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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 15 Documents
Search results for , issue "Vol 3, No 1 (2014)" : 15 Documents clear
PENGEMBANGAN INSTRUMEN PENILAIAN KINERJA PENGGABUNGAN GAMBAR 2D KE DALAM SAJIAN MULTIMEDIA Ari Kamelia Dewi, Ni Made; Sugihartini, Nyoman; Windu Antara Kesiman, Made; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19742

Abstract

The aimed of  this study are (1) to describe and inform about aspects of what should be contained in the development of performance assessment instruments merging 2D image into a multimedia presentation, (2) obtain realistic results of a performance evaluation, (3) test the reliability rater performance appraisal instrument, (4) obtain information from teachers of vocational subjects on the practicality of competency assessment instruments merging performance 2D image into a multimedia presentation . This study tested the X Multimedia class second semester of the school year 2012/2013 at SMK N 3 Singaraja.  This research development of so-called popular or research and development. The development of these instruments through several stages of development curriculum analysis instruments that needs analysis SK / KD , preparation lattices and assessment rubrics, test content validity, validity and reliability of the grain problem, rater reliability and practicality. In doing this research trial involves two teachers as raters, who have competence in the standard competencies.  The results of this study are as follows. To validate the content level is calculated using the formula 1.00 Gregory and obtained results. This value is classified in the excellent category. Data obtained from the second phase of the validation is empirical test data. This data is then used to find the validity and reliability of the instrument was calculated using the formula instrumen.Validitas product moment correlation coefficient and the results showed that there were six items were invalid and valid thirty- two. As for reliability iinstrumen calculated  formula alpha Cronbach and obtain a yield of 0.81. Inter-rater reliability was also calculated in this study, is to involve two teachers as assessors. Inter- rater or rater reliability was calculated using the formula Ebel, known to yield at 0.80 while the practicality of the instrument is calculated using the theoretical ideal benchmark assessment, which is known from the calculation results of the practicality of the instrument at 32.05. This means that the performance assessment instrument has a very practical level qualification.
Korelasi Efikasi Diri (Self Efficacy) dan Iklim Sekolah Terhadap Hasil Belajar Siswa Mata Pelajaran Teknologi Informasi dan Komunikasi (TIK) di SMP Negeri 1 Tabanan pada Semester Ganjil Tahun Ajaran 2013/2014 Dika Prasetya, I Putu; Sugihartini, Nyoman; Resika Arthana, I Ketut; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19783

Abstract

This study aimed to determine (1) the correlation between self efficacy towards the learning achievement of Information and Communication Technologies (ICT), (2) the correlation between school climate towards the learning achievement of ICT, and (3) the correlation between self efficacy and school climate jointly towards the learning achievement of ICT. This was an expost-facto research by using correlation technique, which consisted of two independent variables and one dependent variable. The population in this research was all students at SMP Negeri 1 Tabanan with total amount of 550 people. The samples in this research were 232 people. The data for self efficacy and school climate were collected through questionnaires. Meanwhile, ICT learning achievement data was obtained through the ICT daily test mark of students at SMP Negeri 1 Tabanan in odd semester in academic year 2013/2014. The collected data were analyzed parametric statistically by using prerequisite normality test, linearity and regression towards significance. The result of the research shows that: (1) self efficacy does not have any positive and significant correlation towards learning achievement of ICT by 0.125 categorized as very low, (2) school climate does not have any positive and significant correlation towards learning achievement of ICT by -0.144  categorized as very low and (3) self efficacy and school climate jointly have positive and significant correlation towards learning achievement of ICT by 0.230 categorized as low with contribution of 5.27%.   
Hubungan antara Daya Analitis dan Daya Kreativitas Terhadap Hasil Belajar Sub Keilmuan Informatika pada Siswa Jurusan Multimedia, TKJ dan RPL (Studi Kasus: SMK Negeri Se-Bali) Ary Widayanti, Putu; Sugihartini, Nyoman; Windu Antara Kesiman, Made; Seri Wahyuni, Dessy
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19735

Abstract

This study aimed to (1) determine the relationship between the analytical ability of the sub- science informatics learning outcomes for students majoring in Multimedia, TKJ and RPL in SMK in Bali, (2) determine the relationship between the creativity ability of the sub-science informatics learning outcomes for students majoring in Multimedia, TKJ and RPL in SMK in Bali, (3) determine the relationship between the analytical ability and creativity ability to the learning outcomes of sub science informatics student majoring in Multimedia, TKJ and RPL SMK in Bali.This type of research is an ex post facto research, which consists of two independent variables and the dependent variable. The population is using the region's population. The sample of this study was representative of a population of 262 students. Data collection used questionnaires. Trial conducted at 90 research instruments students. Once the questionnaire is valid, then the questionnaire distributed in eight schools, then the data were analyzed using parametric statistical test with the prerequisite of normality, linearity, and multicollinearity.The result of the research were (1) there is no positive and significant relationship between the analytical ability of the learning outcomes in sub- science informatics SMK Bali as well to Multimedia majors, TKJ and RPL, (2) there is no positive and significant relationship between creativity ability and the learning outcomes of sub SMK scientific informatics in Bali for majors as Multimedia and RPL, (3) there is a positive relationship and significantly between the power of creativity to the learning outcomes of sub science informatics at SMK Bali as a contribution to the majors TKJ with a contribution 11.6%, (4) there is no positive and significant relationship jointly between the analytical ability and creativity ability to the learning outcomes of sub scientific informatics for Multimedia majors and RPL, (5) there is a positive and significant relationship jointly between the analytical ability and creativity ability to the learning outcomes of sub science informatics SMK in Bali for a major TKJ contribution of 19.3 %.
Game Tude Force Berbasis Android Wikan Paramasila, Kadek; Crisnapati, Padma Nyoman; Windu Antara Kesiman, Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19744

Abstract

In addition as a means of entertainment, Tude Force Game also aims to raise as well as to introduce the Ramayana story that has begun to be forgotten to the public. Another aim is to provide insight on the Android Operating System without forgetting culture embodied in the traditional stories just like the Ramayana. Tude Force game is designed on Android Operating System. This game is created using Adobe Flash CS 3 which then converted into HTML 5 so it can be played in android operating system and PC. To illustrate the use of relationship between the user and the software, Block Diagram is used as the flow of data transfer. To support the completion of the system design in Tude Force AndroidBased Game, the author uses the stages of the waterfall model. Results that can be achieved from the process of making Tude Force game is that this game can be played in the android operating system which is integrated in Samsung Tab 3 GT hardware. Besides using android, Tude Force game can also be played on a PC through browser
Pengembangan Multimedia Pembelajaran Interaktif Pada Materi Pengenalan Bangun Datar Sederhana Menggunakan Metode Invariant Moment di Kelas I Semester II SD Negeri 1 Keramas Agung Wahyu Prayoga, I Gusti; Gede Sunarya, I Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19736

Abstract

This study aimed at 1) designing and implementing the interactive learning multimedia for introductions of 2-dimensional shapes using invariant moment method, and 2) describing students’ responses to the implementation of the interactive learning multimedia for introductions of 2-dimensional shapes using invariant moment method. This multimedia is a web-based multimedia.  The recognition process of 2-dimensional shape on this multimedia used invariant moment method. This study used the Dick and Carey development model which combined with the Waterfall Model. The subjects of this study were 20 students of I B SD Negeri 1 Keramas in academic year 2013/2014, an expert of content, an expert of learning media, and an expert of learning media design. The objects of this study were the interactive learning multimedia for introductions of 2-dimensional shapes using invariant moment method in mathematics, the result of the expert content test, the expert media test, the expert media design test, and students’ responses.  Guidelines for interviews and questionnaires are used to know the response of the subjects about this interactive learning multimedia and its effectiveness. Data were analyzed descriptively. The results showed 1) the menus on this multimedia have different function, 2) students' responses this multimedia  is in the positive category with an average score of 62,95.

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