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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 INSTRUMEN PENILAIAN KINERJA PENGGABUNGAN GAMBAR 2D KE DALAM SAJIAN MULTIMEDIA Ni Made Ari Kamelia Dewi; Nyoman Sugihartini; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19742

Abstract

The aimed of  this study are (1) to describe and inform about aspects of what should be contained in the development of performance assessment instruments merging 2D image into a multimedia presentation, (2) obtain realistic results of a performance evaluation, (3) test the reliability rater performance appraisal instrument, (4) obtain information from teachers of vocational subjects on the practicality of competency assessment instruments merging performance 2D image into a multimedia presentation . This study tested the X Multimedia class second semester of the school year 2012/2013 at SMK N 3 Singaraja.  This research development of so-called popular or research and development. The development of these instruments through several stages of development curriculum analysis instruments that needs analysis SK / KD , preparation lattices and assessment rubrics, test content validity, validity and reliability of the grain problem, rater reliability and practicality. In doing this research trial involves two teachers as raters, who have competence in the standard competencies.  The results of this study are as follows. To validate the content level is calculated using the formula 1.00 Gregory and obtained results. This value is classified in the excellent category. Data obtained from the second phase of the validation is empirical test data. This data is then used to find the validity and reliability of the instrument was calculated using the formula instrumen.Validitas product moment correlation coefficient and the results showed that there were six items were invalid and valid thirty- two. As for reliability iinstrumen calculated  formula alpha Cronbach and obtain a yield of 0.81. Inter-rater reliability was also calculated in this study, is to involve two teachers as assessors. Inter- rater or rater reliability was calculated using the formula Ebel, known to yield at 0.80 while the practicality of the instrument is calculated using the theoretical ideal benchmark assessment, which is known from the calculation results of the practicality of the instrument at 32.05. This means that the performance assessment instrument has a very practical level qualification.
Penerapan Model Pembelajaran Talking Stick Dengan Diskusi Kelompok Untuk Meningkatkan Motivasi dan Hasil Belajar TIK Siswa Kelas VII C SMP Negeri 1 Sawan Semester Ganjil Tahun Ajaran 2012/2013 I Gusti Bagus Suyadnya; I Gede Sudirtha; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19743

Abstract

The aims of this class action research are: (1) to know the enhancement of the TIK learning motivation of the student of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discusion, (2) to know the TIK learning result of VII C grade at SMPN 1 Sawan by using talking stick learning model combined with team discussion and (3) to know the response of VII C grade at SMPN 1 Sawan in using talking stick learning model combined with team discusion in TIK learning.This research is a class action research consists of two cycles. Each cycle has four steps that are action plan, action implementation, observation and evaluation, and reflection. The research subject is the 35 students of VII C grade at SMP 1 Sawan; while the research object are 1 learning motivation of the student, (2) the result of the learning, 3 the student response in TIK learning by the application of talking stick learning model combined with team discusion. The data collection of the result TIKlearning are collected by test method and observation, and also the data of student response are collected by questionnaire report.The result of this research shows that the studying motivation was elevated from the first cycle to the second one with high category. The studying result was elevated, wich reach 80% for classical accomplishment in the first cycle, and 100% in the second one. Thus, the respond to the talking stick combined with team discussion was positive, with 63,17% average score.
Game Tude Force Berbasis Android Kadek Wikan Paramasila; Padma Nyoman Crisnapati; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19744

Abstract

In addition as a means of entertainment, Tude Force Game also aims to raise as well as to introduce the Ramayana story that has begun to be forgotten to the public. Another aim is to provide insight on the Android Operating System without forgetting culture embodied in the traditional stories just like the Ramayana. Tude Force game is designed on Android Operating System. This game is created using Adobe Flash CS 3 which then converted into HTML 5 so it can be played in android operating system and PC. To illustrate the use of relationship between the user and the software, Block Diagram is used as the flow of data transfer. To support the completion of the system design in Tude Force AndroidBased Game, the author uses the stages of the waterfall model. Results that can be achieved from the process of making Tude Force game is that this game can be played in the android operating system which is integrated in Samsung Tab 3 GT hardware. Besides using android, Tude Force game can also be played on a PC through browser
Pengembangan Instrumen Penilaian Portofolio (Studi Kasus Pada Mata Pelajaran Teknologi Informasi dan Komunikasi (TIK) Kelas VII Bahasan Perangkat Keras, Perangkat Lunak, dan Kegunaan Program Aplikasi, Siswa SMP Negeri 1 Selat Karangasem) I Gusti Agung Istri Ariningrat; Luh Putu Eka Damayanthi; Made Windu Antara Kesiman; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19745

Abstract

The aim of this study was to produce a valid, reliable, and practical portfolio assessment instrument to assess students ability, particularly to the development of assessment instruments portfolio discussion of hardware, software, and usefulness of the application program.  The validation process of the portfolio assessment instrument was conducted in two stages, namely through the theoretical validation and empirical validation.Validation of theoretical validation is determined by expert judgment or assessment, while the empirical validation is determined by the validity of the specific criteria for testing to student in order to measure the ability of students. For content validity rate was calculated using the  Gregory formula, and the value obtained classified in either category. Second step validation, was the data of empirical test results. This data then, was used to find the validity and reliability of the developed instrument. The instrument validity was calculated using the formula correlation product momment, the results obtained that 4 items were invalid, Item numbers 2, 8, 9, and 12, while for the instrument reliability  was calculated using Cronbach alpha formula which had moderate reliability value. For interater reliability involved two (2) teachers as assessors. From the data obtained, then it was calculated using the Ebel formula and had a value that was a very high degree of reliability. Furthermore, the practicality of the instrument was calculated using the theoretical ideal benchmark assessment, and had a very practical level criteria
PENGARUH PENERAPAN MODEL PEMBELAJARAN VARK(VISUAL, AURAL, READ/WRITE & KINESTHETIC) BERBANTUAN LKS UNTUK MENINGKATKAN HASIL BELAJAR TIK KELAS XI DI SMA NEGERI 3 SINGARAJA TAHUN AJARAN 2013/2014 I Gusti Ayu Agung Riesa M; Dessy Seri Wahyuni; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19746

Abstract

The purpose of this study and was for determine (1) the influence of the application of learning models VARK of ICTclassroom learning outcomes XI SMA Negeri 3 Singaraja, (2) student responde toward the application of learning models VARK.This type of research is a quasi-experimental with posttest study design-Only Control Group Design. The population of this study were the entire class XI SMA Negeri 3 Singaraja academic year 2013/2014. The samples of this study were 53 students which were taken from XI IPA3I and XI IPA4. XI IPA3 class was used as an experimental class and XI IPA4 was used as the control class. There are two types of variables in this study, are (1) the independent variable whice is VARK learning model, and (2) the dependent variable hicw is the students’ learning outcomes. The data was collected by using a multiple-choice test method for measuring the cognitive. The data was then analyzed by studying the results of test requirements that include tests of normality, homogeneity test and t-test for the responses were analyzed by using the questionnaire method.Based on the analysis of data obtained, the normality and homogeneity test of both two groups distributed normal and homogeny. There is a significant effect for learning outcomes among students who were taught by using learning model of VARK. This indicated that the learning outcomes of students with learning models VARK is higher than direct konvensional model. Obtained positively to the application of learning models VARK.
PENGEMBANGAN MEDIA SOSIAL PARIWISATA DENGAN LOCATION BASED SERVICE PADA PERANGKAT MOBILE BERBASIS ANDROID Kadek Edi Lesmana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19747

Abstract

Perkembangan pariwisata banyak memberi dampak positif bagi daerahtujuan wisata. Pariwisata memberikan manfaat pada penjualan, lapangan kerja,pendapatan pajak dan penghasilan dalam suatu daerah. Berbagai pihak terkaitberusaha memanfaatkan teknologi yang ada guna meningkatkan perkembanganpariwisata salah satunya dengan memanfaatkan media sosial. Penggunaan mediasosial disamping untuk tujuan promosi, media sosial juga dapat dikembangkansehingga mampu memberikan informasi geografis. Salah bentuk layanan yangmemanfaatkan informasi geografis adalah location based service (LBS) ataulayanan berbasis lokasi. Penggunaan LBS memungkinkan sistem informasigeografis untuk dapat memberikan informasi yang lebih berfokus pada daerahdisekitar posisi pengguna. LBS banyak dikembangkan pada aplikasi mobileberbasis android. Android merupakan salah satu sistem operasi yang banyakdigunakan pada perangkat mobile sebab android memiliki banyak kelebihandiantaranya memiliki tools yang lengkap dalam pengembangan aplikasi sertaberlisensi open source. Dengan adanya suatu media sosial khusus pariwisata yangmemiliki berbagai kelebihan seperti penggunaan sistem informasi geografis danLBS yang dikembangkan pada perangkat mobile berbasis android serta fasilitasbagi pengguna untuk turut memberikan informasi mengenai tempat tujuan wisatabaik berupa keberadaan tempat wisata, ulasan, saran, keluhan ataupunrekomendasi suatu tempat menjadi tempat yang menarik untuk dikunjungi akanmembantu para wisatawan lebih mengenal daerah tujuan wisata yang akandikunjungi.
AUGMENTED REALITY BOOK Pengenalan Tata Letak Bangunan dan Landscape Alam Pura Lempuyang Agung Ayu Hanna Cahyani; Padma Nyoman Crisnapati; I Made Gede Sunarya; I Ketut Resika Arthana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 3 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i3.19748

Abstract

The purpose of this research is to preserve one of Balinese building, Lempuyang Luhur Tempel which is located in Bisbis Hill. In that area, there are landslides and erosion that happened often and risk the temple's holy building. This software is built using augmented reality technology so this software can be one of educational interactive media in learning Lempuyang temple. The narration of this application is made in English so it can also be used as a media to introduce Balinese culture which is known as 'Island of Thousand Temples' in the international community. The research method used in this project is a research and development using waterfall model, there are requirements definition phase (phase of information gathering and system requirement analysis), system and software design (phase of making application design), implementation, and system and software testing. The result of this research is a book that containing information and images related to Pura Lempuyang and an augmented reality application that can be installed on Android smartphones. The images on the book also functioned as a marker for augmented reality applications which capable of displaying objects of Lempuyang Landscape and Lempuyang temple building Layout in 3 dimensional forms. When application displaying 3D objects, this application also equipped with voice narration and explanation in English and music background.
PENGEMBANGAN SISTEM PENCATAT PEMAKAIAN KOMPUTER LAB DENGAN BIOMETRIKA PENGENAL WAJAH EIGENFACE Kadek Ananta Satriadi; Made Windu Antara Kesiman; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19749

Abstract

Penelitian ini bertujuan untuk mengembangkan sebuah perangkat lunak yang dapat mencatat penggunaan komputer lab dengan proses login yang dilengkapi biometrika pengenal wajah eigenface. Dengan biometrika pengenal wajah diharapkan perangkat lunak pencatat penggunaan komputer memiliki tingkat keamanan yang lebih tinggi. Eigenface sendiri adalah algoritma pengenalan wajah yang menggunakan proses PCA (Principal Component Analisys) untuk mengekstraksi ciri dari citra wajah training yang akan dibandingkan dengan citra wajah login. Dalam algoritma eigenface terdapat dua proses utama yaitu training dan recognizing. Ekstraksi ciri dilakukan pada proses training dan pembandingan atau pengenalan dilakukan pada proses recognizing. Selisih terkecil dari setiap pembandingan akan dikenali sebagai wajah pengguna terkait. Implementasi dari pengembangan ini menghasilkan sebuah perangkat lunak yang disebut LCLS (Lab Computer Log System). LCLS dikembangkan untuk sistem operasi Linux Ubuntu 12 dengan bahasa pemrograman C++ Qt , library OpenCV 2.4.1 dan MySql Server 5. Hasil pengujian menunjukkan bahwa pengenalan dapat dilakukan dengan akurasi 100% pada kondisi pencahayaan citra wajah training dan citra wajah login yang relatif sama. Namun pada kondisi pencahaayan yang berbeda akurasi pengenalan turun cukup signifikan. 
PENERAPAN MODEL PEMBELAJARAN ICARE (INTRODUCTION CONNECTION APPLICATION REFLECTION EXTENTION) UNTUK MENINGKATKAN HASIL BELAJAR TEKNOLOGI INFORMASI DAN KOMUNKASI (TIK) (Studi Kasus: Siswa Kelas VIII.3 SMP Laboratorium Undiksha Singaraja Tahun Ajaran 2013-2014) Putu Yuli Krisnawati; Nyoman Sugihartini; Made Windu Antara Kesiman; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 1 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i1.19750

Abstract

This study aimed at improving students' learning outcomes on the subject of Technology of Information and Communication by implementing ICARE (Introduction Connection Application Reflection Extention) instructional model and finding out the students' responses toward the implementation of ICARE instructional model. This research was conducted at SMP Laboratorium Undiksha Singaraja which involved the students of class VIII.3 (29 students) in the academic year 2013/2014. This research was designed in the form of Class Action Research which consisted of 2 cycles. The data which were gathered in this research were the students' learning outcomes and responses toward the implementation of ICARE instructional model on the subject of Technology of Information and Communication. The data of the students' learning outcomes were gathered by means of cognitive test as well as affective and psikomotor observation sheet, while the data of the students' responses were gathered by closed questionnaire. The result of this study showed that (1) there was an improvement of the students' learning outcomes. This can be seen from the classical mastery of the students obtained in the fist cycle was 17.24%, and in the second cycle was 100.00%. The learning outcomes improved by 82.76%. (2) The students' responses on the average toward the implementation of ICARE instructional model could be classified as positive that was equal to 47.07. The researcher concluded that the implementation of ICARE instructional model on on the subject of Technology of Information and Communication can improve the students' learning outcomes and can obtain postive responses from the students.
PENGARUH PENERAPAN MODEL PEMBELAJARAN MAKE A MATCH UNTUK MENINGKATKAN HASIL BELAJAR DALAM PEMBELAJARAN TIK KELAS VIII I SEMESTER GANJIL TAHUN AJARAN 2012/2013 DI SMP NEGERI 5 SINGARAJA Ni Komang Arini Arianti
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 2 No. 1 (2013)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v2i1.19751

Abstract

Tujuan penelitian ini untuk mengetahui (1) pengaruh penerapan modelpembelajaran Make A Match terhadap hasil belajar TIK kelas VIII I SMP Negeri 5Singaraja, (2) respon siswa terhadap penerapan model pembelajaran Make A Match.Jenis penelitian ini adalah eksperimen semu. Populasinya adalah seluruh siswakelas VIII SMP Negeri 5 Singaraja tahun ajaran 2012/2013. Sampel dalam penelitian iniadalah kelas VIII I dan VIII F yang berjumlah 60 orang. Kelas VIII I digunakan sebagaikelas eksperimen dan VIII F sebagai kelas kontrol. Dua jenis variabel dalam penelitianini yaitu (1) variabel bebas adalah model pembelajaran Make A Match, dan (2) variabelterikat adalah hasil belajar siswa. Pengumpulan data dilakukan dengan metode tespilihan ganda, untuk mengukur ranah kognitif dan uji keterampilan untuk mengukurranah Psikomotor. Data hasil belajar kemudian dianalisis dengan uji normalitas, ujihomogenitas dan uji- t sedangkan untuk respon menggunakan metode angket.Hasil uji normalitas dan homogenitas kedua kelompok berdistribusi normal danhomogen. Terdapat pengaruh hasil belajar yang signifikan antara siswa yangdibelajarkan dengan menerapkan model pembelaran Make A Match. Nilai rata-rata hasilbelajar kelompok siswa dengan model pembelajaran langsung adalah 33,37 denganstandar deviasi 2,66 dan nilai rata-rata hasil belajar kelompok siswa dengan modelpembelajaran Make A Match adalah 38,17 dengan standar deviasi 3,08. Hal inimenunjukan bahwa hasil belajar siswa dengan model pembelajaran Make A Match lebihtinggi dari model pembelajaran langsung. Diperoleh rata-rata respon siswa sebesar47,17 dengan persentase respon siswa sebesar 43,33% merespon sangat positif, dan56,67% merespon positif terhadap penerapan model pembelajaran Make A Match.

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