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KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) ISSN: 2252-9063
ISSN : 22529063     EISSN : 26857006     DOI : -
Core Subject : Science, Education,
Articles 1,159 Documents
PENGEMBANGAN FILM ANIMASI 3 DIMENSI “TUDE THE MOVIE - PETUALANGAN SI RINA (HILANGNYA JALAK BALI DI ARENA MAKEPUNG)” Rendy Syahrial, Lalu; Crisnapati, Padma Nyoman; Mahendra Darmawiguna, I Gede; Gede Sunarya, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 2 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i2.19778

Abstract

The animated 3D movie entitled Tude the Movie - Rina's Exploration (the Lost of Jalak Bali in Makepung Field) is an animated movie which contains moral value that can be taken by the viewers, especially children. It is because this movie tells about how Tude and Pandu as the main characters teach us to be able to keep and care about our culture. The objectives of this study are: 1) Designing the animated 3D movie entitled Tude the Movie - Rinas's Exploration (the Lost pf Jalak Bali in Makepung Field) 2) Implementing the animated 3D movie entitled Tude the Movie - Rinas's Exploration (the Lost pf Jalak Bali in Makepung Field) In the process of making this animated 3D movie, the reasearch method or the research design used is Diagram Block.This Block Diagram explain about the steps of making the 3D animated movie entitled Tude the Movie - Rinas's Exploration (the Lost of Jalak Bali in Makepung Field) from the beginning until the ending. The stage of Diagram Block can be divided into 3 (three) steps, namely 1) Pre Production (The Story Idea, Script/ Synopsis Writing, Output Format Decision, Characters Design, Additional Pictures Design, and Storyboard Making), 2) Production (Modelling, Texturing, Ringging, Skining, Acting/Animation, Lighting, and Rendering), 3) Pasca Production (Shooting and Editing Process).The final product is in the form of animated 3D movie with DVD format. This movie is expected to give an interesting and educating movie to the viewers, especially children. Besides that, by the process of making this movie, the artists of Indonesia animated movie can be encouraged to produce the other animated movie which have better quality. Therefore, the animated movies are getting various in the local television and importing animated 3D movies from other countries is not needed anymore.
Pengaruh Model Pembelajaran Active Learning dengan Metode Everyone Is Teacher Here Terhadap Prestasi Belajar Siswa Pada Mata Pelajaran Teknologi Informasi dan Komunikasi (TIK) Kelas VIII (Studi Kasus: SMP Laboratorium Undiksha Singaraja Tahun Ajaran 2012/2013) Trijayanti, Christina; Wahyuni, Dessy Seri; Darmawiguna, I Gede Mahendra
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.v2i4.19672

Abstract

Berdasarkan hasil observasi di SMP Laboratorium Undiksha Singaraja, diperoleh permasalahan rendahnya hasil belajar siswa kelas VIII, dan kurangnya keaktifan siswa di dalam kelas.Oleh karena itu peneliti melakukan uji coba untuk menerapan model pembelajaran Active Learning dengan metode Everyone Is Teacher Here yang dianggap sesuai. Dengan tujuan penelitian mengukur  (1)prestasi belajar,(2) motivasi belajar, serta (3) respon siswapada mata pelajaran TIK.  Jenis penelitian adalah eksperimen semu dengan rancangan Posttest-Only Control Grup Design. Populasi penelitian adalah seluruh siswa kelas VIII SMP Laboratorium Undiksha tahun ajaran 2012/2013. Sebagai sampel adalah Kelas VIII.2 (kelompok eksperimen) dan VIII.3 (kelompok kontrol) berjumlah 63 orang. Variabel dalam penelitian ini yaitu (1) variabel bebas adalah metode pembelajaran Everyone Is Teacher Here, dan (2) variabel terikat adalah prestasi belajar siswa. Pengumpulan data hasil belajar dilakukan dengan mengukur kognitif, psikomotor, dan afektif yang kemudian dianalisis dengan melakukan uji normalitas, uji homogenitas, dan uji- t, sedangkan untuk motivasi dan respon  menggunakan metode angket. Berdasarkan hasil analisis, kedua kelompok terdistribusi normal dan homogen. Terdapat pengaruh pada prestasi belajar yang signifikan dilihat dari nilai rata-rata hasil belajar kelompok siswa eksperimen yang lebih tinggi dibandingkan dengan kelompok siswa kontrol. Terjadi peningkatan motivasi belajar siswa yang diukur pada awal penelitian (berkategori cukup)  dengan di akhir penelitian (berkategori tinggi).Untuk hasil respon siswa diperoleh hasil yang postif dalam pembelajaran ini.
Pengembangan E-Modul Dengan Model Problem Based Learning Mata Pelajaran Pemrograman Dasar Kelas XI Teknik Komputer Dan Jaringan Di SMK Negeri 3 Singaraja ., I Gede Sudarma; ., I Ketut Resika Arthana, S.T., M.Kom; ., I Gede Partha Sindu, S.Pd., M.Pd.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 1 (2017):
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i1.9702

Abstract

Tujuan penelitian ini (1) Untuk mengimplementasikan hasil E-Modul Dengan Model Problem Based Learning pada Mata Pelajaran Pemrograman Dasar Kelas XI Teknik Komputer dan Jaringan di SMK Negeri 3 Singaraja. (2) Untuk mengetahui respon guru dan siswa terhadap Pengembangan E-Modul Dengan Model Problem Based Learning pada Mata Pelajaran Pemrograman Dasar kelas XI Teknik Komputer dan Jaringan di SMK Negeri 3 Singaraja yang dikembangkan. Jenis penelitian yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (Research and Development) dengan model pengembangan ADDIE. Subjek penelitian ini yaitu siswa kelas XI Teknik Komputer dan Jaringan SMK Negeri 3 Singaraja tahun ajaran 2016/2017. Untuk mengetahui respon siswa terhadap e-modul yang dikembangkan, diperoleh dengan menggunakan metode kuisioner dengan alat pengumpulan data berupa angket. Hasil penelitian yang diperoleh terlihat bahwa (1) hasil E-Modul Dengan Model Problem Based Learning pada Mata Pelajaran Pemrograman Dasar Kelas XI Teknik Komputer dan Jaringan di SMK Negeri 3 Singaraja dinyatakan berhasil diterapkan berdasarkan beberapa uji yang dilakukan. (2) Hasil analisis data respon guru menunjukkan bahwa, didapatkan rata-rata skor respon sebesar 46 jika dikonversikan ke dalam tabel penggolongan respon maka termasuk pada kategori sangat positif. Sedangkan untuk respon siswa terhadap pengembangan e-modul didapatkan rata-rata skor respon sebesar 67,53, jika dikonversikan ke dalam tabel penggolongan respon siswa termasuk pada kategori sangat positif. Kata Kunci : ADDIE, E-Modul, Pemrograman Dasar, Problem Based Learning The purpose of this study (1) In order to implement the results of the E-Module Model Problem Based Learning in Subjects Programming Basics Class XI Computer Engineering and Networks in SMK Negeri 3 Singaraja. (2) To study the response of teachers and students towards the development of E-Module Model Problem Based Learning on the Subject Programming Basics Class XI Computer Engineering and Networks in SMK Negeri 3 Singaraja developed. This type of research used in this research is the research and development (Research and Development) with ADDIE development model. The research subject is class XI student of Computer Engineering and Networks SMK Negeri 3 Singaraja the academic year 2016/2017. To determine the students' response to the e-modules developed, obtained using a questionnaire with data collection tool in the form of a questionnaire. The results obtained shown that (1) the results of the E-Module Model Problem Based Learning in Subjects Programming Basics Class XI Computer Engineering and Networks in SMK Negeri 3 Singaraja otherwise successfully applied by some of the tests conducted. (2) The results of the analysis show that the teacher response data, obtained an average score of response was 46 when converted into the classification table, the response included in the category of very positive. As for the students' response to the development of e-modules obtained an average score of 67.53 response, if converted into a table classifying student responses included in the category of very positive. keyword : ADDIE, E-Module, Basic Programming, Problem Based Learning.
PENERAPAN MODEL PEMBELAJARAN BERBASIS MASALAH (PROBLEM BASED LEARNING) BERBANTUAN JOBSHEET UNTUK MENINGKATKAN HASIL BELAJAR SISWA PADA MATA PELAJARAN PEMROGRAMAN WEB DI KELAS X TKJ 4 SMK NEGERI 3 SINGARAJA Widya Swari, Putu Kartika; Wirawan, I Made Agus; Sunarya, I Made Gede
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 3 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i3.6512

Abstract

Abstrak— Problem Based Learning (PBL) adalah suatu model pembelajaran yang melibatkan siswa untuk memecahkan masalah melalui tahap – tahap metode ilmiah sehingga siswa dapat mempelajari pengetahuan yang berhubungan dengan masalah tersebut dan sekaligus memiliki keterampilan untuk memecahkan masalah. Tujuan dari penelitian ini adalah untuk meningkatkan hasil belajar pemrograman web siswa kelas x tkj 4 smk negeri 3 singaraja melalui penerapan model pembelajaran berbasis masalah berbantuan jobsheet Metode penelitian yang digunakan adalah penelitian tindakan kelas dan media yang digunakan adalah jobsheet. Jobsheet adalah lembar pekerjaan yang memiliki gambar kerja sebagai materi yang akan dipraktekkan dan dibarengi langkah-langkah kerja operasional serta dilengkapi lembar evaluasi hasil praktek siswa. Jobsheet berfungsi sebagai pedoman pelaksanaan kegiatan pembelajaran praktek di laboratorium, dan lembaran kerja juga dilengkapi dengan lembar evaluasi hasil kerja siswa. Fungsi Jobsheet sebagai berikut (Supriyadi dkk, 1997) : (1) Pedoman bagi guru mengarahkan semua aktivitasnya dalam proses pembelajaran, (2) Pedoman bagi siswa dalam proses pembelajaran praktek, (3) Sebagai alat evaluasi pencapaian/ penguasaan hasil latihan. Kata kunci : Problem Based Learning (PBL), jobsheet, hasil belajar, Penelitian Tindakan Kelas (PTK) Abstract — Problem Based Learning (PBL) is an instructional model that involves students to solve problems through the stage - the stage of the scientific method so that students can learn the knowledge related to these issues and also have the skills to solve problems. The purpose of this research is to improve student learning outcomes web programming class x tkj 4 smk negeri 3 singaraja through the application of problem-based learning model assisted jobsheet The research method used was a classroom action research studies and media used is jobsheet. Jobsheet is a piece of work that has a picture of the work as a material to be practiced and accompanied by measures of operational work and include the results of the evaluation sheet student practice. Jobsheet serves as a guideline for the implementation of learning activities in the laboratory practices, and worksheets are also equipped with an evaluation sheet student work. Jobsheet functions as follows (Supriyadi et al, 1997): (1) Guidelines for the teacher directs all activities in the learning process, (2) Guidelines for students in the learning process of practice, (3) As a means of evaluating the achievement / mastery training results. Keywords: Problem Based Learning (PBL), jobsheet, learning outcomes, Classroom Action Research.
PENGEMBANGAN MEDIA PEMBELAJARAN MICROSOFT OFFICE EXCEL 2003 BERBASIS WEBSITE DENGAN MODEL SOMATIS, AUDITORI, VISUAL DAN INTELEKTUAL (SAVI) PADA MATA PELAJARAN TIK KELAS VIII SEMESTER II DI SMP NEGERI 4 DENPASAR Maya Stefany, Evy
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.v1i3.19557

Abstract

This is a research aims to (1) design and implement the development of learning media Microsoft Office Excel 2003 based website with a model of somatic, auditory, visual, and intellectual (SAVI) on ICT subjects in the second half of class VIII Junior High School 4 Denpasar, (2) knowing responses of students and teachers of ICT subjects in class VIII Junior High School 4 Denpasar towards the development of learning media Microsoft Office Excel 2003 based Website with a model of somatic, auditory, visual, and intellectual (SAVI). Types of research used in this study is research and development (Research and Development / R & D) with Dick and Carey model of development. The study involved students in grade VIII Junior SMP 4 Denpasar academic year 2011/2012. Data on student learning resource was is obtained by using interviews. The next product tested to the students through three stages, namely the individual trials, small group testing, and field trials. The subjects of this research trial consisted of 3 students for individual trials, 12 students for small group trials, and 35 students for field trials. Data collected in this study are data from the test material experts, expert test design, test media expert learning, and students from the trial. Validity of the learning media as well as student and teacher responses obtained using the questionnaire method. The data obtained were analyzed descriptively. The development of instructional media Microsoft Office Excel 2003 based Website using SAVI learning model suggests that the findings from the content of the material that is expert subject teachers concerned with the achievement of 91.4% is in very good category. The results of the learning media specialists with 92.00% level of achievement is in very good category. The results of the instructional media design experts with the achievement of 90.76% is in very good category. The results of field trials with the achievement of 93.14% is in very good category. Development of instructional media is in a category very well that this is worth learning media used in the study.
Pengembangan Aplikasi Text to Speech untuk Bahasa Bali Mahendri Pramadewi, Pande Made; Windu Antara Kesiman, Made; Mahendra Darmawiguna, I Gede
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.v2i5.19641

Abstract

Text to Speech as an software that canconvert written text into spoken word will be veryuseful for people who have weak eyesight and peoplewho want to learn a spesific language, but exist Textto Speech software that has been developed by otherresearchers can not be applied for the Balineselanguage, where existance of Balinese language Textto Speech software is important as a culturalpreservation efforts in the midst of cultural extinctionissue in Indonesia. This research aimed to (1) design aBalinese language Text to Speech software; (2)implement the design of Balinese language Text toSpeech software. The research method used isdevelopment. The process of text-to-speechconversion, designed and implemented with two stageprocess: (1) the process of text-to-phonemesconversion; (2) the process of phonemes-to-speechconversion that uses diphone concatenation method byutilizing MBROLA and diphone database ID1generated by eSpeak. The results of this research is theBalinese language Text to Speech software that canconvert written text in latin letters of Balineselanguage to spoken words and also save the voices tooutput files such as audio file with *.wav extensionand MBROLA phoneme data file with *.phoextension. The software is named "Bali Text toSpeech" that abbreviated as "BaliTTS" andimplemented with the Java programming language.Experimental results show that the BaliTTS softwarecan perform its function in terms of both functionaland conceptual/ structural. BaliTTS software isexpected to facilitate a person to learn thecharacteristics of speech in Balinese language andhelp people with weak eyesight, such as blind people toread written text in Balinese language rules.
PENGARUH MODEL PEMBELAJARAN KOOPERATIF TIPE TEAMS GAMES TOURNAMENTS BERBANTUAN MEDIA POWER POINT TERHADAP HASIL BELAJAR TIK SISWA KELAS VIII DI SMP SARASWATI SINGARAJA TAHUN PELAJARAN 2016/2017 ., Irma Sumayani; ., Dr. Ketut Agustini, S.Si, M.Si.; ., Gede Saindra Santyadiputra, S.T., M.Cs.
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 6, No 3 (2017)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v6i3.12236

Abstract

Penelitian ini bertujuan untuk mengetahui perbedaan hasil belajar Teknologi Informasi dan Komunikasi antara kelompok siswa yang dibelajarkan dengan pembelajaran teams games tournaments berbantuan power point dan kelompok siswa yang dibelajarkan dengan model konvensional pada kelas VIII tahun pelajaran 2016 / 2017. Jenis penelitian ini adalah penelitian eksperimen semu. Populasi penelitian ini adalah seluruh siswa kelas VIII semester ganjil tahun pelajaran 2016/2017 yang berjumlah 83 orang. Sampel penelitian ini yaitu kelompok siswa kelas VIII B yang berjumlah 41 orang sebagai kelas eksperimen dan kelompok siswa kelas VIII A yang berjumlah 42 orang sebagai kelas kontrol. Data hasil belajar Teknologi Informasi dan Komunikasi siswa dikumpulkan dengan instrumen tes berbentuk pilihan ganda. Data yang dikumpulkan dianalisis menggunakan analisis statistik deskriptif dan statistik inferensial (uji–t). Berdasarkan hasil analisis data, diperoleh thitung1,991 dan ttabel (pada taraf signifikansi 5%) = 9,727. Hal ini berarti bahwa thitung> ttabel, sehingga dapat diinterpretasikan bahwa terdapat perbedaan hasil belajar Teknologi Informasi dan Komunikasi yang signifikan antara kelompok yang mengikuti pembelajaran dengan pembelajaran Teams Games Tournaments berbantuan power point dan kelompok yang mengikuti pembelajaran dengan model konvensional. Dilihat dari hasil perhitungan rata-rata hasil belajar Teknologi Informasi dan Komunikasi kelompok eksperimen adalah 32,63 lebih besar dari rata-rata hasil belajar Teknologi Informasi dan Komunikasi kelompok kontrol adalah 28,37, sehingga dapat disimpulkan bahwa penerapan model pembelajaran Teams Games Tournaments berbantuan Power Point Terhadap Hasil Belajar Siswa Kelas VIII.Kata Kunci : Pembelajaran Teams Games Tournaments, hasil belajar Teknologi Informasi dan Komunikasi. This study aimed at determining the difference of information and communication technologylearning result between group of students who had been taught usingteams games tournaments assisted by power point and group of students who had been taught using conventional model in grade VIII– academic year 2016/2017. This type of research is a quasi-experimental research. The population of this study were all students of grade VIII odd semester of academic year 2016/2017 which amounted to 83 people. The sample of this study is a group of students of grade VIII B amounting to 41 people as an experimental class and a group of students of grade VIII A which amounted to 42 people as a control class. The data of students’ learning result of information and communication technology were collected by using multiple choice test instrument. The collected data were analysed by using descriptive statistics and inferential statistics (t-test). Based on the results of data analysis, obtained t(count) 1,991 and t(table) (at 5 % significance level) = 9,727. This means that t(count) > t(table), so that it can be interpreted that there is significant difference in the learning result of information and communication technology between groups that follow Teams Games Tournament training assisted by power point and groups that follow the learning with conventional model.Observed from the calculation of average learning outcomes ofexperimental group of information and communication technology is 32.63 greater than the average learning outcomes of control group of information technology and communication 28.37, so it can be concluded that the implementation of Teams Games Tournamentslearning models assisted by Power Pointto the learning result of students’ grade VIII.keyword : Teams Games Tournaments learning, information and communication technology learning result.
PENGEMBANGAN APLIKASI SISTEM INFORMASI PENGENALAN VISUAL ART OBJECT DI KOTA SINGARAJA BERBASIS MARKERLESS AUGMENTED REALITY Prasetyo, Arief Hadi; Crisnapati, Padma Nyoman; Sunarya, I Made Gede; Darmawiguna, , I Gede Mahendra
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 4, No 5 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i5.6615

Abstract

Abstrak— Salah satu bukti dari sejarah yang dimiliki oleh Kota Singaraja yaitu adanya obyek tugu atau monumen di beberapa wilayah di Kota Singaraja. Hampir sebagian besar obyek tugu yang dibangun menggambarkan tentang peristiwa, tokoh, atau kebudayaan setempat, disamping juga ada yang menggambarkan tokoh wiracarita. Namun, rasa ingin tahu pengunjung berkurang karena kurangnya informasi yang disediakan secara langsung pada obyek tugu. Sebagian besar pengunjung yang datang hanya menganggap obyek tugu tersebut sebagai obyek foto atau obyek hiasan saja. Oleh karena itu dibutuhkan aplikasi yang dapat membantu pengunjung untuk mempelajari informasi tentang obyek tugu dengan cara yang lebih mudah dan sederhana. Pengembangan Aplikasi Sistem Informasi Pengenalan Visual Art Object di Kota Singaraja Berbasis Markerless Augmented Reality menggunakan metode SDLC model waterfall. Aplikasi ini diimplementasikan menggunakan bahasa pemrograman Java melalui editor Eclipse dan plugin ADT(Android Development Tools) serta menggunakan Metaio sebagai library Augmented Reality untuk melakukan pelacakan obyek berbasis 3D Object Tracking. Berdasarkan pengujian yang telah dilakukan, aplikasi ini dapat dijalankan dan berfungsi dengan baik pada perangkat Android yang diujikan dengan spesifikasi yang berbeda, namun aplikasi tidak dapat bekerja maksimal pada malam hari. Kata kunci : 3D Object Tracking, library Metaio, Markerless Augmented Reality, Tugu di Kota Singaraja Abstract- One proof of the historical of Singaraja City owned that is the monuments in several areas in Singaraja City. Most of the monuments in Singaraja City symbolizing about events, characters, or the local culture while also there are some monuments that describe the epic hero. But the curiosity of visitors is reduced because of the lack of information delivery which is provided on the monument. They think that the monuments are functions just for the photographic objects or for the complement to make the places of the monuments look interesting only. Therefore we need an application that can help visitors to learn information about objects monument in a way that is easier and simpler. The Development of Information Systems Application of Introduction Visual Art Object in Singaraja City by Markerless Augmented Reality Based used Systems Development Life Cycle (SDLC) method with waterfall model. This application was implemented in Java programming language using Eclipse editor and plugin ADT (Android Development Tools). It also used Metaio as Augmented Reality libraries to perform object tracking in 3D object tracking. Based on final testing, the application could be run and had properly function on Android devices with different specifications, but the application can’t work optimally at night. Keywords: 3D Object Tracking, library Metaio, Markerless Augmented Reality, Monuments in the City of Singaraja
THE DEVELOPMENT OF DECISION SUPPORTING SYSTEM FOR EMPLOYEE’S WORK EVALUATION FOR POSITION PROMOTION BY USING AHP (ANALYTICAL HIERARCHY PROCESS) AND WP (WEIGHTED PRODUCT) METHOD CASE STUDY AT THE SAMAYA UBUD BALI HOTEL Wisma Yasa, I Made
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol 1, No 4 (2012)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v1i4.19519

Abstract

This study is a case study which took place at The Samaya Ubud Bali Hotel. Theaims of this study are: (1) to design a decision supporting system for employee’s workevaluation for position promotion by using AHP (Analytical Hierarchy Process) andWP (Weighted Product) method, (2) to implement a decision supporting system foremployee’s work evaluation for position promotion by using AHP (AnalyticalHierarchy Process) and WP (Weighted Product) method. In designing andimplementing of the program, researcher used 2 main methods namely AHP (AnalyticalHierarchy Process) and WP (Weighted Product) in which those two methods belong toMADM (Multi Attribute Decision Making). The inputs of this application are criteriadata, criteria comparison scale, and employees’ score data. On the other hand, theoutput is in form of information that shows the employee’s rank. Trial was done tocheck the agreeability of the employee’s final score calculated by the system with thefinal score calculated manually. In this step, the hotel contribution was required todetermine and process the employees’ final score.In designing and implementing the application design, waterfall method which iswell known as classic life cycle model was used. This waterfall model is a classic modelwhich is systematically able to build software. This model involves some steps whichare: (1) requirements definition, (2) system and software design, (3) implementation andunit testing and (4) integration and system testing.The implementation and the trial of this system used Embarcadero Delphi 2010.From the trial it was found that the data produced by the system was already appropriatewith the data calculated manually. Base on this result, this decision supporting systemfor employee’s work evaluation for position promotion by using AHP (AnalyticalHierarchy Process) and WP (Weighted Product) method was already suitable with theAHP and WP calculation, and it also can be said that this system was already reliable toused at The Samaya Ubud Bali Hotel.
Penerapan Model Pembelajaran PDEODE (Predict Discuss Explain Observe Discuss Explain) Untuk Meningkatkan Hasil Belajar Teknologi Informasi dan Komunika Muliartini, Ni Wayan Sri; Adnyawati, Ni Desak Made Sri; Wahyuni, Dessy Seri
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.v2i6.19644

Abstract

Penelitian ini bertujuan untuk meningkatkan hasil belajar siswa dan mendeskripsikan respon siswa terhadap mata pelajaran Teknologi Informasi dan Komunikasi (TIK) menggunakan model pembelajaran PDEODE (Predict-Discuss-Explain-Observe-Discuss-Explain). Penelitian ini dilaksanakan di SMP Negeri 3 Singaraja, dimana melibatkan siswa kelas VII D dengan jumlah siswa sebanyak 31 orang. Desain penelitian ini adalah Penelitian Tindakan Kelas (PTK) yang terdiri dari 2 siklus. Dalam penelitian ini data yang dikumpulkan adalah data hasil belajar siswa dan data respon siswa. Data hasil belajar dikumpulkan dengan tes dan data respon siswa dikumpulkan melalui angket respon siswa. Hasil penelitian menunjukkan bahwa (1) terdapat peningkatan hasil belajar siswa. Hal ini dapat dilihat dari ketuntasan klasikal siswa dimana pada siklus I ketuntasan klasikal siswa adalah  sebesar 54,8% dan pada siklus kedua mengalami peningkatan sebanyak 35,5% menjadi 90,3%. (2) rata-rata respon siswa terhadap penerapan model pembelajaran ini tergolong positif yaitu sebesar 46,9. Berdasarkan analisis data dan pembahasan dapat disimpulkan bahwa penerapan model pembelajaran PDEODE (Predict-Discuss-Explain-Observe-Discuss-Explain) pada mata pelajaran Teknologi Informasi dan Komunikasi (TIK) dapat meningkatkan hasil belajar dan mendapat respon positif dari siswa.

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