EDUMATIC: Jurnal Pendidikan Informatika
EDUMATIC: Jurnal Pendidikan Informatika (e-ISSN: 2549-7472) adalah jurnal ilmiah bidang pendidikan informatika yang diterbitkan oleh Universitas Hamzanwadi dua kali setahun yaitu pada bulan Juni dan Desember. Adapun fokus dan skup jurnal ini adalah (1) Komputer dan Informatika dalam Pendidikan; (2) Model Pembelajaran dan Model TIK; (3) Pengembangan Media Pembelajaran Berbasis Teknologi Informatika; (4) Interaksi Manusia dan Komputer; (5) Sistem Informasi dan Teknologi Informasi.
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439 Documents
Penerapan Metode Promethee dengan Entropy Dalam Pengambilan Keputusan untuk Menentukan Siswa Berprestasi
Abdul Hamid Majdi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 2 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v1i2.948
Realizing competitiveness, quality and achievement schools is one of the forms of mission and vision that is applied in schools, especially in students. To realize that desire every school needs to evaluate, further improve its services both on teaching techniques, assessment, and quality assurance in order to make schools that are competitive, quality and achievers. In this case the homeroom is confronted with a problem of the quality assessment of each student according to the criteria desired by the school, and become the burden of the homeroom because of the many choices in determining which ones are more prioritized and must be compared so that they cannot be timely in their completion. To identify the problems faced by the school, especially the homeroom teacher is used is a promethee approach which is one method of determining the order or priority in multicriteria analysis is very appropriate to use because the assumption of the dominance of the criteria used in promethee is the use of values in outrangking relationships. So that a solution or result of several alternatives is obtained to make a decision. The results of the ranking show that promethee I is based on the value of leaving flow and entering flow while Promethee II is based on the net flow value.
Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan
Wenda Novayani;
Shumaya Resty Ramadhani;
Irvandy Hartono
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i2.4196
The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.
Rancang Bangun Sistem Informasi Bank Sampah di Desa Paguyangan
Lasmedi Afuan;
Nofiyati Nofiyati;
Nasichatul Umayah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 1 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i1.3171
Garbage is the residual material resulting from a production process, both industry and households. Based on Brebes district's statistical data, the Paguyangan sub-district is in fourth place with an average of 249.62 m3 of garbage per day. Paguyangan is one of the villages in the Paguyangan sub-district. Paguyangan has a garbage problem where people still have the habit of throwing garbage in the river and yards around the house. Based on this, the Paguyangan Village Hall plans to build a garbage bank to overcome the problem. A garbage bank managed activities such as recording savings transactions. This study conducted a web-based design of the Garbage Bank Information System (SIBS). SIBS is an information system used to help process garbage transactions at a garbage bank. The purpose of this SIBS is to facilitate officers and customers in processing services at the garbage bank. The methodology used in system development is the Waterfall method. SIBS development uses PHP as a programming language and MySql as the DBMS. The result of this research is a garbage bank information system. SIBS can be used in the management of garbage management transactions. Testing the system using Blackbox Testing and MOS. SIBS is easy to operate from the test results obtained.
Aplikasi Sistem Informasi Smart Register Online Berbasis Android Menggunakan Algoritma Brute Force
Dimas Dandy Aryarajendra Suprapto;
Fauziah Fauziah;
Iskandar Fitri;
Nur Hayati
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i1.2106
The process of registering new students (PMB) for sharing information displayed on the website based PMB information system. However, constraints in the usage of the website are prospective students must monitor the website frequently to obtain information. If not accordingly a student is at risk of lagging behind the latest information. The research aims to expand a registration information system on the enrollment of student-based websites and developed into an Android-based application. So it is very easy for students to access PMB information, and registration through the Android application. This study designed an Android-based registration information system application using the waterfall method, brute force algorithm, integrated realtime firebase database and firebase storage cloud. The results of testing the brute force algorithm on the word search "S1 Informatics Engineering" with the input string "Informatics" carried out 8 steps of searching. These results by calculating the parameters of cyclomate complexity, region, and independent path from whitebox tests obtained the same results, the amount of 16. The results of testing blackbox method declared successful and as expected. So it can be concluded the development of an online smart register information apply the brute force algorithm is said to be feasible to implementation in the process of registering new students in accordance with the testing that has been done.
Aplikasi Web Commerce sebagai Ruang Praktik Mahasiswa dalam Berwirausaha
Marsinah Dewi Feiyska Nasution;
Muhammad Giatman;
Ernawati Nazar
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v5i2.3887
Entrepreneurship is one of the subjects that must be taken by students of Universitas Negeri Padang (UNP), including students from Faculty of Tourism and Hospitality. Students sometimes have less interest and motivate in taking entrepreneurship courses in practice because they still only use conventional methods. The purpose of this research is to create a web commerce application that will be used by students as an entrepreneurship practices space. The method that used in making this application is the waterfall model with the SLDC method or a simple software life flow approach. Web commerce application that produced then tested using black box to find out the success of the flow that has been designed, and the black box test results show that the application can run well. The result of this research is a dynamic web-based e-commerce application using the PHP programming language, osCommerce Content Management System (CMS), and MySQL database. This application can be a solution to the problems of conventional entrepreneurial methods and can make students who take entrepreneurship courses more interested in entrepreneurship practices.
Tren Penggunaan Framework COBIT, ITIL, dan ISO 27001 Pada Rentang Tahun 2014-2018 di Indonesia
Nur Rochmania;
Indri Sudanawati Rozas;
Ilham Ilham
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i2.2249
The use of Information Technology (IT) frameworks from year to year in Indonesia has shown an increase. However, there is not much research on the use of IT frameworks. The research on IT frameworks can be used by a company to analyze trends in the use of frameworks in Indonesia. That way, it can help a company consider choosing a framework to use. The IT frameworks discussed in this study are COBIT, ITIL, and ISO 27001. Data related to research IT frameworks taken in the 2014-2018 period. Data collection through the Google Scholar web search engine using the Publish or Perish software. The data obtained were analyzed using descriptive quantitative methods. The results of this study can use to determine the use of the IT framework in Indonesia. The amount of raw data obtained from the data collection process was 5,708 data with Authors, Title, Years, and Publisher variables. Research data on titles and keywords obtained in the Indonesian domain amounted to 754 and overseas amounted to 194. From the research results, it can conclude that the most widely used framework is the COBIT framework, with a percentage of 69.3% in the Indonesian and 58.7% in the foreign domain.
Media Pembelajaran Video Tutorial Interaktif Berbasis Adobe Flash Pada Mata Kuliah Pemrograman Dasar
Usman Irawan;
Rasyid Hardi Wirasasmita
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v3i2.1654
feasible to be applied as learning media for C ++ Basic Programming,and knowing the feasibility of interactive video tutorial learning media to be applied as basic programming learning media for the University Hamzanwadi Program Study Education Informatics. This research is a research and development. The development model used is the ADDIE development model. The type of data used is quantitative and data collection techniques using a questionnaire. The data analysis technique in this research is quantitative descriptive. The results showed that the results of interactive tutorial video learning media products stated that it was appropriate to be used according to material experts with a percentage of 85% while according to media experts it was declared very feasible with a percentage of 89% and the results of user responses were stated to be Very High with a percentage of 83%. Thus the interactive video tutorial learning media is very feasible to be used as a learning media.
Penerapan Metode Pembelajaran Resitasi dalam Pembelajaran Matematika Dasar
Kholida Ismatullah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v1i1.734
The purpose of this study is to describe: (1) Application of recitation methods on learning mathematics; (2) Positive impact of using recitation method on learning mathematics; (3) The disadvantages of recitation methods in mathematics learning. This research uses qualitative approach of descriptive type. Research location at Hamzanwadi University. The study was conducted in October until November 2017. Population in this research is student of study program of Informatics, while the sample is student of study program of Informatics which amounted to 39 people. The techniques of data collection used are observation, interview and document analysis. The results of this study show that: (1) The application of recitation method in mathematics learning starts from the phase of assignment, assignment and accountability of tasks that have been made; (2) Positive impact of recitation method on learning mathematics among others: improving student creativity, fostering student responsibilities, improving students' mathematical communication skills, and providing new experiences to students; (3) The disadvantages of recitation methods in learning mathematics include: the lack of student participation, the difficulty of controlling and supervising the tasks undertaken by students, different levels of student intelligence, and the limited carrying capacity or available facilities.
Implementasi Multi Factor Evaluation Process Untuk Penentuan Lokasi TPA Di Kabupaten Lamandau Berbasis Web Aplication
Rahmat Hidayat;
Ade Irmayanti;
Muhammad Tommy
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v4i2.2635
Determining the final waste disposal site is a complex problem for Lamandau Regency, which is a developing district, the more people there are every year, the more waste is produced. However, determining the location is still done subjectively without considering the influencing factors and is still manual. In problems like this, the decision support system can be used as a solution to help make decisions. This study aims to implement a decision support system in determining the final disposal site using the Multi-Factor Evaluation Process (MFEP) method which is applied in the form of a Web Application using a prototype model. In determining the final disposal site, there are 5 criteria to be assessed, namely: Cover Land with an initial weight of 0.2, Rain Intensity with an initial weight of 0.1, Nature Reserve with an initial weight of 0.2, Agriculture with an initial weight of 0.3 and Entrance roads with an initial weight of 0.2, and the number of alternatives consists of 5 locations. The findings show that the error rate of this system is below 5%. After testing all modules or system components, all of them were successful and feasible to be used as a tool in determining the final place of development.
Pengembangan Modul Pembelajaran Perakitan Komputer Berbasis Multimedia Interaktif
Bakrina Siddik;
Yosi Nur Kholisho
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi
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DOI: 10.29408/edumatic.v3i1.1389
This study aims to determine the feasibility of interactive multimedia-based computer assembly learning modules for class X in SMKN 1 Sikur , to test the effectiveness of interactive multimedia-based computer assembly learning modules in students class X at SMKN 1 Sikur, and knowing the response of students to the interactive multimedia-based computer assembly learning module for class X in SMKN 1 Sikur. This research is Research and Development research with ADDIE development model, namely; Analysys, Design, Development, Implementation, and Evaluation. The assessment instrument of interactive multimedia-based learning modules is in the form of a 5-scale questionnaire. The sources of research data were 2 media experts, 2 material experts, and 30 class X majoring in SMKN 1 Sikur. The results of the feasibility test of media experts from 2 aspects are categorized as very feasible with a total percentage of feasibility of 84.5%. And the results of the feasibility test from material experts from 3 aspects are categorized as very feasible with a total percentage of feasibility of 87%. Whereas based on the responses of students in class X towards the interactive multimedia-based learning module developed was feasible with a total percentage of 78%.