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Implementation of Project-Based Case Method to Improve Student Problem- Solving and Creativity Nirawana, I Wayan Sugianta; Romisa, Fahmi
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 9 No. 3 (2024): Juli
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v9i3.11384

Abstract

Current learning is not only in the form of theory but also, in direct practice to provide students with experience that can provide them with skills in the world of work.  Problem-solving as applied to work environment also needs to be accompanied by person and team creativity. This research aims to improve the problem-solving and creativity of multimedia engineering students in videography material. The students involved in this research were class A computer education students, FKIP, Universitas Mulawarman. This type of research is classroom action research carried out over 2 cycles. The result obtained increased using case method in cycle I with an average value 78.74 to 84.24 in cycle II. Project with creativity also experienced a slight increase in the average score from 83.89 in cycle I to 84.76 in cycle II. Student responses to multimedia engineering learning using the project-based case method are positive and provide real contributions.
Development of a Microcontroller E-Module Based on Grove Beginner Kit for Arduino Informatics Subject Ariza, Rojian; Nirawana, I Wayan Sugianta; Rusdiana, Rusdiana
Jurnal Teknologi Pendidikan : Jurnal Penelitian dan Pengembangan Pembelajaran Vol. 10 No. 1 (2025): Januari
Publisher : UNDIKMA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jtp.v10i1.13899

Abstract

Lack of teaching materials, time limitations, and uninteresting materials are problems that need to be solved so that students can better understand learning at school. The researcher provides solutions to develop E-modules that can be accessed on the internet. This research aims to develop E-module based on a microcontroller based on the Grove Beginner Kit for Arduino as a teaching material for informatics subjects and to determine the feasibility of e-modules in Arduino microcontroller material class XI at SMA Negeri 10 Samarinda. This type of research is development using a 4-D model, consisting of Define, Design, Develop, and Disseminate. Studies show that the results of E-module tests by material experts result in an average percentage of 90%, with a very decent category. The average percentage of media expert assessments is 92%, and the E-modules are feasible to implement. Overall, the combined average of the due diligence by experts reached 91%, with the category of very feasible. The results of student responses were obtained with an average percentage of 81% with very feasible criteria. so it can be concluded that the Grove Beginner Kit-based microcontroller e-module for Arduino can be applied or disseminated at SMA Negeri 10 Samarinda. Further research is expected to be carried out on other development models such as the borg and gaal models or the R2D2 model (reflective, recursive design and development). .
Meningkatkan Hasil Belajar Melalui Model Project Based Learning Pada Matakuliah Jaringan Komputer I Wayan Sugianta Nirawana
Jurnal Kajian Penelitian Pendidikan dan Kebudayaan Vol. 1 No. 3 (2023): Juli : Jurnal Kajian Penelitian Pendidikan dan Kebudayaan
Publisher : CV. Aksara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59031/jkppk.v1i3.112

Abstract

: Limitations in komputer network practicum, causing only relying on theory and tests. During the pre-test, there were 8 students whose learning outcomes had not been completed. This study aims to improve student learning outcomes using project-based learning models. The object of this research is students in the 4th semester of komputer education, FKIP, Universitas Mulawarman. The software used in making the project is a Cisco packet tracer with a choice of komputer network projects. The type of research used is classroom action research in the form of projects and tests to get maximum learning outcomes. Learning outcomes are obtained from a combination of project scores and tests from cycle I and cycle II. Based on the research results in cycle I and cycle II, it can be concluded that there is an increase in student learning outcomes through the application of project-based learning. Suggestions for research need to examine other variables such as creativity and learning activities because project-based learning requires a lot of observation of group work in monitoring. in the classroom
PENGEMBANGAN VIDEO PEMBELAJARAN PADA MATA PELAJARAN KEAMANAN JARINGAN MATERI FIREWALL MIKROTIK PADA SISWA KELAS XI TKJ DI SMK NEGERI 1 TENGGARONG Miftah Ar-Rizqy, Muhammad; Rosita, Dewi; Nirawana, I Wayan Sugianta
Jurnal Inovasi dan Teknologi Pendidikan Vol. 4 No. 1 (2025): Jurnal Inovasi dan Teknologi Pendidikan
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jurinotep.v4i1.163

Abstract

Learning In Network Security, Particularly the Topic of Mikrotik Firewall, Often Poses a Challenge for Students Due To the Complexity of the Material and The Limited Availability of Engaging Learning Media. Conventional Methods Such as Textbooks Have Not Been Effective Enough in Bridging Theory and Practice. Therefore, This Study Aims to Develop an Interactive Learning Medium in The Form of An Instructional Video Based on The ADDIE Model (Analysis, Design, Development, Implementation, Evaluation) To Help 11th-Grade TKJ (Computer and Network Engineering) Students at SMK Negeri 1 Tenggarong Understand the Material More Easily and Engagingly. The Video Development Process Involves Several Stages: Needs Analysis, Storyboard Design, Production Using Adobe Premiere, And Feasibility Evaluation. The Video Content Is Based on Official Teaching Modules and Is Designed to Be Accessible Via Smartphones or Computers Online Through Cloud Drive. To Enhance Visual Appeal, The Video Includes Animations and GIF Images. Feasibility Tests Were Conducted by Media Experts, Subject Matter Experts, And Through a Trial Involving 36 Students. The Results Show That the Instructional Video Falls into The Highly Feasible Category, With an Average Score Of 4.39 From Media Experts, 4.29 From Subject Matter Experts, And 4.44 From Students. Overall, The Learning Media Received an Average Score Of 4.37. The Study Recommends Further Development in Terms of Content, Video Quality, And Editing Aspects to Produce Learning Media That Is More Optimal and Easier for Students to Understand.
Pengembangan Sistem Kuis Online dengan Deteksi Kecurangan Berbasis Kecerdasan Buatan Nirawana, I Wayan Sugianta; Prayogo, M. Ari; Haris, Celine Aloyshima
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 5 No. 6 (2025): EduTIK : Desember 2025
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Penelitian ini bertujuan untuk mengembangkan sistem kuis online dengan fitur penilaian otomatis dan deteksi kecurangan berbasis kecerdasan buatan. Permasalahan utama dalam pembelajaran adalah meningkatnya potensi kecurangan ketika mengerjakan kuis, peserta masih punya kesempatan untuk mencari jawaban. Metode yang digunakan untuk mengembangkan sistem kuis online adalah model prototyping. Tahap penelitian mengumpulkan kebutuhan, pembuatan prototype awal, evaluasi pengguna, dan penyempurnaan sistem. Sistem dibangun menggunakan platform streamlit, github, pemrograman python dan diintegrasikan dengan google app script untuk penyimpanan hasil secara real time. Deteksi kecurangan hanya menggunakan tiga indikator yaitu durasi pengerjaan, status AI, dan deteksi anomali. Hasil pengujian menunjukkan bahwa dari total 39 peserta, sebagian besar pengerjaan soal oleh peserta dalam kategori normal. Untuk kategori low engagement hanya ada 1 peserta. Kategori low engagement menunjukkan keterlibatan peserta rendah dengan durasi waktu pengerjaan sangat tinggi. Sistem ini dapat membantu pendidik dalam monitoring perilaku peserta didik serta meminimalkan potensi kecurangan pada kuis online. Penelitian selanjutnya bisa memvariasikan soal dan gambar, serta menambahkan indikator lebih banyak supaya sistem bisa memonitoring lebih baik lagi.
PENGARUH MODEL PEMBELAJARAN DIRECT INSTRUCTION TERHADAP KETERAMPILAN MENGOPERASIKAN MICROSOFT EXCEL SISWA KELAS IX SMP NEGERI 13 BALIKPAPAN Ramadhani, Bemby; Nirawana, I Wayan Sugianta
Pendas : Jurnal Ilmiah Pendidikan Dasar Vol. 11 No. 01 (2026): Volume 11 No. 01 Maret 2026 Produce
Publisher : Program Studi Pendidikan Guru Sekolah Dasar FKIP Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/jp.v11i01.43882

Abstract

This study is motivated by the limited students’ skills in operating Microsoft Excel despite the integration of technology in learning. This study aims to determine whether there is an effect of the Direct Instruction learning model on students’ skills in operating Microsoft Excel. The method used is a quantitative approach with a quasi-experimental design involving ninth-grade students of SMP Negeri 13 Balikpapan. Data were collected through observation, interviews, tests, and supporting instruments. The results showed that students’ skills improved significantly after the implementation of Direct Instruction, as indicated by higher posttest scores compared to the control class and a significance value of 0.003 (< 0.05). The N-Gain results also showed a higher improvement in the experimental class. Therefore, this model is effective in improving students’ skills and psychomotor abilities through structured learning, guided practice, and independent practice.
Implementasi Bentuk Normal Chomsky dalam Penyederhanaan Tata Bahasa Bebas Konteks Berbasis Pemrograman Website Celline Aloyshima Haris; I Wayan Sugianta Nirawana; Nouval Aulia Rahman; Fawwaz Muabil Athalla; Muhammad Arief Akbar; Muhammad Khaidir Akbar; Akmal Disar; Dinda Adhani; Muhammad Ardi Winata; Egi Octavian; Nandio Oktaviansyah Ramadhan
Jurnal Sistem Informasi, Teknik Informatika dan Teknologi Pendidikan Vol. 5 No. 2 (2026): Jurnal Sistem Informasi, Teknik Informatika dan Teknologi Pendidikan
Publisher : Utiliti Project Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/justikpen.v5i2.505

Abstract

Teori Bahasa dan Otomata merupakan salah satu pilar utama dalam ilmu komputer yang mempelajari bagaimana bahasa formal direpresentasikan, dibentuk, dan diproses oleh mesin komputasi. Di dalam kajian ini, Context-Free Grammar (CFG) menjadi aspek fundamental karena digunakan untuk mendefinisikan struktur sintaks bahasa pemrograman, melakukan analisis sintaks, serta menjadi dasar bagi berbagai algoritma kompilasi dan pemrosesan bahasa alami. Namun, bentuk CFG yang tidak terstruktur secara konsisten dapat menimbulkan kompleksitas pada proses parsing dan analisis komputasional. Untuk mengatasi hal tersebut, diperlukan bentuk normal yang lebih sistematis, yaitu Chomsky Normal Form (CNF). CNF menyederhanakan aturan produksi menjadi pola baku A → BC atau A → a, sehingga grammar menjadi lebih terstandarisasi dan mendukung penggunaan algoritma parsing seperti Cocke–Younger–Kasami (CYK). Hasil kajian menunjukkan bahwa transformasi CFG ke CNF tidak hanya memberikan bentuk grammar yang lebih sederhana, tetapi juga meningkatkan efisiensi dan akurasi proses parsing. Implementasi program berbasis CNF juga memberikan gambaran praktis mengenai bagaimana teori automata dapat diterapkan dalam sistem komputasi modern. Oleh karena itu, pemahaman mengenai CNF memiliki nilai strategis dalam pengembangan compiler, interpreter, perangkat lunak analisis sintaks, serta teknologi pemrosesan bahasa alami. Kajian ini diharapkan dapat memperkuat kompetensi mahasiswa dan peneliti dalam memahami serta mengimplementasikan teori bahasa formal dalam konteks komputasi.
PENGARUH PENGGUNAAN APLIKASI VEYON MASTER TERHADAP HASIL BELAJAR SISWA PADA MATERI STRATEGI ALGORITMIK DAN PEMROGRAMAN Rahman ‎ Rahman; Rusdiana Rusdiana; I Wayan Sugianta Nirawana
J-KIP (Jurnal Keguruan dan Ilmu Pendidikan) Vol 7, No 2 (2026): JUNI
Publisher : Faculty of Teacher Training and Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25157/j-kip.v7i2.23527

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan aplikasi Veyon Master terhadap hasil belajar siswa di SMA Negeri 5 Samarinda. Penelitian menggunakan desain eksperimen semu dengan kelompok eksperimen yang menggunakan Veyon Master dan kelompok kontrol menggunakan metode konvensional. Data dikumpulkan melalui pre-test dan post-test, dianalisis menggunakan ANCOVA untuk mengontrol perbedaan kemampuan awal. Hasil menunjukkan bahwa, meskipun kemampuan awal berbeda, kelompok eksperimen menunjukkan peningkatan rata-rata hasil belajar yang lebih tinggi, namun perbedaan tersebut tidak signifikan secara statistik.
Penerapan Game-Based Learning Berbasis Quizwhizzer Terhadap Hasil Belajar Siswa Kelas X Pada Materi Jaringan Komputer dan Internet di SMK Kesehatan Samarinda Melda Adawiyah; I Wayan Sugianta Nirawana
JGK (Jurnal Guru Kita) Vol. 10 No. 3: Juni 2026
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jgk.v10.i3.73810

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penerapan model Game-Based Learning berbasis QuizWhizzer terhadap hasil belajar siswa kelas X pada materi Jaringan Komputer dan Internet di SMK Kesehatan Samarinda. Penelitian ini menggunakan metode eksperimen semu (quasi experiment) dengan desain nonequivalent control group design. Sampel penelitian berjumlah 62 siswa, yaitu kelas X Keperawatan 1 sebagai kelas kontrol dan kelas X Keperawatan 3 sebagai kelas eksperimen. Instrumen penelitian berupa tes hasil belajar (pretest dan posttest) berbentuk pilihan ganda serta angket respon peserta didik. Analisis data dilakukan menggunakan statistik deskriptif, uji normalitas, uji homogenitas, dan uji Mann-Whitney U. Hasil penelitian menunjukkan rata-rata posttest kelas eksperimen sebesar 81,29 lebih tinggi dibandingkan kelas kontrol sebesar 68,23. Hasil uji hipotesis menunjukkan nilai signifikansi p < 0,05 yang berarti terdapat perbedaan hasil belajar yang signifikan. Respon peserta didik terhadap QuizWhizzer berada pada kategori baik hingga sangat baik.
Sistem Pakar Berbasis Certainty Factor untuk Identifikasi Tingkat Stres Akademik dan Rekomendasi Konseling Mahasiswa M. Ari Prayogo; I Wayan Sugianta Nirawana; Muhaimin Abdillah
TIN: Terapan Informatika Nusantara Vol 7 No 2 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v7i2.10609

Abstract

Academic stress is a common problem experienced by students due to high academic demands, which impacts academic achievement and mental health. Therefore, an early detection mechanism is needed to help identify the level of academic stress quickly and objectively as a basis for providing appropriate counseling services. This study aims to develop a Certainty Factor-Based Expert System to identify students' academic stress levels and provide counseling recommendations based on the diagnosis results. The Certainty Factor method is implemented by combining the Expert Certainty Factor (Expert CF), User Certainty Factor (User CF), and Rule Certainty Factor (Rule CF) to accommodate uncertainty in the inference process, while the knowledge base is compiled through knowledge acquisition from guidance and counseling experts based on the Perception of Academic Stress (PAS) indicator. The results show that the system is able to identify academic stress levels based on the symptoms selected by students, generate a Certainty Factor value as a level of confidence in the diagnosis, and provide counseling recommendations that are appropriate to the identified stress categories. In the test scenario, the system generated a Certainty Factor value of 77.6%, indicating a Moderate Stress category (S2). This research contributes to the development of an expert system that integrates the identification of academic stress levels and counseling recommendations in one web-based application so that it can support the early detection process and decision-making for students, academic advisors, and counselors.