Articles
19 Documents
Search results for
, issue
"Vol 2, No 5 (2013)"
:
19 Documents
clear
Implementasi Pendekatan Partisipatif Teknik True False Sebagai Upaya Meningkatkan Hasil Belajar Keterampilan Komputer dan Pengelolaan Informasi (KKPI) Siswa Kelas XIMM4 SMK Negeri 1 Sawan Tahun Ajaran 2012/2013
Soni Ermawati, Putu;
Eka Damayanthi, Luh Putu;
Windu Antara Kesiman, Made;
Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19693
This Classroom Action Research aims to: 1) improve student learning outcomes through True False techniques partisiatif approach, 2) determine students' response to the approach of Participatory Techniques True False. This study was conducted to further increase student participation in the learning KKPI through card statement containing the statement is true or false.  This study was classroom action research, which took place in the SMK N 1 Sawan and was taken in 2nd semester in the academic year 2012/2013. The subject of this research was the XIMM4th grade students of SMK N 1 Sawan in the academic year 2012/2013 with the object were result study research and the students’ response. The data of the students’ result study was collected by the test in every end of the cycle and the students’ response was collected by closed questionnaire.  The results showed that: (1) student learning outcomes has increased from cycle I to cycle II (2) The response of students to the True False Techniques Participatory approaches in KKPI subjects are in positive qualification.
Augmented Reality Book Sistem Rumah Tradisional Bali Berdasarkan Asta Kosala-Kosali
Endra Wiartika P, I Made;
Nyoman C, Padma;
Mahendra Darmawiguna, I Gede;
Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19642
The times brought changes the existence of homesin Bali under the influence of the external architecture. AstaKosala-Kosali is ordinance, layout, and urban design forresidential buildings in Bali which accordance with thephilosophical foundation, ethical, and ritual has begun to beforgotten by Balinesse people. Destination of the research is thedevelopment of applications that can be used as media forlearning, introduce and preserve the concept of a traditionalBalinese house system based Asta Kosala-Kosali. The researchmethod used is a research and development, to develop anAugmented Reality Book application of traditional Balinesehouse system based Asta Kosala-Kosali. Augmented Reality Bookusing the library vuforia able to incorporate a virtual object intoa real environment the help of books and android smartphonedisplaying 3D objects on the concept of traditional Balinesebuildings based Asta Kosala-Kosali and playing a soundnarrative explanation, so it is easier to observe and interact withthe objects that appear. Results of the research is thedevelopment a book and system of traditional Balinese houseapplications based on android that can be solution to facilitateand provide a new experience in learning the concept of AstaKosala-Kosali. So Balinesse people understand when makinghouse in Bali rooted in the concept of Asta Kosala-Kosali arebased on a balance or harmony (Tri Hita Karana).
Sistem Informasi Geografis Penentuan Wilayah Rawan Banjir di Kabupaten Buleleng
Ika Hendriana, Komang;
Adi Saputra Yasa, I Gede;
Windu Antara Kesiman, Made;
Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19638
This study aims to (1) create a design andimplementation of geographic information systems (GIS) todetermine flood-prone areas in Buleleng regency (2) to analyzefactors such as rainfall causes flooding, land use and topographyusing GIS to determine areas prone flooding in Buleleng regency.SIG design is the determination of flood-prone areas describedusing UML (Unified Modeling laguage). The process ofdetermining the flood-prone area analysis is done by providing theweighting of each factor causing floods in Buleleng, ie rainfall,land use, and topography. Weights given by the size of the effect isgiven to flooding. The greater influence of these factors on theoccurrence of floods, then the greater weight given.The final result of the analysis process with the weightingfactor is the flood zone classification of flood vulnerability that isdivided into four levels, namely grim prone, prone, prone enough,and safe. Of the four levels of the results are displayed in the formof thematic maps flood vulnerability areas in Buleleng. From theresults of testing both structural and functional systems generatedthat the system is capable of running in accordance with theexpected results that produce flood vulnerability information in theform of thematic maps flood vulnerability.
Penerapan Pembelajaran Mind Mapping dalam Metode Quantum Learning pada Mata Pelajaran TIKuntuk Meningkatkan Hasil Belajar Siswa Kelas VII J (Studi Kasus: SMP Negeri 3 Singaraja Tahun Ajaran 2012/2013)
Indriatna, Venty;
Sudirtha, I Gede;
Seri Wahyuni, Dessy
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19695
This research’s aims is to know the improvement of student’s learning outcomes in the subjects of information and communication technologies (TIK) by applying techniques of mind mapping which is part of the learning quantum learning method, and determine students' response to the application of learning mind mapping.This study was conducted in SMP 3 Singaraja, which involves the students of class VII J (30 students) of the academic year 2012/2013.Based on learning outcomes of students in class VII J semester academic year 2012/2013 shows that classical completeness in this class is below the standards set by the school. The study design was a Classroom Action Research (CAR), which consists of 2 cycles. The data collected in this study is the result of learning and student response terrhadap learning mind mapping application on TIK subjects. Student learning outcomes data were collected through a test of cognitive and affective and psychomotor observation sheet, while the student response data were collected with a questionnaire sheet enclosed.Capturing data on the test of cognitive held at the end of each cycle, while for observation sheet affective and psychomotor each run every meeting. The results showed that (1) there is an increase in student learning outcomes. (2) the average students' response to the application of the learning techniquesconsidered positive in mind mapping. The study concluded that the method of learning mind mapping application in quantum learning method in TIK subjects can improve learning outcomes and received a positive response from students.
Augmented Reality Book Pengenalan Perangkat Gamelan Bali
Yostab Mariyantoni, I Kadek;
Crisnapati, Padma Nyoman;
Mahendra Darmawiguna, I Gede;
Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19651
Balinese gamelan are being abandoned by teenagers, one of contributing factor is the development of technology. The destination of this research is to utilize technology in a way to develop applications that can be used as a media for learning and introduce Balinese gamelan instruments with a more interactive and interesting. The research method used is the research and development, to develop an Augmented Reality Book application for introduction the Balinese gamelan instrument, using the waterfall model until the system testing phase. This application uses library vuforia that can be play a sound and display 3D objects Balinese gamelan instruments in a real environment with the help of books and android smartphones. The final result is a book that contains information and images related to Balinese gamelan (specially gong kebyar) which functioned as a marker and also Augmented Reality Book application android based device that is capable of displaying objects gamelan gong kebyar in 3-dimensional form just above the marker complete with the sound of the device gamelan and voice narration explanation. This application can be used as a media to introduce and preserve the national culture.
Pengaruh Metode Pembelajaran Questions Students Have (QSH) terhadap Hasil Belajar Teknologi Informasi dan Komunikasi (TIK) Siswa Kelas VIII SMP Negeri 1 Sukasada Tahun Ajaran 2012/ 2013
Santra, Wayan;
Eka Damayanthi, Luh Putu;
Mahendra Darmawiguna, I Gede;
Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19656
The purpose of this study was to determine whether there were differences in Information Communication Technology (ICT) learning outcomes between the groups of students who were taught by using Questions Students Have learning methods and a group of students who were taught by using conventional methods. This was a quasi-experimental study and the non equivalent post- test only control group was used as the design. The population of this study was the entire students of SMP Negeri 1 Sukasada in the academic year of 2012/2013. The total sample used in this study was 67 students. These samples were taken from VIII.H class as the experimental group and VIII.G class as the control group. The data of students’ learning outcome was collected using a multiple-choice test method for measuring the cognitive, and then it was analyzed by conducting precondition test which included normality test and homogeneity test, t-test. Based on the data analysis, the result of normality and homogeneity test of both group are having normal and homogeneous distribution. There is a significant effect of learning outcomes between students who were taught by using Questions Students Have learning methods and a group of students who were taught by using conventional methods. The mean score of students who are taught by using conventional learning method is 26.63 with a standard deviation of 3.63 and the mean score of students who are taught by using Questions Students Have learning methods is 32.88 with a standard deviation of 3.84. This shows that the students who are taught by using Questions Students Have learning methods have higher learning outcomes than conventional learning methods.
Penerapan Model Pembelajaran Kooperatif Index Card Match dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran KKPI
Adhi Suarjana, I Kadek;
Sudirtha, I Gede;
Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19661
This classroom action research was aimed at [1] improving the students’ learning results in KKPI in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar and [2] investigating the students’ response in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar toward the use of model application kooperatif index card match to KKPI subject.This study was a Classroom Action Research which consisted of two cycles. Each cycle consisted of four steps namely planning, action, observation and evaluation, and reflection. The subject of this study was the students in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar at academic year 2012/2013. The class consisted of 34 students. The objects of this study were [1] students learning results and [2] students response toward the use of model application kooperatif index card match to KKPI subject. The data of students’ learning results in KKPI subject were collected through the test and observation and the data of students responses were collected through questionnaire. The collected data was analyzed by using descriptive analysis.The result of this study showed that the students learning results got improvement. In cycle 1, the mean of students scores was 74.72 and the percentage of students classical success was 61.76%. In cycle 2, the mean of students scores was 81,53 and the percentage of students classical success was 94.12%. Besides, the students responses toward the use of model cooperative index card match to KKPI subject were positive with a mean of 62.
Studi Komparasi Pengaruh Penggunaan Model Pembelajaran Kooperatif Tipe Group Investigation (GI) dengan Kooperatif Tipe Jigsaw terhadap Aktivitas dan Hasil Belajar TIK (Studi Kasus di Kelas VIII SMP Negeri 5 Singaraja Tahun Ajaran 2012/2013)
Ida Purnamasari, Putu;
Gede Sunarya, I Made;
Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19694
The purpose of this study to determine (1) the influence of differences in the use of cooperative learning model type Group Investigation (GI) with the Jigsaw cooperative learning activities toward Information Computer Technologi (2) the difference of influence in the use of cooperative learning model type Group Investigation (GI) with the type of cooperative Jigsaw toward Information Computer Technologi learning outcomes. It was a type of quasiexperimental study research design Posttest-Only Control Group Design. The study population was all eighth grade students of SMP Negeri 5 Singaraja school year 2012/2013. As the sample in this study is a class VIII D and VIII E which was 60. Class VIII D is used as a first-class experiment with cooperative learning model type Group Investigation (GI) and Class VIII E as a second experiment with the Jigsaw cooperative model type. Based on the analysis of the data obtained, the test of normality and homogeneity of learning activities both normal distribution and homogeneous groups. Hypothesis test results of students' learning activities stated that there were significant differences influenced the use of cooperative learning model type Group Investigation with the Jigsaw cooperative learning activities toward Information Computer Technologi. Analysis of student learning outcomes data obtained, tests of normality and homogeneity distributed normal and homogeneous. The Results of hypothesis testing learning outcomes stated that there were significant differences influence the use of cooperative learning model with the Group Investigation Jigsaw cooperative ICT on learning outcomes. This activities shows that the result of cooperative learning by using learning media cooperative type of group investigation (GI) is different and better than jigsaw media cooperative learning.
Penerapan Model Pembelajaran Quantum Learning Tipe Kinestetik untuk Meningkatkan Hasil Belajar Teknologi Informasi dan Komunikasi (TIK) Siswa Kelas XI IPA 1 SMA Negeri 2 Singaraja Tahun Pelajaran 2012/2013
Suyasa Dwi Putra, Made;
Eka Damayanthi, Luh Putu;
Gede Sunarya, I Made;
Seri Wahyuni, Dessy
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 5 (2013)
Publisher : Universitas Pendidikan Ganesha
Show Abstract
|
Download Original
|
Original Source
|
Check in Google Scholar
|
DOI: 10.23887/karmapati.v2i5.19636
This classroom action research aimsto improve students learning results in subject ofInformation Technology and communications byapplying the model of Quantum Learning TypeKinesthetic learning, and study the response of classXI IPA 1 SMAN 2 Singaraja towards theimplementation of Quantum Learning model TypeKinesthetic learning. The subject were students ofclass XI IPA 1 SMAN 2 Singaraja in the secondsemester of academic year 2012/2013, by engagingstudents as many as 32 people. Classroom actionresearch (PTK), which implemented consisted of twocycles. The data collected in this study is the results ofstudents learning in the classical and the students'response to the application of the Quantum LearningType Kinesthetic learning in ICT subject. ICT studentslearning results data obtained through tests in theclassical description (essay), while the studentsresponse data obtained using a questionnaire. Theresults showed that the application of learning modelsQuantum Learning Kinesthetic type of ICT to improvelearning result of students and get a positive responsefrom the students.