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Usability Analysis of Anggavision Website as an Independent Learning Media for Videography Community Angga Gumilang; Febri Liantoni
Tsaqila | Jurnal Pendidikan dan Teknologi Vol. 6 No. 1 (2026)
Publisher : Universitas Muhammadiyah Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/tjpt.v6i1.645

Abstract

This study aims to measure and analyze the usability level of the Anggavision Website as an independent learning media for members of a videography community. The novelty of this research lies in evaluating the system usability of an independent learning platform specifically designed to support an extracurricular videography community, shifting the focus from measuring pedagogical learning outcomes in standard classroom settings to assessing UI/UX feasibility for novice students. A descriptive quantitative approach was employed. Initially, all 46 active members of the SMP Baitul Muttaqin Videography Community were involved through saturated sampling. To maintain data integrity and mitigate response bias, a strict data screening process was applied to eliminate 8 anomalous entries such as central tendency bias and straight lining resulting in 38 valid respondents. Data were collected using the standardized System Usability Scale (SUS) questionnaire, which had passed validation by media and material experts, and analyzed using the standard SUS calculation algorithm. The results showed that the Anggavision Website obtained an overall average SUS score of 73.35. Practically, this score signifies that the website possesses a solid ergonomic quality (Grade B) and highly intuitive navigation (Good), which successfully minimizes the cognitive load for beginner users. In conclusion, the Anggavision Website is proven to be highly usable, user friendly, and acceptable as a digital repository platform for extracurricular videography communities, without claiming pedagogical learning effectiveness.
Spatial Data Inventory and Collaboration System: A Web-GIS Development and Outreach Approach for Matesih Digital Village Yusfia Hafid Aristyagama; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Febri Liantoni; Rosihan Ari Yuana
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1069

Abstract

Developing the potential of foster villages is often hindered by a lack of valid and integrated field data. Matesih Village in Karanganyar Regency possesses significant natural and economic potential, yet it remains under-explored by the research community. This study aims to develop a web-based GIS application as a spatial mapping medium for village potentials and problems to initiate the "Digital Village" concept. The system was developed using the prototyping method, which encompasses three main stages: preparation, application development, and socialization. This application is designed based on the Community of Practice (CoP) framework to facilitate interaction and shared learning between village officials as data providers and researchers as solution providers. The results of this community service indicate that the developed GIS application supports the digitization of village’s potential data and has been socialized to village officials to support data-driven policy-making.
Comparative analysis of ResNet backbones in single shot detector for visual-based waste detection Zahra Khalila Salsabila; Nurcahya Pradana Taufik Prakisya; Febri Liantoni
Bulletin of Electrical Engineering and Informatics Vol 15, No 2: April 2026
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/eei.v15i2.10540

Abstract

Waste has become a serious environmental issue that requires effective and efficient management systems. This study compares three residual network (ResNet) variants (ResNet-34, ResNet-50, and ResNet-101) within the single shot detector (SSD) framework for visual waste detection. The dataset consists of 800 images in four categories—food, plastic, paper, and wood—with a 70:20:10 split for training, validation, and testing. The backbone architecture, optimizer (stochastic gradient descent (SGD) and Adam), and learning rate are varied to evaluate fifteen experimental configurations. Model performance is assessed using precision, recall, F1-score, and mean average precision (mAP). The results show that SSD–ResNet-34 with SGD and a learning rate of 0.0005 works best, with a mAP of 91.02%, which is better than deeper backbones. Deeper backbone architectures do not consistently improve accuracy; instead, they increase the risk of overfitting on small datasets. These findings highlight that lightweight architecture, when used with the right hyperparameter settings, strikes a better balance between accuracy, computational efficiency, and generalization for small-scale waste detection tasks.
Peningkatan Kreatifitas Dan Kemampuan Algoritma Melalui Workshop Game Development Febri Liantoni; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama; Puspanda Hatta; Nurcahya Pradana Taufik Prakisya
DEDIKASI: Community Service Reports Vol 7, No 1 (2025): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v7i1.93557

Abstract

Workshop pengabdian masyarakat ini bertujuan untuk memberdayakan para pendidik dalam menciptakan media pembelajaran yang lebih menarik dengan memanfaatkan teknologi digital, khususnya melalui pendekatan game-based learning. Tantangan yang dihadapi adalah rendahnya kreativitas dan pemahaman algoritma di kalangan pendidik, serta minimnya implementasi pembelajaran berbasis game di sekolah. Dilaksanakan di SMP Al Qolam Muhammadiyah Gemolong, workshop ini memanfaatkan fasilitas kelas yang tersedia, meliputi paparan teori, praktik langsung, dan pendampingan intensif dalam pengembangan game menggunakan Construct 2. Para peserta tidak hanya belajar membuat media pembelajaran interaktif, tetapi juga memperdalam pemahaman tentang literasi digital dan algoritma. Hasil kegiatan ini menunjukkan peningkatan yang signifikan dalam kemampuan desain pembelajaran, serta kepercayaan diri dalam menggunakan teknologi untuk mendukung proses mengajar. Dari pelatihan ini, terlihat bahwa penggunaan pendekatan berbasis game dapat merangsang kreativitas dan memperkuat pemahaman algoritma dalam konteks pembelajaran.
Desain dan Pemanfaatan Media Pembelajaran Flash Card dengan Canva untuk Disabilitas Rosihan Ari Yuana; Cucuk Wawan Budiyanto; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Yusfia Hafid Aristyagama; Febri Liantoni
DEDIKASI: Community Service Reports Vol 6, No 1 (2024): DEDIKASI: Community Service Report - January
Publisher : FKIP Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/dedikasi.v6i1.77139

Abstract

Students with disabilities require suitable educational materials. Hence, one of the essential skills that a teacher must possess is the ability to provide suitable instructional materials for students. A workshop was organized by this community service activity at SLB YPCM Boyolali, focusing on creating educational media for instructors using Canva. The training instructs teachers on how to design flashcards specifically tailored for students with disabilities to facilitate their learning process. The advantage of this activity is the enhanced proficiency of SLB YPCM Boyolali teachers in creating digital educational materials. Another advantage is assessing instructor perspectives when employing digital media for educational purposes. The school will provide students with exceptional needs the opportunity to develop the skill of product branding using the processed foods they create. The post-workshop evaluation results indicate that this activity is highly successful and positively influences participants. Evidence demonstrates that 90% of participants can generate flashcard learning media products using Canva. The participants had a favorable opinion of Canva due to its user-friendly interface and comprehensive range of functions, despite most participants having limited computer proficiency. The session presented was met with a high level of satisfaction from most attendees.
The Influence of the Learning Cycle Blended Learning Model on Student Learning Outcomes Pratiwi Ajeng Safitri; Basori Basori; Febri Liantoni
Journal of Informatics and Vocational Education Vol 6, No 3 (2023): 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.v6i3.76753

Abstract

Learning in the 21st century requires students to be literate about the existence of technology. Technology users in Indonesia are increasing, but the quality of Indonesian education internationally, based on UNESCO records, is still far behind other ASEAN countries. COVID-19, once endemic in Indonesia, directly impacted education, which had to be carried out online. However, after Covid-19 subsided, learning was resumed face-to-face as usual. The Blended Learning learning model, suitable for the 21st century, should not be discontinued but should be improved and improved to make it more optimal. This research aims to determine the effect of the Learning Cycle Blended Learning model on student learning outcomes with the help of Moodle. This research uses quantitative methods with a quasi-experimental research design. This research involved 71 students in the experimental class with the Learning Cycle Blended Learning model and the control class with the Problem-Based Learning learning model. The instrument used is a learning outcomes test consisting of a pretest and a posttest. The t-test results show (1) differences in student learning outcomes between applying Problem-Based Learning and the 8E-Blended Learning cycle with a Sig value. (2-tailed) is 0.003. The n gain test results show (1) The 8E-Blended Learning cycle learning model is more effective in improving student learning outcomes with a gain score of 49.46 in the good category.
Penerapan Cooperative Learning Pada Pembelajaran Daring Mata Pelajaran Informatika Ditinjau Dari Keaktifan dan Prestasi Belajar Siswa di SMP. Rifa'i Abdul Karim; Dwi Maryono; Febri Liantoni
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): 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.v5i2.62546

Abstract

This study aims to increase student activity and learning achievement through the application of Cooperative Learning Type STAD in Informatics online learning by utilizing the Google Jamboard application. This research is included in the quasi-experimental type of research with the design of One Group Pretest-Posttest.  The population in this study was all grade VII students of a state owned school. The sample used was class VII G students with a total of 32 students. The sampling technique uses cluster random sampling. Data collection techniques use questionnaires and tests. The technologyk data analysis used is a normality test, homogeneity test, and hypothesis test using a paired sample t test. The results of the study, which were reviewed in terms of learning activity, statistically there was an increase from an average score  of 72.90 to 80.69. Meanwhile, in terms of learning achievement, it showsthat statistically the average pre-test score is46.56 and  the average  post test score is 65.03 so that there is an increase through the application of Cooperative Learning Type STAD in informatics online learning.
Analisis Implementasi Teknologi Cloud Computing pada Universitas Ditinjau dari Total Cost of Ownership Muhammad Jaelani; Puspanda Hatta; Febri Liantoni
Journal of Informatics and Vocational Education Vol 4, No 3 (2021): Journal of Informatics and Vocational Education
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v4i3.55132

Abstract

Penelitian ini bertujuan untuk mengetahui perhitungan pembiayaan infrastruktur cloud computing ditinjau dari segi Total Cost of Ownership. Metode dalam penelitian ini menggunakan metode penelitian kuantitatif dengan desain penelitian Cross Sectional, yaitu desain penelitian yang menekankan pada waktu pengukuran atau observasi data yang dilakukan pada variabel terikat maupun variabel bebas dalam satu kali pada satu waktu. Pengumpulan data dilakukan dengan melakukan wawancara dan observasi. Objek pada penelitian ini, yaitu keseluruhan device yang digunakan pada infrastruktur cloud computing dan non-cloud yang terdapat di ICT FKIP UNS dan UPT TIK UNS. Hasil penelitian yang diperoleh menunjukkan ICT FKIP UNS dan UPTI TIK UNS mengeluarkan biaya lebih sedikit pada infrastruktur cloud computing dan biaya lebih besar pada infrastruktur non-cloud. Dan pengeluaran untuk infrastruktur cloud computing lebih murah dari pengeluaran untuk infrastruktur non-cloud, baik pada perhitungan dengan amortisasi maupun tanpa amortisasi. Dari hasil penelitian tersebut dapat disimpulkan bahwa perhitungan TCO pada infrastruktur cloud computing dan non-cloud menunjukkan biaya yang dikeluarkan untuk infrastruktur cloud computing lebih murah daripada infrastruktur non-cloud, baik pada ICT FKIP UNS maupun UPT TIK UNS. Serta penggunaan amortisasi pada perhitungan model TCO tidak memberikan pengaruh terhadap hasil akhir perbandingan perhitungan karena baik dengan amortisasi maupun tanpa amortisasi, biaya untuk infrastruktur cloud computing tetap lebih murah daripada infrastruktur non-cloud.
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.
The Implementation of Decision Tree Classification Techniques to Predict the Duration of Students Completing the Thesis at PTIK FKIP UNS Halim Perdana Kesuma; Dwi Maryono; Febri Liantoni
Journal of Informatics and Vocational Education Vol 5, No 2 (2022): 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.v5i2.64790

Abstract

This paper aims to determine the reasons why students take a long time in compiling their thesis. The slowness of students in compiling will have an impact on their graduation. This is a serious problem faced by educational institutions. Out of 328 students at PTIK FKIP UNS who took thesis credits, only 85 were able to graduate on time. Therefore, this study was conducted to identify the causes. The research data was taken from the alumnus class of 2012 to 2017. The data was processed using RapidMiner software. The technique used was the decision tree classification technique with the C4.5 algorithm, and to optimize the accuracy of the model, the Particle Swarm Optimization (PSO) algorithm was also added. This study got an accuracy rate of 76% and an AUC score of 0.733.