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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.
Implementasi Bentuk Normal Chomsky dalam Penyederhanaan Tata Bahasa Bebas Konteks Berbasis Pemrograman Website Haris, Celline Aloyshima; Nirawana, I Wayan Sugianta; Aulia Rahman, Nouval; Muabil Athalla, Fawwaz; Arief Akbar, Muhammad; Khaidir Akbar, Muhammad; Disar, Akmal; Adhani, Dinda; Ardi Winata, Muhammad; Octavian, Egi; Ramadhan, Nandio Oktaviansyah
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.
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.
Pelatihan Artificial Intelligence, Koding, dan Deep Learning Untuk Mendukung Implementasi Kurikulum Merdeka Bagi Guru SMK Kesehatan Samarinda Nirawana, I Wayan Sugianta; Azzuhri, Rafli Awaluddin; Adawiyah, Melda; Ibathsya, Jibrel; Amir, Amir; Williani, Bella Jassika
I-Com: Indonesian Community Journal Vol 6 No 1 (2026): I-Com: Indonesian Community Journal (Maret 2026)
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/i-com.v6i1.9320

Abstract

Transformasi teknologi digital telah membuat perubahan yang besar dalam bidang pendidikan. Kompetensi digital yang relevan perlu dikuasai guru termasuk pemahaman artificial intelligence, koding, dan deep learning. Permasalahan yang terjadi adalah teknologi artificial intelligence, koding, dan deep learning belum dilaksanakan, karena ada keterbatasan dalam memahami dan menerapkan konsep dan praktiknya. Kegiatan pengabdian ini bertujuan untuk memberikan pemahaman dan keterampilan kepada guru SMK Kesehatan Samarinda untuk dapat menerapkan penggunaan artificial Intelligence, koding dan deep learning guna mendukung implementasi Kurikulum Merdeka. Metode pelaksanaan kegiatan meliputi tahap perencanaan, pelaksanaan, observasi dan dokumentasi, serta evaluasi. Data dikumpulkan melalui observasi langsung, dokumentasi kegiatan, catatan refleksi, dan kehadiran peserta. Hasil kegiatan menunjukkan antusiasme guru dalam mempraktikkan penggunaan artificial intelligence, koding dan deep learning selama pelatihan. Kegiatan ini juga menghasilkan luaran berupa materi presentasi, dan hands on file koding yang dipraktikkan di google colab untuk digunakan secara berkelanjutan. 
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.