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Basic Study of Copyright for Batik Wood Artists in Gunung Kidul, Yogyakarta Slamet Subiyantoro; Susilaningsih Susilaningsih; Dwi Maryono
Yustisia Vol 6, No 2: August 2017
Publisher : Faculty of Law, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/yustisia.v6i2.12386

Abstract

The aims of this research is to explain the batik wood artists level of understanding of Copyright as part of Intellectual Property as stipulated in Act Number 19 Year 2002. The research was conducted with descriptive qualitative approach and the data were collected using questionnaires from 65 batik wood artists that were selected randomly from 673 artists in Gunung Kidul. The data is also completed with interviews from main informants, and observation results and content analysis results. The data validation was done use source triangulation techniques to obtain data that reflecting facts. Data analyzed with interactive model in cycle with stages data collection, data reduction, data presentation and data verification. The results show that the low implementation of copyright registration is not only due to the lack of artists in understanding the Copyright, but rather from the influence of socio – cultural aspects of society that are collective. Thus, emphasizing the moral aspect of the formal aspects such as Copyright that are part of the western culture. The Copyright Act No. 19 Number 2002 is the revision of previously Copyright Act which has not provided a proportional space for Moral Rights compared to Copyright which tends to the economic aspects. 
PENINGKATAN KOMPETENSI PESERTA DIDIK PADA MATA PELAJARAN PEMROGRAMAN DASAR MENGGUNAKAN MODEL KOOPERATIF TIPE STAD BERLATAR MUSIK KLASIK KELAS X MULTIMEDIA 1 SMK NEGERI 3 SURAKARTA Agung Wiratmo; Basori Basori; Dwi Maryono
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 12, No 2 (2019): JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v12i2.24288

Abstract

Penelitian ini bertujuan untuk meningkatkan kompetensi (1) kognitif; (2) psikomotorik; (3) afektif pada mata pelajaran pemrograman dasar setelah menggunakan model kooperatif tipe STAD berlatar musik klasik; Penelitian ini merupakan penelitian tindakan kelas dengan pelaksanaan selama 2 siklus. Penelitian ini menggunakan model kooperatif tipe STAD dengan latar musik klasik. Subjek penelitian ini adalah seluruh siswa kelas X Multimedia 1 di SMK Negeri 3 Surakarta. Penggumpulan data dilakukan dengan teknik observasi untuk data kompetensi afektif peserta didik, teknik tes untuk data kompetensi kognitif dan psikomotorik, dan teknik angket untuk data efektivitas musik klasik dalam pembelajaran terhadap ketenangan dan konsentrasi. Analisis data yang digunakan adalah analisis data diskriptif komparatif. Hasil penelitian sebagai berikut. (1) peningkatan kompetensi kognitif peserta didik belum mencapai indikator (Pratindakan 0%, Siklus I 18.518%, dan Siklus II 10%). (2) peningkatan kompetensi psikomotorik peserta didik mencapai indikator (Pratindakan 33.33%, Siklus I 74.074%, dan Siklus II 76.67%). (3) peningkatan pada kompetensi afektif peserta didik mencapai indikator (Pratindakan 40%, Siklus I 53.125%, dan Siklus II 80%). 
PERBANDINGAN K-NEAREST NEIGHBOR (KNN) DAN SUPPORT VECTOR MACHINE (SVM) DALAM PENGENALAN KARAKTER PLAT KENDARAAN BERMOTOR Aris Budianto; Rosihan Ariyuana; Dwi Maryono
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 11, No 1 (2018): JIPTEK : Jurnal Ilmiah Pendidikan Teknik dan Kejuruan
Publisher : Fakultas Keguruan dan Ilmu Pendidikan Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v11i1.18018

Abstract

Penelitian mengenai pengenalan karakter plat nomor kendaraan atau Automatic License Plate Detection (ALPR) sudah banyak dilakukan. Berbagai metode machine learning digunakan pada proses pengenalan karakter plat nomor kendaraan. Pada penelitian ini akan membandingkan metode K-Nearest Neighbor (KNN) dan Support Vector Machine (SVM) dalam pengenalan karakter plat nomor kendaraan. Pengujian sistem pada 20 pengujian didapatkan hasil sebagai berikut: Akurasi pengujian pengenalan plat kendaraan dengan metode Support Vector Machine dengan akurasi 95%. Sedangkan menggunakan metode KNN mendapatkan akurasi pengujian 80%.
The effectiveness of the application of project based learning with video content toward students' interests and learning outcomes in graphic design printing subject Muhammad Yusuf Farizi; Dwi Maryono; Febri Liantoni
Journal of Informatics and Vocational Education Vol 3, No 3 (2020): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v3i3.47568

Abstract

This study aims to find out the improvement and effectiveness of students' learning interests and learning outcomes in using project-based learning models in graphic design printing subjects. The method in this research uses a quantitative quasi-experimental design method. Data collection is done through questionnaires and pretest-posttest controls. The subjects in this study were class XI Multimedia 2 as experimental class and XI Multimedia 1 as control class. The results showed differences in students' learning interests and learning outcomes after using the project-based learning model. This is evidenced by the first hypothesis test using t-test in posttest result of 0.00 which means less than an error level of 0.05, so the conclusion of both classes has a significant difference. In the second hypothesis test using the N-Gain test on learning interests in the experimental class was greater than the control class (41.21 > 20.77). As well as the learning outcomes of the N-Gain (50.30 > 24.49). Therefore, it is concluded that there is an increase in students' interest and learning outcomes in the experimental class.
The Development of Video Learning to Deliver a Basic Algorithm Learning Sslamet Kurniawan Fahrurozi; Dwi Maryono; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.12446

Abstract

The world of education is currently entering the era of the media world, where learning activities demand reduction of lecture methods and Should be replaced by the use of many medias. In relation to the function of instructional media, it can be emphasized as follows: as a tool to make learning more effective, accelerate the teaching and learning process and improve the quality of teaching and learning process. This research aimed to develop a learning video programming basic materials algorithm that is appropriate to be applied as a learning resource in class X SMK. This study was also aimed to know the feasibility of learning video media developed. The research method used was research was research and development using development model developed by Alessi and Trollip (2001). The development model was divided into 3 stages namely Planning, Design, and Develpoment. Data collection techniques used interview method, literature method and instrument method. In the next stage, learning video was validated or evaluated by the material experts, media experts and users who are implemented to 30 Learners. The result of the research showed that video learning has been successfully made on basic programming subjects which consist of 8 scane video. Based on the learning video validation result, the percentage of learning video's eligibility is 90.5% from material experts, 95.9% of media experts, and 84% of users or learners. From the testing result that the learning videos that have been developed can be used as learning resources or instructional media programming subjects basic materials algorithm.
Game Based Learning Effectiveness with the Kahoot Application Viewed from Learning Interests and Learning Outcomes of Learners in Digital Simulation Subjects Septi Auliya Hasri; Basori Basori; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 3, No 1 (2019): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (193.613 KB) | DOI: 10.20961/ijie.v3i1.32116

Abstract

The purpose of this study was to determine whether Kahoot-based game-based learning models can influence learning interest and learning outcomes of participants being educated. Participants from a Vocational School in Surakarta Indonesia were involved in the research. This study used a quasi-experimental method (quasi-experimental design) with pretest-posttest control design. This study used two control and experimental groups. Control with conventional learning and experiment with Kahoot. Data collection is done by distributing questionnaires and learning outcomes tests. The hypothesis test used was a paired sample t-test and independent sample test using the error level of 0.05. The results showed interest in the control class decreased 6.6% and learning outcomes increased by 2.8%. The results of the experimental class study showed interest in learning increased by 6.7% and learning outcomes increased by 9.9%. Hypothesis testing shows the posttest value of both classes' learning interest 0,000 <0,050 and posttest learning outcomes 0,00 <0,05 which means there are differences in the results of the posttest of the two classes. Thus, there are differences and improvements with the use of Kahoot.
Development of an Android-based Learning Media Application for Visually Impaired Students Nurul Azmi; Dwi Maryono; Rosihan Ari Yuana
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.11796

Abstract

This research aims to develop the English for Disability (EFORD) application, on Android-based learning english media for Visually Impaired students and determine its based this on assessment of matter expert, media expert, special needs teacher and students. The research method adopted in this research is Research and Development (R&D). The development of this application through five phases: (1) Analysis of problems, through observation and interviews. (2) Collecting information as product planning / analysis of the needs of the media as required of blind children. (3) The design phase of products such as the manufacture of flow and storyboard navigation map.(4) Design validation phase form of an expert assessment of the media is developed. (5) testing products phase, such as assessment of the application by blind students. The results of this research is EFORD application which is feasible to be used as English learning media for visual impairment application based on assessment: 1)Media expert it's obtained a percentage scored 95%, include for very worthy category, 2)Subject matter, expert its obtained percentage scored 75% include for worthy category and 3) Special needs teacher it's obtained a percentage scored 83% include for very worthy category. Upon demonstration, students indicated the positive response of ≥ 70% in each indicator. Therefore English learning media with Android based application English for Disability (EFORD) is very feasible to be used as an English learning media especially grammar and speaking English content for students of visual impairment for a number of reasons.This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Making of Evalution’s Information System of Lecturer's Lecture and Major’s Service-Based Web in PTIK Major FKIP UNS Irma Nuur Rochmah; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 2 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i2.14718

Abstract

The quality of education of a study program can be measured from the level of customer satisfaction with the existing service. In accordance with ISO 9001: 2008, an organization should measure and obtain information related to customers and customers. Measurements and information that can be done survey data on customer satisfaction. From this survey data, Informatics and Computer Education Study Program can follow which aspect need improvement for program quality. One way to get survey data by doing the evaluation. In the Study Program of Informatics and Computer Engineering, evaluation using application form online form. The study program does not yet have its own evaluation information system. Therefore, the purpose of this research is to produce information technology and pelaynaan web-based program in the Study Program (Prodi) Educational Engineering and Computer Informatics and to determine the level of the feasibility of information. In this study used research and development model with the first phase of the preliminary study, the second stage of product development and the last stage. At the product development stage is done by using software development model. From the stages of inputs obtained from the assessment of students on lecturers' lectures and prodi services in Education Program Informatics and Computer Engineering. The result of evaluation of lecturers' lectures and prodi services by selected students with their rena as output that can be seen by lecturer and admin. A system that can be used to help the services that have been given to the students, both in lecturers' lectures and prodi services. The results of this study, first, has created information and web-based programming services in Informatics and Computer Engineering Education Program, FKIP, UNS. Second, the feasibility of information and product and service development, Informatics and Computer Engineering Education Study Program, FKIP, UNS conducted by expert system with percentage 89,34% and get very eligible category, from material expert gets 91,76% with category very eligible and from the students get the percentage of 83.32% with very decent category.Keywords: information system, lecturer lecture evaluation and prodi service, web
Software Development of Speed Typing Counter Application as a Typing Lesson Supporting Tool Yusac Ismail Fauzi Widodo; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 1, No 1 (2017): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v1i1.8404

Abstract

This research aims to design and create media applications that will be used to train the speed and accuracy of typing in the classroom. Lack of instructional media typing speed appropriate to the circumstances in the classroom was the background of this research. The study began with the observation phase, then followed by system design and coding. An application as the research results has main features: the study materials, practice typing, and data management, which each function is executed by the user level use. Implementation of the user level is intended to secure the data from unauthorized third parties so that only students and teachers can see the results of learning. Furthermore, the application also gives teachers the opportunity to participate in learning, a way to create and change the questions used for the exercise. As a typing progress report, the application can also display the results in various formats such as speed tables, accuracy tables, speed graph, and chart accuracy. This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects Lutfi Permatasari; Rosihan Ari Yuana; Dwi Maryono
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 2 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.694 KB) | DOI: 10.20961/ijie.v2i2.15206

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application.Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of a portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques.The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.