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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 Bahan Ajar Jaringan Komputer berbasis Somatis, Auditori, Visual dan Intelektual (SAVI) Yadi Yadi; Siti Aminah
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.v7i2.21455

Abstract

The government has made improvements to the learning system through changes to the curriculum to produce a generation that is ready to compete in an era of progress and the future. The focus is not only on increasing knowledge, innovation in teaching materials must continue to be carried out by teachers to create an active, interactive, and fun learning environment as well as provide space for students to develop their potential. The research aims to develop innovative SAVI (Somatic, Auditory, Visual, and Intellectual) based Computer Network teaching materials. This research method uses a research and development approach by following the ADDIE development used consisting of the Analysis, Design, Development, Implementation, and Evaluation stages. Data collection techniques include interviews, documentation, observation, and literature study and instruments whose results are analyzed using descriptive statistics. The results of developing computer network teaching materials using the SAVI approach in the learning process show a validity result of 0.87 and a practicality test of 4.52 so that the teaching materials developed can be applied to computer network learning. Therefore, the development of SAVI-based teaching materials contributes to the development of innovative teaching materials in education.
Sistem Pengendalian Jemuran Otomatis berbasis IoT dengan Logika Fuzzy untuk Pengkondisian Cuaca Syarif Hidayatulloh; Joko Aryanto
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.v7i2.21515

Abstract

Household activities such as doing laundry are routine tasks carried out by people on a daily basis. Many individuals often leave their clothes out to dry all day due to their busy work schedules outside the home. To ensure that clothing remains unaffected by unexpected weather changes, there is a need for a device capable of automatically managing the laundry based on weather conditions. The research aims to develop an automated system for maintaining laundry based on weather conditions with the goal of enhancing efficiency and convenience in daily household activities. The methodology employed for designing this device follows the waterfall method. The testing of this device involves several hardware components, including the ESP-32 microcontroller, the DHT22 sensor for measuring air temperature, the LDR sensor for assessing light intensity in the surroundings, the rain sensor for detecting roof wetness, the MG996R servo motor for roof control, and an Android smartphone serving as the user interface display. The ultimate outcome of this research is a device capable of real-time weather detection by utilizing fuzzy logic to derive conclusions from data collected by three sensors. The weather conclusion generated is then employed as a command for opening or closing the laundry area roof, ensuring protection from rainy weather. Users receive notifications via the Android application for any changes in the roof's condition and can access weather change records.
Penerapan Augmented Reality pada Pengenalan Hewan Purbakala berdasarkan Jenis Makanan berbasis Android Shabrina Ziha Fidela; Rr. Hajar Puji Sejati
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.v7i2.22123

Abstract

Ancient animals are animals that lived in the past and are now extinct. After the extinction of ancient animals, various information about these animals can only be seen through books and museums, where they show only fossils of ancient animals. Most people know the ancient animals as T-Rex, but in fact they have a variety of species up to their food type. The purpose of this research is to create an application to introduce ancient animals that have been divided by food type, namely carnivores, herbivores, and omnivores by utilizing augmented reality to replace books and museums. This research used quantitative research in the form of questionnaires to 7D class SMP Negeri 3 Mlati. The questionnaire was processed using the likert scale and the Interval Level Value (NJI) to obtain the application eligibility interval scale. The method used to build applications using the Multimedia Development Life Cycle consists of six stages: concept, design, collecting material, assembly, testing, and distribution. The test on this research used black box, angle and distance testing, and questionnaire results. The result of this research showed that functionally the features and benefits of the application in introducing ancient animals using augmented reality to people earned a merit of 4.19. Based on the NJI interval scale, the value of 4.19 is a good category so that applications are worth distributed to the public in place of books and museums. 
Perbandingan Algoritma Multilinear Regression dan Decision Tree Regressor dalam Memprediksi Efisiensi Penghambatan Korosi Piridazin Fachriansyah Muhammad Haikal; Muhamad Akrom; Gustina Alfa Trisnapradika
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.v7i2.22127

Abstract

Corrosion is one of the main problems in various industries, causing increased production costs, maintenance expenses, and decreased equipment efficiency. Inhibitors, especially organic compounds, have become an increasingly sought-after solution to reduce corrosion in an effective and environmentally friendly manner. This research aims to compare linear algorithms based on multilinear regression (MLR) and nonlinear algorithms based on decision tree regressor (DTR) for a case study of predicting corrosion inhibition efficiency (CIE) values of pyridazine derivative compounds as corrosion inhibitors. This research is a data-based theoretical study using a machine learning (ML) approach. In this study, we used a dataset of pyridazine compounds from published literature consisting of 20 pyridazine compounds with molecular properties as features (independent variables) and CIE values as targets (dependent variables). The analysis consists of analyzing the prediction model's performance and important features that support model performance. The research results show that the DTR-based nonlinear model has better performance than the MLR-based linear model based on evaluation metrics and prediction data distribution plots. We also find that the molecular properties fraction of electron transferred (∆N) and electron affinity (A) respectively emerge as the features most responsible for the prediction performance of the DTR model. We conclude that the DTR-based nonlinear algorithm can be used as an accurate and reliable predictive model to predict the corrosion inhibition ability for potential new pyridazine derivative compounds.
Penerapan Teknologi Augmented Reality sebagai Media Pembelajaran Interaktif Tata Surya Meisye Putri Azizah; Rr. Hajar Puji Sejati
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.v7i2.22531

Abstract

Learning the solar system through books has been a major choice over time. This learning is considered monotonous because of the limited interaction of students with the delivery of material. The book only presents text and static images of the solar system planets that limit their safety. The research is aimed at building an application as an interactive learning medium in the solar system that utilizes augmented reality technology to overcome restrictions on books. Using the Multimedia Development Life Cycle (MDLC) method as a systematic framework that has six stages, namely concept, design, material collection, assembly, testing, and distribution, The research has successfully built an augmented reality solar system application using Unity 3D on Android devices. The application uses a marker-based tracking method, where there is an image card that will be identified by the camera and then processed to display 3D Solar System planet objects, matter, and voice elements on the smartphone screen. Tested applications using black box testing techniques on application features and image markers show that all systems are running well, so applications can be distributed to Tlacap State SD. Through this built-in Solar System Augmented Reality application, learning becomes more interactive, and students' understanding of the planets of the Solar System can be enhanced.
Media Pembelajaran Interaktif Budaya Melayu Riau berbasis WebGL Rivaldo Famren Silaen; Wilda Susanti; Gusrio Tendra; Yenny Desnelita; Gustientiedina Gustientiedina
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.v7i2.22553

Abstract

Currently, people in Riau province, children and adults, lack knowledge about Riau Malay culture, about traditional costumes, traditional dances, traditional houses, and traditional weapons. The introduction of Malay Riau culture into preschool has not been done properly, has not been integrated into the school curriculum, and existing media are still limited in expressing 2D images. The purpose of this study is to create interactive learning materials using web-based WebGL technology in order to help children get to know Riau Malay culture. This research uses the waterfall approach, which consists of needs analysis, system design, implementation or code writing, and system testing using the Black Box System. Data collection techniques by making observations at the Sang Nila Utama Museum. The result of this study is a learning medium to help early childhood learners get to know Riau Malay culture. The test results showed that all functional systems worked well, and this learning medium was accepted by all 7 respondents with a satisfaction level of 87.6% through user acceptance. Based on the test results and the level of respondent satisfaction, it was concluded that this system can be accepted by many users, and it is expected that this system can be integrated with the existing curriculum.
Digitalisasi Kesehatan Prenatal sebagai Media Panduan dan Monitoring Kehamilan berbasis Mobile Yodhi Anugrah Damar Saputra; Sri Wulandari
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.v7i2.22961

Abstract

Maternal and Child Health book is an important tool as a reference in conducting pregnancy checks. However, in practice, this book is often overlooked or left behind when pregnant women consult with medical personnel, resulting in data discrepancies between MCH books and medical records. Purpose of the study Creating an online system in the form of an Android application that functions as a means of monitoring pregnancy by medical personnel in real-time, which also serves as a medium of guidance for pregnant women about the health of their pregnancy. This research was conducted at Puskesmas Rakit 1, Banjarnegara Regency, Central Java. This research method uses a waterfall model starting from problem analysis and data processing, designing GUI design systems and database designs, implementing programming languages, system integration and system testing using black boxes, to the system maintenance stage. This research produced an output in the form of an Android application to store pregnancy data that is synchronized in real-time and can be accessed online as a medium for guidance and monitoring of pregnancy health.
Jobsheet Elektronik berbasis Project Based Learning Matakuliah Pemograman berorientasi Objek Rini Widyastuti; Karmila Suryani; Ade Fitri Rahmadani; Diva Mawaddah; Ikhsan Akbar
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.v7i2.23040

Abstract

One of the practicum courses in the Informatics and Computer Engineering Education Study Program (PTIK) is Object-Oriented Programming. Practical learning still uses printed job sheets, so the practical process is less systematic. The research aims to produce a valid and practical electronic job sheet based on project-based learning (PjBL) in object-oriented programming courses. The research method used is research and development with the four-dimensional development model, namely: define (definition), design (design), develop (development), and disseminated (deployment). The research instruments were a validity sheet and a practicality questionnaire. The data analysis technique used is descriptive analysis in the form of percentage validity tests and practicality tests. The validity analysis was carried out by design experts and material experts, while the practicality analysis was completed by 23 students of the PTIK FKIP Bung Hatta University study program. The result of this research is a PjBL-based electronic job sheet, which was declared valid by validators at 86% based on aspects of presentation, writing, programming, content, and language. The practicality results that students fill out on the electronic job sheet meet the practical criteria of 84.6% in terms of usage, benefits, appearance, and language aspects. Therefore, this jobsheet can be used according to student needs as a digital learning resource in practical activities.
Aplikasi Media Pembelajaran Tumbuhan Langka Indonesia menggunakan Augmented Reality berbasis Android Saepul Reza Alparizi; Sutarman Sutarman
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.v7i2.23091

Abstract

The absorption and understanding of grade 2 students at SDN SINDUADI 1 in learning about rare plants is still lacking, resulting in students having little or no knowledge of Indonesia's rare plants. Using smartphones as a learning medium is an example of utilizing today's technology. The use of technology in education supports teachers and students in creating creative, innovative, educational, and interactive learning activities. The aim of this research is to create learning media using augmented reality technology to increase students' absorption, understanding, and interest in learning about rare Indonesian plants. This research uses the research and development method to develop products and test their level of effectiveness. System development uses the waterfall SDLC (Software Development Life Cycle) model, including requirements analysis, modeling, implementation, testing, and maintenance stages. Data collection was done through literature study techniques, observation, and questionnaires. Application testing in this research used an alpha test by us and a beta test in the form of a questionnaire using a random sampling technique carried out by nine user samples taken from 30% of the population. The results of this research show that combining augmented reality technology with educational games can support students' absorption and understanding of learning about rare Indonesian plants. Indonesian rare plant learning media shows the feasibility of the media, getting a score of 95.6%. Based on the Likert scale test results, it was concluded that the application for learning rare Indonesian plants using AR technology was very suitable for use.
Implementasi Metode Fuzzy Logic dan IoT untuk Klasifikasi Kondisi Kesehatan Denyut Jantung berbasis Android Gugum Saefulah Zidni; Ikrimach Ikrimach
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.v7i2.23092

Abstract

Heart rate is one of the health indicators that needs to be paid attention to. With several limitations that occur among the community, such as the availability of equipment and limited knowledge, it means that many people have heart rate abnormalities that are difficult to detect early. This research aims to build a system that can be used anytime and anywhere to monitor and determine heart conditions on an ongoing basis. The system was built using the waterfall method, starting from the analysis stage, data collection, and implementation to the testing stage. This research utilizes Internet of Things technology and the fuzzy logic method to carry out health classification by defining linguistic variables, namely BPM (beats per minute), age, and user activity, and the defuzzification process to obtain heart rate condition classification results. The results of the research show that this monitoring system has been successfully built according to the design stage, namely in the form of an Android application. Testing was carried out on 14 application functionalities, and everything was as expected. This system is also able to measure and transmit heart rate data quickly to the Android application, with a heart rate measurement error of 6.6%. Apart from that, by testing using 10 data samples, the fuzzy logic algorithm was successfully implemented by producing 9 correct classifications and 1 incorrect classification.

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