Claim Missing Document
Check
Articles

Found 26 Documents
Search

Analisis kebutuhan bandwidth di SMK LKIA Pontianak Isnania Lestari; Ryan Permana
Jurnal Pendidikan Informatika dan Sains Vol. 12 No. 1 (2023): Jurnal Pendidikan Informatika dan Sains
Publisher : IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/saintek.v12i1.4789

Abstract

Penelitian ini bertujuan untuk menganalisis kebutuhan bandwidth jaringan internet yang ada di SMK LKIA Pontianak. Metode yang digunakan dalam penelitian ini adalah kualitatif deskriptif. Teknik dan alat pengumpulan data yang digunakan adalah observasi dan wawancara. Pengumpulan dan penyususnan data dilakukan dengan menggunakan teknik triangulasi data. Teknik analisis data yang digunakan adalah analisis deskriptif. Jariangan internet yang ada di SMK LKIA saat ini belum dapat di gunakan secara maksimal. Akses internet yang diterima oleh pengguna di sekolah tersebut belum stabil. Hal ini dikarenakan belum adanya pembagian bandwidth yang sesuai kepada pengguna. Setelah dilakukan tes kecepatan tanpa limit, didapati bahwa penggunaan bandwidth unduh 7.00 Mbps, sedangkan unggah 0.41 Mbps. Hal ini menyebabkan terjadinya bandwidth overload. Maka dari itu dibutuhkan managemen bandwidth untuk menstabilkan koneksi yang ada. maka dibuatlah 2 kelas pengguna, yakni guru dan siswa. setiap kelas diberikan kapasitas bandwidth yang berbeda. setelah dilakukan tes kecepatan dengan limit, didapati bahwa penggunaan bandwidth mencapai 2.43 mbps untuk unduh dan 0.39 mbps untuk unggah pada setiap penggunayang login pada jaringan internet di SMK LKIA Pontianak, dan dengan demikian tidak menyebabkan pemakaian bandwidth yang berlebihan atau bandwidth overload.
Komparasi Model Pembelajaran Problem Based Learning dan Project Based Learning Terhadap Hasil Belajar Siswa Pada Materi Perangkat Keras Jaringan Internet Kelas IX SMP Negeri 5 Sungai Kakap Kabupaten Kubu Raya Lestari, Isnania; Juanda, Raja
Efektor Vol 6 No 2 (2019): Efektor Vol 6 No 2 Tahun 2019
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (205.694 KB) | DOI: 10.29407/e.v6i2.13159

Abstract

The purpose of this study was to find out: 1) Student learning outcomes after applied Problem Based Learning learning models on network hardware material. 2) Student learning outcomes after the Project-Based Learning learning model is applied to internet network hardware material. 3) Student learning outcomes after being applied to Problem Based Learning learning models are better than student learning outcomes after the Project-Based Learning learning model is applied to internet network hardware material. The method used in this study was an experimental method, with a two-group design posttest only, with a population of 60 students consisting of two classes, and the number of samples for the experiment was 30 students and 30 students controlled. The data collection technique used is the essay test. The conclusions are: 1) The average student learning outcomes after the implementation of the Problem Based Learning learning model on internet network hardware material is 79.17. 2) The average student learning outcomes after being applied to the Project-Based Learning learning model on the internet network hardware material is 75.00. 3) Problem-based learning is better than project-based learning in internet network hardware material on student learning outcomes seen from the significance value of 0.038 smaller (<) than 0.05.
Media Pembelajaran Android Network Integrated pada Mata Pelajaran Informatika berbasis Mobile Lestari, Isnania; Permana, Ryan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 8 No 2 (2024): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v8i2.27378

Abstract

The integration between the world of education and technology today has created various types of innovations in learning. Android learning media integrated with the internet network is one example of the type of media that can be produced from innovation in learning. The purpose of this study is to produce android-based learning media integrated with the internet network. The type of research used in this development is Research and Development (R&D) with the ADDIE model which has five stages, namely Analysis, Design, Development, Implementation and Evaluation. The subjects in this study were divided into two, namely the development subjects consisting of 2 media validators and 2 material validators. Furthermore, the product trial subjects were 35 students of class VIII MTS Al-Mujtahid. The data collection technique used was a questionnaire. The data analysis used was quantitative descriptive analysis. The results of the material expert test obtained a score of 81.75%, including the very feasible category. The results of the media expert test were 82.8%, including the very feasible category. The response given by students after using this media was 84%, which means that the students' response was very good. This proves that the learning media developed has provided good results because it has fulfilled the aspects needed to produce good learning media.
Analisis Sistem Jaringan Komputer di Sekolah Menengah Kejuruan Al-Madani Pontianak Lestari, Isnania; Permana, Ryan
International Journal of Natural Science and Engineering Vol. 2 No. 3 (2018): October
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (407.884 KB) | DOI: 10.23887/ijnse.v2i3.17188

Abstract

Pentingnya membangun sebuah jaringan komputer antara lain supaya lebih mudah, cepat dan efisien dalam sharing data, berkomunikasi antar pengguna dalam sebuah jaringan, dan juga kemanan data dapat terjaga dengan baik. Di SMK Al-Madani Pontianak telah terdapat laboratorium komputer, namun belum memiliki jaringan komputer yang terintegrasi, baik jaringan dalam laboratorium komputer tersebut maupun ruangan kepala sekolah, ruangan guru, dan ruangan tata usaha. Penelitian ini merupakan penelitian kualitatif deskriptif dengan teknik analisis deskriptif. Dengan teknik pengumpulan dan penyusunan data menggunakan teknik triangulasi. Berdasarkan hasil penelitian, SMK Al-Madani membutuhkan sebuah sistem jaringan komputer yang terintegrasi. Untuk sistem jaringan di dalam laboratorium komputer dibutuhkan 30 unit komputer siswa dan 1 unit komputer guru, dan dihubungkan dengan kabel. Sedangkan untuk jaringan ruangan kepala sekolah, ruangan guru, dan ruangan tata usaha dibutuhkan jaringan wireless. Komponen wireless digunakan kepala sekolah, guru, dan staff untuk mengakses jaringan komputer melalui laptop pribadi. IP Address yang digunakan dalam system jaringan ini adalah menggunakan IP dynamic
Proteksi Keamanan Jaringan Komputer di Sekolah Menengah Kejuran Al-Madani Pontianak Permana, Ryan; Ramadhani, Dochi; Lestari, Isnania
International Journal of Natural Science and Engineering Vol. 3 No. 1 (2019): April
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (817.979 KB) | DOI: 10.23887/ijnse.v3i1.22175

Abstract

Jaringan komputer berkembang sangatlah pesat. Akses terhadap jaringan komputer terutama internet merupakan kebutuhan yang tidak dapat dihindari. Saat ini, internet tidak hanya digunakan oleh individu, tetapi oleh instansi, organisasi, perguruan tinggi ataupun lembaga pemerintah atau non pemerintah. Karna kebutuhan akses jaringan komputer yang tinggi, maka dibutuhkan keamanan jaringan yang memadai. Keamanan jaringan komputer adalah proses untuk mencegah dan mengidentifikasi penggunaan yang tidak sah dari jaringan komputer. tujuannya adalah untuk mengantisipasi ancaman baik fisik maupun logik yang dapat menganggu aktifitas atau data yang ada dalam sistem yang terdapat dalam jaringan komputer. penelitian ini merupakan penelitian kualitatif deskriptif dengan teknik pengumpulan dan penyusunan data dengan teknik triangulasi. Berdasarkan hasil penelitian, ruangan kepala sekolah dan staff tata usaha di SMK AL-Madani Pontianak telah memiliki jaringan komputer. proteksi keamanan jaringan komputer yang trdapat dalam ruangan tersebut menggunakan antivirus. Selain itu terdapat mikrotik yang digunakan untuk memblok dan juga membatasi beberapa situs yang diatur dan dikendalikan sesuai pihak sekolah.
Enhancing High School Students’ Basic Programming Skills and Self-Efficacy: A Drill-and-Practice Game-Based Approach Lestari, Isnania; Marlianto, Ferry; Sulistiyarini, Dewi; Sabirin, Febrianto; Wahab, Noorjima Abd
Jurnal Pendidikan Progresif Vol 16, No 1 (2026): Jurnal Pendidikan Progresif
Publisher : FKIP Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jpp.v16i1.pp345-366

Abstract

Drill-and-practice educational games combine repetitive practice with gamification through rewards, achievements, challenges, feedback, and progress tracking to support gradual skill development. In this study, the drill-and-practice element focuses on repeated, structured practice of basic programming exercises with immediate corrective feedback and multiple attempts until mastery. This study examined the effect of a drill-and-practice educational game on basic programming skills and programming self-efficacy among senior high school students. This quasi-experimental study used a Non-Equivalent Control Group Design. The sample comprised 179 tenth-grade students from six intact classes, selected via cluster random sampling. Three classes constituted the control group, with 89 students, and three classes constituted the experimental group, with 90 students. Students completed a basic programming pretest and posttest, as well as a self-efficacy questionnaire. Data were analyzed using descriptive statistics and MANCOVA with pretest scores as covariates. Descriptively, students’ overall basic programming scores increased from a mean of 38.70 to 70.49 in the posttest, while self-efficacy increased from a mean of 59.82 to 74.05. The multivariate test showed a significant group effect (Pillai’s Trace = 0.528; F = 97.442; p < 0.001; Partial η² = 0.528). Between-subjects tests indicated significant improvements in basic programming skills (F = 115.102; p < 0.001; Partial η² = 0.397) and self-efficacy (F = 86.697; p < 0.001; Partial η² = 0.331), with the experimental group achieving higher posttest outcomes than the control group. A drill-and-practice educational game can enhance both cognitive outcomes in basic programming and affective outcomes in self-efficacy, and can be considered an interactive learning alternative for programming topics at the high school level. Future studies should add performance-based coding tasks and broader samples to validate and extend these results. Keywords: educational games, drill and practice, basic programming skills, self-efficacy.