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The Influence of the Internet on Study Interests of High School Students in Timor Leste Jose Feliciano Lim Belo Ximenes; Febri Liantoni; Cucuk Wawan Budiyanto
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i2.71278

Abstract

Several schools in big cities in Timor-Leste already have computers connected to the Internet; these computers are used for school administration and the learning process to facilitate the process of communication and data exchange; each computer must be connected to a wired or wireless network. With a sufficient internet network, I hope students can increase their interest in learning. In this regard, this study aims to explain the positive and negative effects of the Internet on high school students' learning interest in Timor Leste. This research uses a quantitative method, which will be filled with numbers and statistics that will then be described descriptively. Based on the results of this study it is supported by data and analysis of significant conditions, which means that the Internet used is what is expected of the learning interests of high school students in Timor-Leste. Based on the SPSS version 25 data processing test on F count, the results were obtained so that the internet variable (X1) simultaneously had a simultaneous impact on learning interest (Y) for high school students in Timor-Leste with an F test score of 17.614 and a significant level of 0.000. And sourced from the test of the coefficient of determination that the Internet (X1) has on the learning interest of high school students in Timor-Leste. The summary model value of R2 is 0.317.
Pelatihan Desain Dan Internet Untuk Mewujudkan Desa Berliterasi Digital Sutrisno Sutrisno; Muhammad Hamka Ibrahim; Subuh Pramono; Meiyanto Eko Sulistyo; Febri Liantoni
Jurnal PkM (Pengabdian kepada Masyarakat) Vol 6, No 2 (2023): Jurnal PkM: Pengabdian kepada Masyarakat
Publisher : Universitas Indraprasta PGRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30998/jurnalpkm.v6i2.8673

Abstract

Saat ini dunia sudah berada pada era digital dan revolusi industri 4.0, yang berhubungan dengan Internet dan teknologi digital. Kemajuan teknologi informasi dan komunikasi (TIK) yang pesat khususnya internet menjadikan pekerjaan lebih ringan. Dengan kemampuan penggunaan teknologi informasi dan dipadukan kesadaran literasi di era digital maka masyarakat akan mampu menggunakan TIK untuk hal-hal yang positif dan bermanfaat serta terhindar dari hal-hal yang negatif. Namun banyak masyarakat yang belum bisa menggunakan TIK seperti membuat dokumen, desain dasar, dan pemakaian internet. Untuk itu perlu digencarkan pelatihan-pelatihan TIK untuk masyarakat. Pelatihan ini berkerjasama dengan Yayasan Hubbul Khoir yang terletak di Dukuh Ngentak, Bulakrejo, Sukoharjo. Pada pelatihan desain dengan menggunakan aplikasi Inkscape. Aplikasi Inkscape dipilih karena aplikasi ini gratis dan sangat popular untuk saat ini. Pelatihan desain ini telah terlaksana pada tanggal 12-16 September 2020. Karena masih pandemic Covid-19, pelatihan diadakan secara online lewat Whatsapp, Telegram dan Zoom. Peserta menjadi paham dan mengetahui seluk beluk internet dan penggunaan desain sesuai dengan modul/ materi yang telah diberikan.
Pandemic and Online Learning at Engineering Colleges Erica Devi Ayuningrum; Endar Suprih Wihidayat; Febri Liantoni
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.63440

Abstract

The Covid-19 pandemic has resulted in social restrictions being implemented in all sectors of life, including the scope of education. The closure of schools, higher education, and other educational institutions resulted in face-to-face learning needing to be carried out as usual. Therefore, online learning is a learning strategy that can be applied in times of crisis like this. Application of online learning, which is carried out without planning and suddenly makes several obstacles arise when this learning is carried out. The purpose of this study is to find out what problems arise when implementing online learning in engineering universities during a pandemic and what solutions can be applied to overcome them. This research is a systematic literature review research with keywords used, namely "online learning" or "online course" and "covid-19" or "pandemic" or "Covid 19". In searching articles, articles that are indexed in the Scopus database are used and are limited to publication years, namely from 2019-2022 (during the COVID-19 pandemic). This study used descriptive analysis with secondary data sources. From the results of this study, the application of online learning, for now, is considered the best solution so that learning can still be carried out. But besides that, there are still many obstacles found in its application due to the need for careful planning and preparation for its implementation. Other obstacles are both technically, facilities, and infrastructure, as well as from the human resources themselves. It is hoped that in the future, the solutions found can add insight and be used as a reference in the application of online learning to be effective and better.
Inovasi Naive Bayes Classifier dalam Prediksi Rating Game untuk Pengalaman Gaming yang Lebih Menarik Febri Liantoni; Dini Erlinawati; Yuliana Rizki Ikhsanty; Fadil Indra Sanjaya; Mulia Sulistiyono
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 11, No 3 (2023)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/justin.v11i3.67228

Abstract

Ada beberapa jenis game yang muncul dan dibuat untuk menarik perhatian para gamers. Beberapa permainan mampu mengobati rasa lelah, panik, sedih, bosan, dan kebanyakan mengisi waktu luang. Penelitian ini bertujuan untuk mengembangkan dan menerapkan metode Naive Bayes Classifier yang inovatif dalam prediksi rating game. Dengan menggunakan pendekatan yang memberikan rekomendasi rating yang akurat untuk setiap permainan yang akan dirilis, dengan tujuan meningkatkan pengalaman gaming pengguna. Dataset yang digunakan dalam penelitian ini mencakup informasi tentang game-game yang telah dirilis sebelumnya, termasuk rating yang diberikan oleh para pengguna. Hasil eksperimen menunjukkan bahwa metode Naive Bayes Classifier yang dikembangkan kami memiliki kinerja yang baik dalam memprediksi rating game. Penelitian ini memiliki potensi untuk meningkatkan pengalaman gaming pengguna dengan memberikan rekomendasi rating yang akurat. Dengan menggunakan metode Naive Bayes Classifier yang inovatif diharapkan dapat membantu pengguna dalam membuat keputusan yang tepat tentang permainan yang akan mereka mainkan.