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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
Korelasi Kesiapan Belajar Siswa dan Pengelolaan Laboratorium Komputer terhadap Prestasi Belajar Siswa Pada Mata Pelajaran TIK di SMA Negeri Se-Kota Praya Tahun Ajaran 2012/2013 Iman, Iman; Seri Wahyuni, Dessy; Mahendra Darmawiguna, I Gede
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.v2i6.19663

Abstract

This study aimed to determine (1) description of the correlation between students' learning readiness on student achievement in ICT subjects in high schools as the city of Praya, (2) a description of the correlation between the management of computer labs on student achievement in ICT subjects in SMA as the city of Praya, and (3) a description of the correlation between student readiness and management of computer labs bersam equally on student achievement in ICT subjects in high schools as the city of Praya. The population was students programs IPA XI and XII classes in SMA Se-Kota Praya, amounting to 797 students while the number of samples used in this study were as many as 266 people. Data collection methods used were interviews and questionnaires. The data analysis technique used is the parametric statistical analysis with the prerequisite test normality, homogeneity, linearity, and significance. The results showed that (1) there is a significant positive correlation between students' learning readiness on student achievement in ICT subjects in high schools as the city of Praya, (2) there is a significant positive correlation between the managing computer labs for student achievement students in ICT subjects in high schools as the city of Praya, and (3) there is a significant positive correlation between student readiness and laboratory management computers together on student achievement in ICT subjects in SMA Se-Kota Praya.
PENGARUH E-LEARNING MOODLE BERORIENTASI PROJECT BASED LEARNING TERHADAP PRESTASI BELAJAR SISWA (Studi Kasus: Kelas X Desain Komunikasi Visual Pada Mata Pelajaran Sketsa Di SMK Negeri 1 Sukasada) Astiti, Widya; Agustini, Ketut; Santyadiputra, Gede Saindra
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.v8i2.18111

Abstract

Penelitian ini bertujuan untuk mengetahui (1) perbedaan hasil belajar antara siswa yang belajar menggunakan E-learning Moodle dan siswa yang belajar menggunakan media PowerPoint pada mata pelajaran Sketsa kelas X DKV di SMK Negeri 1 Sukasada (2) mengetahui respon siswa kelas X DKV di SMK Negeri 1 Sukasada setelah menggunakan Elearning Moodle. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan desain Post Test Only Control Group Design. Populasi penelitian mencakup seluruh siswa kelas X Desain Komunikasi Visual di SMK Negeri 1 Sukasada Tahun Pelajaran 2018/2019. Metode pengumpulan data yang digunakan yaitu dengan metode tes uraian untuk mengatur ranah kognitif kemudian dianalisis dengan meliputi uji normalitas, uji homogenitas dan uji hipotesis dan metode kuisioner untuk melihat respon siswa. Data hasil belajar kemudian dianalisis dengan melakukan uji prasyarat yang meliputi uji normalitas, uji homogenitas dan uji- t. Hasil penelitian menunjukkan (1) bahwa terdapat perbedaan hasil belajar antara siswa yang belajar menggunakan Elearning Moodle dan siswa yang belajar menggunakan media PowerPoint pada mata pelajaran Sketsa kelas X DKV di SMK Negeri 1 Sukasada. Hasil analisis uji-t memperoleh thitung sebesar 4.518704 dan ttabel sebesar 2.005746 untuk dk thitung > ttabel, ini berarti H0 ditolak. (2) respon siswa dari penerapan E-learning Moodle adalah sangat positif dilihat dari rata-rata skor hasil angket respon siswa yaitu 83,04%. Kata kunci : E-learning Moodle ,Sketsa, respon siswa
STUDI KOMPARATIF PENERAPAN MODEL TEAM ASSISTED INDIVIDUALIZATION DAN JIGSAW TERHADAP MINAT DAN HASIL BELAJAR TIK SISWA KELAS VIII SMP NEGERI 3 SINGARAJA ., Gede Bayu Pratama; ., 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.v5i2.8127

Abstract

Tujuan penelitian ini untuk mengetahui (1) Pengaruh hasil belajar TIK siswa kelas VIII dengan menggunakan model pembelajaran Team Assisted Individualization (TAI) dan Jigsaw, (2) Pengaruh model pembelajaran Team Assisted Individualization dan model pembelajaran Jigsaw terhadap minat siswa, (3) Respon siswa terhadap penerapan model pembelajaran TAI dan Jigsaw. Jenis penelitian ini adalah eksperimen semu dengan rancangan Post Test Only With Non Equivalent Control Group Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah kognitif, uji keterampilan untuk ranah Psikomotor dan angket untuk mengukur minat belajar siswa dan respon siswa. 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 ( Fhitung = 27,5507) yang berarti Ho ditolak dan Ha diterima. Kemudian dilihat dari rata-rata hasil belajar model pembelajaran TAI (38,36) dan Jigsaw (34,48). Dilanjutkan dengan membandingkan kedua model pembelajaran menggunakan uji t-Scheffe, didapatkan (t=3,9422), maka Ho ditolak dan Ha diterima. Untuk minat belajar dan respon siswa menggunakan metode angket. Hasil analisis angket model TAI diketahui 21% minat sangat tinggi, 79% minat tinggi. Sedangkan untuk model Jigsaw diketahui 91% minat tinggi, 9% minat sedang. Rata-rata hasil analisis angket TAI (194,3) dan Jigsaw (173,7). Hasil analisis angket respon model TAI diketahui 24% respon sangat positif, 73% respon positif dan 3% respon cukup positif. Sedangkan untuk model Jigsaw diketahui 9% respon sangat positif, 73% respon positif dan 18% respon cukup positif. Peneliti menyimpulkan bahwa terdapat pengaruh hasil belajar yang signifikan terhadap model TAI dan Jigsaw, dimana hasil belajar model TAI lebih tinggi dari model Jigsaw. Selain itu minat belajar dengan menggunakan model TAI lebih tinggi dari model Jigsaw serta model pembelajaran TAI dan Jigsaw mendapatkan respon yang positif.Kata Kunci : Team Assisted Individualization, Jigsaw, hasil belajar, minat belajar dan respon siswa The purpose of this study to determine (1) Effect of learning outcomes ICT eighth grade students by using model Team Assisted Individualization (TAI) and Jigsaw, (2) Effect of learning model Team Assisted Individualization and Jigsaw to the interest in students, (3) the response of students to the learning model application TAI and Jigsaw.The research is a quasi-experimental design with Post Test Only With Non-Equivalent Control Group Design. The data collection was conducted by multiple choice tests to measure cognitive, psychomotor skills testing for the realm and questionnaires to gauge student interest and student response. Learning outcomes data were analyzed through the prerequisite test is a test of normality and homogeneity with the results of the three groups of normal distribution and homogeneous, followed by hypothesis testing using Anova One lane (Fhitung = 27.5507) which means that Ho refused and Ha accepted. Then viewed from an average of learning outcomes learning model TAI (38.36) and Jigsaw (34.48). Followed by comparing two models of learning using Scheffe's t-test, it was found (t = 3.9422), then Ho is rejected and Ha accepted.For learning and student responses using questionnaires. The results of questionnaire analysis models known TAI 21% interest is very high, 79% of high interest. As for the Jigsaw model known high interest 91%, 9% interest being. The average results of questionnaire analysis TAI (194.3) and Jigsaw (173.7). The results of the analysis of questionnaire responses TAI known models 24% highly positive, 73% and 3% positive responses were quite positive response. As for the Jigsaw model known 9% highly positive, 73% positive response and 18% fairly positive response.The researchers concluded that there are significant learning outcomes significantly to the model TAI and Jigsaw, where the learning outcome model of TAI is higher than the Jigsaw model. Besides interest in learning to use models TAI higher than the Jigsaw model and learning model TAI and Jigsaw to get a positive response.keyword : Team Assisted Individualization, Jigsaw, learning outcomes, learning and student response
PENGEMBANGAN APLIKASI MULTIMEDIA INTERAKTIF PADA MATA PELAJARAN TIK (MICROSOFT EXCEL 2007) DENGAN PENDEKATAN PEMBELAJARAN TUNTAS PADA SISWA KELAS VIII DI SMP N 5 SINGARAJA Dita Aryastiti, Luh
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.v1i4.19574

Abstract

This research was aimed (1) to design and implement the interactive multimedia application of ICT subject (Microsoft Excel 2007) which used Mastery Learning for student of VIII class at SMPN 5 Singaraja. (2) to know the response from student for the interactive multimedia application of ICT lessons (Microsoft Excel 2007). The subject of this research are all students of VIII class at SMPN 5 Singaraja academic year 2012/2013 which are 31 students. This research is research and development (R&D). The data collected include students’ response data towards the development for interactive multimedia application of ICT subject (Microsoft Excel 2007) with the use of Mastery Learning by descriptively. The data of students’ response were analyzed by descriptive. The interactive multimedia was developed by using Macromedia Flash 8 as well as some supporting software such as Adobe Photoshop CS to create and edit images, Adobe Premiere Pro1.5 to process video, and Camtasia Studio 5 for video editing. The results of this research showed that students and teacher response of interactive multimedia application for ICT subject (Microsoft Excel 2007) with the use of Mastery Learning are positive categorized.
PENERAPAN MODEL PEMBELAJARAN ICARE (INTRODUCTION CONNECTION APPLICATION REFLECTION EXTENTION) UNTUK MENINGKATKAN HASIL BELAJAR TEKNOLOGI INFORMASI DAN KOMUNKASI (TIK) (Studi Kasus: Siswa Kelas VIII.3 SMP Laboratorium Undiksha Singaraja Tahun Ajaran 2013-2014) Yuli Krisnawati, Putu; Sugihartini, Nyoman; Windu Antara Kesiman, Made; Seri Wahyuni, Dessy
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.v3i1.19750

Abstract

This study aimed at improving students' learning outcomes on the subject of Technology of Information and Communication by implementing ICARE (Introduction Connection Application Reflection Extention) instructional model and finding out the students' responses toward the implementation of ICARE instructional model. This research was conducted at SMP Laboratorium Undiksha Singaraja which involved the students of class VIII.3 (29 students) in the academic year 2013/2014. This research was designed in the form of Class Action Research which consisted of 2 cycles. The data which were gathered in this research were the students' learning outcomes and responses toward the implementation of ICARE instructional model on the subject of Technology of Information and Communication. The data of the students' learning outcomes were gathered by means of cognitive test as well as affective and psikomotor observation sheet, while the data of the students' responses were gathered by closed questionnaire. The result of this study showed that (1) there was an improvement of the students' learning outcomes. This can be seen from the classical mastery of the students obtained in the fist cycle was 17.24%, and in the second cycle was 100.00%. The learning outcomes improved by 82.76%. (2) The students' responses on the average toward the implementation of ICARE instructional model could be classified as positive that was equal to 47.07. The researcher concluded that the implementation of ICARE instructional model on on the subject of Technology of Information and Communication can improve the students' learning outcomes and can obtain postive responses from the students.
Usability Testing Sesuai Dengan ISO 9241-11 Pada Sistem Informasi Program Pengalaman Lapangan Universitas Pendidikan Ganesha Ditinjau Dari Pengguna Mahasiswa Wardani, Surya; Darmawiguna, I Gede Mahendra; Sugihartini, Nyoman
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.v8i2.18400

Abstract

Sistem Informasi Program Pengalaman Lapangan (SI PPL) Undiksha adalah salah satu sistem informasi yang telah diterapkan untuk mendukung kegiatan PPL Real di Undiksha. Penelitian ini bertujuan untuk mengevaluasi SI PPL Undiksha serta dapat memberikan rekomendasi perbaikan atas sistem tersebut berdasarkan hasil evaluasi usability yang merujuk pada ISO 9241-11 yang ditinjau dari pengguna mahasiswa. Jenis penelitian ini adalah penelitian survei berbasis pengguna. Metode yang digunakan adalah metode usability testing dengan teknik wawancara untuk mendapatkan data awal, atribut efektifitas dan atribut efisiensi diukur menggunakan teknik Performance Measurementuntuk mengumpulkan data kuantitatif , serta atribut kepuasan diukur menggunakan teknik Restropective Think Alouduntuk mengumpulkan data kualitatif, dan kuesioner SUS. Hasil rekomendasi akan berpedoman pada 8 aturan emas untuk memperoleh desain interface yang efektif sehingga dapat mengoptimalkan perbaikan SI PPL Undiksha. Jumlah sampel yang ditentukan pada penelitian ini sebanyak 10 orang mahasiswa FTK di Undiksha angkatan 2015 yang berpotensi menggunakan SI PPL Undiksha. Undiksha Field Experience Program Information System (SI PPL) is one of the information systems that has been implemented to support Real PPL activities at Undiksha. This study aims to evaluate the SI PPL Undiksha and can provide recommendations for improvements to the system based on the results of usability evaluation that refers to ISO 9241-11 which is reviewed by student users. This type of research is user-based survey research. The method used is the usability testing method with interview techniques to obtain initial data, attributes of effectiveness and efficiency attributes were measured using Performance Measurement techniques to collect quantitative data, and satisfaction attributes were measured using Think Aloud's Restropective technique to collect qualitative data, and SUS questionnaires. The recommendation results will be guided by 8 golden rules to obtain an effective interface design so as to optimize the improvement of the Undiksha SI PPL. The number of samples determined in this study were 10 FTK students at the 2015 Undiksha who had the potential to use the Undiksha SI PPL.
ANALISIS PEMANFAATAN E-LEARNING SEBAGAI KNOWLEDGE MANAGEMENT DALAM MENDUKUNG PROSES PEMBELAJARAN DI JURUSAN PENDIDIKAN TEKNIK INFORMATIKA UNDIKSHA ., I Kadek Agus Erta Nugraha; ., Dr. Ketut Agustini, S.Si, M.Si.; ., I Gede Partha Sindu, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 1 (2017):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i1.9865

Abstract

Penelitian ini bertujuan untuk mengetahui bagaimana pemanfaatan E-Learning sebagai Knowledge Management dalam mendukung proses pembelajaran di jurusan Pendidikan Teknik Informatika Undiksha. Penelitian ini merupakan penelitian survey yang menggunakan metode deskriptif. Populasi dalam penelitian ini adalah Dosen dan Mahasiswa angkatan 2013-2015 yang aktif di jurusan Pendidikan Teknik Informatika Undiksha. Sampel dalam penelitian ini terdiri dari 14 orang dosen dan 114 orang mahasiswa, penarikan sampel menggunakan Teknik Simple Random Sampling. Data penelitian dihimpun menggunakan kuisioner dan dianalisis dengan metode analisis deskriptif. Hasil penelitian menunjukkan tingkat pemanfaatan E-Learning sebagai Knowledge Management dalam mendukung proses pembelajaran di jurusan Pendidikan Teknik Informatika Undiksha, indikator-indikator dari responden dosen didapatkan indikator terbesar yaitu indikator refleksi pengetahuan dan penyampaian materi pembelajaran yang memiliki persentase sebesar 74,50%, kemudian indikator penggunaan pengetahuan dan pemberian tugas dengan persentase 72,26%, indikator berbagi pengetahuan dengan persentase 71,07%, dan indikator identifikasi pengetahuan dan sumber belajar sebesar 56,97%. Sedangkan indikator-indikator dari responden mahasiswa didapatkan indikator terbesar yaitu indikator refleksi pengetahuan dan penyampaian materi pembelajaran yang memiliki persentase sebesar 62,59%, kemudian indikator penggunaan pengetahuan dan pemberian tugas dengan persentase sebesar 52,51%, indikator identifikasi pengetahuan dan sumber belajar dengan persentase sebesar 45,39%, dan indikator berbagi pengetahuan dengan persentase sebesar 42,20%. Kata Kunci : Survey, E-Learning, Knowledge Management This study aimed to determine how the use of E-Learning as Knowledge Management in supporting the learning process at the Information Engineering Education Department Undiksha. This study was a descriptive research by using survey method. The populations of this study were lecturers and student of 2013-2015 who is active in the Information Engineering Education Department Undiksha. The sample of this study consisted of 14 lecturer and 114 students. The sampling used in this research was Simple Random Sampling technique. The research data were collected using a questionnaire and analyzed by descriptive analysis method. The results showed the level of the use of E-Learning as Knowledge Management in supporting the learning process at the Information Engineering Education Department Undiksha. The indicators from the lectures respondents which categorized high indicator was reflection of knowledge and lecturing the material which has 71.50%, indicator multi knowledge with percentage 71.07%, and indicator of indication the source of learning with 56.97% The students’ indicator showed that the higher indicator from the reflection of knowledge and acquiring the learning material with 62.59%, the indicator of the use of knowledge and tasking with 52.51%, indicator of identification of knowledge and learning source with 45.39%, and sharing the knowledge with 42.20%. keyword : Survey, E-Learning, Knowledge Management
AUGMENTED REALITY BOOK PENGENALAN TATA LETAK BANGUNAN PURA LUHUR ULUWATU BESERTA LANDSCAPE ALAM Agus Jayadi Putra, Kadek; Nyoman Chrisnapati, Padma; Windu Antara Kesiman, Made; Mahendra Darmawiguna, I Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 3, No 4 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i4.19713

Abstract

Pura Luhur Uluwatu merupakan salah satu Sad Kahyangan di Bali yang berfungsi sebagai tempat pemujaan Dewa Rudra. Pura Luhur Uluwatu terletak di sebelah barat Desa Pecatu termasuk wilayah Kecamatan Kuta Selatan, Daerah Tingkat II Badung. Pura ini di atas tebing yang sangat terjal dengan ketinggian 97 meter dari permukaan laut. Selain sebagai tempat pemujaan oleh umat Hindu, pura ini juga dijadikan sebagai tujuan wisata baik oleh wisatawan domestik maupun wisatawan mancanegara karena memiliki pesona alam yang sangat indah. Pura Luhur Uluwatu merupakan warisan kebudayaan yang patut dilestarikan. Salah satu upaya pelestariannya adalah dengan menggabungkan kebudayaan dengan teknologi Augmented Reality. Penelitian ini bertujuan untuk membangun sebuah aplikasi Augmented Reality Book Pengenalan Tata Letak Bangunan Pura Luhur Uluwatu beserta Landscape Alam. Pengembangan aplikasi berbasis Android ini menggunakan beberapa software yakni Blender, Unity 3D dan library vuforia untuk menampilkan objek 3 dimensi bangunan ke dalam sebuah lingkungan nyata. Metode yang digunakan dalam penelitian ini adalah metode waterfall. Hasil akhir dari penelitian ini berupa buku yang berisikan gambar beserta informasi terkait dengan Pura Luhur Uluwatu, gambar dari buku ini berfungsi sebagai marker untuk menampilkan objek bangunan Pura Luhur Uluwatu beserta Landscape Alam lengkap dengan suara narasi.
THE APPLICATION DEVELOPMENT ANALYSIS OF NUTRITIONAL STATUS AND DISEASE IN PREGNANT WOMEN USING DEMPSTERSHAFER METHOD BASED ON WINDOWS MOBILE Pande Undagi, Gede
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.v2i1.19621

Abstract

Pregnancy is a process of fertilization in order to continue the generationresulting in a growing fetush in a womb of a woman. Many pregnant women having a trouble in getting the information about nutrition status and diseases that is common happen in pregnant women. The health problem of pregnant women usually happen because the lack of knowledge in recognizing early symptoms of disease experienced. That is the main reason the need of aplication to help pregnant woman, one which applies Dempster-Shafer method.Dempster-Shafer is a generalization from Bayesian theory about subjectiveprobability. When Bayesian teory needed probability for every question that come up, Dempster-Shafer theory allowed to determine degree of believe for one question on probability for the question that have connection with other. Dempster-Shafer theory have two main idea. First, get the degree of belief for one question from subjective probability for connected question. Second, combined several degree of beliefs based on the non-independence variable on evidence.The implementation of this research is developing using the waterfall research model and using Visual Basic.net programming language with mssql as a database. Software that designed to have a capability to analyze disease and give the information about nutrition status on pregnant women. This software hopefully will help the pregnant women in keeping away the possibility that can harm the health of pregnant women.
Pengembangan Aplikasi Markerless Augmented Reality Balinese Story "I Cicing Gudig" ., Gusti Agung Dewi Wulandari; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc; ., Gede Saindra Santyadiputra, S.T., M.Cs
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 3 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i3.8573

Abstract

Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan rancangan aplikasi Markerless Augmented Reality Balinese Story “I Cicing Gudig” (2) mengetahui respon pengguna terhadap aplikasi Markerless Augmented Reality Balinese Story “I Cicing Gudig”. Pengembangan aplikasi ini bertujuan untuk memperkenalkan dan melestarikan salah satu cerita rakyat Bali, yaitu I Cicing Gudig. Metode yang digunakan adalah penelitian dan pengembangan (research and development), dengan menggunakan model ADDIE. Model ini terdiri atas lima tahapan yang meliputi analisis (analysis), desain (design), pengembangan (development), implementasi (implementation), dan evaluasi (evaluation). Proses pengembangan aplikasi dimulai dengan analisis masalah dan kebutuhan aplikasi, dilanjutkan dengan perancangan aplikasi, implementasi dilakukan dengan beberapa pengujian terhadap produk yang dikembangkan, dan terakhir evaluasi berupa perhitungan hasil pengujian. Hasil akhir dari projek ini adalah berupa aplikasi yang berisikan tentang cerita I Cicing Gudig berbasis augmented reality yang dapat diinstal pada smartphone android. Aplikasi ini mampu menampilkan animasi dalam bentuk 3 dimensi beserta backsound dan narasinya dalam bahasa Indonesia dan bahasa Inggris. Aplikasi ini juga dilengkapi dengan beberapa fitur seperti zoom, rotate dan flash yang dapat mempermudah penggunaan aplikasi. Dari analisis uji respon pengguna aplikasi masuk ke dalam kriteria sangat baik dengan presentase 91,07%.Kata Kunci : Markerless Augmented Reality, Cerita Rakyat Bali, I Cicing Gudig, Model ADDIE This research aimed to (1)designing an implementing application of Markerless Augmented Reality Balinese story “I Cicing Gudig” (2) describe the user’s response toward the application of Markerless Augmented Reality Balinese Story “I Cicing Gudig” . The objective of this development was to introduce and preserve one of the Balinese story, namely I Cicing Gudig. The method used was research and development,with ADDIE model. This model consists of 5 steps such as: Analysis, Design, Development, Implementation, and Evaluation. The development process was started from problem analysis and application necessary, continued with the designing application, in the implementation some testing on the product were developed, and the lastest was calculation of the test result. The result of this project was in the form of application which contain I Cicing Gudig story based on augmented reality which can be installed on android smartphone. This application is able to show picture in the format three dimension and it backsound and narration in Indonesian and English.This application equipped with some of features such as zoom, rotate, and flash that can make the application easier to use. From the analysis of the user’s responses in the tryout, the application is categorized "very good" with the percentage of 91.07%. keyword : Markerless Augmented Reality, Balinese Story, I Cicing Gudig, ADDIE model

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