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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 GAME JEGEG BAGUS BALI UNTUK MEMPERKENALKAN TAHAPAN UPACARA MANUSA YADNYA BERBASIS ANDROID I Gede Agung Purnama Putra; 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.v4i2.19784

Abstract

The aimed of this game are (1) Designing game "Jegeg Bagus Bali" tointroduce the Manusa Yadnya ceremony in Bali based on Android system. (2) Implementation the game "Jegeg Bagus Bali" to Recognition of Manusa Yadnya ceremony in Bali based on Android system.This application is developed by using the Waterfall method and implemented in the Java programming language using Eclipse editor. The main feature of this application is the game to treat character that was chosen and playing the character until it reaches the final stage of Manusa Yadnya ceremony. The development of this application, it will be easier to introduce Manusa Yadnya in society.The result of this game shows that “Jegeg Bagus Bali” application can running at all of the Android software according to minimum necessary application that was determined. And all of the feature that occur in this “Jegeg Bagus Bali” application can running well as their functions.
PENGEMBANGAN FILM ANIMASI 3 DIMENSI "Tude The Movie – Petualangan Si Rina (Festival Layang-Layang)" I Putu Ade Widiyantara; Padma Nyoman Crisnapati; I Made Gede Sunarya; I Gede Mahendra Darmawiguna
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.v4i2.19786

Abstract

The development of three-dimensional animated film "Tude The Movie – The Adventure of Si Rina (Kite Festival)", is the story of part 4 from 5 parts contained in the animated film ―Tude The Movie‖, this section tells where Tude, Rina and friends arrived in the second area of their destinations, which is Padang Galak beach, they had planned to watch the largest kite festival in Bali which is only held once a year, the participants of this festival came from all regions in Bali, there are also some types of kites that are following the contest such as Janggan (bird-shaped), Bebean (fish-shaped) and others New Creation. In this story Tude, Rina and his friends met with Made, and Made told them that bird which is carried by Rina is a rare species bird, that is Jalak Bali bird. Then, they were invited to participate on this contest. In the part of this film also as a medium to introduce Balinese kite culture, on some parts of the film also contains some moral messages such as, creativity in creating Balinese kites, teaches us to always try and work together to achieve a goal (in this case flying up the large kite and win), the preservation of nature by doing a bird rescue although we don’t know that is a rare bird, and it's not always the traditional ones is old-fashioned and such a boring thing. The aim of this study were: 1) Designing three-dimensional animated film "Tude The Movie-The Adventure of Si Rina (Kite Festival)‖. 2) Implementing three-dimensional animated film "Tude The Movie-The Adventure of Si Rina (Kite Festival)‖.In this 3D animation film making, we use block diagrams methods. This Block diagram describes the steps of making 3-D animated film Tude The Movie : Petualangan Si Rina (Festival Layang-layang) from start to finish. The steps In the block diagram is divided into three (3) main phases: 1) Pre-Production (Story idea, Script Writing / Sipnosis, Output Format Setting, Character Design, Image Design, and Making Storyboard), 2) Production (Modelling, Texturing, Ringging, Skining, Acting / Animation, Lighting, and Rendering), 3) Post Production (Recording and Merger process).The result is 3-dimensional animation format DVD. The film is expected to provide an exciting spectacle and educational for the audience, especially children. So with this young generation’s animations development can make local television interesting and no longer have to import 3D animation from other countries.
PENGEMBANGAN APLIKASI PENGENALAN GEDUNG UNIVERSITAS PENDIDIKAN GANESHA BERBASIS MARKERLESS AUGMENTED REALITY Dewa Ayu Putu Putri Sanjani; Padma Nyoman Crisnapati; I Made Agus Wirawan; I Gede Mahendra Darmawiguna
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 4 No. 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19787

Abstract

An organisation and institution need a technology to convey any information. As an institution of education, UNDIKSHA has used website as a media of information. However the information about buildings of UNDIKSHA still incomplete. Because of that, common people get confused to find specific location in UNDIKSHA. They should ask students they met to find the location. The objective of this research is to design and implement an application which will be used as a media to introduce the building of UNDIKSHA to the public. The research method used in this research was research and development. The application of the Introduction of UNDIKSHA’s building which used Markerless Augmented Reality Based was developed with waterfall model. This application which used Java Programming Language was implemented with Eclipse as its editor and ADT plug-ins and Metaio as an additional detection library because it is capable in detecting based on GPS. This application used AndEngine as a library for designing. The main function of this application is to detect any building of UNDIKSHA, it will display the information of building’s name and the detail information of building which has been detected. The buildings which will be detected is in Kampus Tengah and Kampus Bawah of UNDIKSHA. Based on the result of the test, this application can be worked on Android devices that have been tested with different specification. All of the features in this application can be worked on all of devices. The result of sound quality and music were good.
PENGEMBANGAN FILM ANIMASI 3 DIMENSI “TUDE THE MOVIE – PETUALANGAN SI RINA (TERTANGKAPNYA BURUNG JALAK BALI)” I Made Yoga Antara; Padma Nyoman Crisnapati; I Made Agus Wirawan; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 7 No. 3 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i3.19788

Abstract

The development of this 3d animation movie called “Tude The Movie – Petualangan Si Rina” (Tertangkapnya Burung Jalak Bali), is second part of five parts on 3d animation movie called “Tude The Movie – Petualangan Si Rina”. The story of these series are not only about the preparation of Pandu to hangout with his friends but also about bad guy that catches Jalak Bali in a wild and the bad guy also want to sell the Jalak Bali to a buyer that already ordered it. The objective of this research : 1) To design 3d animated film “Tude The Movie – Petualangan Si Rina (Tertangkapnya Burung Jalak Bali)”. 2) To implement 3d animated film “Tude The Movie – Petualangan Si Rina (Tertangkapnya Burung Jalak Bali)”.In making this movie, the method of the research or the movie designed using Block Diagram. Block Diagram explain the steps of creating the 3d animated film Tude The Movie from beginning until finishing. In Block Diagram, there were 3 main stages 1) Pre Production (Story Idea, Writing and Creating the Storyboard), 2) Production (Modeling, Texturing, Rigging, Skinning, Acting/Animation, Lighting, Andrendering) 3) Post Production (Vioce Recond and Editing)The result of this research was 3d animated film on DVD format. This movie has been successfully completed in accordance with the design made earlier.
Handgesture To Text Dengan Metode Artificial Intelligence KNN (K-Nearest Neighbour) I Putu Wijaya Merta; I Made Gede Sunarya; I Ketut Resika Arthana
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 4 No. 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19789

Abstract

 Communication is the process of sending a message from one person to another. With  communication, the interaction will be more meaningful. With communication, a man can express his desire to communicate, express feelings, provide information, express opinions, ideas and thoughts verbally (verbal) and non-verbal (gestures). Children with deaf disabilities using sign language to communicate with its environment. While the environment is generally a lot more people who understand spoken language rather than sign language so that children with hearing difficulties understand verbal expression of the environment and the environment is also difficult to understand the sign language used by deaf children. Because of the limitations of language communication and poverty experienced by persons with Disabilities Deaf Mute. So impaired speech with disabilities need to know sign language to facilitate communication both within the family and society environment. The technique used is to capture the position of the hand, to extract the shape of the hand, and then classify them. To locate the hand of each frame is generated, the author uses HaarClassifier previously undertaken training beforehand. Then used to extract the shape of the hand, skin detection and noise removal followed by thresholding and normalization. After the hand shape is obtained, the binary image is classified based on the shape of the hands of a collection of images of hand signals used as training data. Classification algorithms used by the author is the algorithm of K-Nearest neigbors. After a test of the system to perform system testing of 10 people by charging a 3 shape hand each corresponding letter SIBI. Alphabet letters that can be translated are alphabet letters a, b, c, d, e, f, g, h, i, k, l, m, n, o, p, q, r, s, t, u, v, w, x, y. Alphabet letters j and z can not be translated because the shape of the hand movement. The final result obtained is 91.8% literacy.
Pengembangan Modul Ajar Pemrograman Web Dengan Konsep Scientific Berorientasi Project Based Learning di SMK Negeri 2 Seririt Ketut Sri Addalena; Luh Putu Eka Damayanthi; Dessy Seri Wahyuni; I Made Agus Wirawan
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 7 No. 3 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v7i3.19790

Abstract

This research aims to(1) Design instructional module program concepts scientifict orientation site with project based learning. (2) Implementing Instructional Module Programming the Web with Scientifict oriented concept of Project Based LearningThis type of research use in this study is the research ad development (Research and development or R & D). With the model ADDIE (Analysis,Desaign,Development,Implementation,Evaluation). This research involve multimedia students of SMK Negeri 2 Seririt on academic years 2014/2015.Data of student learning resource obtained by using interviews. Validation of web program teaching module obtained by using questionnaires.the data obtained are analyzed descriptively.Teaching module development web programming with PJBL oriented scientific concept. The results of the data analysis of student responses indicate the student to provide an assessment with an average percentage of 89%, so if the percentage is converted into a good qualification.
Pengembangan Film Pembelajaran Musim Penghujan Pada Tema Peristiwa Alam Untuk Siswa Kelas I Sekolah Dasar Laboratorium UNDIKSHA Singaraja I Ketut Juni Sugiarsana; I Gede Mahendra Darmawiguna; I Made Agus Wirawan
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 4 No. 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19792

Abstract

This current study aimed at (1) developing the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja; (2) describing the students' responses to the development of the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja. The type of the study was Research and Development Study (R & D) with  ADDIE model (Analysis, Design, Development, Implementation, Evaluation). This study involved the students of First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja in academic year 2013/2014. The data are collected by using interviews, questionnaires, and documentation. The data validation of the Learning Film of Rainy Season In Natural Phenomena Theme was collected from the experts’ assessment using questionnaires. The data of the criteria of the Learning Film of Rainy Season In Natural Phenomena Theme were collected from the students’ responses that analyzed by descriptive qualitative. The result of the study showed that the Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria. This result based on the test from content expert, the test from media experts and students’ responses. In terms of contents contained in the film and the media design or film display, this Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria. Based on the analysis of 70 students’ responses known that  61 students stated that the Learning Film of Rainy Season In Natural Phenomena Theme was in very good criteria, two students stated that it was in good criteria, one student stated that it was in quite good criteria, one student stated that it was in not good criteria, and 5 students stated that it was in not very good criteria. The conclusion were the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja was developed successfully, and the students' responses to the Learning Film of Rainy Season In Natural Phenomena Theme For First Grade Students of Laboratory Elementary School UNDIKSHA Singaraja was described successfully too.
Survey Standar Kemampuan TIK Tingkat SMP Ni Komang Ayu Elviani; Dessy Seri Wahyuni; I Made Gede Sunarya
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 5 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i5.19793

Abstract

Diberlakukannya kurikulum 2013 dengan menghapus mata pelajaran TIK berdampak pada kemampuan TIK siswa sehingga dilakukan penelitian survey untuk mengukur standar kemamuan TIK tingkat SMP se-Bali.  Penelitian ini menggunakan Capability Maturity Model (CMM) secara umum dan menggunakan kompetensi dasar secara khusus. Penelitian ini merupakan penelitian survey yang menggunakan metode deskriptif. Data penelitian dihimpun menggunakan kuesioner dan dianalisis dengan metode analisis deskripif untuk masing-masing kemampuan TIK siswa tingkat SMP. Interpretasi terhadap data dilakukan berdasarkan besaran presentase jawaban responden. Berdasarkan hasil pembahasan diatas, dapat disimpulkan bahwa faktor memahami penggunaan TIK, faktor mengenal operasi dasar peralatan komputer, faktor menggunakan perangkat lunak pengolah angka, faktor nilai raport, faktor komunikasi, faktor pemanfaatan, dan faktor kebijakan masih dibawah 75% sedangkan mempraktikkan keterampilan dasar komputer, faktor menggunakan perangkat lunak pengolah kata, dan faktor tujuan sudah mencapai diatas 75%. Diharapkan pemerintah dapat memberikan kebijakan agar siswa SMP mendapatkan pelajaran TIK lebih dalam baik melalui pelajaran di kelas maupun pelajaran di luar kelas.
Pengembangan Film Pembelajaran Sosiologi Pada Kompetensi Mendeskripsikan Nilai dan Norma Yang Berlaku Dalam Masyarakat Untuk Siswa Kelas X Di SMA Negeri 2 Singaraja I Made Leo Suandinatha; I Ketut Resika Arthana; I Made Agus Wirawan
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 4 No. 1 (2015)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v4i1.19794

Abstract

Sociology Learning Film in competency to describe value and norm which are applicable in Society for ten grade class of SMA Negeri 2 Singaraja. It was made based circumstances of the students less. It was known through interviews between sociology’s teachers at SMAN 2 Singaraja and the researcher. This film is a medium that will be used to support the teaching and learning process in the classroom. The film showed several scenes base on the indicators of material on values and norms. However, the violation scene of values and norms is more dominant in this movie. In Making the Sociology Learning Film, the researcher used ADDIE development model. ADDIE development model was a model that was grounded in instructional design approach that was effective and efficient systems as well as an interactive process that was the result of the evaluation of each phase can bring development to the next phase of learning. The end result is a product of an initial phase for the next phase. ADDIE Model consists of five parts, namely: 1) Analyze (Analysis), 2) Design (Design), 3) Develop (Development), 4) Implement (Implementation), 5) Evaluate (Evaluation). After conducted an assessment using a questionnaire, the sociology of learning this movie got a positive response. The results of the test of expert sociological learning film material got the percentage of 95.4%, from one media expert gained 91.1%, a gain of 95.6% 2 media, media experts and 3 receive 80% of students gained 91% response. So that the average of 91.6% obtained with the title very well and did not need to be revised description. The final result of this sociology learning film was DVD. Sociology learning film is expected to help the learning process in the classroom. In addition, the film has become a guide sociological of study for educators in order to think of a unique medium that makes supporting in learning in the classroom. So the learning objectives can be achieved.
SURVEY STANDAR KEMAMPUAN TIK TINGKAT SMA SE-BALI Ni Komang Ayu Endrawati; I Gede Made Sunarya; Dessy Seri Wahyuni
KARMAPATI (Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika) Vol. 3 No. 5 (2014)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/karmapati.v3i5.19795

Abstract

Diberlakukannya kurikulum 2013 dengan mengintegrasikan pelajaran TIK berdampak terhadap kemampuan TIK siswa sehingga dilakukan penelitian survey untuk mengukur standar kemampuan TIK tingkat SMA se-Bali.  Penelitian ini menggunakan Standar Kemampuan (SK ) dan mengadopsi model penelitian Capability Maturity Model (CMM) dengan  menggunakan metode survei deskriptif. Populasi penelitian ini adalah siswa SMA Negeri di Bali. Jumlah sampel sebanyak 600 siswa. Penarikan sampel menggunakan Teknik Stratified Sampling dan Proportionate Random Sampling. Data penelitian dihimpun menggunakan angket dan dianalisis dengan metode analisis deskripif. Hasil penelitian pada faktor menggunkan perangkat lunak pengolah angka dan tujuan sudah dapat dipahami oleh siswa karena hasil tertinggi yang didapatkan pada faktor tersebut sudah berada di atas 75% sedangkan pada faktor melakukan operasi dasar komputer, memahami fungsi dan proses kerja komputer, memahami fungsi dan proses kerja  berbagai peralatan TIK, memahami ketentuan penggunaan TIK, menggunakan Operating System (OS) komputer, menggunakan internet untuk keperluan informasi dan komunikasi, menggunakan perangkat lunak pengolah angka, nilai raport, komunikasi, pemanfaatan, dan kebijakan masih belum dapat dipahami siswa karena hasil tertinggi yang didapatkan pada faktor tersebut masih di bawah 75%. Oleh karena itu diharapkan pemerintah dapat memberikan kebijakan agar siswa SMA dapat diberikan pembelajaran TIK di sekolah baik di dalam kelas maupun di luar kelas.

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