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Pendekatan Problem Based Learning untuk Meningkatkan Pemahaman Konsep Mahasiswa Prodi Teknik Informatika Widayanti, Lilis; Subekti, Puji
Prosiding Snatika (Seminar Nasional Teknologi, Informasi, Komunikasi dan Aplikasinya) Vol 4 (2017): Prosiding Snatika (Seminar Nasional Teknologi, Informasi, Komunikasi dan Aplikasinya)
Publisher : Prosiding Snatika (Seminar Nasional Teknologi, Informasi, Komunikasi dan Aplikasinya)

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Abstract

Efektivitas pendekatan problem based learning dalam meningkatkan kualitas pembelajaran telah banyak dikaji dalam penelitian terdahulu. Antara lain guna meningkatkan pemahaman konsep mahasiswa. Penelitian ini bertujuan untuk mendeskripsikan proses pembelajaran menggunakan pendekatan problem based learning dalam upaya meningkatkan pemahaman konsep mahasiswa program studi teknik informatika. Jenis penelitian merupakan penelitian tindakan kelas yang dilaksanakan pada 30 mahasiswa kelas Statistika dan Probabilitas semester genap 2016/2017. Tindakan yang dilakukan berdasarkan Kemmis dan Taggart adalah (1) identifikasi masalah, (2) perencanaan, (3) pelaksanaan, (4) observasi, dan (5) refleksi. Data dikumpulkan menggunakan lembar observasi keterlaksanaan pembelajaran dan tes pemahaman konsep. Penelitian dilaksanakan dalam dua siklus dengan tiap siklus dilaksanakan dalam dua pertemuan. Berdasarkan lembar observasi keterlaksanaan pembelajaran, pembelajaran yang dilakukan telah sesuai dengan rencana pelaksanaan pembelajaran dengan pendekatan problem based learning. Hasil penelitian menunjukkan langkah-langkah pembelajaran menggunakan pendekatan problem based learning mampu meningkatkan pemahaman konsep mahasiswa.
Pembelajaran Kooperatif Tipe Jigsaw sebagai Upaya Pendidikan Karakter Pada Matakuliah Operation Research Widayanti, Lilis; Hakim, Lukman
JMPM: Jurnal Matematika dan Pendidikan Matematika Vol 2, No 1: Maret - Agustus 2017
Publisher : Universitas Pesantren Tinggi Darul 'Ulum Jombang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (427.152 KB) | DOI: 10.26594/jmpm.v2i1.892

Abstract

Penelitian yang dilakukan bermaksud untuk mengetahui proses penerapan model pembelajaran kooperatif tipe jigsaw untuk mengembangkan karakter dan meningkatkan hasil belajar mahasiswa pada mata kuliah operation research. Jenis penelitian ini merupakan penelitian tindakan kelas yang dilaksanakan pada 19 mahasiswa kelas operation research. Langkah-langkah penelitian mengacu pada penelitian tindakan Kemmis dan Taggart yaitu (1) identifikasi masalah, (2) perencanaan, (3) pelaksanaan, (4) observasi, dan (5) refleksi. Pengumpulan data dilakukan menggunakan wawancara, lembar penilaian karakter mahasiswa, dan tes operation research. Langkah-langkah pembelajaran yang dilakukan sesuai dengan sintaks model kooperatif tipe jigsaw. Sedangkan karakter yang direkam dalam proses pembelajaran meliputi karakter mampu bekerjasama, tanggung jawab, dan kejujuran. Dari hasil tes materi metode transportasi dan penugasan terdapat peningkatan hasil belajar dari siklus I ke siklus II.
PENGEMBANGAN MODUL MATA KULIAH STATISTIKA DAN PROBABILITAS DENGAN PENDEKATAN PROBLEM BASED LEARNING UNTUK MAHASISWA PROGRAM STUDI TEKNIK INFORMATIKA DI STMIK ASIA MALANG Puji Subekti; Lilis Widayanti
Jurnal Kajian Pembelajaran Matematika Vol 1, No 2 (2017): Jurnal Kajian Pembelajaran Matematika
Publisher : FMIPA UNIVERSITAS NEGERI MALANG

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Abstract

This research has the goal developing statistics and probability module based of Problem Based Learning which has the character of validity, practice, and effective for informatics engineering students. The module is developed using Plomp (2010) model. The steps of developing consist of (1) preliminary research, (2) prototyping phase, and  (3) assessment phase by using validity questionnaire, practice questionnaire, pre-test and post-test. The result of the validity test obtains score 90.02%, the module having been very satisfy to use. According the result of practical test, the modul obtains average of score 87,5%. It means that the module is very practical and can be used in the instructional activity. The result of effectiveness test, by collecting students’ response, were got the average of score 86.33%. The average of 30 students’ pre-test and post-test obtains 69,83% and 86,17%. It is showed that the module is very effective. It means that the students are able to understand the module contents and the module can push the students’ learning motivation.Keywords: module, statistics and probability, Problem Based Learning, informatics engineering
Edukasi Pembuatan Desain Grafis Menarik Menggunakan Aplikasi Canva Lilis Widayanti; Adriani Kala’lembang; Widya Adhariyanty Rahayu; Suastika Yulia Riska; Yudistira Arya Sapoetra
Jurnal Pengabdian Masyarakat Vol 2 No 2 (2021): Jurnal Pengabdian Masyarakat
Publisher : LP2M Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v2i2.813

Abstract

One of the capabilities that need to be updated in the era of the COVID-19 pandemic is the ability to utilize technology to disseminate information and communication. In disseminating information, it is necessary to have a media that supports the delivery of information, one of which is design media. Canva is a graphic design application that can help design, create, and edit designs for beginners. These designs can be in the form of greeting cards, posters, brochures, infographics, and even presentations. The service is carried out in partnership with the Mahardika Vocational School of Karangploso. The training material on designing using Canva is focused on poster design. This activity takes place with the transfer of knowledge and technology in the form of Canva training in designing more attractive posters. There are three sessions in the training, an introduction and understanding session, an implementation session, and a training simulation session. The training is carried out through online meetings using the Zoom Meeting application. The training was attended by 27 participants who were students of the Mahardika Vocational School of Karangploso. The evaluation results obtained from the google form score showed an average score of 8.4. These results indicate a positive response from the participants
DEVELOPMENT OF PROBLEM-BASED ENGLISH MATHEMATICS WORKSHEETS FOR INFORMATICS STUDENTS Risa Santoso; Lilis Widayanti; Widya Adhariyanty Rahayu
INOVISH JOURNAL Vol 6, No 1 (2021): INOVISH JOURNAL, Vol 6, No 1 - 2021
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.253 KB) | DOI: 10.35314/inovish.v6i1.1947

Abstract

Mathematics and English can collaborate so that the students in practice on computers are also familiar with mathematical terms in English. This will help the ability of informatics students to understand other materials in the informatics study program. The fact that occurs in learning mathematics and English at Institut Asia campus is that students are still less enthusiastic in pursuing these subjects so that the majority of students have not achieved optimal learning outcomes. In collaborating the English and Math course in learning, the instructional needs learning tools that can help. One of the learning tools needed is teaching materials such as worksheets. The worksheet that will be developed uses a Problem Based Learning approach. The development model adopted is Plomp’s development model which consists of 3 stages, namely preliminary research, prototyping, and assessment phase. The developed math worksheets will meet the criteria of validity, practicality, and effectiveness. Based on the validation test, the score obtained shows that the mathematics worksheet is in the proper category. While the results of the effectiveness test and the results of student responses showed a score of 80.35 and 76.76 or in the effective category and quite feasible.
Edukasi Pembuatan Media Presentasi Interaktif dengan Memanfaatkan Mentimeter Widya Adhariyanty Rahayu; Suastika Yulia Riska; Lilis Widayanti; Adriani Kala’lembang; Yudistira Arya Sapoetra
Jurnal Pengabdian Masyarakat Vol 3 No 2 (2022): Jurnal Pengabdian Masyarakat
Publisher : Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v3i2.434

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Dampak merebaknya Corona Virus Disease (Covid-19) langsung dirasakan pada semua lini pendidikan, mulai dari TK bahkan sampai perguruan tinggi. Berbagai institusi serta tenaga pengajar melakukan pelatihan untuk mengasah kemampuan dalam memanfaatkan aplikasi demi mendukung kegiatan belajar mengajar atau presentasi secara online. Salah satu aplikasi yang dapat digunakan dalam mendukung proses belajar mengajar adalah mentimeter. Fitur utama dalam mentimeter yaitu menciptakan presentasi interaktif, melakukan voting, mengumpulkan data, dan pendapat dari para peserta dengan menggunakan smartphone atau PC. Kegiatan pengabdian kepada masyarakat ini dilakukan secara online dengan menggunakan zoom meeting. Pada saat pengabdian kepada masyarakat pemateri menggunakan metode ceramah, tanya jawab, diskusi, dan demonstrasi. Peserta dari pengabdian yang dilakukan adalah tenaga pengajar yang berjumlah 30 orang. Pada akhir pelatihan dilakukan evaluasi terhadap pelatihan mentimeter penilaian berupa tingkat kemanfaatan mentimeter sebesar 8,6. Penyajian materi mentimeter mendapatkan nilai rata-rata 7,6. Peserta akan mereferensikan training ini untuk orang lain mendapatkan nilai rata-rata 8,2. Dengan adanya training ini, peserta rata-rata ingin mengikuti training lagi dengan nilai rata-rata 8,5.
Penguatan Budaya Literasi Melalui Karya Ilmiah Siswa-Siswi SMK Mahardika Malang Karangploso Lilis Widayanti; Widya Adhariyanty Rahayu; Adriani Kala'lembang; Vivi Aida Fitria
Jurnal Pengabdian Masyarakat Vol 3 No 1 (2022): Jurnal Pengabdian Masyarakat
Publisher : LP2M Institut Teknologi dan Bisnis Asia Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jpm.v3i1.1222

Abstract

Penulisan karya ilmiah merupakan suatu kegiatan untuk mengekpresikan pemahaman tentang suatu permasalahan yang dihadapi dengan secara logis dan terstruktur. Artinya dalam melakukan penulisan diperlukan suatu metodologi sehingga diperoleh suatu hasil yang sistemastis dan dapat dipertanggung jawabkan. Oleh karena itu, sangatlah penting untuk memahami dan mengerti akan langkah-langkah dan proses dalam pembuatan sutau karya ilmiah hingga sampai dapat dipublikasikan. Pembelajaran pastinya hasrus dimulai sejak dini, agar dikemudian diperoleh pemahaman yang baik dalam menghasilkan suatu karya ilmiah. Pada kesempatan ini pembelajaran yang kami lakukan bekerja sama dengan salah satu mitra sekolah, yaitu SMK Mahardika. Dimana proses pembelajaran kami berusaha untuk memberikan pemahaman tentang manfaat menyusun suatu karya ilmiah hingga berhasil sampai ke dalam publikasi.
THE EFFECTIVENESS OF TEAMS GAMES TOURNAMENT IN BILINGUAL MATHEMATICS LEARNING AGAINTS ACTIVITIES AND LEARNING OUTCOME Lilis Widayanti; Widya Adhariyanty Rahayu
AKSIOMA: Jurnal Program Studi Pendidikan Matematika Vol 11, No 4 (2022)
Publisher : UNIVERSITAS MUHAMMADIYAH METRO

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (606.897 KB) | DOI: 10.24127/ajpm.v11i4.6186

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AbstrakPenelitian ini bertujuan untuk menguji teori-teori di bidang yang digelutinya. Teori yang akan diujikan adalah metode Teams Game Tournament (TGT) dalam pembelajaran matematika bilingual. Penelitian bertujuan untuk mengetahui keefektifan pembelajaran kooperatif tipe TGT dalam meningkatkan hasil belajar dan keaktifan berbicara bahasa Inggris pada pembelajaran matematika. Penelitian ini menggunakan metode pra eksperimen dengan subjek penelitian sebanyak 30 mahasiswa program studi teknik informatika. Data penelitian berupa data hasil pretest dan posttest. Untuk mengetahui dan mengetahui kondisi data yang diperoleh, peneliti melakukan perhitungan dengan menggunakan software statistika paket untuk ilmu-ilmu sosial (SPSS). Analisis data dilakukan analisis deskriptif berupa uji normalitas dan uji t sampel berpasangan. Didapatkan bahwa pembelajaran kooperatif tipe TGT efektif dalam meningkatkan hasil belajar dan keaktifan berbahasa Inggris siswa. Berdasarkan hasil pretes dan postes, terdapat peningkatan nilai hasil tes dari 59.23 menjadi 83.87. Model pembelajaran kooperatif tipe TGT mampu meningkatkan hasil belajar. Perbedaan persentase keaktifan siswa dalam berbicara bahasa Inggris yang tercatat pada pertemuan kedua dan ketiga menunjukkan peningkatan yang signifikan sebesar 47,41% dan 65,56%. Model pembelajaran kooperatif tipe TGT mampu meningkatkan keaktifan berbicara. Kata kunci: Efektivitas; Hasil belajar; Keaktifan; Pembelajaran kooperatif; Teams Games Tournament. AbstractThe research aims is testing theories in field they are engaged in. The theory that will be tested is Teams Game Tournament (TGT) method in bilingual mathematics learning. Research aims to determine the effectiveness of cooperative learning TGT improving learning outcomes and activeness of English speaking on mathematics learning. Pre-experimental methodology was employed in this study with research subject as many as 30 students in informatics study program. Research data in the form of results data pretest and posttest. To find out the condition of the data obtained, the researchers performed calculations using the statistical software package for the social sciences (SPSS). Analysis of data performed descriptive analysis form of paired-sample t-test. Obtained that cooperative learning type TGT is effective in improve learning outcomes and students’ activeness of English speaking. Based on the result of pretest and posttest, there is an increase in the value of test results from 59.23 to 83.87. The cooperative learning model of TGT is able improving learning outcomes. The difference in percentage of students' activeness recorded at the second and third meetings shows a significant increase of 47.41% and 65.56%. The cooperative learning model of TGT type is able to make speaking activeness increase. Keywords: Activeness; Effectiveness; Learning Outcome; Cooperative Learning; Teams Games Tournament.
Sistem Informasi Penelitian Dosen Pada Lp2m Itb Asia Malang Berbasis Web Achlul Nizar; Lilis Widayanti
Jurnal Informatika dan Komputer Vol 13 No 1 (2023): April
Publisher : Sekolah Tinggi Ilmu Komputer PGRI Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55794/jikom.v13i1.95

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LP2M is an institution that manages research activities and the implementation of community service by lecturers at a tertiary institution. The process of research and implementation of community service is carried out in the order of sending proposals, evaluating them, and determining whether they are accepted or not. In this case the problem found is the lack of efficiency in documenting lecturer research data. At the ITB Asia Malang, LP2M already has procedures in submitting research and community service. However, the process is still manual or not systematic in its implementation because researchers send proposals via email. The weakness faced is that it is difficult to read any proposal document or report. The author intends to build a web-based application as a forum for tidying up documents on lecturer research activities at ITB Asia Malang. The process of receiving and selecting proposals through information technology must be improved. The final result of this research is an information system application for research by ITB Asia Malang lecturers that was built using the PHP programming language and data processing with MySQL. This system has been tested and it can be concluded that the features in the system have functioned as needed.
SISTEM PENDUKUNG KEPUTUSAN EVALUASI HASIL BELAJAR SISWA DI SMK PGRI 3 SIDOARJO MENGGUNAKAN METODE FUZZY AHP (ANALYTICAL HIERARCHY PROCESS) Ahmad Husain Abiyyu; Lilis Widayanti
METHOMIKA: Jurnal Manajemen Informatika & Komputerisasi Akuntansi Vol. 7 No. 2 (2023): METHOMIKA: Jurnal Manajemen Informatika & Komputersisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/jmika.Vol7No2.pp158-174

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Evaluation of student learning outcomes have an important role for teachers in knowing students abilities and in determining how to guide students. However, in its application to vocational high school PGRI 3 Sidoarjo, the teachers have difficulty regarding the assessment system to evaluate students learning outcomes, the difficulty is in the ranking process. Vocational high school 3 Sidoarjo still used the old and manual systems so the result is that the time needed is inefficient time and made the teachers difficult in processing data. The decision support system of students learning result evaluation at vocational high school 3 Sidoarjo using AHP fuzzy method. The goal is to facilitate the teacher in the student ranking process. The process in this system is the admin inputing students data, classes and scores after that the admin determines the value of each criterion and sub-criterion, then the ranking process is based on class. This decision support system's output is the ranking of students' classes. Using the test results from 20 students, the old system and the new system will be compared. As the result, based on 20 students score data, there were incompatible data, the amount of data were 4 data, with a system accuracy rate of 80%. Unsuitable data due to the old system using 2 criterion while the new system using 5 criterion in ranking.