSTRAKBatik bermotif wayang merupakan salah satu warisan budaya lokal Nusa Tenggara Barat yang memiliki nilai seni dan ekonomi tinggi, namun pemanfaatannya sebagai produk komersial oleh generasi muda masih sangat terbatas. Kegiatan pengabdian ini bertujuan untuk meningkatkan kemampuan remaja Kota Mataram dalam mempromosikan dan menjual batik motif wayang melalui pelatihan berbasis digital marketing dan kewirausahaan dalam rangka meningkatkan partisipasi dan minat remaja terhadap batik motif wayang di Wilayah Mataram. Metode yang digunakan adalah pelatihan partisipatif dengan pendekatan praktik langsung, meliputi pengenalan nilai budaya motif wayang, teknik fotografi produk, pembuatan konten promosi di media sosial (Instagram dan TikTok), pemanfaatan marketplace (Shopee, Tokopedia, TikTok Shop), serta strategi penjualan. Peserta kegiatan adalah 30 remaja Kota Mataram berusia 16-25 tahun yang tergabung dalam komunitas pemuda setempat. Hasil kegiatan menunjukkan peningkatan signifikan dalam pengetahuan peserta tentang batik wayang, kemampuan membuat konten promosi digital, kepemilikan akun marketplace aktif, serta kepercayaan diri dalam berjualan. Kegiatan ini memberikan kontribusi nyata dalam upaya pelestarian budaya lokal sekaligus pemberdayaan ekonomi generasi muda melalui pendekatan kewirausahaan digital.Kata kunci: Batik Motif Wayang; Digital Marketing; Kewirausahaan Remaja; Pelatihan Penjualan; Promosi Produk Lokal. ABSTRACTWayang-motif batik is one of the local cultural heritages of West Nusa Tenggara with high artistic and economic value, yet its commercial utilization by young people remains very limited. This community service activity aims to improve the ability of youth in Mataram City to promote and sell wayang-motif batik through digital marketing and entrepreneurship-based training in order to increase the participation and interest of teenagers in wayang motif batik in the Mataram region. The methods used include participatory training with a hands-on approach, covering the introduction of wayang motif cultural values, product photography techniques, creation of promotional content on social media (Instagram and TikTok), use of marketplaces (Shopee, Tokopedia, TikTok Shop), and sales strategies. Participants were 30 youth aged 16-25 years from local youth communities in Mataram. The results showed significant improvements in participants' knowledge of wayang batik, ability to create digital promotional content, ownership of active marketplace accounts, and confidence in selling. This activity makes a real contribution to local cultural preservation while empowering youth economically through a digital entrepreneurship approach.Keywords: Digital Marketing; Local Product Promotion; Sales Training; Wayang Motif Batik; Youth Entrepreneurship.
Implementation of an HTML-Based Frontend in a Management Member Profiling System for the Association of Indonesian Academics and Scientists (ASASI) West Nusa Tenggara: IMPLEMENTASI FRONTEND BERBASIS HTML PADA SISTEM PROFILING PENGURUS PERKUMPULAN AKADEMISI DAN SAINTIS INDONESIA (ASASI) DAERAH NUSA TENGGARA BARAT (NTB) Dwi Ratnasari; Aditya Rahmatdiyansyah; Soni Ariawan; Dian Syafitri Chani Saputri; Teti Zubaidah
Jurnal Begawe Teknologi Informasi (JBegaTI) Vol. 7 No. 1 (2026): JBegaTI
Publisher : Program Studi Teknik Informatika, Fakultas Teknik Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jbegati.v7i1.1500

Abstract

The development of information technology has encouraged organizations to improve information management. However, the Association of Indonesian Academics and Scientists (ASASI) West Nusa Tenggara does not yet have an integrated web-based system for managing and presenting management member profiles. As a result, profile information is scattered, lacks structure, and is difficult for both internal members and the public to access. Additionally, management members have limited ability to independently manage and update their profile data. This study aims to design and implement an HTML-based frontend for a management member profiling system that enables both visualization and self-management of profile data. The system is developed using HTML, CSS, and PHP native without frontend frameworks or RESTful APIs to ensure simplicity, ease of maintenance, and suitability to organizational needs. The effectiveness of this approach is evaluated using usability, accessibility, and maintainability indicators, including ease of navigation, clarity of information presentation, and minimal dependency on external frameworks. The results show that the system successfully provides structured and user-friendly profile information while enabling efficient data management by users. The system improves transparency, enhances information dissemination, and supports more effective organizational management in the digital era.