Claim Missing Document
Check
Articles

Found 20 Documents
Search

Commodification and authenticity: a paradoxical paradigm of older and younger generations on the preservation of mask art in Bobung Yogyakarta Subiyantoro, Slamet; Wijaya, Yasin Surya; Kristiani, Kristiani; Maryono, Dwi
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 19 No. 2 (2024)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v19i2.6255

Abstract

This study aims to examine the paradigms of the younger and older generations regarding the commodification process of mask art in Bobung, Yogyakarta. The research was conducted through a descriptive qualitative approach with a multiple case study design. Data sources included informants, locations, events, and documents/archives collected through in-depth interviews, participatory observation, and content analysis. Data validity was tested using triangulation techniques and informant reviews. Interactive data analysis techniques were employed, involving data reduction, data display, and verification stages. The study findings indicate that the older and younger generations have different perspectives on the preservation and inheritance of mask art in Bobung, Yogyakarta. The older generation believes that the effective preservation of mask art should not alter the cultural order inherited from ancestors over generations. The younger generation, on the other hand, views successful preservation of mask art as needing to adapt to the developments and demands of the times, thus requiring a commodification process. The opposing paradigms, both in practice and theory, can serve as references and foundations for society, academics, practitioners, and the government on how to preserve cultural arts in an ideal and sustainable manner.
Prediction of PTIK students' study success in the first year using the c4.5 algorithm Astuti, Asri; Maryono, Dwi; Liantoni, Febri
Journal of Soft Computing Exploration Vol. 5 No. 1 (2024): March 2024
Publisher : SHM Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52465/joscex.v5i1.237

Abstract

The purpose of this study is to determine the factors that influence the success of student studies in the first year through data mining research using the C4.5 algorithm. This research is a type of quantitative research. This research uses student data of a study program as much as 85 data which will be processed using the Weka application. The data obtained will then be processed using the C4.5 data mining method to produce a decision tree containing rules to predict the success of student studies in the first year. The best result using percentage-split 80% obtained an accuracy of 82.35% as well as the rules contained in the decision tree. The most important factor in determining the success of studies in first-year students is the selection of college entrance pathways. Other factors that become other determinants are education before college, intensity of communication with friends, class year, intensity of off-campus organizations, and plans to change study programs.
Nilai Maksimum dan Minimum Pelabelan- Γ Pada Graf Lintang Wijayanti, Ria Wahyu; Maryono, Dwi
Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya 2016: Prosiding Konferensi Nasional Penelitian Matematika dan Pembelajarannya
Publisher : Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Pelabelan γ suatu graf G dengan order atau banyak vertex |V(G)| dan size atau banyak edge |E(G)| didefinisikan sebagai fungsi satu-satu f : V (G) → {0, 1, 2, ..., |E(G)|} yang menghasilkan sebuah pelabelan f ′ : E(G) → {1, 2, ..., |E(G)|}, sebagai label edge diperoleh dari selisih label vertex pada kedua ujung edge, dinotasikan sebagai f ′(e) = |f (u) − f (v)| untuk setiap edge e = (u, v) pada G. Nilai pada pelabelan γ adalah val(f ) = Σf′(e)e∈E(G). Nilai maksimum untuk pelabelan γ pada G dinotasikan valmax(G)=max⁡{val(f)}. Sedangkan nilai minimum untuk pelabelan γ pada G dinotasikan valmin(G)=min⁡{val(f)}. Tujuan penelitian ini adalah dapat menentukan nilai maksimum dan minimum pelabelan γ pada graf Lintang (Ln). Metode yang digunakan adalah studi literature tentang pelabelan γ pada suatu graf. Berdasarkan hasil pembahasan, diperoleh kesimpulan bahwa nilai maksimum pelabelan γ dari graf Lintang Ln yaitu :valmax(Ln)=⁡3n2, dan nilai minimum pelabelan γ dari graf Lintang Ln yaitu : valmin=n2+⁡4n−12,⁡⁡⁡n⁡⁡⁡ganjil⁡dan⁡valmin=⁡n2+4n2,⁡⁡⁡n⁡genap.
Analisis Minat Siswa Kelas Khusus Olahraga F11 terhadap Pembelajaran Informatika pada Materi App Inventor dalam Pengembangan Projek Aplikasi Kalkulator di SMA Negeri 4 Surakarta Widhi, Anas Wahyuning; Maryono, Dwi; Waskito, Adi
Indonesian Journal of Learning and Instructional Innovation Vol 2 No 02 (2024): Indonesian Journal of Learning and Instructional Innovation: December
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijolii.v2i02.1345

Abstract

Penelitian ini bertujuan untuk menganalisis minat siswa kelas khusus olahraga (KKO) terhadap pembelajaran Informatika, khususnya pada materi APP Inventor dalam pengembangan proyek aplikasi kalkulator. Penelitian dilakukan di kelas XI F KKO SMA Negeri 4 Surakarta dengan melibatkan 25 siswa sebagai responden. Metode yang digunakan adalah survei dengan menggunakan kuesioner yang dirancang untuk mengukur aspek-aspek minat belajar seperti kesenangan, ketertarikan, kepuasan, motivasi, keinginan, dan keingintahuan. Selain itu, observasi dan wawancara dengan guru juga dilakukan untuk memperoleh pemahaman yang lebih mendalam. Hasil analisis data menunjukkan bahwa mayoritas siswa (68%) berada dalam kategori "Cukup Berminat", sementara 20% siswa berada dalam kategori "Berminat" dan 12% siswa berada dalam kategori "Tidak Berminat". Tidak ada siswa yang masuk dalam kategori "Sangat Berminat" atau "Sangat Tidak Berminat". Rendahnya partisipasi siswa dalam pembelajaran Informatika di kelas khusus olahraga disebabkan oleh tingginya frekuensi absen siswa yang harus mengikuti latihan olahraga dan kebutuhan akan peran guru yang lebih besar dalam mengajar kelas khusus olahraga. Oleh karena itu, diperlukan strategi pengajaran yang lebih interaktif dan relevan dengan minat serta kebutuhan siswa KKO untuk meningkatkan keterlibatan dan minat mereka dalam pembelajaran Informatika. Penelitian ini menyimpulkan bahwa meskipun ada minat yang cukup tinggi terhadap materi APP Inventor, terdapat tantangan yang signifikan dalam menarik minat semua siswa di kelas khusus olahraga, sehingga memerlukan upaya lebih lanjut untuk mengembangkan strategi pengajaran yang efektif.
Commodification and authenticity: a paradoxical paradigm of older and younger generations on the preservation of mask art in Bobung Yogyakarta Subiyantoro, Slamet; Wijaya, Yasin Surya; Kristiani, Kristiani; Maryono, Dwi
Dewa Ruci: Jurnal Pengkajian dan Penciptaan Seni Vol. 19 No. 2 (2024)
Publisher : Pascasarjana Institut Seni Indonesia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33153/dewaruci.v19i2.6255

Abstract

This study aims to examine the paradigms of the younger and older generations regarding the commodification process of mask art in Bobung, Yogyakarta. The research was conducted through a descriptive qualitative approach with a multiple case study design. Data sources included informants, locations, events, and documents/archives collected through in-depth interviews, participatory observation, and content analysis. Data validity was tested using triangulation techniques and informant reviews. Interactive data analysis techniques were employed, involving data reduction, data display, and verification stages. The study findings indicate that the older and younger generations have different perspectives on the preservation and inheritance of mask art in Bobung, Yogyakarta. The older generation believes that the effective preservation of mask art should not alter the cultural order inherited from ancestors over generations. The younger generation, on the other hand, views successful preservation of mask art as needing to adapt to the developments and demands of the times, thus requiring a commodification process. The opposing paradigms, both in practice and theory, can serve as references and foundations for society, academics, practitioners, and the government on how to preserve cultural arts in an ideal and sustainable manner.
Application of Convolutional Neural Network Using TensorFlow as a Learning Medium for Spice Classification Saputro, Muhammad Naufal Adi; Liantoni, Febri; Maryono, Dwi
ULTIMATICS Vol 16 No 1 (2024): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v16i1.3304

Abstract

The purpose of this research are: (1) To determine the accuracy of the CNN method in the development of a website for classifying spices, (2) To assess the feasibility of the spice classification website as a learning medium, (3) To ascertain user responses to the spice classification website as a learning medium. The method employed in this research is research and development. This study utilizes the ADDIE development method, which comprises 5 stages: (1) Analysis, (2) Design, (3) Development, (4) Implementation, and (5) Evaluation. The research yielded a significantly high accuracy rate. This is demonstrated by the results showing an accuracy of 96%, precision of 97%, and recall of 96%. Moreover, the research found the developed website to be feasible. This is supported by the evaluation using the Learning Object Review Instrument (LORI), resulting in a score of 88% from media experts and a score of 90% from subject matter experts. Additionally, user response was positive. This is evidenced by testing the learning media on 10th-grade culinary students from SMK N 4 Surakarta, which yielded a score of 76% using the System Usability Scale (SUS), indicating a favorable usability assessment. In conclusion, the spice classification website, as a learning medium, can be employed as a suitable educational tool.
Development of Jaw Script Recognition Media Through Card Media Using Augmented Reality For Elementary School Children Baihaqi, Bagus Hirnov; Aristyagama, Yusfia Hafid; Maryono, Dwi
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.12590353

Abstract

This research aims to develop and determine the feasibility of android learning media on the subject of Javanese script using augmented reality and card games for elementary school children. This research was conducted because of the lack of interest of students in learning Javanese script which is considered difficult and unimportant because it is less useful in terms of its usefulness in life practice and keeping Javanese script sustainable. The study used the ADDIE model with feasibility test stages using TAM. The result of the development of learning media is the creation of the "NGAKSARA" application as well as the "KARA" card media which can help students in introducing Javanese script. At the feasibility test stage, it was found that the learning media "NGAKSARA" is suitable for use in teaching and learning activities.
An Analysis and Strategies to Enhance Students Interest and Participation in Informatics Learning on App Inventor Topic Utilizing Mobile Devices: A Case Study of Classroom Learning Sessions in Class of F6 at SMA Negeri 4 Surakarta Davina, Indri Heldy; Maryono, Dwi; Waskito, Adi
Journal of Global Hospitality and Tourism Technology Vol. 1 No. 2 (2024): Journal of Global Hospitality and Tourism Technology - December 2024
Publisher : Politeknik NEST

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14289538

Abstract

This research aims to analyze and develop strategies that can enhance students' interest and participation in informatics learning on App Inventor subject using mobile devices, with a case study of classroom learning sessions in class of F6 at SMA Negeri 4 Surakarta. The research method used is a qualitative method. Data collection methods in this research include observation, distributing questionnaires to students, and teacher interview. Respondents in this study were a class of F6 students totaling 31 people, consisting of 10 female students and 21 male students. The limitation in this study is that only a small number of students bring laptops to informatics lesson. The results showed that the school's slow internet connection, lack of interest in bringing laptops, lack of skills in using laptops, and the availability of personal laptops were the main challenges to student participation in teaching and learning activities, especially in App Inventor subject. However, using certain strategies such as optimizing the use of mobile devices enables continuous learning inside and outside the classroom.
Pengembangan Media Berbasis Mind map untuk Meningkatkan Pemahaman Siswa pada Pelajaran Teknik Pengolahan Video Cobena, Desy Yanty; Maryono, Dwi; Basori, Basori
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 4 No. 2 (2019): November 2019
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (377.902 KB) | DOI: 10.21831/elinvo.v4i2.18434

Abstract

 Learning achievement determined by acceptance of students' understanding of learning material. Therefore, a media that makes it easy for students to receive learning materials is needed. This research aims to create an interactive learning media with mind map concept in Video Processing subject.  Method used in this research was research and development with 5 steps, (1) problem and potency analysis, (2) data collection, (3) product design, (4) design validation, and (5) design improvement. Media's advisability, which had developed, in percentage are 89% from media expert, 92% from material expert, 85% by users (limited) and 87% from users (expanded). It can be concluded that the design of learning media is "very appropriate". The benefits of the learning media are: (1) interactive and fun, (2) equipped with videos tutorial, (3) equipped with exercises which able to scored and able to see the correct answers.
Utilization Method Simple Additive Weighting in Decision Support Systems to Determine Outstanding Students Nurulita, Khiara; Prakisya, Nurcahya PradanaTaufik; Maryono, Dwi
Jurnal Media Informasi Teknologi Vol. 1 No. 2 (2024): Oktober 2024
Publisher : Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mit.v1i2.189

Abstract

Giving awards to outstanding students is one of the motivators so that students develop, improve, and maintain their achievements in the academic/non-academic field so that healthy competition arises between students in positive terms. However, in determining student achievement the determining factor is only based on the results of the national exam scores. The drawback is that it is considered subjective because students who have achievements do not necessarily get good test scores so a system is designed that can assist in determining outstanding students, namely the Decision Support System (SPK). This study uses the Systems Development Life Cycle prototyping model and research and development type of research. Data collection uses interviews, literature studies, and questionnaires. Testing the system with blackbox testing, assessing the media expert system and evaluating the system using the System Usability Scale (SUS) method. The research results show that the system is very feasible in the use and development of determining student achievement with effective and objective results. This is motivated by the acquisition of an average media expert score of 88% and a system evaluation by a user of 83.75. Because the value is in the range of 81-100, the system can be categorized as very feasible to use and develop.