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ASSOCIATION RULE DALAM MENENTUKAN CROSS-SELLING PRODUK MENGGUNAKAN ALGORITMA FP-GROWTH Delila Melati; Titi Sri Wahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106499

Abstract

Sales transaction data at Bigmart stored in a database will be able to become new knowledge if processed using the data mining process. In addition, inventory is also a problem that is being faced by Bigmart. Data mining is able to analyze data into information in the form of transaction patterns that are useful in increasing revenue, one of which is Cross-Selling products. Association rule is one of the data mining methods included in the Market Basket Analysis method. The algorithm used is the FP-Growth algorithm because it has the virtue of shorter time processing data. The pattern obtained is determined by the value of support (support) and the value of confidence (confidence). To find the association rules the FP-Growth algorithm is used. To get more accurate association rules, use the Weka 8.3 tool. There are 11 association rules obtained using the Weka 8.3 tool which is classified as a Stong Rule that meets the Minimum support value of 10% and Minimum confidence 80%. Keywords: Database, Cross-selling, Market Basket Analysis, Association Rule, FP-Growth
RANCANG BANGUN MEDIA PEMBELAJARAN INTERAKTIF MATA PELAJARAN DASAR DESAIN GRAFIS BERBASIS ANDROID Randi Delfo Putra; Titi Sri Wahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 4 (2019): Vol. 7 No. 4 Desember 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i4.106502

Abstract

Learning media is one important factor in achieving learning objectives. Proper learning media can increase student interest in learning so that learning can take place optimally. Basic Graphic Design subjects is one of the subjects for class X vocational IT which consists of design theory and practice. Interactive learning media is needed to support the learning process. The solution offered is an interactive learning media based on Android. The application development method is prototyping. The final project is designed in the form of an android-based interactive learning media application that students can benefit anytime and anywhere. In the application there are several main menus including the kd1, kd2, kd3 menus, application guides, and about applications. With this application it is hoped that it can improve student understanding in learning Basic Graphic Design. Keywords: Android, Media, Design, Interactive
Pengembangan Media Pembelajaran Pengenalan Alat Ukur Berbasis Augmented Reality Mata Pelajaran DTJKT Di SMKN 2 Padang Khoirianisa Anisa; Vera Irma Delianti; Titi Sri Wahyuni; Hadi Kurnia Saputra
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 3 (2023): Vol. 11, No 3, September 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i3.124870

Abstract

Era globalisasi membawa banyak perubahan dalam berbagai aspek kehidupan termasuk dalam bidang pendidikan. Dalam era ini, media pembelajaran memegang peran penting dalam menunjang proses belajar mengajar. Pada revolusi 4.0 hampir semua bidang berangsur berpindah ke digitalisasi. Perubahan ini memerlukan kesiapan untuk menghadapi di masa depan. Tantangan dan peluang revolusi 4.0 berdampak juga pada aspek pendidikan untuk lebih berinovasi serta diimbangi dengan empat keterampilan abad 21 yaitu keterampilan kreatifitas, berfikir kritis, komunikasi dan kolaborasi. Metode yang digunakan dalam perancangan ini adalah Multimedia Development Life Cycle (MDLC). Pada metode ini diterapkan enam tahap, yaitu concept (pengonsepan), design (perancangan), material collecting (pengumpulan bahan), assembly (pembuatan), testing (pengujian), dan distribution (pendistribusian). Merancang media pembelajaran interaktif berupa Aplikasi Android dengan konten pembelajaran pengenalan alat ukur jaringan sesuai dengan materi pembelajaran di Alur Tujuan Pembelajaran (ATP), Capaian Pembelajaran dan Tujuan Pembelajaran yang diterapkan di kelas X TKJ dengan teknologi Marker Augmented Reality sehingga dapat diakses melalui smartphone. Membangun Aplikasi media interaktif sehingga mudah digunakan oleh siswa dan sebagai pendamping buku ajar oleh guru. Dapat mengimplementasikan teknologi Augmented Reality pada media pembelajaran untuk mata pelajaran Dasar-dasar Teknik Jaringan Komputer dan Telekomunikasi (DTJKT).Kata kunci : Augmented Reality, Alat Ukur, MDLC, DTJKT Globalization has led to widespread changes in various life aspects, including education. Learning media's significance in facilitating teaching and learning is crucial in this era. The 4.0 revolution has prompted a gradual shift towards digitalization in almost all sectors. Adapting to these changes is essential for future readiness. Revolution 4.0's challenges and opportunities also impact education, emphasizing innovation and balance with 21st-century skills: creativity, critical thinking, communication, and collaboration. The design employs the Multimedia Development Life Cycle (MDLC) through six stages: concept, design, material collection, assembly, testing, and distribution. The aim is to create interactive Android learning media, specifically an application introducing network measuring tools. This aligns with the Learning Objectives Flow (ATP), Learning Outcomes, and Learning Objectives for 10th-grade TKJ students. Augmented Reality Marker technology enables smartphone access. The interactive app serves as both a student-friendly learning tool and a teacher's companion, potentially integrating Augmented Reality technology for teaching Fundamentals of Computer Networking and Telecommunications Engineering (DTJKT).Keywords: Augmented Reality, Measuring Instruments, MDLC, DTJKT
Media Interaktif Augmented Reality: Pengenalan Bagian-Bagian Otak Manusia Wela Julia Rahmi; Agariadne Dwinggo Samala; Titi Sri Wahyuni; Vera Irma Delianti
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 11, No 4 (2023): Vol. 11, No 4, Desember 2023
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v11i4.124717

Abstract

Perkembangan teknologi dalam Era Revolusi Industri 4.0, terutama teknologi informasi dan komunikasi, menawarkan berbagai kemudahan dalam proses pembelajaran. Salah satu teknologi yang menarik perhatian adalah Augmented Reality (AR). AR adalah teknologi yang memadukan objek maya dua atau tiga dimensi ke dalam lingkungan nyata tiga dimensi dan menampilkan objek tersebut secara real-time. Tujuan dari tugas akhir ini adalah untuk menghasilkan aplikasi media pembelajaran berbasis Augmented Reality yang memudahkan siswa dalam mempelajari pengenalan bagian-bagian otak manusia dalam mata pelajaran IPA kelas IX. Aplikasi ini akan dijalankan pada platform Android dan dapat digunakan kapan saja dan di mana saja tanpa memerlukan koneksi internet. Metode yang digunakan dalam perancangan media interaktif ini adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan penyebaran (distribution). Media pembelajaran ini telah diuji validasi oleh ahli media dan materi yang memberikan skor rata-rata dari validasi sebesar 89% dengan kategori valid.Kata kunci : Augmented Reality, Aplikasi Mobile, Bagian Otak Manusia, Ilmu Pengetahuan Alam. The development of technology in the Industry 4.0 era, especially information and communication technology, offers various conveniences in the learning process. One of the intriguing technologies is Augmented Reality (AR). AR is a technology that integrates two or three-dimensional virtual objects into a real three-dimensional environment and displays these objects in real-time. The aim of this final project is to create an Augmented Reality-based learning media application that facilitates students in learning about the parts of the human brain in the science subject for grade IX. This application will run on the Android platform and can be used anytime and anywhere without requiring an internet connection. The method used in designing this interactive media is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and deployment. This learning media has been validated by media and material experts, obtaining an average validation score of 89% with category “valid”. Keywords: Augmented Reality, Mobile Apps, Human Brain Parts, Natural Science.
PERSEPSI GURU SMK TERHADAP PENERAPAN KECERDASAN BUATAN DALAM PEMBELAJARAN INFORMATIKA Indra Jati Desrizal; Ta'ali; Titi Sri Wahyuni
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 10 No. 4 (2025): Volume 10. No4, Desember 2025.
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v10i4.37536

Abstract

The rapid development of artificial intelligence (AI) continues to reshape learning practices, including Informatics subjects in vocational high schools, where teachers are required to be increasingly adaptive to modern technologies. However, the level of AI utilization in vocational education remains varied and is strongly influenced by teachers’ perceptions as the key actors in classroom implementation. This study aims to analyze vocational school teachers’ perceptions of AI integration in Informatics learning, focusing on perceived usefulness, ease of use, readiness, and the challenges they encounter. The research employed a quantitative descriptive survey method involving Informatics teachers from several vocational schools. Data were collected using a validated Likert-scale questionnaire,and analyzed with descriptive statistics. The findings indicate that most teachers hold positive perceptions of AI, recognizing its potential to support material preparation, assessment processes, and personalized learning. Nevertheless, actual implementation remains limited due to constraints such as insufficient technical skills, lack of structured training, and inadequate school facilities and connectivity. These results highlight the need to strengthen teachers’ literacy and competencies through practice-oriented training and the provision of supporting infrastructure to ensure effective AI integration in Informatics learning.
The Effect of Gamification in Computer Science Learning on Student Motivation and Learning Outcomes at SMP Negeri 27 Padang Yulirismayenti; Dedy Irfan; Titi Sri Wahyuni; Refdinal; Ahmaddul Hadi; Abdul Habib Arrasyidi Desky
Jurnal Penelitian Pendidikan IPA Vol 11 No 9 (2025): September
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i9.12543

Abstract

This study aims to examine the effect of gamification in Informatics learning on students’ motivation and academic achievement in Grade VII at SMP Negeri 27 Padang. A quasi-experimental method was employed with two groups: an experimental class using gamification and a control class using conventional teaching, involving 64 students. The results show that gamification significantly enhances both motivation and learning outcomes. The average pretest score in the experimental class increased from 66.37 to 85.00 in the posttest, while the control class rose from 66.43 to 75.23. Statistical analysis revealed a significance value of 0.000 < 0.05, indicating a significant difference between the two groups. The findings suggest that incorporating gamification elements such as points, badges, and challenges creates a more engaging and effective learning environment. In conclusion, gamification serves as an innovative pedagogical strategy to address low motivation and achievement in Informatics education, aligning with the characteristics of 21st-century digital-native learners.
Rancang Bangun Prototype Sistem Peringatan Dini Banjir Berbasis Mikrokontroler ESP32 dengan Teknologi Lora dan Platform Thingspeak Atilah Alfusiah; Almasri Almasri; Titi Sri Wahyuni; Edidas Edidas
JURNAL MULTIDISIPLIN ILMU AKADEMIK Vol. 3 No. 4 (2026): Agustus
Publisher : CV. KAMPUS AKADEMIK PUBLISHING

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61722/jmia.v3i4.11341

Abstract

This study aims to design and develop a flood early warning system prototype based on the ESP32 microcontroller using LoRa communication technology and integration with the ThingSpeak platform as an Internet of Things (IoT) monitoring system. The system was developed to address the limitations of previous flood monitoring systems, which were constrained by limited communication range and the lack of real-time information delivery to the public. The development method used is the Waterfall model, consisting of requirement analysis, system design, implementation, and testing stages. The system consists of a transmitter unit equipped with an ultrasonic sensor, a water level sensor, and a water flow sensor used to detect water height and flow conditions. The sensor data is processed by the ESP32 microcontroller and transmitted via a LoRa module to the receiver unit. On the receiver side, the ESP32 is connected to the internet to send data to the ThingSpeak platform, enabling real-time monitoring in the form of graphs and flood status indicators. The results show that the system is capable of accurately detecting changes in water level and flow while providing a wider communication range compared to previous nRF-based systems. The integration of LoRa offers advantages in power efficiency and transmission distance, while the ESP32 ensures stable IoT connectivity. Therefore, this prototype can serve as an effective, fast, and accessible alternative flood early warning system to support disaster mitigation in flood-prone areas.
Development and evaluation of a games-based informatics module using digital interactive boards Ettin Maira; Faisal Ashar; Titi Sri Wahyuni; M. Giatman
Journal of Educational and Learning Studies Vol 9, No 1 (2026): Journal of Educational and Learning Studies
Publisher : Global Econedu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32698/02572

Abstract

This study aimed to develop an Informatics learning module based on Games-Based Learning (GBL) integrated with a Digital Interactive Board (PID) and to evaluate its validity, practicality, and effectiveness in improving students' learning outcomes. This research employed a Research and Development (R&D) approach using the ADDIE model, comprising Analysis, Design, Development, Implementation, and Evaluation stages. The study involved 33 Grade IX students of SMP Negeri 21 Padang. Data were collected through expert validation questionnaires, teacher and student response questionnaires, and pretest-posttest assessments. The module achieved very high validity scores, including 90.74% for module design, 91.67% for learning materials, and 97.50% for assessment instruments. The practicality scores reached 86.03% for teachers and 80.00% for students. The classical learning mastery rate increased to 90.91%, and the N-Gain score was 0.60, indicating moderate improvement. The GBL module integrated with PID is valid, practical, and effective for improving Informatics learning outcomes at the junior secondary school level