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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 43 Documents
Search results for , issue "Vol. 1 No. 4 (2012)" : 43 Documents clear
PENGEMBANGAN SISTEM ABSENSI FINGERPRINT UNTUK LAB SISTEM CERDAS PENDIDIKAN TEKNIK INFORMATIKA UNIVERSITAS PENDIDIKAN GANESHA I Made Gede Widi Okiana
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.v1i4.19578

Abstract

Nowadays, Ganesha University of Education, especially the Department ofEducational Information Technology (PTI), is still using manual procedure of presence checking system. Data of students’ presence is still acquired through printed media containing columns of attendance for each course they should take at the moment. This condition allows data manipulations which cause data inaccuracy if appropriate monitoring act is not properly done. Based on those uprising problems, the development of Fingerprint Presence Checking System for Intelligent System Laboratory of Department of Educational Information Technology is needed. In conducting this study, fingerprint sensor technology was applied to presence checking system. Therefore, possibility of presence manipulation was eliminated since students’ fingerprint is a unique personal characteristic. This system was developed using Microsoft Visual Basic 6.0 in which PHP scripting was used as programming language with MySQL as its database management system. Microsoft Visual Basic 6.0 was used in developing desktop interface for students’ presence checking system. Meanwhile, PHP programming script was used in developing web-based application for data administration system. The developed system is capable of utilizing fingerprint as data source on fingerprint sensor which equipped with students’ fingerprint identification system. Therefore, when students are doing registration, this presence checking system may work well. Besides, this developed system is also capable of identifying students’ fingerprints on registration process, managing presence data, and summarizing presence data for reportage purposes. This system is highly hoped to ease up students’ presence management system in Intelligent System Laboratory of Department of EducationalInformation Technology (PTI) in the Faculty of Technics and Vocations Undiksha. Therefore, their presence data is accurate and reliable.
PENGEMBANGAN ROBOT PENULIS KARAKTER AKSARA BALI BERBASIS NXT-G DENGAN LEGO MINDSTORM NXT Oleh I Gusti Ngurah Putra Arimbawa Putra Arimbawa
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.v1i4.19579

Abstract

Robot adalah salah satu teknologi yang diciptakan untuk membantu meringankan pekerjaan manusia yang tersusun dari beberapa rangkaian elektronik dan juga mekanik. Salah satu penerapan robot dalam pendidikan yang menarik untuk dikembangkan adalah robot menulis untuk membentuk sebuah karakter aksara bali. Aksara Bali merupakan jenis tulisan yang biasanya digunakan oleh masyarakat Bali dalam menuliskan ajaran-ajaran Agama, geguritan, sajak dan karya sastra berbahasa Bali lainnya. Saat ini minat siswa dan kalangan umum untuk belajar aksara Bali sangat rendah. Perlu adanya sebuah motivator atau pengembangan agar masayarakat Bali kembali tertarik untuk belajar aksara Bali. Perancangan perangkat lunak yang digunakan dalam penelitian ini adalah Use Case Diagram dan Activity diagram. Lingkungan implementasi perangkat lunak pengendali robot (Penyarikan Bot) ini berbasis Microsoft Visual C# 2010 dan perangkat keras yang dipergunakan yaitu Lego Mindstrom NXT. Beberapa testing telah dilakukan untuk menguji kelayakan system ini, antara lain : (1) Pengujian fungsional (black box testing), (2) pengujian konseptual (white boxtesting), (3) pengujian perangkat keras (hardware testing). Berdasarkan hal tersebut, robot sudah bisa melakukan penulisan Aksara Bali sesuai dengan yang direncanakan.
THE IMPLEMENTATION MAKE A MATCH MODELS IN TIK SUBJECT TO IMPROVE THE LEARNING RESULTS AND STUDENS’ LEARNING ACTIVENESS OF CLASS VII E ACADEMIC YEAR 2011/2012 IN SMP NEGERI 2 KUBUTAMBAHAN Komang Wahyu Sugiarsa
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.v1i4.19580

Abstract

This research was aimed at (1) improving the students’ learning results in TIK subject of class VII E SMP Negeri 2 Kubutambahan through the implementation of make a match models (2) improving the students’ learning activeness in TIK subject of class VII E SMP Negeri 2 Kubutambahan through the implementation of make a match models  (3) investigating the students’ response of class VII E SMP Negeri 2 Kubutambahan toward the implementation of make a match models in TIK subject.The design of the research 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 research was the students of class VII E SMP Negeri 2 Kubutambahan in academic year 2011/2012. The class consisted of 35 students.  Meanwhile, the objects of this research were (1) students’ learning results (2) students’ learning activeness (3) students’ response toward the implementation of    make a match models in TIK subject. The data of students’ learning results in TIK subject were collected through the test and observation, data of students’ learning activeness in TIK subject were collected trough the observation, and the data of students’ response were collected through questionnaire. The collected data was analyzed by using descriptive analysis.Based on the analysis of data obtained, this research showed that the students’ learning results got improvement. Cycle I, the mean of students’ scores was 67 and the percentage of students’ classical success was 71%, as for cycle 2, the mean of students’ scores was 80 and the percentage of students’ classical success was 91%. The students’ learning activeness got improvement, in cycle I the mean of students’ scores was 50 and for cycle 2, the mean of students’ scores was 61. The students’ responses toward the implementation of make a match models in TIK subject come in positive category with a mean of 84%.   
Pengembangan Text to Digital Image Converter Untuk Dokumen Aksara Bali I DEWA AYU MADE SARTINI
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.v1i4.19581

Abstract

Bali merupakan sebuah daerah yang memiliki berbagai macam kebudayaan. Salah satunya adalah sistem penulisannya menggunakan aksara Bali. Aksara Bali banyak digunakan dalam kehidupan sehari – hari yaitu digunakan untuk keperluan penulisan naskah suci peninggalan sejarah, penulisan nama jalan, serta digunakan dalam bidang agama yaitu dalam pelaksanaan upacara adat Bali. Namun walaupun penggunaan aksara Bali sangat penting dalam kehidupan di Bali, saat ini sangat sedikit orang yang mampu menulis dengan aksara Bali. Untuk membantu dalam memahami penulisan menggunakan aksara Bali maka dilakukanlah penelitian ini yang bertujuan untuk merancang dan mengimplemantasikan sebuah aplikasi text to digital image converter untuk dokumen aksara Bali. Perangkat lunak ini hanya menangani proses konversi untuk aksara wianjana saja. Proses mengkonversi dari dokumen dalam bentuk huruf Latin menjadi gambar dokumen aksara Bali dilakukan melalui beberapa tahapan yaitu tahap pertama menghitung panjang karakter dokumen yang diinputkan. Tahap kedua memecah dokumen yang diinpukan menjadi suku kata. Tahap ketiga yaitu melakukan pengecekan jika terdapat suku kata asing yang ditemukan pada proses memecah suku kata, maka akan dirubah kedalam ejaan aksara Bali. Tahap keempat menentukan posisi dari suku kata tersebut apakah termasuk posisi talawia (atas), murdania (tengah), dantia (bawah). Tahap keempat yaitu memcocokkan antara suku kata dengan gambar aksara Bali yang telah disimpan sebelumnya dalam sebuah folder. Tahap terakhir adalah penempatan gambar aksara Bali sesuia dengan posisi gambar aksara Bali tersebut.   Hasil penelitian ini adalah sebuah aplikasi text to digital image converter untuk dokumen aksara Bali. Perangkat lunak ini dibuat dengan bahasa pemrograman Borland Delphi 7.0. Perangkat lunak ini juga diimplementasikan dan telah diujicobakan pada sistem operasi berbasis Windows.
THE DEVELOPMENT OF FUZZY EXPERT SYSTEM TO DIAGNOSE INTERNIST DESEASE (CASE STUDY OF DIABETIC DESEASE) Ni Putu Suzy Puspita Dewi Suzy Puspita 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.v1i4.19582

Abstract

The purpose of this research was to design and to implement a system called fuzzy expert system for internist diagnostic, where the system is used to help user for checking percentage of diabetic risk with the optimal and efficient in terms of time. This research was software engineering system, which used the stages of the procedure the System Development Life Cycle (SDLC). The stages of the SDLC procedure used consists of (1) the phases of data collection using the methods of library research, observation and interviews, (2) the requirement analysis phase of software using simple additive weight methods, (3) the stages of design or software design, (4) the stage of development or implementation of software, and (5) the stages of testing. The result of this research were (1) the needs analysis system which consists of two main processes namely, the determination of regional and fuzzy rules for each criteria to be used in diagnostic, and calculation of patient data for finding the percentage of diabetic risk, (2) the design of a system that includes a functional model of software, data structure software which consists of 12 tables, and interface software, and (3) the implementation of the system by using Visual Basic 6.0 programming language and DBMS 7.24 Navicat MySQL is supported by other components such as Wamp Server, and MySQL Connector ODBC 5.1.5 Win32 as a liaison between the program with the database.
PENGEMBANGAN APLIKASI REGION BASED EARLY WARNING SYSTEM PENYEBARAN PENYAKIT DEMAM TIFOID BERBASIS SMS GATEWAY DENGAN PENDEKATAN TRIANGULASI Dewa Made Erdy Kusuma
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.v1i4.19584

Abstract

This study was aimed to design and implement an application that can give early warnings via SMS in case of an outbreak of typhoid fever in the surrounding area. Until now, typhoid fever is still endemic in Indonesia and easily found around us. High body temperature is one characteristic of this disease. The disease was caused by Salmonella typhi bacteria infection that enters the body through the digestive tract. These disease is part of endemic diseases. The concept offered in the provision of a warning message was to consider the extent of the potentially affected by outbreaks of the disease without having to be depended on the complex GIS component, including without involving the position determination like GPS (Global Positioning System) and LBS (Location Based Services). There were three main processes in this system, that were estimating the position of one's home through calculations utilizing triangulation approximation, validating the existence of a fictitious case, and the determination of spreading message radius. The application was developed by using open source Gammu Easy Installer 1.25 as an SMS gateway and PHP 5.2.8 as a programming language. The testing of the system using a fictitious map that created by author. Based on trial results, it is known that the application has been able to give an warning messages of typhoid fever that was built according to design
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.
Pengembangan Game Edukatif Instalasi Ubuntu Desktop Gede Agus Khusuma Wardana
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.v1i4.19587

Abstract

Pembelajaran Instalasi Ubuntu Desktop dewasa ini biasanya dikemas dalam wadah yang membosankan sehingga dapat mengurangi prestasi, kreatifitas, dan daya tangkap peserta didik terhadap materi yang disajikan. Peserta didik membutuhkan pembelajaran yang inovatif, berkesan, dan menambah rasa ingin tahu mereka terhadap materi yang dipelajari. Dewasa ini terdapat banyak cara yang inovatif dalam penyajian materi pembelajaran seiiring dengan pesatnya perkembangan teknologi dan informasi yang diterima oleh peserta didik, seperti Game edukatif. Game edukatif merupakan salah satu sarana pembelajaran yang pada umumnya memiliki sifat menyenangkan namun disisi lain mempunyai sifat yang mendidik, serta bermanfaat untuk menambah daya kreatifitas dan daya tangkap terhadap materi yang disajikan. Untuk membuat sebuah media pembelajaran yang inovatif maka dilakukanlah penelitian ini yang bertujuan untuk merancang dan mengimplemantasikan sebuah Game Edukatif tentang Instalasi Ubuntu Desktop.Game ini memiliki tujuh tantangan di setiap step instalsinya, ketujuh tantangan tersebut mengikuti jumlah step instalasi ubuntu desktop yang terdiri dari tujuh step. Tantangan yang pertama merupakan tantangan yang harus diselesaikan oleh pemain untuk mendapatkan jawaban instalasi ubuntu desktop pada step yang pertama, begitu seterusnya sampai pemain mendapatkan ketujuh jawaban dari step instalasi ubuntu desktop. Setiap tantangan memiliki jenis permainan yang berbeda seperti, quis, adventure, shooting, racing, dan guitar. Hasil penelitian ini adalah sebuah game edukatif instalasi ubuntudesktop. Game ini dibuat dengan Adobe Flash CS 3 dan Audacity sebagai pengolah suara. Game ini juga diimplementasikan dan telah diujicobakan pada sistem operasi berbasis Windows. Karena berbasis flash, maka game ini dapat dimainkan di semua sistem operasi.
THE IMPLEMENTATION OF ACCELERATED LEARNING MODEL MASTER TYPE TO IMPROVE THE MOTIVATION AND ICT LEARNING ACHIEVEMENT OF VIII B CLASS STUDENTS OF SMP NEGERI 1 SAWAN IN SEMESTER II IN THE ACADEMIC YEAR OF 2011/2012 Nyoman Satiawan
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.v1i4.19588

Abstract

This research was aimed at: 1) improving students’ learning motivation at class VIII B of SMP Negeri 1 Sawan in the academic year of 2011/2012 in ICT subjects through the implementation of Accelerated Learning model MASTER type, 2) improving students’ learning achievement at class VIII B of SMP Negeri 1 Sawan in the academic year of 2011/2012 in ICT subjects through the implementation of Accelerated Learning model MASTER type, and 3) to find out students’ response toward the implementation of Accelerated Learning model MASTER type.  This study was a Classroom Action Research (CAR), in which the subjects of this research were class VIII students of SMP Negeri 1 Sawan in second semester in the academic year of 2011/2012.The objects of study were students’ learning motivation, students’ learning achievement, and students’ responses toward the implementation of Accelerated Learning model MASTER type. Data of learning motivation were collected by using questionnaire of ICT learning motivation; data about the students’ learning achievement were obtained through cognitive tests, and observation sheets for affective and psychomotor. Meanwhile, the data of students’ response were collected by using closed questionnaire at the end of the second cycle or at the end of the study. Furthermore the data obtained were analyzed descriptively. The results showed that: 1) there was an improvement on the students' learning motivation, it could be seen from the mean score of learning motivation on cycle I, that was 53.75 with a high category, while in the cycle II improved to 56.47, it was also considered as high category as well, 2) the mean score of students’ learning achievement improved 7,44, from 73.95 in cycle I to 81.39 in cycle II. Classical completeness increased by 36,11%, students who are in category finished in the cycle I is 63,89% and increased in the cycle II to 100%  3) the students’ response to the implementation of Accelerated Learning model MASTER type on ICT subjects were positive with mean score of 63.17.
THE IMPLEMENTATION OF COURSE REVIEW HORAY MODEL IN TIK SUBJECT TO IMPROVE THE LEARNING RESULTS OF CLASS X5 OF SMA NEGERI 2 SINGARAJA Gde Ambara Putra
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.v1i4.19591

Abstract

This research was aimed at (1) improving the students’ learning results in TIK subject of class X5 SMA Negeri 2 Singaraja through the implementation of course review horay models (2) investigating the students’ response of class X5 SMA Negeri 2 Singaraja toward the implementation of course review horay models in TIK subject.  The design of the research 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 research was the students of class X5 SMA Negeri 2 Singaraja in academic year 2011/2012. The class consisted of 35 students.  Meanwhile, the objects of this research were (1) students’ learning results and (2) students’ response toward the implementation of course review horay models in TIK subject. The data of students’ learning results in TIK subject were collected through the test and observation, and the data of students’ response were collected through questionnaire. The collected data was analyzed by using descriptive analysis.  Based on the analysis of data obtained, this research showed that the students’ learning results got improvement. Cycle I, the mean of students’ scores was 78,46 and the percentage of students’ classical success was 71,42%, as for cycle 2, the mean of students’ scores was 84,88 and the percentage of students’ classical success was 85,71%. The students’ responses toward the implementation of course review horay models in TIK subject come in positive category with a mean of 65.  

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