Claim Missing Document
Check
Articles

Design and Development of Smart Basnet Applications as a Basic Network Learning Media for First Grade Student of Vocational High School Putri, Rena Anggita; Hatta, Puspanda; Tamrin, A.G.
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.v1i1.11320

Abstract

The lack of adequate learning resources has an impact on the low level of student interest in the subject matter, resulting in disruption of the process to achieve the expected learning objectives. The development of technology, can be used to design an application that can be used as a source of learning or learning media. The purpose of this research is to produce application product learning that can be used as learning media for basic network subjects. The development model used is the development model of ADDIE, which is analisys, design, develop, implementation, and evaluation. Data collection techniques used were observation, literature, documentation, and questionnaires. Applications tested up to 35 students of class X TKJ. The results of the validation learning application obtained a percentage of 93.4% of media experts, 88.8% of materials experts and 81.2% of users or students. Indicates that learning applications that have been developed can be used as learning resources or learning media for basic network subjects.Keywords: Learning Application, Basic Network, Computer and Network Engineering
Rancang Bangun Sistem Informasi Pengolah Nilai Sekolah Dasar untuk Kurikulum 2013 Budianto, Aris; Esanudin, Rosyid; Hatta, Puspanda
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 5, No 2 (2019): Volume 5 No 2
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (798.534 KB) | DOI: 10.26418/jp.v5i2.30111

Abstract

Implementasi perubahan Kurikulum Tingkat Satuan Pendidikan (KTSP) ke Kurikulum 2013 berdampak pada sistem penilaian siswa. Penilaian pada Kurikulum 2013 terdiri dari beberapa komponen, yaitu komponen sikap, pengetahuan dan ketrampilan. Pada saat penelitian dilakukan, pencetakan laporan studi atau rapor di Sekolah Dasar dilakukan dengan cara manual, sehingga membutuhkan waktu yang lama dan tidak efisien. Penelitian ini bertujuan untuk membuat Sistem Informasi Pengolah Nilai untuk Kurikulum 2013 yang diimplementasikan untuk Sekolah Dasar. Metode penelitian yang digunakan adalah Model Research and Development (R&D). Sedangkan model pengembangan aplikasi menggunakan Model Waterfall. Kelayakan sistem diuji berdasarkan standar ISO 9126. Aspek yang digunakan yaitu antara lain functionality, usability, maintainability, dan portability. Pengujian tingkat kelayakan sistem informasi dilakukan oleh ahli sistem, ahli substansi, dan pengguna sistem. Pengguna dari sistem ini adalah Guru Mata Pelajaran, Guru Kelas dan Wakil Kepala Sekolah bidang Kurikulum. Hasil pengujian aspek functionality menghasilkan nilai 89,22%, aspek usability menghasilkan nilai 88,75%, aspek maintainability menghasilkan nilai 90%, dan untuk aspek portability menghasilkan nilai 81,66%.
A Comparison between the Use of Cisco Packet Tracer and Graphical Network Simulator 3 as Learning Media on Students’ Achievement Sari, Liska Mey Ika; Hatta, Puspanda; Wihidayat, Endar Suprih; Xiao, FENG
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 1 (2018): (May)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.156 KB) | DOI: 10.21831/jptk.v24i1.16042

Abstract

Usually in studying the practice of computer networks, it is encountered several obstacles such as (1) limited computer networks design tools, (2) limited learning time to design computer networks and (3) technical difficulties for finding the solutions of errors. To overcome those barriers as proposed in this study, computer network simulators were used. Computer network simulators were expected to help students designing and simulating networks planned to be applied to computer network practices. This study used two simulators to compare its effectiveness in assisting the students to learn computer networks, which were Cisco Packet Tracer and Graphical Network Simulator 3 (GNS3). This study was aimed to determine the difference of the influence of network simulators to (1) learning achievement, and (2) learning achievement improvement. The quasi-experiment method was used and data were collected through conducting testing before and after the utilization of the simulators. Based on the testing results it was concluded that (1) different effect of using Cisco Packet Tracer and GNS3, the average grade achievement in the class using GNS3 and using Cisco packet tracer were 76.67 and 70 respectively, and (2) improved learning achievement using GNS3 for around 35%, higher than using Cisco Packet Tracer.
Pengembangan Laboratorium Virtual untuk Simulasi Uji Penetrasi Sistem Keamanan Jaringan Fahru Roszy Mahtuf; Puspanda Hatta; Endar Suprih Wihidiyat
JOINTECS (Journal of Information Technology and Computer Science) Vol 4, No 1 (2019)
Publisher : Universitas Widyagama Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (469.932 KB) | DOI: 10.31328/jointecs.v4i1.1000

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah laboratorium berbasis virtualisasi untuk simulasi uji penetrasi dan membandingkan tingkat performa antara server fisik dan server virtual. Tipe Pengembangan laboratorium virtual menggunakan hypervisor Vmware Wokstation. Pengujian simulasi Penetrasi menggunakan pedoman Information System Security Assessment Framework (ISSAF) sedangkan Tools yang digunakan untuk pengujian simulasi penetrasi menggunakan tools yang disediakan pada Kali Linux. Penelitian ini menunjukan jika tahapan-tahapan pengujian penetrasi dapat dilakukan pada lingkungan virtual. Berdasarkan hasil pengujian tingkat performa menunjukkan perbandingan tingkat respon time kedua server cukup signifikan sedangkan untuk throughput server fisik 10 kali lebih cepat dibandingkan server virtual. Perbandingan peningkatan CPU pada kedua server juga cukup signifikan berbanding terbalik dengan Perbandingan penggunaan memory pada server virtual 2 kali lebih besar dari server fisik.
STUDI KELAYAKAN TRAINER JARINGAN KOMPUTER SEBAGAI MEDIA BELAJAR PADA PRAKTIKUM JARINGAN KOMPUTER DASAR Agustina Dyah Pratiwi; Puspanda Hatta; Agus Efendi
Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 14, No 1 (2021): 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.v14i1.17662

Abstract

Jaringan komputer merupakan mata kuliah yang umum terdapat dalam kurikulum pendidikan tingi bidang teknologi informasi. Pada mata kuliah jaringan komputer, mahasiswa dituntut memiliki kompetensi dalam mengoperasikan perangkat keras jaringan komputer. Pada umumnya, pembelajaran praktik untuk melatih ketrampilan motorik pada jaringan komputer selama ini hanya menggunakan software simulasi. Pada umumnya, mahasiswa belum memiliki ketrampilan dalam mengoperasikan perangkat jaringan secara langsung pada tingkat dasar ini. Pada penelitian ini dibuat sebuah media belajar praktik untuk jaringan komputer dasar dalam bentuk perangkat keras trainer. Trainer tersebut digunakan sebagai media belajar praktik untuk mengoperasikan network device secara nyata. Penelitian ini juga bertujuan untuk menguji tingkat kelayakan trainer jaringan komputer ketika digunakan dalam perkuliahan. Model pengembangan yang digunakan untuk membuat trainer ini menggunakan model pengembangan Alessi dan Trollip. Hasil validasi dari ahli media dari segi kelayakan perangkat media belajar menunjukkan tingkat kelayakan trainer ini sebagai media belajar praktikum sebesar 80,7%. Sedangkan hasil validasi dari praktisi jaringan komputer menunjukkan bahwa tingkat kelayakan materi trainer jaringan ini sebesar 89,4% jika digunakan sebagai suplemen untuk pembelajaran jaringan komputer dasar.
Gamified Flip Instruction to Improve Student Learning Outcome in Classroom Jarwodo Aji; Basori Basori; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 4, No 2 (2021): 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.v4i2.50817

Abstract

Students' concept mastery skills in Simulation and Digital Communication lessons are still low. To solve the problem, an effective and efficient form of learning is needed, among others by choosing strategies and learning models that suit the abilities and needs of students and can create a fun learning atmosphere. The purpose of this study is to find out: 1) improvement of student learning outcomes in the application of gamified flip instruction type cooperative learning model, 2) effectiveness of student learning on the application of gamified flip instruction type cooperative learning model with expository learning. 1) There are differences in student learning outcomes using lecture learning methods in simulation and digital communication lessons and a signification of 0.81 (sig>0.05). Thitung value of 2,791 and ttabel of 1.66724 so that thitung obtained greater than ttabel (thitung > ttabel), 2) Improvement of learning outcomes using gamified flip instruction learning method is more significant than using expository learning methods. This is evidenced by the results of the gin test which showed that the increase in the experimental class was higher compared to the control class. Gain test results in the experiment class scored 44.4 while the control class scored 24.5. The experiment class falls into the medium category and the control is in a low category. 
BASIC COMPUTER NETWORKING TRAINER: HOW DOES THE EFFECTIVENESS TOWARDS LEARNING OUTCOMES IMPROVEMENTS? Khrisna Bagaskara; Agus Efendi; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 2, No 3 (2019): 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.v2i3.37976

Abstract

Learning media like simulator application was used in many learning processes at education institutes such as school and university. Based on observation, practicing using real equipment such as trainer media more effective than using the simulator as learning media to improving students comprehension in the learning process. On the previous work, Basic Computer Networking Trainer was developed that aims to improve students learning outcomes. This study aims to find out: The effectiveness of Basic Computer Networking Trainer towards learning outcomes at Computer Networking 1 subjects. This study using the experimental method with Quasi-Experimental Design. This study was done within 2 groups divided into experiment group treated using Basic Computer Networking Trainer and control group treated using Cisco Packet Tracer. Both groups were given by writing test. First was pre-test that given before treatment and post-test given after treatment. The sample of this study was 42 students 2nd grades of Information Technology and Computer Education, Teacher Training and Education Faculty of Sebelas Maret University, Surakarta.Keywords: effectiveness, basic computer networking trainer, learning outcomes
Analisis Implementasi Teknologi Cloud Computing pada Universitas Ditinjau dari Total Cost of Ownership Muhammad Jaelani; Puspanda Hatta; Febri Liantoni
Journal of Informatics and Vocational Education Vol 4, No 3 (2021): 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.v4i3.55132

Abstract

Penelitian ini bertujuan untuk mengetahui perhitungan pembiayaan infrastruktur cloud computing ditinjau dari segi Total Cost of Ownership. Metode dalam penelitian ini menggunakan metode penelitian kuantitatif dengan desain penelitian Cross Sectional, yaitu desain penelitian yang menekankan pada waktu pengukuran atau observasi data yang dilakukan pada variabel terikat maupun variabel bebas dalam satu kali pada satu waktu. Pengumpulan data dilakukan dengan melakukan wawancara dan observasi. Objek pada penelitian ini, yaitu keseluruhan device yang digunakan pada infrastruktur cloud computing dan non-cloud yang terdapat di ICT FKIP UNS dan UPT TIK UNS. Hasil penelitian yang diperoleh menunjukkan ICT FKIP UNS dan UPTI TIK UNS mengeluarkan biaya lebih sedikit pada infrastruktur cloud computing dan biaya lebih besar pada infrastruktur non-cloud. Dan pengeluaran untuk infrastruktur cloud computing lebih murah dari pengeluaran untuk infrastruktur non-cloud, baik pada perhitungan dengan amortisasi maupun tanpa amortisasi. Dari hasil penelitian tersebut dapat disimpulkan bahwa perhitungan TCO pada infrastruktur cloud computing dan non-cloud menunjukkan biaya yang dikeluarkan untuk infrastruktur cloud computing lebih murah daripada infrastruktur non-cloud, baik pada ICT FKIP UNS maupun UPT TIK UNS. Serta penggunaan amortisasi pada perhitungan model TCO tidak memberikan pengaruh terhadap hasil akhir perbandingan perhitungan karena baik dengan amortisasi maupun tanpa amortisasi, biaya untuk infrastruktur cloud computing tetap lebih murah daripada infrastruktur non-cloud.
Can the Use of Video Learning Increase Student’s Interest in Traditional Music? Septhea Pradina Mustofa; Endar S. Wihidayat; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 2, No 1 (2018): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (321.997 KB) | DOI: 10.20961/ijie.v2i1.12998

Abstract

Nowadays, video increasing its popularity and becomes alternatives media used for education. It's popularity in line with the extensive access to online video such as Youtube, Netflix, etc. This research aims to compare learning outcomes between textbook and video specifically at students interest to Indonesian traditional music, named Gamelan. Quasi-experimental Design method used to compare those two learning media. Three phases of activities are conducted in this study: 1) preparing the video learning media, 2) testing learning media on experimental class and control class 3) taking questionnaires and analyze the result. The number of samples was 182 students, chosen from local students at a vocational high school at Boyolali, a city in Central Java Province, Indonesia. The results showed both of learning media increase the student interest. But the video increase student interest more significant.  Using the textbook, we got 77,58% meaning "interested". And using the video, we got 83,76%, meaning "very interested".
Active Learning Strategies in Synchronous Online Learning for Elementary School Students Puspanda Hatta; Yusfia Hafid Aristyagama; Rosihan Ari Yuana; Septi Yulisetiani
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
Co-Authors A.G. Tamrin, A.G. Abdillah Yusron Agus Budiarto Agus Efendi Agus Efendi Agus Efendi Agustina Dyah Pratiwi Aji Nur Rohman Al-Fayed, Iqbal Isnan Andhika Ramadhany Aris Budianto Aris Budianto, Aris Basori Basori Basori Basori Basori Basori Basori Cucuk Wawan Budiyanto Dimas Tegar Zunanta Dimmapraha Fatuardi Dadungawigra Dini Erlinawati Dwi Maryono Dwi Maryono Endar S Wihidayat Endar S. Wihidayat Endar Suprih Wihidayat Endar Suprih Wihidayat Endar Suprih Wihidiyat Esanudin, Rosyid Fadila Aini Atista Fahru Roszy Mahtuf Faizal Arifuddin Fajarwati, Aprilia Fawaidil Wafa, Alfian Febri Liantoni Febri Liantoni, Febri Feng Xiao Herianto, Tulus Joseph Ibrahim Wahyu Saputra Imam Prasetyo Ismoyo Putro Isna Safira Jarwodo Aji Jumari Khrisna Bagaskara Kridolaksono, Adityas Kristyan Kusmanto, Bintang Timur Laksono Trisnantoro Lestari Rahayu M Rifki Affandi Mishbahuddin, Ahmad Mohd. Shafie bin Bakar Muhamad Nur Azmi Wahyudi Muhammad Jaelani Mursholihah, Ulfah Awaliah Novita Salkha Nugroho, Yunanto Dwi Nurcahya Pradana Taufik Prakisya Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Putri Karimah Ramadhan, Raqael Fisabillah Rena Anggita Putri, Rena Anggita Rosihan Ari Yuana Rosihan Ari Yuana, Rosihan Ari Sari, Liska Mey Ika Septhea Pradina Mustofa Septi Yulisetiani Setiyani, Susanti Sidauruk, Deardo Satria Ristiawan Titan Istiah Herwati Tiyarno, Raka Pratama Wachid Adi Nugroho Wicaksono, Palguno Widiastuti, Indah Wihidayat, Endar Suprih Winda Annisa Salma Yulisetiani, Septi Yusfia Hafid Aristyagama