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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.
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Articles 439 Documents
Evaluasi Kualitas Kesiapan Belajar Online Mahasiswa Baru Program Studi Manajemen Dakwah IAIN Pontianak Abdullah Syifa
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 1 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v5i1.3372

Abstract

IAIN of Pontianak Dakwah Management Study Program is currently doing online learning. The implementation is surely difficult, especially for the new students. They need to be prepared in following the online learning. This condition is attracting the interest to evaluate the preparation quality. The purpose of this research is to evaluate the preparation quality of online learning the new students in IAIN of Pontianak Dakwah Management Study Program using the quantitative approach. The population of this research is all students from in IAIN of Pontianak Dakwah Management Study Program. The sampling technique used in this research is the total-sampling, where all the populations are used as the sample of research. Data collecting use the instrument for online learning preparation scale. Data analysis is conducted in two stages, where the data analysed in percentage quantitative descriptive and comparison with achievement category criteria. The results of this research show the median value of confidence dimension in using computer or the Internet for learning is 8,77. Median value for independent learning is 17,77. 8,95 are for students’ control dimension in the online-context. The learning motivation dimension in the online-context with 14,41 value, and confidence dimension in communicating online is 10,28 value.
Optimasi Algoritma Naïve Bayes Classifier Untuk Mendeteksi Anomaly Dengan Univariate Fitur Selection Harianto Harianto; Andi Sunyoto; Sudarmawan Sudarmawan
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.v4i2.2443

Abstract

System and network security from interference from parties who do not have access to the system is the most important in a system. To realize a system, data or network that is safe at unauthorized users or other interference, a system is needed to detect it. Intrusion-Detection System (IDS) is a method that can be used to detect suspicious activity in a system or network. The classification algorithm in artificial intelligence can be applied to this problem. There are many classification algorithms that can be used, one of which is Naïve Bayes. This study aims to optimize Naïve Bayes using Univariate Selection on the UNSW-NB 15 data set. The features used only take 40 features that have the best relevance. Then the data set is divided into two test data and training data, namely 10%: 90%, 20%: 70%, 30%: 70%, 40%: 60% and 50%: 50%. From the experiments carried out, it was found that feature selection had quite an effect on the accuracy value obtained. The highest accuracy value is obtained when the data set is divided into 40%: 60% for both feature selection and non-feature selection. Naïve Bayes with unselected features obtained the highest accuracy value of 91.43%, while with feature selection 91.62%, using feature selection could increase the accuracy value by 0.19%.
Penerapan Model Pembelajaran Kooperatif Tipe Rotating Trio Exchange Berbantu Multimedia Interaktif terhadap Hasil Belajar Mariawati Hasanah; Ahmad Fathoni
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.v1i1.931

Abstract

The purpose of this study was to implement a rotating cooperative learning model of interactive multimedia trio assisted in improving the learning outcomes of class X students of Siti Technology Vocational High School in the 2017/2018 school year. This research method is quantitative and this type of research is pre-experimental with the pre-test and post-test design. The study population consisted of 21 students consisting of 20 students of class X SitiRaudah Technology Vocational School and 1 KKPI subject teacher. The sample consisted of 21 students. To determine the sample of saturated sample engineering research. The instrument for entering data is currently using a test. Data were analyzed using descriptive statistics. Statistical results of the comparison of interactive multimedia assisted rotating exchange type cooperative learning can improve learning outcomes in SitiRaudah Technology X grade X students, the highest with 47 pre-test and post-test 74 tests. Hypothesis test results using t-test samples are presented as smaller than t table with t count 0.00 and t table 0.05 the meaning of the hypothesis is accepted. Consider the process and results of this study, namely researchers who use cooperative learning in the interactive multimedia type rotating exchange trio that allows in correcting KKPI.
Pengembangan Media Pembelajaran Berbasis Video Tutorial Interaktif Pada Mata Pelajaran Baiq Ade Irma Williyana; 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.v2i2.869

Abstract

This research aims to: (1) developing video-based learning media is an interactive tutorial on subjects of engineering animation 2 dimensions with frame animation technique material class XI Multimedia at SMK Negeri 1 Kopang (2) know the feasibility of media interactive video tutorial-based learning. This type of research is a Research and Development (RD) and the development of procedures: potential and problems, data collection, product design, design validation, product test design, revision, revision products, free trial usage. The software development model used the waterfall model. The feasibility study is judged by media experts, media content and users. Data collection instruments namely documentation and questionnaires. Data analysis the results of the test the feasibility of using the Likert scale. Results of research: (1) media video-based learning, interactive tutorials that were developed in the form of software packaged in the form of an .exe file and interactive CD. (2) a Media-based learning video tutorials worth used in the learning process, based on the results of the validation of media experts earn a percentage of 86.69%, expert of 82.81%, material and product testing of 75.93% and trial usage earn a percentage of 79.89%. Overall the media-based learning, interactive video tutorial earn a percentage of 76.66% eligibility category in the media "very decent".
Playability Evaluation using the Heuristic Evaluation of Playability Method in Warcraft 3 Reforged Aldhiqo Yusron Mubarok; Umi Chotijah
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.v5i2.4215

Abstract

Game is a digital activity that is very popular in the modern era, both among young and old. One game that is very popular with E-sports competition is Warcraft 3. However, in 2020 it immediately fell because Blizzard company has released a new version of those games which is called warcraft 3 reforged. The purpose of this study was to find out the reason this could happen by using the heuristic evaluation of playability method. With this method, you can find the scale of the problem in a game that will be released. The data used for this study uses the player persona as the source of the assessment that will be carried out in this game. The player persona is created by providing 10 respondents who will be required to perform and assess each task given according to the scenario codes. The benefits of this research can be used to analyse the readiness of games to be released to the market and to find out customer tastes in RTS (Real Time Strategy) type games. This assessment is based on the mean rating which will later be categorized as the level of problem in the running of the game. The results of this study indicate that the mean rating in this game is 2.91 or can be referred to as the Major Usability Problem with the highest value of percentage with the highest problem category found in the game usability with a percentage value of 41.7%.
Implementasi Sistem Informasi Berbasis QR Code Guna Mencegah Kerumunan dalam Antrian Wisuda Dani Anggoro; Dolly Virgian Shaka Yudha Sakti; Sejati Waluyo
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 1 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v5i1.3383

Abstract

Graduation is an inauguration event for students who have completed their studies at university. This event was attended by many people in the room. The Covid-19 pandemic requires us to adapt to being new normal, as well as graduation events. Events cannot be held as usual because everyone must follow health protocols, such as maintaining distance between people and not gathering indoors. Online graduation can be a solution, but in-person graduation is more expected by students and parents. The purpose of this study is to implement a QR Code-based information system to prevent indoor crowds and manage graduation queues. The method used in building the system is a prototype model with stages, namely analysing data, designing the system using UML diagrams, coding using the PHP Native programming language and testing using Black Box Testing. The result of this research is a web-based application that can read QR Code from students. The test results show that the application created can be a solution in holding graduation directly during the adaptation period of new habits during the Covid-19 pandemic.
Developing Set of Word Senses of Vocabulary in Al-Qur’an Neca Aqila; Mochammad Arif Bijaksana
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.v4i1.2119

Abstract

Al-Qur’an has become the guideline for all Muslims in the world, which makes many Muslims are eager to understand its contents. Nevertheless, Al-Qur’an consist of many words that have more than one meaning, which represent certain difficulties while understanding the meaning itself. As example, the word أَزْوَاجًا has two equivalents as it might be translated either "jodoh" (“mate”) in Surah An-Nahl (16: 72: 6) and "golongan-golongan" (“groups”) in Surah Al-Hijr (15: 88: 8). This case is known as a word sense, a word that has more than one meaning. This research aims to construct the word sense as a set of vocabulary, in order to simplify the vocabulary meaning in Al-Qur’an itself. The data set used in this research is nouns from Al-Qur’an which have been translated into Bahasa. In order to construct the set of word sense, this research grouped the words using Hierarchical Clustering method. The total set of the word senses found is 34 nouns, which contains diverse translation. The F measure from evaluation of this research resulted in an accuracy of 65.85%. The result was obtained based on the conformity between the results of the word senses set by the system and by the linguists. The outcome of this research is, accuracy is low, due to the type and the number data used is limited.
Media Pembelajaran Pengenalan Alat Transportasi dan Rambu Lalu Lintas Berbasis Android untuk Sekolah Dasar Nadiyasari Agitha; Romi Saefudin; I Gede Pasek Suta Wijaya
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.v5i2.4100

Abstract

Transportation equipment and traffic signs are one of the important lessons for elementary school students. However, many elementary school students only know the means of transportation without knowing the traffic signs. The purpose of this study is to build and create learning media to make it easier for students to recognize transportation tools and traffic signs using the Android platform. The method used in building this application is the waterfall method, which starts with making observations to testing the system. The tests used are black box testing and Mean Opinion Score (MOS). The results of the black box testing test are that the menu has been able to run according to their respective functions, while for MOS, it produces about 98% results stating that the application is running well. So that this application is used in accordance with the needs of elementary school students in helping to recognize means of transportation and traffic signs.
Pemanfaatan TIK Sebagai Media Pembelajaran dan Sumber Belajar oleh Guru TIK Isnania Lestari; Meko Hendwi Pratama
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.v4i2.2634

Abstract

Information and computer technology (ICT) is currently being used in all fields, including education. One of the uses of ICT in the field of education is for learning media and learning resources that can be used by teachers. This study aims to determine the extent to which the competence or ability of teachers, especially in ICT subjects, in utilizing ICT both as a medium of learning and a learning resource. The use of ICT is carried out to make it easier for teachers to implement the learning process. The research method used is descriptive with a survey form. The data collection tools used were questionnaires and interviews. The data analysis technique used is quantitative-descriptive to process questionnaire data and qualitative-descriptive to process interview data. Based on the data obtained, the use of ICT as a Learning Media and Learning Resources by Equivalent High School teachers in East Bunguran District, Natuna Regency is at a percentage above 80% with a high category. This shows that the teacher's ability to use ICT is very good. The learning media is majority often used are presentation processing applications and projectors. Meanwhile, the most widely used learning resource is the Internet.
Evaluasi Penerimaan Modul Kepegawaian SIESTA Menggunakan Model Utaut2 Shafira Rahmi Supriyanto; Dwi Rolliawati; Nita Yalina
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.v4i1.1989

Abstract

The successful application of information technology largely depends on the level of acceptance of each user. Therefore, accurate interpretation and estimation are needed so that user acceptance can be increased. This also happened to SIESTA, which until now has never been examined the acceptance of the system. The purpose of this study is to be able to understand aspects that have an influence on the acceptance of the modul Kepegawaian SIESTA with the UTAUT2 model up to the RSUD Dr. Soetomo Surabaya can utilize the results of research in implementing other SIESTA modules. The sampling technique was determined by the disproportionate stratified random sampling technique and the sample size used was 359. The analysis of the data and the results of the SEM-PLS hypothesis test prove that behavioral intention is significantly influenced by social influence and price value aspects. While aspects of facilitating conditions and habits have a significant impact on aspects of use behavior. There are no aspects of moderator age, gender, and experience that meet significant criteria. Then it can be seen that age, gender, and years of service do not strengthen the influence of core aspects on the acceptance of the modul Kepegawaian SIESTA

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