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Usability Testing SIKTA di Program Studi Manajemen Informatika dari Pengguna Mahasiswa Marti, Ni Wayan; Surya Mahedy, Kadek
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 18 No. 2 (2021): Edisi Juli 2021
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (481.438 KB) | DOI: 10.23887/jptk-undiksha.v18i2.35029

Abstract

Penelitian ini bertujuan untuk melakukan usability testing terhadap Sistem Informasi Kontrol Mutu dan Pengelolaan Tugas Akhir Mahasiswa di Program Studi Manajemen Informatika (SIKTA). SIKTA merupakan sistem informasi yang digunakan untuk melakukan kontrol terhadap proses penyelesaian Tugas Akhir Mahasiswa. SIKTA adalah aplikasi yang digunakan secara internal di Program Studi Manajemen Informatika. Metode yang digunakan untuk melakukan usability testing terhadap SIKTA adalah ISO 9241-11. ISO 9241-11 merupakan uji usability untuk mengukur tingkat efektivitas, efisiensi dan kepuasan pengguna. Tingkat efektivitas dan efisiensi diukur dengan pemberian tugas-tugas kepada responden, sedangkan untuk mengukur kepuasan pengguna digunakan kuisioner dari System Usability Scale (SUS).  Dari hasil uji diperoleh masing-masing yaitu uji keefektifan sebesar 92%, uji keefisienan memperoleh 88% dan kepuasan pengguna menggunakan SUS memperoleh angka 76,5. Dari uji tersebut, dapat dikatakan bahwa SIKTA merupakan sistem yang efektif, efisien dari sisi mahasiswa sebagai penggunanya. Dan angka 76,5 menyatakan bahwa pengguna puas dalam menggunakan SIKTA.
EVALUASI KELAYAKAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA PADA MATA KULIAH TP. KEPELATIHAN BULUTANGKIS Ariani, Luh Putu Tuti; Marti, Ni Wayan
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 19 No. 1 (2022): Edisi Januari 2022
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (229.645 KB) | DOI: 10.23887/jptkundiksha.v19i1.43829

Abstract

Badminton is a complex game that uses a racket as a striking tool and a shuttlecock as an object. Badminton has basic techniques that must be taught so that players have good technical quality of the game. This study aims to tempt the feasibility of the learning media for the basic techniques of badminton and determine the feasibility level of the learning media. The data collection method used is by making research instruments to test large groups and small groups. Instruments will be given to students who take part in the feasibility test process for learning media for the basic techniques of badminton. In this study, the average results of field trials as a whole with a percentage of 93%, so it can be concluded that interactive media are the basic techniques of multimedia-based badminton games that are implemented in TP. The badminton training developed is feasible and effective because it shows interest, motivation, and helps the accuracy of the media in the use and presentation of basic badminton techniques in the lecture process so that learning objectives are achieved.
PENGEMBANGAN KONTEN PEMBELAJARAN MATA KULIAH BASIS DATA BERBASIS MICRO-LEARNING DI PROGRAM STUDI S1 ILMU KOMPUTER-UNDIKSHA Marti, Ni Wayan; Luh Putu Tuti Ariani
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 20 No. 1 (2023): Edisi Januari 2023
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jptkundiksha.v20i1.54572

Abstract

This development research aims to develop learning content for the Database course by applying the micro-learning method in the Computer Science Study Program, Faculty of Engineering and Vocational, Undiksha. Micro-Learning is an evolutionary form of online learning and can be considered an innovative approach to 21st-century digital learning. Micro-Learning is a learning method in which learning content is presented in the form of short bite-sized pieces that focus on one learning topic. The development procedure used is the Lee & Owens development model with five stages, namely the analysis stage, the design, the development, the implementation, and the evaluation stage. In this study, only the first three stages were carried out because based on the curriculum, database courses were offered in even semesters. Learning content is developed in video form with a maximum duration of 6 minutes. The resulting learning video product is called a micro-video because of its short duration. The learning material developed is the concept of introduction to databases and database system concepts. There are seven micro-videos that have been successfully developed, of which six micro-videos contain learning material and an intro micro-video which contains an introduction to the course. A micro-video contains a discussion of material for one learning indicator. To determine the level of validity of the micro-video, material tests, and media tests were carried out by experts. From the results of the feasibility test by material experts, it was obtained at 93.33%. While the results of the due diligence by media experts obtained a result of 88%. These results state that micro-video products are in the category of very feasible to use. In the future, it is hoped that more learning content will be developed using the micro-learning method as a new technology in learning.
DEVELOPMENT OF THE PROPOSED MICROLEARNING-BASED DYNAMIC INTELLECTUAL LEARNING SYSTEM TO ACTUALIZE AN EFFECTIVE LEARNING PROCESS IN ONLINE ENVIRONMENT Marti, Ni Wayan; I Gusti Putu Suharta; Ketut Agustini; I Komang Sudarma; I Nyoman Saputra Wahyu Wijaya; Luh Putu Tuti Ariani
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 21 No. 1 (2024): Edisi Januari 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jptkundiksha.v21i1.75672

Abstract

The era of educational transformation in the 21st century is a stream of change where teachers and students simultaneously hold an important role in the learning process. In this matter, it is necessary to apply innovation and technology integration to realize an effective learning process. This study aims to build a dynamic intellectual learning system based on microlearning (DIL-MicLearn system) which is accessed via the web. This research uses a theoretical-descriptive-development method that uses theoretical studies, software development proses, and expert evaluation. The research phase used is the first two stages of the Plomp design research model, namely the Prelimentary Research stage, and the Development or Prototyping phase. The DIL-MicLearn system is a personalized learning system that allows students to achieve learning mastery in each learning unit according to their cognitive abilities and learning speed, can access learning content according to learning styles, and can reduce students' cognitive load in the learning process. The DIL-MicLearn system is implemented in a online learning environment, considering the characteristics of this system. The advantages and disadvantages of this system are described in detail. The validity level of the DIL-MicLearn system reaches 99.57% and this system is valid for use in the learning process.
USABILITY TESTING SISTEM INTELLECTUAL LEARNING BERBASIS MICROLEARNING (DIL-MICLEARN) MENGGUNAKAN ISO 9241-11 DAN USER EXPERIENCE QUESTIONNAIRE (UEQ) Juli, I Wayan; Tanok Arta Wijaya, Gede; Utami Pramesti Indraswari, Putu; Marcelino, Antonius; Marti, Ni Wayan
Jurnal Pendidikan Teknologi dan Kejuruan Vol. 21 No. 2 (2024): Edisi Juli 2024
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jptkundiksha.v21i2.80056

Abstract

Penelitian ini memiliki tujuan untuk melakukan pengujian usability terhadap sistem Dynamic Intellectual Learning berbasis Microlearning (DIL-MicLearn). DIL-MicLearn adalah media pembelajaran dalam bentuk e-learning dengan paduan dynamic intellectual learning sebagai wujud sistem adaptif dan teknik microlearning dalam menyuguhkan materi pembelajaran. Metode yang diterapkan dalam melakukan usability testing terhadap DIL-MicLearn adalah ISO 9241-11. ISO 9241-11 merupakan pengujian usability pada suatu produk untuk mengetahui tingkat efektivitas, efisiensi, dan kepuasan pengguna. Efektivitas dan efisiensi diuji dengan memberikan task kepada responden. Sedangkan tingkat kepuasan pengguna diuji dengan menggunakan kuesioner dari User Experience Questionnaire (UEQ). Berdasarkan hasil pengujian diperoleh uji efektivitas sebesar 94%, kemudian untuk uji efisiensi DIL-MicLearn diperoleh 89%. Sedangkan uji kepuasan pengguna dengan menggunakan UEQ menghasilkan nilai rata-rata skala daya tarik 2,098. Skala kejelasan mendapatkan nilai rata-rata 1,989. Skala efisiensi mendapatkan nilai rata-rata 2,091. Skala ketepatan mendapatkan nilai rata-rata 1.886. Skala stimulasi mendapatkan nilai rata-rata 1,773. Sedangkan skala kebaruan mendapatkan nilai rata-rata 1,307. Selain itu, hasil analisis kualitas pragmatis dan hedonis mendapat nilai yang baik. Analisis benchmark juga memiliki nilai yang sangat baik. Berdasarkan hasil evaluasi kepuasan pengguna, dapat dikatakan bahwa pengguna merasa puas dengan penggunaan sistem DIL-Miclearn.
THE IMPACT OF USING INTERACTIVE MULTIMEDIA IN TEACHING BASIC BADMINTON TECHNIQUES TO IMPROVE COGNITIVE LEARNING OUTCOMES AND SELF-REGULATED LEARNING OF PHYSICAL EDUCATION STUDENTS Ariani, Luh Putu Tuti; Marti, Ni Wayan
Jurnal Edukasi Citra Olahraga Vol. 4 No. 3 (2024): Jurnal Edukasi Citra Olahraga
Publisher : STKIP Citra Bakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38048/jor.v4i3.5004

Abstract

The learning process demands high-quality human resources that evolve with the times. Technological development is essential for the learning process in the form of media. Interactive multimedia is a tool equipped with controls that can be operated by users as desired. This Interactive Media can facilitate learning, making it a stimulus to improve learning outcomes and self-regulated learning. The purpose of this study is to determine the effect of using interactive multimedia in teaching basic badminton techniques to improve cognitive learning outcomes and self-regulated learning among Physical Education students at FOK Undiksha. This research uses an experimental design with The Posttest-Only Control Group Design. The sample was selected using simple random sampling through a lottery method. The instruments for measuring learning outcomes involved a test of basic badminton skills and a questionnaire for assessing self-regulated learning. Data analysis for hypothesis testing required precondition tests, namely normality and homogeneity/F-tests. After conducting these precondition tests, hypothesis testing was carried out using a difference test. The results showed that the use of interactive media had a high impact on cognitive learning outcomes and self-regulated learning in basic badminton techniques. In conclusion, there is a significant difference in the learning outcomes of basic badminton techniques and self-regulated learning between Physical Education students at FOK Undiksha who were taught using interactive multimedia and those who were taught using conventional methods.
Development of a System for Determining Loan Eligibility in the Bukit Indah Cooperative, Batunya Village Using the Fuzzy Sugeno Method Gunawan, I Gede Made Deny Surya; Kertiasih, Ni Ketut; Marti, Ni Wayan; Permana, Agus Aan Jiwa
ALSYSTECH Journal of Education Technology Vol 2 No 3 (2024): ALSYSTECH Journal of Education Technology
Publisher : Lembaga Yasin AlSys

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58578/alsystech.v2i3.3856

Abstract

This study aims to develop a loan eligibility determination system at the Bukit Indah Cooperative in Batunya Village using the fuzzy sugeno method. The Bukit Indah Cooperative is a savings and business cooperative run independently by the Batunya Village community and carries out efforts for the welfare of the Batunya Village community. Fuzzy Sugeno is one of the fuzzy logic methods used for modeling, control and decision making. Fuzzy Sugeno was developed by Takagi, Sugeno, and Kang in 1985, this method aims to provide more efficient results in the control and decision making system. The research method used in this study is the waterfall method. This study has succeeded in developing and producing a system used to help the Bukit Indah Cooperative in Batunya Village to determine the eligibility of providing loans to customers. In testing the feasibility of the system with 20 sample data, it was found that out of 20 sample data, there were 18 correct data in the system, data comparison was carried out by comparing the data from the evaluation of calculations by cooperative officers with the data produced by the system which produced an accuracy level of 90.00%. Based on these results, it was found that the system developed can be said to work well and is considered sufficient to test the accuracy of the fuzzy Sugeno method.
Identification of Dominant Factors in Choosing Diploma Programs in Undiksha Marti, Ni Wayan; Jiwa Permana, Agus Aan
Journal of Education Reseach and Evaluation Vol 4 No 1 (2020): February
Publisher : LPPM Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (613.987 KB) | DOI: 10.23887/jere.v4i1.23247

Abstract

This study aims to identify the dominant factors related to the interest of prospective students in choosing diploma study programs at the Ganesha Educational University (Undiksha). This research is quantitative descriptive. The method used is a survey method, targeting high school / vocational high school students, and parents of students. Data collection, with the distribution of questionnaires in the region of Buleleng and surrounding areas. There are seven variables used, namely: product, education costs, location, environment, promotion, individual and social economy. The results of the questionnaire were 88 respondents who were high school students, 57 respondents were vocational students, and 68 respondents were parents. Based on the results of data analysis, it was found that the selection of diploma study programs in Undiksha was influenced by several factors such as Products (80.75%), Education (67.29%), Location (68.08%), Environment (41.78% ), Promotion (53.99)%, Individual (65.73%), and Social Economy (78.40%).
Deteksi Jatuh Lansia Berbasis Landmark Sendi Pada Model LSTM Pratama Putra, Gede Bakti; Suputra, Putu Hendra; Marti, Ni Wayan; Sugiantari, Kadek Feny
Jurnal Informatika Polinema Vol. 11 No. 3 (2025): Vol. 11 No. 3 (2025)
Publisher : UPT P2M State Polytechnic of Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33795/jip.v11i3.6823

Abstract

Fenomena lansia terlantar di Indonesia terus meningkat, dengan 2,4 juta dari 25 juta lansia terlantar pada tahun 2019 menurut data CAS Universitas Indonesia. Dengan populasi lansia yang terus bertambah setiap tahun, tantangan dalam perawatan lansia menjadi perhatian penting, khususnya dalam memberikan keamanan dan respons cepat terhadap kondisi darurat. Salah satu kondisi darurat yang sering terjadi adalah jatuh, yang dapat berakibat fatal jika tidak ditangani segera. Penelitian ini bertujuan untuk mengembangkan model deteksi jatuh pada lansia menggunakan algoritma Long Short Term Memory (LSTM) dan fitur landmark sendi. Kondisi jatuh didefinisikan sebagai perubahan pose dari berdiri ke terbaring, yang dipantau secara kontinu menggunakan konsep sliding window. Setiap pose diberikan indeks tertentu yang merepresentasikan kondisi lansia, seperti berdiri, bungkuk, jongkok, duduk, terbaring kiri, terbaring kanan, terbaring ke atas, dan terbaring ke bawah. Model LSTM digunakan untuk mengklasifikasikan pose lansia berdasarkan data pose tersebut. Metode penelitian meliputi studi literatur, analisis, pengembangan model, serta evaluasi performa. Penelitian ini menggunakan dataset berupa 240 video dengan 30 frame per video, melibatkan validator dari Panti Sosial X untuk memastikan keakuratan data yang digunakan. Hasil uji coba menunjukkan bahwa model yang dikembangkan mampu mengklasifikasikan pose dan mendeteksi kondisi jatuh dengan akurasi 91%, yang lebih unggul dibandingkan penelitian sebelumnya dengan akurasi model yaitu 86%.
Evaluasi dan Perbandingan Algoritma Klasifikasi dalam Analisis Penggunaan Lahan dengan Teknologi Remote Sensing: Sebuah Kajian Sistematik Satriawan, Putu Raditia; Gusti Michael Ferdinand; I Nyoman Putra Satya Natha; I Gst Ayu Pradnya Saci Devi Sastrawan; Ni Wayan Marti; Ni Putu Novita Puspa Dewi
INSERT : Information System and Emerging Technology Journal Vol. 5 No. 2 (2024)
Publisher : Information System Study Program, Faculty of Engineering and Vocational, Undiksha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/insert.v5i2.79086

Abstract

Teknologi Remote Sensing memainkan peran penting dalam pemantauan dinamika penggunaan lahan, memberikan wawasan berharga untuk manajemen lingkungan dan perencanaan perkotaan. Pemilihan algoritma yang tepat merupakan aspek kunci dalam analisis Remote Sensing untuk mengklasifikasikan kategori Land Use dan Land Cover secara akurat. Sistematik review ini menganalisis studi-studi yang menggunakan lima algoritma klasifikasi umum dalam penginderaan jauh: Random Forest (RF), Support Vector Machine (SVM), k-Nearest Neighbors (kNN), Decision Trees (DT), Artificial Neural Network (ANN), dan Classification and Regression Tree (CART) Setiap algoritma dievaluasi berdasarkan kelebihan dan kelemahan serta kompleksitas data dan tujuan analisis. Hasil review menunjukkan bahwa RF seringkali menjadi pilihan terbaik dalam berbagai kasus karena akurasinya yang tinggi dan kemampuan menangani data besar. SVM menunjukkan performa maksimal dan efisiensi dalam kondisi data yang lebih spesifik. Algoritma kNN, DT, ANN, dan CART juga memiliki aplikasi yang signifikan namun tergantung pada konteks penggunaan. Pemilihan algoritma yang tepat sangat bergantung pada karakteristik data dan tujuan analisis. Kombinasi algoritma atau pendekatan ensemble dapat meningkatkan akurasi klasifikasi penggunaan lahan. Implementasi algoritma yang tepat dalam Remote Sensing akan memberikan kontribusi signifikan pada manajemen lingkungan dan perencanaan perkotaan yang lebih baik.