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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
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DOI: 10.23887/karmapati.v1i1.19518
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
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DOI: 10.23887/karmapati.v1i1.19527
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.
SISTEM PAKAR IDENTIFIKASI TERUMBU KARANG (CORAL REEF) MENGGUNAKAN METODE CERTAINTY FACTOR (STUDI KASUS RATAAN TERUMBU KARANG DI PERAIRAN PULAU MENJANGAN BALI))
I Komang Budi Mas Aryawan
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19528
Limited number of expert and knowledge and terminology of coral reef that can not be applied generally to all types of coral, a difficulty in the identification of coral reef. This study aims to design and implement an expert system called the identification of coral reefsystem, which system is used to help faculty and students (non-experts) to perform the identification of coral reef that are found on coral reef in the waters of the island of Bali in an optimal deer and efficient in terms of time.This research is engineering a software system, which uses the stages of the procedure the System Development Life Cycle (SDLC). Stages of the SDLC procedure used consists of (1) phase of data collection by using the method of library research, observation and interviews, (2) requirements analysis phase of software that uses the method of certainty factor, (3) stages of design or software design, (4) stages of development of implementation of software, and (5) stages of testing.By using the PHP programming language which is a web-based expert system isexpected to identify coral reef can be used by multiple user without the limitations of space and time.Key words: coral reef, certainty factor
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
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DOI: 10.23887/karmapati.v1i1.19539
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.
PENERAPAN MODEL PEMBELAJARAN EXPLICIT INSTRUCTION BERBANTUAN CD INTERAKTIF UNTUK MENINGKATKAN AKTIFITAS DAN HASIL BELAJAR SISWA KELAS X MULTIMEDIA DALAM PEMBELAJARAN AUDIO DIGITAL DI SMK TI BALI GLOBAL SINGARAJA
I Wayan Ardi Marta Eka Yasa
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19541
This study aims to determine the extent to which the application of Explicit Instruction learning models Interactive CD assisted activity and can enhance students' learning in class X Multimedia digital audio on the basic competence to design and editing digital audio. The method used is a Classroom Action Research (PTK) on class X Multimedia in SMK TI Bali Global Singaraja on academic year 2011/2012. The instrument used was a formative tests, observation sheets, and questionnaires. Data obtained from this study that the average student in the cycle I is the lowest value of 75.65 with a highest value of 63 and 88, while studying classical completeness percentage 82.61%. In the second cycle the average student is 81.70 and the lowest 72 the highest value 95, while studying classical completeness percentage of students in the second cycle is 100%. In addition to improved student learning outcomes, the study also obtained the result of increased student learning activities is evident from an average increase of 16.1 student learning activities in cycle I to 19.3 in the second cycle are classified as very active. Based on the students questionnaire responses showed that application of the Explicit Instruction assisted learning model assisted Interactive CD has received a very positive response from students. Action hypothesis in this study received, thus the application of Explicit Instruction learning models assisted interactive CD can enhance the activity and student learning outcomes in teaching digital audio.Keywords: Learning Model, Explicit Instruction, Interactive CD, Classroom Action Research, Learning Activities, Learning Outcomes, Student Response.
PENGEMBANGAN SISTEM PAKAR DIAGNOSA HAMA DAN PENYAKIT TANAMAN PADI MENGGUNAKAN METODE CERTAINTY FACTOR BERBANTUAN METODE KUANTIFIKASI PERTANYAAN
Gede Mahardika
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19542
LPHP (Laboratorium Pengamatan Hama dan Penyakit) Tangguwisia is a laboratory unit that supports the activities of Balai Proteksi Tanaman Pangan dan Hortikultura Bali. To overcome the limitation of the numbers of agricultural experts in LPHP Tangguwisia, the solution is by developing a system that has the same abilities as an agricultural expert. This system will acquire the expertise or knowledge of an expert into a knowledge base system. In this study there will be developed a Diagnosis Expert System of Rice Plant’s Pests and Diseases in a desktop-based using the Certainty Factor method assisted by quantification of questions method. Certainty Factor is a method of probability that is used to determine the results of diagnostics within this expert system, whereas the quantification of questions is a method used for determining the value of certainty of every data symptom owned by the users of the system. Test results shows that the expert system is able to diagnose pests and diseases of rice plants based on the income of data symptoms done by the system’s users. In addition, the expert system is also able to provide a solution or prevention techniques associated with pests or diseases as the result of the diagnosis.
THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT
Putu Devi Novayanti
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19548
Robot is one of many technological products which is created to help people in doing their business built of some mechanical and electronic series. There are many types of robot which are made for various necessities. One of them is for educational purpose. One kind of beneficial robot which robot to be developed is writing robot. In Germany, there has been the development of writing robot named NXT 8094 which is able to write characters on an A5 paper only. This study aims at further development of writing robot using combination concepts of mobile robot and arm robot. The research objectives are establishing and implementing the mechanical series of writing robot using Lego Mindstorm NXT, NXT-G based writing robot movement system, Microsoft Visual C# 2005 based writing robot controller system, and measuring the accuracy and the average of time used in writing a character of the writing robot.The software used produce 16 segments of alphabetical and numerical characters. In other hand, the hardware utilized is controlled through a controller software which is used Bluetooth. In operating the robot, the capacity of NXT Brick cell used is between 80-100% in order to obtain maximum result of character writing The use of rechargeable cell is strongly recommended. Besides, the mechanical series using gears have to be adjusted to reduce friction which potentially slows the device. The accuracy percentage of the characters writing is measured by using descriptive statistical and mean formula to gain the average of time in writing. The software used in this study is built by using Microsoft Visual C# 2005. This software is also implemented and tried-out in the Windows XP operating system. THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT
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
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DOI: 10.23887/karmapati.v1i1.19560
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.
PENGEMBANGAN APLIKASI PENYEMBUNYIAN PESAN (STEGANOGRAFI) PADA CITRA DIGITAL DENGAN TRANSFORMASI WAVELET HAAR
Putu Erik Pratama
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19562
Steganografi merupakan teknik dan seni bagaimana menyembunyikan data digital dibalik data digital lain sehingga keberadaannya tidak mengundang kecurigaan dari persepsi pengamatan manusia. Dengan memanfaatkan kekurangan dari mata manusia, maka dipilih citra digital sebagai carrier. Penerapan teknik steganografi pada citra digital dikatakan memiliki kinerja baik jika citra carrier tidak mengalami penurunan kualitas yang signifikan. Untuk menghasilkan citra steganografi dengan kualitas yang baik maka dikembangkanlah aplikasi penyembunyian pesan (steganografi) pada citra digital dengan transformasi wavelet haar.Perangkat lunak ini hanya menangani proses embedding dan extraction. Proses embedding merupakan proses untuk menyisipkan pesan teks pada citra digital yang telah melalui proses tranformasi waveler haar 1 level. Untuk menambah tingkat keamanan, ditambahkan beberapa algoritma pengolahan terhadap password. Algoritma blum blum shub juga digunakan untuk menentukan posisi pesan pada citra digital secara acak. Proses extraction merupakan proses untuk memisahkan pesan teks dari citra steganografi. Agar didapatkan pesan teks yang telah disisipkan diperlukan password yang sama dengan password yang digunakan pada saat proses embedding. Untuk mengetahui kualitas citra steganografi, maka dilakukan perhitungan nilai PSNR dengan membandingkan antara citra asli dengan citra steganografi.Perangkat lunak ini dibuat dengan bahasa pemrograman Borland Delphi 7.0.Perangkat lunak ini juga diimplementasikan dan telah diujicobakan pada sistem operasi berbasis Windows.Steganografi merupakan teknik dan seni bagaimana menyembunyikan data digitaldibalik data digital lain sehingga keberadaannya tidak mengundang kecurigaan daripersepsi pengamatan manusia. Dengan memanfaatkan kekurangan dari mata manusia,maka dipilih citra digital sebagai carrier. Penerapan teknik steganografi pada citra digitaldikatakan memiliki kinerja baik jika citra carrier tidak mengalami penurunan kualitas yangsignifikan. Untuk menghasilkan citra steganografi dengan kualitas yang baik makadikembangkanlah aplikasi penyembunyian pesan (steganografi) pada citra digital dengantransformasi wavelet haar.Perangkat lunak ini hanya menangani proses embedding dan extraction. Prosesembedding merupakan proses untuk menyisipkan pesan teks pada citra digital yang telahmelalui proses tranformasi waveler haar 1 level. Untuk menambah tingkat keamanan,ditambahkan beberapa algoritma pengolahan terhadap password. Algoritma blum blumshub juga digunakan untuk menentukan posisi pesan pada citra digital secara acak. Prosesextraction merupakan proses untuk memisahkan pesan teks dari citra steganografi. Agardidapatkan pesan teks yang telah disisipkan diperlukan password yang sama denganpassword yang digunakan pada saat proses embedding. Untuk mengetahui kualitas citrasteganografi, maka dilakukan perhitungan nilai PSNR dengan membandingkan antara citraasli dengan citra steganografi.Perangkat lunak ini dibuat dengan bahasa pemrograman Borland Delphi 7.0.Perangkat lunak ini juga diimplementasikan dan telah diujicobakan pada sistem operasiberbasis Windows.
PENGEMBANGAN APLIKASI KRIPTOGRAFI (ROI) PADA REGION OF INTEREST CITRA DIGITAL DENGAN ALGORITMA DATA ENCRYPTION STANDARD (DES)
I Nyoman Meta
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 1 (2012)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v1i1.19564
Keamanan data pada suatu citra merupakan salah satu hal penting di era teknologi informasi dan komunikasi. Untuk dapat menjaga keamanan data pada suatu citra dapat menerapkan teknik kriptografi untuk menyamarkan Region of Interest (ROI) citra digital agar layak dilihat masyarakat umum. Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah aplikasi kriptografi yang mengimplementasikan algoritma Data Encryption Standard (DES). Untuk penyembunyian koordinat ROI citra digital digunakan algoritma steganografi Least Significand Bits (LSB). Implementasi Algoritma DES pada aplikasi kriptografi ROI citra digital menghasilkan sebuah perangkat lunak yang disebut dengan DESROICitra. Berdasarkan hasil pengujian perangkat lunak diperoleh bahwa DESROICitra mampu mengenkripsi ROI citra dengan baik. Tampilan ROI citra asli setelah dienkripsi sangat berbeda sehingga tidak mungkin untuk dikenali lagi. Perangkat Lunak DESROICitra dikembangkan dengan menggunakan Bahasa pemrograman Delphi 7.