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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
3D TUDE MOVIE SERIES “VIDEO GAME” Sutrisna Oka, Ketut Tri; Nyoman Crisnapati, Padma; Antara Kesiman, Made Windu; 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.v2i6.19655

Abstract

The development of multimedia technology is growing rapidly that supports people to maximize their creativity in any purpose. One of the achievements in the development of multimedia technology is 3 dimensional movies so called as 3D animation. Base on the fact that 3D animation film mostly watched by children, researcher developed a 3D animation film with the title of “Video Game”. Moral value that tried to show in this 3D animation film is children should not disregard their study because of video games and they should put studying in first priority as it could brings them to a better future. The method of this research is Diagram Block that described every step in whole process of making “Video Game” 3D animation film. This Diagram Block method consisted of three main processes, 1) Pre Production (idea of the story, writing/synopsis, output format establishment, character designing, supporting image designing, and storyboard making), 2) Production (modeling, texturing , rigging, skinning, action/animation, lighting, and rendering), 3) Post Production (Recording and merging process). The final product of “Video Game” 3D animation film is in DVD format. The goals that expected to be reached of this film development are to bring a good value to support children psychology development and to introduce 3D animation technology to the viewer.
Pengembangan Aplikasi Mobile Crowdsourcing Informasi Layanan Umum (Studi Kasus di Kabupaten Buleleng) Antara, I Made Hari; Darmawiguna, I Gede Mahendra; Pradnyana, I Made Ardwi
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.v8i2.18362

Abstract

Abstrak— Pelayanan publik adalah kegiatan atau rangkaian kegiatan dalam rangka pemenuhan kebutuhan pelayanan sesuai dengan peraturan perundang-undangan bagi setiap warga negara dan penduduk atas barang, jasa dan/atau pelayanan administratif yang diselenggarakan oleh penyelenggara pelayanan publik. Namun masyarakat sering kesulitan dalam mencari dan mengetahui informasi layanan umum yang ada di Kabupaten Buleleng, sehingga perlu adanya sebuah sistem informasi yang dapat mempermudah masyarakat dalam menemukan dan mengetahui lokasi serta informasi layanan umum khususnya di Kabupaten Buleleng. Hal itu didukung dan diperkuat dari survey terhadap 35 responden yang menunjukkan bahwa 100% responden mendukung adanya sebuah sistem informasi layanan umum di Kabupaten Buleleng. Penelitian ini menggunakan metode Research and develpoment (R&D) dengan model yang digunakan adalah ADDIE tahapnya meliputi, Analysis, Design, Development, Implementation, and Evaluations. Hasil dari penelitian ini adalah aplikasi yang diimplementasikan dengan framework flutter. Hasil yang diperoleh dari pengujian black box dan pengujian whitebox, yaitu semua proses dapat bekerja dengan baik dan sesuai dengan fungsinya. Adapun pengujian UEQ terhadap aplikasi yang dikembangkan masuk dalam rentangan sangat baik.Kata kunci: Layanan Umum, Sistem Informasi Geografis, Mobile.
Studi Komparatif Model Pembelajaran Somatic, Auditory, Visualization, Intellectually (SAVI) dan Auditory, Intellectually, Repetition (AIR) Terhadap Hasil Belajar TIK Siswa Kelas X SMA Negeri 2 Mengwi Tahun Ajaran 2015/2016 ., I Made Adi Palguna; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Nyoman Sugihartini, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 5, No 2 (2016):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v5i2.8125

Abstract

Penelitian ini bertujuan untuk menganalisis (1) perbedaan hasil belajar siswa antara kelompok siswa yang belajar dengan menggunakan model pembelajaran SAVI dan AIR, (2) respon siswa terhadap penggunaan model pembelajaran SAVI dan AIR. Jenis penelitian ini adalah eksperimen semu dengan rancangan Post Test Only Control Group Design. Populasi penelitian ini adalah seluruh siswa kelas X di SMA Negeri 2 Mengwi tahun ajaran 2015/2016. Sampel dalam penelitian ini adalah kelas X1 sebagai kelas eksperimen 1 dengan model pembelajaran SAVI, kelas X2 sebagai kelas eksperimen 2 dengan model pembelajaran AIR dan X5 sebagai kelas kontrol. Terdapat dua jenis variabel dalam penelitian ini yaitu (1) variabel bebas adalah model pembelajaran SAVI dan AIR, dan (2) variabel terikat adalah hasil belajar. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur kemampuan ranah kognitif, uji keterampilan untuk mengukur kemampuan ranah psikomotor dan respon siswa menggunakan metode angket. Berdasarkan hasil analisis data, diperoleh hasil uji normalitas dan homogenitas ketiga kelompok berdistribusi normal dan homogen. Terdapat perbedaan hasil belajar yang signifikan setelah dilakukan uji hipotesis dengan menggunakan rumus Anova satu jalur (Fhitung=180,00) dan uji lanjut t-Scheffe yang dilakukan sebanyak 3 kali uji pasangan antara penggunaan model pembelajaran SAVI dan AIR (t=5,74), SAVI dan pembelajaran konvensional (t=18,55), AIR dan pembelajaran konvensional (t=12,81). Dilihat dari nilai rata-rata hasil belajar model pembelajaran SAVI (54,00), model pembelajaran AIR (49,55) dan pembelajaran konvensional (39,63), maka dapat disimpulkan model pembelajaran SAVI lebih baik daripada model pembelajaran AIR dan pembelajaran konvensional dengan hasil belajar yang lebih tinggi. Rata-rata skor respon siswa terhadap penggunaan model pembelajaran SAVI adalah 80,25 dapat dikategorikan sangat positif, dan respon siswa terhadap penggunaan model pembelajaran AIR adalah 78,98 dapat dikategorikan positif. Kata Kunci : Somatic, Auditory, Visualization, Intellectually (SAVI), Auditory, Intellectually, Repetition (AIR), hasil belajar dan respon siswa. The purposes of this research are to determine (1) the difference in students study result between groups of students that uses learning model of SAVI and AIR, (2) students respond towards learning model of SAVI and AIR. The type of this research is quasi-experiment with Post Test Only Control Group Design. Research population is all students of Class X at SMA Negeri 2 Mengwi, class of 2015/2016. Samples are class XI as experimental class 1 with learning model of SAVI, class X2 as experimental class 2 with learning model of AIR, and class X5 as control class. There are two variable types in this research, which are (1) learning model of SAVI and AIR as independent variable, and (2) study result as despendent variable. Data are collected through objective test methods to measure the cognitive domain, skill test to measure the psycho-motoric domain and student responds by using questionnaire method Based on the data analysis, it is obtained that normality test result and homogeneity’s of all three groups are distributed normally and homogen, thus the hypothesis test using One Way Anova Formula (Fvalue = 180,00) and further test of t-Scheffe is run 3 times to groups of learning model SAVI and AIR (t=5,74), SAVI and conventional learning model (t=18,55), AIR and conventional learning model (t=12,81). Based on the mean value of learning model SAVI (54,00), learning model AIR (49,55) and conventional learning model (39,36), it could be concluded that learning model SAVI is better than learning model AIR and conventional learning model, with the highest study result. Mean value of student respond towards learning model SAVI is 80,25 is categorized as positive, and student respond towards learning model AIR is 78,98 is categorized positive as well. keyword : Somatic, Auditory, Visualization, Intellectually (SAVI), Auditory, Intellectually, Repetition (AIR), study result and student respond.
The Implementation of Learning Model React (Relating, Experiencing, Applying, cooperating And Transfering) Improving The Motivation and Learning Results Computer Skills and Information Management (KKPI) of Class XP1 Students subject of SMK Negeri 2 Singaraja In the Academic Year 2011/2012 Ayu Karunia Komala Dewi, Putu
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.v1i4.19586

Abstract

The classroom action research was aimed: (1) improving the students'motivation of class XP1 on microsoft excel material through the implementationof learning model REACT, (2) improving the students’ learning results of classXP1 in microsoft excel material through the implementation of learning modelREACT, (3) describing students’ response towards the implementation of learningmodel REACT in microsoft excel material.The current research was a CAR in which the subjects of the study werethe class XP1 students of SMK Negeri 2 Singaraja at the academic year2011/2012 with the object of the study being the students’ motivation to learn andtheir learning results on microsoft excel material. Data on students’ motivationwere collected using motivation questionnaires; cognitive test, psychomotoricobservation sheets, and affective observation sheets were utilized to gather data onstudents’ learning results; to collect data on students’ response, responsequestionnaire was employed. Data analysis of motivation, learning results andstudents’ response is done by determining the average score obtained, namelydividing the total score by the number of students.Based on the results of the revealed survey that: (1) the increase average ofstudents' motivation on subjects KKPI (Computer Skills and InformationManagement), especially on Microsoft Excel material was 7.49 or 11.48%, inwhich the average of student’s motivation in cycle I was 65.24 and in cycle II was72.73 high qualification, (2) the increase average of student’s learning outcomeswas 12.11 or 16.57% in which the average of student’s learning outcomes ofstudents 73.05 with classical completeness in cycle I was 59.46%, whereas incycle II was 85.16 with classical completeness was 91.89%, (3) student responsetoward the application of learning models REACT on subjects KKPI especially inMicrosoft Excel material was positive with average 78.22.
Game Tude Force Berbasis Android Wikan Paramasila, Kadek; Crisnapati, Padma Nyoman; Windu Antara Kesiman, 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.v3i1.19744

Abstract

In addition as a means of entertainment, Tude Force Game also aims to raise as well as to introduce the Ramayana story that has begun to be forgotten to the public. Another aim is to provide insight on the Android Operating System without forgetting culture embodied in the traditional stories just like the Ramayana. Tude Force game is designed on Android Operating System. This game is created using Adobe Flash CS 3 which then converted into HTML 5 so it can be played in android operating system and PC. To illustrate the use of relationship between the user and the software, Block Diagram is used as the flow of data transfer. To support the completion of the system design in Tude Force AndroidBased Game, the author uses the stages of the waterfall model. Results that can be achieved from the process of making Tude Force game is that this game can be played in the android operating system which is integrated in Samsung Tab 3 GT hardware. Besides using android, Tude Force game can also be played on a PC through browser
PENGEMBANGAN FILM PEMBELAJARAN IPS UNTUK PENGUASAAN KOMPETENSI MENDESKRIPSIKAN KEGIATAN POKOK EKONOMI (STUDI KASUS: SMP NEGERI 2 SAWAN) Adityastika, Putu Angga; Putrama, I Made; Pradnyana, I 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.v8i2.18388

Abstract

Pengembangan Film Pembelajaran IPS ini merupakan sebuah media pembelajaran berupa film yang meceritakan kehidupan sehari-hari sesuai dengan materi film yaitu Kegiatan pokok ekonomi. Film ini mengambil studi kasus di SMP Negeri 2 Sawan dan melibatkan siswa kelas VII sebagai responden. Penelitian ini bertujuan untuk (1) mengimplementasikan hasil rancangan pengembangan film pembelajaran IPS untuk penguasaan kompetensi mendiskripsikan kegiatan pokok ekonomi (2) mengetahui respon siswa terhadap Film pembelajaran IPS untuk penguasaan kompetensi mendiskripsikan kegiatan pokok ekonomi. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan desain pengembangan menggunakan model ADDIE. Film ini diimplementasikan dengan menggunakan aplikasi Adobe Premiere CS6 dalam proses video editing, Adobe Audition untuk edit audio, Adobe Encore untuk membuat menu DVD dan Adobe Photoshop CS6 untuk pembuatan desain keperluan film.Adapun hasil setelah dilakukan Uji ahli isi didapatkan hasil 88.66 % dari keuda ahli isi. Hasil uji ahli media dari kedua ahli didapatkan hasil 84.66 % dan hasil uji respon 91.59 % sehingga dapat disimpulkan film ini memiliki kriteria sangat positif. Kata Kunci: Film Pembelajaran, Kegiatan Pokok Ekonomi, ADDIEIPS Learning Film Development is a learning media in the form of films that tell everyday life in accordance with film material, namely the main economic activity. The film took a case study at Sawan Middle School 2 and involved VII grade students as respondents. This study aims to (1) implement the results of the design of the development of social studies learning films for mastery of competency in describing the main activities of the economy (2) to find out the students' responses to social studies learning films for mastering the competence of describing the main economic activities. The type of research used in this study is research and development with development design using the ADDIE model. This film is implemented using the Adobe Premiere CS6 application in the process of video editing, Adobe Audition to edit audio, Adobe Encore to create DVD menus and Adobe Photoshop CS6 for making film design needs. The results after the content expert test were 88.66% of all content experts. The results of the media expert test from the two experts were 84.66% and the response test results were 91.59% so it can be concluded that this film has very positive criteria.Keywords: Learning Film, Main Economic Activities, ADDIE 
Studi Komparatif Pembelajaran Kooperatif Tipe Scramble Dan Tipe Picture And Picture Terhadap Kreativitas Dan Hasil Belajar Siswa Pada Mata Pelajaran TIK Kelas VII SMP Negeri 2 Sawan ., Luh Putu Harta Widiyanti; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Dr. Dewa Gede Hendra Divayana, S.Kom., M
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.v5i2.8216

Abstract

Penelitian ini bertujuan untuk mengetahui (1) perbedaan hasil belajar yang signifikan siswa yang belajar menggunakan model pembelajaran kooperatif tipe Scramble, tipe Picture And Picture dan pembelajaran langsung terhadap hasil belajar siswa, (2) kreativitas siswa,(3) respon siswa. Jenis penelitian ini adalah eksperimen semu dengan rancangan Post Test Only Control Group Design. Populasi penelitian ini adalah siswa kelas VII B-L di SMP Negeri 2 Sawan tahun ajaran 2015/2016 yang berjumlah 325 siswa. Sampel dalam penelitian ini adalah kelas VIIE sebagai kelas eksperimen 1 dengan model Scramble berjumlah 32 siswa, kelas VIIB sebagai kelas eksperimen 2 dengan model Picture And Picture berjumlah 33 siswa dan VIID sebagai kelas kontrol berjumlah 33 siswa. Pengumpulan data dilakukan dengan metode tes kognitif dan tes psikomotor. Berdasarkan hasil analisis data diperoleh melalui uji prasyarat dengan hasil ketiga kelompok berdistribusi normal dan homogen serta uji hipotesis menggunakan Anova Satu Jalur (Fhitung = 36,25) yang berarti terdapat perbedaan yang signifikan penggunaan model pembelajaran Scramble, Picture And Picture dan Pembelajaran Langsung. Kemudian karena hipotesis Ha diterima maka dilakukan uji lanjut t-scheffe dengan hasil penggunaan model pembelajaran Picture And Picture dan Scramble (4,42), Picture And Picture dan Pembelajaran Langsung (8,51), Scramble dan Pembelajaran Langsung (4,02). Dilihat dari rata-rata hasil belajar model Scramble (37,5), Picture And Picture (42,83) dan Pembelajaran Langsung (32,59) maka disimpulkan model Picture And Picture lebih baik dengan hasil belajar lebih tinggi. Sedangkan untuk kreativitas dan respon menggunakan metode angket. Hasil analisis angket model Scramble diketahui 34% tingkat kreativitas sangat tinggi, 66% tingkat kreativitas tinggi dan respon diketahui 50% sangat positif, 37% respon positif serta 12% respon cukup positif. Kemudian model Picture And Picture diketahui 39% tingkat kreativitas sangat tinggi dan 61% tingkat kreativitas tinggi dan respon 52% sangat positif, 36% respon positif serta 12% respon cukup positif. Model pembelajaran langsung diketahui 18% tingkat kreativitas tinggi, 58% tingkat kreativitas tinggi dan 24% tingkat kreativitas sedang. Kata Kunci : Scramble, Picture And Picture, hasil belajar, kreativitas belajar, dan respon siswa. The purposes of this research are (1) To be able to know the using of the significant differences the result of study students who learn to use cooperative learning model which Scramble type, Picture and Picture (PAP) type and direct instruction, (2) Students creativity (3) Students respons. This kind of research is abstract experiment with the plan of Post Test Only Cotrol Group Design. The population of this research is students of VII B-L at SMP N 2 Sawan years of 2015/2016, all of the subjecth sum are 325 students. The subject of this research is VII-E students as first class experiment with Scramble mode, sum are 32 studentsl, VII-B class as the 2’nd class experiment with PAP model, sum are 33 students and VII-D as control class, sum are 33 students. Data collection were done by cognitive test and psychomotor test. Based on there result data analyzed which was gained through pre requisite test by the result of there class as subject distributed as normal and homogen and also based on the result of hypotheses test by using way Anova (Fcount = 36,25) which means there significant is a effect of the using Scramble learning model, Picture and Picture and Direct learning. The because of Ha hypotheses was accepted so next part is continued t-scheffe study which the result was the different result of learning by using PAP learning model and Scramble (4,42), Picture and Picture and Direct Learning (8,51). Scramble and Direct Learning (4,02). From a view of the average of ther result Scramble learning model (37,5), PAP (42,83) and Direct Learning (32,59) I can conclude that Picture and Picture model is better which the result of study is higher. While students creativity and students response was done by sample methode. The result of analysis of using sample scramble model known as 34% studentsis highest, 66% is high and students response is 50 % is highest positive, 37% positive response and 12% of the response is positive enough. More over Picture and Picture model know as 39% of students creativity level is highest and 61% is high and students response 52% highest positive , 36% high positive and 12% is positive enough. Direct Interaction model know as 18% of students, creativity level is highest, 58% is high and 24% creativity is enough. keyword : Scramble, Picture and Picture, Study’s result students learning creativity and students respons
The Implementation Of Self Regulated Learning Model To Improve The Technology Of Information And Communication Students’ Learning Results Class Of VIII A SMP Bhaktiyasa Singaraja At 2012/2013 Academic Year Sudadiartharia, Komang
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.v2i1.19627

Abstract

This study were aimed at improving the technology of information andcommunication students’ learning results by applying Self Regulated Learning (SRL) type, and knowing students’ responses about SRL type implementation.Subjects of the study were the class VIII A students of SMP BhaktiyasaSingaraja at the first semester in the academic year 2012/2013, which involve 26 students. The design of this study was Classroom Action Research (CAR) that consists of two cycles. The data collected in this research is the result of learning and response against the implementation of SRL learning of model students in the subject of information technology and communication. Data of students learning results were collected using test and observation where as data of students responses were collected using questionnaire.The result of this study showed that (1) there are improvement of students’learning results. This was showed by amounts of classical success on the first cycle was about 65.38%, and on the second cycle was about 84.61%.The improvement of this learning results was about 19.23%. (2) the average amounts of students’ responses about SRL type implementation belong to positive responses that was about 43,92. Theresearcher concluded that the implementation of SRL type on technology of information and communication lesson was improved students’ learning result and got a positiveresponses.
Film Animasi Pembelajaran Sistem Pencernaan Manusia pada Kelas VIII SMP Negeri 3 Banjar Tahun Ajaran 2015/2016 ., Putu Mardiyasa Adi Saputra; ., I Made Agus Wirawan, S.Kom, M.Cs; ., 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.v5i2.8341

Abstract

Berdasarkan Observasi dan wawancara yang telah dilakukan di SMP Negeri 3 Banjar bahwa belum ada sarana yang mencukupi untuk proses pembelajaran, misalnya pembelajaran Biologi salah satunya pada materi sistem pencernaan manusia, siswa merasa sangat sulit untuk memahami proses fisiologis pada manusia, karena siswa tidak dapat mengamati secara langsung dan media pendukung yang digunakan saat ini. Oleh karena itu, penulis tertarik untuk membangun suatu film animasi pembelajaran sistem pencernaan pada manusia. Penelitian ini bertujuan untuk: 1)mengetahui proses pencernaan tubuh manusia, 2) mengetahui implementasi sistem pencernaan manusia, 3) mengetahui respon siswa terhadap film animasi pembelajaran sistem pencernaan manusia. Metode penelitian yang dipakai dalam penelitian ini adalah Research and Development (R&D) dengan menggunakan model pengembangan ADDIE. Film animasi ini dikembangkan dengan menggunakan software Blender. Hasil dari penelitian ini, yaitu produk film animasi 3 dimensi berupa DVD dan respon dari anak-anak di SMP Negeri 3 Banjar terhadap film animasi pembelajaran sistem pencernaan manusia ini yang terkategorikan positif dengan rata-rata persentase 88,65 %.Berdasarkan analisis dari 31 siswa pada Kelas VIII 3, diketahui 6 siswa memberikan respon yang sangat positif dan 25 siswa memberikan respon yang positif terhadap film animasi ini. Kata Kunci : sistem pencernaan manusia, animasi 3D, film animasi, organ pencernaan. Based on observations and interviews that have been conducted in SMP Negeri 3 Banjar that there is no adequate means for the learning process, such as learning biology one of them on the matter the human digestive system, students find it very difficult to understand the physiological processes in humans, because students can not directly observe and media support used today. Therefore , the authors are keen to build an animation film study human digestion system . This research aims to 1) determine the human body's digestive process, 2) to investigate the implementation of the human digestive system, 3) determine students' response to the animated film learning the human digestive system . The method used in this research is the Research and Development ( R & D ) by using ADDIE development model. This animated film is developed using Blender software. Results from this study, namely 3D animation film products such as DVD and the response of children in SMP Negeri 3 Banjar against the animated film study human digestive system is the uncategorized positive with an average percentage of 88.65 %. Based on an analysis of 31 students in Class VIII 3, Unknown 6 students responded very positively and 25 students responded positively to this animated film. keyword : the human digestive system, 3D animation, animated films, the digestive organs.
DEVELOPING TEAM ASSISTED INDIVIDUALIZATION INTERACTIVE LEARNING MEDIA FOR THE TECHNOLOGY OF INFORMATION AND COMMUNICATION SUBJECT WITH THE TOPIC OF GRAPHIC DESIGN FOR GRADE XII STUDENTS IN SMAN 1 SUKASADA IN THE ACADEMIC YEAR 2011/2012 Yunia Ardianti, Ni Made
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.v1i1.19518

Abstract

This study aimed at (1) designing and implementing the development of TAIbased interactive learning media for the technology of information andcommunication subject with the topic of graphic design for grade XII students ofSMAN 1 Sukasada; (2) knowing the students and teachers’ response towards thedevelopment of TAI based interactive learning media for the technology ofinformation and communication subject with the topic of graphic design.This study was in the form of Research and Development/ R&D with the designdeveloped by Dick and Carey. It involved the students from SMAN 1 SUKASADAin the academic year of 2011/2012. The data were taken from interview. The validityof TAI based learning media as well as students and teachers’ responses werecollected through questionnaire. The data were then analyzed descriptively.Waterfall model was used in the development of TAI based learning mediawhich was designed by using DFD (Data flow Diagram). It was also implemented byusing Adobe Dreamwaver CS3 software. The result of students’ response analysisshowed that 9% of the students gave extremely positive response, while 87% studentsgave positive response and 4% of the students gave less positive response. Therewere no students who gave negative or extremely response to it. The students’average score was 65, 78 points. It showed that the students’ response to thedevelopment of TAI based learning media was in the positive level. Meanwhile theresult of data analysis on the teachers’ response showed that 100% of the teachergave positive response to the development of the media.Key words: interactive learning media, cooperative, TAI (team assistedindividualization)

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