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Muhammad Zamroni Uska
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INDONESIA
EDUMATIC: Jurnal Pendidikan Informatika
Published by Universitas Hamzanwadi
ISSN : -     EISSN : 25497472     DOI : 10.29408
Core Subject : Science, Education,
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.
Arjuna Subject : -
Articles 439 Documents
Pengembangan Sistem Informasi Seminar dan Skripsi Mahasiswa Febrianto Sabirin; Dewi Sulistiyarini; Zulkarnain Zulkarnain
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i1.2048

Abstract

Thesis is the final stage in the lecture process, but there is not yet an adequate system to record the implementation of the thesis at IKIP PGRI Pontianak. This study aims to develop, test the feasibility, and see the user's response from the Seminar and Thesis Information System. The development model used in the development of Seminar, and Thesis Information Systems is ADDIE with research instruments in the form of interviews and questionnaires. Data analysis techniques use descriptive statistics to define the process of system development, system feasibility, and user response to the system. Seminar and Thesis Information System were developed using HTML, PHP, MySQL and the Bootstrap framework. Users of Seminar and Thesis Information Systems consist of five actors, namely general users, students, examination staff, scheduling staff, and admins. The test results from Information system experts and response from users indicate that Seminar and Thesis Information Systems are in the very good category so that the information system that has been developed can be applied to record the thesis in a real situation in IKIP PGRI Pontianak.
Pengejawantahan Pendekatan Storytelling dalam Pemahaman Membangun Diagram Alir Data Herlinda Herlinda; Randi Ramliyana; Erlin Windia Ambarsari
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v5i2.4060

Abstract

Throughout the System Development Life Cycle (SDLC), establishment the software through various phases. System design is one of the most crucial aspects of the SDLC. The Data Flow Diagram (DFD) is a model to build the system. The purpose of the research was to make it easier for people to comprehend the diagram by carefully preparing DFD, then it created software according to the DFD design. Storytelling is the method employed, and it pertains to qualitative ways for creating language patterns. As a design reference, it needs to make the DFD pattern subsequently. The research mimics two scenarios to reflect previous research on the same principle. According to the findings of this study, there are two significant disparities. The first scenario concerns system user activity, whereas the second concerns software performance. Therefore, it corresponds to the core notion of input-process-output; narrative scenario 1 is more consistent and easier to design in the processed results created from sentence patterns to DFD patterns. Scenario 2, on the other hand, connects many process symbols to processes, complicating the DFD design. Finally, scenario 2 is beneficial for requirements elicitation, whereas scenario 1 applies to business procedures.
ADAPTIVE SOFTWARE DEVELOPMENT SEBAGAI MODEL PENGEMBANGAN APLIKASI LELANG KARET Andri Andri; Suyanto Suyanto
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i2.2631

Abstract

Rubber auction cooperatives are cooperatives whose main function is to auction rubber agricultural products for these member communities. Currently, among the problems that exist in the auction process, namely: first, auction entrants must come to the auction site even if only to bid a price. Second, the auction administration process has redundant of entrant data due to having to fill out a form every time they participate in the auction. From these two problems, this research will conduct application development as an auction medium for related parties. The application developed is a mobile-based application so that it can be accessed easily by all parties. The method used in the development process is the adaptive software-development method with three major stages of speculation, collaboration, and learning which was tested using black box testing. The Research Results are an application with the main feature of conducting the auction process from the cooperative's side, and auction participants can bid prices through the application. The application developed also functions properly in accordance with existing features as evidenced by the results of application testing using the black box technique so that it can help the rubber auction process for related parties.
Analisa dan Perancangan Sistem Perhitungan Insentif Marketing Trade Menggunakan Sistem Remunerasi Siti Khoiriyah; Ratna Mutu Manikam
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i2.1691

Abstract

PT. Kobe Boga Utama is a company engaged in food manufacturing with trademarks such as Boncabe, Kobe Flour Seasoning, Oyster Sauce Taste, and so forth. Having many sales branches spread in various cities in Indonesia such as in Jakarta, Bandung, Palembang, Bali, and many other cities. In the trade marketing department, the calculation and recording of incentives are still manual, which often results in data loss, data mismatch, delays in calculating incentives that can affect sales performance and targets. The method used in this study uses a prototype method with a calculation scheme using a remuneration system. Data collection methods using the method of observation, interview methods, and methods of literature. Data analysis uses descriptive analysis. The purpose of this research is expected to help make it easier for companies to get incentive reports accurately and for sales to know clearly how much their incentives are after making lots of sales in real-time and up-to-date. The results of this study are to provide information systems for calculating incentives easily, quickly and accurately making it easier for company management to make decisions and pay incentives more smoothly so as to improve the performance of sales to achieve better sales targets.
Pengembangan Media Pembelajaran Berbasis Android Pada Mata Kuliah Sistem Operasi di Universitas Hamzanwadi Mustapid Amna; Rasyid Hardi Wirasasmita; Ahmad Fathoni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i1.816

Abstract

The purpose of this study is to find out: (1) Results of Development of Android-Based Learning Media At the Course of Operation System Semester II Informatics Education Study Program Hamzanwadi University, (2) the level of feasibility of learning media developed. This research is a Research and Development research with ADDIE development model, which are: Analisys, Design, Development, Implementation and Evaluation. Instrument used in this research is lift (quisioner) by using likert scale. Sources of research data are 2 media experts, 2 material experts, and 30 students of study program of informatics education. The results of this study are the Development of Android-Based Learning Media with the display of a list of menu pages, Profile, Material, Submenu Matter, Video, submenu Video, RPS, Instructions. Feasibility test results of Media Expert reviewed from 2 aspects included into the category Very Eligible (90%). And the test results from the Master of Materials into the category of Very Eligible (86%). Based on the response of media usage by 30 Students of Second Semester of Informatics Education Study Program is categorized as feasible (78
Penentuan Paket Promosi Pakaian PT. D&C Production dengan Menggunakan Algoritma FP-Growth Muhammad Rizky; Azhari Ali Ridha; Kamal Prihandani
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v5i2.3714

Abstract

PT. DC Production is a center for selling, foam mattresses, mattresses of all sizes and models, may types of car accessories and various kinds of women's and men's underwear. Problems regarding the decline in sales resulted in the accumulation of goods so that it became a loss. Data mining can be a solution to overcome these problems. This study will use the fp-growth algorithm to form an association model with the aim of helping companies increase their sales by creating underwear promotional packages. The data set that will be used to support this research is the sales transaction data set for the period April 2020 to December 2020. The results show that known rules have been obtained using the fp-growth algorithm, where the rules of this association can create strategies to increase clothing sales. In the form of five association rules that are ready to be used for making clothing promotional packages by meeting the support values and confidence values that have been set at the beginning, namely having a confidence value above 80% and a support value above 25%
Evaluation of Rapidminer-Aplication in Data Mining Learning using PeRSIVA Model Muhammad Zamroni Uska; Rasyid Hardi Wirasasmita; Usuluddin Usuluddin; Baiq Desi Dwi Arianti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i2.2688

Abstract

RapidMiner is an application that is used to analyze data quantities and qualitatively to obtain information and knowledge as expected. This software is implemented to process data using several methods or algorithms in Data Minig learning. However, when using this software, users sometimes cannot distinguish between various methods or algorithms in Data Mining. Therefore, it is necessary to evaluate to optimize the use of this software in data mining learning. This study focuses on RapidMiner evaluation of data mining learning using the Persiva model. This model consists of aspects of satisfaction, behavior, impact, and effectiveness. The data collection technique was in the form of a questionnaire with 48 subjects. Data analysis used is descriptive statistics to determine satisfaction, behavior and effects. Meanwhile, Think-Aloud Retrospective technique is used to determine the effectiveness of RapidMiner. Our findings show that users are satisfied with the results of respondents on average agreeing (80%), in the aspect of behavior and impact, the percentage results are above 80%, and the use of this application has been effective with a completion rate above 90%. So it can be concluded that by using this application in data mining learning users can easily complete tasks, and be motivated, and add insights and knowledge in relevant disciplines.  
Aplikasi Simulasi Tes Toefl Berbasis Android di Fakultas Keguruan dan Ilmu Pendidikan Universitas Hamzanwadi Sa'dah Sa'dah; Baiq Desi Dwi Arianti
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v3i1.1391

Abstract

This study aims to develop and appropriateness discover of the Android-based TOEFL test simulation application at FKIP of Hamzanwadi University and discover the response of students to the Android-based TOEFL test simulation application at FKIP of Hamzanwadi University. This research is Research and Development with ADDIE development model. The results of this study are the Android-based TOEFL Test Simulation Application at FKIP of Hamzanwadi University, with the display in the form of a main menu page consisting of six navigation buttons: navigation structure material, listening material,  reading material, tips and trick, simulation test, and developer profile. The results of the media expert feasibility test are based on two aspects of assessment, namely the software engineering aspect and the display aspect are in the very feasible category with a total percentage of eligibility of 91%. And the results of the feasibility test from material experts are based on two aspects of assessment, namely the aspect of material content and language & communication, which is in the feasible category with a total percentage of eligibility of 79%. Meanwhile, based on student responses tested to 30 students on the developed application is positive with a total percentage of 78%.
Implementasi Machine Learning Dalam Penentuan Rekomendasi Musik Dengan Metode Content-Based Filtering Aldy Istna Putra; Reva Ragam Santika
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i1.2162

Abstract

The industry that is experiencing significant development is the music industry. An example of its development is the many online music service providers of application platforms. The amount of data stored makes it difficult to analyze existing data, the presence of Machine Learning is felt to be able to answer these challenges. Improving user experience is important to attract users to use the applications they have. The recommendation system is one way to improve that. This research aims to create a system that can present music recommendations according to user preferences so that the user's comfort level will increase. The system developed in this research uses the Extreme Programming method with several stages, namely planning, design, coding, and testing. This research utilizes Machine Learning in searching for data patterns and Content-Based Filtering (CBF) methods in finding recommendations. The recommendation system with the CBF method can produce a song similarity level of up to 0.6684, as well as the value of precision reaching 0.125 and 0.200 at recall. The results of Performance Testing and System Testing obtained stated that the recommendation system can run well with an average response time 3.5 seconds. The conclusion of this research is that the recommendation system using the CBF method can produce recommendations that are in accordance with user preferences, but with not too much data. More effective algorithms are needed for larger data.
Pengembangan Media Pembelajaran Berbasis CD Interaktif Pada Materi Simulasi Digital Menggunakan Adobe Flash Mila Nurdiana; Yosi Nur Kholisho; Ahmad Fathoni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v2i2.925

Abstract

The purpose of this study is (1) to find out the development of interactive multimedia-based learning media on digital simulation subjects of class X TKJ at SMK 3 Selong; (2) knowing the feasibility of media experts and material experts on interactive multimedia-based learning media products; (3) knowing students responses to interactive multimedia-based learning media. The research method used is the Research and Development (RD) method. The development model used in the research is Sugiyono's research and development model. Data collection used is observation, interview, and questionnaire. Data analysis techniques use qualitative and quantitative data. The results showed that the interactive multimedia-based learning media developed were very feasible to be used in the learning process. From the feasibility media experts, interactive multimedia-based learning media obtained a feasibility percentage from media experts by 89% with very decent criteria. Meanwhile, the material feasibility experts obtained a percentage of eligibility from material experts by 91% with very feasible criteria. From the students response to media feasibility in product trials obtaining a percentage of student response values by 95% with very high criteria and in the trial of usage obtaining a percentage of student response values by 94% with very high criteria.

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