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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
Pengembangan Aplikasi Game Mobile Legenda Selat Bali Manik Angkeran Berbasis Multiplatform ., Roby Winarto; ., I Gede Mahendra Darmawiguna, S.Kom., M.S; ., I Gede Partha Sindu, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 7, No 2 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i2.15283

Abstract

Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Mobile Legenda Selat Bali Berbasis Multiplatform. (2) untuk mengetahui respon pengguna terhadap Game Mobile Legenda Selat Bali Berbasis Multiplatform. Pengembangan Aplikasi Game Mobile Legenda Selat Bali Manik Angkeran Berbasis Multiplatform ini menggunakan model ADDIE. Model ADDIE merupakan singkatan dari Analysis, Design, Development, Implementation, dan Evaluation. Data yang dikumpulkan yaitu data respon masyarakat terhadap pengembangan Game Mobile Legenda Selat Bali Manik Angkeran Berbasis Multiplatform dengan menggunakan angket. Hasil penelitian ini adalah aplikasi diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Game yang dihasilkan sudah sesuai dengan alur cerita aslinya, dimana game ini memiliki 8 level dengan tingkat kesukaran yang berbeda, dimana pada stage 1 user akan bermain sebagai karakter ayam yang melawan ayam lainnya. Stage 2,3 dan 5 user bermain sebagai manik angkeran yang melewati berbagai rintangan saat melewati hutan. Stage 4, user harus menemukan kunci dan genta yang tersembunyi di antara tumpukan perabotan rumah. Stage 6 user akan memainkan genta untuk membangunkan Naga Besukih. Stage 7, user akan melawan naga besukih dan pada stage terakhir kita akan berlari dari kejaran Naga Besukih. Seluruh fitur yang terdapat pada Game Adventure ini sudah berjalan dengan baik. Respon user terhadap Game Mobile Legenda Selat Bali Manik Angkeran Berbasis Multiplatform masuk dalam rentangan sangat baik.Kata Kunci : Game Adventure, ADDIE, Sejarah Selat Bali, Unity, Mobile. This study aimed: (1) to design and implement Multiplatform Mobile Game "The Legend of Bali Strait” and (2) to find out the users' responses to Multiplatform Mobile Game "The Legend of Bali Strait ". The development of this game used ADDIE model which stands for Analysis, Design, Development, Implementation, and Evaluation. The data collected were the responses of users on the development of the game by distributing questionnaire. The first result of this study is application implemented using C # programming language with Unity editor. The game created is in accordance with the original storyline where this game has 8 levels with different levels of difficulty. On stage 1, the users will play as a chicken character against other chickens. On stage 2, 3, and 5, they will play as "Manik Angkeran" who needs to pass through various obstacles in the forest. While on stage 4, the users must find hidden key and bell between the piles of home furniture. Moreover, they will play bell to wake Dragon Besukih on stage 6. Then, they will fight "Dragon Besukih" on stage 7 and on the last stage, they will run from pursuit of Dragon Besukih. All the features found in this Adventure Game are running well. The second result of this study is the users' responses to the game including to a very good range.keyword : Adventure Game, ADDIE, the Legend of Bali Strait, Unity, Mobile.
PENGEMBANGAN SISTEM PENDUKUNG KEPUTUSAN PENERIMAAN SISWA BARU DI SMA N 1 SERIRIT DENGAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DAN METODE ANALYTICAL HIERARCHY PROCESS (AHP) ., Putu Angga Septiana Putra; ., I Made Agus Wirawan, S.Kom, M.Cs; ., I Made Gede Sunarya, S.Kom., M.Cs
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 1 (2016)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i1.6633

Abstract

Masalah pengambilan keputusan untuk penerimaan siswa baru di SMA Negeri 1 Seririt masih mengalami kendala. Diantaranya masih manualnya perhitungan nilai-nilai yang dilakukan oleh pihak sekolah dalam menentukan siswa yang akan diterima di SMA Negeri 1 Seririt serta tidak adanya suatu aplikasi yang membantu, yang tentunya membuat pihak sekolah membutuhkan waktu yang relatif lebih lama dalam mengambil keputusan. Oleh karena itu dirancanglah sebuah aplikasi sitem pendukung keputusan penerimaan siswa baru. Penelitian ini bertujuan untuk (1) Merancang seuah sistem pendukung keputusan penerimaan siswa baru di SMA N 1 Seririt; (2) Mengimplementasikan rancangan sistem pendukung keputusan penerimaan siswa baru di SMA N 1 Seririt. Pengembangan aplikasi sistem pendukung keputusan peneriman siswa baru di SMA N 1 Seririt ini menggunakan proses SDLC (System Development Life Cycle), dimana proses ini merupakan sebuah siklus untuk membangun sistem dan memberikannya kepada pengguna melalui tahapan perancangan, analisa, perancangan dan implementasi. Hasil dari penelitian ini yaitu berupa suatu aplikasi sitem pendukung keputusan penerimaan siswa baru di SMA N 1 Seririt. Dimana sistem ini akan menbantu pihak sekolah dalam melakukan proses penyeleksian dengan cara mengitung nilai-nilai siswa berdasarkan kriteria-kriteria siswa itu sendiri. Seluruh kebutuhan fungsional sistem ini sudah dapat diaplikasikan di SMA N 1 Seririt sesuai dengan rancangannya. Dan secara umum sistem ini sudah dikatakan layak digunakan di SMA N 1 Seririt setelah dilakukannya pengujian terhadap sistem. Kata Kunci : Sistem Pendukung Keputusan, Metode SAW, Metode AHP , bobot, kriteria Decision-making for new admissions in SMA Negeri 1 Seririt still experiencing problems. Among them is the manual calculation of the values is done by the school to determine which students will be accepted in SMA Negeri 1 Seririt and the absence of an application that helps, that would make the school take relatively longer to make decisions. Therefore designed a decision support system application of new admissions. This study aims to (1) Design a decision support system for admission of new students in SMA N 1 Seririt; (2) Implement a decision support system design of new admissions in SMA N 1 Seririt. Development of a decision support system applications acceptance of new students at SMAN 1 Seririt using the SDLC (System Development Life Cycle), where this process is a cycle to build the system and give it to the user through the stages of design, analysis, design and implementation. Results from this study in the form of a decision support system application of new admissions in SMA N 1 Seririt. Where this system will help the school to carry out the selection process by way of counting the values of students based on the criteria the students themselves. The entire system is already functional requirements can be applied in SMA N 1 Seririt accordance with the design. And in general the system is said to be fit for use in SMA N 1 Seririt after doing testing of the system. keyword : Decision Support System, SAW Method, AHP Method, Weight, Criteria
Implementasi Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Untuk Meningkatkan Hasil Belajar TIK Siswa Kelas X.5 SMA Negeri 1 Sukasada Tahun Pelajaran 2011/2012 Nuryanti, Rahayu
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.v1i4.19547

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) peningkatkan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT), dan (2) respon siswa kelas X.5 SMANegeri 1 Sukasada terhadap implementasi model pembelajaran kooperatif tipeNumbered Head Together (NHT).Penelitian ini merupakan penelitian tindakan kelas (PTK) yang direncanakanberlangsung dalam dua siklus. Subjek penelitian adalah siswa kelas X.5 SMA Negeri 1Sukasada pada semester genap tahun pelajaran 2011/2012, sebanyak 28 orang yangterdiri dari 17 orang laki-laki dan 11 orang perempuan. Objek penelitian adalah (1) hasilbelajar TIK, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Data hasil belajar siswa diperolehmelalui tes dan observasi sedangkan data respon siswa diperoleh menggunakan angket.Hasil penelitian menunjukkan bahwa (1) terdapat peningkatan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Besar peningkatan rata-rata skor hasilbelajar TIK siswa adalah 11,47 yaitu dari 59,87 dengan kategori cukup pada siklus Imenjadi 71,34 dengan kategori baik pada siklus II. Besar presentase peningkatanketuntasan klasikal adalah 17,86% yaitu dari 57,14% pada siklus I menjadi 75,00%pada siklus II, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT) tergolong dalam kategori positifdengan rata-rata skor respon siswa sebesar 46,43.
USABILITY TESTING PADA APLIKASI HOOKI ARISAN DENGAN MODEL PACMAD MENGGUNAKAN PENDEKATAN GQM ., Riftika Rizawanti; ., I Ketut Resika Arthana, S.T.,M.Kom.; ., UNDIKSHA
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 8, No 1 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v8i1.16983

Abstract

Hooki Arisan merupakan aplikasi mobile gratis yang menggabungkan fungsi arisan dan pesan instan dalam satu platform. Permasalahannya periode retensi pengguna untuk aplikasi mobile sangat rendah, hanya sekitar 10% pengguna yang ditemukan masih menggunakan aplikasi mobile yang sama setelah enam bulan pengunduhan. Untuk memenuhi tantangan tersebut, usability testing perlu dilakukan untuk verifikasi apakah aplikasi tersebut sudah mencapai tujuannya dan mendapat respon yang baik dari pengguna. Penelitian ini dilakukan untuk menguji aplikasi Hooki Arisan dengan model PACMAD (People At The Center of Mobile Application Development) dengan pendekatan GQM (Goal Question Metrics) pada tujuh atribut usabiliy yaitu efficiency, effectiveness, learnability, memorability, errors, satisfaction, dan cognitive load. Tujuan penelitian ini yaitu untuk mengetahui hasil usability testing dan rekomendasi perbaikan pada aplikasi Hooki Arisan. Setelah melakukan usability testing pada aplikasi Hooki Arisan dengan metode Performance Measurement, Retrospective Think Aloud (RTA), dan Kuesioner CSUQ dapat disimpulkan bahwa aplikasi Hooki Arisan mencakupi aspek Efficiency dengan tingkat kecepatan 0,001432422 tiap detiknya; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82,932%.; Errors 22%; Satisfaction 73.15% dan juga memenuhi aspek Cognitive Load. Aplikasi Hooki Arisan mampu memenuhi kriteria usability sebuah aplikasi mobile karena dinilai telah mencakupi ke-tujuh variabel usability model PACMAD. Untuk menginkatkan tingkat usability aplikasi Hooki Arisan dalam penelitian ini dirancang rekomendasi halaman aplikasi Hooki Arisan dengan membuat wireframe, dimana dasar yang digunakan untuk mengembangkan rekomendasi hasil data usability testing yaitu performance measurement dan RTA.Kata Kunci : CSUQ, Hooki Arisan , PACMAD, Performance Measurement, RTA, Usability. Hooki Arisan is a free mobile application that combines social gathering and instant messaging functions on one platform. The problem is that the user retention period for mobile applications is very low, only about 10% of users found still use the same mobile application after six months of downloading. To meet these challenges, usability testing needs to be done to verify whether the application has reached its purpose and gets a good response from the user. This study was conducted to examine the application of Hooki Arisan with the PACMAD model (People At The Center of Mobile Application Development) with the GQM (Goal Question Metrics) approach on seven usability attributes, such as efficiency, effectiveness, learnability, memorability, errors, satisfaction, and cognitive load. The purpose of this study is to determine the results of usability testing and recommendations for improvements of Hooki Arisan application. After conducting usability testing on the Hooki Arisan application using the Performance Measurement, Retrospective Think Aloud (RTA) method, and the CSUQ Questionnaire it can be concluded that the Hooki Arisan application covers the Efficiency aspect with a speed level of 0.001432422 every second; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82.932% .; Errors 22%; satisfaction 73.15% and also fulfill the Cognitive Load aspect. The Hooki Arisan application is able to meet the usability criteria of a mobile application because it is considered to have covered the seven usability variables of the PACMAD model. To improve the level of usability of the Hooki Arisan application in this study, we designed the recommendations of the Hooki Arisan application page by creating wireframe, where the basis used to develop the recommendations of the results of usability testing data was performance measurement and RTA.keyword : CSUQ, Hooki Arisan, PACMAD, Performance Measurement, RTA, Usability.
PENGARUH E-MODUL BERBASIS SAINTIFIK TERHADAP HASIL BELAJAR DAN MOTIVASI SISWA PADA MATA PELAJARAN ANIMASI 3 DIMENSI (STUDI KASUS: KELAS XI MULTIMEDIA SMK NEGERI 3 SINGARAJA) ., I Nengah Eka Mertayasa; ., Dr. Ketut Agustini, S.Si, M.Si.; ., I Made Putrama, S.T., M.Tech.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 2 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i2.7555

Abstract

Penelitian ini bertujuan untuk mengetahui (1) pengaruh penerapan e-modul berbasis saintifik terhadap hasil belajar siswa pada mata pelajaran Animasi 3 Dimensi Kelas XI Multimedia SMK Negeri 3 Singaraja, (2) motivasi belajar siswa kelas XI multimedia SMK Negeri 3 Singaraja setelah menggunakan e-modul berbasis saintifik mata pelajaran Animasi 3 Dimensi, (3) respon siswa setlah menggunakan e-modul berbasis saintifik mata pelajaran Animasi 3 Dimensi. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan rancangan penelitian Posttest-Only Control Grup Design. Populasi penelitian ini adalah seluruh siswa kelas XI Multimedia SMK Negeri 3 Singaraja semester genap tahun ajaran 2015/2016. Sebagai sampel dalam penelitian ini adalah kelas XI Multimedia 1 dan XI Multimedia 2 yang berjumlah 52 orang. Kelas XI Multimedia 2 digunakan sebagai kelas eksperimen dan XI Multimedia 1 sebagai kelas kontrol. Terdapat dua jenis variabel dalam penelitian ini yaitu (1) variabel bebas adalah e-modul berbasis saintifik, dan (2) variabel terikat adalah hasil belajar dan motivasi belajar siswa. Pengumpulan data dilakukan dengan menggunakan metode tes uraian untuk mengukur ranah kognitif. Data hasil belajar kemudian dianalisis dengan melakukan uji prasyarat yang meliputi uji normalitas, uji homogenitas dan uji- t sedangkan untuk motivasi belajar dan respon menggunakan metode angket. Berdasarkan hasil analisis data diperoleh, hasil uji normalitas dan homogenitas kedua kelompok berdistribusi normal dan homogen. Terdapat pengaruh hasil belajar yang signifikan antara siswa yang belajar dengan menerapkan e-modul berbasis saintifik dengan pembelajaran konvensional. Hal ini menunjukan bahwa hasil belajar siswa dengan media e-modul lebih tinggi dari media pembelajaran konvensional. Diperoleh reta-rata motivasi siswa sangat tinggi terhadap penerapan e-modul dan rata-rata respon siswa positif terhadap penerapan e-modul berbasis saintifik. Kata Kunci : quasi eksperimen, e-modul berbasis saintifik, hasil belajar, motivasi belajar, dan respon siswa This research aimed to know (1) the influence of the application of scientific based e-module to students’ achievement on 3 Dimentional Animation subjects of XI Multimedia SMK Negeri 3 Singaraja, (2) the students’ motivation of XI multimedia Class SMK Negeri 3 Singaraja after using scientific based e-module on 3 Dimensional Animation subject, (3) the students’ response after using scientific based e-module on 3 Dimensional Animation subjects. This type of this research was quasi experiment research with Posttest-Only Control Group Design. The population of this research was all students of XI Multimedia SMK Negeri 3 Singaraja in second semester academic year 2015/2016. The sample of this research were 52 students of XI Multimedia 1 and XI Multimedia 2. XI Multimedia 2 class used as experiments class and XI Multimedia 1 class used as control class. There were two kind of variables in this research (1) scientific based e-module as independent variable, and (2) students’ achievement and motivation of dependent variable. The data was collected using essay test method to measure cognitive aspect. Results of students’ achievement was analyzed using prerequisite test which included normality test, homogeneity test and t-test while for students’ motivation and response using questionnaire method. Based on the results of data analysis, the result of normality test and homogeneity test were distributed normal and homogen. There was significance influence of students’ achievement between student who learned using scientific based e-module and student who learned using conventional media. This result showed student achievement with e-module media were higher than conventional media. the average of students’ motivation were very high to the implementation of saintific based e-module and the average of students’ response were positive to the application of scientific based e-module.keyword : quasi experiments, e-modules scientific based, learning outcomes, learning motivation, and student response.
THE DEVELOPMENT OF FUZZY EXPERT SYSTEM TO DIAGNOSE INTERNIST DESEASE (CASE STUDY OF DIABETIC DESEASE) Suzy Puspita Dewi, Ni Putu 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 SISTEM PENDUKUNG KEPUTUSAN PEMBELIAN INVESTASI LOKASI PEMUKIMAN DI KABUPATEN BULELENG MENGGUNAKAN METODE COMPOSITE PERFORMANCE INDEX BERBASIS WEB Ismail, Taufik; Gede Sunarya, I Made; Antara Kesiman, Made Windu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19671

Abstract

This study aims to (1) Designing a Decision Support System Purchasing Investment Locations Settlements in Buleleng regency Method Using Web-Based Composite Performance Index. (2) Implement the Decision Support System Purchasing Investment Locations Settlements in Buleleng regency Method Using Web Based Composite Performance Index. The research method used is a research and development (research and development), aims to develop a Decision Support System (DSS) purchase of residential investment web location. This SPK load data investment criteria settlement locations obtained through interviews using a questionnaire with Mr. I Nyoman Mas Arya Wiryawan (as the housing developer Duta Mas), for the acquisition of data for each criterion obtained from relevant government agencies (the village board in Buleleng regency, part Bappeda spatial and land part PU). Use of this system is easy enough that users of these systems will be given the option to select multiple criteria in accordance with the investment criteria of investors in determining the location of settlements, where each criterion is assigned a weighting of interest (total 100%), with the determination of the scale of investment value. The results of this study form a web Decision Support System which can be used as a means of investment search residential location in Buleleng regency.
PENGARUH MEDIA PEMBELAJARAN PENGENALAN TATA CARA WUDHU DAN SHOLAT BERBASIS ANIMASI 3 DIMENSI TERHADAP HASIL BELAJAR FIQIH KELAS 1 MADRASAH IBTIDAIYAH NEGERI 1 KARANGASEM Audia, Ahda; Sugihartini, Nyoman; Putrama, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 8, No 2 (2019)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v8i2.18285

Abstract

This study aims to determine (1) differences in learning outcomes between students using learning media introduction to procedures for ablution and prayer based on 3-dimensional animation and students using lecture methods (2) knowing student responses after using learning media introduction to procedures for ablution and prayer based 3-dimensional animation. This type of research is a quasi-experimental (quasi-experimental) design with Post Test Only Control Group Design. Learning outcomes data were analyzed by conducting normality tests, homogeneity tests and t-tests. The results showed that the average results of the analysis of learning (experimental> control) with cognitive values (81.46> 70), psychomotor values (95> 89.23), affective values (79.2> 70.83) and student responses from the application of learning media in Fiqh subjects is very positive, namely 21 out of 25 students.  Keywords : Learning Media, Fiqh Learning Results, Student Response
STUDI KOMPARATIF PENGGUNAAN MODEL PEMBELAJARAN PICTURE AND PICTURE DAN EXAMPLE AND NON EXAMPLE TERHADAP MINAT DAN HASIL BELAJAR SISWA (Studi Kasus : Kelas VII Pada Mata Pelajaran TIK SMP Negeri 1 Sawan Tahun Pelajaran 2015/2016) ., Putu Chandra Cahyana Putera; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Nyoman Sugihartini, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 2 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i2.8130

Abstract

Tujuan penelitian ini untuk mengetahui (1) Pengaruh minat dan hasil belajar TIK siswa kelas VII dengan menggunakan model pembelajaran Picture and Picture dan Example and Non Example, (2) Hasil belajar yang lebih tinggi antara model pembelajaran Picture and Picture dan Example and Non Example, (3) respon siswa terhadap penerapan model pembelajaran Picture and Picture dan Example and Non Example. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah kognitif dan uji keterampilan untuk ranah Psikomotor. Data hasil belajar dianalisis melalui uji prasyarat yaitu uji normalitas dan homogenitas dengan hasil ketiga kelompok berdistribusi normal dan homogen, dilanjutkan dengan uji hipotesis menggunakan Anova Satu jalur (F_hitung=22.368) yang berarti terdapat pengaruh yang signifikan dalam penggunaan model pembelajaran Picture and Picture, Example and Non Example, dan konvensional. Karena terdapat pengaruh yang signifikan maka dilanjutkan dengan uji t-Scheffe dengan hasil terdapat perbedaan yang signifikan antara model pembelajaran Picture and Picture dengan Example and Non Example (t=3.18), Picture and Picture dengan konvensional (t=6.68) dan Example and Non Example dengan konvensional (t=3.46), kemudian dilihat dari rata-rata hasil belajar model pembelajaran Picture and Picture (41.49), Example and Non Example (38.71), dan konvensional (34.46). Maka disimpulkan bahwa model pembelajaran Picture and Picture lebih baik dengan hasil belajar yang lebih tinggi. Sedangkan untuk minat dan respon menggunakan metode angket. Hasil analisis angket minat model Picture and Picture diketahui 71% minat sangat tinggi, 29% minat tinggi dan 77% respon sangat positif, 23%. Sedangkan untuk model Example and Non Example diketahui 83% minat sangat tinggi, 17% minat tinggi dan 94% respon sangat positif, 6% respon positif. Kata Kunci : Studi Komparatif, Picture and Picture, Example and Non Example, Minat, Hasil belajar This research aimed to know (1) The influenced about the interest and result of students’ TIK study used Picture and Picture and Example and Non Example learning model (2) the highest result of study between Picture and Picture and Example and Non Example learning model (3) the students’ response toward Picture and Picture dan Example and Non Example learning model application. The data accumulation done by multiple choice tests to measured cognitive domain and skill test to psychomotor domain. The students’ result study analyzed by prerequisite test was normality test and homogeneity by the result of the three group which normal distribution and homogeneous, continued by hypothesis test used a strip Anova (F_hitung=22.368) it means there are significant influenced in the used of Picture and Picture, Example and Non Example and conventional. Because of the significant influenced then continued by t-Sheffe with the result there are the significant differences between Picture and Picture and Example and Non Example learning model was (t=3.18), Picture and Picture with the conventional was (t=6.68), and Example and Non Example with the conventional was (t=3.46), then the average of the result study of Picture and Picture learning model was (41.49), Example and Non Example was (38.71), and conventional was (34.46). The concluded that the Picture and Picture learning model more effective to highest students result study. Meanwhile, the respond of used questionnaire method, the result of Picture and Picture model interest questionnaire known 71% very positive interest, 29% positive interest and 77% very positive responses, 23% positive responses. Then, Example and Non Example model known 71% very positive interest, 29% positive interest and 94% very positive responses, 6% positive responses. keyword : Studi Komparatif, Picture and Picture, Example and Non Example the study result,
PENGEMBANGAN APLIKASI REGION BASED EARLY WARNING SYSTEM PENYEBARAN PENYAKIT DEMAM TIFOID BERBASIS SMS GATEWAY DENGAN PENDEKATAN TRIANGULASI Erdy Kusuma, Dewa Made
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

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