cover
Contact Name
-
Contact Email
-
Phone
-
Journal Mail Official
-
Editorial Address
Jl. Udayana, Kampus Tengah, Singaraja-Bali
Location
Kota denpasar,
Bali
INDONESIA
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
Pengaruh Model Pembelajaran Kooperatif MURDER Berbantuan CD Pembelajaran Microsoft Office Excel Terhadap Hasil Belajar Siswa (Studi Kasus Pada Mata Pelajaran TIK Kelas VIII Di SMP Maulana Pegayaman) Nur Azizah .; Dr. Ketut Agustini, S.Si, M.Si. .; I Made Agus Wirawan, S.Kom., 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.v7i2.15313

Abstract

Penelitian ini bertujuan (1) mengetahui pengaruh Model Pembelajaran Kooperatif MURDER (Mood, Understand, Recall, Detect, Elaborate, Review) berbantuan CD Pembelajaran Microsoft Office Excel terhadap hasil belajar siswa, (2) mengetahui respon siswa terhadap penerapan Model Pembelajaran Kooperatif MURDER berbantuan CD Pembelajaran Microsoft Office Excel pada mata pelajaran TIK. Jenis Penelitian adalah penelitian eksperimen semu (quasi experimental). Subjek penelitian yaitu siswa kelas VIII SMP Maulana Pegayaman semester ganjil tahun ajaran 2018/2019, berjumlah 47 orang yang terbagi menjadi 2 kelas, 1 kelas kontrol dan 1 kelas eksperimen. Objek penelitian meliputi Model Pembelajaran Kooperatif MURDER, hasil belajar, dan respon siswa terhadap penerapan Model Pembelajaran Kooperatif MURDER berbantuan CD Pembelajaran Microsoft Office Excel. Data hasil belajar siswa diperoleh dari tes hasil belajar, dan dianalisis menggunakan Uji-t dengan Microsoft Office Excel 2007. Data respon siswa terhadap penerapan Model Pembelajaran Kooperatif MURDER berbantuan CD Pembelajaran Microsoft Office Excel, diperoleh melalui angket dan dianalisis secara deskriptif. Hasil Penelitian (1) hasil Uji-t menunjukan thitung=6,623dan ttabel=2,014 untuk dk = 81 dengan taraf signifikan 5%. Berdasarkan kriteria pengujian, thitung>ttabel (6,623>2,014) maka H0 ditolak dan Ha diterima, artinya terdapat pengaruh yang signifikan dalam penerapan Model Pembelajaran Kooperatif MURDER berbantuan CD Pembelajaran Microsoft Office Excel terhadap hasil belajar TIK siswa kelas VIII SMP Maulana Pegayaman semester ganjil tahun ajaran 2018/2019, (2) respon siswa kelas eksperimen terhadap penerapan Model Pembelajaran Kooperatif MURDER berbantuan CD Pembelajaran Microsoft Office Excel adalah positif dengan skor respon rata-rata sebesar 83,48. Kata Kunci : Model Pembelajaran Kooperatif MURDER (Mood, Understand, Recall, Detect, Elaborate, Review), Hasil Belajar. The purpose of this research are: (1) To find out the effect of MURDER (Mood, Understand, Recall, Detect, Elaborate, Review) Cooperative Learning Model assisted Microsoft Office Excel Learning CD on student learning outcomes (2 To know the student's response to the application of Cooperative Learning Model MURDER assisted Microsoft Office Excel Learning CD on student learning outcomes This type of research is quasi-experimental research (quasi experimental). The subjects of the study were students of class VIII junior high school Maulana Pegayaman academic year 2018/2019, the subjects of the study were 47 people divided into 2 classes, 1 control class and 1 experimental class. The object of research include Cooperative Learning Model MURDER, learning outcomes, and student responses to the application of Cooperative Learning Model MURDER assisted CD Learning Microsoft Office Excel. Student learning result data obtained from test result of learning, and analyzed by using T-Test with Microsoft Office Excel 2007. Student response data to application of Cooperative Learning Model MURDER assisted Learning CD Microsoft Office Excel, obtained by questionnaire and analyzed descriptivel. Student learning result data obtained from test result of learning, and analyzed by using T-Test with Microsoft Office Excel 2007. Student response data to application of Cooperative Learning Model MURDER assisted Learning CD Microsoft Office Excel, obtained by questionnaire and analyzed descriptively, This means that there is a significant influence in the application of the MURDER Cooperative Learning Model assisted by Microsoft Office Excel Learning CDs on ICT learning outcomes in the eighth grade students of Maulana Pegayaman Middle School in the 2018 academic year, (2) students' experimental class responses to the implementation of Cooperative Learning Model MURDER assisted by Microsoft Office Excel CD. keyword : Cooperative Learning Model MURDER (Mood, Understand, Recall, Detect, Elaborate, Review), Learning Outcomes.
Pengaruh E-Modul Mata Pelajaran Video Editing Berbasis Model Pembelajaran Project based Learning Terhadap Hasil Belajar Siswa SMK Wahyu Restu Aji .; Dr. Dewa Gede Hendra Divayana, S.Kom., M .; Dr. Ketut Agustini, S.Si, M.Si. .
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.v7i2.15355

Abstract

Tujuan penelitian ini untuk mengetahui (1) pengaruh penerapan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning terhadap hasil belajar siswa kelas XI Multimedia di SMK TI Bali Global Singaraja, (2) Untuk mengetahui respon siswa kelas XI Multimedia di SMK TI Bali Global Singaraja terhadap pengaruh penerapan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning. Jenis penelitian ini adalah eksperimen semu dengan rancangan Post Test Only Control Group Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah kognitif. Data hasil belajar dianalisis melalui uji prasyarat yaitu uji normalitas dan homogenitas dengan hasil 2 kelompok berdistribusi normal dan homogen, dilanjutkan dengan uji hipotesis yang berarti terdapat pengaruh yang signifikan dalam penggunaan E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning terhadap hasil belajar siswa. Sedangkan untuk respon menggunakan metode angket. Hasil analisis angket E-Modul mata pelajaran Video Editing berbasis model pembelajaran Project Based Learning diketahui 67% respon sangat positif, 33% respon positif. Kata Kunci : E-Modul, Project Based Learning, hasil belajar, dan respon siswa The objectives of this study is to find out (1) the effect of applying e-model on video editing lesson based Project Based Learning method on XI grade of Multimedia at SMK TI Global Singaraja. (2) The students' respondent on the XI grade of Multimedia at SMK TI Global Singaraja toward the affect of e-model video editing lesson based project based learning method. This study is quasi experimental with used Post Test Only Control Group Design. Data collection was done using Objective Test Method to measure the cognitive domain. The result of the data was analyzed through prerequisite test which is normality and homogeneity test with the result 2 groups normally distributed and homogeneous, continued with hypothesis test which means there was a significant effect between using e-model video editing lesson based Project Based Learning model towards the students' learning result. While for the respondent was using questionnaire method. The analysis result of e-modul video editing lesson based Project Based Learning model questionnaire is known 67% on very positive response, 33% on positive response. keyword : E-Module, Project Based Learning, learning outcomes, students’ respond
Pengaruh media Augmented Reality tata cara penulisan huruf jepang (Hiragana dan Katakana) Pada Mata Pelajaran Bahasa Jepang Terhadap Hasil Belajar Siswa Kadek Suci Julianti .; I Made Putrama, S.T., M.Tech .; UNDIKSHA .
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 7 No. 3 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i3.16074

Abstract

Penelitian bertujuan untuk mengetahui (1) pengaruh hasil belajar dalam penggunaan media kartu interaktif dengan Augmented Reality tata cara penulisan huruf Hiragana dan Katakan pada mata pelajaran Bahasa Jepang siswa kelas X jurusan Ilmu Budaya dan Bahasa (IBB), (2) Mengetahui respon siswa setelah menggunakan media kartu interaktif interaktif tata cara penulisan huruf Hiragana dan Katakana berbasis Augmented Reality pada mata pelajaran Bahasa Jepang. Jenis penelitian ini adalah eksperimen semu (Quasi Eksperimen) dengan desain penelitian adalah Post Test Only Group. Populasi penelitian ini mencakup semua kelas X Jurusan Bahasa di SMA Negeri 1 Sawan Tahun Pelajaran 2017/2018. Penentuan sampel yang digunakan Simple Random Sampling dengan hasil yaitu kels X IBB 1 sebagi kelas kontrol dengan jumlah siswa 35 orang dan X IBB 3 sebagai kelas eksperimen dengan jumlah siswa 32 orang. Metode pengumpulan data yang digunakan yaitu metode tes untuk mengukur hasil belajar kemudian dianalisis dengan meliputi uji normalitas dan uji homogenitas dilanjutkan dengan menghitung uji hipotesis. Penggunaan metode kuesioner untuk mencari respon siswa. Hasil penelitian menunjukkan bahwa (1) terdapat hasil belajar yang lebih tinggi antara siswa yang belajar menggunakan media Augmented Reality tata cara penulisan huruf jepang (Hiragana dan Katakana) pada mata pelajaran bahasa jepang siswa kelas X jursan Bahasa SMA Negeri 1 Sawan. Hasil analisis uji-t memperoleh thitung sebesar 6,829 dan ttabel sebesar 1,6686 untuk dk sebesar 65 dengan taraf signifikan 5%. Berdasarkan kriteria pengujian diperoleh thitung> ttabel, ini berarti H1 diterima artinya terdapat pengaruh hasil belajar yang lebih tinggi antara siswa yang belajar menggunakan media kartu interaktif belajar tata cara penulisan huruf jepang (Hiragana dan Katakana) dibandingkan dengan media pembelajaran secara konvesional. (2) respon siswa dari penerapan Augmented Reality tata cara penulisan huruf jepang (Hiragana dan Katakana) adalah sangat positif dilihat dari rata – rata skor hasil angket respon siswa yaitu 85,19.Kata Kunci : Media kartu interaktif, Augmented Reality, respon siswa. This study aimed to investigate (1) whether there was significant difference on the use of interactive card with augmented reality on the steps of writing Hiragana and Katakana on students’ learning achievement on Japanese subject at tenth grade language and culture students (IBB), (2) to know students’ response on the use of interactive card of the steps of writing Hiragana and Katakana with augmented reality base on Japanese subject.This study was quasi experimental with post-test only control group design. The population of this study was tenth grade languagestudents of SMA Negeri 1 Sawan on academic year 2017/2018. The sampling technique of this study was simple random sampling technique with X IBB 1 was the control group with 35 students, and X IBB 3 was the experimental group with 32 students. The method of data collection was test to measure the students’ learning achievement, then normality, homogeneity, and hypothesis test was conducted. Questionnaire was also conducted to know students’ response toward the use of the interactive card. The result of the study showed that (1) there was significant difference on students’ learning achievement between students who were taught by using augmented reality media of the steps of writing Hiragana and Katakanaon Japanese subject of the tenth grade language students of SMA Negeri 1 Sawan. The result of t-test analysis was 6.829 and t-table was 1.6686 with dk 65 on the significant of 5%. Based on the testing criteria, it was found that t-count > t-table. It means that H1 accepted means that there is a higher influence of learning outcomes between students who learn to use interactive card media to learn Japanese letter writing procedures (Hiragana and Katakana) with conventional learning media (2) the students’ response with the use of augmented reality of the steps of writing Hiragana and Katakanawas positive based on the average score of the questionnaire with 85.19.keyword : interactive card media, augmented reality, students’ response
PENGEMBANGAN MEDIA PEMBELAJARAN PENGENALAN TATA CARA WUDHU DAN SHALAT BERBASIS ANIMASI 3 DIMENSI Imam Julfaisal .; I Made Putrama, S.T., M.Tech .; UNDIKSHA .
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 7 No. 3 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i3.16076

Abstract

Siswa merasa kurang termotivasi untuk mempelajari pembelajaran agama islam khususnya tata cara wudhu dan shalat, oleh sebab itu peneliti merasa sangat perlu untuk mengembangkan sebuah media pembelajaran yang dapat membantu proses pembelajaran agama islam dalam kelas, khususnya untuk taman kana-kanak dan sekolah dasar. Tujuan dari penelitian ini adalah untuk mengembangkan sebuah media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D, Adapun tujuan dari pengembangan aplikasi ini adalah untuk membantu siswa dalam mempelajari tata cara wudhu dan shalat. Pengembangan media pembelajaran pengenalan tata cara wudhu dan shalat berbasis animasi 3D ini menggunakan model ADDIE. Ada lima tahap dalam model ADDIE yaitu Analisis (Analyze), Desain (Design), Pengembangan (Development), Implementasi (Implementation), dan Evaluasi (Evaluation), Pengembangan produk dengan model ini dapat menghasilkan produk yang baik, karena pada setiap fase yang dilalui dapat dilakukan evaluasi. Beberapa pengujian dilakukan untuk mengetahui tingkat keefektifan media pembelajaran pengenalan tata cara wudhu dan shalat, yang di antaranya ialah uji ahli isi dengan hasil 100% sesuai, uji ahli media dengan representasi 100% sesuai, uji efektifitas dengan hasil 64,80% yang berarti media ini cukup efektif, uji guru dengan hasil 46 dengan kategori sangat positif dan uji respon pengguna dengan hasil sebesar 89,07% yang menandakan media ini masuk kategori sangat positif. Kata Kunci : Media Pembelajaran, Tata cara wudhu, tata cara shalat. Students feel less motivated to learn Islamic learning especially for ablution and prayer procedures, therefore researchers feel it is necessary to develop a learning medium that can help the learning process of Islamic religion in the classroom, especially for children and elementary schools The purpose of this study was to develop an instructional medium for the introduction of ablution and prayer procedures based on 3D animation. The purpose of developing this application was to help students in learning the procedures for ablution and prayer. The development of learning media on the introduction of ablution procedures and prayer based on 3D animation uses the ADDIE model. There are five stages in the ADDIE model namely Analysis (Analyze), Design (Design), Development (Development), Implementation (Implementation), and Evaluation (Evaluation), Product development with this model can produce good products, because in each phase that is passed evaluation can be done. Several tests were conducted to determine the effectiveness level of instructional media on the introduction of ablution and prayer procedures, which included testing experts with 100% results accordingly, testing media experts with 100% representation in accordance with the effectiveness test with 64.80% results which means this media quite effective, the teacher test with 46 results with a very positive category and the user response test with a result of 89.07% which indicates that this media is in the very positive category.keyword : Introduction of procedure Wudhu, Introduction of procedure Shalat.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN E-LEARNING QUIPPER SCHOOL TERHADAP HASIL BELAJAR LINTAS MINAT BIOLOGI PADA SISWA KELAS X BAHASA SEMESTER GENAP DI SMA NEGERI 1 SAWAN Luh Cahayaning Saraswati .; Nyoman Sugihartini, S.Pd., M.Pd. .; I Made Ardwi Pradnyana, S.T., M.T. .
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 7 No. 3 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i3.16079

Abstract

E-learning quipper school merupakan penghubung antar siswa dan guru dalam pembagian tugas mata pelajaran secara online dan sesuai dengan mata pelajaran yang diadaptasi dari kurikulum yang diterapkan di Indonesia. Untuk itu penelitian ini bertujuan untuk mengetahui (1) pengaruh hasil belajar dalam menggunakan e-learning quipper school pada mata pelajaran Lintas Minat Biologi siswa kelas X Bahasa SMA Negeri 1 Sawan (2) mengetahui respon siswa setelah menggunakan e-learning mata pelajaran Lintas Minat Biologi. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan desain Post Test Only Control Group Design. Populasi penelitian mencakup seluruh siswa kelas X Bahasa SMA Negeri 1 Sawan Tahun Pelajaran 2017/2018. Metode pengumpulan data yang digunakan yaitu dengan metode tes pilihan ganda 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 hasil belajar yang lebih tinggi antara siswa yang belajar menggunakan e-learning quipper school dan siswa yang belajar menggunakan media pembelajaran power point. Hasil analisis uji-t memperoleh thitung sebesar 3.063328 dan ttabel sebesar 2.292891 untuk dk thitung > ttabel, ini berarti H0 ditolak. (2) respon siswa dari penerapan e-learning quipper school adalah positif dilihat dari rata-rata skor hasil angket respon siswa yaitu 89,4. Kata Kunci : E-learning quipper school ,Lintas Minat Biologi, respon siswa E-learning quipper school is a liaison between students and teachers in the division of online subject tasks and in accordance with subjects adapted from the curriculum applied in Indonesia. Therefore, this study aimed to find out (1) higher learning outcomes between students who learn using e-learning quipper school on the subjects of Biological Interest X graders in SMA Negeri 1 Sawan (2) the students responses after using e-learning in the subjects of Biological Interest.This type of research is a quasi-experimental design with Post Test Only Control Group Design. The research population includes all students of X Language Class at SMA Negeri 1 Sawan academic year 2017/2018. Data collection methods used were multiple choice test . Learning outcomes data were analyzed by conducting prerequisite tests which included normality test, homogeneity test and t-test.The results showed that (1) there were higher learning outcomes between students who learned using e-learning quipper school and students who learned using power point learning media in the subject of Cross Biology Interest in X Language class at SMA Negeri 1 Sawan. The results of the t-test analysis obtained t-count of 3.063328 and t-table of 2.292891 for tcount > ttable, it means that H0 was rejected. (2) the response of students from the application of e-learning quipper school was positively seen from the average score of the student response questionnaire that was 89.4.keyword : E-learning quipper school, Cross Interest in Biology, student response
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 SISTEM INFORMASI TERPADU PAUD STUDI KASUS PAUD ASI (AURA SUKMA INSANI) SINGARAJA Kadek Dwinda Yudha Pratama .; I Made Agus Wirawan, S.Kom., M.Cs. .; I Gede Mahendra Darmawiguna, S.Kom., M.S .
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.v8i1.16981

Abstract

Pendidikan merupakan usaha sadar yang dilakukan untuk meningkatkan kualitas masyarakat. Pemerintah melalui pendidikan pada usia dini memiliki visi untuk meningkatkan kualitas masyarakat. Meningkatkan kualitas pendidikan sudah menjadi faktor penentu untuk menunjang meningkatnya kualitas masyarakat, semakin baik pendidikan yang diberikan maka semakin baik keluaran yang dihasilkan. Upaya untuk meningkatkan kualiats pendidikan salah satunya dengan mengembangkan pengelolaan dalam lembaga pendidikan, pengelolaan yang dimaksud adalah pengelolaan administrasi. Pengembangan pengelolaan ini dilakukan dengan mengembangkan sistem informasi terpadu. Metode penelitian yang digunakan adalah penelitian pengembangan dengan model waterfall. Sistem informasi dikembangkan dengan framework Laravel dan Android Studio. Sistem dapat berjalan online maupun offline sesuai dengan kebutuhan dari lembaga pendidikan.. Hasil penelitian ini berupa sistem informasi terpadu yang dapat diakses dengan komputer pada server dan smartphone android pada client. Berdasarkan hasil pengujian, sistem informasi bekerja dengan baik. Sistem dinilai mampu untuk membantu masalah adminisrasi dengan presentasi nilai yaiitu 84,67 %. Sistem mendapat respon yang positif dari pengguna.Kata Kunci : Sistem Informasi, Android, Client Server, Pendidikan, Akademik Education is a conscious effort carried out to improve the quality of society. The government through education at an early age has a vision to improve the quality of society. Improving the quality of education has become a determining factor to support the increasing quality of society, the better the education provided, the better the output produced. One of the efforts to improve the quality of education is by developing management in educational institutions, management in question is administrative management. Management development is carried out by developing integrated information systems. The research method used is development research with the waterfall model. Information systems are developed with the Laravel and Android Studio framework. The system can run online or offline according to the needs of educational institutions. The results of this study are integrated information systems that can be accessed by computers on the server and android smartphone on the client. Based on the results of testing, the information system works well. The system is considered capable of helping administration problems with presentation values which are 84.67%. The system received a positive response from usersEducation is a conscious effort carried out to improve the quality of society. The government through education at an early age has a vision to improve the quality of society. Improving the quality of education has become a determining factor to support the increasing quality of society, the better the education provided, the better the output produced. One of the efforts to improve the quality of education is by developing management in educational institutions, management in question is administrative management. Management development is carried out by developing integrated information systems. The research method used is development research with the waterfall model. Information systems are developed with the Laravel and Android Studio framework. The system can run online or offline according to the needs of educational institutions. The results of this study are integrated information systems that can be accessed by computers on the server and android smartphone on the client. Based on the results of testing, the information system works well. The system is considered capable of helping administration problems with presentation values which are 84.67%. The system received a positive response from userskeyword : Information System, Android, Client Server, Education, Academic
PENGEMBANGAN FILM SERI ANIMASI 3D “CERITA MADE” SEBAGAI MEDIA PEMBELAJARAN BIPA DI UNIVERSITAS PENDIDIKAN GANESHA Made Widiatmika .; I Gede Mahendra Darmawiguna, S.Kom., M.S .; I Made Putrama, S.T., M.Tech .
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.v8i1.16982

Abstract

Penelitian ini bertujuan: (1) untuk merancang dan mengimplementasikan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. (2) Untuk mengetahui respon guru dan peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha. Pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha ini menggunakan model ADDIE. Model ADDIE merupakan singkatan dari Analysis, Design, Development, Implementation, dan Evaluation. Data yang dikumpulkan yaitu data respon peserta didik BIPA UNDIKSHA terhadap pengembangan Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha dengan menggunakan angket. Hasil penelitian ini adalah Film Animasi 3D berupa DVD yang menggunakan Bahasa Indonesia dengan subtitle dalam Bahasa Inggris. Film yang dihasilkan sudah sesuai dengan materi yang tertera pada modul pembelajaran BIPA Pemula serta silabus yang digunakan oleh BIPA UNDIKSHA. Respon peserta didik BIPA terhadap Film Seri Animasi 3D “Cerita Made” sebagai Media Pembelajaran BIPA di Universitas Pendidikan Ganesha masuk dalam rentangan sangat baik. Kata Kunci : Film Animasi, ADDIE, BIPA, Blender, Animasi 3D. The purpose of this study is: (1) to design and implement the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. (2) To find out the response of teachers and students of BIPA to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the Ganesha University of Education. Development of the 3D Animation Series "Cerita Made" Film as a BIPA Learning Media at Ganesha University of Education using the ADDIE model. ADDIE model stands for Analysis, Design, Development, Implementation, and Evaluation. The data collected is the response data of BIPA UNDIKSHA students to the development of the 3D Animation Series " Cerita Made " Film as BIPA Learning Media at the Education University of Ganesha using a questionnaire. The results of this study are 3D Animation Film in the form of DVDs that use Indonesian with subtitles in English. The film produced is in accordance with the material stated in the Beginner's BIPA learning module and the syllabus used by BIPA UNDIKSHA. The response of BIPA students to the 3D Animation Series "Cerita Made" Film as BIPA Learning Media at the University of Education Ganesha categorized a very good range. keyword : Film, ADDIE, Indonesian for Foreign, Blender, 3D Animation.
USABILITY TESTING PADA APLIKASI HOOKI ARISAN DENGAN MODEL PACMAD MENGGUNAKAN PENDEKATAN GQM Riftika Rizawanti .; I Ketut Resika Arthana, S.T.,M.Kom. .; UNDIKSHA .
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.v8i1.16983

Abstract

Hooki Arisan merupakan aplikasi mobile gratis yang menggabungkan fungsi arisan dan pesan instan dalam satu platform. Permasalahannya periode retensi pengguna untuk aplikasi mobile sangat rendah, hanya sekitar 10% pengguna yang ditemukan masih menggunakan aplikasi mobile yang sama setelah enam bulan pengunduhan. Untuk memenuhi tantangan tersebut, usability testing perlu dilakukan untuk verifikasi apakah aplikasi tersebut sudah mencapai tujuannya dan mendapat respon yang baik dari pengguna. Penelitian ini dilakukan untuk menguji aplikasi Hooki Arisan dengan model PACMAD (People At The Center of Mobile Application Development) dengan pendekatan GQM (Goal Question Metrics) pada tujuh atribut usabiliy yaitu efficiency, effectiveness, learnability, memorability, errors, satisfaction, dan cognitive load. Tujuan penelitian ini yaitu untuk mengetahui hasil usability testing dan rekomendasi perbaikan pada aplikasi Hooki Arisan. Setelah melakukan usability testing pada aplikasi Hooki Arisan dengan metode Performance Measurement, Retrospective Think Aloud (RTA), dan Kuesioner CSUQ dapat disimpulkan bahwa aplikasi Hooki Arisan mencakupi aspek Efficiency dengan tingkat kecepatan 0,001432422 tiap detiknya; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82,932%.; Errors 22%; Satisfaction 73.15% dan juga memenuhi aspek Cognitive Load. Aplikasi Hooki Arisan mampu memenuhi kriteria usability sebuah aplikasi mobile karena dinilai telah mencakupi ke-tujuh variabel usability model PACMAD. Untuk menginkatkan tingkat usability aplikasi Hooki Arisan dalam penelitian ini dirancang rekomendasi halaman aplikasi Hooki Arisan dengan membuat wireframe, dimana dasar yang digunakan untuk mengembangkan rekomendasi hasil data usability testing yaitu performance measurement dan RTA.Kata Kunci : CSUQ, Hooki Arisan , PACMAD, Performance Measurement, RTA, Usability. Hooki Arisan is a free mobile application that combines social gathering and instant messaging functions on one platform. The problem is that the user retention period for mobile applications is very low, only about 10% of users found still use the same mobile application after six months of downloading. To meet these challenges, usability testing needs to be done to verify whether the application has reached its purpose and gets a good response from the user. This study was conducted to examine the application of Hooki Arisan with the PACMAD model (People At The Center of Mobile Application Development) with the GQM (Goal Question Metrics) approach on seven usability attributes, such as efficiency, effectiveness, learnability, memorability, errors, satisfaction, and cognitive load. The purpose of this study is to determine the results of usability testing and recommendations for improvements of Hooki Arisan application. After conducting usability testing on the Hooki Arisan application using the Performance Measurement, Retrospective Think Aloud (RTA) method, and the CSUQ Questionnaire it can be concluded that the Hooki Arisan application covers the Efficiency aspect with a speed level of 0.001432422 every second; Effectiveness 83%; Learnability 72,91667%. ; Memorability 82.932% .; Errors 22%; satisfaction 73.15% and also fulfill the Cognitive Load aspect. The Hooki Arisan application is able to meet the usability criteria of a mobile application because it is considered to have covered the seven usability variables of the PACMAD model. To improve the level of usability of the Hooki Arisan application in this study, we designed the recommendations of the Hooki Arisan application page by creating wireframe, where the basis used to develop the recommendations of the results of usability testing data was performance measurement and RTA.keyword : CSUQ, Hooki Arisan, PACMAD, Performance Measurement, RTA, Usability.
FILM DOKUMENTER TRADISI ACI KEBURAN DI PURA HYANG API DESA KELUSA GIANYAR BALI Pande Komang Saputra .; Gede Aditra Pradnyana, S.Kom., M.Kom. .; Dr. Dewa Gede Hendra Divayana, S.Kom., M .
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.v8i1.17005

Abstract

Penelitian ini bertujuan untuk (1) menghasilkan rancangan dan mengimplementasikan hasil rancangan Film Dokumenter Tradisi Aci Keburan di Pura Hyang Api Desa Kelusa Gianyar Bali. (2) mengetahui respon masyarakat terhadap hasil akhir Film Dokumenter Tradisi Aci Keburan di Pura Hyang Api Desa Kelusa Gianyar Bali. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan dengan model cyclic strategy. Metode cyclic strategy dimulai dari pengumpulan data dengan cara observasi, wawancara, studi literatur, kuesioner, dan dokumentasi. Film dokumenter ini diimplementasikan dengan menggunakan aplikasi Adobe Premiere Pro CC 2018 dalam proses video editing, Adobe After Effects CC 2018 untuk pembuatan video animasi, Adobe Audition CC 2018 dalam proses sound editing, serta Adobe Photoshop CC 2018 untuk pembuatan desain keperluan film dokumenter. Hasil penelitian menunjukkan bahwa Film Dokumenter Tradisi Aci Keburan di Pura Hyang Api Desa Kelusa Gianyar Bali berdasarkan uji ahli isi, dan uji ahli film dokumenter memperoleh rata-rata persentase yaitu 89,99% dengan tingkat pencapaian “Baik”. Uji respon penonton untuk film dokumenter ini rata-rata persentase yaitu 91,18% dengan tingkat pencapaian “Sangat Baik”. Kesimpulan yang didapatkan yaitu Film Dokumenter Tradisi Aci Keburan di Pura Hyang Api Desa Kelusa Gianyar Bali sudah sangat baik dan bisa digunakan sebagai media informasi sejarah aci keburan. Kata Kunci : Tradisi Aci Keburan, Desa Kelusa Gianyar, Film Dokumenter, Cyclic Strategy. The purpose of this study are to: 1) give result in the design and implementation of the draft outcome for Film of Documentary Tradition Aci Keburan in Temple Hyang Api Village Kelusa Gianyar Bali; 2) know the public response for Film of Documentary aci keburan in Hyang Api Village Temple Kelusa Gianyar Bali. Type of this research is research and development using cyclic strategy. Methods of cyclic strategy starts from Data collected by observation, interview, literature study, questionnaires, and documentation. This study was implemented using Adobe Premiere Pro CC Pro 2018 as the video editing application and Adobe After Effects CC 2018 as additional applications in video effects and animation as well as using Adobe Audition Pro CC 2018 as the sound editor. The result of research and development showed that the film documentary Film of Aci Keburan Tradition in Hyang Api Temple Village Kelusa Gianyar Bali is good. The results obtained by the content analysis and analysis of documentary film can be categorized as good with a percentage of 89,99%. and audience's response. The content of the Documentary Film of Aci Keburan Tradition in Hyang Api Temple Village Kelusa Gianyar Bali can be categorized as good with a percentage of 91,18%.keyword : Aci Keburan Tradition, Village Kelusa Gianyar, Documentary, and Cyclic Strategy

Page 70 of 116 | Total Record : 1159


Filter by Year

2012 2025


Filter By Issues
All Issue Vol. 14 No. 2 (2025) Vol. 14 No. 1 (2025) Vol. 13 No. 3 (2024) Vol. 13 No. 2 (2024) Vol. 13 No. 1 (2024) Vol. 12 No. 3 (2023) Vol. 12 No. 2 (2023) Vol. 12 No. 1 (2023) Vol. 11 No. 3 (2022) Vol. 11 No. 2 (2022) Vol. 11 No. 1 (2022) Vol. 10 No. 3 (2021) Vol 10, No 3 (2021) Vol. 10 No. 2 (2021) Vol 10, No 2 (2021) Vol. 10 No. 1 (2021) Vol 10, No 1 (2021) Vol 9, No 3 (2020) Vol. 9 No. 3 (2020) Vol 9, No 2 (2020) Vol. 9 No. 2 (2020) Vol. 9 No. 1 (2020) Vol 9, No 1 (2020) Vol 8, No 3 (2019) Vol. 8 No. 3 (2019) Vol. 8 No. 2 (2019) Vol 8, No 2 (2019) Vol. 8 No. 1 (2019) Vol 8, No 1 (2019) Vol. 7 No. 3 (2018) Vol 7, No 3 (2018) Vol. 7 No. 2 (2018) Vol 7, No 2 (2018) Vol 7, No 1 (2018) Vol. 7 No. 1 (2018) Vol. 6 No. 3 (2017) Vol 6, No 3 (2017) Vol. 6 No. 2 (2017) Vol 6, No 2 (2017) Vol 6, No 1 (2017): Vol. 6 No. 1 (2017) Vol 5, No 3 (2016): Vol. 5 No. 3 (2016) Vol 5, No 2 (2016): Vol. 5 No. 2 (2016) Vol. 5 No. 1 (2016) Vol 5, No 1 (2016) Vol. 4 No. 5 (2015) Vol 4, No 5 (2015) Vol. 4 No. 4 (2015) Vol 4, No 4 (2015) Vol. 4 No. 3 (2015) Vol 4, No 3 (2015) Vol 4, No 2 (2015) Vol. 4 No. 2 (2015) Vol 4, No 1 (2015) Vol. 4 No. 1 (2015) Vol. 3 No. 7 (2014) Vol 3, No 7 (2014) Vol 3, No 6 (2014) Vol. 3 No. 6 (2014) Vol 3, No 5 (2014) Vol. 3 No. 5 (2014) Vol 3, No 4 (2014) Vol. 3 No. 4 (2014) Vol. 3 No. 3 (2014) Vol 3, No 3 (2014) Vol 3, No 2 (2014) Vol. 3 No. 2 (2014) Vol. 3 No. 1 (2014) Vol 3, No 1 (2014) Vol 2, No 8 (2013) Vol. 2 No. 8 (2013) Vol. 2 No. 7 (2013) Vol 2, No 7 (2013) Vol. 2 No. 6 (2013) Vol 2, No 6 (2013) Vol 2, No 5 (2013) Vol. 2 No. 5 (2013) Vol 2, No 4 (2013) Vol. 2 No. 4 (2013) Vol 2, No 3 (2013) Vol. 2 No. 3 (2013) Vol. 2 No. 2 (2013) Vol 2, No 2 (2013) Vol 2, No 1 (2013) Vol. 2 No. 1 (2013) Vol. 1 No. 5 (2012) Vol 1, No 5 (2012) Vol 1, No 4 (2012) Vol. 1 No. 4 (2012) Vol. 1 No. 3 (2012) Vol 1, No 3 (2012) Vol 1, No 2 (2012) Vol. 1 No. 2 (2012) Vol. 1 No. 1 (2012) Vol 1, No 1 (2012) More Issue