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Peningkatan Keterampilan Guru SD di Kabupaten Karanganyar dalam Mengembangkan Game Edukasi sebagai Media Pembelajaran Digital Menggunakan Platform Construct2 dan Articulate Storyline Yulisetiani, Septi; Hatta, Puspanda; Aristyagama, Yusfia Hafid
Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 2 (2024): JIPPM - Desember 2024
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jippm.707

Abstract

Penelitian ini bertujuan untuk mengevaluasi usability dua platform pengembangan media pembelajaran, yaitu Construct2 dan Articulate Storyline, yang sering digunakan oleh guru Sekolah Dasar (SD) dalam menciptakan game edukasi. Studi ini dilakukan terhadap 50 guru SD di Kabupaten Karanganyar yang tergabung dalam Kelompok Kerja Guru SD, dengan mempertimbangkan aspek efisiensi waktu, tingkat kesalahan, dan kepuasan pengguna. Guru diberikan pelatihan singkat sebelum menyelesaikan tugas tertentu menggunakan kedua platform tersebut. Evaluasi dilakukan dengan menggunakan metode System Usability Scale (SUS) untuk menentukan tingkat kebergunaan masing-masing platform. Hasil pelatihan ini menunjukkan bahwa keterampilan guru SD dalam menggunakan platform Construct2 dan Articulate Storyline berada dalam kategori baik, sehingga platform Construct2 dan Articulate Storyline dapat direkomendasikan sebagai platform penunjang bagi para guru SD di Kabupaten Karanganyar sebagai platform pembuat media pembelajaran digital berbasis game edukasi. Selain itu, hasil kegiatan ini juga dapat menjadi rekomendasi praktis kepada pengembang kurikulum, dan pemangku kepentingan dalam memilih platform yang paling sesuai untuk pengembangan media pembelajaran. Secara teoretis, penelitian ini juga memperkaya literatur terkait usability platform pengembangan game edukasi dalam konteks pendidikan dasar.
Pengembangan Mobile Learning Platform Pemrograman Dasar Python dengan Menggunakan Pyscript untuk Siswa Sekolah Menengah Kejuruan Sidauruk, Deardo Satria Ristiawan; Prakisya, Nurcahya Pradana Taufik; Hatta, Puspanda
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 13, No 1 (2025)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v13i1.84813

Abstract

Pemerataan fasilitas pendidikan di Indonesia masih menjadi isu yang krusial. Salah satu proses belajar mengajar yang terdampak dari masalah ini adalah pembelajaran pemrograman dasar untuk siswa SMK/sederajat. Mata pelajaran ini seringkali menitikberatkan pada penggunaan komputer atau laptop agar proses belajar dapat berjalan dengan baik. Baru-baru ini, telah dikembangkan teknologi baru untuk menjalankan Python live compiler dalam web HTML dengan menggunakan PyScript. Penelitian ini bertujuan untuk menguji pemanfaatan PyScript dalam pengembangan media pembelajaran mobile berbasis web dengan pokok materi pemrograman dasar Python. Pengembangan media pembelajaran dilakukan menggunakan model pengembangan SAM (Successive Approximate Model). Model SAM diterapkan melalui tiga tahap utama: persiapan, perancangan iteratif, dan pengembangan iteratif. Pada tahap persiapan, kebutuhan pengguna dan perangkat dirumuskan, diikuti dengan desain prototipe awal. Pada tahap perancangan iteratif dilakukan pengujian dan revisi berulang, serta validasi oleh ahli. Tahap akhir adalah pengujian produk akhir berbasis web dalam pembelajaran di sekolah. Penilaian dilihat dari aspek penerimaan pengguna, dan dilakukan menggunakan kuesioner WAMMI (Website Analysis and Measurement Inventory). Pengujian penerimaan pengguna dilakukan pada siswa kelas XI SMK Negeri 2 Surakarta, dan didapati hasil tingkat penerimaan pengguna sebesar 78,38%. Hasil ini menunjukkan bahwa media pembelajaran berbasis web ini dapat diterima dengan baik oleh siswa, dan PyScript dapat digunakan sebagai solusi pembelajaran pemrograman yang bersifat mobile, dapat diakses kapan saja dan dimana saja.
Comparative Analysis of Google Vision OCR with Tesseract on Newspaper Text Recognition Prakisya, Nurcahya Pradana Taufik; Kusmanto, Bintang Timur; Hatta, Puspanda
Media of Computer Science Vol. 1 No. 1 (2024): June 2024
Publisher : CV. Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mcs.v1i1.178

Abstract

Optical Character Recognition (OCR) is a technique used to convert image files into machine-readable text. There are two Optical Character Recognition (OCR) algorithms that are currently well known and widely used, namely Google Vision's Optical Character Recognition (OCR) and Tesseract. The purpose of this study is to compare the Optical Character Recognition (OCR) algorithms of Google Vision and Tesseract so that people can more easily find out which algorithm is the right one to implement on the system they are going to build. The method used in this research is Research and Development (R&D) with the stages of literature study, needs analysis, dataset collection and expansion, architectural design development and application modeling, system implementation, testing and evaluation, drawing conclusions. To be able to determine the level of accuracy, precision and sensitivity of each algorithm, this research uses the Confusion Matrix formula. The results of this study conclude that Google Vision's Optical Character Recognition (OCR) algorithm is superior to Tesseract because the level of accuracy, sensitivity, and precision is superior to Google Vision.
MODELING INTRUSION DETECTION AND PREVENTION SYSTEM TO DETECT AND PREVENT NETWORK ATTACKS USING WAZUH Pramudya, Otniel Dewangga Divan; Hatta, Puspanda; Budiyanto, Cucuk Wawan
Jurnal Teknik Informatika (Jutif) Vol. 6 No. 1 (2025): JUTIF Volume 6, Number 1, February 2025
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2025.6.1.1830

Abstract

The rapid development of technology has a positive impact on society. The internet can be easily accessed anytime and anywhere, but with the advancement of internet technology, there are many threats lurking in the security of its users. Criminal activities in the digital world are referred to as cybercrime. Numerous cases of cybercrime have occurred worldwide, ranging from attacks that can disable servers to data theft and illegal access. It is noted that more than 50% of companies do not have a plan to respond to these cybercrimes. This is due to various factors, one of which is the limited availability of freely accessible and easily configurable network security platforms for all users. Therefore, this research aims to provide a solution in the form of an open-source-based Intrusion Detection and Prevention System (IDPS) that can be freely distributed and easily configured, one of which is Wazuh. The study uses the Cisco PPDIOO approach in developing a virtual lab with various scenarios for testing and measuring the Quality of Services (QoS) of Wazuh's performance. From the created test scenarios, Wazuh can detect attacks from both inside and outside the network. Wazuh has proven to be capable of detecting and preventing various types of network attacks and features that can facilitate users in responding to cybercrime, making it a potential solution for organizations that have not planned to respond to cybercrime.
Strategi Penerapan Scaffolding Dengan Metode Problem Based Learning Pada Materi Topologi Jaringan Di SMA Negeri 3 Surakarta Al-Fayed, Iqbal Isnan; Hatta, Puspanda; Jumari
Indonesian Journal of Learning and Instructional Innovation Vol 2 No 02 (2024): Indonesian Journal of Learning and Instructional Innovation: December 2024
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v2i02.1318

Abstract

This study aims to analyze the effectiveness of applying scaffolding strategies with the Problem Based Learning (PBL) method in teaching network topology at SMA Negeri 3 Surakarta. The scaffolding strategy is used to support and enhance students' abilities to understand the basic concepts of network topology through gradual assistance tailored to the individual needs of the students. The PBL method is employed to encourage students to develop problem-solving and critical thinking skills by presenting real-life problem situations that must be solved collaboratively. This research uses a classroom action research (CAR) design with three cycles, each consisting of planning, implementation, observation, and reflection stages. Data were collected through observations, interviews, written tests, and questionnaires. The results of the study indicate that the use of scaffolding strategies with the PBL method significantly improves students' understanding of network topology and enhances their critical thinking and problem-solving abilities. Additionally, students demonstrated increased motivation and active engagement in the learning process. Therefore, scaffolding strategies combined with the PBL method are effective for teaching network topology at the high school level.
Comparative analysis of PoS and PoA consensus in Ethereum environment for blockchain based academic transcript systems Wicaksono, Palguno; Hatta, Puspanda; Aristyagama, Yusfia Hafid
Bulletin of Electrical Engineering and Informatics Vol 14, No 3: June 2025
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v14i3.9219

Abstract

Many educational institutions worldwide now use blockchain to verify electronic document, often relying on Ethereum 1.0, which uses proof of work (PoW) or proof of authority (PoA). However, Ethereum 2.0, launched in 2022 by Ethereum Foundation operates on proof of stake (PoS). This study provides comparative analysis of PoS and PoA consensus in Ethereum environment specifically focusing on performance and scalability in the context of academic transcript databases. To demonstrate this, a student academic reputation information system was developed using two different blockchain technologies: Ethereum 1.0 with PoA and Ethereum 2.0 with PoS. This setup was used to obtain comparative analysis data for the two blockchain systems by measuring the throughput and latency. We observed how these platforms responded to an increasing number and frequency of transactions with Hyperledger Caliper. Results indicates that in performance testing, both consensus mechanisms exhibited. Scalability tests revealed that both consensus mechanisms experienced increased latency with higher loads. However, PoA system was superior in average throughput and latency than PoS system except in high transaction of data addition. The experiment result show that PoA system better than PoS system in context of academic transcript databases, making it more suitable to be implemented on that context.
PEMANFAATAN ALGORITMA SAW PADA SISTEM PENUNJANG KEPUTUSAN UNTUK PENENTUAN STRATEGI BELAJAR PADA ADAPTIVE LEARNING Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan; Hatta, Puspanda; Liantoni, Febri; Yuana, Rosihan Ari; Ramadhan, Raqael Fisabillah
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.688 KB) | DOI: 10.23887/jstundiksha.v11i2.45319

Abstract

Pada masa pandemi Covid-19, model pembelajaran adaptif menjadi alternatif pilihan dalam pembelajaran jarak jauh pada pendidikan perguruan tinggi. Permasalahan yang ditemui adalah tidak semua tenaga pendidik siap melakukan penyesuaian dalam menjalankan pembelajaran jarak jauh. Akibatnya, peserta didik mungkin menemukan materi pembelajaran online yang terlalu sederhana, atau malah sangat rumit. Hal ini berakibat pada hasil pembelajaran menjadi kurang maksimal. Penelitian ini bertujuan untuk menciptakan adopsi algoritma SAW dalam sistem penunjang keputusan penentuan strategi pembelajaran adaptif. Jenis penelitian ini merupakan research and development. Sistem dikembangkan dengan model spiral. Data dikumpulkan dengan menggunakan kuesioner yang dilekatkan dalam sistem. Anggota sampel data adalah dosen pengguna sistem. Teknik analisis data menggunakan analisis kuantitatif. Hasil penelitian menunjukkan sistem mendapatkan input data dari angket digital terintegrasi yang menggambarkan kondisi dari masing-masing mahasiswa. Sistem dievaluasi dengan menggunakan System Usability Scale (SUS) untuk menganalisis tingkat persepsi kebergunaan sistem. Melalui sistem ini, tenaga pendidik diharapkan dapat memperoleh rekomendasi perlakuan yang sesuai dengan kondisi mahasiswa sehingga mereka dapat lebih fokus pada penerapan strategi dan substansi pembelajaran.
Design and Development of an Android-Based Interactive Learning Media for Grade VIII Statistics using the ADDIE Model Rahayu, Lestari; Prakisya, Nurcahya Pradana Taufik; Hatta, Puspanda; Wafa, Alfian Fawaidil; Herianto, Tulus Joseph
Jurnal Media Informasi Teknologi Vol. 2 No. 2 (2025): Oktober 2025
Publisher : Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mit.v2i2.236

Abstract

In the 21st-century learning era, students in several regions of Indonesia still use conventional media such as whiteboards and textbooks in mathematics education. This leads to student boredom and relatively low learning outcomes because they are more interested in playing with smartphones rather than studying. The solution to this problem is to utilize Information and Communication Technology (ICT) as a learning medium. The purpose of this research is to develop, evaluate the feasibility, and determine user perceptions of an interactive Android-based learning media for Grade VIII statistics in junior high school. This research follows a research and development design consisting of three stages: development using the ADDIE method, feasibility analysis, and user perception analysis. The result of the development stage is a valid interactive Android-based learning media. The feasibility analysis results indicate that the media is highly feasible with a rating of 92.5% from media experts and 95% from subject matter experts. The user perception analysis shows that 84.4% of students strongly agree with the usefulness aspect of this media, and 89.5% of students strongly agree with the ease of use aspect. Therefore, it can be concluded that this interactive learning media is worthy, user-friendly, and beneficial in the learning process.
Utilization of Open Video Repository-Assisted Inquiry Based Learning (IBL) on Computer Network Basics Course : Its Effect on Student Interest and Learning Outcomes Fajarwati, Aprilia; Basori; Hatta, Puspanda
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 1 (2024): Journal of Global Hospitality and Tourism Technology - June
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.12590381

Abstract

Learning models that are not suitable in learning can make students' interests and learning outcomes less than optimal. Therefore, educators must make the selection of the right learning model. The difference in the influence of Inquiry Based Learning assisted by open video repository on student interests and learning outcomes is the purpose of this study. The research design used was a pseudo-experimental method with a pretest posttest control group design. The class that was given the treatment of using the Inquiry Based Learning learning model assisted by the Open Video Repository was an experimental class, while the control class used the Discovery Learning learning model. The population and samples used were class TJKT 1 as an experimental class and class TJKT 2 as a control class. The data collection technique uses a questionnaire instrument and the value of student learning outcomes which is then tested using SPSS. After conducting data analysis, data were obtained (1) sig(2-tailed) values of 0.047 < 0.05 (2) sig(2-tailed) values of 0.000 < 0.05 (3) student learning interest gain tests in experimental classes 0.32 greater than control classes 0.16 (4) gain tests of student learning outcomes in experimental classes 0.68 were greater than control classes 0.44. It can be concluded that in the use of the Inquiry Based Learning learning model assisted by the Open Video Repository there is a significant influence and has increased effectiveness compared to those who do not use the model on student interest and learning outcomes in the subject basics of Computer Network Engineering and Telecommunications.
The Analysis of the Application of Problem Based Learning to Student’s Critical Thinking Skills Material: Data Transmission Error Detection Mursholihah, Ulfah Awaliah; Hatta, Puspanda; Jumari
Journal of Global Hospitality and Tourism Technology Vol. 2 No. 1 (2025): Journal of Global Hospitality and Tourism Technology - June 2025
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.16908040

Abstract

The purpose of Indonesian National Education is to develop the ability and shape the character of the nation based on Pancasila, by implementing an independent curriculum and forming the profile of Pancasila students who believe & fear God Almighty, have global diversity, mutual cooperation, independence, critical and creative reasoning. Indonesian education is presented with various innovative learning models to attract and develop the abilities of 21st century learners. The research conducted aims to analyze the results of the application of the Problem Based Learning learning model on the critical thinking skills of class XI F4 students at SMA N 3 Surakarta as many as 36 students. Based on the results of research conducted using qualitative methods based on questionnaire assessments and student learning outcomes, it was found that the critical thinking skills of students in class XI F4 had a very good category, namely 61% on the results of the questionnaire and 67% on the test of student learning outcomes. Indicators of critical thinking skills of students in class XI F4 get 86% achievement on Advances clarification indicators and inference indicators. Based on the results of the research conducted, it is found that the problem-based learning model is effectively used to build students' critical thinking skills on error detection material in data transmission in class XI F4 SMA N 3 Surakarta.
Co-Authors A.G. Tamrin, A.G. Aam Kholid Alfaif Abdillah Yusron Agus Budiarto Agus Efendi Agus Efendi Agustina Dyah Pratiwi Al-Fayed, Iqbal Isnan Andhika Ramadhany Arifuddin, Faizal Aris Budianto, Aris Bagaskara, Khrisna Bakar, Mohd. Shafie bin Bara Bintang Pradana Basori Basori Basori Basori Basori Basori Basori Chandra Hannafi Atsna Cucuk Wawan Budiyanto Dadungawigra, Dimmapraha Fatuardi Dini Erlinawati Dwi Maryono Dwi Maryono Dwiantoro, Bagas Endar S Wihidayat, Endar S Endar Suprih Wihidayat Endar Suprih Wihidiyat Esanudin, Rosyid Fadila Aini Atista, Fadila Aini Fahru Roszy Mahtuf Fajarwati, Aprilia Fariz Fakhrul Arifin Fawaidil Wafa, Alfian Febri Liantoni Febri Liantoni, Febri Feng Xiao Herianto, Tulus Joseph Herwati, Titan Istiah Ibrahim Wahyu Saputra, Ibrahim Wahyu Ifan Fadhlur Ramadhan Imam Prasetyo Indah Widiastuti Isna Safira Jaelani, Muhammad Jarwodo Aji Jumari Kridolaksono, Adityas Kristyan Kusmanto, Bintang Timur Lestari Rahayu M Rifki Affandi Mishbahuddin, Ahmad Muhammad Rifqy Abdallah Mursholihah, Ulfah Awaliah Mustofa, Septhea Pradina Nugroho, Wachid Adi Nugroho, Yunanto Dwi Nurcahya Pradana Taufik Prakisya Prakisya, Nurcahya Pradana Taufik Pramudya, Otniel Dewangga Divan Putri Karimah Putro, Ismoyo Ramadhan, Raqael Fisabillah Rena Anggita Putri, Rena Anggita Rohman, Aji Nur Rosihan Ari Yuana, Rosihan Ari Salkha, Novita Salma, Winda Annisa Sari, Liska Mey Ika Sidauruk, Deardo Satria Ristiawan Tiyarno, Raka Pratama Wahyudi, Muhamad Nur Azmi Wicaksono, Palguno Wihidayat, Endar S. Wihidayat, Endar Suprih Yudianto Sujana Yulisetiani, Septi Yusfia Hafid Aristyagama Zunanta, Dimas Tegar