cover
Contact Name
Muhammad Zamroni Uska
Contact Email
zamroniuska@gamil.com
Phone
-
Journal Mail Official
zamroniuska@gamil.com
Editorial Address
-
Location
Kab. lombok timur,
Nusa tenggara barat
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
Media Interaktif berbasis Animasi pada Pembelajaran Tari Hary Murcahyanto; Mohzana Mohzana; Linda Laili Harjuni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5305

Abstract

Learning arts and culture, especially dance in this digital era, really needs learning media that are appropriate to the situation and conditions. The interactive media required at this time are animation-based media because these demands are the media that are preferred by students and are considered the most fun. This study aims to analyze the development of audio-visual media animation in dance learning and its development effectiveness. The method used in developing the Borg and Gall model includes needing analysis, design planning, product development, product revision, and field trials to the results using Macromedia Flash 8 media. The instruments used to collect data in this study were questionnaires, interview guidelines, and observations at SMAN 1 Labuhan Haji, East Lombok. These findings We are in the form of learning media based on audiovisual animation using Macromedia Flash 8 through a complete process and feasibility test so that it is easy to use. The feasibility of the developed press, based on tests from media experts, obtained good criteria (GC), material experts obtained GC criteria, and user tests obtained perfect criteria.
Model Prediksi Kelulusan Mahasiswa Tepat Waktu dengan Metode Naïve Bayes Armansyah Armansyah; Rakhmat Kurniawan Ramli
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.4789

Abstract

There is a gap in the number of students in and out of graduating on this study program. The gap occurs due to the low graduation of students on time. Therefore, this study aims to design a model of student graduation predictions on time and not on time in finding solutions to that gap. The predictive model used in this study is Naïve Bayes. The data used in the form of 44 graduate data in 2020 is divided into two parts of the analysis stage with RapidMider, namely 38 graduates (training) and six data for testing. Our findings showed that the resulting research prediction model was excellent, with five data from six graduates matching the predictions in the first test, while one data was illegible. However, in the second test, six graduate data are exactly the same as modeling, whose accuracy shows a value of 100%.
LKPD Berbasis STEM untuk Melatih Kemampuan Berpikir Kreatif pada Materi Fiber Optic Shanti Diah Ayu Kusumaningtias; Puji Rahayu Ningsih
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5494

Abstract

LKPD is a student worksheet which is a sheet containing questions and assignments to activate students. The purpose of this study was to develop STEM-based worksheets for creative thinking about fiber-optic material in Vocational school (SMK), to test the feasibility level of LKPDs, and to analyze student responses to the use of LKPDs. The study used the ADDIE model with five stages, namely Analysis, Design, Development, Implementation, and Evaluation. Data collection techniques include structured interviews and closed questionnaires on a scale of five. The data analysis uses descriptive data to analyze, media validity, student responses, and questions. The results of the development in the form of LKPD STEM Creative Thinking Fiber Optics with the percentage of eligibility for validation by material experts (88%) and media experts (87.8%) are very valid categories and can be used without revision. Meanwhile, the results of the readability test (98.3%) and attractiveness (83.5%) were declared valid categories that could be used without revision. The percentage of validity test is seven-item (valid), two items (invalid), as well as the high category. Furthermore, the results of the discriminatory analysis obtained one and two items in the good category, and six items in the poor category.
Pengembangan Aplikasi E-Assessment Skill Programming berbasis Web Panyahuti Panyahuti; Yadi Yadi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5393

Abstract

In online learning, lecturers cannot assess students' programming abilities optimally. This is because the lecturer cannot see directly step by step in making program code. It is very possible that the program code sent by the student was not the result of his work. The purpose of this research is to develop a web-based assessment application using Jupyter Notebook. The development method uses Research and Development (RD) with a quantitative descriptive approach to several development processes, including needs analysis, data collection, application design, testing, and implementation. The data collection technique uses literature study, observation, and documentation with data analysis using the Aiken'V validation test. The results of the research are the development of E-Assessment applications that can be used by lecturers and students in the programming learning process with the results of application system validation 0.88, application output 0.85, user security 0.85, display design 0.84, and user convenience 0.83 so that the E-Assessment application is suitable for use in assessing students on programming skills. 
Sistem Aplikasi Point of Sale berbasis Desktop pada Qini Mart Tasikmalaya Yanti Apriyani; Mira Kusmira; Iqbal Dzulfiqar Iskandar; Imam Amirulloh; Melisa Winda Pertiwi; Taufik Wibisono
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5617

Abstract

Public interest in the modern market has increased rapidly, resulting in market business actors having difficulty in handling a large number of transactions as experienced by one of the market business players, namely Qini Mart Tasikmalaya. This study aims to create a Point of Sales (POS) application program in market businesses that can handle good retail management processes. In this study, we used a spiral model to build or design a POS application at Qini Mart Tasikmalaya. In this model, there is a risk analysis that is useful arising from the needs and designs that have been made in previous stages so that they can adjust, simplify, and speed up the retail management process. Black-box testing is used to determine the level of functionality and interface of the system that we have developed. The findings resulted in a POS application used at Qini Mart Tasikmalaya in accordance with the design we have made. In addition, the results of black-box testing show that all functional and interfaces on the system are running well, where this system can speed up the process of calculating sales transactions, printing payment notes, facilitating the process of managing goods data, and making more accurate sales reports.  
Analisis Kebutuhan dan Kesiapan Penerapan Media Pembelajaran berbasis Android Materi Ilmu Akidah Ridho Dedy Arief Budiman; Umi Liwayanti; Muhamad Arpan
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5087

Abstract

One of the education policies outlined in the Strategic Plan of the Ministry of Education and Culture for 2015-2019 is improving the quality of national education. The purpose of the study was to analyze the needs and readiness for implementing Android-based learning media for Islamic Science. The research method used is a survey. The research subjects were second-semester students of the Information Technology Education Study Program, IKIP PGRI Pontianak. The data collection technique used is indirect communication and is a questionnaire. The data analysis technique used is a descriptive analysis. The results of the research are 1) students think the Android-based learning media (ABLM) is an attractive medium by 99%; 2) after understanding the use of ABLM in the Science of Faith material, 98.5% of students stated the need to use ABLM in the learning process; and 3) Aydin and Tasci's ELR model that is applied gives results of readiness for implementing ABLM, including in the Ready category, but requires a slight increase in several factors, with an ELR score x = 3.73 3.4; and (4) improvements need to be made on factors have low ELR scores, namely human factors and self-development, each of which has an ELR score (x) = 3.23 and x = 3.32, so it can is student need and is ready if ABLM is applied.
Web-Based Face Recognition using Line Edge Detection and Euclidean Distance Method M. Iman Wahyudi; Eko Wahyu Wibowo; Sopiullah Sopiullah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5525

Abstract

A face recognition system is to perform a match face image using the face extraction method. There are many applications used in various algorithms and implemented in many programming languages, but still difficult to implement on web-based applications using the PHP programming language. The purpose of this research is to produce a website-based application focused on the face recognition section. The author will limit the system only to detect the front view of the face, the main goal is to get a fairly high level of accuracy. There will be a feature to find where the face is located. The research method used is a laboratory experiment where the search system scheme based on face recognition will produce the appearance of several faces that have the closest Euclidean distance values from grades 1st to 5th. The results from the comparison of the test image with the training image based on Line Edge Detection and Euclidean Distance calculation concluded that the system can be implemented in searching of similarity and recognizing the face.
Pengembangan Sistem Informasi Kawasan Agrowisata Menggunakan Konsep Model View Control berbasis Web Syahrul Mubarok Nur Muhammad; Ferdi Ahmad Mauladi; Risky Kurniawan; Rangga Sanjaya
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5422

Abstract

The business process of selling products from the Cimanggis Village community is still conventionally with a marketing strategy of offering words of mouth through business partners such as the community, retail, and markets, and the lack of access to information about product sales can hinder the product marketing process. This study aims to create a web-based agro-tourism area information system to help BUMDes and village UMKM overcome problems in ongoing business processes. Observation and interviews are methods used to collect data (needs analysis). Meanwhile, the MVC concept and the agile software development method were used to build an information system for agro-tourism areas in Cimanggis Village. This agro-tourism area information system is tested using black-box testing. The results of this study are data on UMKM activities and business processes in Cimanggis Village, design of information systems for agro-tourism areas, and evaluation of information systems. Data on business activities and processes are displayed in the current system analysis. The design of the information system is displayed in business processes, UML diagrams, and user interface views of the information system. The evaluation results show that the agro-tourism area information system can manage transaction data and information on UMKM products and tourism services with good results.
Implementasi Metode K-Nearest Neighbor (K-NN) untuk Analisis Sentimen Kepuasan Pengguna Aplikasi Teknologi Finansial FLIP Sri Rahayu; Yumarlin MZ; Jemmy Edwin Bororing; Rahmat Hadiyat
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5433

Abstract

The phenomenon of technological development can transform systems in various sectors to provide efficiency and convenience at a lower cost, including the financial sector. Flip is a financial service application that makes it easy to transfer money between banks without administrative fees. By the end of 2021, the Flip will have a 4.9 rating on the Google Play Store. The purpose of this study was to analyze user sentiment towards the Flip app to see if flip user ratings were as positive as the ratings received. This study uses a set of text mining processes on the user rating data of the Flip app on the Google Play Store, using the classification algorithm K-Nearest Neighbor with TF-IDF weighting. The results show that 77.67% of the test data are correctly classified as positive evaluation classes, with high accuracy and recall rates of 82.67% and 86.92%, respectively. In addition, from the results of applying the Flip user rating data classification method, the comparison between training data and test data is 80%:20%, and the classification accuracy using the K-Nearest Neighbor algorithm is 76.68%. User reviews of the Flip app have shown positive results, as well as the ratings obtained in the Google Play Store and the K-Nearest Neighbor algorithm, TF-IDF weighting process used to analyze user sentiment towards the Flip app.
Desain Informasi Cara Bayar Penerimaan Negara menggunakan Pemodelan Finite State Automata Mahmud Mahmud; Windu Gata; Jordy Lasmana Putra; Hafifah Bella Novitasari; Suwanda Aditya Saputra
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5053

Abstract

The government modernizes the state revenue system by launching the State Revenue Module (MPN), which connects the billing code generation system with the payment system at the collecting agent. This study aims to develop an information system on how to pay state revenues to assist the public in depositing state revenues through payment channels at the collecting agent by applying the Finite State Automata (FSA) modeling concept. The system development uses the waterfall model while collecting the agent's data. The FSA design and testing phase uses the JFLAP application, while the application design stage uses the Laravel framework. System testing uses the black box testing method to determine how far the functioning of the components or menus on the system has come. In addition to making it easier for the public to deposit state revenues, this study also shows that automata theory can help design a payment information application system. This application design offers a website display of information on how to pay state revenues that can run well. Every menu on the system, when used, has no errors so that this system can be utilized by users and developed in applications based on Android and iOS.

Filter by Year

2017 2026


Filter By Issues
All Issue Vol 10 No 1 (2026): Edumatic: Jurnal Pendidikan Informatika (IN PRESS) Vol 9 No 2 (2025): Edumatic: Jurnal Pendidikan Informatika Vol 9 No 1 (2025): Edumatic: Jurnal Pendidikan Informatika Vol 8 No 2 (2024): Edumatic: Jurnal Pendidikan Informatika Vol 8 No 1 (2024): Edumatic: Jurnal Pendidikan Informatika Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika Vol 6 No 2 (2022): Edumatic: Jurnal Pendidikan Informatika Vol 6, No 2 (2022): Edumatic: Jurnal Pendidikan Informatika Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika Vol 5, No 1 (2021): Edumatic: Jurnal Pendidikan Informatika Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika Vol 4, No 2 (2020): Edumatic : Jurnal Pendidikan Informatika Vol 4, No 1 (2020): Edumatic : Jurnal Pendidikan Informatika Vol 4, No 1 (2020): Edumatic: Jurnal Pendidikan Informatika Vol 3, No 2 (2019): Edumatic : Jurnal Pendidikan Informatika Vol 3, No 2 (2019): Edumatic: Jurnal Pendidikan Informatika Vol 3, No 1 (2019): Edumatic: Jurnal Pendidikan Informatika Vol 3 No 1 (2019): Edumatic: Jurnal Pendidikan Informatika Vol 3, No 1 (2019): Edumatic : Jurnal Pendidikan Informatika Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika Vol 2, No 2 (2018): Edumatic: Jurnal Pendidikan Informatika Vol 2, No 1 (2018): Edumatic : Jurnal Pendidikan Informatika Vol 1, No 2 (2017): Edumatic : Jurnal Pendidikan Informatika Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika More Issue