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Workshop And Motivation For Improving Student Skills Through The Information And Communications Technology Febri Liantoni; Yusfia Hafid Aristyagama; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Cucuk Wawan Budiyanto
THE SPIRIT OF SOCIETY JOURNAL : International Journal of Society Development and Engagement Vol 5 No 1 (2021): September 2021
Publisher : LPPM of NAROTAMA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/scj.v5i1.1431

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In the digital age, the role of information technology is needed to face competition in the community. Information and communication technology is an important element in contributing to changes that are fundamental to the structure of operations and management of organizations, education, transportation, health, and research. The internet is like two sides of a coin, the content offered is positive and negative, both are very dependent on the behavior of its users. The ease of access to the internet is increasingly being felt by the public with increasingly cheap hardware such as tablets and laptops as well as wider connection support. Various efforts to stem negative information continue to be pursued by various elements of society, but it is not effective if the user behavior is not changed. Teenagers are among the most vulnerable in the misuse of advances in internet technology, so it needs serious efforts to provide the right knowledge and skills in utilizing these advancements. By conducting workshops and motivation to improve the abilities and skills of Girimarto 1 High School students, it is hoped that school students can face the development of the digital era more readily. The results of this training gained a high level of satisfaction with the material that had been carried out.
Efektifitas Penggunaan Digital Game Base Learning Menggunakan Aplikasi Spritebox untuk Meningkatkan Motivasi dan Hasil Belajar Mahasiswa Novita Salkha; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 1 (2022): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i1.59146

Abstract

Purpose of this study to determine the effect of using SpriteBox educational game applications on student motivation and learning outcomes in basic programming subjects, especially looping material. This research was conducted at JPTK UNS Informatics Engineering Education Study Program. The research method used quantitative research with a pre-experimental design One Group Pretest-Posttest. The population was all students of PTIK UNS class of 2020 which consisted of 76 students. All the members the of the population are sampled, so the sampling technique used total sampling. Data collection techniques used questionnaires and tests. Questionnaires and tests were piloted first and then tested for validity and tested for reliability. The data analysis technique used the t test (difference test) after previously was tested by normality and homogeneity. The results showed that: 1) Learning-based SpriteBox game media had an effect on students' learning motivation. Proved by the difference significantly on learning motivation before and after experimentation. There was an increased average learning motivation after using SpriteBox game; 2) Learning-based SpriteBox game media affected students’ learning outcomes. Proved by the difference significantly on learning outcomes between before and after experimentation. There was an increased average learning outcome after using SpriteBox game.
Comparing the Usability, Ergonomics, and Extensibility of Desknet Trainer and Netcube Trainer as Computer Network Learning Props in Vocational Education Faizal Arifuddin; Puspanda Hatta; Endar Suprih Wihidayat
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.53901

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The first objective of this study was to compare the usability, ergonomics, and extensibility of computer network learning props in vocational education. The second objective of this research is to obtain recommendations for developing a computer network trainer according to the weaknesses found in the comparison of usability, ergonomics, and extensibility. This research is quantitative research with a counterbalanced design. The study was carried out in two counterbalanced replications. The research subjects were 11 Informatics and Computer Engineering Education students at Universitas Sebelas Maret. The objects of this research are the Desknet Trainer and the Netcube Trainer. The data collection technique used is a questionnaire. The data analysis technique used is descriptive statistics and the T-test. The results showed that the comparison of Desknet Trainer and Netcube Trainer showed that the quality of both was statistically equivalent. The comparison breakdown of usability, ergonomics, and extensibility shows that the Desknet Trainer has weaknesses in the usability and ergonomics domains. In contrast, the Netcube Trainer has weaknesses in the extensibility domains. The Desknet Trainer can be further developed to improve usability and ergonomics. Netcube Trainer can be further developed to increase extensibility.
PENGEMBANGAN TRAINER WALLNET SEBAGAI MEDIA BELAJAR DALAM MEMPERSIAPKAN UJI KOMPETENSI KEAHLIAN JURUSAN TKJ DI SMK NEGERI 1 SAWIT Andhika Ramadhany; Puspanda Hatta; Dwi Maryono
EDUTIC Vol 6, No 1 (2019): NOVEMBER 2019
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (392.621 KB) | DOI: 10.21107/edutic.v6i1.6376

Abstract

ABSTRAK   Uji kompetensi keahlian merupakan ujian berbasis praktik yang digunakan sebagai tolak ukur kelulusan di jenjang SMK jurusan TKJ. Untuk mempersiapkan ujian tersebut, sering digunakan media pembelajaran berupa aplikasi simulator jaringan komputer. Namun penggunaan simulator pada pembelajaran uji kompetensi keahlian tidak benar-benar memberikan pengalaman kerja secara nyata karena tidak adanya interaksi langsung dengan perangkatnya jaringan secara riil. Berdasarkan permasalahan tersebut, maka dikembangkan sebuah media pembelajaran berbasis trainer yang bernama trainer WallNet. Desain trainer WallNet dibuat dalam bentuk rangkaian perangkat jaringan yang membentuk topologi jaringan beserta dengan gambar logo perangkat jaringan yang biasa digunakan pada simulator. Trainer WallNet dirancang agar siswa dapat mempelajari berbagai jenis topologi jaringan seperti topologi LAN, MAN, dan WAN. Tujuannya memberikan pengalaman interaksi lebih nyata secara langsung dengan perangkat jaringan sebernarnya. Penelitian ini dikembangan untuk mengetahui uji kelayakan dari trainer WallNet dalam mempersiapkan uji kompetensi keahlian jurusan TKJ. Berdasarkan hasil dari pengujian dapat disimpulkan bahwa (1) trainer WallNet berhasil dikembangkan sebagai sebuah media pembelajaran yang memberikan pengalaman belajar secara praktik dengan spesifikasi yang dapat memenuhi kebutuhan dalam mempersiapkan uji kompetensi keahlian jurusan TKJ di SMK Negeri 1 Sawit, (2) trainer WallNet masuk kategori Sangat Layak dengan presentase aspek kelayakan materi sebesar 86.7%, presentase aspek kelayakan media sebesar 82.7% dan presentasi aspek kepuasan pengguna sebesar 84.4%.   Keywords: media pembelajaran, trainer, uji kompetensi keahlian, jaringan komputer.  ABSTRAC The expertise competency test is a practice-based test that is used as a benchmark for graduation at the TKJ Vocational School level. To prepare for the exam, learning media are often used in the form of computer network simulator applications. However, the use of simulators in learning competency test expertise does not really provide real work experience because there is no direct interaction with the network device in real terms. Based on these problems, a trainer-based learning media was developed called the WallNet trainer. The design of the WallNet trainer is made in the form of a series of network devices that form a network topology along with the logo image of a network device commonly used in simulators. WallNet trainers are designed so that students can learn various types of network topologies such as LAN, MAN, and WAN topologies. The goal is to provide a more tangible interaction experience directly with the actual network device. This research was developed to find out the feasibility test of WallNet trainers in preparing competency tests in the TKJ majors. Based on the results of the test it can be concluded that (1) WallNet trainers have been successfully developed as a learning media that provides practical learning experience with specifications that can meet the needs in preparing competency tests of TKJ majors in SMK Negeri 1 Palm Oil, (2) WallNet trainers are in the category of Very Eligible with a percentage of aspects of material eligibility of 86.7%, percentage of aspects of media eligibility of 82.7% and presentation of aspects of user satisfaction of 84.4%.   Keywords: learning media, trainer, expertise competency test, computer netwo
Android Application Development with Multi-Criteria Decision Making to distinguish Covid-19, Influenza, and Cold infections Endar Suprih Wihidayat; Agus Efendi; Cucuk Wawan Budiyanto; Puspanda Hatta
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 1 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i1.58168

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Infection symptoms are physical or mental characteristics that indicate a disease condition, especially those visible to the patient. The World Health Organization (WHO) issued a document containing symptoms of infection by the Covid-19 virus, including fever, dry cough, fatigue, and shortness of breath. These symptoms have similarities with illnesses caused by Influenza and Cold viruses, and it is difficult for most people to distinguish the differences between them. We proposed a Research and Development (RnD) study, developing an android app that embeds a Simple Additive Weighting (SAW) algorithm. However, this article will not cover the development process of the android app, but mostly how the algorithm works. This study aims to help people differentiate Influenza, Cold, and Covid-19 virus infections based on their symptoms through an Android-based application. We used weights provided by WHO and several related studies to be processed by the SAW decision-making algorithm, one of the Multi-Criteria Decision Making (MCDM) algorithms, a method that makes decisions based on multiple conflicting criteria. The user can get the most similar type of infection by entering the symptoms. The app showed its potential in achieving research objectives and the feasibility of being applied in the community.
Feasibility Test Analysis on the UPT Humas UNS Information System Dimas Tegar Zunanta; Endar Suprih Wihidayat; Puspanda Hatta
Journal of Informatics and Vocational Education Vol 5, No 3 (2022): Journal of Informatics and Vocational Education - November
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v5i3.68904

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The development of the UPT Humas UNS information system is carried out using the analysis, design, development, implementation, and evalution (ADDIE) methods. The evaluation technique used is black box testing involving two programming experts to assess the functional readiness of the information system. The feasibility test was carried out using two methods, namely the usability scale (SUS) system to determine the level of usability and the technology acceptance model (TAM) for acceptance analysis of the UNS Public Relations UPT information system. Based on the evaluation that has been carried out, the UNS Public Relations UPT information system that has been successfully developed can run functionally to serve the 12 existing services with a little record of improvement. Judging from the average SUS score obtained, which is 69.75, it is classified as good overall for the level of usability. For the results of the TAM analysis consisting of 6 TAM research hypotheses, the ease of using SI has a significant effect on the expediency and attitude in using SI. The expediency of SI has a significant effect on the attitude to use and the intention to use SI. The attitude to use SI has a significant effect on the intention to use SI and the intention to use SI has a significant effect on the actual use of the system.
Evaluation of Computer Network Simulation Applications to Support Online Learning Ismoyo Putro; Puspanda Hatta; Agus Efendi
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 2 (2022): IJIE (Indonesian Journal of Informatics Education)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i2.65742

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Computer network learning is learning that prioritizes practice compared to theory to be able to understand the material more clearly. Therefore, computer network learning requires real learning media to support learning effectiveness. However, because the cost of procuring computer network learning media is quite large, it is one of the main obstacles. By using a computer network simulator application is one way to overcome these obstacles. At this time there are several computer network simulator applications that can be used to support computer network learning activities to run efficiently. In this study, researchers evaluate and analyze several network simulation applications, to find out which applications are more efficient to use in learning computer networks, seen from the application capabilities in IP Address configuration, Subnetting, Routing. This study uses the observation method of computer network simulator applications that have been determined, namely the application of (1) Cisco Packet Tracer, (2) GNS3, (3) EVE-NG, (4) Boson Netsim, using the LORI research instrument version 1.5. This research has several stages, namely data collection, data reduction, scoring, data presentation, drawing conclusions and measured using a Likert scale. The results of this study indicate that the application (1) Cisco Packet Tracer ranks first with a value of 89.1%, (2) Boson Netsim is in second place with a score of 86.6%, (3) GNS3 ranks third with a value of 85.4%, (4) EVE-NG ranks fourth or lowest with a score of 83.3%.
Evaluation of Capture The Flag-Based Online Cyber Security Learning Media in Terms of Ethical Hacking and Gamification Aji Nur Rohman; Puspanda Hatta; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.66538

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This study intend to (1) determine the suitability of the components of online learning media for network and computer security to suitability with the ethical hacking process, (2)conduct a comprehensive review of cyber security learning media. This research is a qualitative research with a grounded theory research approach. The data sources of this study include Capture The Flag websites, ethical hacking aspects and gamification aspects. Sampling techniques are carried out using application search strategies based on certain keywords in accordance with the relevance of online applications of cyber security learning media. Data analysis in this study uses qualitative data analysis, as for data analysis techniques that are adjusted to the stages in the study (Perry, Lunde, and Chen 2016). The first thing that is done is to search for research data sources using predetermined keywords. Filtering is carried out on search results so that search results are unique and duplication does not occur. Filtering is carried out to find inappropriate online applications, then removed from the list. Scoring of data that is in accordance with the ethical hacking aspects and gamification aspects. Second, the obstacle experienced in the research process is that there are several obstacles that cannot be accessed due to closed access or developers who do not update the CTF-based cyber security website so that it cannot be run. Third, the maker or owner or developer of this CTF-based cyber security website needs to consider the gamification side in the creation and preparation of this CTF-based cyber security website. This is necessary to increase the interest of participants with the presence of gamification aspects that are implemented
Analysis of Competency Curriculum Alignment in Web-Based Application Development on the Study Program of PTIK UNS with the Industrial World Wachid Adi Nugroho; Dwi Maryono; puspanda Hatta
Journal of Informatics and Vocational Education Vol 6, No 1 (2023): Journal of Informatics and Vocational Education - March
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i1.65242

Abstract

This study aims to: determine the application of the competency field curriculum in web-based application development on the UNS PTIK study program, determine the needs in web-based application development competencies on the industrial world, and determine the alignment between the application of the web-based application development competency curriculum on the UNS PTIK study program and the need for competence in the field of web-based application development on the industrial world.The form of this research is qualitative research with 6 research subjects, 3 lecturers and 3 alumnus. Data collection techniques used are document analysis, interviews, and questionnaires. The validity test technique used is source triangulation. The analysis technique used is a comparative descriptive technique.The results of this study indicate that the alignment of the curriculum in the competency field in web-based application development on the PTIK UNS study program with the industrial world as a whole is appropriate, but there needs to be development in several courses and collaborations by involving industry directly in the preparation of the curriculum in the future and there are still several stages in the process of developing web-based applications in practice in lectures have not been carried out.
Pelatihan Pembuatan Media Pembelajaran Berbasis Android untuk Mempersiapkan Penguasaan Teknologi Next-Generation Learning bagi Guru SD di Kabupaten Karanganyar Hatta, Puspanda; Yulisetiani, Septi
Jurnal Inovasi Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 2 (2023): JIPPM - Desember 2023
Publisher : CV Firmos

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54082/jippm.213

Abstract

Pembelajaran daring di sekolah dasar selama masa pandemi dan pasca pandemi Covid-19 belum memenuhi hasil yang baik. Meskipun pembelajaran tatap muka sudah dilaksanakan tetapi durasinya masih dibatasi. Waktu belajar siswa lebih banyak dilakukan di rumah. Berdasarkan studi pustaka, survei, dan wawancara terhadap guru SD, diketahui bahwa pelaksanaan pembelajaran daring belum efektif. Pembelajaran daring menuai beberapa permasalahan yang dihadapi oleh guru. Permasalahan utama adalah media pembelajaran yang belum inovatif dan belum menarik minat siswa untuk aktif belajar. Sebagian besar guru SD masih memerlukan keterampilan dalam menyusun media pembelajaran yang inovatif dengan memanfaatkan ICT sehingga dapat menarik minat siswa. Selama ini, media pembelajaran masih terbatas dalam bentuk media presentasi konvensional dan buku teks. Untuk memberikan solusi terhadap permasalahan yang dihadapi oleh mitra, pengabdian masyarakat ini menyelenggarakan pelatihan meningkatan kompetensi guru dalam mengembangkan media pembelajaran berbasis aplikasi mobile. Selain itu, kegiatan ini bertujuan untuk memperkuat kemampuan guru dalam mengembangkan media pembelajaran inovatif berdaya saing next-generation learning yang sesuai untuk siswa SD. Media pembelajaran dikembangan dalam bentuk aplikasi andoid, agar menarik, cocok untuk pembelajaran daring, dan mampu bersaing dengan media pembelajaran terkini. Pengabdian masyarakat dilaksanakan dalam bentuk pelatihan dan pendampingan dalam menyusun media pembelajaran berbasis aplikasi mobile.
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