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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
Aplikasi Pembelajaran Interaktif berbasis Android pada Mata Pelajaran Informatika Fahrur Rozi; Ellyfiana Nikmahtus Sholikah
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.14064

Abstract

The use of smartphone technology among students has not been utilized properly, because it is only used for entertainment. This is one of the factors inhibiting learning due to excessive use of smartphones so that it consumes learning time, especially in informatics subjects, so a learning media is needed in the form of an android-based interactive learning application. This study aims to develop interactive learning media and determine the feasibility level of the application. The research method used is research and development (R&D) with the R2D2 development model (Reflective, Recurcive, Design and Development) which has 3 main focuses, namely the focus of determination, the focus of determining design and development, and the focus of dissemination. The data collection methods used are interviews and distributing questionnaires which are then analyzed by calculating percentages based on the level of media feasibility which will be converted to a feasibility scale. The results of the first data analysis were carried out to media experts who got a result of 78% and entered the feasible category, the second test was carried out by material experts and got a percentage of 90% and entered the very feasible category, the third test was carried out to a small group and got a percentage of 92% and entered the very feasible category, and the last test carried out to a large group got a percentage of 92.5% with conversion to a feasible scale.
Prediksi Tingkat Kelulusan Mahasiswa menggunakan Algoritma Naïve Bayes, Decision Tree, ANN, KNN, dan SVM Zaenul Amri; Kusrini Kusrini; Kusnawi Kusnawi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.18620

Abstract

The student graduation rate in all universities can be measured by looking at their study duration, both on time and delayed. Thus, by observing the study duration, it can affect the quality of study programs in universities. The purpose of this research is to apply and compare the Naïve Bayes, Decision Tree, Artificial Neural Network, K-Nearest Neighbor (K-NN), and Support Vector Machine (SVM) algorithms in predicting the graduation rate of students. The dataset in this research consisted of 807 student data from the Faculty of Engineering, Universitas Hamzanwadi. The data analysis technique used was descriptive statistics by applying the knowledge discovery in a database (KDD) method. The testing of the five algorithms was done by optimizing the data using the SMOTEENN technique, with a data split of 80% for training and 20% for testing, using a random state of 42. Our findings show that the Naïve Bayes algorithm had an accuracy of 92.37%, Decision Tree 91.60%, K-NN 96.95%, SVM 93.13%, and ANN 90.84%. Among the five algorithms tested, the K-NN algorithm had the highest accuracy rate of 96.95%. The predicted results tended to indicate delayed graduation influenced by GPA. Therefore, the institution needs to pay more attention to students predicted to be delayed to improve their GPA each semester, thus promoting timely graduation within the expected time frame.
Perbandingan Kinerja Model Convolutional Neural Network pada Klasifikasi Kanker Kulit Arlingga Cahya Ramdhana; Nunik Pratiwi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.19823

Abstract

Skin cancer is one of the diseases that greatly affects the quality of human life and can be potentially bad if not detected and treated quickly. In an effort to improve the early detection and accuracy of skin cancer diagnosis, this study aims to design a skin cancer classification system using deep learning. The research method involves the use of deep learning-based artificial neural networks, especially convolutional neural networks (CNN), which have been proven effective in image processing. The images in the dataset include various types of skin cancer, including melanoma and basal cell carcinoma. In this study, a skin cancer classification system was built using The-HAM10000 Dataverse, utilizing the CNN algorithm and the performance of the system was modeled using InceptionV3, and EfficientNetB0. The results of these two methods on the dataset show that InceptionV3 has an accuracy of 0.7681, and EfficientNetB0 of 0.9809, the results of this accuracy make the EfficientNetB0 system better for skin cancer detection, so this finding makes that the accuracy at this level will classify as much as 327 data only, therefore the data trained and tested will produce an accuracy and error from its validation which makes EfficientNetB0 an option for classification based on the CNN method.
Media Pembelajaran Object Detection Perangkat Jaringan Komputer menggunakan Machine Learning berbasis Desktop Ervan Wahyu Sri Wijanarko; Ryan Rizki Adhisa
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.19826

Abstract

Learning media is a link between teachers and students so that the process of educational communication interaction between teachers and students can take place in an effective and effective manner. The purpose of this research is to produce a learning media product for object detection of computer network devices using desktop-based machine learning. The type of research used is R&D (Research and Development). This research uses the 4D development model, namely (1) Devine (defining stage) (2) Design (designing stage), (3) Development (development stage) and (4) Disseminate (dissemination stage). Data collection techniques through observation, interviews and questionnaires. This study involved 1 media expert, 1 material expert and respondents of class X students at SMK NU Kunduran as research subjects. The data analysis technique in this study used qualitative analysis. The findings of this research are learning media for object detection of computer network devices using desktop-based machine learning. The research results from the material expert trial received a percentage of 91,25%. Results from media expert trials get a percentage of 90,00%. The results of the student respondents resulted in a percentage score of 84,13%. From these results, it can be concluded that the learning media product for object detection of computer network devices with desktop-based machine learning is said to be feasible to be applied to learning the basics of computer network engineering and telecommunications.
Optimasi Pelayanan Kapal Penumpang melalui Clustering Penumpang dengan Metode Silhouette Coefficient Tayeb Adi Mulyadi; Dedi Purnomo
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21067

Abstract

Improving the efficiency of passenger ship services is a big challenge for the shipping industry. This research aims to optimize ship passenger services at Muara angke port by segmenting passengers using the Silhouette Coefficient method. This research uses the k-means algorithm and the Silhouette Coefficient method in order to get passenger clusters based on boarding passengers and disembarking passengers. The Silhouette Coefficient method in this research is used to find the number of clusters. The dataset used is passenger data from January 1 - December 31, 2021. The results showed that 2 clusters were obtained, namely the highest cluster (C1) and the lowest cluster (C2) from the k-means algorithm with the results of the centroid value obtained for cluster 1 passengers up, namely 53,414 and passengers down, namely 54,585, the centroid value obtained for cluster 2 passengers up, namely 596,396 and passengers down, namely 532,455. The value with the Silhouette Coefficient method is obtained 0.704 in cluster 1 for the highest cluster there are 2091 data with a percentage value of 57.27% and 0.548 in cluster 2 for the lowest cluster there are 1560 data with a presentation value of 42.73%. The Silhouette Coefficient value is close to the value of 1, which means that the Muara angke port is good enough in optimizing passenger services.
Sistem Pembatasan Jaringan Internet Wi-Fi berbasis Voucher menggunakan Perangkat MikroTik Akmal Tamar Jaya; Suroso Suroso; Irawan Hadi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21136

Abstract

The high mobility in this information technology era has led many people to use wireless (Wi-Fi) internet access media instead of wired media. Devices such as laptops, tablets, PCs, and gadgets are inseparable from wireless technology. This study aims to limit Wi-Fi users and improve the efficiency and performance of the hotspot network. This study implements a voucher system using MikroTik devices and AAA (Authentication, Authorization, and Accounting) functions. The research development method uses a waterfall model consisting of 5 stages: requirements analysis, topology design, system implementation, performance testing, and maintenance. Data collection techniques involve direct observation of hotspot users who use vouchers, recording data on voucher duration, the number of users, and usage time. The collected data is analyzed quantitatively to evaluate the efficiency and performance of the voucher system and to gain insights into user experiences. The research results show successful implementation with 1, 3, 5, 8, 15, and 20 users using vouchers for 30-, 60-, and 120 minutes during morning, afternoon, and evening testing periods. Based on the testing and data analysis, this voucher-based Wi-Fi user restriction system successfully improves the efficiency of the Wi-Fi hotspot network by reducing the risk of illegal access and data theft.
Optimasi Gaussian Naïve Bayes dengan Hyperparameter Tuning dan Univariate Feature Selection dalam Prediksi Cuaca Lindawati Lindawati; Mohammad Fadhli; Antoniy Sandi Wardana
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21179

Abstract

The importance of conducting weather prediction research is due to the significant influence of weather changes on daily life. The purpose of this study is to apply an optimal machine-learning classification method for weather prediction. The method used is the Gaussian Naïve Bayes model, which has been optimized using Univariate Feature Selection ANOVA-f test and Hyperparameter Tuning GridsearchCV techniques. The data used consists of 6454 daily weather data in Palembang City. There are 5 tests on the Gaussian Naïve Bayes model before and after optimization. The research results show that the optimization of the model successfully improves the performance in weather prediction. The highest accuracy result after optimization reaches 98.33% with 644 test data, an improvement from the pre-optimization accuracy of only 96.95%. Before optimization, the predictions for weather conditions such as sunny, cloudy/rainy, light rain, and heavy rain match the actual data. However, there were 20 prediction errors when dealing with data that should represent very heavy rain conditions. After optimization, the number of prediction errors for the very heavy rain data was reduced to seven. The optimization approach used in this research helps find the most suitable parameter combinations and eliminates irrelevant features, allowing the model to consider only significant features in weather p
Modul Customer Service pada Aplikasi Komputerisasi Standar Akuntansi Perbankan berbasis Website Ravita Nurul Asmi; Isram Rasal
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21190

Abstract

Practicing students have difficulty in using standard banking accounting computerization applications because they still use disk operating systems and virtual machines. This happens because special knowledge is needed to run the application. This research aims to create a customer service module on a website-based standard banking accounting computerized application so that it can be used for learning operations in the ManLan Lab more easily. Programming using CodeIgniter and MySQL with a waterfall method approach in the system development life cycle, starting from the initial phase to the final phase of development. Data analysis using literature study and observation. This research involved 1 staff, 3 practicum students, and 2 assistants and programmers at the Advanced Management Laboratory as research subjects. The system design stage uses a navigation structure and four types of Unified Modeling Language (UML).  Testing is done with black box testing to ensure there are no functional errors in the system. The results of our finding are in the form of a customer service module in the computerized application of banking accounting standards which is used as a depiction of customer service tasks in banks through an application system. And the results of black box testing show the system runs well as expected. Therefore, this application is suitable for operational learning practicum.
Sistem Pendukung Keputusan menggunakan Metode Servqual untuk Meningkatkan Kualitas Pelayanan Kinerja Aparatur Pemerintahan Rahmiatun Nisa; Riki Andri Yusda; Wiwin Handoko
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21240

Abstract

Improving a service in an agency cannot be separated from several aspects that must be owned such as assurance, empathy, responsiveness, reliability and physical evidence. However, there are several obstacles in improving services at the Setia Janji sub-district office, such as less informative and less transparent. The purpose of this study is to create a decision support system using the servqual method to improve the quality of government apparatus performance services. This research applies the waterfall model to build a system with stages of analysis, design, implementation and testing. Analysis is carried out to find needs regarding the system created. While the design consists of an entity relationship diagram and interface design. Furthermore, the implementation stage was carried out at the Setia Jani sub-district office using a questionnaire referring to servqual with the number of research subjects was 201. Aspects of this study consist of care, physical service, responsiveness, physical reliability, and assurance. Testing the system uses a black box to see how far the functionality of this system is. Our findings are that improvements need to be made in services regarding assurance (communication, courtesy, communication, and security). In addition, our system has also been running well based on the results of black box testing. So that this system can be used of this district as a policy in making decisions to improve the performance of government apparatus services.
Game RPG RALANTAS sebagai Media Pembelajaran Pengenalan Rambu Lalu Lintas untuk Siswa Sekolah Dasar Bagus Arinto Purnomo; Sukirman Sukirman
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.21266

Abstract

Traffic signs are an important element to be known, especially by elementary school students. Lack of knowledge about traffic signs can lead to accidents while driving. The purpose of this research is to develop an RPG game for introducing traffic signs to elementary school students. The method used in this research is Research and Development with the ADDIE development model, consisting of Analysis, Design, Development, Implementation, and Evaluation stages. Testing conducted includes media testing and material testing using questionnaires for data collection. Data collection techniques involve questionnaires filled out by media and subject matter experts. Data analysis is performed using descriptive statistical analysis techniques. This study shows that the combination of an RPG game containing traffic sign introduction material can serve as a means to introduce traffic signs to students for better recognition. Based on student satisfaction questionnaire data, the System Usability Scale (SUS) score is 80, categorized as EXCELLENT, corresponding to a grade scale of B. It can be concluded that the Ralantas RPG game is highly suitable for use.

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