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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 Asesmen Kinerja dalam Konteks Pembelajaran Administrasi Jaringan Kelas XI TKJ di SMK TI Bali Global SIngaraja ., Putu Gede Eka Widia Putra; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Gede Saindra Santyadiputra, S.T., M.Cs.
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.v7i2.15272

Abstract

Penelitian ini didasarkan pada kendala guru dalam melakukan asesmen kinerja. Penelitian ini bertujuan untuk mengembangkan asesmen kinerja dalam konteks pembelajaran administrasi jaringan kelas XI TKJ di SMK TI Bali Global Singaraja. Metode penelitian yang digunakan adalah penelitian dan pengembangan (R&D) dengan model pengembangan ADDIE. Tahap – tahap penelitian ini yaitu Analysis, Design, Devolepment, Implementation, Evaluation. Teknik pengumpulan data dilakukan dengan validasi uji ahli, dan angket kepraktisan. Analisis data penelitian meliputi analisis data validasi uji ahli dan analisis kepraktisan. Hasil penelitian menunjukkan bahwa pengembangan asesmen kinerja dalam konteks pembelajaran administrasi jaringan sangat layak digunakan. Berdasarkan hasil validasi ahli dari guru yang mengajar Administrasi Jaringan kelas XI TKJ didapatkan hasil sebesar 0,987013 dan dapat dikategorikan sangat valid serta dapat diterapkan di dalam pembelajaran setelah melalui beberapa revisi. Sedangkan untuk hasil validasi ahli dari dosen Jurusan Pendidikan Teknik Informatika didapatkan hasil sebesar 1,00 berkategori sangat tinggi. Hasil rata-rata uji kepraktisan instrumen sebesar 38,33 dan berkategori sangat praktis.Kata Kunci : pengembangan, asesmen kinerja, administrasi jaringan This study is based on teacher constraints in performing performance assessments. This research aims to develop performance assessment in the context of class XI TKJ network administration learning at SMK IT Bali Singaraja. The research method used is research and development (R & D) with the ADDIE development model. The stages of this research are Analysis, Design, Devolepment, Implementation, Evaluation. Data collection techniques were performed with expert test validation, and questionnaire of practicality. Analysis of research data include analysis of test validation data of experts and practicality analysis. The results show that the development of performance assessment in the context of network administration learning is very feasible to use. Based on the results of expert validation of teachers who teach Network Administration class XI TKJ obtained results of 0.987013 and can be categorized very valid and can be applied in the learning after going through several revisions. As for the results of expert validation from the lecturer of the Department of Informatics Engineering obtained results of 1.00 categorized very high. The average test result of instrument practicality is 38.33 and categorized very practical.keyword : development, performance assessment, Network Administration
PENGEMBANGAN SISTEM PENDUKUNG KEPUTUSAN PEMILIHAN PEGAWAI TERBAIK MENGGUNAKAN METODE SIMPLE ADDITIVE WEIGHTING (SAW) DI PT TIRTA JAYA ABADI SINGARAJA Subawa, I Gede Bendesa; Wirawan, I Made Agus; Sunarya, I Made Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 5 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i5.6623

Abstract

ABSTRAK - Kualitas pegawai pada sebagian besar perusahaan merupakan suatu permasalah yang sangat penting. Salah satu cara untuk memacu semangat dan meningkatkan dedikasi serta kinerja pegawai dengan melakukan pemilihan pegawai terbaik. Melakukan pemilihan pegawai terbaik haruslah memerhatikan berbagai kriteria penilaian sehingga pegawai yang terpilih memang layak. Suatu sistem pendukung keputusan merupakan salah satu solusi untuk membantu memberikan rekomendasi keputusan dalam menentukan pegawai terbaik. Metode yang digunakan sistem pendukung keputusan ini dalam memberikan rekomendasi adalah SAW (Simple Additive Weigting). Metode SAW melakukan analisis dalam pengambilan keputusan terbaik dari sejumlah alternatif, menggunakan bobot masing-masing kriteria.Sistem pendukung keputusan pemilihan pegawai terbaik ini menggunakan enam kriteria dengan bobot kriteria serta penilaian pada masing-masing pegawai diberikan lansung oleh si pengambil keputusan. Dari pengujian yang sudah dilakukan diperoleh hasil diantaranya semua kasus uji blackbox testing dan whitebox testing sudah sesuai. Pengujian keakuratan hasil perhitungan sistem menunjukan bahwa perhitungan SAW yang dilakukan oleh sistem dengan perhitungan manual telah sesuai serta pengujian kelayakan perangkat lunak dilakukan oleh pihak PT Tirta Mumbul Jaya Abadi telah menyimpulkan bahwa sistem pendukung keputusan pegawai terbaik ini sudah layak diterapkan di PT Tirta Mumbul Jaya Abadi. Kata-kata kunci: Sistem Pendukung Keputusan, Metode SAW, bobot, kriteria ABSTRACT - The employees' quality of company is important problem. One of ways to encourage enthusiasm and dedication as well as employees' performamce is that by conducting the election of the best employee. The election of the best employee should consider various election's criteria to find suitable employee. A supporting decision system is one of solutions to give election's recommendation in determining the best employee. The method used in supporting decision system of giving recommendation was SAW (Simple Additive Weigting). SAW method analyzed in taking the best decision among some alternatives by using weight in each criterias. This system used six criterias were completed by weight in each criterias meanwhile assessment to the employees was given by the decision maker. The result of testing was that all the blackbox testing and whiteboxt testing were suitable in all case. The accuracy testing of calculation result system showed that SAW calculation which was done by the system using manual calculation was suitable. Then, expediency software testing was done by PT Mumbul Jaya concluded that supporting decision system of the best employee was suitable to be applied in PT Tirta Mumbul Jaya Abadi. Key words: Decision Support System, SAW Method, Criteria, Weight, the best employess
THE USE OF E-MODULE AS HYPERTEXT-BASED PROCESSING NUMBER IN KKPI SUBJECT TO IMPROVE THE LEARNING RESULTS OF CLASS X.AP.C OF SMK NEGERI 1 SINGARAJA Dwi Puspitayani, Ni 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.v1i4.19517

Abstract

This classroom action research was aimed at (1) improving the students’ learning results in KKPI subject of class X.AP.C of SMK Negeri 1 Singaraja through the implementation of e-module as hypertext-based processing number and (2) investigating the students’ responses of class X.AP.C of SMK Negeri 1 Singaraja toward the implementation of e-module as hypertext-based processing number in KKPI subject. This study was a Classroom Action Research which consisted of two cycles. Each cycle consisted of four steps namely planning, action, observation and evaluation, and reflection. The subject of this study was the students of class X.AP.C of SMK Negeri 1 Singaraja in academic year 2011/2012. The class consisted of 40 students. Meanwhile, the objects of this study were (1) students’ learning results and (2) students’ responses toward the implementation of e-module as hypertext-based processing number in KKPI subject. The data of students’ learning results in KKPI subject were collected through the test and observation and the data of students’ responses were collected through questionnaire. The collected data was analyzed by using descriptive analysis. The result of this study showed that the students’ learning results got improvement. In cycle 1, the mean of students’ scores was 74.89 and the percentage of students’ classical success was 70%. In cycle 2, the mean of students’ scores was 78.08 and the percentage of students’ classical success was 85%. Besides, the students’ responses toward the implementation of e-module as hypertext-based processing number in KKPI subject were positive with a mean of 60.05. Key words: e-module as hypertext-based processing number, learning results, Classroom Action Research, and KKPI
Pengaruh Penerapan Model Cooperative Learning tipe Time Token dan TPS (Think Pair and Share) terhadap Hasil Belajar Siswa pada Mata Pelajaran Teknologi Informasi dan Komunikasi Kelas VII (Studi Kasus: SMP Lab.Undiksha Singaraja Tahun Ajaran 2012 / 2013) Maria Ulfa, Rizza; 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.v2i6.19674

Abstract

Tujuan penelitian ini adalah untuk mengetahui (1) pengaruh penerapan model pembelajaran Time Token dan TPS (Think Pair and Share belajar siswa, (2) pengaruh penerapan model pembelajaran Time Token dan TPS (Think Pair and Share motivasi belajar siswa, dan (3) respon siswa terhadap penerapan model pembelajaran Time Token Pair and Share). Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan rancangan penelitian Only Control Grup Design. Populasi penelitian ini adalah siswa kelas VII SMP Laboratorium Undiksha Singaraja tahun ajaran 2012/2013. Sebagai sampel dalam penelitian ini adalah kelas VII 2 dan VII 5 yang berjumlah VII 5 digunakan sebagai kelas eksperimen dan kelas kontrol. Terdapat dua jenis variabel dalam pe ini yaitu (1) variabel bebas adalah model pembelajaran Time Token dan TPS, dan (2) variabel terikat adalah hasil belajar siswa. Pengumpulan data dilakukan dengan menggunakan tes  berupa  pilihan ganda  untuk mengukur ranah kognitif.  Berdasarkan hasil analisis data, diperoleh hasil uji normalitas dan homogenitas kedua kelompok berdistribusi normal dan homogen. Nilai rata-rata hasil belajar kelompok eksperimen adalah 22,60 sedangkan nilai rata belajar kelompok kontrol adalah 20,57. Terja terhadap motivasi belajar siswa. Rata-rata respon siswa terhadap penerapan model pembelajaran TPS (Think Pair and Share) dapat dikatakan bernilai positif.
Film Dokumenter Tradisi Mebuug-buugan, Tradisi Desa Adat Kedonganan yang Telah Kembali ., I Gede Adhi Narayana; ., I Made Putrama, S.T., M.Tech; ., I Gede Partha Sindu, S.Pd., M.Pd.
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.v8i1.16980

Abstract

Penelitian ini bertujuan: (1) Untuk menghasilkan rancangan dan mengimplementasikan hasil rancangan film dokumenter Tradisi Mebuug-buugan, ”Tradisi Desa Adat Kedonganan yang Telah Kembali”, (2) Untuk mengetahui respon masyarakat terhadap hasil akhir film dokumenter Tradisi Mebuug-buugan, “Tradisi Desa Adat Kedonganan yang Telah Kembali”. Metode penelitian yang digunakan pada film dokumenter Mebuug-buugan, “Tradisi Desa Adat Kedonganan yang Telah Kembali” adalah dengan metode cyclic strategy. Tradisi Mebuug-buugan yang dipilih sebagai subjek penelitian adalah Mebuug-buugan yang ada pada Desa Adat Kedonganan, Kecamatan Kuta, Kabupaten Badung. Hasil penelitian menunjukan bahwa film dokumenter Mebuug-buugan dalam kriteria sangat baik. Hasil yang diperoleh dari uji ahli isi dan uji ahli media seluruhnya sudah sesuai. Sedangkan dari uji respon penonton disebar ke 30 responden. Berdasarkan data uji responden yang telah dilakukan, didapatkan hasil rata-rata presentase yaitu 91,20% dengan tingkat pencapaian “sangat baik”. Kesimpulan yang didapatkan yaitu film dokumenter Mebuug-buugan sudah sangat baik dan bisa digunakan sebagai media pelestari dan promosi Mebuug-buugan. Kata Kunci : Desa Adat Kedonganan, Film Dokumenter, Mebuug-buugan, Cyclic Strategy This study aims: (1) to produce a design and implement the results of the documentary design of the Mebuug-buugan tradition, "The Return of Traditional Village Traditions of Kedonganan", (2) to investigate the community response to the final results of the Mebuug-buugan tradition, "The Return of Traditional Village Traditions of Kedonganan". The research method used in the Mebuug-buugan documentary film, "The Return of Traditional Village Traditions of Kedonganan" was the cyclic strategy method. The Mebuug-buugan tradition chosen as the subject of this study was Mebuug-buugan in Kedonganan Traditional Village, Kuta District, Badung Regency. The results of the study showed that the Mebuug-buugan documentary film was in very good criteria. The results gained from the content expert test and the media expert test were all appropriate. Meanwhile the audience response test was distributed to 30 respondents. According to the respondents' test data that had been conducted, the average percentage was 91,20% with a "very good" achievement level. To conclude, the Mebuug-buugan documentary film was very good and could be used as a preservation media and promotion of Mebuug-buugan. keyword : Kedonganan Traditional Village, Documentary Film, Mebuug-buugan, Cyclic Strategy
PENGEMBANGAN FILM ANIMASI 3 DIMENSI KEHIDUPAN PADA ZAMAN PRASEJARAH ., Putu Yudia Pratiwi; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc; ., 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.v5i1.6796

Abstract

Film animasi 3 dimensi Kehidupan pada Zaman Prasejarah menceritakan tentang kehidupan pada zaman prasejarah yang terbagi ke dalam 4 masa yaitu masa berburu dan mengumpulkan makanan tingkat sederhana (Paleolithicum), masa berburu dan mengumpulkan makanan tingkat lanjut (Mesolithicum), masa bercocok tanam (Neolithicum) dan masa perundagian (Palaeometallic). Kehidupan masyarakatnya terus mengalami kemajuan pada setiap masa. Tujuan dari penelitian ini adalah untuk mengimplementasikan rancangan film animasi 3 dimensi Kehidupan pada Zaman Prasejarah, agar masyarakat dapat menggambarkan bagaiman kehidupan pada masa itu. Perancangan film animasi 3 dimensi Kehidupan pada Zaman Prasejarah menggunakan tahap-tahapan pembuatan film dari awal sampai selesai. Tahapan-tahapan pembuatan film tersebut terbagi menjadi 3 (tiga) tahapan utama yaitu 1) Pra Produksi (Ide Cerita, Penulisan Naskah/Sipnosis, Perancangan Karakter, Perancangan Gambar Pendukung, dan Pembuatan Storyboard), 2) Produksi (Modelling, Texturing, Ringging, Skining, Acting/Animation, Lighting, dan Rendering), 3) Pasca Produksi (Perekaman dan Proses Penggabungan). Hasil akhir dari film animasi 3 dimensi ini berupa DVD dan respon penonton terhadap Film Animasi 3 Dimensi Kehidupan pada Zaman Prasejarah ini dikategorikan sangat positif dengan rata-rata persentase 90,33%. Film animasi 3 dimensi ini dapat dijadikan sebagai media informasi, hiburan, maupun pembelajaran tentang Kehidupan pada Zaman Prasejarah. Kata Kunci : Kehidupan pada Zaman Prasejarah, Film, Animasi 3 Dimensi Life of Prehistoric Period 3-D animated film tells about the story of prehistoric human life and the periods are classified into four periods, that are Hunting and Early Food Gathering period (Paleolithicum), Hunting and Advanced Food Gathering period (Mesolithicum), Cultivation period (Neolithicum) and Palaeometallic period. Life of society continues to progress at every period. The purpose of this research is to implement the design of Life of Prehistoric Period 3-D animated film, so that people can describe how life at that time. The design of Life of Prehistoric Period 3-D animated film using the steps of making film from start to finish. The steps of making film is divided into three (3) main steps: 1) Pre-Production (Stories Idea, Writing/Sinopsis, Character Design, Additional Picture Design and Storyboard Making), 2) Production (Modelling, Texturing, Ringging, Skining, Acting/Animation, Lighting, and Rendering), 3) Post-Production (Recording and Merger Process). The end result of this 3-D animated film is in the form of DVD and the viewer’s response of this Life of Prehistoric Period 3-D animated film can be categorized as very positive response with an average percentage 90,33%. This 3-D animated film can be used as a information media, entertainment media, and learning media about Life of Prehistoric Period. keyword : Life of Prehistoric Period, Film, 3D Animation.
The Implementation of Cooperative Learning of Numbered Head Together (NHT) Efforts to Improve Activity and Learning Results of Class VII A Students on Subjects of ICT (Information and Communication Technology) of SMP Saraswati Singaraja at the Academic Year 2011/2012 Suci Ariantini, 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.v1i4.19594

Abstract

The classroom action research (CAR) was aimed at 1) improving the students’ activity through The Implementation of Cooperative Learning of Numbered Head Together; 2) improving the students’ learning results through The Implementation of Cooperative Learning of Numbered Head Together; 3) to know students’ responses towards through The Implementation of Cooperative Learning of Numbered Head Together. NHT has four stages, namely: the numbering (numbering), the questioning (questioning), to think together (heads together) and giving the answer (answering).The current research was a CAR in which the subjects of the study were the class VII A students of SMP Saraswati Singaraja at the academic year 2011/2012 with the object of the study being the students’ activity to learn, their learning results and students responses in the standard of competence to practice basic computer skills. Data collection activities using observation sheets, the learning to use the test results of quizzes, worksheets and tests student evaluation, students’ responses using a questionnaire. The learning activity data were collected using observation sheets, student learning outcome data obtained through the tests quizzes, group worksheet and evaluation tests. As for the student response data retrieval using a questionnaire. The results showed that: 1) there was increased activity of student learning outcomes, it can be seen from the average yield earned on learning activity cycle of 12.5 with a category I active enough while in the second cycle of 15.2 with the active category; 2) the average grade has increased by 20% ie from 68 in cycle I to 86 in the second cycle to complete qualifications, while the classical completeness of the cycle I increased by 39% to 86% in cycle II; 3) students’ response to the application of cooperative learning model of NHT on the subjects of ICT, especially in the standard of competence to practice basic computer skills is positive with an average of 44.
3D TUDE MOVIE SERIES “HANDBAN KEBERUNTUNGAN” Agus Sutrisna, I Kadek; Crisnapati, Padma Nyoman; 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.v2i6.19658

Abstract

3D animation movie titled "Handban Keberuntungan" is one of the animated film that contains educational and moral messages to spectators, where the film teache that people appreciate more effort than simply believe in the things that bring good luck, because luck will come if we want to try. The research method or design of 3-D animated film "Handban Keberuntungan" is using the Block diagram method. Where in the Block Diagram describes the steps of making 3-D animated film "Handban keberuntungan" from start to finish. In the block diagram step is divided into three (3) main phases: 1) PreProduction (Idea Story, Scriptwriting, Set the Output Format, Character Design, Image Design Support and Making the Storyboard), 2) Production (Modelling, Texturing, Rigging, Skinning, Acting / Animation, Lighting, and Rendering), 3) Post Production (Recording and Merger Process). The final result is 3-D animation film in DVD format. With hope this film can be used as media for learning both from young people and children. Also, it can introduce the technology of 3-D animated film so that can provide new knowledge for the spectators.
PENGGUNAAN PRINSIP STAGING DALAM PROSES PEMBUATAN FILM ANIMASI 3D PROFIL I GUSTI KETUT JELANTIK SANG PAHLAWAN NASIONAL Sriasih, Ni Komang; Darmawiguna, I Gede Mahendra; Kesiman, Made Windu Antara
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 9, No 2 (2020)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v9i2.27180

Abstract

Film animasi sangat digemari oleh masyarakat saat ini. Banyak film animasi yang mengangkat tema kebudayaan serta sejarah. Pemanfaatan film animasi dibidang sejarah digunakan dalam memvisualisasikan cerita sejarah yang dikemas bentuk animasi. Animasi 3D adalah perkembangan dari sebuah animasi, pada proses pembuatan animasinya ini bisa dikatakan relative sederhana, namun perlu memperhatikan beberapa tools. Cerita sejarah yang banyak diangkat dalam pembuatan film animai adalah cerita kepahlawanan. Salah satu film yang menceritakan  tentang riwayat hidup tokoh pahlawan adalah Film Animasi 3D Profil I Gusti Ketut Jelantik Sang Pahlawan Nasional. Dalam proses pembuatan film animasi terkadang terdapat kendala di proses pengaturan suatu adegan dan meposisikan  pose  suatu karakter serta dalam  penyetingan kamera, hal tersebut sering kali membuat animator kesulitan. Pengaturan gerakan tersebut biasanya terdapat pada  proses animating. Untuk menerapkan prinsip-prinsip animasi dalam proses pembuatan film animasi 3D perlu dikembangkannya prinsp staging. Staging merupakan suatu tahap memperbaiki suatu adegan, meposisikan pose suatu karakter dan kamera sehingga membuat adegan pada animasi tersebut dapat dipahami dan dimengerti oleh penonton. Dalam penelitian ini, peneliti membahas tentang penerapan prinsip staging  dalam pembuatan film ini. Prinsip  yang digunakan tersebut  merupakan salah satu metode 12  prinsip dasar animasi. Pembuatan Film Animasi 3D Profil I Gusti Ketut Jelantik Sang Pahlawan Nasional menggunakan model penelitian MDLC (Multimedia Develompent Life Cycle). MDLC sendiri memiliki 6 tahapan diantaranya adalah tahapan concept (pengonsepan), tahapan design (perancangan), tahapan  material Collecting (pengumpulan bahan), tahapan assembly (pembuatan), tahapan testing (pengujian) dan terakhir adalah tahapan distribution (pendistribusian). Pada tahapan assembly, film animasi ini dibuat  menggunakan software Blender. Pada penelitian ini  penelitian ini berhasil menerapkan prinsip staging  pada karakter 3D.dengan pengaturan set kameranya serta pose dari karakter tersebut.Kata Kunci : 3D, Film Animasi 3D Profil I Gusti Ketut Jelantik Sang Pahlawan Nasional, Blender dan Staging
Augmented Reality Book Pengenalan Perangkat Gamelan Bali Yostab Mariyantoni, I Kadek; Crisnapati, Padma Nyoman; Mahendra Darmawiguna, I Gede; Windu Antara Kesiman, Made
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.

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