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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 19 Documents
Search results for , issue "Vol. 2 No. 5 (2013)" : 19 Documents clear
Pengembangan Sistem Informasi Administrasi Kepegawaian Undiksha Berbasis Web I Gede Sastra Kurniawan; Made Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
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.v2i5.19628

Abstract

Employee is an important element inorganization due to its role in determining the future oforganization. In organizations, there are specialized departmentsto deal with staff-related issues which is called Human resourcedepartment.. The duty of HRD is to manage or regulateemployment activities and record staff-related data in theorganization. A well operating organization can be distinguishedby its well managed employee administration. And the use oftechnology can improve employee administration system. With theuse of technology, effectiveness of various aspects in managingadministrative information which are indicated by the speed,accuracy, processing time, and correctness of information(validity), can be improved. Implementation of this research wasdeveloped based on waterfall methods and using php asprogramming language with mysql as its database. This softwarehas the ability to record personal information and biography oflecturers and employees in Undiksha. Moreover, this software alsocapable of handling Decreetal information of certain comiteeincluding its related person in charges. this software can also beused to create data regarding credit score for lecturers’ promotion.This software is expected to assist the performance of employeesand lecturers in organizing activities within Ganesha University ofEducation.
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 Made Suyasa Dwi Putra; Luh Putu Eka Damayanthi; I Made Gede Sunarya; Dessy Seri Wahyuni
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

Abstract

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.
Sistem Informasi Geografis Penentuan Wilayah Rawan Banjir di Kabupaten Buleleng Komang Ika Hendriana; I Gede Adi Saputra Yasa; Made Windu Antara Kesiman; I Made Gede Sunarya
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

Abstract

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.
Pengaruh Penggunaan Modul Praktikum KKPI dengan Pendekatan Inkuiri Terhadap Hasil Belajar (Studi Kasus : Kelas X Multimedia SMK N 1 Sawan) Made Artika Winati Mapet; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
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.v2i5.19639

Abstract

This study is aimed to determine (1) the effectof using lab module KKPI with an inquiry approach tolearning the results of class X students of SMK Negeri 1Multimedia Sawan, (2) students' response to theapplication of the experimental module KKPI inquiryapproach. This is a type of quasi-experimental study(quasi-experimental) research design Posttest-OnlyControl Group Design. The study population was a classX student of SMK Negeri 1 Sawan school year 2012/2013.As the sample in this study is the class of X 1 and XMultimedia Multimedia 2, amounting to 54 people.Multimedia 2 class X is used as an experimental class andX-class Multimedia 1 as a control. The data was collectedusing a multiple-choice test method to measure thecognitive and skills testing to measure psychomotordomains. Learning outcomes data were analyzed to testthe prerequisites which include normality test,homogeneity test and t-test. As for the response by usingthe questionnaire method. Based on the analysis of thedata obtained, the test of normality and homogeneity ofthe two groups of normally distributed and homogeneous.(1) student learning outcomes using experimental moduleKKPI with an inquiry approach has an average valuethat is higher than conventional instructional media, (2)the obtained results are very positive student response.
Korelasi Minat Belajar Matematika Dan Lingkungan Belajar Terhadap Prestasi Belajar TIK (Studi Kasus : SMA Saraswati Singaraja) I Dewa Ayu Anden Decy Apsari; Dessy Seri Wahyuni; I Gede Mahendra Darmawiguna
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.v2i5.19640

Abstract

This study aimed to determine (1) the relationshipbetween interest in learning mathematics achievement of highschool students studying Information and CommunicationTechnologies (ICT) Saraswati Singaraja, (2) the relationshipbetween the learning environment for high school students’learning achievement of high school students studying Informationand Communication Technologies (ICT) Saraswati Singaraja, andthe relationship between interest in learning mathematics andlearning environment together towards achievement of high schoolstudents studying Information and Communication Technologies(ICT) Saraswati Singaraja. This type of research is ex post facto,wich consist of two variables independent variables and onedependent variable. The samples in this research were 130 people.Data for interest in learning mathematics and the learningenvironmet were collected through questionnaires interest inlearning mathematics and the learning environment, while theInformation and Communication Technologies (ICT) learningachievement data obtained through the high school gradesInformation and Communication Technologies (ICT) SaraswatiSingaraja odd semester of academic year 2012/2013. The collecteddata were analyzed using parametric statistical test prerequisitenormality, linearity and regression toward significance, andmulticollinearity. The result showed that : (1) interest in learningmathematics has a positive and sigificant relationship on studentachievement by 0,891 ICTs are categorized as very strong with acontribution of 79,46%, (2)learning environment has a positive andsignificant relationship to the achievement of ICT of 0,565 wich arecategorized with a contribution of 31,88%, and (3) interest inlearning mathematics and learning environment together have apositive and significant relationship to learning achievement by0,916 ICTs are categorized strong influence with a contribution of83,87%.
Pengembangan Aplikasi Text to Speech untuk Bahasa Bali Pande Made Mahendri Pramadewi; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
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.v2i5.19641

Abstract

Text to Speech as an software that canconvert written text into spoken word will be veryuseful for people who have weak eyesight and peoplewho want to learn a spesific language, but exist Textto Speech software that has been developed by otherresearchers can not be applied for the Balineselanguage, where existance of Balinese language Textto Speech software is important as a culturalpreservation efforts in the midst of cultural extinctionissue in Indonesia. This research aimed to (1) design aBalinese language Text to Speech software; (2)implement the design of Balinese language Text toSpeech software. The research method used isdevelopment. The process of text-to-speechconversion, designed and implemented with two stageprocess: (1) the process of text-to-phonemesconversion; (2) the process of phonemes-to-speechconversion that uses diphone concatenation method byutilizing MBROLA and diphone database ID1generated by eSpeak. The results of this research is theBalinese language Text to Speech software that canconvert written text in latin letters of Balineselanguage to spoken words and also save the voices tooutput files such as audio file with *.wav extensionand MBROLA phoneme data file with *.phoextension. The software is named "Bali Text toSpeech" that abbreviated as "BaliTTS" andimplemented with the Java programming language.Experimental results show that the BaliTTS softwarecan perform its function in terms of both functionaland conceptual/ structural. BaliTTS software isexpected to facilitate a person to learn thecharacteristics of speech in Balinese language andhelp people with weak eyesight, such as blind people toread written text in Balinese language rules.
Augmented Reality Book Sistem Rumah Tradisional Bali Berdasarkan Asta Kosala-Kosali I Made Endra Wiartika P; Padma Nyoman C; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
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

Abstract

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).
Augmented Reality Book Pengenalan Perangkat Gamelan Bali I Kadek Yostab Mariyantoni; Padma Nyoman Crisnapati; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
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

Abstract

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 Wayan Santra; Luh Putu Eka Damayanthi; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
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

Abstract

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.
Aplikasi Pembelajaran Pengenal Aksara Bali Menggunakan Metode Template Matching Made Sulatri Dewi; Made Windu Antara Kesiman; I Made Gede Sunarya
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.v2i5.19657

Abstract

This research aimed to design and develop an application identifier balinese character learning that can be used to facilitate for people to recognize text characters Balinese more efficiently in term of time and place. This application is developed by using the template matching method. Input of this application is the writing of user using a digital pen, touchpad or mouse and the output is the image of Balinese character that has the smallest error value. Implementation of this template matching method produces a software called Balinese Character Matching. This application was developed using the PHP programming language which is a web programming language that can be used by many users without the limitations of space and time. In this application there are two main processes namely preprocessing and recognition by template matching methods. Preprocessing process consists of grayscale, thresholding and size normalization. In the size normalization conducted the search process limits, cropping, scaling, and labeling of 1 and 0. Testing program conducted by admin (person whose data is stored in the database) and user (person whose data is not stored in the database). For admin who test the program obtained more accurate result with an average of 95.45%, while the result of testing on the user obtained an average of 86.25%.

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