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PENGEMBANGAN SISTEM PERHITUNGAN ANGKA KREDIT PADA DUPAK JABATAN FUNGSIONAL WIDYAISWARA BERBASIS WEB Fadillah, Nanda Lidya; Vivianti, Vivianti
Jurnal Edukasi Elektro Vol. 6 No. 1 (2022): Jurnal Edukasi Elektro, Volume 6, Nomor 1, 2022
Publisher : DPTE FT UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jee.v6i1.48163

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ABSTRACT:This study aims to develop a Credit Score Calculation System for the Widyaiswara Functional Dupak at the Makassar Religious Education and Training Center. This research is expected to produce a good and efficient system. The type of research from the development of a credit score calculation system uses the type of research and development or Research and Development (R&D). This research model uses the Waterfall development model. This model has four stages of development including analysis, design, code, testing, and maintenance. The system development process uses several programming languages as the main tools including the PHP programming language, MySQL database, Bootstrap Framework and Codeigniter. The product that will be produced is a web-based application system with the main function as an application for calculating credit scores at the Widyaiswara Functional Dupak at the Makassar Religious Education and Training Center.ABSTRAK:Penelitian ini bertujuan untuk mengembangkan Sistem Perhitungan Angka Kredit pada Dupak Jabatan Fungsional Widyaiswara di Balai Diklat Keagamaan Makassar. Penelitian ini diharapkan mampu menghasilkan sistem yang baik dan efisien. Jenis penelitian dari pengembangan sistem perhitungan angka kredit menggunakan jenis penelitian dan pengembangan atau Research and Development (R&D). Model penelitian ini menggunakan jenis model pengembangan Waterfall. Model ini memiliki empat tahap pengembangan diantaranya adalah analysis, design, code, testing, dan maintenance. Proses pengembangan sistem menggunakan beberapa bahasa pemograman sebagai tools utama diataranya yaitu bahasa pemograman PHP, Database MySQL, Framework Bootsrap dan Codeigniter. Produk yang akan dihasilkan adalah sistem aplikasi berbasis web dengan fungsi utama adalah sebagai aplikasi perhitungan angka kredit pada Dupak Jabatan Fungsional Widyaiswara di Balai Diklat Keagamaan Makassar.
Pengembangan Sistem Informasi Penjualan dan Stok Barang Toko Penjualan Plafon Berbasis Web Haqqi, Bagus Miftah Nur; Vivianti, Vivianti
Jurnal Edukasi Elektro Vol. 6 No. 2 (2022): Jurnal Edukasi Elektro, Volume 6, Nomor 2, 2022
Publisher : DPTE FT UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jee.v6i2.52170

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ABSTRACTTechnology today is important for business. In this study, a web-based sales information system and stock of goods for ceiling shop was developed, to facilitate the PT. Langit Utara records every sales transaction, and the store can monitor the stock of goods along with a recap of the store's monthly sales. The development method used is the Classic Life Cycle (CLC) with the Waterfall model. At the system development stage using the PHP programming language, Jquery 3, and using the help of the Laravel 8 framework. The product that will be created is in the form of a Point of Sale (POS) sales and stock website, which has features such as a cash register, data recording of goods, sales, purchases, and revenue reports. The results of the System Usability Scale (SUS) test which got an average score of 91 on the adjective rating scale were in the Excellent category.ABSTRAKPerkembangan teknologi saat ini berperan penting bagi bisnis saat ini. Pada penelitian ini dikembangkan sistem informasi penjualan dan stok barang toko penjualan plafon berbasis web ini yaitu untuk memudahkan pihak toko plafon PT. Langit Utara dalam mencatat dari setiap transaksi penjualan, dan pihak toko dapat memantau stok barang berserta rekap dari penjualan bulanan toko. Metode pengembangan yang digunakan adalah Classic Life Cycle (CLC) dengan model Waterfall. Pada tahap pengembangan sistem menggunakan bahasa pemrograman PHP, Jquery 3, dan menggunakan bantuan framework Laravel 8. Hasil produk yang akan dibuat adalah berupa sebuah website penjualan dan stok barang Point of Sale (POS), yang memiliki fitur seperti mesin kasir, pencatatan data barang, penjualan, pembelian, dan laporan hasil pendapatan. Hasil Pengujian System Usability Scale (SUS) yang mendapatkan skor rata-rata 91 dalam sekala adjective rating termasuk dalam kategori Excellent.
Pendekatan Regresi Nonparametrik Spline Truncated untuk Mengidentifikasi Determinan Angka Kematian Ibu di Indonesia Hidayat, Rahmat; Annas, Suwardi; Aswi, Aswi; Putri, Siti Choiratun Aisyah; Vivianti, Vivianti
Indonesian Journal of Fundamental Sciences Vol 11, No 2 (2025)
Publisher : Universitas Negeri Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26858/ijfs.v11i2.77643

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Kualitas kesehatan maternal di suatu negara umumnya diukur melalui indikator utama berupa Angka Kematian Ibu (AKI). Penelitian ini menganalisis pengaruh tiga faktor penting terhadap AKI di Indonesia, yaitu persentase perempuan usia 15–49 tahun yang pernah menikah dan memiliki anak hidup, persentase rumah tangga dengan akses sanitasi layak, serta rata-rata lama sekolah. Untuk mengidentifikasi pola hubungan nonlinier antara variabel-variabel tersebut yang tidak dapat dijelaskan secara optimal oleh model regresi parametrik, digunakan pendekatan regresi nonparametrik Spline Truncated. Model ini mampu menangani data dengan pola acak. Hasil estimasi menunjukkan bahwa model terbaik diperoleh dengan nilai Generalized Cross Validation (GCV) minimum sebesar 1,023 dan koefisien determinasi (R²) sebesar 0,9012. Temuan ini mengindikasikan bahwa ketiga variabel prediktor berpengaruh signifikan terhadap AKI dengan bentuk hubungan yang tidak sepenuhnya linier. Hasil penelitian diharapkan dapat menjadi dasar dalam perumusan kebijakan kesehatan yang lebih efektif dan berbasis data untuk menekan angka kematian ibu di Indonesia
Perancangan Media Pembelajaran Dasar Desain Grafis Menggunakan Teknologi Augmented Reality Muhammad Siddiq Al Hafizh; Vivianti Vivianti
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 3 (2024): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i3.556

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Learning basic graphic design materials at SMK Negeri 1 Godean is carried out with less conducive classroom conditions because the media used in learning is not appropriate so that students are not motivated to learn and there are some abstract materials that are difficult for students to understand. This research aims to design a learning media for basic graphic design materials using augmented reality technology. The method used in this research is the development method or research and development with the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation). The tools used in this research are Corel Draw X7, Blender 3D, Unity, Vuforia, and Visual Studio Code. The data analysis technique used in this research is quantitative descriptive analysis technique. This research produces a learning media for graphic design materials using augmented reality technology applied to SMK Negeri 1 Godean with the results of feasibility testing, namely the media expert test obtained a score of 92% which was classified in the very feasible category, the material expert test obtained a score of 80% which was classified as feasible, and the small group test obtained a score of 81.52% which was classified as very feasible. The effectiveness test obtained an N-Gain value of 0.8005 with a high category, the percentage value of increasing learning outcomes obtained a value of 80% with a moderate category, and the effectiveness value obtained a value of 80 with an effective category. Thus, it can be concluded that learning media for basic graphic design materials using augmented reality technology is feasible and effective for use in learning so that learning basic graphic design materials at SMK Negeri 1 Godean runs more effectively and can improve student learning outcomes.
Peran kepala Smk Negeri di Kota Yogyakarta berdasarkan persepsi guru Vivianti Vivianti; Samsul Hadi
Jurnal Pendidikan Vokasi Vol. 5 No. 3 (2015)
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (852.568 KB) | DOI: 10.21831/jpv.v5i3.6492

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Penelitian ini bertujuan untuk mengetahui: (1) model konstruk peran kepala SMK yang ideal, yakni mencakup dimensi dan indikator peran kepala SMK dan (2) kondisi riil peran kepala SMK di Kota Yogyakarta. Penelitian ini merupakan penelitian ex-post facto, yang dilaksanakan di 8 SMK Negeri di Kota Yogyakarta. Teknik pengambilan sampel dengan proportionale random sampling. Sampel yang digunakan sebanyak 200 sampel. Teknik analisis data yang digunakan adalah Structural Equation Modelling (SEM) dengan pendekatan analisis faktor konfirmatori (Confirmatory Factor Analisys, CFA). Hasil penelitian menunjukkan bahwa: (1) Model konstruk peran kepala sekolah memiliki 2 dimensi, yaitu dimensi kepemimpinan dan dimensi manajerial. Kepemimpinan mempunyai 5 indikator, yaitu (a) kecakapan pribadi, (b) kecakapan relasional, (c) kecakapan profesional, (d) kecakapan berorganisasi, dan (e) kecakapan wirausaha. Manajerial mempunyai 4 indikator, yaitu (a) perencanaan, (b) pengorganisasian, (c) penggerakan, dan (d) pengendalian; (2) Kondisi riil peran kepala sekolah hampir sesuai dengan kondisi idealnya, ditunjukkan dengan mean kondisi riil yang sedikit lebih rendah dari mean kondisi ideal. Secara rinci kondisi riil peran kepala sekolah berdasar persepsi guru menunjukkan bahwa 28,36% guru memberikan nilai sangat tinggi, 59,20% guru memberikan nilai tinggi, 11,44% memberikan nilai sedang, 1,00% memberikan nilai rendah, dan 0% memberikan nilai sangat rendah. THE ROLE OF PRINCIPALS OF VOCATIONAL HIGH SCHOOLS IN YOGYAKARTA BASED ON TEACHER'S PERCEPTIONSAbstractThis study aimed to determine: (1) a construct model of the role of ideal principal in the vocational high school, which includes the dimensions and indicators of the role of the principal of vocational and (2) the real condition of the role of the principal of vocational schools in the city of Yogyakarta. This study was an ex-post facto implemented in 8 vocational high schools in the city of Yogyakarta. The population of this study was 983 teachers from 8 vocational schools. The sampling technique used was proportional random sampling. The samples were then distributed to 200 samples. The data analysis technique used was Structural Equation Modeling (SEM) with confirmatory factor analysis approach (Confirmatory Factor Analisys, CFA). The results of this research show that: (1) the construct model of the principal's role has two dimensions, the leadership dimensions and managerial dimensions. The leadership has 5 indicators, namely (a) the personal capabilities, (b) relational capabilities, (c) professional capabilities, (d) organizational capabilities, and (e) the entrepreneur capabilities. The managerial has four indicators, namely (a) planning, (b) organizing, (c) actuating, and (d) controlling; (2) the real condition of the role of the principal is almost the same as the ideal conditions. It is indicated by the mean of real conditions which is a little bit lower than the mean of ideal conditions. In details, the real condition of the principal's role based on the perception of teachers shows that 28.36% of teachers give very high value, 59.20% of teachers give high value, 11.44% of them give moderate value, 1.00% give a low value and 0% of them give a very low value.
Pemberdayaan Guru Sekolah Dasar melalui Pelatihan Pembuatan Media Pembelajaran Animasi dengan Powtoon Dwi Ratnawati; Oktavia Hardiyantari; Vivianti; Tri Widodo; Soraya Fatmawati
Jurnal ABDI RAKYAT Vol. 2 No. 1 (2025): JURNAL ABDI RAKYAT
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/jar.v2i1.490

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The development of digital technology drives innovation in education, including in delivering more interactive learning materials. However, the use of technology in learning at the elementary school level is still limited, as in SD Gambiranom, Sleman. This study aims to improve teachers' skills in creating animation-based learning media using Powtoon through a training program. The methods used include observation, interactive workshops, mentoring, and evaluation. The evaluation results showed that 85% of participants considered the training materials clear and easy to understand, 78% felt more confident in creating animated media, and 88% considered this training useful for learning. The main obstacles faced include access to devices and the internet, limited time, and adaptation to technology. To overcome these challenges, further training, infrastructure improvements, and learning communities between teachers are recommended. Thus, Powtoon training has proven effective in improving teachers' skills, which is expected to have a positive impact on the quality of learning in elementary schools.
A Serious Game with Augmented Reality to Improve Cognitive Learning of Computer Networks Dwi Ratnawati; Vivianti Vivianti; Yuwono Indro Hatmojo; Shoffan Saifullah
Research in Education, Technology, and Multiculture Vol 5, No 1 (2026): Research in Education, Technology, and Multiculture
Publisher : Institute of Multidisciplinary Research and Community Service

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61436/rietm/v5i1.pp15-28

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Understanding computer networks requires a strong cognitive foundation, particularly in mastering abstract concepts such as network topology, device configuration, and data transmission processes. However, conventional learning methods are often limited in providing concrete visualization and interactive experiences. This study aims to develop and evaluate a serious game integrated with augmented reality (AR) technology to improve students’ cognitive learning outcomes in computer networks. This research employed a development approach by integrating serious game design with AR-based visualization. The development process involved asset creation, learning objective formulation, scenario design, and the implementation of problem-based cases on computer network concepts. The resulting product allows students to interact with virtual network devices in a real-world environment via mobile devices, enabling flexible learning anytime, anywhere. The evaluation phase included expert validation, user testing, and effectiveness testing. The results indicated that the developed media is feasible and effective for learning. Media expert validation reached 73.50%, while material expert validation achieved 87.50%, both categorized as highly feasible. User responses showed a feasibility level of 85.26%, indicating positive acceptance. Furthermore, the effectiveness test demonstrated a moderate improvement in students’ cognitive learning outcomes, with a gain percentage of 64.41%. The quantitative scores were obtained by converting Likert-scale ratings into percentages using a standardized formula to ensure transparency and consistency in data analysis. In conclusion, the integration of serious games and augmented reality provides an interactive and contextual learning experience that supports cognitive understanding of computer networks. This approach is considered both feasible and sufficiently effective for implementation in vocational education settings, particularly in technology-based learning environments. Keywords: Computer network learning, Serious game, Augmented reality, Learning media development, Effectiveness evaluation.
Task-Based Learning Reimagined: How Gemini AI Enhances EFL Students’ Speaking Fluency in Self-Directed Learning Anang Widodo; Vivianti Vivianti; Sayit Abdul Karim; Hidayat Polim
JOLLT Journal of Languages and Language Teaching Vol. 14 No. 2 (2026): April
Publisher : Universitas Pendidikan Mandalika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jollt.v14i2.18207

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In self-directed learning, EFL learners face persistent fluency challenges, particularly when access to native speakers or teachers is limited. Recent advancements in generative AI, such as Gemini AI, offer transformative potential by simulating human-like interactions and adapting to individual learner needs. This study investigates how Gemini AI uniquely facilitates speaking fluency through Task-Based Learning in self-directed learning and its impact on students’ speaking performance. This study involved 19 participants enrolled in an English Discussion class at the Universitas Teknologi Yogyakarta who engaged in a four-week intervention program. Utilizing a mixed-methods design, the study combined quantitative analysis of speaking fluency metrics with qualitative examination of student reflection reports. Participants completed weekly speaking tasks using Gemini AI as a conversational partner, documenting their experiences in a structured report. Quantitative results showed a 13% average improvement in speaking fluency, particularly in lexical diversity and reduced hesitation. Qualitative analysis revealed five key themes: increased confidence in spontaneous speech, appreciation for 24/7 accessible practice, effective feedback to improve students' speaking skills, enhancing vocabulary, and fostering a non-judgmental learning environment. The findings suggest that Gemini AI can effectively supplement classroom instruction for speaking skill development. However, the generalizability of findings is constrained by the small number of participants and the short intervention period. Future research should employ longitudinal designs with larger cohorts to substantiate the long-term efficacy of AI-assisted task-based language teaching. Subsequent studies should also systematically investigate strategies to mitigate Gemini shortcomings, including optimizing feedback relevance and turn-taking mechanics for educational dialogue.
Enhancing Mathematical Communication Skills in Linear Algebra Through the Talking Stick Learning Model Vivianti Vivianti; Dwi Ratnawati; Oktavia Hardiyantari; Dian Wahyuningsih
International Journal of Educational Narratives Vol. 4 No. 4 (2026)
Publisher : Yayasan Adra Karima Hubbi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70177/ijen.v4i4.4107

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Background. Mathematical communication competence is essential for Information Technology Education students, particularly in articulating linear algebra concepts underlying core IT domains such as data structures, algorithms, and programming. Purpose. This study examines changes in students’ mathematical communication skills and learning outcomes following implementation of the Talking Stick method, integrated with Flippity a digital random name picker in a Linear Algebra and Matrix course focusing on solving Linear Systems of Equations using Elementary Row Operations. Method. This study employed a pre-experimental one-group pretest–posttest design supported by classroom observation, measuring learning outcomes via pretest and posttest instruments. Data were analyzed using a paired-samples t-test and normalized gain (N-gain) analysis, with observational data analyzed descriptively. The study involved 18 undergraduate students in the Linear Algebra and Matrix course, selected through total sampling. Results. Observations indicate that the Talking Stick model fosters an active classroom atmosphere, peer interaction, and engagement. Statistical testing revealed a significant difference between pretest and posttest scores in mathematical communication ability (t(17) = ?4.826, p < .001), with the mean increasing from 2.5139 to 3.1028 and a large effect size (Cohen's d = 1.14), alongside a high N-gain of 0.898 in solving Linear Equation Systems through Elementary Row Operations. Conclusion. This research concludes that communication-based teaching-learning strengthens mathematical understanding and communication competencies among pre-service IT teachers through active explanation and classroom interaction.