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Analisis Algoritma Klasifikasi dalam Pembelajaran Sistem Informasi Geografis di Pendidikan Informatika Paju, Benediktus Kurniawan; Fallo, Diana Yanni Ariswati; Mowata, Sergius Erdin
Jurnal Kridatama Sains dan Teknologi Vol 7 No 01 (2025): Jurnal Kridatama Sains dan Teknologi
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v7i01.1676

Abstract

The rapid development of information technology has encouraged the use of spatial data in various fields, including in education. This study aims to analyze the application of classification algorithms in the learning of geographic information systems (GIS) at Citra Bangsa University. The main focus lies in how students understand and implement algorithms such as K-Nearest Neighbor (K-NN), Decision Tree, and Naive Bayes in the context of spatial data. The approach used is descriptive qualitative with data collection techniques through an open questionnaire to 26 students of Citra Bangsa University, who followed project-based GIS learning. The results of the study show that the use of classification algorithms can improve students' understanding of basic GIS concepts, especially in spatial data processing and visualization. And also the results obtained from 26 students with different percentage points for the questionnaire given. Nonetheless, some obstacles were found such as technical difficulties in the data classification process and low initial understanding of algorithm concepts. This study provides an overview of the importance of integrating the concept of algorithms and GIS in the learning process to improve students' competencies in the field of spatial technology
Analisis Pemahaman Mahasiswa Informatika dalam Menyelesaikan Rute Terpendek Menggunakan Algoritma Dijkstra dengan Graf Berbobot Jaiman, Fridolin; Fallo, Diana Yanni Ariswati; Banung, Floriana Letni
Jurnal Kridatama Sains dan Teknologi Vol 7 No 01 (2025): Jurnal Kridatama Sains dan Teknologi
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v7i01.1678

Abstract

The Dijkstra algorithm is one of the shortest path search methods that is widely applied in various fields of computer science, such as digital navigation systems, logistics planning, and computer network optimization. In the context of informatics education, these algorithms are taught to reinforce programming logic and understanding of the structure of weighted graphs. However, the implementation of learning in higher education still faces various challenges, especially the understanding of informatic education students in solving the shortest path problems using the Dijkstra algorithm, as well as developing a learning approach based on case studies ans simulation. The method used is aused is a deskriptive qualitative approcah with data collection techniques in the form of learning obsevations, analysis of student assignment documents, and open questionnaires. The results showed that most students understood the process of initialization and tracing the minimum weight, but encountered difficulties in selecting the next node and tracking the shortest path. Case studies of weighted graphs and manual visualizations have been shown to help students understand and help students understand algorithmic processes more thoroughly. These findings show that real-life case-based learning models and manual simulations are able to improve students’ analytical skills and understanding of the working mechanisms of the Dijkstra algorithm.
Tinjauan Literatur tentang Pemanfaatan Algoritma Greedy untuk Pencarian Jalur Terpendek Dima, Javiardi; Hamzah, Moh. Syukron; Tallo, Clerinzia Gladista; Fallo, Diana Yanni Ariswati
Jurnal Kridatama Sains dan Teknologi Vol 7 No 01 (2025): Jurnal Kridatama Sains dan Teknologi
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v7i01.1683

Abstract

The shortest path problem is a classical issue encountered in various applications such as geographic information systems (GIS), logistics management, transportation planning, and disaster evacuation routing. The Greedy Algorithm offers a simple solution approach that focuses on selecting the best local solution at each decision step, assuming that such local decisions will lead to a globally efficient solution. This research is a systematic literature review discussing the working principles, advantages, limitations, and real-world implementations of the Greedy Algorithm in solving shortest path problems. Based on the reviewed literature, the Greedy Algorithm performs efficiently for problems with low to medium complexity. However, its main limitation lies in its inability to guarantee globally optimal solutions in complex graphs with multiple alternative routes. Several empirical studies have demonstrated that the Greedy Algorithm is effectively utilized in tourist route mapping, parcel delivery systems, urban logistics management, adaptive traffic signal control, and disaster evacuation route planning. Therefore, the Greedy Algorithm remains a practical approach, particularly in systems that require fast computation with limited decision space.
PRESEPSI MAHASISWA TERHADAP SISTEM PEMINJAMAN PROYEKTOR/LCD YANG DIOTOMATISASI DENGAN ALGORITMA PENJADWALAN tahu, Deryanti; Bado, Mariana Wiwin; Fallo, Diana Yanni Ariswati
Jurnal Informatika dan Teknik Elektro Terapan Vol. 13 No. 3 (2025)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v13i3.6982

Abstract

Pemanfaatan teknologi dalam manajemen fasilitas pendidikan menjadi hal krusial untuk meningkatkan efisiensi dan pelayanan. Penelitian ini bertujuan untuk menganalisis persepsi mahasiswa terhadap sistem peminjaman Proyektor/LCD yang diotomatisasi menggunakan algoritma penjadwalan. Sistem ini dirancang untuk mengatasi berbagai kendala dalam peminjaman manual, seperti bentrokan jadwal, keterlambatan pengambilan, dan kurangnya transparasi dalam alokasi perangkat. Dengan menerapkan algoritma penjadwalan, sisttem secara otomatis menentukan prioritas dan jadwal peminjaman berdasarkan waktu permintaan, durasi penggunaan, serta ketersediaan perangkat. Metode penelitian yang digunakan adalah survei kualitatif terhadap mahasiswa dalam penggunaan sistem. Hasil penelitian ini menunjukkan bahwa mayoritas responden merasa sistem lebih adil, efisien, dan mudah digunakan dibandingkan metode konvesional. Temuan ini menvgindikasikan bahwa otomatisasi berbasis algoritma penjadwalan dapat meningkatkan kualitas layanan peminjaman fasilitas di lingkungan perguruan tinggi.  
PELATIHAN MEDIA AJAR BERBASIS GAME EDUKASI UNTUK SISWA KELAS VIII SMPN 15 KOTA KUPANG Fallo, Diana Yanni Ariswati; Sogen, Maria Magdalena Beatrice; Toda, Aryanto; Devirsa, Imelda
Masyarakat: Jurnal Pengabdian Vol. 3 No. 1 (2026)
Publisher : Yayasan Pendidikan Dan Pengembangan Harapan Ananda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58740/m-jp.v3i1.739

Abstract

Transformasi pendidikan digital di Kota Kupang pasca pandemi menghadapi tantangan berupa kesenjangan literasi digital dan rendahnya motivasi belajar siswa. Analisis situasi di SMPN 15 Kota Kupang menunjukkan bahwa siswa kelas VIII memiliki ketergantungan tinggi pada gawai untuk hiburan non-edukatif, sementara guru kesulitan mengembangkan media ajar interaktif yang mampu mengakomodasi materi abstrak. Permasalahan ini diperburuk dengan adanya fenomena loss material dan keterbatasan infrastruktur perangkat pribadi. Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi dan motivasi belajar siswa melalui pelatihan media ajar berbasis Game-Based Learning (GBL). Metode pelaksanaan meliputi tahap observasi, koordinasi, persiapan materi, sosialisasi literasi digital, pelatihan teknis, demonstrasi platform Gimkit dan ZooGame, serta pendampingan praktik mandiri. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada atensi dan kemandirian belajar siswa. Data evaluasi mencatat pengetahuan kemandirian belajar meningkat dari 30% menjadi 80% setelah pelatihan. Platform Gimkit efektif menciptakan suasana kompetitif yang sehat melalui fitur leaderboard, sedangkan ZooGame berhasil memvisualisasikan konsep biologis yang kompleks secara dinamis. Selain itu, terjadi pergeseran positif pada pola penggunaan teknologi siswa dari sekadar hiburan menjadi alat pendukung akademik, serta terciptanya interaksi sosial yang kolaboratif di ruang kelas. Kesimpulannya, integrasi media GBL sangat layak dan efektif dalam menjembatani kesenjangan digital serta meningkatkan kualitas pembelajaran di wilayah Nusa Tenggara Timur.
VALIDITY ANALYSIS OF THE SCIENCE PROCESS SKILLS ASSESSMENT INSTRUMENT FOR HIGH SCHOOL STUDENTS ON CHEMISTRY MATERIALS Komisia, Faderina; Tukan, Maria Benedikta; Fallo, Diana Yanni Ariswati; Hale, Gradiana Jenisa Perlita; Meta, Geosefina Besi; Lanmai, Petronela Onika; Eflani, Fransiska; Leba, Maria Aloisia Uron
Jurnal Penelitian Pendidikan IPA Vol 11 No 12 (2025): December
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v11i12.12860

Abstract

The assessment of students' science process skills in several senior high schools in Kupang City is still limited to the final learning outcomes, such as written test scores, and does not optimally measure the scientific thinking process that takes place. The assessment instruments used by teachers still tend to measure only cognitive aspects, so that aspects of science process skills are neglected. The assessment instruments used to measure these skills must have content validity so that the assessment results are accurate and reliable. This study aims to analyze the content validity of assessment instruments for science process skills of senior high school students in grades X, XI, and XII. The research method used is content validity through expert judgment. The science process skills assessment instruments were assessed by six expert validators, namely two learning experts, two chemistry experts, and two evaluation experts. The expert assessment data were analysed using Aiken's V. The results showed that the assessment instruments for science process skills of high school students in grades X, XI, and XII were classified as valid with an average V score of 0.74, which means that the assessment instruments are ready and suitable for use by teachers and schools. The assessment instrument meets the content validity criteria and can be used to assess students' skills in the chemistry learning process at school, but it still needs improvement in several aspects and indicators to enhance the overall quality of the instrument.