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Level of Difficulty in Developing Android-Based Learning Media Setiyani, Susanti; Liantoni, Febri; Hatta, Puspanda
Jurnal Edutech Undiksha Vol. 11 No. 2 (2023): December
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jeu.v11i2.57698

Abstract

One of the teacher's competencies is designing and producing learning media; there are various types of learning media, one of which is Android-based. A complex relationship between technology and theory drives the development domain, including design, production, and delivery functions. This research aims to analyze the difficulty level in developing Android-based learning media. The subjects of this research were 30 PTIK students who had developed Android learning media and user testing. Data collection was carried out using research instruments in the form of questionnaires. The data obtained was analyzed using descriptive statistics and then categorized into three development difficulty levels: high, medium, and low. The results of the analysis show that the student's level of difficulty is in the medium category with a percentage of 77%, where the highest level of difficulty is in the developing aspect with a high category percentage of difficulty of 13%, in the design aspect it is 10%, the analysis aspect is 7%, the implementation aspect is 7%, Meanwhile, in the evaluation aspect, there were no students with difficulties in the high category. The research concludes that development difficulties lie in activities in development software, such as the asset upload process, and are then related to understanding the programming structure and the ability to provide development needs, such as test equipment and suitability of device specifications.
Pengembangan Cloud-Infrastructure as a Service Sebagai Penyedia Layanan Video on Demand Untuk Mendukung Sumber Daya Massive Open Online Courses (MOOC) dengan Platform Open edX Tiyarno, Raka Pratama; Hatta, Puspanda; Efendi, Agus
JIPTEK: Jurnal Ilmiah Pendidikan Teknik dan Kejuruan Vol 17, No 2 (2024): July
Publisher : Faculty of Teacher Training and Education Universitas Sebelas Maret Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jiptek.v17i2.58772

Abstract

Studi ini menggambarkan bagaimana peran Massive Open Online Courses (MOOC) dengan platform Open edX untuk mencapai tujuan sebagai penyedia layanan video on demand. Tujuan penelitian ini adalah bagaimana mengembangkan MOOC sebagai penyedia layanan video on demand dengan menggunakan platform Open edX, serta mengetahui bagaimana kelayakannya. Pengembangan layanan ini menggunakan model ADDIE (Analyze, Design, Development, Implementation, and Evaluation). Studi ini melewati beberapa proses pengujian dalam tahap impelementasi yaitu pengujian delay, pengujian packet loss, pengujian throughput, pengujian jitter yang didasarkan pada pengujian iso ETSI 1999-2006 atau sering disebut dengan standar tiphon tentang sebuah standar pengujian Quality Of Service atau QoS. Pengambilan data dilakukan dengan simulasi client yang berjumlah sebanyak 50 client pengguna yang mengakses secara bersamaan memakai aplikasi Jmeter. Dari pengujian yang dilakukan diperoleh hasil analisis data yang menunjukan bahwa MOOC sebagai penyedia layanan video on demand memperoleh tingkat kelayakan yang tinggi berdasarkan pengujian dengan QoS atau Quality of Service yang didasarkan pada pengujian iso ETSI 1999-2006.
ANALYSIS OF WIRELESS NETWORK SIMULATION BASED ON OPENWRT AND PFSENSE WITH QUALITY OF SERVICE INDICATORS ON LOW-COST NETWORK INFRASTRUCTURE Mishbahuddin, Ahmad; Hatta, Puspanda; Budiyanto, Cucuk Wawan
Jurnal Teknik Informatika (Jutif) Vol. 5 No. 6 (2024): JUTIF Volume 5, Number 6, Desember 2024
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2024.5.6.4047

Abstract

The need for high network traffic in Indonesia with the challenge of geographical topology that is difficult to reach makes the majority of internet network users access via wireless networks with limited budgets, resulting in poor internet QoS in Indonesia. An available solution to optimize low-cost network quality is to use the OpenWRT, open source router operating system with a focus on ease of application implementation in network projects. Another solution is pfSense, which is an open source router operation with a firewall network security focus to prevent intrusion. These two operating systems have different comparison methods in performance testing, making it difficult to make decisions about the performance differences between the two operating systems. This study aims to analyze the difference in performance and significance of open source operating systems with different development focuses on low-cost wireless network services. Analysis obtained from the quality of service measurement method on OpenWRT and Pfsense router operating systems on users that connected to a simulated wireless network topology. Data was collected by sending data between a number of users to the server and vice versa using iperf3 and mtr tools. The data consisted of QoS parameters: troughput, delay, jitter, and packet loss. The data shows that there are significant differences in several QoS parameters in the service of a number of users between the OpenWRT and PfSense operating systems. The results of this study show the limitations of each operating system in its implementation in low-cost wireless networks.
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.
Understanding Virtual Laboratories in Engineering Education: A Systematic Literature Review Muhamad Nur Azmi Wahyudi; Cucuk Wawan Budiyanto; Indah Widiastuti; Puspanda Hatta; Mohd. Shafie bin Bakar
International Journal of Pedagogy and Teacher Education Vol 7, No 2 (2023): International Journal of Pedagogy and Teacher Education - October
Publisher : The Faculty of Teacher Training and Education (FKIP), Universitas Sebelas Maret, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijpte.v7i2.85271

Abstract

Engineering education has gained significant importance in the 21st century due to its integration of essential technological literacy needed in our rapidly changing world. Laboratories, including virtual laboratories, allowstudents to apply theoretical knowledge practically. Virtual laboratories have emerged as innovative tools that offer increased accessibility and flexibility. This study reviewed 29 peer-reviewed journal articles indexed in Scopus and published between 2018 and 2023 on the use of virtual laboratories in engineering education. The research employed a systematic literature review framework, utilizing PRISMA for article selection.The findings indicate that virtual laboratories provide numerous benefits, including cost-effectiveness, flexibility, safety, and accessibility. They boost student motivation, engagement, and the ability to apply knowledge while effectively enhancing conceptual understanding and practical skills. Virtual laboratories support the development of pedagogical skills and promote careers in engineering by offering a comprehensive and inclusive learning environment.Despite these advantages, challenges likelimited interactivity, restricted content, and technical issues persist. Virtual laboratories are valuable supplements to traditional laboratories, providing an economical means to explore phenomena and offering a safe space for experimentation. Educators should consider the benefits and limitations ofintegrating virtual laboratories into their curriculum. This study aims to deepen the understanding of virtual laboratories in engineering education, advocating for their broader adoption as an innovative tool with a positive impact.  
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.
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 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 Firdaus, Febrian Sabila 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