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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 GAME EDUKASI NIHONGO BENKYOU BERBASIS ANDROID ., I Made Oka Susila; ., 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.v7i2.15275

Abstract

Bahasa Jepang merupakan salah satu bahasa yang banyak digemari dan dipelajari. Meskipun sangat digemari, banyak orang yang tetap merasa kesulitan mempelajari bahasa Jepang karena bentuk tulisannya yang rumit dan tata bahasanya sangat jauh berbeda dengan bahasa Indonesia. Salah satu pengembangan media pembelajaran yang dapat membantu pemula dalam belajar bahasa Jepang adalah game edukasi. Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Game Edukasi Nihongo Benkyou Berbasis Android. (2) untuk mengetahui respon pengguna terhadap Game Edukasi Nihongo Benkyou Berbasis Android. Metode penelitian yang digunakan adalah penelitian dan pengembangan dengan model ADDIE (Analysis, Design, Development, Implementation and Evaluations ). Perancangan aplikasi Game Edukasi Nihongo Benkyou Berbasis Android telah berhasil dilakukan dengan menggunakan model fungsional berupa UML (Unified Modeling Languange), yaitu dengan menggunakan use case diagram dan activity diagram. Hasil penelitian ini adalah aplikasi yang diimplementasikan menggunakan bahasa pemrograman C# dengan editor Unity. Fitur yang terdapat pada Game Edukasi Nihongo Benkyou meliputi fitur belajar dan bermain. Dalam fitur belajar terdapat materi pengenalan huruf, kosakata, serta pola percakapan sedangkan pada fitur bermain, materi yang dipelajari diujikan dalam mode permainan. Seluruh fitur yang terdapat pada Game Edukasi Nihongo Benkyou ini sudah berjalan dengan baik. Respon pengguna terhadap Game Edukasi Nihongo Benkyou masuk dalam rentangan sangat baik.Kata Kunci : Bahasa Jepang, Game Edukasi, Nihongo Benkyou, ADDIE, Android Japanese is one of the most favorite and popular language learned by many people in the world. Even though it is popular, many people feel that it is difficult to learn Japanese because of its complicated written text and grammar which are too much different from Indonesian. One of the educational media that can be developed to help the beginners learning Japanese is an Educational Game. This research was aimed: (1) to design and implement Nihongo Benkyou Educational Game based on Android (2) to find out the user’s respond to Nihongo Benkyou Educational Game based on Android. The method used in this study was research and development. Nihongo Benkyou Educational Game based on Android was developed by using ADDIE (Analysis, Design, Development, Implementation and Evaluations ) model. The design of this Nihongo Benkyou Educational Game has been successfully created by using functional model named UML (Unified Modeling Language), which is by using use case and activity diagram. Meanwhile, there were two features in this Nihongo Benkyou Educational Game, they were learning and playing features. In the learning features, there were knowledge about Japanese characters introduction, as well as vocabulary and grammar. Then in playing feature, the knowledge were tested in form of game mode. The result of this study was an application which is implemented by using C# programming language with Unity editor. All the fitures contained in Nihongo Benkyou Educational Game were running well. Nihongo Benkyou Educational Game went in a very good range. keyword : Japanese, Educational Game, Nihongo Benkyou, ADDIE, Android
PENGEMBANGAN SISTEM INFORMASI KOLEKSI MUSEUM BALI BERDASARKAN METADATA STANDAR INTERNATIONAL COMMITTEE FOR DOCUMENTATION (CIDOC) Sista, Dewa Nyoman Adi; Darmawiguna, I Gede Mahendra; 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.v4i5.6625

Abstract

Abstrak— Museum Bali merupakan museum pertama di Bali. Registrasi dan inventarisasi koleksi di Museum Bali sampai saat ini masih bersifat tertulis dan dirangkum dalam buku. Selain rentan hilang dan rusak, inventaris tertulis juga menghabiskan banyak tempat untuk menyimpan buku-buku rangkuman tersebut. Proses pencarian inventaris suatu koleksi tertentu akan susah dilakukan mengingat jumlah koleksi yang banyak. Dengan dikembangkannya Sistem Informasi Koleksi Museum Bali Berdasarkan Metadata Standar International Committee for Documentation (CIDOC), registrasi dan inventarisasi koleksi di Museum Bali akan dipermudah dalam hal penambahan, pengubahan, ataupun pencarian koleksi. Metode penelitian yang digunakan adalah penelitian dan pengembangan. Sistem Informasi Koleksi Museum Bali Berdasarkan Metadata Standar International Committee for Documentation (CIDOC) ini dikembangkan dengan model waterfall. Sistem ini diimplementasikan ke dalam dua buah perangkat lunak yang saling terintegrasi. Perangkat lunak website diimplementasikan menggunakan framework codeigniter yang menggunakan bahasa pemrograman HTML, PHP, Javascript, CSS dan XML dengan editor Adobe Dreamweaver CS6. Perangkat lunak android diimplementasikan menggunakan bahasa pemrograman Java dan XML dengan editor Android Studio. Untuk implementasi basisdata dari sistem informasi ini menggunakan MySQL melalui aplikasi XAMPP. Aplikasi Website dan Android Sistem Informasi Koleksi Museum Bali Berdasarkan Metadata Standar International Committee for Documentation (CIDOC) telah berhasil diimplementasikan sesuai dengan rancangan yang telah dibuat sebelumnya. Aplikasi android telah berhasil diimplementasikan dengan baik dengan spesifikasi perangkat minimal yaitu Processor ARM-v7a, GPU kelas mid-end, RAM 512 MB, OS Android versi 2.3 (Gingerbread), dan Resolusi layar 320 x 480. Berdasarkan hasil analisa rata-rata Interpretasi Skor Perhitungan (ISP) hasil respon pihak Museum Bali secara umum, dapat disimpulkan bahwa Sistem Informasi Koleksi Museum Bali Berdasarkan Metadata Standar International Committee for Documentation (CIDOC) sangat sesuai untuk digunakan di Museum Bali sebagai media registrasi dan inventarisasi koleksi di Museum Bali dengan jumlah Interpretasi Skor Perhitungan (ISP) sebesar 95,5%. Kata kunci: Museum Bali, Inventarisasi Koleksi, Metadata, International Committee for Documentation (CIDOC) Abstract — Bali Museum is the first museum in Bali. Registration and inventory of the collections at the Bali Museum are still to be written and are summarized in the books. In addition to easily lost and so vulnerable of damaged, the written inventory also consumed a lot of spaces to store that summary books. The searching process of the inventory for a particular collection will be hard to do if there a lot of collections available. With the development of the Information System of Bali Museum Collection Based on International Committee for Documentation (CIDOC) Standard Metadata, registration and inventory of the collection at the Bali Museum will be facilitated in terms of adding, modifying, and searching the collection. The method used in this project was research and development. Information System of Bali Museum Collection Based on International Committee for Documentation (CIDOC) Standard Metadata was developed with the Waterfall model. This system is implemented into the two pieces of software which are integrated with each other. Website is implemented using CodeIgniter framework that uses HTML, PHP, JavaScript, CSS programming language and XML with Adobe Dreamweaver CS6 as editor. Android application is implemented using the Java programming language and XML with Android Studio as editor. For the implementation of the information system database MYSQL is used along with XAMPP application. Website and Android applications for Information System of Bali Museum Collection Based on International Committee for Documentation (CIDOC) Standard Metadata has been successfully implemented in accordance with a design that was created earlier. Android application has been successfully implemented properly with minimal hardware specifications that ARM Processor-v7a, mid-end GPU, 512 MB RAM, Android OS version 2.3 (Gingerbread), and of 320 x 480 screen resolution. Based on analysis of the average Interpretation Score Calculation, the result of responses from Bali Museum in general can be concluded that the Information System of Bali Museum Collection Based on International Committee for Documentation (CIDOC) Standard Metadata is very suitable to be used in the Bali Museum as a media to perform collection registration as well as inventory for the collection at the Museum of Bali with a number of Interpretations Score Calculation of 95.5%. Keywords: Museum Bali, Collection Inventory, Metadata, International Committee for Documentation (CIDOC)
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TEKNIK TUTOR SEBAYA BERBANTUAN LEMBAR KERJA SISWA (LKS) UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR WEB DESIGN SISWA KELAS XMM1 SMK NEGERI 1 MAS UBUD SEMESTER GENAP TAHUN AJARAN 2011/2012 Handayani, Eka
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.v1i4.19556

Abstract

The main purposes of the research (1) To determine whether the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet to improve  the learning activities on Web Design for the second semester of tenth grade students of MM1department  SMK Negeri 1 Mas Ubud. (2) To determine whether the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet to improve  learning achievement on Web Design for the second semester of tenth grade students of MM1department  SMK Negeri 1 Mas Ubud. (3) To get the students’ respons toward the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet. This reseach was a term of Class Action Reseach with two cycles, then the subject of this research was the  students of the second semester of tenth grade of MM1department  SMK Negeri 1 Mas Ubud in the academic year 2011/2012 that’s consisted of 40 students. While the object this research was the students’ activites and their learning achievement on the Web Design subject. The collecting data on the students’ activities was done by applying the observation  method through the media of students’ work sheet. The data of students’ response was collected by giving the questionaire at the end of the second cycle. The data which were collected then analized with descriptive analysis. The result of research showed that the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could improve  the students’ learning activities and their learning achievement on Web Design at the average of 71,25  with  the active category and became 83,92 with the category of very active and the learning achievement on Web Design at the average of 78,96 by the classical learning achievement standard of 77,50% for the first cycle then became 84,08 by the classical learning achievement standard of 92,50% for the second cycle. The students’ response on the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could be categorized positive with score average of 58,43. Based on the data analysis and the study could be concluded that the application of the cooperative learning model by the technique of peer tutor with the media of students’ work sheet could improve  the students’ learning activities and their learning achievement on Web Design for the second semester of tenth grade students of MM1department SMK Negeri 1 Mas Ubud.
Pengembangan Media Pembelajaran WAN (Wide Area Network) Pada Pokok Bahasan Routing Berbasis Animasi 3D Sudarsana, I Wayan; Gede Sunarya, I Made; 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.v2i6.19678

Abstract

Penelitian ini bertujuan untuk : (1) Merancang dan mengimplementasikan Media Pembelajaran WAN (Wide Area Network) Pada Pokok Bahasan Routing Berbasis Animasi 3D Pada Siswa Kelas XI SMK TI Bali Global Singaraja. (2) Mengetahui respon siswa dan guru terhadap aplikasi Media Pembelajaran WAN (Wide Area Network) Pada Pokok Bahasan Routing Berbasis Animasi 3D Pada Siswa Kelas XI SMK TI Bali Global Singaraja. Model pengembangan yang digunakan pada penelitian ini yaitu model pengembangan Dick and Carey. Pada penelitian ini, penulis tidak sampai pada tahap pengukuran hasil pembelajaran, hanya pada tahap pengembangan dan menganalisis respon siswa terhadap media pembelajaran yang dikembangkan. Model pengembangan Dick and Carey yang digunakan penulis dibagi menjadi 5 tahap yaitu: (1) menentukan mata pelajaran yang menjadi objek pengembangan, (2) menganalisis isi kebutuhan (tujuan dan analisis karakteristik mata pelajaran, analisis sumber belajar, karakteristik pebelajar), (3) proses pengembangan media, (4) pengembangan media menggunakan model waterfall, (5) tinjauan ahli isi pembelajaran, ahli media pembelajaran, uji coba lapangan dan respon siswa.  Hasil dari penelitian ini yaitu : (1) Media pembelajaran ini dibuat dengan menggunakan Blender 2.64, Adobe Flash CS3  serta beberapa software pendukung seperti Adobe Photoshop CS5 untuk membuat dan mengedit gambar, Adobe Premiere CS4 untuk mengolah video, dan Ulead Video Studio untuk mengedit video. (2) Penelitian ini menujukkan bahwa respon siswa dan guru terhadap aplikasi Media Pembelajaran WAN (Wide Area Network) Pada Pokok Bahasan Routing Berbasis Animasi 3D dikategorikan positif.
Pengembangan Sistem Klasifikasi Stadium Malaria Plasmodium falciparum pada Citra Mikroskopis Sel Darah Menggunakan Multi Layer Perceptron ., Inayaturrahman; ., I Made Gede Sunarya, S.Kom., M.Cs; ., I Gede Mahendra Darmawiguna, S.Kom, M.Sc
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.v5i1.6637

Abstract

Penelitian ini bertujuan : (1) untuk mengimplementasikan sistem klasifikasi stadium malaria Plasmodium falciparum pada citra mikroskopis sel darah menggunakan Multi Layer Perceptron (MLP), (2) untuk mengetahui tingkat akurasi dari pengembangan sistem klasifikasi stadium malaria P. falciparum pada citra mikroskopis sel darah menggunakan Multi Layer Perceptron (MLP). Model penelitian yang digunakan adalah penelitian dan pengembangan dengan model waterfall. Model tersebut meliputi beberapa tahap yakni analisis kebutuhan sistem, design (perancangan), implementasi, dan pengujian perangkat lunak. Implementasi dan pengujian pada penelitian ini adalah suatu Sistem Klasifikasi Stadium Malaria Plasmodium falciparum pada Citra Mikroskopis Sel Darah menggunakan bahasa pemrograman Matlab R2015a. Dalam implementasi, metode pengolahan citra digital yang digunakan yaitu preprocessing, segmentasi, morfologi, dan ekstraksi fitur. Metode JST untuk klasifikasi menggunakan Multi Layer Perceptron berdasarkan algoritma pembelajaran backpropagation dengan aristektur jaringan 11 neuron input layer, 7 neuron hidden layer, dan 3 neuron output layer. Input perangkat lunak ini adalah citra berekstensi bitmap (*.bmp) dan keluarannya adalah klasifikasi berupa stadium malaria P.falciparum serta tingkat kemiripan (level of similarity) citra uji terhadap masing-masing stadium. Hasil pengujian klasifikasi, diperoleh rata-rata tingkat akurasi sebesar 91,11% dengan total sampel 105 citra data training dan 15 citra uji yang terdiri dari 5 citra stadium trofozoit, 5 citra stadium skizon, dan 5 citra stadium gametosit. Pengujian klasifikasi berdasarkan k-fold cv menghasilkan rata-rata akurasi sebesar 94.99%. Dari hasil tersebut, sistem ini mampu mengklasifikasi stadium malaria Plasmodium falciparum dengan baik dan dapat digunakan sebagai support system bagi dokter parasitologi. Kata Kunci : Citra Mikroskopis, Plasmodium falciparum, Klasifikasi, Multi Layer Perceptron This research aims to : (1) to implement the classifications system of the Plasmodium falciparum malaria stadium in microscopic image by using Multi Layer Perceptron (MLP), (2) to know the accuration level of classification system of Plasmodium falciparum malaria stadium in microscopic image by using Multi Layer Perceptron (MLP). Research method that is used in this study is Research and Development (R & D ) with waterfall model which contain with some different part such as system needs analysis, design, implementation and software testing. The implementation and testing in this research is a classification system of Plasmodium falciparum malaria stadium in microscopic image of corpuscle by using Matlab R2015a as the programming language. The method of digital image processing that used in the implementation are preprocessing, segmentation, morphology, and feature extraction. ANN method that used for classification is Multi Layer Perceptron based on backpropagation learning algorithm with 11 of neuron output layer, 7 neuron hidden layer, and 3 neuron output layer as the network architecture. The input of this software is an image with bitmap extension (*.bmp) and the output is the classification of the malaria P.falciparum phase along with level of similarity of testing image compare to each stadium. The result of classification testing describe that the average of accuration level is 91,11% with 105 as the total of image training data sample and 15 as the testing image which contain with 5 images of trofozoit, 5 images of skizon and 5 images of gametocyte. Classification testing based on k-fold cv described that the average of accuration is 94,99%. Based of that result, this system is able to classify the Plasmodium falciparum malaria stadium well and can be used as the support system by parasitologist. keyword : microscopic image, Plasmodium falciparum, classification, Multi Layer Perceptron
PENERAPAN MODEL PEMBELAJARAN KOOPERATIF DENGAN STRATEGI MODELING THE WAY BERBANTUAN CLASSROOM BLOGGING UNTUK MENINGKATKAN AKTIVITAS DAN HASIL BELAJAR TIK SISWA KELAS X-5 SMA NEGERI 1 SERIRIT TAHUN AJARAN 2011/2012 Agus Janardana, 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.v1i4.19592

Abstract

Penelitian ini bertujuan untuk mengetahui peningkatan aktivitas dan hasil belajarTIK siswa melalui model pembelajaran kooperatif dengan strategi modeling the wayberbantuan classroom blogging, serta mengetahui respon siswa terhadap penerapanmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging.Metode penelitian yang digunakan adalah Penelitian Tindakan Kelas (PTK) atauClassroom Action Research pada kelas X-5 di SMA Negeri 1 Seririt tahun ajaran2011/2012 yang berjumlah 34 orang. Instrumen yang digunakan adalah lembarobservasi, praktikum, tugas, tes dan angket.Hasil penelitian menunjukkan bahwa (1) penerapan model pembelajarankooperatif dengan strategi modeling the way berbantuan classroom blogging dapatmeningkatkan aktivitas belajar siswa, yaitu dari 44.12% dengan kategori cukup aktifpada siklus I menjadi 58.82% dengan kategori sangat aktif pada siklus II, (2) penerapanmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging dapat meningkatkan hasil belajar siswa, yaitu pada siklus I rata-rata hasilbelajar siswa diperoleh sebesar 75,48 dengan kategori tidak tuntas meningkat padasiklus II menjadi 88,62 dengan kategori tuntas, daya serap siswa pada siklus I diperolehsebesar 75,48% dengan kategori tidak tuntas meningkat pada siklus II menjadi 88,62%dengan kategori tuntas, dan ketuntasan klasikal pada siklus I diperoleh sebesar 41,18%dengan kategori tidak tuntas kemudian meningkat menjadi 94,12% dengan kategorituntas, (3) penerapan model pembelajaran kooperatif dengan strategi modeling the wayberbantuan classroom blogging mendapatkan respon positif dari siswa denganpersentase 88,24%. Hipotesis tindakan pada penelitian ini diterima, dengan demikianmodel pembelajaran kooperatif dengan strategi modeling the way berbantuan classroomblogging dapat meningkatkan aktivitas dan hasil belajar siswa.
Implementasi Vigenére Cipher pada AJAX (Asynchronous Javascript and XML) Redy Santiawan, Ida Bagus; Mahendra Darmawiguna, I Gede; 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.v2i6.19653

Abstract

This studi aimed to : (1) designing Vigenére Cipher in AJAX (Asynchronous Javascript and XML), (2) implementing Vigenére Cipher in AJAX (Asynchronous Javascript and XML). In designing and implementing the system, it was used 2 main methods in implementation of the encryption and decryption. On the encryption method, plaintext as input and ciphertext as output, and then on the decryption method ciphertext as input and plaintext as output. The test has been done with network sniffing ie capture the data passing on the network. In designing and implementing the application design, it was used a waterfall method which is usually called as a classic life cycle model. This is a classic model which creates the software systematically and sequentially that includes some stages namely: (1) requirements definition, (2) system and software design, (3) implementation and unit testing, and (4) integration and system testing. The implementation and testing in this study was a Vigenére Cipher Aplication that were using a PHP for server side and a Javascript for client side. Based on the data of the system performance test, obtained that the system can hide the data sent to the network.
Film Dokumenter Permainan Tradisional “Goak Maling Taluh” Sarasmayana, Ketut Yoga; Sindu, I Gede Partha; Wirawan, I Made Agus
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.v8i2.18259

Abstract

Penelitian ini bertujuan untuk (1) menghasilkan pengembangan berupa Film Dokumenter Permainan Tradisional “Goak Maling Taluh”. (2) mengetahui respon siswa dan guru Sekolah Dasar terhdap hasil akhir Film Dokumenter Permainan Tradisional “Goak Maling Taluh”. Jenis penelitian yang digunakan adalah penelitian dan pengembangan 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 “Goak Maling Taluh” dalam kriteria “sangat baik”. Hasil yang diperoleh dari uji ahli isi dan uji ahli media seluruhnya sudah “sesuai”. Sedangkan dari uji respon penonton yang telah disebar ke 30 orang responden didapatkan hasil rata-rata presentase yaitu 91,93% dengan tingkat pencapaian “sangat baik”. Kesimpulan yang didapatkan yaitu film dokumenter permainan tradisional “Goak Maling Taluh”  sudah “sangat baik” dan bisa digunakan sebagai media pelestari dan promosi permainan tradisional “Goak Maling Taluh” dalam bentuk dokumentasi digital.  Kata kunci: Film Dokumenter, Goak Maling Taluh, Cyclic Strategy.                This research purpose to (1) produces development in the form of Traditional Game Documentary Film “Goak Maling Taluh”. (2) Find out the response from student and Primary School teachers toward the final result of Traditinal Game Documentary Film “Goak Maling Taluh”. Type of research that used is research and development design cyclic strategy. 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 “Goak Maling Taluh” is considered "very good". The results obtained from the content expert tests and the media expert tests are all "appropriate". Meanwhile, from the audience response test that has been distributed to 30 respondents, the average percentage is 91.93% with a "very good" achievement level. The conclusions obtained were the documentary film of traditional game of “Goak Maling Taluh” was "very good" and could be used as a preservation media and promotion of traditional games of “Goak Maling Taluh” in the form of digital documentation. Keywords: Documentary Film, Goak Maling Taluh, Cyclic Strategy.
ANALISIS PENERIMAAN SISTEM ABSENSI WAJAH DENGAN MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM) STUDI KASUS: SMK NEGERI 1 SINGARAJA ., Putu Rima Yuliandewi; ., Dr. Ketut Agustini, S.Si, M.Si.; ., I Made Ardwi Pradnyana, S.T., M.T.
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.v5i2.8123

Abstract

Tujuan penelitian ini adalah untuk menganalisis penerimaan Sistem Absensi Wajah Dengan Menggunakan Technology Acceptance Model (TAM) di SMK Negeri 1 Singaraja. Ada tiga variabel yang dikaji yaitu variabel persepsi kemanfatan (usefulness), kemudahan (ease of use) dan penerimaan sistem (acceptance) dengan melibatkan 280 responden di mana meliputi; 240 responden siswa dan 40 responden guru dan pegawai yang menggunakan model Technology Acceptance Model (TAM). Variabel persepsi kemanfaatan (perceived usefulness) meliputi pendapat tentang sistem, penerimaan, optimalisasi pemanfaatan, menghemat waktu, meringankan pekerjaan dan pengolahan data, variabel persepsi kemudahan pengguna (perceived ease of use) meliputi mudah beradaptasi dan interface dan variabel persepsi penerimaan sistem (acceptance) meliputi sikap pengguna, alasan pengguna dan kelebihan sistem. Hasil penelitian ini menunjukkan bahwa (1) Terdapat pengaruh positif dan signifikan kemanfaatan terhadap penerimaan sistem absensi wajah di SMK Negeri 1 Singaraja .Berdasarkan nilai koefisien regresi yang bernilai positif 0.195, nilai korelasi regresi (R) bernilai positif 0.345, nilai t hitung > t tabel pada taraf signifikansi 5% (6.132 > 1.6503), koefisien determinasi (R²) sebesar 0.119; (2) Terdapat pengaruh positif dan signifikan kemudahan pengguna terhadap penerimaan sistem absensi wajah di SMK Negeri 1 Singaraja. Berdasarkan nilai koefisien regresi yang bernilai positif 0.658, nilai korelasi regresi (R) bernilai positif 0.535, nilai t hitung > t tabel pada taraf signifikansi 5% (10.561 > 1.6503), koefisien determinasi (R²) sebesar 0.286; (3) Terdapat pengaruh positif dan signifikan persepsi kemanfaatan dan kemudahan pengguna secara bersama-sama terhadap penerimaan sistem absensi wajah di SMK Negeri 1 Singaraja. Berdasarkan nilai korelasi regresi (R) bernilai positif 0.537, nilai F hitung > F tabel pada taraf signifikansi 5% (56.163 > 19.49), Adjusted R² sebesar 0.283.Kata Kunci : Sistem Absensi Wajah, Persepsi Kemanfaatan (Usefulness), Persepsi Kemudahan (Ease Of Use) , Penerimaan Sistem (Acceptance) The purpose of this research was to analyze the reception Face Attendance System Using Technology Acceptance Model (TAM) at SMK Negeri 1 Singaraja. There are three variables that were examined variable perceived usefulness, perceived ease of use and system acceptance involving 280 respondents which include; 240 student respondents and 40 respondents teachers and employees who use the model of the Technology Acceptance Model (TAM). Variable perceived usefulness includes opinions about the system, acceptance, optimize utilization, time-saving, ease of work and data processing, variable perceived ease of use includes adaptable and interfaces and variable system acceptance covers user attitudes, reasons and advantages of the system users. The results of this study indicate that (1) There is a positive and significant impact on the acceptance of expediency attendance system in the face of SMK Negeri 1 Singaraja. Based on the value of the regression coefficient is positive 0195, the value of regression correlation (R) 0345 is positive, the value of t> t table at a significance level of 5% (6132> 1.6503), the coefficient of determination (R ²) of 0119; (2) There is a positive and significant impact on the acceptance of user convenience attendance system in the face of SMK Negeri 1 Singaraja. Based on the value of the regression coefficient is positive 0658, the value of regression correlation (R) 0535 is positive, the value of t> t table at a significance level of 5% (10 561> 1.6503), the coefficient of determination (R ²) of 0286; (3) There is a positive and significant influence perceptions of usefulness and ease of use together against acceptance of the attendance system in the face of SMK Negeri 1 Singaraja. Based on the regression correlation value (R) 0537 is positive, the value of F count> F table at a significance level of 5% (56 163> 19:49), Adjusted R² of 0.283.keyword : Face Attendance System, Perceived Usefulness, Perceived Ease, Acceptance System.
THE APPLICATION OF PATTERN MATCHING ALGORITHM AND DYNAMIC PROGRAMMING FOR DETECTION MUSIC SIMILARITY Nyoman Pascima, Ida Bagus
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.v1i4.19603

Abstract

Art work has various meanings based on the viewers. Every art work is created by human’s insting which has value and should be praised. The right of intelectuality or “HAKI” is the means to price and save every art which is coming from human’s insting. “HAKI” can price a music as an art. The music flagiarism causes the ancienty in the musician side because it is not beneficial for them in a side of “HAKI”. However, there are some views and supports toward that flagiarism such as similar idea, inspirations, admire the work that was traced, and so forth.  People are difficult to know for certainly the similarity or resemblance to the work of art even more amount of music. This thing then becomes a case in a musical flagiarism.  Based on these problems occurred with an idea to utilize a computerized system to find a resemblance to a piece of music. A computerized system used for detecting the level of resistance factors in a long time, matching the constant accuracy and high speed. This system is based on pattern of human’s  thinking (algorithm) to detect musical of similarity. This system was developed by PHP script, AJAX as the programming language, and MySQL as the database processing. The result of the system can use algorithm as the pattern of human’s  thinking for detecting musical similarity. Beside that, this system is also able to collect the music based on some criteria. This system can be working on monophonic music. This system can help the people in detecting the music similarity and as the solution of the problem so that the music flagiarism can be minimalized.

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