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Muhammad Zamroni Uska
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Kab. lombok timur,
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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 434 Documents
Evaluation of Rapidminer-Aplication in Data Mining Learning using PeRSIVA Model Uska, Muhammad Zamroni; Wirasasmita, Rasyid Hardi; Usuluddin, Usuluddin; Arianti, Baiq Desi Dwi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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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; Arianti, Baiq Desi Dwi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 1 (2019): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

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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%.
Pengembangan Media Pembelajaran Berbasis CD Interaktif Pada Materi Simulasi Digital Menggunakan Adobe Flash Nurdiana, Mila; Kholisho, Yosi Nur; Fathoni, Ahmad
Jurnal Pendidikan Informatika (EDUMATIC) Vol 2, No 2 (2018): Edumatic : Jurnal Pendidikan Informatika
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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 (R&D) 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.
Implementasi Machine Learning Dalam Penentuan Rekomendasi Musik Dengan Metode Content-Based Filtering Putra, Aldy Istna; Santika, Reva Ragam
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic : Jurnal Pendidikan Informatika
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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.
Pengukuran E-learning Readiness pada Mahasiswa Sebagai Upaya Penerapan Pembelajaran Jarak Jauh Masa Pandemi COVID-19 Sulistyohati, Aprilia
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic : Jurnal Pendidikan Informatika
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One of the efforts to reduce COVID-19 cases is a Distance Learning (PJJ) system for all levels of education. This study aims to determine the e-learning readiness of Cikarang University. Measurement of e-learning readiness implementation is carried out using the ELR framework. In this study, the ELR framework has consist of 4 main components, that are technology, innovation, people and self-development. This research was conducted on student in Cikarang University. Collecting data used structured interview with the campus management and then distributing questionnaires. The data processing used descriptive statistical techniques then mapped the e-learning Readiness index. The results of this study is to show that the Faculty of Engineering Cikarang University  in the third level (ready) in implementing e-learning, but still requires improvement and preparation in several aspects to achieve success in implementing e-learning. Some recommendations are proposed for Cikarang University, that is the availability of an e-learning system that can fulfill students' need for learning and assigning. In addition, the campus is expected to be able to conduct socialization and training on e-learning to students so that it makes students understand the e-learning system at Cikarang University.
The Application of Practice Rehearsal Pairs Learning Model toward Basic Programming Learning Outcomes Uska, Muhammad Zamroni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 2 (2017): Edumatic : Jurnal Pendidikan Informatika
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Learning model is a general pattern of learning behavior to achieve conducive and effective learning goals. The PRP (Practice Rehearsal Pairs) model is one of the effective learning models used in this study. The purpose of this study was to determine the effect of PRP learning models on student learning outcomes in basic programming subjects. This type of research is quantitative research using quasi experimental design carried out at Hamzanwadi University. The design in this study uses posttest only control group design with a total population of 54 students and the number of samples taken using the saturated sampling method is 54 students. Data collection used learning outcomes tests. Data analysis used descriptive analysis and paired sample ttest. The results showed that the average value of learning outcomes in the RPS model was 75.07 higher the average value of learning outcomes on the contextual model was 70.37. Hypothesis test results show that ttest (8,619)> ttable (2,060) (significant with ρ <0.05). Thus, the conclusion of this study is that there is a significant effect of student learning outcomes after applying the PRP learning model.
Building Synonym Sets for English WordNet with Robust Clustering using Links Method Suryaningsih, Sarah; Bijaksana, Moch Arif; Astuti, Widi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 1 (2020): Edumatic : Jurnal Pendidikan Informatika
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English WordNet is an important synonym set to present the similarity of meanings between words. Synonym Set is built using Oxford Thesaurus which is accessed through lexico.com, which is a part of the lexical database that will be used. After using the extraction process through Oxford Thesaurus it will produce a synonym set with the same meaning between words. The difference between WordNet and ordinary dictionaries is that the word is interconnected with other words. One method employed for this approach is Robust Clustering Using Links method, which is similarity values and synonym sets that have been created to be used to build a lexical database. Therefore the main purpose of the development of the English WordNet is to produce an accurate synonym set using clustering techniques. The evaluation calculation will use the F-measure method and will use the gold standard for the calculation method. With the ROCK method, there is an increase in accuracy output from dataset input. Building the English wordnet is to improve words that can be used to help research and development of other language wordnets with role models using more accurate English wordnets. And the use of ROCK method there is an increase in the accuracy upon results of the development of English wordnet compared to the previous method, which is using hierarchical clustering. The outcome of this study resulted in improved accuracy so that the ROCK method is one of the good methods used in the development of the English wordnet.
Perbandingan Prediksi Kualitas Kopi Arabika dengan Menggunakan Algoritma SGD, Naive Bayes, dan Random Forest Sari, Veronica Retno; Firdausi, Feranandah; Azhar, Yufis
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic : Jurnal Pendidikan Informatika
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Classification is one of the techniques that exist in data mining and is useful for grouping a data based on the attachment of the data with the sample data. The dataset that is used in this study is the coffee dataset taken from Dataset Coffee Quality Institute on the GitHub platform. The attributes that contained in the dataset are Aroma, Aftertaste, Flavor, Acidity, Balance, Body, Uniformity, Sweetness, Clean Cup, and Copper points. There are 3 classification methods that are used in this study, Stochastic Gradient Descent, Random Forest and Naive Bayes. The aim of this study is to find out which algorithm is the most effective to predict the coffee quality in the dataset. After that, the prediction results will be tested using K-Fold Cross Validation and Area Under the Curve (AUC) method. The results show that Stochastic Gradient Descent obtained the best accuracy results compared to the other two methods with an accuracy of 98% and increased to 99% after tested using K-fold Cross Validation and AUC method.
Pengembangan Media Pembelajaran Berbasis Buku Digital Elektronic Publication (Epub) Menggunakan Software Sigil pada Mata Kuliah Pemrograman Dasar Wirasasmita, Rasyid Hardi; Uska, Muhammad Zamroni
Jurnal Pendidikan Informatika (EDUMATIC) Vol 1, No 1 (2017): Edumatic : Jurnal Pendidikan Informatika
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This study aims to develop the learning media in basic programming courses and know the feasibility of learning media of electronic book publication (epub) using software sigil. This research uses research and development approach (Research and Development). The place of this research in the department of Informatics Education, Hamzanwadi University. The object of this research in the form of epub media digital book learning using sigil software in basic programming course. This research is included in the type of Research and Development (R & D). Data collection techniques used in this study is a questionnaire method. Questionnaire is used to collect data about the feasibility of learning media made and will be answered by respondents related among others: material experts, media experts, users of instructional media and student responses. The method used to analyze the data is disclosed in the distribution of the five scale scores to the predetermined rating scale category. From the research result, among others: material expert test obtained score 3.53 with good category, media expert test obtained score 4.02 with good category, score of student response 4,03 with good category, so epub learning media digital book using sigil software at basic programming courses are appropriate for use in teaching and learning activities.
Pengaruh Model Pembelajaran Blanded Learning berbantuan Kahoot terhadap Motivasi dan Kemandirian Siswa Izzati, Musrohul; Kuswanto, Heri
Jurnal Pendidikan Informatika (EDUMATIC) Vol 3, No 2 (2019): Edumatic : Jurnal Pendidikan Informatika
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This research aimed  to know: The Effect of kahoot-assisted Blanded Learning model towards students’ motivation and Learning independence in subject of digital simulation for student of XI TKJ at SMK Bajang NW Ajan in the academic years 2019/2020. This research was a quantitative method of transfortation. The research design was a pre-ekperimental design in the form of one group pretest and posttest design. The population wa all students of XI TKJ consisting 30 students. The techniques used to collegt data were questionnaires and observation sheets. The questionnaire was used to measure students motivation and observation sheets. The questionnaire was used to measure students    motivation and observation sheets were used to measure students’ learning independence. Analysis tehniques used was to measure students’ motivation and observation sheets were used to measure students’ learning independence. The analysis technique was the Paired Sample T-tes using SPSS. The test results showed that: (1) there was the influence of kahoot-assisted Blanded Learning models towards students’ learning motivation with a significance value of 11.390<1,699 and 0,000<0,05 (ρ<0.05).: (2) there was an influence of blanded learning assisted kaoot-assisted learning model -towards students’ learning indepedence  of woyh a significance value of 21.892<1,699 and 0,000<0,05 (ρ<0.05).

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