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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
Film Dokumenter Permainan Tradisional “Adu Gangsing” di Buleleng “Sebagai Warisan Budaya” ., Kadek Adi Sidiantara; ., I Gede Mahendra Darmawiguna, S.Kom., M.S; ., Gede Aditra Pradnyana, S.Kom., M.Kom.
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.v8i1.17007

Abstract

Permainan Tradisional “Adu Gangsing” adalah salah satu jenis permainan tradisional yang diwariskan sejak lama oleh nenek moyang kita. Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu), (2) Untuk mengetahui respon masyarakat terhadap hasil akhir film dokumenter “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dengan model cyclyc strategy. Model ciclyc strategy terdiri dari tahap brief (riset awal dan penawaran ide), tahap 1 (pengumpulan data dan analisis kebutuhan film), tahap 2 (pra-produksi), evaluasi peneliti, tahap 3 (produksi dan pasca produksi), evaluasi uji ahli (ahli media dan ahli isi), tahap 4 (burning, desain poster, dan desain DVD), outcome (publikasi film) dan uji respon penonton. Hasil penelitian menunjukan bahwa film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) dalam kriteria sangat baik. Simpulan yang didapatkan yaitu perancangan film dokumenter Permainan Tradisonal “Adu Gangsing” di Buleleng (sebagai warisan budaya leluhur yang tidak lekang oleh waktu) telah berhasil dilaksanakan dengan model cyclic strategy dengan menggunakan tahapan produksi film. Film dokumenter Permainan Tradisonal “Adu Gangsing” sudah berhasil masuk dalam kategori sangat baik sesuai dengan hasil uji ahli isi dan media. Serta berdasarkan analisis terhadap 30 orang responden yang berasal dari kalangan masyarakat khususnya generasi muda dinyatakan bahwa film dokumenter ini mendapatkan total presentase sebesar 90,59% yang masuk kategori sangat baik.Kata Kunci : Kata kunci: Permainan Tradisional, Adu Gangsing, Film Dokumenter, Cyclic Strategy. Traditional games "Adu Gangsing" is one type of traditional game that has been inherited for a long time by our ancestors. This study aims to (1) produce designs and implement the results of the documentary documentary "Adu Gangsing" Traditional Games in Buleleng (as a timeless heritage), (2) To find out the public response to the final results of the documentary "Adu Gangsing" "In Buleleng (as a timeless cultural heritage) The type of research used in this study is research with a cyclyc strategy model. The Ciclyc strategy model consists of a brief stage (initial research and idea offering), stage 1 (data collection and film needs analysis), stage 2 (pre-production), researcher evaluation, stage 3 (production and post-production), expert test evaluation ( media expert and content expert), stage 4 (burning, poster design, and DVD design), outcome (film publication) and audience response test. The results of the study show that the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) is in very good criteria. The conclusions obtained were the design of the documentary film "Adu Gangsing" Traditional Games in Buleleng (as a timeless cultural heritage) that has been successfully implemented with a cyclic strategy model using the stages of film production. The documentary film "Adu Gangsing" Traditional Games has successfully entered the excellent category according to the results of the content and media expert test. And based on the analysis of 30 respondents from the community, especially the younger generation, it was stated that the documentary film received a total percentage of 90.59% which was in the excellent categorykeyword : Keywords: Traditional Games, “Adu Gangsing”, Documentary Film, Cyclic Strategy
Studi Komparatif Pengaruh Model Pembelajaran ICARE dan PAKEM terhadap Hasil Belajar TIK Siswa Kelas X SMA Negeri 1 Sawan Tahun Ajaran 2015/2016 ., Ida Ayu Ratnasari Kemenuh; ., Dr. Ketut Agustini, S.Si, M.Si.; ., I Ketut Resika Arthana, S.T., M.Kom
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.v5i2.8114

Abstract

Penelitian ini bertujuan untuk mengetahui (1) pengaruh hasil belajar mata pelajaran Teknologi Informasi dan Komunikasi (TIK) siswa kelas X SMA Negeri 1 Sawan tahun ajaran 2015/2016 yang menggunakan model pembelajaran ICARE dan model pembelajaran PAKEM, (2) respon siswa kelas X di SMA Negeri 1 Sawan tahun ajaran 2015/2016 terhadap pembelajaran mata pelajaran TIK menggunakan model pembelajaran ICARE dan model pembelajaran PAKEM Jenis penelitian ini merupakan penelitian eksperimen semu (quasy experiment). Desain yang digunakan adalah “Posttest-Only Nonequivalent Control Grup Design”. Populasi dalam penelitian adalah seluruh siswa kelas X SMA Negeri 1 Sawan. Sampel ditentukan melalui teknik random sampling dengan mengundi kelas-kelas yang setara, sehingga diperoleh sampel kelas X2 sebagai kelompok eksperimen 1, kelas X1 sebagai kelompok eksperimen 2, dan kelas X4 sebagai kelompok kontrol. Pengumpulan data dilakukan dengan menggunakan metode tes pilihan ganda. Tujuannya untuk mengukur ranah kognitif, ranah psikomotor menggunakan rubrik penilaian tes psikomotor. Data hasil belajar siswa kemudian dianalisis dengan melakukan uji prasyarat yang meliputi uji normalitas dan uji homogenitas. Pengujian hipotesis menggunakan uji anova satu jalur, dan uji pasangan t-scheffe. Respon siswa menggunakan metode angket. Berdasarkan hasil penelitian menunjukkan bahwa terdapat pengaruh yang signifikan dengan penerapan model pembelajaran PAKEM terhadap hasil belajar TIK siswa kelas X SMA Negeri 1 Sawan tahun ajaran 2015/2016 dibandingkan dengan siswa yang menggunakan model pembelajaran ICARE maupun yang menggunakan model pembelajaran konvensional. Respon siswa pada model pembelajaran PAKEM lebih tinggi daripada model pembelajaran ICARE. Ini berarti, model pembelajaran PAKEM lebih disenangi oleh siswa.Kata Kunci : model pembelajaran PAKEM, ICARE, konvensional, hasil belajar, respon siswa The objectives of this study were to know (1) the effect of the student’s learning result of TIK subject of the students of the X grade students of SMA Negeri 1 Sawan in school year 2015/2016 that implemented by the ICARE learning model and the PAKEM learning model, (2) students’s response of X grade students of SMA Negeri 1 Sawan in school year 2015/2016 toward the TIK subject by the implementation of ICARE learning model and PAKEM learning model. The type of this study is the quasy experiment study. This study has designed by Posttest-Only Nonequivalent Control Grup Design. The population of this study was all of the students of X grade students of SMA Negeri 1 Sawan in school year 2015/2016. The sample was determined by random sampling technique with randomizes the equivalent classes in order to obtain samples X2 class as experiment group 1, X1 class as experiment group 2, and X4 class as contol group. The data were collected by using multiple choices test method. The objectives were to measuring the cognitive domain, the psychomotor domain by psychomotor test section. The data of the student learnign result has analyzed by prerequisite test that included by the normality test and the homogeneity test. The one-way anova test, and t-schefee test. The students response were collected by questionnaire method. The hypothesis test by the one-way anova test, and t-schefee test. The students response were collected by questionnaire method. According the result of the study has showed that there was the significant effect of the PAKEM learning model implementation for of the student’s learning result of TIK subject of the students of the X grade students of SMA Negeri 1 Sawan in school year 2015/2016 beside the students that has implemented by ICARE learning model or the conventional learning model. The strudent response of the PAKEM learning model was higher than the ICARE learning method. Thas meant the PAKEM learning model preferably by the students.keyword : PAKEM learning model, ICARE learning model, conventional learning model, learning result, student response
PENGEMBANGAN GAME SIMULASI “TINGKLIK VIRTUAL MUSIC” Pranajaya, Pande Gede Pranajaya
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.v1i4.19570

Abstract

Penelitian ini merupakan penelitian dan pengembangan (Research andDevelopment / R&D) yang bertujuan untuk (1) untuk merancang Pengembangan Game Simulasi “Tingklik Virtual Music”; (2) untuk mengimplementasikan PengembanganGame Simulasi “Tingklik Virtual Music” Tingklik adalah instrumen perkusi tradisional yang berasal dari Bali, Tingklik terbuat dari sebelas tabung bambu berongga yang menghasilkan suara yang sesuai untuk skala pentatonic. Mentransformasikan alat musik tingklik ke dalam bentuk alat musikvirtual pada mesin game arcade akan mampu memadukan interaksi pemain dengan instrumen virtual dengan amat baik, sehingga menimbulkan kesan inovatif dan futuristik serta yang paling penting adalah menarik untuk dimainkan. Hal tersebut dikarenakan game musik virtual mempunyai keunggulan dari musik tradisional dalam kemudahan interaksi. Pengembangan game ini mempergunakan model pengembangan Waterfall yang menghasilkan produk berupa game simulasi berbasis flash. Game Simulasi “TingklikVirtual Music” layak dipergunakan dari anak – anak sampai dewasa. Game ini menyediakan fitur – fitur menarik, dari pemilihan musik sampai pemilihan avatar –avatar yang menarik. Implementasi game simulasi Tingklik Virtual Music mempergunakan program Adobe Flash CS3 dengan bahasa pemrograman flash Action Script 2.0. Pengujian game dilakukan menggunakan blackbox testing yang bertujuan untuk menguji fungsionalitas perangkat lunak. Hasil pengujian membuktikan bahwa game sudah sesuai dengan alur storyboard dan layak untuk dipakai.
AUGMENTED REALITY BOOK PENGENALAN ORNMAEN TRADISIONAL BALI Tirta Murdika, I Made; Nyoman Crisnapati, Padma; Gede Sunarya, I Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19768

Abstract

Balinese traditional ornaments as a local cultural heritage should be conserved and maintained. The purpose of this research was to utilize the technology by developing an application that could be used as a media to documentize and introducing the shapes and  the types of Balinese traditional ornaments with more interactive and attractive way.The method used was development research. This research aimed to develop an Augmented Reality Book application about the Balinese traditional ornaments by using the waterfall model until the system testing phase. This application used vuforia libraries that could play sound and display the 3D objects of Balinese traditional ornaments in a real environment by using books and android based smartphones.The result of this research is a book contains the information and images related to the Blinese traditional ornaments and also functioned as a marker of android based Augmented Reality Book application that can display a part of Balinese architecture with Balinese ornaments on it in 3D objects above the marker, followed by spoken narrations which explain the ornament shown. This application can be used as a media to  documentize, introduce and conserve the national culture.  
Film Dokumenter Permainan Tradisional “Kelik-kelikan” Prahayuda, I Kadek Ary; Santyadiputra, Gede Saindra; Pradnyana, Gede Aditra
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.v8i2.18347

Abstract

Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan dari film dokumenter permainan tradisional “Kelik-kelikan”, (2) mengetahui respon masyarakat terhadap hasil akhir film dokumenter permainan tradisional “Kelik-kelikan”. Metode Penelitian yang digunakan pada film dokumenter permainan tradisional “Kelik-kelikan” adalah metode pengembangan dengan model Cyclic Strategy. Cyclic Strategy merupakan sebuah metode yang ada kalanya suatu tahap perlu diulang kembali sebelum tahap berikutnya dilanjutkan. Adapun tahap – tahap dari Cyclic Strategy diantaranya adalah brief, tahap 1, tahap 2, evaluasi 1, tahap 3, evaluasi 2, tahap 4 dan Outcome. Hasil penelitian menunjukan bahwa film dokumenter permainan tradisional “Kelik-kelikan” dalam kriteria sangat baik. Hasil yang diperoleh dari uji ahli isi dan uji ahli media sudah sesuai. Sedangkan dari uji respon penonton disebar ke 30 responden didapatkan hasil presentase yaitu 92.73% dengan tingkat pencapaian “sangat baik”. Kesimpulan yang didapatkan yaitu film dokumenter permainan tradisional “Kelik-kelikan” sudah sangat baik dan bisa digunakan sebagai media pelestari dan promosi permainan tradisional “Kelik-kelikan” dalam bentuk dokumentasi digital. Kata kunci: Film Dokumenter, Kelik-kelikan, Permainan Tradisional, Cyclic Strategy.                This study aims at (1) producing a project and implementing the results of the project of a documentary film of a traditional game entitled "Kelik-kelikan" (2) finding out public responses to the final results of the Documentary Film of Traditional Game " Kelik-kelikan ". The research method used in the documentary film of traditional game of " Kelik-kelikan" is a development method using the Cyclic Strategy model. Cyclic Strategy is a method that sometimes has to be repeated before continuing to the further stages. The stages of Cyclic Strategy include briefs, stage 1, stage 2, evaluation 1, stage 3, evaluation 2, stage 4 and Outcome.The result of the study shows that the documentary film of traditional game of " Kelik-kelikan" is considered "very good". The results obtained from the content expert tests and the media expert tests are appropriate. Meanwhile, from the audience response test that has been distributed to 30 respondents, the percentage is 92.73% with a "very good" achievement level. The conclusions obtained were the documentary film of traditional game of " Kelik-kelikan" was very good and could be used as a preservation media and promotion of traditional games of " Kelik-kelikan" in the form of digital documentation. Keywords: Documentary Film, Kelik-kelikan, Permainan Tradisional, Cyclic Strategy.
Pengembangan E-modul Berbasis Project Based Learning pada Mata Pelajaran Pemrograman Web kelas X di Smk Negeri 3 Singaraja ., I Kadek Adi Winaya; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc; ., I Gede Partha Sindu, 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.v5i2.8203

Abstract

Abstrak - Penelitian ini bertujuan (1) Untuk merancang dan mengimplementasikan Pengembangan E-modul Berbasis Project Based Learning pada Mata Pelajaran Pemrograman Web Kelas X di SMK Negeri 3 Singaraja. (2) Untuk mengetahui respon siswa dan guru terhadap Pengembangan E-modul Berbasis Project Based Learning pada Mata Pelajaran Pemrograman Web Kelas X di SMK Negeri 3 Singaraja. Metode penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan. dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas X Teknik Komputer dan Jaringan dan guru mata pelajaran Pemrograman Web di SMK Negeri 3 Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa dan guru terhadap e-modul diperoleh dengan menggunakan metode angket. Hasil penelitian menunjukkan bahwa: 1) Hasil rancangan dan implementasi e-modul yang telah dikembangkan pada mata pelajaran pemrograman web untuk siswa kelas X Teknik Komputer dan Jaringan dengan menggunakan model pembelajaran Project Based Learning di SMK Negeri 3 Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. 2) Hasil analisis data respon siswa menunjukkan bahwa persentase siswa yang memberikan respon sangat baik sebesar 16%, persentase siswa yang memberikan respon baik sebesar 84%, dan tidak ada siswa yang memberikan respon cukup, kurang, maupun sangat kurang. Sedangkan hasil analisis data respon guru menunjukkan bahwa persentase guru yang memberikan respon sangat baik sebesar 100%, dan tidak ada guru yang memberikan respon baik, cukup, kurang, maupun sangat kurang. Kata Kunci : E-Modul, Pemrograman Web, Model Project Based Learning, Abstract—The purposes of this research were (1) To design and implement of the Development of E-module based the Project Based Learning on the Web Programming Subject of the X grade of SMK Negeri 3 Singaraja. (2) To know the students and the teachers response toward the Development of E-module based of Project Based Learning on the Web Programming Subject in X grade of SMK Negeri 3 Singaraja. The method that used in this research was research and development by ADDIE development model. The subjects of the study were all of the students and the teachers of X grade of Computer and Networking Engineering department of SMK Negeri 3 Singaraja in the academic year 2016/2017. To know the students and the teachers response toward the e-module obtained was collected by questionnaires method. The results has showed that: 1) The design and implementation of e-module that was developed on the web programming for the students of X grade of Computer and Networking Engineering department of SMK Negeri 3 Singaraja by using model Project Based Learning was successfully applied according the several test that has done before, 2) The results of the data analysis of students response have indicated that the percentage of 16% were good, the precentage of good were 84%, and no student response was for moderate, deficient, nor very deficient. Besides, the results of the teachers response data analysis showed that the percentage of 100% for very well response and no teacher gave for good, moderate, deficient, nor very deficient.keyword : E-Module, Web Programming, Project Based Learning Model,
IMPLEMENTASI IMPROVING LEARNING DENGAN METODE DRILL DAN RESITASI UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR TEKNOLOGI INFORMASI KOMUNIKASI PADA SISWA KELAS X-7 SMA NEGERI 3 SINGARAJA Raditya Putra, I Gusti Lanang Agung
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.v1i4.19575

Abstract

Penelitian tentang perbaikan kualitas pembelajaran teknologi informasi komunikasi pada siswa kelas X-7 SMA Negeri 3 Singaraja. Penelitian ini bertujuan untuk meningkatkan aktivitas dan hasil belajar siswa.  Penelitian ini merupakan penelitian tindakan kelas, dengan implementasi improving learning melalui metode drill dan resitasi. Subyek dalam penelitian ini adalah siswa kelas X-7 SMA Negeri 3 Singaraja tahun ajaran 2011/2012 yang berjumlah 27 orang siswa. Objek penelitian dalam penelitian ini adalah aktivitas dan hasil belajar siswa pada pembelajaran teknologi informasi komunikasi. Data mengenai aktivitas dan hasil belajar siswa ini dianalisis secara deskriptif kualitatif sesuai dengan kriteria penilaian masing-masing aspek. Dengan tindakan yang dilakukan ternyata hasil penelitian menunjukkan bahwa aktivitas siswa secara klasikal dalam pembelajaran mengalami peningkatan dari kategori cukup menjadi baik. Hasil belajar klasikal mengalami peningkatan dari 29,92 % menjadi 88,89 %, siswa mencapai nilai ≥ 75. Berdasarkan hal tersebut tindakan yang dilakukan pada pembelajaran teknologi informasi komunikasi dapat meningkatkan kualitas pembelajaran dengan hasil yang memuaskan.
PENGEMBANGAN “DIGITAL INTERACTIVE STORYTELLER” BERBASIS ANDROID UNTUK TUNANETRA Ita Paramitha, Anak Agung Istri; Windu Antara Kesiman, Made; Resika Arthana, I Ketut
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 3 (2014)
Publisher : Universitas Pendidikan Ganesha

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

Abstract

Storytelling is an art which can be done either with tools or not to convey message, information or entertaining story. Storytelling has many benefits for child development; one of them is to increase child’s imagination. “Digital Interactive Storyteller” is an application using Android devices that intended for blind user. This research aims to design and implement “Digital Interactive Storyteller” an Android-based Application for Blind People.Development of the Digital Interactive Storyteller” an Android-based Application for Blind People is using the software development life cycle SDLC (Software Development Life Cycle) with the waterfall model. The main feature in this application is an interactive audio story using Android devices. Interactive here means the users can choose their own storyline.The result of this research is the design and implementation of the Digital Interactive Storyteller” an Android-based Application for Blind People that has been successfully carried out. The design is done by using a functional model of the UML (Unified Modeling Language). Implemented in Java programming language using the Eclipse editor and ADT (Android Development Tools). The entire functional requirements have been successfully implemented in accordance with the design.
THE DEVELOPMENT OF VIDEO RESTORATION APPLICATION Agus Wibawantara, Gusti Ngurah Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 2, No 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19629

Abstract

Restoration technique besides can be applied in image, it also can be applied in video. Basically, video is a moving image. In the old video or a video that has been old is usually getting degradation which likely happened in an image. The damage on the video is usually in the form of noise salt and pepper, the quality of lighting which is not good where there is an obscure area in several parts and the picture of the video whichis sharp less.In this study, using five different methods of image processing, namely median filtering, contrast stretching, logarithmic transformation, image erosion and image sharpening. Median filter method used to handle the salt and pepper noise, contrast stretching used to improve image contrast, a logarithmic transformation used to increase the brightness of the image. Erosion method used to remove white spots noise on the image that has a black background and simple white objects. Image sharpening used to sharpen the edges of blurred image.Restoration techniques on the video was done in a way to extract the videobecame frames and audio file. These frame then restore using selected processing methods. The restored frame then render with the audio files into a video file. From the result data of system testing proved that a video can be given more than one restoration method based on the damage type of the video.
THE DEVELOPMENT OF TEACHING MODULE OF DATABASE APLICATION BY USING SQ3R LEARNING MODEL FOR GRADE X STUDENTS OF SOFTWARE ENGINEERING AT SMK NEGERI 1 NEGARA Prita Nugrahini, Ni Putu
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 1 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i1.19567

Abstract

This study aimed at (1) designing and implementing the development of teaching modules of database application by using SQ3R learning model for grade X students of Software Engineering at SMK Negeri 1 Negara; (2) analyzing students’ response toward the development of teaching modules of database application by using SQ3R learning model for grade X students of Software Engineering at SMK Negeri 1 Negara. The development of this teaching module is done by seeing problem in the field where the students’ understanding toward the materials are less   because they are slow to catch and understand the concept of learning materials,  moreover the reference book that the students have is very limited.This research is a Research and Development by using SQ3R (Survey, Question, Read, Recite, Review) or called by scanning method. This research was done up to stage of development and analyse the students’ respon toward developed teaching module. Model development used refers to the model of Dick and Carrey Model development. Teaching modules which have been developed will be testes by students of grade X of Software Engineering at SMK Negeri 1 Negara in order to know the students’ respon. The population of this research is grade X students of Software Engineering at SMK Negeri 1 Negara and the study sample is grade X  RPL 2 with the number of students are 35 students. Based on the results of the percentage of student responses to the development of teaching modules of Database Applications can be categorized as very positive. Very positive response indicates that the students are happy and motivated in learning by using teaching module. This is because of this teaching module contains pictures for being discussed, material with clear and organized steps, summary and exercises to measure students’ understanding of the material that has been explained and there is the review at the end of the module after studying the six chapters, in which the students summarize the whole material of the sixth chapters on the sheet that has been provided. So that students have better understanding and comprehending about the content material of Database Applications  

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