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ANALISA KECENDERUNGAN KARAKTER BERDASARKAN KEYWORD DALAM SHORT MESSAGE SERVICE BERBASIS PROTOTYPE ANDROID SOFTWARE APPLICATION Amalia, Ulfa; Widodo, Tri
Jurnal Penelitian Pendidikan Indonesia Vol 2, No 3 (2017): Edisi Juli 2017
Publisher : Jurnal Penelitian Pendidikan Indonesia

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Abstract

Penelitian ini menganalisa karakteristik individu berdasarkan keyword yang dapat digunakan dalam berbalas pesan dengan mengembangkan aplikasi android yang bertujuan untuk menghasilkan analisa kecenderungan karakter seseorang dengan menggunakan parameter penggunaan SMS. Metode pengumpulan data dengan studi kepustakaan, observasi, dan angket. Subjek penelitian yaitu satu kelompok belajar mahasiswa Psikologi UTY berjumlah 40 orang. Pengujian sample dilakukan dengan dua tahap, pertama dilakukan dengan pemberian kuisioner kepada partisipan untuk mengetahui kategorisasi tipologi kepribadian. Tahapan kedua dengan analisa menggunakan aplikasi berbasis android yang dipasang dalam smartphone peneliti, kemudian diuji dengan regresi linier berganda dan uji beda dengan t-test untuk mengetahui perbedaan hasil identifikasi. Hasil penelitian ini menunjukkan bahwa analisa kecenderungan karakter dapat diungkap berdasarkan keyword SMS berbasis aplikasi android dengan akurasi 90%.
EFEKTIFITAS METODE PENGAJARAN JARINGAN KOMPUTER BERBASIS OPEN COURSWARE Widodo, Tri; Hermawan, Arief
Didaktikum Vol 17, No 1 (2016): Januari 2016
Publisher : Didaktikum

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Abstract

Mata kuliah jaringan komputer selain diajarkan secara teori, juga ditunjang dengan adanya praktikum. Dengan pembelajaran teori di kelas dan praktikum pun terkadang mahasiswa masih kesulitan memahami materi. Dosen dituntut untuk selalu berinovasi dalam metode pengajaran dan media pengajaran. Penggunaan Open Courseware merupakan salah satu alternatif metode pengajaran jaringan komputer.Pada penelitian ini akan diuji efektifitas penggunaan metode Open Courseware dalam pengajaran jaringan komputer. populasi penelitian merupakan mahasiswa Prodi Pendidikan Teknologi Informasi Universitas Teknologi Yogyakarta dengan metode pemilihan purposive sampling, yaitu sampel merupakan mahasiswa semester 3 yang sedang mengambil mata kuliah jaringan komputer dengan jumlah 16 orang. Metode analisis data pada penelitian ini adalah uji t sampel berpasangan dengan data pre-test dan post-test. Setelah dilakukan pengujian dan analisis diperoleh nilai korelasi sebesar 0,723 dan nilai sig. 0,02, sehingga metode pengajaran berbasis Open Courseware ini memiliki sumbangsih dalam peningkatan pemahaman mahasiswa untuk mata kuliah jaringan komputer sebesar 52% dan efektif untuk digunakan sebagai metode pengajaran.
MEMBANGUN MEDIA PEMBELAJARAN 7 KEAJAIBAN DUNIA BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL KELAS VI Akbar Permana Putra; Tri Widodo; Tri Rochmadi
Indonesian Journal of Business Intelligence (IJUBI) Vol 1, No 2 (2018): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Program Studi S1 Sistem Informasi Fakultas Komputer dan Teknik Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (203.172 KB) | DOI: 10.21927/ijubi.v1i2.890

Abstract

Educational Equity in Indonesia is categorized low, it is approved by decreased amount of facilities used in learning process. There are finded in only particular sectors like city, then in village and minorities have not been got the same right. The using of learning media is so helpful in delivering the material among to the students and can be used as dynamic teaching material so it can help in catching and understanding the material. Augmented reality is one of technological development that can be used in making learning media in android operation system with using marker as object reader such as seven wonders of the world. The using of augmented reality makes the object more factual so it can increase students’s motivation in learning. The method used in making this media is Systems Development Life Cycle method followed as 1) Analysis, 2) Design, 3) Testing, 4) Implementation and 5) Maintenance. Testing in making learning media application seven wonders of the world is applied with using black box testing and media expert, material expert and users’s testing. The testing result presents this media can help teaching learning process with percentage average is 90.37 % got from media expert’s testing in 86,36%, material expert’ testing in 87,5%, and user’s testing in 97,27%. It means this learning media is so practiced.
Pemanfaatan Network Forensic Investigation Framework untuk Mengidentifikasi Serangan Jaringan Melalui Intrusion Detection System (IDS) Tri Widodo; Adam Sekti Aji
JISKA (Jurnal Informatika Sunan Kalijaga) Vol. 7 No. 1 (2022): Januari 2022
Publisher : UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (468.2 KB) | DOI: 10.14421/jiska.2022.7.1.46-55

Abstract

Intrusion Detection System (IDS) is one of the technology to ensure the security of computers. IDS is an early detection system in the event of a computer network attack. The IDS will alert the computer network administrator in the event of a computer network attack. IDS also records all attempts and activities aimed at disrupting computer networks and other computer network attacks. The purpose of this study is to implement IDS on network systems and analyze IDS logs to determine the different types of computer network attacks. Logs on the IDS will be analyzed and will be used as leverage to improve computer network security. The research was carried out using the Network Forensic Investigation Framework proposed by Pilli, Joshi, and Niyogi. The stages of the Network Forensic Investigation Framework are used to perform network simulations, analysis, and investigations to determine the types of computer network attacks. The results show that the Network Forensic Investigation Framework facilitates the investigation process when a network attack occurs. The Network Forensic Investigation Framework is effectively used when the computer network has network security support applications such as IDS or others. IDS is effective in detecting network scanning activities and DOS attacks. IDS gives alerts to administrators because there are activities that violate the rules on the IDS.
Implementasi Algoritma FIFO Pada Aplikasi Pemesanan Menu Makanan dan Minuman Berbasis Android Tegar Nuzululrahmat; Tri Widodo; Saucha Diwandari
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 3 (2023): Desember 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i3.1436

Abstract

The culinary sector is a sector whose growth is quite promising, for example Mie Gacoan with the tagline "master of noodles". Mie Gacoan is a food restaurant from Indonesia. This business was founded in early 2016 in Malang and is a subsidiary of PT Pesta Pora Abadi. In 2021, Mie Gacoan has 54 stores in Indonesia with the majority of branches in East Java and Central Java. Mie Gacoan has become one of the destinations for college students and the local community to enjoy spicy noodles. Due to the large number of Mie Gacoan visitors, it is not uncommon for other visitors to have to be willing to queue for a long time to be able to enjoy the spicy noodles at Mie Gacoan. Therefore, the use of technology applied in restaurants is to reduce queues and apart from that, the application that will be created will provide information about food and drinks at Mie Gacoan. This application is designed based on Android using the Firebase database, and uses the Waterfall approach method. The results of testing this application using the System Usability Scale (SUS) method obtained an average score of 80.17. With these results, Mie Gacoan customers feel that this application can help Mie Gacoan customers a little to make it easier to order
Peningkatan Keterampilan Guru Dalam Pengembangan Media Pembelajaran Menggunakan Canva Dwi Ratnawati; Vivianti Vivianti; Soraya Fatmawati; Tri Widodo; Oktavia Hardiyantari
BANTENESE : JURNAL PENGABDIAN MASYARAKAT Vol. 5 No. 2 (2023): Bantenese : Jurnal Pengabdian Masyarakat
Publisher : Pusat Studi Sosial dan Pengabdian Masyarakat Fisipkum Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ps2pm.v5i2.7412

Abstract

Tujuan pengabdian masyrakat ini adalah untuk memberikan pelatihan pembuatan media pembelajaran menggunakan canva untuk guru di SD Negeri Gabahan, Sumberadi, Mlati, Sleman, Yogyakarta. Permasalahan yang terjadi adalah guru tidak memiliki pengetahuan dan keterampilan terkait penggunaan canva. Pelatihan dilaksanakan pada bulan Juni, diikuti oleh 12 orang guru. Pengabdian dilakukan dengan pendampingan dari tim dosen UTY. Tahapan pelaksaan kegiatan ini adalah menentukan mitra, observasi dan wawancara, menentukan pelatihan, pembuatan materi, pelaksanaan dan evaluasi kegiatan. Kegiatan ini diawali dengan memberikan pengantar tentang tools yang terdapat pada canva dan mengembangkan media pembelajaran menggunakan canva. Kegiatan ini dilakukan untuk meningkatkan kompetensi guru dalam mengembangan media pembelajaran. Hasil dari pelaksaan ini adalah 82% guru mampu mengembangan media pembelajaran dengan baik, dan 18% belum dapat mengembangan media pembelajaran dengan baik. Hasil tersebut menunjukkan bahwa pengabdian masyarakat ini mampu meningkatkan kompetensi guru dalam mengembangan media pembelajaran menggunakan canva.
Pemberdayaan Guru Sekolah Dasar melalui Pelatihan Pembuatan Media Pembelajaran Animasi dengan Powtoon Dwi Ratnawati; Oktavia Hardiyantari; Vivianti; Tri Widodo; Soraya Fatmawati
Jurnal ABDI RAKYAT Vol. 2 No. 1 (2025): JURNAL ABDI RAKYAT
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46923/jar.v2i1.490

Abstract

The development of digital technology drives innovation in education, including in delivering more interactive learning materials. However, the use of technology in learning at the elementary school level is still limited, as in SD Gambiranom, Sleman. This study aims to improve teachers' skills in creating animation-based learning media using Powtoon through a training program. The methods used include observation, interactive workshops, mentoring, and evaluation. The evaluation results showed that 85% of participants considered the training materials clear and easy to understand, 78% felt more confident in creating animated media, and 88% considered this training useful for learning. The main obstacles faced include access to devices and the internet, limited time, and adaptation to technology. To overcome these challenges, further training, infrastructure improvements, and learning communities between teachers are recommended. Thus, Powtoon training has proven effective in improving teachers' skills, which is expected to have a positive impact on the quality of learning in elementary schools.
MEMBANGUN MEDIA PEMBELAJARAN 7 KEAJAIBAN DUNIA BERBASIS AUGMENTED REALITY PADA MATA PELAJARAN ILMU PENGETAHUAN SOSIAL KELAS VI Akbar Permana Putra; Tri Widodo; Tri Rochmadi
Indonesian Journal of Business Intelligence (IJUBI) Vol 1 No 2 (2018): Indonesian Journal of Business Intelligence (IJUBI)
Publisher : Universitas Alma Ata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21927/ijubi.v1i2.890

Abstract

Educational Equity in Indonesia is categorized low, it is approved by decreased amount of facilities used in learning process. There are finded in only particular sectors like city, then in village and minorities have not been got the same right. The using of learning media is so helpful in delivering the material among to the students and can be used as dynamic teaching material so it can help in catching and understanding the material. Augmented reality is one of technological development that can be used in making learning media in android operation system with using marker as object reader such as seven wonders of the world. The using of augmented reality makes the object more factual so it can increase students’s motivation in learning. The method used in making this media is Systems Development Life Cycle method followed as 1) Analysis, 2) Design, 3) Testing, 4) Implementation and 5) Maintenance. Testing in making learning media application seven wonders of the world is applied with using black box testing and media expert, material expert and users’s testing. The testing result presents this media can help teaching learning process with percentage average is 90.37 % got from media expert’s testing in 86,36%, material expert’ testing in 87,5%, and user’s testing in 97,27%. It means this learning media is so practiced.
RANCANG BANGUN APLIKASI PEMBELAJARAN BUDAYA BATAK BERBASIS ANDROID DENGAN METODE WATERFALL M.Rizki Abila; Tri Widodo
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 7 No 4 (2025): EDISI 26
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v7i4.6883

Abstract

Kemajuan teknologi informasi saat ini memberikan peluang besar dalam pelestarian kebudayaan daerah di Indonesia. Salah satu budaya yang mulai kurang dipahami oleh generasi muda adalah budaya Batak. Minimnya media digital yang menyajikan informasi budaya secara praktis menjadi penyebab menurunnya minat untuk mempelajari budaya tersebut. Aplikasi pembelajaran budaya Batak berbasis mobile ini dikembangkan untuk memperkenalkan nilai-nilai budaya Batak secara interaktif dan mudah diakses. Proses pengembangan dilakukan menggunakan metode Waterfall melalui tahapan analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan pemeliharaan. Aplikasi dibangun menggunakan framework Flutter dan basis data Firebase guna mendukung penyimpanan serta pembaruan data secara real-time. Hasil uji coba terhadap 30 pengguna menunjukkan bahwa aplikasi berfungsi dengan baik pada perangkat Android dengan tingkat kepuasan pengguna mencapai 90%. Aplikasi ini diharapkan dapat menjadi sarana edukatif yang membantu masyarakat, khususnya generasi muda, untuk mengenal, memahami, dan melestarikan budaya Batak melalui media digital yang informatif dan menarik.
Implementasi Logika Fuzzy Mamdani pada Aplikasi Sistem Pakar Diagnosis Penyakit Ternak Babi Berbasis Web Gebriella Wahyuni Sirait; Tri Widodo
JURIKOM (Jurnal Riset Komputer) Vol. 12 No. 6 (2025): Desember 2025
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v12i6.9302

Abstract

Diseases in pig livestock are a major cause of economic losses for farmers, especially when treatment is delayed, leading to disease spread and increased mortality rates. In addition, high consultation costs and limited access to animal health service centers (puskeswan) often result in farmers performing manual diagnosis, which is inaccurate and may worsen the livestock’s condition. This study develops a web-based expert system for diagnosing pig diseases using the Mamdani fuzzy logic method as a solution to assist farmers in conducting independent and early diagnosis based on observable symptoms. The system is built using Python with the Flask framework, Bootstrap for the user interface, and Supabase as a cloud-based database. The diagnosis process consists of three main stages: symptom fuzzification, rule-based fuzzy inference, and defuzzification using the centroid method. Testing was conducted on 8 types of diseases and 45 symptoms using validated test data, resulting in an accuracy of 100%, with the system consistently producing diagnostic outcomes that match the symptom inputs. The system also includes an online consultation feature with experts, enhancing accessibility and effectiveness in identifying diseases in pig livestock.