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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 APLIKASI KAMUS DAN PENERJEMAH BAHASA INDONESIA – BAHASA BALI MENGGUNAKAN METODE RULE BASED BERBASIS ANDROID Komang Trya Chandra Resmawan; I Ketut Resika Arthana; I Made Gede Sunarya
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.v4i2.19773

Abstract

This study aimed (1) to design Indonesian translator applications in Balinese language using a rule-based method. (2) to implement a dictionary and translator application design from Indonesian language into Balinese language by using the rule-based method. In its design, the result of translation from Indonesian to the Balinese language is divided into three, namely Bali Alus, Bali Madya, and Bali Kasar.The method used was the research and development using the waterfall model with the requirement definition phase which was the first phase of information gathering and analysis of system requirements, the second phase was the system and software design, it was to draft the application, the third phase was implementation, namely the design implementation phase, and the fourth stage System testing, it was testing the software.The end result of this project was in the form of a dictionary and translator application Indonesian - Balinese language using a rule-based method based on android that can be installed on an android smartphone. Based on the test results, it could be concluded that this application could translate words from Balineseinto Indonesian and vice versa, both basic word, and the word that has been given a prefix or suffix. The translation of Indonesian-Balinese language was producing three types of translation; Bali Alus, Bali Madya, and Bali Kasar.
Pengaruh Metode Pembelajaran PQ4R (Preview, Question, Read, Reflect, Recite, Review) Terhadap Hasil Belajar TIK Siswa Kelas VIII Ida Ayu Widiyanthi; Nyoman Sugihartini; Dessy Seri Wahyuni; Made Windu Antara Kesiman
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.v3i1.19774

Abstract

 The aims of this study are (1) to know the effect of the implementation of PQ4R learning method toward students’ learning result in the topic of Microsoft Word application program, (2) to know students’ learning activities toward the implementation of PQ4R learning method, (3) to know students’ response toward the implementation of PQ4R learning method.The type of this research was quasi experiment with Posttest-Only Control Group Design. The population of this research was students of eigth grade in SMP Negeri 1 Sukasada academic year of 2013/2014. The samples of this research were VIII G class as the experiment group and VIII E class as the control group. The data in this research were gathered by using multiple choice tests to measure the cognitive competence of students. Data was analyzed by studying the results of test preconditions including normality test, homogeneity test, and t-test. Students’ learning activities is using the observation method, for the response is using the questionnaire method.Based on the analysis of the data, obtained that tests of normality and homogeneity of the two groups were normally distributed and homogeneous. There was a significant effect of the implementation of PQ4R learning method toward students’ learning result of the ICT subject in the eigth grade students in SMP Negeri 1 Sukasada academic year of 2013/2014. Students’ learning activities in the experiment group were quite active in the learning process, and the students also gave positive responds toward the use of PQ4R learning method.  
Studi Komparasi Model Pembelajaran Kooperatif Tipe Student Team Achievement Divisions (STAD) Dan Group Investigation(GI) Berbantuan Asesmen Kinerja Terhadap Hasil Belajar Pemrograman Dasar Siswa Kelas XI Multimedia SMK Negeri 3 Singaraja Tahun Ajaran 2014/2015 Ni Luh Eka Saptaridevi; I Gede Adi Saputra Yasa; Made Windu Antara Kesiman Antara Kesiman; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 6 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i6.19775

Abstract

Penelitian ini adalah penelitianeksperimen yang bertujuan untuk menganalisis perbedaanhasil belajar antara kelompok siswa yang belajar denganmenggunakan STAD berbantuan asesmen kinerja dankelompok siswa yang belajar dengan menggunakan GIberbantuan asesmen kinerja.Rancangan penelitian ini adalah Posttest-OnlyControl Grup Design. Populasi penelitian ini adalah siswakelas XI SMK Negeri 3 Singaraja tahun ajaran 2014/2015.Sebagai sampel dalam penelitian ini adalah kelas XI MM-1dan XI MM-2 yang berjumlah 46 orang masing – masingkelas berjumlah 23 orang. Sebagai kelas eksperimen STADadalah kelas XI MM-2 dan kelas XI MM-1 sebagai kelaseksperimen GI. Terdapat dua jenis variabel dalampenelitian ini yaitu (1) variabel bebas adalah modelpembelajaran STAD dan GI berbantuan asesmen kinerja,dan (2) variabel terikat adalah hasil belajar siswa.Pengumpulan data dilakukan dengan menggunakan tesberupa asesmen kinerja untuk tes per pertemuan dan posttest.Berdasarkan hasil analisis data, diperoleh hasil ujinormalitas dan homogenitas kedua kelompok berdistribusinormal dan homogen. Nilai rata-rata hasil belajar kelompokeksperimen STAD adalah 82,72 dan 87,93 untuk kelompokbelajar GI. Berdasarkan hasil analisis tersebut, modelpembelajaran GI berbantuan asesmen kinerja lebih efektifditerapkan dibandingkan dengan menerapkan modelpembelajaran STAD berbantuan asesmen kinerja. Rata-ratarespon siswa terhadap penerapan model pembelajaranSTAD adalah 75,65 dan GI adalah 76,70 sehingga responsiswa terhadap model pembelajaran dan asesmen yangditerapkan dapat dikatakan bernilai positif.
PENGEMBANGAN APLIKASI GAMELAN SELONDING BERBASIS ANDROID I Putu Nata Susila; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
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.v4i2.19777

Abstract

Gamelan selonding are one of Balinese musical instrument that still use iron as their lath. Gamelan selonding use 8 laths that were hanged down on their ‘pelawah’. Gamelan selonding is played by using two ‘panggul’ that were made from wood. Selonding is gamelan that has 7 tones. Selonding it self contain 5 that is ‘peanem petuduh’, ’nyongnyong ageng’, ‘nyongnyong alit’, ‘kempur’ and one ‘gong’. The objective of this research was to design an application about gamelan selonding base on android, 2 to implemen the design of the application gamelan selonding based on android.This application were developed by using Waterfall Method that was implemented in JAVA language program by using Eclipse as editor and AndEngine as a add on library. The main feature of this application is to play selonding instrument. Besides that the developer also add another feature which is train to selonding and the tutorial video about how to play selonding. At the end developer hope that selonding are getting well known by people.The result of this study is Gamelan Selonding Based on Android. Features that deserved in this application are Selonding virtual instrument, lesson of playing one of the basic Selonding instrument, and also video of how to play Selonding in reality. All of fungtional needed was already implemented appropriate with the design succesfully.
PENGEMBANGAN FILM ANIMASI 3 DIMENSI “TUDE THE MOVIE - PETUALANGAN SI RINA (HILANGNYA JALAK BALI DI ARENA MAKEPUNG)” Lalu Rendy Syahrial; Padma Nyoman Crisnapati; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
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.
PENGEMBANGAN MODUL AJAR PEMBUATAN STORYBOARD BERBASIS METODE PEMBELAJARAN DRILL AND PRACTICE UNTUK SISWA KELAS XI PROGRAM KEAHLIAN MULTIMEDIA DI SMK NEGERI 1 SAWAN I Nyoman Dedi Sutrisna; Luh Putu Eka Damayanthi; Ketut Resika Artana; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 7 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i7.19779

Abstract

Pembelajaran dengan cara ceramah dan tanyajawab yang dilakukan selama mata pelajaran pembuatanStoryboard tidaklah efektif, terlebih lagi denganminimnya sumber belajar yang dimiliki siswa.Pembuatan modul ajar Storyboard bertujuan untukmembantu dalam melaksanakan kegiatan belajar,sehingga peserta didik dapat belajar mandiri dan gurumudah dalam menyampaikan materi ajar dengan konsepyang jelas, dengan begitu peserta didik bisa lebih mudahdalam menumbuhkan daya imajinasinya. Modul ajarStoryboard dibuat untuk kelas XI Multimedia di sekolahSMK Negeri 1 Sawan.Tahapan pengembangan menggunakan Penelitiandan Pengembangan (Research and Development atauR&D) dengan model ADDIE (Analysis, Design,Development, Implementation, Evaluation). Penelitianini melibatkan siswa kelas XI Multimedia SMK Negeri1 Sawan tahun ajaran 2013/2014.Modul ajar Storyboard ini menggunakan metodepembelajaran Drill and Practice yang bertujuanmengerjakan suatu latihan-latihan secara berulang untukmendapatkan ketrampilan. Dari analisis diperoleh gainscore 0,73 yang menunjukan efektifitas modul dalamkategori tinggi.
APLIKASI TETANDINGAN BANTEN PEJATI BERBASIS ANDROID Kadek Yoga Wira Putra; I Gede Mahendra Darmawiguna; I Ketut Resika Arthana
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.v4i2.19780

Abstract

The objective of this research was using technology in developing the application as interactive and interesting media in introducing Tetandingan Banten Pejati. So that The application could attract the reader to safe and learn Bali traditional culture and especially metetandingan banten.Banten Pejati application based on android was developed by using a software life cycle on sequential linier or waterfall. The development of this program is using unified modeling language and implementing on JAVA language using Eclipse, plug-ins ADT (Android Development Tools) and AndEngine as extra library and Blander 2.69 application for implemented animation videos.The result of this research is a Banten Bali Application based on android that feature an animated video of how to create “banten”. The whole function have successfully implemented based on the plan.
Pengembangan Modul Ajar Melakukan Instalasi Perangkat Jaringan Lokal Untuk Siswa Kelas XI Program Keahlian Teknik Komputer Dan Jaringan (TKJ) Di Smk Negeri 3 Tabanan I Putu Wira Adnyana; 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.v3i1.19781

Abstract

This research aimed to (1) design and implement the learning module of Conducting the Installation of Local Area Network for the students of class XI of computer and network program at SMK Negeri 3 Tabanan. (2) To know the responses of the students of class XI of computer and network program at SMK Negeri 3 Tabanan toward the development of the learning module of Conducting the Installation of Local Area Network. This research was a Research and Development research by using the development model of Dick and Carey. This research involved the students of class XI of computer and network program at SMK Negeri 3 Tabanan in academic year 2013/2014. The development of the learning module of Conducting the Installation of Local Area Network used phases of draft development. The responses of the students toward the learning module were gained by using questionnaire. The result of data analysis of students’ responses show that the percentage of the students who give the extremely positive responses are 87.71%, the percentage of the students who give the positive responses are 14.29%, and there are no students who give less positive, negative and extremely negative responses. The mean score of students’ responses is 63.67. The mean score show that the responses of the students toward the development of learning module of Conducting the Installation of Local Area Network are categorized as extremely positive.
PENGEMBANGAN APLIKASI AUGMENTED REALITY BOOK Permainan Tradisional “Bali” I Wayan Wijaya Kusuma; I Gede Mahendra Darmawiguna; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 7 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i7.19782

Abstract

Penelitian ini bertujuan untukmemanfaatkan teknologi dengan caramengembangkan aplikasi yang dapatdigunakan sebagai media untuk membuatpermainan tradisional Bali secara lebihinteraktif dan menarik. Sehingga dapatmenarik minat masyarakat untuk menjagabudaya Bali pada umumnya dan permainantradisional Bali pada khususnya.Metode penelitian yang digunakan adalahpenelitian dan pengembangan (research anddevelopment), untuk mengembangkan aplikasiAugmented Reality Book Permainan TradisionalBali. Dalam mengembangkan aplikasi inimenggunakan model waterfall sampai tahappengujian sistem. Aplikasi ini menggunakanlibrary vuforia yang mampu menggabungkanbenda maya ke dalam sebuah lingkungan nyatadengan bantuan buku dan smartphone androiduntuk menampilkan tata cara bermainpermainan tradisional beserta narasi dan lagupengiring.Penelitian ini menghasilkan sebuah bukuyang berisikan tata cara bermain dan gambarterkait permainan tradisional Bali, sertaaplikasi Augmented Reality Book berbasisandroid yang mampu menampilkan permainantradisional tiga dimensi di atas gambar lengkapdengan suara narasi penjelasan cara bermain,dalam bahasa inggris serta lagu pengiring.Sehingga aplikasi ini dapat dijadikan sebagaimedia untuk memperkenalkan sekaligusmelestarikan kebudayaan.
Korelasi Efikasi Diri (Self Efficacy) dan Iklim Sekolah Terhadap Hasil Belajar Siswa Mata Pelajaran Teknologi Informasi dan Komunikasi (TIK) di SMP Negeri 1 Tabanan pada Semester Ganjil Tahun Ajaran 2013/2014 I Putu Dika Prasetya; Nyoman Sugihartini; I Ketut Resika Arthana; 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.v3i1.19783

Abstract

This study aimed to determine (1) the correlation between self efficacy towards the learning achievement of Information and Communication Technologies (ICT), (2) the correlation between school climate towards the learning achievement of ICT, and (3) the correlation between self efficacy and school climate jointly towards the learning achievement of ICT. This was an expost-facto research by using correlation technique, which consisted of two independent variables and one dependent variable. The population in this research was all students at SMP Negeri 1 Tabanan with total amount of 550 people. The samples in this research were 232 people. The data for self efficacy and school climate were collected through questionnaires. Meanwhile, ICT learning achievement data was obtained through the ICT daily test mark of students at SMP Negeri 1 Tabanan in odd semester in academic year 2013/2014. The collected data were analyzed parametric statistically by using prerequisite normality test, linearity and regression towards significance. The result of the research shows that: (1) self efficacy does not have any positive and significant correlation towards learning achievement of ICT by 0.125 categorized as very low, (2) school climate does not have any positive and significant correlation towards learning achievement of ICT by -0.144  categorized as very low and (3) self efficacy and school climate jointly have positive and significant correlation towards learning achievement of ICT by 0.230 categorized as low with contribution of 5.27%.   

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