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PERANCANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF ELEKTRONIKA DASAR DENGAN FRAMEWORK RAD (RAPID APPLICATION DEVELOPMENT) MENGGUNAKAN HTML Hidayat, Wahyu; Sudibyo, Nugroho Arif
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (618.651 KB)

Abstract

Pendidikan adalah suatu proses sistematis yang bertahap serta berkelanjutan dimana setiap saat terjadi perkembangan baru sebagai upaya peningkatan output pembelajaran. Penggunaan media pembelajaran yang tepat dapat menjadikan proses belajar menjadi menarik dan menyenangkan serta dapat mengurangi kesalahfahaman. Dengan tujuan ingin memberikan pengalaman belajar yang menarik tentang mata kuliah materi elektronika peneliti melakukan rancang bangun multimedia e-learning menggunakan HTML. Metode yang dilakukan adalah menggunakan metode Rapid Application Development (RAD). Metode ini dilaksanakan menggunakan 4 tahap yaitu, Studi pendahuluan, Pembangunan media sistem, penerapan rancang bangun, dan evaluasi penelitian. Hasil dari penelitian ini adalah rancang bangun multimedia interaktif elektronika dasar dengan menggunakan bahasa HTML yang mampu dijangkau pembelajar . Media pembelajaran ini dharapkan mampu digunakan untuk menarik perhatian dan konsentrasi belajar pembelajar sehingga mampu menambah pemahaman pembelajar terhadap materi.
PERANCANGAN MULTIMEDIA PEMBELAJARAN INTERAKTIF ELEKTRONIKA DASAR DENGAN FRAMEWORK RAD (RAPID APPLICATION DEVELOPMENT) MENGGUNAKAN HTML Hidayat, Wahyu; Sudibyo, Nugroho Arif
Proceeding SENDI_U 2018: SEMINAR NASIONAL MULTI DISIPLIN ILMU DAN CALL FOR PAPERS
Publisher : Proceeding SENDI_U

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (618.651 KB)

Abstract

Pendidikan adalah suatu proses sistematis yang bertahap serta berkelanjutan dimana setiap saat terjadi perkembangan baru sebagai upaya peningkatan output pembelajaran. Penggunaan media pembelajaran yang tepat dapat menjadikan proses belajar menjadi menarik dan menyenangkan serta dapat mengurangi kesalahfahaman. Dengan tujuan ingin memberikan pengalaman belajar yang menarik tentang mata kuliah materi elektronika peneliti melakukan rancang bangun multimedia e-learning menggunakan HTML. Metode yang dilakukan adalah menggunakan metode Rapid Application Development (RAD). Metode ini dilaksanakan menggunakan 4 tahap yaitu, Studi pendahuluan, Pembangunan media sistem, penerapan rancang bangun, dan evaluasi penelitian. Hasil dari penelitian ini adalah rancang bangun multimedia interaktif elektronika dasar dengan menggunakan bahasa HTML yang mampu dijangkau pembelajar . Media pembelajaran ini dharapkan mampu digunakan untuk menarik perhatian dan konsentrasi belajar pembelajar sehingga mampu menambah pemahaman pembelajar terhadap materi.
Eksperimentasi Mobile Learning Pada Mata Kuliah Kalkulus Integral Ditinjau Dari Kemampuan Bekerjasama Siti Suprihatiningsih; Nugroho Arif Sudibyo; Triana Harmini
Buana Matematika : Jurnal Ilmiah Matematika dan Pendidikan Matematika Vol 10 No 1 (2020)
Publisher : Universitas PGRI Adi Buana Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3784.029 KB) | DOI: 10.36456/buanamatematika.v10i1.2488

Abstract

The covid-19 pandemic period like now requires to find an alternative learning that is effectively used. It drives a changing method of learning from face-to-face to online. One alternative in learning today is the use of smartphones or commonly referred to as mobile learning. This study aims to determine: 1) differences in student mathematics learning achievement with learning through mobile learning and google classroom, 2) interaction between learning through mobile learning and the ability to work together with students towards mathematics learning achievement, 3) differences in student mathematics learning achievement at the level of ability cooperate. The subjects of this study were students of the Mathematics Education Study Program STKIP Pamane Talino who took 68 Integral Calculus courses consisting of 2 classes. The research was conducted in 5 meetings. Each group was taught with the same material. The instruments in this study were test and questionnaire. The research method used was quasi experiment with 2x3 factorial design approach. The data analysis test used was the two-way ANAVA test with the analysis prerequisites in the form of a normality test and a homogeneity test. The results of data analysis show that the data are normally distributed and homogeneous. Thus, it can be concluded that: (1) learning with Mobile Learning media is more effective than learning with Google Classroom media, (2) the level of ability to work together high, medium and low gives different effects on student mathematics learning achievements and (3) students with all levels of ability to work with learning media Mobile Learning and Google Classroom provide equally good learning achievements.
PROSES BERPIKIR SISWA KELAS 12 SEKOLAH MENENGAH KEJURUAN DALAM MEMECAHKAN MASALAH MATEMATIKA YOHANA PUTRA SURYA RAHMAD HIDAYAT; NUGROHO ARIF SUDIBYO
JURNAL EKONOMI, SOSIAL & HUMANIORA Vol 1 No 05 (2019): INTELEKTIVA : Jurnal Ekonomi, Sosial dan Humaniora E-ISSN 2686-5661
Publisher : KULTURA DIGITAL MEDIA ( Research and Academic Publication Consulting )

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Abstract

Tingkat proses berpikir siswa mempengaruhi prestasi siswa. Pengukuran proses berpikir siswa dengan pendekatan polya diharapkan akan memperoleh pengetahuan berupa kemampuan tingkat berpikir siswa tersebut. Penelitian kualitatif ini, akan mendeskripsikan bagaimana proses berpikir siswa kelas 12 Sekolah Menengah Kejuruan Negeri 2 Kudus ini dalam memecahkan persoalan matematika. Data dikumpulkan dengan sampling bertujuan, yakni dengan teknik snowball. Data yang terkumpul akan dianalisis dengan pendekatan polya, sehingga akan menampilkan capaian tahapan untuk masing – masing siswa. Hasil dari penelitian ini menyimpulkan bahwa siswa kelas 12 SMKN 2 Kudus telah mencapai 4 (empat) tahap polya
LANGKAH POLYA UNTUK IDENTIFIKASI TINGKAT BERPIKIR PADA SISWA KELAS 10 IPA UNTUK MATA PELAJARAN PEMROGRAMAN WEB ARDYMULYA ISWARDANI; NUGROHO ARIF SUDIBYO
JURNAL EKONOMI, SOSIAL & HUMANIORA Vol 1 No 08 (2020): INTELEKTIVA : Jurnal Ekonomi, Sosial dan Humaniora E-ISSN 2686-5661
Publisher : KULTURA DIGITAL MEDIA ( Research and Academic Publication Consulting )

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Abstract

Student thinking level influences student achievement. Measurement of students 'level of thinking with polya is expected to gain knowledge of students' ability to solve problems. Respondent data collection is done by purposive sampling and snowball which is then analyzed by polya results of the implementation of polya steps indicate the achievements of each student. The results of this study concluded that the 10th grade science students had reached the fourth stage of the 4 polya steps. However, training is needed to increase flight hours.
Data Mining Using K-Means Clustering Algorithm for Grouping Countries of Origin of Foreign Tourist Hasanah, Herliyani; Sudibyo, Nugroho Arif; Galih, Rhezka Mahendra
Nusantara Science and Technology Proceedings Join Proceeding "Basic and Applied Science Conference (BASC) 2021 & 1st Education Research and Appli
Publisher : Future Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11594/nstp.2021.1112

Abstract

Indonesia has enormous potential to develop the tourism sector. The role of the tourism sector in Indonesia's economic development is increasingly important. The contribution has been made by the tourism sector through foreign exchange earnings, regional income, regional development, investment, and employment increment as well as business development across various areas in Indonesia. One of the government's targets in the tourism sector is to increase foreign tourist visits. Grouping or clustering the countries of origin of the tourists need to be done to help the government in determining strategies. This study uses the K-means clustering algorithm to classify the data on the country of origin of tourists and evaluate the clusters using silhouette score for determining the appropriate number of clusters. The result of the silhouette score shows that K = 2 has a value of 0.8, which is the best cluster that can be used to classify data on the country of origin of tourists. Based on the test results of the clusters, both of the clusters were then identified as cluster 1 for the category of low visitors with 206 members and cluster 2 for the category of high visitors with 6 members, namely Malaysia, Singapore, China, Other Asia, Timor Leste, and Australia. The results of the clustering process are expected to be input data for further performance, namely mapping the right marketing strategy for the countries visiting Indonesia so as to increase foreign tourist visits to Indonesia.
PELABELAN TOTAL TAK REGULER PADA GRAF DISJOIN UNION LADDER RUNG DAN GRAF DISJOIN UNION DOMINO Nugroho Arif Sudibyo; Ardymulya Iswardani; Yohana Putra Surya Rahmad Hidayat
Jurnal Matematika MANTIK Vol. 6 No. 1 (2020): Mathematics and Applied Mathematics
Publisher : Mathematics Department, Faculty of Science and Technology, UIN Sunan Ampel Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (233.444 KB) | DOI: 10.15642/mantik.2020.6.1.47-51

Abstract

We investigate a graph labeling called the total vertex irregularity strength (tvs(G)). A tvs(G) is minimum for which graph has a vertex irregular total -labeling. In this paper, we determine the total vertex irregularity strength of disjoint union of ladder rung graph and disjoint union of domino graph.
IMPLEMENTASI PEMBELAJARAN INTERAKTIF KALKULUS DENGAN WOLFRAM CDF PLAYER PADA KELAS SEMU SCHOOLOGY Adi Nurcahyo; Naufal Ishartono; Nugroho Arif Sudibyo
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 9, No 4 (2020)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (513.418 KB) | DOI: 10.24127/ajpm.v9i4.3137

Abstract

Penggunaan teknologi dengan menerapkan e-learning merupakan hal yang dibutuhkan dalam pembelajaran. Tujuan dari penelitian ini yaitu untuk melihat hasil dari implementasi pembelajaran kalkulus dengan Wolfram CDF ke dalam kelas semu Schoology. Metode perancangan sistem yang digunakan yaitu RAD (Rapid Application Development). Tahapan yang dilakukan meliputi 1) Requirement planning (perencanaan kebutuhan), 2) User design (desain pengguna), 3) Construction (pembangunan sistem), dan 4) Cut over (evaluasi). Teknik pengambilan data yang digunakan berupa observasi, wawancara, dan angket. Subjek penelitian ini yaitu mahasiswa semester satu Program Studi Pendidikan Matematika FKIP UMS tahun ajaran 2018/2019 sebanyak 120 mahasiswa. Hasil dari penelitian ini berupa suatu media pembelajaran interaktif kalkulus dengan kelas semu Schoology. Penerapan teknologi yang dilakukan dengan Wolfram CDF dan Schoology membantu dalam kegiatan pembelajaran. Sebanyak 87 mahasiswa menyatakan media pembelajaran tergolong sangat baik dan 33 mahasiswa menyatakan media pembelajaran tergolong baik. Dengan adanya pembelajaran kelas semu yang digunakan, mahasiswa juga mendapatkan beberapa manfaat lain dalam pembelajaran kelas online diantaranya pemahaman tentang kemampuan informasi dan teknologi. Abstract The use of technology by implementing e-learning is what is needed in learning. The purpose of this study is to see the results of the implementation of calculus learning with Wolfram CDF in the Schoology pseudo-class. The system design method used is RAD (Rapid Application Development). The stages carried out include 1) Requirement planning, 2) User design, 3) Construction and 4) Cutover. The data collection techniques used were observation, interviews, and questionnaires. The subjects of this research were 120 students in the first semester of the Mathematics Education Study Program FKIP UMS academic year 2018/2019. The results of this study were in the form of a calculus interactive learning media with Schoology pseudo-class. The application of technology with Wolfram CDF and Schoology helps in learning activities. A total of 87 students stated that the learning media was very good and 33 students stated that the learning media was good. With the pseudo classroom learning used, students also get several other benefits in online classroom learning including an understanding of information and technology skills.
The Effect of the Flipped Classroom Learning Model on Students’ Learning Outcome in Multivariable Calculus Course Triana Harmini; Nugroho Arif Sudibyo; Siti Suprihatiningsih
AlphaMath : Journal of Mathematics Education Alphamath: Vol. 8, No. 1, May 2022
Publisher : Department of Mathematics Education, Universitas Muhammadiyah Purwokerto, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/alphamath.v8i1.10854

Abstract

The COVID-19 pandemic that occurred starting in early December 2019 had a major impact on the world of education. Therefore, it is necessary to develop a flipped classroom-based mathematical learning model. The purpose of this study was to find out the effect of flipped classroom-based mathematical learning model on students of the Mathematics Education study program on Multivariable Calculus courses. This research is a pseudo-experimental study. The subject of this study is a mathematics education student who is pursuing multivariable calculus courses that are directly involved in the learning model applied at West Kalimantan which is divided into two classes with each class consisting of 15 students. Experimental classes are given learning using Flipped Classroom-based learning models while control classes are given learning with online learning using google classroom. This research design uses a randomized control group posttest only design. Data analysis techniques also use Mann-Whitney nonparametric hypothesis tests. The results of the study that has been conducted show a significance value of 0.015 less than the significance level of 0.05 so it can be concluded that there is a real difference between the control learning model and the Flipped Classroom model or the flipped classroom learning model effective to improve student learning outcomes.
Eccentric Digraph of Cocktail Party Graph and Hypercube Tri Atmojo Kusmayadi; Nugroho Arif Sudibyo
IPTEK The Journal for Technology and Science Vol 22, No 4 (2011)
Publisher : IPTEK, LPPM, Institut Teknologi Sepuluh Nopember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12962/j20882033.v22i4.74

Abstract

Let G be a graph with a set of vertices V(G) and a set of edges E(G). The distance from vertex u to vertex v in G, denoted by d(u, v), is the length of the shortest path from vertex u to v. The eccentricity of vertex u in graph G is the maximum distance from vertex u to any other vertices in G, denoted by e(u). Vertex v is an eccentric vertex from u if d(u, v) = e(u). The eccentric digraph ED(G) of a graph G is a graph that has the same set of vertices as G, and there is an arc (directed edge) joining vertex u to v if v is an eccentric vertex from u. In this paper, we determine the eccentric digraph of a class of graph called the cocktail party graph and hypercube.