Rosihan Ari Yuana, Rosihan Ari
Prodi Magister Pendidikan Matematika, Pascasarjana, FKIP – UNS

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PENGGUNAAN MATLAB DALAM PENYELESAIAN SISTEM PERSAMAAN LINEAR MENGGUNAKAN JARINGAN HOPFIELD LINEAR Yuana, Rosihan Ari
Journal of Mathematics and Mathematics Education Vol 1, No 1 (2011): Journal of Mathematics and Mathematics Education
Publisher : Journal of Mathematics and Mathematics Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (448.733 KB)

Abstract

Abstrak: Aplikasi  jaringan  syaraf  tiruan  untuk  menyelesaikan  permasalahan  komputasi  telah  banyak digunakan.  Salah  satunya  adalah  algoritma  jaringan  Hopfield  Linear  untuk  menyelesaikan  sistem persamaan  linear.  Algoritma  ini  memungkinkan  mesin  (komputer)  dapat  menyelesaikan  sistem persamaan linear dengan serangkaian proses training. Dalam artikel ini digunakan MATLAB untuk mengimplementasikan  algoritma  tersebut.  Output  dari  script  MATLAB  yang  dibuat  meliputi penyelesaian persamaan linear, informasi performa (running time) dan juga error beserta grafiknya.Keyword: sistem persamaan linear, jaringan syaraf buatan, jaringan Hopfield linear, MATLAB 
Robomind Utilization to Improve Student Motivation and Concept in Learning Programming Yuana, Rosihan Ari; Maryono, Dwi
Proceeding of International Conference on Teacher Training and Education Vol 1, No 1 (2016): Proceeding of International Conference on Teacher Training and Education
Publisher : Sebelas Maret University

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Robomind is one of the PAT (programming assistance tool) software that used as a tool for programming learning and improving the understanding of programming concepts, as well as improving the ability of logical thinking and problem solving. The advantages of Robomind compared to the other PATs are a simple graphical display and attractive, it can be used for students ranging from primary schools, secondary schools and further education. Besides design and features, Robomind has also fulfilled the Robert Gagne’s instructional theory concept. Theaim of this study is how to utilize robomind as a tool to motivate students in learning computer programming and know the students responses to its use in understanding the programming concepts. This research is motivated by the lack of student motivation in learning programming that caused by the initial perception that programming is difficult. In addition, some programming elusive concepts also make the lack of motivation to learn programming. This research was conducted at the Department of ICT Education FKIP UNS on Structured Programming course in first semester. Results showed, there were 90% of students feel motivated to learn programming although not previously been familiar with programming at all. In addition, it is also obtained from  the survey that 20% of students who previously had studied programming, 85% of whom could have better understanding concepts that were previously less understood.
Implementation of Scratch Application to Improve Learning Outcomes and Student Motivation on Basic Programming Subjects permatasari, luthfi; yuana, rosihan ari; maryono, dwi
Journal of Informatics and Vocational Education Vol 3, No 1 (2020): 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.v2i2.35760

Abstract

This study aims to improve learning outcomes and student motivation on Basic Programming Learning by utilizing the Scratch application. Research begins with identifying problems that occur in the classroom. Then designed an action to overcome it in an action cycle. In this study giving of the action takes place in two cycles. Each cycle consists of planning, implementation, observation, and reflection. In cycle 1, learning is implemented using problem-based learning model, while in cycle 2 using project-based learning. The technique of data collection is done through comprehension test, observation of learning activity, assignment of portfolio, and interview to students and related teacher. Data analysis was done using quantitative and qualitative interactive analysis techniques. The results showed that the use of Scratch application can improve learning outcomes and student motivation. This is indicated by the percentage of the student’s learning outcomes completeness by 25.7% in pre-cycle, 71.4% in cycle 1, and 94.3% in cycle 2. While the percentage of student motivation is 40.3% in pre-cycle, 75.1% in cycle 1, and 83.9% on cycle 2.
PENGGUNAAN MATLAB DALAM PENYELESAIAN SISTEM PERSAMAAN LINEAR MENGGUNAKAN JARINGAN HOPFIELD LINEAR Yuana, Rosihan Ari
Journal of Mathematics and Mathematics Education Vol 1, No 1 (2011): Journal of Mathematics and Mathematics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/jmme.v1i1.9928

Abstract

Abstrak: Aplikasi  jaringan  syaraf  tiruan  untuk  menyelesaikan  permasalahan  komputasi  telah  banyak digunakan.  Salah  satunya  adalah  algoritma  jaringan  Hopfield  Linear  untuk  menyelesaikan  sistem persamaan  linear.  Algoritma  ini  memungkinkan  mesin  (komputer)  dapat  menyelesaikan  sistem persamaan linear dengan serangkaian proses training. Dalam artikel ini digunakan MATLAB untuk mengimplementasikan  algoritma  tersebut.  Output  dari  script  MATLAB  yang  dibuat  meliputi penyelesaian persamaan linear, informasi performa (running time) dan juga error beserta grafiknya.Keyword: sistem persamaan linear, jaringan syaraf buatan, jaringan Hopfield linear, MATLAB 
The Influence of Educational Robotics in STEM Integrated Learning and the Development of Computational Thinking Abilities Sadik, Muhammad Aqil; Budiyanto, Cucuk Wawan; Yuana, Rosihan Ari
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 13 No. 3 (2024)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v13i3.81608

Abstract

Currently, educational robotics are becoming an important trend in education, introducing transformative elements into the classroom to improve the learning environment. Educational robotics in STEM-integrated learning can develop computational thinking skills. Educational robotics has begun to be widely adopted and is expected to enhance computational thinking skills in early childhood education, secondary school, and higher education. In this study, we examine the role of educational robotics in integrated STEM learning environments and its impact on the development of computational thinking. The method used was a systematic literature review. Initial search returned 541 articles from various journals indexed in Scopus. Subsequently, 351 articles published between 2020 2024 were sorted out, and only 37 articles were included in the final analysis. Studies show that educational robotics effectively promotes STEM education and facilitates the development of computational thinking skills. The importance of project-based learning and the integration of STEM disciplines in educational robotics inform educators and policymakers about the potential benefits of educational robotics in promoting STEM education and developing computational thinking skills.
Potential Mapping Workshop through Web-Based GIS Application Towards a Digital Village Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan; Prakisya, Nurcahya Pradana Taufik; Hatta, Puspanda; Liantoni, Febri; Yuana, Rosihan Ari
MEKONGGA: Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2025): April 2025
Publisher : Digital Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69616/mekongga.v2i1.214

Abstract

To map the potentials and problems in Matesih village, a web-based GIS application has been developed and socialized to local village administrators. However, in this series of community service activities, a workshop on potential and problem mapping was held to help the village administrator understand the technical process to use the GIS. As a village in Karanganyar Regency, Matesih Village has some natural potential, tourism, agricultural commodities, and various of potential. However, not many researchers have tried to explore the potential of Matesih Village yet. The implementation of this web application is expected to help the local village administrators to map the potential and problems in the village. In general, there are 3 main steps that should be taken to implement the community service, namely: 1) preparation, 2) training in the use of applications, and 3) data content collection. The training results indicated an improvement in participants' understanding and skills in inputting and managing spatial data related to village potential and issues using the developed application.
Investigating Computational Thinking in K–12 Visual Programming Activities on Code.org: A Brennan-Resnick Framework Approach Budiyanto, Cucuk Wawan; Fenyvesi, Kristof; Maharani, Yustika Indah; Yuana, Rosihan Ari; Nashiroh, Putri Khoirin; Latifah, Rizka
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025 (In Press)
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.78486

Abstract

Global interest in Computational Thinking and learning to code has increased. Teaching elementary school students to code and develop computational thinking is a crucial skill for the 21st century. Code.org or Scratch are increasingly used by researchers and educators to evaluate the best practices in digital environment. Such an understanding leads to the urgency to investigate how the block-based programming environment contributes to the development of Computational Thinking and how the development takes place for K-12 students. This research departed from the previous study on the use of Brennan and Resnick framework to evaluate the development of Computational Thinking in various literature on visual programming. Employed a qualitative design, the research investigates K-12 students' response to the activity. The portfolio, then, analyzed using the Brennan and Resnick Framework for Computational Thinking development. The results demonstrated that six of the seven computational concepts could be taught in 10 stages using the “Dance Party” task. Work on the animation project in the tenth stage of “Dance Party” has well-prepared the four computational practices projects. This has a great deal to do with the student's ability to question perspective, as young people do not perceive a disconnect between the surrounding technology and their ability to negotiate reality.
PEMANFAATAN ALGORITMA SAW PADA SISTEM PENUNJANG KEPUTUSAN UNTUK PENENTUAN STRATEGI BELAJAR PADA ADAPTIVE LEARNING Prakisya, Nurcahya Pradana Taufik; Aristyagama, Yusfia Hafid; Budiyanto, Cucuk Wawan; Hatta, Puspanda; Liantoni, Febri; Yuana, Rosihan Ari; Ramadhan, Raqael Fisabillah
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.688 KB) | DOI: 10.23887/jstundiksha.v11i2.45319

Abstract

Pada masa pandemi Covid-19, model pembelajaran adaptif menjadi alternatif pilihan dalam pembelajaran jarak jauh pada pendidikan perguruan tinggi. Permasalahan yang ditemui adalah tidak semua tenaga pendidik siap melakukan penyesuaian dalam menjalankan pembelajaran jarak jauh. Akibatnya, peserta didik mungkin menemukan materi pembelajaran online yang terlalu sederhana, atau malah sangat rumit. Hal ini berakibat pada hasil pembelajaran menjadi kurang maksimal. Penelitian ini bertujuan untuk menciptakan adopsi algoritma SAW dalam sistem penunjang keputusan penentuan strategi pembelajaran adaptif. Jenis penelitian ini merupakan research and development. Sistem dikembangkan dengan model spiral. Data dikumpulkan dengan menggunakan kuesioner yang dilekatkan dalam sistem. Anggota sampel data adalah dosen pengguna sistem. Teknik analisis data menggunakan analisis kuantitatif. Hasil penelitian menunjukkan sistem mendapatkan input data dari angket digital terintegrasi yang menggambarkan kondisi dari masing-masing mahasiswa. Sistem dievaluasi dengan menggunakan System Usability Scale (SUS) untuk menganalisis tingkat persepsi kebergunaan sistem. Melalui sistem ini, tenaga pendidik diharapkan dapat memperoleh rekomendasi perlakuan yang sesuai dengan kondisi mahasiswa sehingga mereka dapat lebih fokus pada penerapan strategi dan substansi pembelajaran.