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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 9 Documents
Search results for , issue "Vol 3, No 3 (2014)" : 9 Documents clear
Penerapan Model Pembelajaran Talking Stick Dengan Diskusi Kelompok Untuk Meningkatkan Motivasi dan Hasil Belajar TIK Siswa Kelas VII C SMP Negeri 1 Sawan Semester Ganjil Tahun Ajaran 2012/2013 Bagus Suyadnya, I Gusti; Sudirtha, I Gede; Seri Wahyuni, Dessy
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19743

Abstract

The aims of this class action research are: (1) to know the enhancement of the TIK learning motivation of the student of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discusion, (2) to know the TIK learning result of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discussion and (3) to know the response of VII C grade at SMPN 1 Sawan in using talking stick learning model combined with team discusion in TIK learning.This research is a class action research consists of two cycles. Each cycle has four steps that are action plan, action implementation, observation and evaluation, and reflection. The research subject is the 35 students of VII C grade at SMP 1 Sawan; while the research object are 1 learning motivation of the student, (2) the result of the learning, 3 the student response in TIK learning by the application of talking stick learning model combined with team discusion. The data collection of the result TIKlearning are collected by test method and observation, and also the data of student response are collected by questionnaire report.The result of this research shows that the studying motivation was elevated from the first cycle to the second one with high category. The studying result was elevated, wich reach 80% for classical accomplishment in the first cycle, and 100% in the second one. Thus, the respond to the talking stick combined with team discussion was positive, with 63,17% average score.
AUGMENTED REALITY BOOK Pengenalan Tata Letak Bangunan dan Landscape Alam Pura Lempuyang Hanna Cahyani, Agung Ayu; Crisnapati, Padma Nyoman; Gede Sunarya, I Made; Resika Arthana, I Ketut
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19748

Abstract

The purpose of this research is to preserve one of Balinese building, Lempuyang Luhur Tempel which is located in Bisbis Hill. In that area, there are landslides and erosion that happened often and risk the temple's holy building. This software is built using augmented reality technology so this software can be one of educational interactive media in learning Lempuyang temple. The narration of this application is made in English so it can also be used as a media to introduce Balinese culture which is known as 'Island of Thousand Temples' in the international community. The research method used in this project is a research and development using waterfall model, there are requirements definition phase (phase of information gathering and system requirement analysis), system and software design (phase of making application design), implementation, and system and software testing. The result of this research is a book that containing information and images related to Pura Lempuyang and an augmented reality application that can be installed on Android smartphones. The images on the book also functioned as a marker for augmented reality applications which capable of displaying objects of Lempuyang Landscape and Lempuyang temple building Layout in 3 dimensional forms. When application displaying 3D objects, this application also equipped with voice narration and explanation in English and music background.
PENGEMBANGAN SISTEM SMS PENGADUAN MENGGUNAKAN SMS GATEWAY UNTUK MENINGKATKAN KINERJA PNPM MANDIRI PERDESAAN KABUPATEN BULELENG BERBASIS WEB Agus Eka Wilantara, Putu; Mahendra Darmawiguna, I Gede; Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19763

Abstract

This research aims to design and implement a system of SMS Charges using the SMS Gateway to improve Self-service PNPM Mandiri Perdesaan Buleleng Regency Web based. This research is expected to help communities and agencies in providing oversight to PNPM Mandiri Perdesaan runs well. In the event of breaches of the community are expected to promptly report such violation to the institution.This research is research development made to build an application development system SMS Using SMS Gateway Complaints to improve the performance of the PNPM Mandiri Perdesaan Buleleng Regency, where Web-based applications can eventually accommodate data from public complaints about the problems of the PNPM Mandiri Perdesaaan that occur in field. Complaint SMS system development using SMS Gateway PNPM Mandiri Perdesaan Buleleng Regency Web-based use Model Waterfall and designed using Data Flow diagrams (DFD).Complaint SMS system development using SMS Gateway PNPM Mandiri Perdesaan Buleleng Regency this Web Based programming language implemented using PHP and MySQL as the database and application to run as Gammu SMS Gateway. After going through the process of testing, it can be concluded that the applicationis able to provide information about problems that occur in the field sent via SMS.
PENGEMBANGAN “DIGITAL INTERACTIVE STORYTELLER” BERBASIS ANDROID UNTUK TUNANETRA Ita Paramitha, Anak Agung Istri; Windu Antara Kesiman, Made; Resika Arthana, I Ketut
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19757

Abstract

Storytelling is an art which can be done either with tools or not to convey message, information or entertaining story. Storytelling has many benefits for child development; one of them is to increase child’s imagination. “Digital Interactive Storyteller” is an application using Android devices that intended for blind user. This research aims to design and implement “Digital Interactive Storyteller” an Android-based Application for Blind People.Development of the Digital Interactive Storyteller” an Android-based Application for Blind People is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model. The main feature in this application is an interactive audio story using Android devices. Interactive here means the users can choose their own storyline.The result of this research is the design and implementation of the Digital Interactive Storyteller” an Android-based Application for Blind People that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Java programming language using the Eclipse editor and ADT (Android Development Tools). The entire functional requirements have been successfully implemented in accordance with the design.
PENGEMBANGAN DISTRIBUSI LUXPATI BERBASIS UBUNTU SEBAGAI PENUNJANG PROSES BELAJAR MENGAJAR DI JURUSAN PENDIDIKAN TEKNIK INFORMATIKA Jeny Femila Devi, Kadek; Resika Arthana, I Ketut; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19758

Abstract

Linux distribution is a project which is developed with the objective to organize a set of Linux operating system software and to facilitate in the installation of Linux operating system. Ubuntu is one of the most popular Linux distribution which is used worldwide. With the open source characteristics, Ubuntu is equipped with some standard application which is useful for the user. However both Ubuntu and distro have no specific development for programming , graphic designing and networking purpose.The development of Ubuntu based Luxpati distribution is used to facilitate the teaching and learning process at Jurusan Pendidikan Teknik Informatika by using SDLC (Software Development Life Cycle) and using ADDIE (Analysis, Design, Development, Implementation, and Evaluation). On the Linux Luxpati distribution, there were some application which support the teaching and learningprogram in Jurusan Pendidikan Teknik Informatika. This remastering process also included local repository development, new display design, giving new identity, giving additional command in Bahasa Indonesia, and also application for web development.The development of Linux Luxpati was implemented into Ubuntu 12.04.4 LTS with software Remasterys. All functional requirements have been successfully applied based on the design and its implementation into different computer hardware has been tried out successfully.
PENGARUH PENERAPAN MODEL PEMBELAJARAN VARK(VISUAL, AURAL, READ/WRITE & KINESTHETIC) BERBANTUAN LKS UNTUK MENINGKATKAN HASIL BELAJAR TIK KELAS XI DI SMA NEGERI 3 SINGARAJA TAHUN AJARAN 2013/2014 Agung Riesa M, I Gusti Ayu; Seri Wahyuni, Dessy; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19746

Abstract

The purpose of this study and was for determine (1) the influence of the application of learning models VARK of ICTclassroom learning outcomes XI SMA Negeri 3 Singaraja, (2) student responde toward the application of learning models VARK.This type of research is a quasi-experimental with posttest study design-Only Control Group Design. The population of this study were the entire class XI SMA Negeri 3 Singaraja academic year 2013/2014. The samples of this study were 53 students which were taken from XI IPA3I and XI IPA4. XI IPA3 class was used as an experimental class and XI IPA4 was used as the control class. There are two types of variables in this study, are (1) the independent variable whice is VARK learning model, and (2) the dependent variable hicw is the students’ learning outcomes. The data was collected by using a multiple-choice test method for measuring the cognitive. The data was then analyzed by studying the results of test requirements that include tests of normality, homogeneity test and t-test for the responses were analyzed by using the questionnaire method.Based on the analysis of data obtained, the normality and homogeneity test of both two groups distributed normal and homogeny. There is a significant effect for learning outcomes among students who were taught by using learning model of VARK. This indicated that the learning outcomes of students with learning models VARK is higher than direct konvensional model. Obtained positively to the application of learning models VARK.
AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN BESERTA LANDSCAPE ALAM PURA LUHUR BATUKARU Bunga Anindya, Made; Crisnapati, Padma Nyoman; Gede Sunarya, I Made; Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19755

Abstract

This research aims to develop an application that is used as a means to introduce Pura Luhur Batukaru to the local and international community, so as to attract them to know, learn, and even preserving Pura Luhur Batukaru.This research includes research and development methods. In developing these applications using the waterfall model to the system testing phase. This application uses libraries vuforia capable of displaying three-dimensional objects into a temple building a real environment with the help of books and Android smartphones. Mechanical testing of theseapplications is done by giving questionnaires to the respondents. Questionnaire was used to test the spesific object with marker, test how long the objects showing in outside and indoors, and test the suitability of applications on several different Android smartphones.The results of this research in the form of a book containing information and images markers (markers) associated Pura Luhur Batukaru well as Augmented Reality Book-based application that is capable of displaying android Pura Luhur Batukaru building objects in the form of 3 dimensional image just above the marker (marker) complete with sound narrative explanations in English. This application can be used as a medium to maintain, introduce, at the same time preserving the nation's cultural assets.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS SIMULASI UNTUK PEMBELAJARAN PERAKITAN KOMPUTER DAN INSTALASI SISTEM OPERASI Ari Mahendra, I Komang; Mahendra Darmawiguna, I Gede; Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19753

Abstract

The aimed of this research is developing media based on simulation for learnedcomputer assembly and operating system installation. The background of this research, because the limited of the computer when the student were learned about computer assembly and operating system installation. This research was designed by development model of Dick and Carey.The development of instructional media based on simulation consisted of nine stages, those are identifying instructional goal, conducting instructional analysis, identifying entry behavior characteristic, writing performance objectives, developing criterion-referenced test, developing instructional strategy, developing and selecting instruction, designing and developing formative evaluation, and revising instruction.The acted of feasibility of those instructional media was fixed by the specialist and the student through questionnaire. The percentage of feasibility that was gotten by the contents specialist as big as 92,67% included very good criteria, medium specialist 90,00% included very good criteria, personal trials as big as 91,33% included very good criteria, small group trials as big as 92,33% included very good criteria, field trials as big as 90,67% included very good criteria. The result obtained from this research is this media is suitable to support teaching and learning process at schools with limited infrastructure.
PENGEMBANGAN APLIKASI DATA MINING INFORMASI TINGKAT KELULUSAN MAHASISWA MENGGUNAKAN ALGORITMA APRIORI Candra Adi Pranata, Gede; Mahendra Darmawiguna, I Gede; Windu Antara Kesiman, Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19760

Abstract

Good student graduation level is the desire of every University. In order to get a better graduation rate, understanding of the student’s value is needed. In this case, some of the issues related to the student will be examined to get a connection to the student’s graduation rate. This study aims to process the data in order to display the student parent relationship with graduation rates. Mining methods and algorithms priori are used in this study.Data mining method is a method which is used to process many data. The purpose of this method is to generate information from a priori algorithm. Priori algorithm is data retrieval algorithms using associative rules (Association rule) to determine the associative relationships of a combination of items. Association Rule is conducted through a calculation of the support and confidence of a relationship item. An association rule will be interesting if the value is greater than the minimum support and confidence value is greater than the minimum confidence.The result of this study is software called Application Graduation. Based on test result of the software, it was found that the Application Graduate student registration information could create relationship between data and student graduation rates.

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