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PERAN SISTEM INFORMASI MANAJEMEN “MANAGEMENT INFORMATION SYSTEM” DALAM MENINGKATKAN KUALITAS PENDIDIKAN KEJURUAN Paulina Thomas
Prosiding APTEKINDO Tahun 2010
Publisher : FTK Universitas Pendidikan Ganesha

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Abstract

Perhatian pada manajemen informasi semakin lama semakin besar. Informasi semakindisadari sebagai sumber daya organisasi yang perlu dikelola dengan baik. Peningkatan kinerjapendidikan diperlukan sistem informasi dan teknologi informasi yang tidak hanya berfungsi sebagaisarana pendukung, tetapi lebih sebagai senjata utama untuk mendukung keberhasilan duniapendidikan, sehingga mampu bersaing di pasar global. Sistem pendidikan Indonesia telah melakukanperbaikan yang mendadar, misalnya melalui tiga bentuk kebijakan pemerintah. Pertama,meningkatkan ketentuan wajib belajar dari 6 ke 9 tahun, kedua,mengarahkan pendidikan agar lebihrelevan dengan perkembangan industri dan teknilogi informasi atau memiliki keterkaitan dankesesuaian (link and match), ketiga, mndorong pendidikan sekolah menengah untuk lebih banyakmenyiapkan tenaga terampil, sehingga lulusannya tidak memandang perguruan tinggi sebagai satusatunyaalternatif pilihan masa depan. Khusus mengenai Pendidikan Kejuruan, menurut Undang-Undang Nomor 2 tentang Sistem Pendidikan Nasional: “Pendidikan Kejuruan merupakan pendidikanyang mempersiapkan peserta didik untuk dapat bekerja dalam bidang tertentu”. Arti pendidikankejuruan dijabarkan lebih spesifik dalam Peraturan Pemerintah Nomor 29 Tahun 190 tentangPendidikan Menengah yaitu: “Pendidikan Menengah Kejuruan adalah pendidikan pada jenjangpendidikan menengah yang mengutakan pengembangan kemampuan peserta didik untukpelaksanaan jenis pendidikan tertentu”.Kata Kunci: Sistem Informasi Manajemen, Pendidikan Kejuruan
PENGEMBANGAN APLIKASI ANDROID: CLASSROOM SCHEDULE AND ACTIVITY INFORMATION MENGGUNAKAN QR CODE I Wayan Eka Purnama Putra .; I Gede Mahendra Darmawiguna, S.Kom, M.Sc .; I Made Gede Sunarya, S.Kom., M.Cs .
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 5 No. 1 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i1.6632

Abstract

Ruangan kelas merupakan salah sumber daya yang penting dalam melaksanakan perkuliahan. Untuk mengalokasikan sumber daya tersebut, setiap jurusan merancang suatu jadwal perkuliahan pada tiap semester. Walaupun jadwal perkuliahan sudah dirancang sedemikian rupa, adakalanya jadwal tersebut tidak bisa diikuti sebagaimana mestinya. Oleh karena itu perlu dilakukan perubahan jadwal sehingga mahasiswa atau dosen harus mencari jadwal pengganti. Salah satu solusi yang dapat diterpakan dalam upaya mempermudah mencari jadwal kuliah pengganti adalah dengan proses digitalisasi informasi jadwal perkuliahan. Pengembangan “Aplikasi Android: Classroom Schedule and Activity Information merupakan jawaban dari solusi yang ditawarkan. Tujuan dari penelitian ini adalah untuk merancang dan mengimplementasikan “Aplikasi Android: Classroom Schedule and Activity Information Menggunakan QR Code”. Metode yang digunakan untuk mengembangan aplikasi ini adalah dengan pendekatan SDLC (System Development Life Cycle) model waterfall. Model waterfall atau sekuensial linier mengusulkan sebuah pendekatan kepada perkembangan perangkat lunak yang sistematik dan sekuensial yang mulai pada tingkat dan kemajuan sistem pada seluruh analisis, desain, kode, pengujian, dan pemeliharaan. Hasil dari penelitian ini yaitu perancangan dan implementasi dari aplikasi mobile berbasis Android dan sistem web Classroom Schedule and Activity Information telah berhasil dilakukan. Seluruh kebutuhan fungsional telah berhasil diimplementasikan sesuai dengan rancangan. Kata Kunci : Jadwal, Ruangan Kelas, QR Code, Android, Mobile. Classroom is one of the most significant resources to conduct a lecture. In order to allocate this resource, every department has to plan the lecture schedule in every semester. Even though the lecture has been planned in such a way, sometimes the schedule cannot be followed accordingly. Therefore, it is needed to change the lecture schedule so that students or lecturers have to find an alternate schedule. One of the solutions that can be applied in effort to ease the searching of alternate schedule is digitalization of the information on the schedule. The development of Android based application “Classroom Schedule and Activity Information” is the answer of the problem above. The purposes of this research are to design and to implement Android application: Classroom Schedule and Activity Information Using QR Code. The application was developed with SDLC (System Development Life Cycle) model waterfall. Waterfall model or sequential linear proposes an approach of software development wich is systematic and sequential including steps and progress of the system from analysis, designing, coding, testing, and maintenance. The results of this research are the design and implementation of mobile applications and web systems “Classroom Schedule and Activity Information” has been successfully done. All of the functional needs have been successfully implemented according to the design. keyword : Schedule, Classroom, QR Code, Android, Mobile.
Geographic Information System Wisata Religi Bali Berbasis Web Ni Ketut Ayu Purnama Sari .; I Gede Mahendra Darmawiguna, S.Kom, M.Sc .; I Made Gede Sunarya, S.Kom., M.Cs .
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 5 No. 1 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i1.6638

Abstract

Pura merupakan salah satu wisata religi yang dapat dikunjungi oleh para wisatawan yang beragama Hindu untuk melakukan ibadah. Keberadaan pura sangat penting untuk diketahui, namun umat Hindu di Bali masih ada yang kurang mengetahui atau mengenal tempat, status, dan fungsi dari pura atau kahyangan terutama pura Kawitan atau Pedharman dan Pura Kahyangan Jagat karena rute wisata yang ditawarkan di pulau Bali masih bersifat konvensional. Dengan dikembangkannya Geographic Information System Wisata Religi Bali Berbasis Web, informasi geografis, status, fungsi dan rute pura dapat dengan mudah diketahui oleh masyarakat di Bali. Metode penelitian yang digunakan dalam penelitian dan pengembangan Geographic Information System Wisata Religi Bali Berbasis Web adalah SDLC (System Development Lyfe Cycle) dengan model waterfall. Perancangan dilakukan menggunakan UML (Unified Modelling Language). Untuk mengetahui respon pengguna terhadap GIS wisata religi ini diperoleh dengan menggunakan angket. GIS Wisata religi ini diimplementasikan menggunakan framework Codeigniter yang menggunakan bahasa pemrograman HTML5, PHP, Javascript dan CSS3 dengan editor Adobe Dreamweaver CS5 serta menggunakan Google Maps API. Untuk implementasi basisdata dari sistem informasi geografis ini menggunakan MySQL melalui aplikasi XAMPP. Geographic Information System Wisata Religi Bali Berbasis Web telah berhasil diimplementasikan sesuai dengan rancangan yang telah dibuat sebelumnya. Hasil uji ahli media dapat dikategorikan sangat baik dengan persentase 100%. Respon pengguna yaitu Dinas Pariwisata Provinsi Bali dapat dikategorikan baik dengan persentase 86% serta respon pengguna yaitu masyarakat umum dapat dikategorikan sangat baik dengan persentase 94%. Maka, dapat disimpulkan bahwa Geographic Information System Wisata Religi Bali Berbasis Web layak untuk diimplementasikan. Kata Kunci : Wisata Religi, Geographic Information System, Google Maps API, Framework CodeIgniter Temple is one of religious tourism palces that can be visited by hindu tourists to pray. The existence of the temple is very important to know but some people in Bali don’t know where are the temple’s location, status and the function of the temple or as known as “kahyangan” especially for the temple that called “kawitan” or “pedharman” and “Pura Kahyangan Jagat” that located in Bali because of the tourist direction on the island of thousand of temples is still conventional. Through the development of this research that titled by “Geographic Information System Wisata Religi Bali Berbasis Web”, the geographic information, status, function, and the tourism direction could be easily to know by the Balinese citizen. The method of this research and development of the “Geographic Information System Wisata Religi Bali Berbasis Web” is SDLC (System Development Lyfe Cycle) with waterfall model. The design is using UML (Unified Modelling Language). The analisys of the users response has collected by the questionnaire. Tourism religious GIS is implemented using CodeIgniter Framework that uses HTML5 programming language, PHP, Javascript and CSS3 with editor Adobe Dreamweaver and using the Google Maps API.. For the implementation of database of this geographic information system using MySQL through XAMPP application. The “Geographic Information System Wisata Religi Bali Berbasis Web” has been successfully implemented that suitable by the design that has planned before. Media expert test results can be categorized “Very Good” with the percentage of 100%. The user, Dinas Pariwisata Provinsi Bali, can be categorized “Good” by the percentage of 86% and the user of the citizen can be categorized “Very Good” with the percentage of 94%. According the result, the “Geographic Information System Wisata Religi Bali Berbasis Web” is feasible to be implemented.keyword : Religious Tourism, Geographic Information System, Google Maps API, CodeIgniter Framework
DEVELOPING TEAM ASSISTED INDIVIDUALIZATION INTERACTIVE LEARNING MEDIA FOR THE TECHNOLOGY OF INFORMATION AND COMMUNICATION SUBJECT WITH THE TOPIC OF GRAPHIC DESIGN FOR GRADE XII STUDENTS IN SMAN 1 SUKASADA IN THE ACADEMIC YEAR 2011/2012 Ni Made Yunia Ardianti
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19518

Abstract

This study aimed at (1) designing and implementing the development of TAIbased interactive learning media for the technology of information andcommunication subject with the topic of graphic design for grade XII students ofSMAN 1 Sukasada; (2) knowing the students and teachers’ response towards thedevelopment of TAI based interactive learning media for the technology ofinformation and communication subject with the topic of graphic design.This study was in the form of Research and Development/ R&D with the designdeveloped by Dick and Carey. It involved the students from SMAN 1 SUKASADAin the academic year of 2011/2012. The data were taken from interview. The validityof TAI based learning media as well as students and teachers’ responses werecollected through questionnaire. The data were then analyzed descriptively.Waterfall model was used in the development of TAI based learning mediawhich was designed by using DFD (Data flow Diagram). It was also implemented byusing Adobe Dreamwaver CS3 software. The result of students’ response analysisshowed that 9% of the students gave extremely positive response, while 87% studentsgave positive response and 4% of the students gave less positive response. Therewere no students who gave negative or extremely response to it. The students’average score was 65, 78 points. It showed that the students’ response to thedevelopment of TAI based learning media was in the positive level. Meanwhile theresult of data analysis on the teachers’ response showed that 100% of the teachergave positive response to the development of the media.Key words: interactive learning media, cooperative, TAI (team assistedindividualization)
THE DEVELOPMENT OF PRACTICUM MODULE COMPUTER SKILL AND INFORMATION MANAGEMENT BY INQUIRY APPROACH FOR STUDENTS CLASS X MULTIMEDIA SMK TI BALI GLOBAL SINGARAJA Luh Putu Wijayanti
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19527

Abstract

This research aim (1) To design development and implement the practicum modules skills computer and information management by inquiry approach. Class X Multimedia SMK TI Bali Global Singaraja. (2) To find out the responds of the students Class X Multimedia SMK TI Bali Global Singaraja towards development of the practicum modules KKPI by inquiry approach.The kind of research that used in this research is (Research and Development or R&D) by the model development Dick and Carrey. This research involved the students class X Multimedia SMK TI Bali Global Singaraja year 2011/2012. The source of the students data gathered by using an interview method. The validation of the media study based on inquiry approach and also the students’ responds gathered by using questioner method. That gathered data analyzed descriptively.The development of practicum module computer skill and management by inquiry approach used some steps draft development. The result,of the analyzed data of the students’ responds showed that the percentage of the students who gave very positive responds 70%, the percentage of the students who gave positive responds 30% and there we negative or even very negative. The average score gathered from the students were 61. That score showed that the students respond the practicum module approach are on a very positive category.Keyword: Practicum Module, Inquiry, Computer Skill and Information Management.
THE EFFECT OF SELF REGULATED LEARNING MODEL TOWARDS MOTIVATION AND COMMUNICATION INFORMATION TECHNOLGY LEARNING ACHIEVEMENT OF THE STUDENTS CLASS VIII SMP NEGERI 1 BANJAR IN 2011/2012 Komang Hari Santhi Dewi
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19539

Abstract

The study aimed at finding out (1) the effect of self regulated learning (SRL) model towards learning achievement in communication and information technique of the students class VIII SMP Negeri 1 Banjar, (2) students motivation towards the implementation of SRL model, (3) students’ responses towards the implementation of SRL model.It was a quasi experimental study employing a Post-test Only Control Group  Design. The population of the study were all students class VIII SMP Negri 1 Banjar in 2011/2012. The study involved a number of 65 samples consisting of students in class VIII-C and VIII-E. Class VIII-C became an experimental group, while class VIII-E as a control group. There were two different variables in this study, those are (1) independent variable: SRL model, and (2) dependent variable: motivation and student learning achievement. The data were collected by using multiple choice achievement test to measure the cognitive domain, as well as psychomotor test to measure the psychomotor domain. The data then analyzed by using prerequisite test involving normality, homogeneity, and t-test. While in terms of response and motivation, questionnaires were used.The findings indicated that (1)  there was a significant  effect of self regulated learning (SRL) model of the students. The average score of the students joining direct instruction was 32.02 with standard deviation of 2.92, and the average scores of the students joining SRL model was about 38.50 with standard deviation of 2.33. It indicated that students joining SRL model got higher scores than those a direct model, (2) students motivation average value of the students during the implementation of SRL model was about 72.15, with a percentage of final session of about 21.88% with very high motivation, 68.75% with high motivation, and 9.38% with average motivation. (3) the average value of students’ responses as about 79.63 with  25% of very positive responses, 65.63% of positive responses, and 9.38% of sufficiently positive responses towards the implementation of SRL model.  
THE INFLUENCE OF APPLICATION LEARNING MODELS BY INTERACTIVE CONCEPTUAL INSTRUCTION (ICI) BASED ON LEARNING RESULTS INFORMATION AND COMMUNICATION TECHNOLOGY IN VIII GRADE STUDENT OF SMPN 6 SINGARAJA Ngurah Alit Suryawan
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19560

Abstract

The purpose of this study was to (1) knowing about the influence of application learning models by interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade  student of SMPN 6 Singaraja and (2) knowing the student respond about the influence of application learning models by interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade student of SMPN 6 Singaraja.The type of this study is apparent experimental research study design used by Posttest-Only Control Group Design. The population of this study was the VIII grade student of SMPN 6 Singaraja in odd semester academic year 2011/2011 sample of this study using student of VIII b1 grade as a exsperimental group and VIII B4 grade as a control group with the total number of students are 66 people. The end of the lesson both sample classes given a trial skill tests (psychomotor) and multiple-choice tests (cognitive) using the same instrument. Before the cognitive question were used for the test, it has been analyzed using the analysis of qualitative and quantitative. The data collection which mine done by multiple-choice test method for one correct answer is used for the cognitive measure, and psychomotor test to measure the domain of psychomotor skills. Test method was performed to obtain the final value after the data were treated in the experimental group and control group. Prior to analysis test conducted prerequisites that includes a test for normality and homogeneity test. Then analyzed the data using the ttest. While for the response using the the questionnaire method.Based on the results of tests of normality and homogeneity of the test result data from the two groups, obtained the data sample are both normal and homogeneous. The test of hypotesis used t-test. The results of calculations obtained t-observed = 3,088091 while the value of t-table = 1,99773, so t-observed > t-table so Ho rejected and Ha be accepted. While as many 6% of students responded very positively, 67% of students responded positively, 27% of students responded quite positively. Thus, it can be concluded that there is a significant influence on the application of learning models interactive conceptual instruction (ICI) based on learning results information and communication technology in VIII grade student of SMPN 6 Singaraja.  
The Implementation of Learning Model React (Relating, Experiencing, Applying, cooperating And Transfering) Improving The Motivation and Learning Results Computer Skills and Information Management (KKPI) of Class XP1 Students subject of SMK Negeri 2 Singaraja In the Academic Year 2011/2012 Putu Ayu Karunia Komala Dewi
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19586

Abstract

The classroom action research was aimed: (1) improving the students'motivation of class XP1 on microsoft excel material through the implementationof learning model REACT, (2) improving the students’ learning results of classXP1 in microsoft excel material through the implementation of learning modelREACT, (3) describing students’ response towards the implementation of learningmodel REACT in microsoft excel material.The current research was a CAR in which the subjects of the study werethe class XP1 students of SMK Negeri 2 Singaraja at the academic year2011/2012 with the object of the study being the students’ motivation to learn andtheir learning results on microsoft excel material. Data on students’ motivationwere collected using motivation questionnaires; cognitive test, psychomotoricobservation sheets, and affective observation sheets were utilized to gather data onstudents’ learning results; to collect data on students’ response, responsequestionnaire was employed. Data analysis of motivation, learning results andstudents’ response is done by determining the average score obtained, namelydividing the total score by the number of students.Based on the results of the revealed survey that: (1) the increase average ofstudents' motivation on subjects KKPI (Computer Skills and InformationManagement), especially on Microsoft Excel material was 7.49 or 11.48%, inwhich the average of student’s motivation in cycle I was 65.24 and in cycle II was72.73 high qualification, (2) the increase average of student’s learning outcomeswas 12.11 or 16.57% in which the average of student’s learning outcomes ofstudents 73.05 with classical completeness in cycle I was 59.46%, whereas incycle II was 85.16 with classical completeness was 91.89%, (3) student responsetoward the application of learning models REACT on subjects KKPI especially inMicrosoft Excel material was positive with average 78.22.
IMPLEMENTATION OF COOPERATIVE LEARNING MODEL TYPE TWO STAY TWO STRAY (TS TS) TO INCREASE ACTIVITY AND ACHIEVEMENT OF INFORMATION AND COMMUNICATION TECHNOLOGY (ICT) STUDENT CLASS X.4 SMA NEGERI 1 SUKASADA Komang Agus Suprianto
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 5 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i5.19590

Abstract

This research aims to (1 ) increase ICT learning student activities class X.4 SMA Negeri 1 Sukasada  through implement model two stay two stray,   (2 ) increase ICT student achievement class X.4 SMA Negeri 1 Sukasada through implement model two stay two stray and (3 ) Know student response class X.4 SMA Negeri 1 Sukasada through implement model two stay two stray  in ICT learning. This research is Classroom Action Research  that consisting of two cycles. Each cycle consists of four stages: action plannings, action performing, observation and evaluation, and reflection. Subjek of this research is student class X.4 SMA Negeri 1 Sukasada school year 2011 / 2012 as much 32 person. while the research object are (1 ) learning student activities, (2 ) Students Achievement and (3 ) student response to ICT learning through  two stay two stray model .  Data about activity and  student achievement student were gathered through testing and observation methods and student response data be gathered through questionnaire. The data collected were analyzed using descriptive analysis. The results of this research indicate that increased student learning outcomes, in the first cycle average learning outcomes and student of classical completeness 76.88 and 75% in the second cycle to be 80.23 and 87.5%, for learning activities on sikus I at 8.25 on a 9.48 second cycle. The results of the analysis of students' response to the application of the two stay two stray learning in teaching ICT was positive with an average score of 39.47.
The Implementation of Cooperative Learning of Numbered Head Together (NHT) Efforts to Improve Activity and Learning Results of Class VII A Students on Subjects of ICT (Information and Communication Technology) of SMP Saraswati Singaraja at the Academic Year 2011/2012 Made Suci Ariantini
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19594

Abstract

The classroom action research (CAR) was aimed at 1) improving the students’ activity through The Implementation of Cooperative Learning of Numbered Head Together; 2) improving the students’ learning results through The Implementation of Cooperative Learning of Numbered Head Together; 3) to know students’ responses towards through The Implementation of Cooperative Learning of Numbered Head Together. NHT has four stages, namely: the numbering (numbering), the questioning (questioning), to think together (heads together) and giving the answer (answering).The current research was a CAR in which the subjects of the study were the class VII A students of SMP Saraswati Singaraja at the academic year 2011/2012 with the object of the study being the students’ activity to learn, their learning results and students responses in the standard of competence to practice basic computer skills. Data collection activities using observation sheets, the learning to use the test results of quizzes, worksheets and tests student evaluation, students’ responses using a questionnaire. The learning activity data were collected using observation sheets, student learning outcome data obtained through the tests quizzes, group worksheet and evaluation tests. As for the student response data retrieval using a questionnaire. The results showed that: 1) there was increased activity of student learning outcomes, it can be seen from the average yield earned on learning activity cycle of 12.5 with a category I active enough while in the second cycle of 15.2 with the active category; 2) the average grade has increased by 20% ie from 68 in cycle I to 86 in the second cycle to complete qualifications, while the classical completeness of the cycle I increased by 39% to 86% in cycle II; 3) students’ response to the application of cooperative learning model of NHT on the subjects of ICT, especially in the standard of competence to practice basic computer skills is positive with an average of 44.

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