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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 “HANDBAN KEBERUNTUNGAN” I Kadek Agus Sutrisna; Padma Nyoman Crisnapati; I Made Gede Sunarya; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 6 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i6.19658

Abstract

3D animation movie titled "Handban Keberuntungan" is one of the animated film that contains educational and moral messages to spectators, where the film teache that people appreciate more effort than simply believe in the things that bring good luck, because luck will come if we want to try. The research method or design of 3-D animated film "Handban Keberuntungan" is using the Block diagram method. Where in the Block Diagram describes the steps of making 3-D animated film "Handban keberuntungan" from start to finish. In the block diagram step is divided into three (3) main phases: 1) PreProduction (Idea Story, Scriptwriting, Set the Output Format, Character Design, Image Design Support and Making the Storyboard), 2) Production (Modelling, Texturing, Rigging, Skinning, Acting / Animation, Lighting, and Rendering), 3) Post Production (Recording and Merger Process). The final result is 3-D animation film in DVD format. With hope this film can be used as media for learning both from young people and children. Also, it can introduce the technology of 3-D animated film so that can provide new knowledge for the spectators.
Penerapan Model Pembelajaran Interactive Conceptual Instruction (ICI) Untuk Meningkatkan Hasil Belajar Jaringan Komputer Pada Siswa Kelas X/TKJ SMK TI Bali Global Singaraja I Wayan Ardana; I Gede Sudirtha; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 3 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i3.19659

Abstract

Penelitian Tindakan Kelas ini bertujuan untuk [1] meningkatkan hasil belajar Jaringan Komputer siswa kelas X/TKJ SMK TI Bali Global Singaraja dan [2] mengetahui respon siswa kelas X/TKJ SMK TI Bali Global Singaraja terhadap Penerapan Model Pembelajaran ICI  pada pelajaran Jaringan Komputer.Penelitian ini merupakan penelitian tindakan kelas yang terdiri dari dua siklus. Setiap siklus terdiri dari 4 tahapan yaitu perencanaan tindakan, pelaksanaan tindakan, observasi dan evaluasi, dan refleksi. Subjek penelitian ini adalah siswa kelas X/TKJ SMK TI Bali Global Singaraja tahun pelajaran 2012/2013 sebanyak 13 orang. Sedangkan objek penelitianya adalah [1] hasil belajar siswa serta [2] respon siswa terhadap Penerapan Model Pembelajaran ICI pada pelajaran Jaringan Komputer . Pengumpulan data hasil belajar Jaringan Komputer siswa dikumpulkan melalui metode tes dan observasi serta data respon siswa dikumpulkan melalui angket. Data-data yang dikumpulkan dianalisis menggunakan analisis deskriptif.Hasil penelitian ini menunjukkan bahwa hasil belajar siswa mengalami peningkatan, pada siklus I  untuk nilai rata-rata hasil belajar dan presentase ketuntasan klasikal siswa yaitu sebesar 78.19 dan 69.23% pada siklus II menjadi 84 dan 92.31%. Selain itu, respon siswa terhadap Penerapan Model Pembelajaran ICI pada pelajaran Jaringan Komputer adalah positif dengan rata-rata skor sebesar 48.
Penerapan Model Pembelajaran Kooperatif Index Card Match dalam Meningkatkan Hasil Belajar Siswa pada Mata Pelajaran KKPI I Kadek Adhi Suarjana; I Gede Sudirtha; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19661

Abstract

This classroom action research was aimed at [1] improving the students’ learning results in KKPI in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar and [2] investigating the students’ response in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar toward the use of model application kooperatif index card match to KKPI subject.This study was a Classroom Action Research which consisted of two cycles. Each cycle consisted of four steps namely planning, action, observation and evaluation, and reflection. The subject of this study was the students in class X Analis Kesehatan A of SMK Kesehatan Bali Medika Denpasar at academic year 2012/2013. The class consisted of 34 students. The objects of this study were [1] students learning results and [2] students response toward the use of model application kooperatif index card match to KKPI subject. The data of students’ learning results in KKPI subject were collected through the test and observation and the data of students responses were collected through questionnaire. The collected data was analyzed by using descriptive analysis.The result of this study showed that the students learning results got improvement. In cycle 1, the mean of students scores was 74.72 and the percentage of students classical success was 61.76%. In cycle 2, the mean of students scores was 81,53 and the percentage of students classical success was 94.12%. Besides, the students responses toward the use of model cooperative index card match to KKPI subject were positive with a mean of 62.
Pengembangan Media Kritik dan Saran Universitas Pendidikan Ganesha Berbasis Android Mobile Putu Maha Putra; I Made Gede Sunarya; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19662

Abstract

This is a research and development study which aimed to design and implementation of media criticism and suggestions based on android mobile. The method used in the implementation of media criticism and suggestions are android based mobile in its design and the waterfall method using DFD (Data Flow Diagram) with two entities, namely administrators, and users. Media consists of 9 main processes are the main sign in process, user data processing, status and wall post data processing, message data processing, comment data processing, add friends, notifications, like and sign out. Implementation of media criticism and suggestions produced an android based mobile software that can be a medium for students to present criticisms and suggestions to be conveyed to the Undiksha and environment faculty of Undiksha. Media criticism and suggestions produced an android based mobile is a web-based application for administrators and users as well as applications for android users. Media criticism and suggestions in the implementation process of using Adobe Dreamweaver CS3 as a text editor on creating web-based applications and the applications built using eclipse juno android, Java JDK7, Rev.20 SDK, ADT and built for devices with minimum android version 2.3 (API 10 ) for the implementation of database use MySQL.
Korelasi Kesiapan Belajar Siswa dan Pengelolaan Laboratorium Komputer terhadap Prestasi Belajar Siswa Pada Mata Pelajaran TIK di SMA Negeri Se-Kota Praya Tahun Ajaran 2012/2013 Iman Iman; Dessy Seri Wahyuni; I Gede Mahendra Darmawiguna
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.v2i6.19663

Abstract

This study aimed to determine (1) description of the correlation between students' learning readiness on student achievement in ICT subjects in high schools as the city of Praya, (2) a description of the correlation between the management of computer labs on student achievement in ICT subjects in SMA as the city of Praya, and (3) a description of the correlation between student readiness and management of computer labs bersam equally on student achievement in ICT subjects in high schools as the city of Praya. The population was students programs IPA XI and XII classes in SMA Se-Kota Praya, amounting to 797 students while the number of samples used in this study were as many as 266 people. Data collection methods used were interviews and questionnaires. The data analysis technique used is the parametric statistical analysis with the prerequisite test normality, homogeneity, linearity, and significance. The results showed that (1) there is a significant positive correlation between students' learning readiness on student achievement in ICT subjects in high schools as the city of Praya, (2) there is a significant positive correlation between the managing computer labs for student achievement students in ICT subjects in high schools as the city of Praya, and (3) there is a significant positive correlation between student readiness and laboratory management computers together on student achievement in ICT subjects in SMA Se-Kota Praya.
Pengembangan Aplikasi Konversi Video Digital Greyscale Menjadi Video Digital Berwarna Dengan Menggunakan Metode Global Image Matching Ketut Widiantara; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19664

Abstract

This research aims to design and implement an application that could convert a greyscale video into a colored video digital, easily and staining results were satisfactory. Input from the applications is greyscale video and color reference image, and the output of this application was a videocolored with shades of color that refers to the reference image input. This application was developed by using the method of Global Image Matching was implemented in the Java programming language environment with editor used NetBeans 7.2.1. On an application made there were three main processes that extract the video, the process of coloring, and render process. The extraction process was the process of breaking into the video and audio frames. Coloring process was a process that implements the Global Image Matching method, in which frame-frame extraction results would be coloring in this process. While the rendering process was the process of combining frames staining results with the extracted audio files into a videocolored. Based on test results, greyscale digital video conversion application to digital video color conversion process can be done very easily and quickly.
JA-KO Balinese Pizza: Game Edukasi Interaktif Jaringan Komputer Putu Trisna Hady Permana S; I Gede Mahendra Darmawiguna; Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 3 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i3.19665

Abstract

Pembelajaran yang sering dilakukan saat ini masih terbilang sederhana, dan sangat jarang menggunakan sarana pembelajaran berbasis teknologi, sehingga  para peserta didik tidak tertarik untuk belajar dan membuat pemahaman mereka pada materi pelajaran tersebut menjadi  kurang. Jaringan komputer merupakan salah satu materi pelajaran teknologi informasi dan komunikasi yang biasanya masih sulit untuk dipahami apabila hanya menggunakan pembelajaran sederhana. Game edukasi adalah salah satu sarana pembelajaran yang dapat membuat para peserta didik tertarik untuk belajar dan membantu mereka dalam memahami materi pelajaran khususnya materi pelajaran jaringan komputer karena selain belajar mereka juga akan diajak bermain. Metode penelitian yang digunakan adalah penelitian dan pengembangan (research and development), bertujuan untuk mengembangkan multimedia pembelajaran interaktif berbasis game edukasi dengan model instructional games pada materi jaringan komputer. Game edukasi ini memuat materi jaringan komputer, dimana pengguna game ini akan diajak menyelesaikan misi sebagai pegawai pizza seperti membuat pizza dan mengirim pizza. Hasil penelitian ini berupa multimedia pembelajaran interaktif berbasis game edukasi yang dapat digunakan sebagai sarana pembelajaran di sekolah maupun di luar sekolah, khususnya pada materi jaringan komputer.
Sharing Screen Capture Android Application I G. Uttaram; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i5.19666

Abstract

Currently education and technology are something that is very closely related. Education would become more interesting through technology. Class activities in the learning process become more interactive by using projector in presentation. Therefore, the teacher easily teaches the knowledges to the students because they use more imaginative audio and visual media. At this time, mobile devices has become a primary needs. The children, teenagers, and adults use it very well, such as notebooks, smartphones, and tablet pc. Especially with the spread of the android os as public resources, thus making the penetration of mobile devices such as smartphones and tablet pc are becoming increasingly vociferous. Even the mobile world has created a new mobile device that term "phablet" (phone tablet). Therefore, it is possible to use these tools to better facilitate the learning process and making it easier for application development, particularly for educational applications . This research aims to (1) design a Capture Screen Sharing application, (2) implement Capture Screen Sharing application design. The research methods used in this research is the development. Sharing Screen Capture is an application that will be developed by the researcher using android os to simplify the presentation process. This application is expected alternative to replace the projector with mobile devices and simplify the learning process for using mobile devices owned by students in showing the presentations from teachers's android devices which connected to the same wireless network.
3D TUDE MOVIE SERIES “BELAJAR MATEMATIKA BERSAMA TUDE” I Wayan Pandu Wibawa S; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
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.v2i6.19667

Abstract

Originally cartoon is a two-dimensional film, but as the development time and technology, cartoons developed a threedimensional cartoon. Along with the advancement of technology development is very rapid progress animated films. With the development of the animated films are not only attractive to children’s but can be enjoyed by all the people. In the cartoon could insert lessons that can educate or to provide knowledge for the audience, although the cartoon animation can also be used as a means to promote education or media of education. People watching cartoon films also learn from what is viewed on the cartoon, for example, can be embedded the value of humanity in the cartoon story teaches people to do good attitude. Beside that can interlining Mathematics Education and pasting the exercise directly with the solution. This lesson is often acquired through books, but in the book it is difficult to imagine the lesson so that the movement of animation and cartoon character that attracts people become more easy to imagine and not bored to watch it. So besides getting entertained audiences can also add to the knowledge of the cartoons. Therefore, in this thesis author tries to make the animation work of 3 dimensional using Blender 2.65 software with several stages of animation that is pre-production, production, and post production
Pengaruh Penerapan Media Pembelajaran Berbasis Hypertext dengan Berlandaskan Local Genius Tri Pramana Terhadap Hasil Belajar TIK Siswa Kelas XI di SMA Negeri 1 Singaraja Ida Bagus Gede Ari Putra; Made Windu Antara Kesiman; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 4 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i4.19668

Abstract

Tujuan penelitian ini untuk mengetahui (1) pengaruh penerapan media pembelajaran  berbasis hypertext dengan berlandaskan local genius tri pramana terhadap hasil belajar TIK siswa kelas XI di SMA Negeri 1 Singaraja,  (2) respon siswa terhadap penerapan media pembelajaran berbasis hypertext dengan berlandaskan local genius tri pramana. Jenis penelitian ini adalah eksperimen semu dengan rancangan Pre-test Post-test Non-equivalent Control Group Design. Pengumpulan data dilakukan dengan metode tes pilihan ganda  untuk mengukur ranah kognitif dan uji keterampilan untuk ranah Psikomotor. Data hasil belajar dianalisis melalui uji prasyarat dan uji hipotesis sedangkan untuk respon  menggunakan metode angket. Berdasarkan analisis data diperoleh, kedua kelompok berdistribusi normal dan homogen. Terdapat pengaruh hasil belajar yang signifikan antara siswa yang belajar dengan menggunakan media pembelajaran  berbasis hypertext dengan berlandaskan local genius tri pramana. Nilai ratarata hasil belajar kelompok konvensional adalah 32,67 dengan standar deviasi 5,33 dan nilai rata-rata hasil belajar kelompok eksperimen adalah 39,09 dengan standar deviasi 3,98. Hal ini menunjukan bahwa hasil belajar siswa pada kelompok eksperimen  lebih tinggi dari kelompok konvensional. Persentase respon siswa sebesar 31% merespon sangat positif, 59% merespon positif, dan 10% merespon cukup postif terhadap penerapan media pembelajaran berbasis hypertext dengan berlandaskan local genius tri pramana dengan ratarata 39,21.

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