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Studi Komparasi Pengaruh Penggunaan Model Pembelajaran Kooperatif Tipe Group Investigation (GI) dengan Kooperatif Tipe Jigsaw terhadap Aktivitas dan Hasil Belajar TIK (Studi Kasus di Kelas VIII SMP Negeri 5 Singaraja Tahun Ajaran 2012/2013)
Putu Ida Purnamasari;
I Made Gede Sunarya;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i5.19694
The purpose of this study to determine (1) the influence of differences in the use of cooperative learning model type Group Investigation (GI) with the Jigsaw cooperative learning activities toward Information Computer Technologi (2) the difference of influence in the use of cooperative learning model type Group Investigation (GI) with the type of cooperative Jigsaw toward Information Computer Technologi learning outcomes. It was a type of quasiexperimental study research design Posttest-Only Control Group Design. The study population was all eighth grade students of SMP Negeri 5 Singaraja school year 2012/2013. As the sample in this study is a class VIII D and VIII E which was 60. Class VIII D is used as a first-class experiment with cooperative learning model type Group Investigation (GI) and Class VIII E as a second experiment with the Jigsaw cooperative model type. Based on the analysis of the data obtained, the test of normality and homogeneity of learning activities both normal distribution and homogeneous groups. Hypothesis test results of students' learning activities stated that there were significant differences influenced the use of cooperative learning model type Group Investigation with the Jigsaw cooperative learning activities toward Information Computer Technologi. Analysis of student learning outcomes data obtained, tests of normality and homogeneity distributed normal and homogeneous. The Results of hypothesis testing learning outcomes stated that there were significant differences influence the use of cooperative learning model with the Group Investigation Jigsaw cooperative ICT on learning outcomes. This activities shows that the result of cooperative learning by using learning media cooperative type of group investigation (GI) is different and better than jigsaw media cooperative learning.
Penerapan Pembelajaran Mind Mapping dalam Metode Quantum Learning pada Mata Pelajaran TIKuntuk Meningkatkan Hasil Belajar Siswa Kelas VII J (Studi Kasus: SMP Negeri 3 Singaraja Tahun Ajaran 2012/2013)
Venty Indriatna;
I Gede Sudirtha;
Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i5.19695
This research’s aims is to know the improvement of student’s learning outcomes in the subjects of information and communication technologies (TIK) by applying techniques of mind mapping which is part of the learning quantum learning method, and determine students' response to the application of learning mind mapping.This study was conducted in SMP 3 Singaraja, which involves the students of class VII J (30 students) of the academic year 2012/2013.Based on learning outcomes of students in class VII J semester academic year 2012/2013 shows that classical completeness in this class is below the standards set by the school. The study design was a Classroom Action Research (CAR), which consists of 2 cycles. The data collected in this study is the result of learning and student response terrhadap learning mind mapping application on TIK subjects. Student learning outcomes data were collected through a test of cognitive and affective and psychomotor observation sheet, while the student response data were collected with a questionnaire sheet enclosed.Capturing data on the test of cognitive held at the end of each cycle, while for observation sheet affective and psychomotor each run every meeting. The results showed that (1) there is an increase in student learning outcomes. (2) the average students' response to the application of the learning techniquesconsidered positive in mind mapping. The study concluded that the method of learning mind mapping application in quantum learning method in TIK subjects can improve learning outcomes and received a positive response from students.
Penerapan Model Pembelajaran Reciprocal Teaching untuk Meningkatkan Motivasi dan Hasil Belajar Keterampilan Komputer dan Pengolahan Informasi (KKPI) Siswa Kelas X.AP di SMK Nusa Dua Sawan Tahun Ajaran 2012/2013
Ni Made Budi Ratiningsih SW;
I Gede Sudirta;
I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i5.19696
This study was aimed to (1) know the students’ learning motivation result of X.AP class at SMK Nusa Dua Sawan in 2012/2013 of Computer skill and information processing (CSIP), (2) know the students’ learning result of X.AP class at SMK Nusa Dua Sawan in 2012/2013 of computer skill and information processing (CSIP) lesson using reciprocal teaching learning model; (3) know the students’ response of X.AP class to apply the reciprocal teaching model of computer skill and information processing (CSIP). This study is a classroom action research design that used in 2 cycles by involving a total Number of 35 students of X.AP class at SMK Nusa Dua Sawan first semester in 2012/2013. The object of this research emphasized on the students motivation, result and students response in basic competency to operated text principle sistem of computer skill and information processing (CSIP). The learning students result data was collected based on cognitive test and affective observation. Meanwhile,the students’ response and motivation data was collected by using questionnaire. The obtained data were analyzed descriptively. The result of the study showed that (1) there was improvement of learning students’ result of X.AP class at II cycle to apply the reciprocal teaching model of computer skill and information processing (CSIP). the results indicated that the learning students result score include: averaging class, and classical completeness learning students was improvement (2) there is improvement of learning motivation students’ by apply the reciprocal teaching learning (3) the students’ responses towards reciprocal teaching model of computer skill and information processing (CSIP) is really positive.
Penerapan Model Pembelajaran IKRAR untuk Meningkatkan Aktivitas dan Hasil Belajar Siswa Kelas X Tata Boga SMK Nusa Dua Sawan Tahun Ajaran 2012/2013
Kadek Evi Wellyastini;
I Gede Sudirta;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 5 (2013)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v2i5.19697
This study was aimed to (1) know the student’s learning activity result of X.TB class at SMK Nusa Dua Sawan in 2012/2013 of Computer skill and information processing (CSIP), (2) know the student’s learning result of computer skill and information processing (CSIP) lesson using IKRAR learning model; (3) know the student’s response of X.TB class to apply the IKRAR model of computer skill and information processing (CSIP). This study is a classroom action research design that used by involving a total Number of 30 students of X.AP class at SMK Nusa Dua Sawan first semester in 2012/2013. The object of this research emphasized on the students activity, result and students response in basic competency to operated text principle sistem of computer skill and information processing (CSIP). The learning students result data was collected based on cognitive test and affective observation. Meanwhile,the student’s response and activity data was collected by using questionnaire. The obtained data were analyzed descriptively. The result of the study showed that (1) there was improvement of learning student’s result of X.TB class at II cycle to apply the IKRAR model of computer skill and information processing (CSIP). the results indicated that the learning students result score include: averaging class, and classical completeness learning students was improvement (2) there is improvement of learning activity students’ by apply the IKRAR learning (3) the students’ responses towards IKRAR model of computer skill and information processing (CSIP) is really positive.
AUGMENTED REALITY BOOK Pengenalan Tata Letak Bangunan Pura Tirta Empul dan Pura Taman Ayun
Ni Putu Agustina
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 4 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i4.19698
Tujuan dari penelitian ini untuk memanfaatkan teknologi dalam melestarikan budaya dengan mengembangkan suatu aplikasi yang dapat digunakan sebagai sarana yang menarik minat masyarakat untuk mengetahui, mempelajari, dan melestarikan Pura Tirta Empul dan Pura Taman Ayun. Pengembangan aplikasi ini menggunakan metode penelitian dan pengembangan dengan menggunakan model waterfall yaitu requirement definition yaitu tahap pengumpulan informasi dan analisis kebutuhan sistem, system and software design yaitu membuat rancangan aplikasi, implementation yaitu tahap implementasi rancangan, sampai pada tahap system testing yaitu pengujian perangkat lunak. Penelitian ini menghasilkan buku berteknologi Augmented Reality yang berisikan informasi dan gambar penanda (marker) yang terkait dengan Pura Tirta Empul dan Pura Taman Ayun, serta aplikasi Augmented Reality Book berbasis android yang mampu menampilkan objek bangunan Pura Tirta Empul dan Taman Ayun tepat diatas gambar penanda (marker) lengkap dengan suara narasi penjelasan dalam bahasa Inggris.
SURVEI DESKRIPTIF FAKTOR - FAKTOR PENGGUNAAN IT (GADGET DEVICE) DI KALANGAN SISWA TK DAN SD DITINJAU DARI JENIS PEKERJAAN ORANG TUA SISWA DI KOTA SINGARAJA
Ni Luh Kadek Tristiana Pratiwi;
Dessy Seri Wahyuni;
Made Windu Antara Kesiman
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 4 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i4.19699
Penelitian ini bertujuan (1) mengetahui faktor-faktor penggunaan IT; (2) menganalisis secara deskriptif pengaruh jenis pekerjaan orang tua siswa terhadap faktorfaktor penggunaan IT dan (3) mengetahui sejauh mana perbedaan jenis pekerjaan orang tua mempengaruhi penggunaan IT (gadget device) di kalangan siswa TK dan SD di kota Singaraja. Penelitian ini mengadopsi model penelitian Theory Acceptance Model (TAM) dari Davis (1989). Penelitian ini menggunakan metode survei deskriptif. Populasi penelitian ini adalah siswa TK dan SD di kota Singaraja. Jumlah sampel TK 312 siswa dan SD 372 siswa. Penarikan sampel menggunakan Teknik Cluster Random Sampling dan Proportionate Random Sampling. Data penelitian dihimpun menggunakan angket dan dianalisis dengan metode analisis deskripif. Berdasarkan hasil penelitian, hampir setengah orang tua siswa TK dengan jenis pekerjaan Tenaga Tata Usaha mengatakan penggunaan IT bermanfaat serta mudah. Pada orang tua siswa SD dengan jenis pekerjaan Tenaga Usaha Jasa dan Tenaga Usaha Penjualan di Toko dan Pasar menunjukkan sebagian kecil orang tua menyatakan penggunaan IT bermanfaat serta mudah. Jadi jenis pekerjaan orang tua siswa TK yang memiliki persepsi kemanfaatan dan kemudahan tertinggi adalah Tenaga Tata Usaha dan Tenaga Usaha Jasa dan Tenaga Usaha Penjualan di Toko dan Pasar untuk SD.
PENGEMBANGAN APLIKASI SMART TOUCH PRESENTER KIT UNTUK PRESENTASI INTERAKTIF
I Putu Eka Swastika;
I Gede Mahendra Darmawiguna;
I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 2 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i2.19700
The use of devices such as tabletcomputers or interactive whiteboards utilizingtouch-screen technology in a presentation ofmore interactive digital presentations provide apositive impact in comparison to conventionallearning methods that use a regular whiteboard.By utilizing the wiimote remote control for theNintendo Wii game console, wiimote library,infrared LEDS and bluetooth a technologysimilar to interactive whiteboards can be develop.This study aims to 1) Design Smart TouchPresenter Kit application for interactivepresentations; 2) Implement the system desing ofSmart Touch Presenter Kit application forinteractive presentations; 3) Make an infraredLED pen that is used as an input device forSmart Touch Presenter Kit application; 4)Determine the optimal settings for the use of theWiimote to produce good detection of infraredlight.This application is developed using theWaterfall method and implemented in The C #programming language using the Visual Studioeditor. In the development of this application isalso combined with the use of the wiimote libraryfor reading data from the wiimote. Thisapplication can be run on a computer with aWindows operating system that supports the .netframework.This application has three main features: 1)Smart Touch presenter that transforms infraredcoordinate data into a computer cursor control;2) Smart Note that provide a feature to makenotes on the screen; 3) Magnifier that can beused to enlarge a specific part on the screen sothat it can be seen more clearly. The applicationis expected to help the users in deliveringpresentation to make it more interactive withaffordable cost.
Studi Komparatif Model Pembelajaran Kooperatif Tipe Numbered Heads Together (NHT) Dan Teams Games Tournament (TGT) Berbantuan Asesmen Portofolio Terhadap Hasil Belajar Siswa Pada Mata Pelajaran Teknologi Informasi Dan Komunikasi Kelas VII Smp Laboratorium Undiksha Tahun Ajaran 2013/2014
Firda Riani;
I Gede Adi Saputra Yasa;
I Made Gede Sunarya;
Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 4 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i4.19701
Tujuan penelitian ini adalah untuk menganalisis perbedaan hasil belajar antara kelompok siswa yang belajar dengan menggunakan NHT berbantuan asesmen portofolio dan kelompok siswa yang belajar dengan menggunakan TGT berbantuan asesmen portofolio. Rancangan penelitian ini adalah Posttest-Only Control Grup Design. Populasi penelitian ini adalah siswa kelas VII SMP Laboratorium Undiksha Singaraja tahun ajaran 2013/2014. Sebagai sampel dalam penelitian ini adalah kelas VII 2 dan VII 3 yang berjumlah 66 orang. Kelas VII 3 digunakan sebagai kelas eksperimen NHT dan VII 2 sebagai kelas eksperimen TGT. Terdapat dua jenis variabel dalam penelitian ini yaitu (1) variabel bebas adalah model pembelajaran NHT dan TGT berbantuan asesmen portofolio, dan (2) variabel terikat adalah hasil belajar siswa. Pengumpulan data dilakukan dengan menggunakan tes berupa pilihan ganda dan asesmen portofolio. Berdasarkan hasil analisis data, diperoleh hasil uji normalitas dan homogenitas kedua kelompok berdistribusi normal dan homogen. Nilai rata-rata hasil belajar kelompok eksperimen NHT adalah 28,47 sedangkan nilai rata-rata hasil belajar kelompok eksperimen TGT adalah 26,955. Berdasarkan hasil analisis tersebut, model pembelajaran NHT berbantuan asesmen portofolio lebih efektif diterapkan dibandingkan dengan menerapkan model pembelajaran TGT berbantuan asesmen portofolio. Ratarata respon siswa terhadap penerapan model pembelajaran NHT dan TGT dapat dikatakan bernilai cukup positif.
AUGMENTED REALITY BOOK Pengenalan Tata Letak Bangunan Pura Luhur Andakasa dan Pura Silayukti
Putu Suarningsih;
Padma Nyoman Crisnapati;
I Made Gede Sunarya;
I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 4 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i4.19702
Penelitian ini bertujuan untuk memanfaatkan teknologi dengan cara mengembangkan aplikasi yang dapat digunakan sebagai media untuk memperkenalkan Pura Luhur Andakasa dan Pura Silayukti secara lebih interaktif dan menarik. Sehingga dapat menarik minat masyarakat untuk mempelajari buku tentang kebudayaan Pura Luhur Andakasa dan Pura Silayukti. Metode penelitian yang digunakan adalah penelitian dan pengembangan (research and development), untuk mengembangkan aplikasi Augmented Reality Book Pengenalan Tata Letak Bangunan Pura Luhur Andakasa dan Pura Silayukti. Dalam mengembangkan aplikasi ini menggunakan model waterfall sampai tahap pengujian sistem. Aplikasi ini menggunakan library vuforia yang mampu menggabungkan benda maya ke dalam sebuah lingkungan nyata dengan bantuan buku dan smartphone android untuk menampilkan objek tiga dimensi bangunan Pura Luhur Andakasa dan Pura Silayukti beserta suara narasi penjelasannya. Penelitian ini menghasilkan sebuah buku yang berisikan informasi dan gambar terkait Pura Luhur Andakasa dan Pura Silayukti, serta aplikasi Augmented Reality Book berbasis android yang mampu menampilkan objek tiga dimensi bangunan pura tepat di atas gambar lengkap dengan suara narasi penjelasan dalam bahasa inggris. Sehingga aplikasi ini dapat dijadikan sebagai media untuk memperkenalkan sekaligus melestarikan kebudayaan.
PENGEMBANGAN GAME JEGOG BERBASIS ANDROID
I Gede Wija Antara;
I Gede Mahendra Darmawiguna;
I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 2 (2014)
Publisher : Universitas Pendidikan Ganesha
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DOI: 10.23887/karmapati.v3i2.19703
Gamelan Jegog is one of thetraditional instrument which originally comesfrom Bali. Each Jegog’s instrument consists ofeight piece of bamboo with each piece is called as"bilah". Jegog is played with two "panggul".“Panggul” is a tool used for hitting theinstrument and is usually made of wood orrubber. Game Jegog berbasis Android was anapplication that adapts Jegog into a game thatrun on the Android platform. This researchaimed at designing and implementing Jegogbased Android Game.Game Jegog Berbasis Android wasdeveloped by the Software Development LifeCycle (SDLC) in the form of sequential linear orwaterfall model. The main feature of thisapplication was Jegog game (Game Mode) toattain the highest score . There were also otherfeatures such as playing Jegog with melody(Learn Mode) and playing Jegog freely (FreeMode) .The results of this research were thedesign and the implementation of Game Jegogberbasis Android . The game was designedthrough UML (Unified Modeling Language). Itwas implemented in Java programming languageby using the Eclipse editor and ADT (AndroidDevelopment Tools) plug – ins. It also usedAndEngine as additional library. The entirefunctional requirements had been successfullyimplemented in accordance with the design.