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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
THE APPLICATION TO TRANSLATE INDONESIAN LANGUAGE TO BALINESE LANGUAGE BY USING RULE BASED METHOD. Ni Gusti Ayu Made Cita Dewi
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.v1i4.19543

Abstract

This study aimed: (1) to design the application to translate Indonesian language to Balinese language by using rule based method. (2) to implement the application to translate Indonesian language to Balinese language by using rule based method. In the design and implementation, researcher used a rule based method that has 4 stages, there are: (1) Parsing Text, (2) Stemming, (3) Searching of the meaning word, and (4) Rule Matching. The input from this application is Indonesian language text, while the output is Balinese language text. The testing process used the blacx box testing (functionality) and the white box testing (conceptual / structural). The result of this study is Indonesian language to Balinese language translation application named “Translator Indo-Bali” which is implemented using the Delphi 7 programming language. Based on trial result, it is known that the “Translator Indo-Bali” has done the translation from Indonesian language to the Balinese language well. So it can be concluded that the “Translator Indo-Bali” can assist people in learning the Balinese language.
THE DEVELOPMENT OF NUMBER OF OBJECTS COUNTING ON DIGITAL IMAGE APPLICATION BY USING MATHEMATICAL MORPHOLOGY METHOD AND CONNECTED COMPONENT LABELING TECHNIQUE I Komang Deny Supanji
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.v1i4.19545

Abstract

This research aimed to design and develop an application that can be used to count the number of objects in digital image by using mathematical morphology method and connected component labeling technique. The input and output from this application is a bitmap type image. The implementation of mathematical morphology method and connected component labeling technique on this application produces an application called CITRAcounter developed by using Borland Delphi 7 programming language. This application is able to process the RGB image, grayscale image and binary image. CITRAcounter has three main processes, those processes are : the binary process, morphology, and labeling. The definition of objects on this research are regions in image that are white. For the image of objects which have simple shapes, the counting result is very accurate. However, for the image of objects which have accumulated position will produce inaccurate counting result.
PENGEMBANGAN MEDIA E-LEARNING BERBASIS MODEL PEMBELAJARAN KOOPERATIF TIPE STUDENT TEAM ACHIEVEMENT DIVISION (STAD) I Putu Dedy Wirawan
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.v1i4.19546

Abstract

In teaching learning process, the form of teaching learning cooperative typed STAD (Student Team Achievement Division) is able to be done when it is applicated in the school. Media e-learning can be used the teaching learning type STAD and can be done everywhere. E-learning is the conventional of cooperative that is used in digital format though the internet technology. With casting the concept of teaching learning of STAD to the e-learning, it will make e-learning to be more innovative.  This research will be developed in one of media e-learning based on the type of teaching learning cooperative of STAD (Student Team Achievement Division). This research is the fundamental research, so in the implementing use the method of standard in improving that use the method System Development Life Cycle (SDLC) with model Waterfall. The improve or expand the software in Waterfall model begins from the level system and move to expansion of the advance steps from analysis phase, desain, coding, operation and maintenance.   The output of research is the media e-learning in teaching learning model of cooperative type of STAD (Student Team Achievement Divison) that has been designed in using DFD (Data Flow Diagram) with the three entities that are administrator, teachers and students. The media has been expanded or built to use the language program of PHP and MySQL as the base of data. This media has been equitable with the step of teaching learning cooperative type STAD so it has been one of media alternative that can simflity the teachers in teaching model of teaching learning cooperative type STAD (Student Team Achievement Divison).
Implementasi Model Pembelajaran Kooperatif Tipe Numbered Head Together (NHT) Untuk Meningkatkan Hasil Belajar TIK Siswa Kelas X.5 SMA Negeri 1 Sukasada Tahun Pelajaran 2011/2012 Rahayu Nuryanti
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.v1i4.19547

Abstract

Penelitian ini bertujuan untuk mengetahui: (1) peningkatkan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT), dan (2) respon siswa kelas X.5 SMANegeri 1 Sukasada terhadap implementasi model pembelajaran kooperatif tipeNumbered Head Together (NHT).Penelitian ini merupakan penelitian tindakan kelas (PTK) yang direncanakanberlangsung dalam dua siklus. Subjek penelitian adalah siswa kelas X.5 SMA Negeri 1Sukasada pada semester genap tahun pelajaran 2011/2012, sebanyak 28 orang yangterdiri dari 17 orang laki-laki dan 11 orang perempuan. Objek penelitian adalah (1) hasilbelajar TIK, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Data hasil belajar siswa diperolehmelalui tes dan observasi sedangkan data respon siswa diperoleh menggunakan angket.Hasil penelitian menunjukkan bahwa (1) terdapat peningkatan hasil belajar TIKsiswa kelas X.5 SMA Negeri 1 Sukasada melalui implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT). Besar peningkatan rata-rata skor hasilbelajar TIK siswa adalah 11,47 yaitu dari 59,87 dengan kategori cukup pada siklus Imenjadi 71,34 dengan kategori baik pada siklus II. Besar presentase peningkatanketuntasan klasikal adalah 17,86% yaitu dari 57,14% pada siklus I menjadi 75,00%pada siklus II, dan (2) respon siswa terhadap implementasi model pembelajarankooperatif tipe Numbered Head Together (NHT) tergolong dalam kategori positifdengan rata-rata skor respon siswa sebesar 46,43.
THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT Putu Devi Novayanti
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.v1i1.19548

Abstract

Robot is one of many technological products which is created to help people in doing their business built of some mechanical and electronic series. There are many types of robot which are made for various necessities. One of them is for educational purpose. One kind of beneficial robot which robot to be developed is writing robot. In Germany, there has been the development of writing robot named NXT 8094 which is able to write characters on an A5 paper only. This study aims at further development of writing robot using combination concepts of mobile robot and arm robot. The research objectives are establishing and implementing the mechanical series of writing robot using Lego Mindstorm NXT, NXT-G based writing robot movement system, Microsoft Visual C# 2005 based writing robot controller system, and measuring the accuracy and the average of time used in writing a character of the writing robot.The software used produce 16 segments of alphabetical and numerical characters. In other hand, the hardware utilized is controlled through a controller software which is used Bluetooth. In operating the robot, the capacity of NXT Brick cell used is between 80-100% in order to obtain maximum result of character writing The use of rechargeable cell is strongly recommended. Besides, the mechanical series using gears have to be adjusted to reduce friction which potentially slows the device. The accuracy percentage of the characters writing is measured by using descriptive statistical and mean formula to gain the average of time in writing. The software used in this study is built by using Microsoft Visual C# 2005. This software is also implemented and tried-out in the Windows XP operating system. THE DEVELOPMENT OF NXT-G BASED CHARACTER WRITING ROBOT USING LEGO MINDSTORM NXT
PENGARUH PENERAPAN MEDIA PEMBELAJARAN AUDIO-VISUAL POKOK BAHASAN INTERNET PADA MATA PELAJARAN TEKNOLOGI INFORMASI DAN KOMUNIKASI TERHADAP MOTIVASI DAN HASIL BELAJAR SISWA KELAS IX SMP NEGERI 1 SINGARAJA Putu Aris Kharismasari Kharismasari
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 2 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i2.19549

Abstract

Tujuan dari penelitian ini adalah untuk (1) mengetahui pengaruh media pembelajaran audio-visual pokok bahasan internet pada mata pelajaran TIK terhadap hasil belajar siswa kelas IX SMP Negeri 1 Singaraja, (2) mengetahui motivasi siswa terhadap penerapan media pembelajaran audio-visual pokok bahasan internet, (3) mengetahui respon siswa terhadap penerapan media pembelajaran audio-visual pokok bahasan internet. Jenis penelitian ini adalah eksperimen semu (quasi eksperimen) dengan rancangan penelitian Posttest-Only Control Grup Design. Populasi penelitian ini adalah seluruh siswa kelas IX SMP Negeri 1 Singaraja dengan jumlah siswa 240 orang yang terdiri dari 8 kelas. Pemilihan sampel dalam penelitian ini menggunakan teknik randomsampling dengan sampel penelitian adalah kelas IX B3 dengan jumlah siswa 31 orang digunakan sebagai kelas eksperimen dan kelas IX B4 yang berjumlah 32 orang digunakan sebagai kelas kontrol. Diakhir pembelajaran, kedua kelas sampel diberi tes pilihan ganda (kognitif) dengan menggunakan instrumen yang sama yang telah diuji secara kualitatif dan kuantitatif. Metode tes dilakukan untuk memperoleh data nilai akhir setelah diberi perlakuan pada kelompok eksperimen dan kelompok kontrol. Tes dianalisis menggunakan uji prasyarat yang meliputi uji normalitas dan uji homogenitas. Data dianalisis dengan uji t, sedangkan untuk motivasi dan respon menggunakan metode angket. Berdasarkan hasil analisis data diperoleh, (1) Terdapat pengaruh yang signifikan dalam penerapan media pembelajaran audio-visual pokok bahasan internet pada mata pelajaran TIK terhadap hasil belajar siswa kelas IX SMP Negeri 1 Singaraja. Pengaruh tersebut dapat dilihat dari hasil perhitungan uji t, diperoleh thitung = 4,241 sedangkan nilai ttabel = 1,999, oleh karena itu thitung > ttabel maka Ho ditolak dan Ha diterima. (2) Diperoleh motivasi belajar siswa sebesar 74,03% yang tergolong pada kategori tinggi terhadap penerapan media pembelajaran Audio-Visual. (3) Didapatkan respon siswa sebesar 76,64% yang tergolong pada kategori positif terhadap penerapan media pembelajaran Audio-Visual.
PENGARUH PENERAPAN MODEL PEMBELAJARAN KOOPERATIF TIPE THINK-TALK-WRITE (TTW) BERDASARKAN KONTEKS TRI KAYA PARISUDHA TERHADAP HASIL DAN MOTIVASI BELAJAR SISWA KELAS VII PADA MATA PELAJARAN TIK DI SMP NEGERI 6 SINGARAJATAHUN AJARAN 2011/2012 Ni Wayan Daryeni Daryeni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 2 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i2.19550

Abstract

Tujuan dari penelitian ini adalah untuk (1) mengetahui pengaruh penerapan model pembelajaran Think-Talk-Write (TTW) terhadap hasil belajar TIK siswa kelas VII SMP Negeri 6 Singaraja, (2) mengetahui motivasi siswa kelas VII (3) mengetahui respon siswa kelas VIII SMP Negeri 6 Singaraja terhadap model pembelajaran ThinkTalk-Write (TTW) dalam pembelajaran TIK.Jenis penelitian ini merupakan penelitian eksperimen semu dengan rancangan penelitian yang digunakan Posttest-Only Control Grup Design. Populasi penelitian  ini adalah siswa kelas VII SMP Negeri 6 Singaraja semester ganjil tahun ajaran 2011/2012 dengan sampel penelitian menggunakan siswa kelas VII A2 sebagai kelompok eksperimen dan VII A1 sebagai kelompok kontrol dengan total jumlah siswa sebanyak 70 siswa. Pada akhir pembelajaran kedua kelas sampel diberi tes uji keterampilan (Psikomotor) dan tes pilihan ganda (Kognitif) dengan menggunakan instrumen yang sama. Tes tersebut telah dianalisis menggunakan analisis secara kualitatif dan analisis secara kuantitatif. Pengumpulan data dilakukan dengan metode tes pilihan ganda untuk mengukur ranah Kognitif dan uji keterampilan untuk mengukur ranah Psikomotor. Metode tes dilakukan untuk memperoleh data nilai akhir setelah diberi perlakuan pada kelompok eksperimen dan kelompok kontrol. Terdapat uji prasyarat yang mesti dilakukan yakni, uji normalitas dan uji homogenitas. Data dianalisis menggunakan uji t, untuk motivasi dan respon menggunakan metode angketBerdasarkan hasil uji normalitas dan homogenitas data hasil tes dari kedua kelompok tersebut diperoleh data kedua sampel normal dan homogen. Pengujian hipotesis digunakan uji t, dari hasil perhitungan diperoleh thitung = 12.10 sedangkan nilai ttabel = 1,9955, oleh karena itu thitung > ttabel maka Ho ditolak dan Ha diterima. Untuk motivasi yang didapatkan pada pertemuan pertama sebayak 25% siswa memiliki motivasi yang sangat postif, dan 58,3% siswa memiliki motivasi positif, sedangkan pertemuan terakhir sebanyak 52,8% siswa memiliki motivasi sangat positif, dan 47,2% siswa memiliki motivasi positif. Sedangkan untuk respon siswa sebanyak 0% siswa memberikan respon sangat positif, 80,56% siswa merespon positif, 19,44% siswa merespon cukup positif. 
PENGEMBANGAN MEDIA AUDIO-VISUAL PADA MATA DIKLAT MENERAPKAN EFEK KHUSUS PADA OBJEK PRODUKSI BERBASIS PROJECT BASED LEARNING UNTUK SISWA KELAS XII SMK NEGERI 3 SINGARAJA Ketut Satria
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 3 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i3.19551

Abstract

This research was aimed at: (1) developing audio-visual media in a course on applying special effects to the production object based on project based learning for XII students of SMK Negeri 3 Singaraja; and (2) studying the response of the students and teachers to the development of audio-visual media in a course on applying special effects to the production object based on project based learning for XII students of SMK Negeri 3 Singaraja. The subjects of the study were 29 students in grade XI of multimedia program of SMK Negeri 3 Singaraja in the academic year 2011/2012.This research was a research and development. The data collected were the students and teacher’s responses in a course on applying special effects to the production object based on project based learning for XII students of SMK Negeri 3 Singaraja by using questionnaires. The responsed data of students and teachers were analyzed descriptively. The results of this study show that students responses to the development of audiovisual media in a course on applying special effects to the production object based on project based learning for XII students of SMK Negeri 3 Singaraja was very positive on the category of 0%, positive 86.21%, 13.79% uncertain, negative 0 % and 0% very negative. The average score was 52.86. While the average score for teacher’s responses was 51. Thus, the students and teacher’s responses was categorized as positive.
PENGEMBANGAN APLIKASI WEB BASED DOCUMENTS SIMILARITY MEASURE MENGGUNAKAN MODEL RUANG VEKTOR PADA DOKUMEN BERBAHASA INDONESIA Made Satria Wibawa
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 1 No. 3 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i3.19553

Abstract

This study was aimed at: (1) designing the application of Interactive DistanceLearning based on web for the learning of HTML (Hypertext Markup Language), (2)implementing design the application of Interactive Distance Learning based on web forthe learning of HTML (Hypertext Markup Language). The learning of HTML(Hypertext Markup Language) have been developed becomes an interactive learning,and the communication able to happen among learners and between the tutor of HTMLit self.In designing and implementing the application design, the author used waterfallmethod which is usually called as classic life cycle model. This waterfall model is aclassic model which creates the software systematically and sequentially that includessome stages namely: (1) requirements definition, (2) system and software design, (3)implementation and unit testing, and (4) integration and system testing.The results of the analysis, the construction, the implementation and testing onthis study was the creation of an interactive application that support the HTML learnersto study the HTML learning without depend on direct meeting, that implemented byAdobe Dreamweaver CS3 and XAMPP version 1.7.1 . The implementation of thisapplication is high recommended run in Mozilla Firefox 11.0 and Google Chrome 19.0browser.
DEVELOPMENT OF PLAGIARISM DETECTION APPLICATION ON THE TEXT DOCUMENTS USING RABIN-KARP ALGORITHM Kadek Versi Yana
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.v1i4.19554

Abstract

This study was aimed to design and implement a plagiarism detection application on the Indonesian documents texts using Rabin-Karp algorithm. The input of this application such documents which have text file (*. txt, *. html, *. php, *. xml, *. doc, *. docx, *. rtf) and the output of this application is the percentage of similarity of two documents. The result of this study is an application which is called "PlagiaTor" which was developed by using Borland Delphi 7 programming language. This application was able to detect plagiarism synonym words on Indonesian language document. On the PlagiaTor application there were five processes to detect the similarity of two documents, there were: casefolding and tokenizing, filtering, synonym recognition, stemming and string matching. The testing was done by trying out cutting document in any part of that document then the words were replaced by that synonym of those words and using different k-gram. Based on the testing, could be obtained the result that the application was able to detect plagiarism on synonym word well.

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