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Jurnal Kridatama Sains dan Teknologi
ISSN : 26566966     EISSN : 26856921     DOI : -
Jurnal KRIDATAMA SAINS DAN TEKNOLOGI diterbitkan oleh Universitas Ma’arif Nahdlatul Ulama (UMNU) Kebumen Pendidikan (Education). Teknologi (technology), Penelitian (research). Bahasa Inggris (Language English), Bahasa Indonesia (Language Indonesian), Olahraga (Sport), Anak Usia Dini (early childhood education), Teknik Informatika (Technical Information), Teknik Sipil (civil Engineering). Pertanian (agriculture), Peternakan (animal husbandry).
Arjuna Subject : Umum - Umum
Articles 261 Documents
Penggunaan Alat Bantu Pembelajaran untuk Meningkatkan Hasil Belajar Passing Bolavoli pada Siswa X MAN 1 Kota Kediri Tahun Ajaran 2023/2024 Fernanda, Mohammad Rullian Okta; Bekti, Ruruh Andayani; Muharram, Nur Ahmad
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1056

Abstract

The aim of this research is to improve the learning outcomes of volleyball underpasses by applying assistive devices to Class This research is Classroom Action Research (PTK). This research was carried out in two cycles, consisting of four stages in each cycle consisting of planning, implementing actions, observing and reflecting. The research subjects were Class Data collection techniques using tests and observations. The results of data analysis in cycle I showed that 26 students (100%) succeeded in achieving the KKM in the knowledge aspect. In Cycle I of learning volleyball underpassing, social and spiritual attitude aspects, there was 1 student (4%) who received the Very Good (A) category, there were 23 students (88%) who received the Good (B) category, and there were 2 students ( 8%) received the Fair category (C). In Cycle I of learning volleyball underpassing, aspects of volleyball underpassing skills, there were 8 students (28%) who succeeded in reaching the KKM and 18 students (72%) who had not reached the KKM. In cycle II the learning outcomes increased again compared to cycle I in learning Under volleyball passing, there were 26 students (100%) who succeeded in reaching the KKM in the knowledge aspect. In Cycle II of learning volleyball underpassing, social and spiritual attitude aspects, there were 3 students (12%) who received the Very Good (A) category, there were 23 students (88%) who received the Good (B) category. In Cycle II of learning volleyball underpassing skills aspects of volleyball underpassing, there were 24 students (92%) who succeeded in reaching the KKM and 2 students (8%) who had not yet reached the KKM. Based on the results of this research, it is concluded that the application of assistive devices can improve the learning outcomes of volleyball underpassing in Class.
Upaya Meningkatkan Hasil Belajar Passing Bawah Bola voli melalui Penerapan Model Pembelajaran Student Teams Achievement Divisions (STAD) pada Siswa Kelas V MIN Tulungagung Tahun Ajaran 2023/2024 Pratama, Mohammad Agung; Bekti, Ruruh Andayani; Muharram, Nur Ahmad
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1057

Abstract

The aim of this research is to improve learning outcomes for volleyball underpasses by applying the STAD learning model to Class V Students of MIN 2 Tulungagung in the 2023/2024 Academic Year. This research is Classroom Action Research (PTK). This research was carried out in two cycles, consisting of four stages in each cycle consisting of planning, implementing actions, observing and reflecting. The research subjects were Class Data collection techniques using tests and observations. The results of data analysis in cycle I, student learning outcomes increased, 23 students (96%) managed to achieve the KKM in the knowledge aspect. In Cycle I of learning volleyball underpassing, social and spiritual attitude aspects, there were 2 students (8%) who got the Very Good category, there were 19 students (79%) who got the Good category, and there were 3 students (13%) who got the Fair category. . In Cycle I of learning volleyball underpassing, aspects of volleyball underpassing skills, there were 9 students (38%) who succeeded in reaching the KKM and 15 students (62%) who had not reached the KKM. In cycle II the learning outcomes increased again compared to cycle I in learning Under volleyball passing, there were 24 students (100%) who succeeded in reaching the KKM in the knowledge aspect. In Cycle II of learning volleyball underpassing, social and spiritual attitude aspects, there were 5 students (12%) who received the Very Good (A) category, there were 19 students (88%) who received the Good (B) category. In Cycle II of learning volleyball underpassing, aspects of volleyball underpassing skills, there were 19 students (88%) who succeeded in reaching the KKM and 4 students (12%) who had not yet reached the KKM.
Data Mining untuk Meningkatkan Efisiensi dan Prediksi Produk Garmen Menggunakan Algoritma K-Nearest Neighbor di PT Mas Silueta Hidayat, Taufik
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1085

Abstract

Clothing is a basic human need, especially for women. MAS SILUETA PT is located at Wijaya III Monument Street, Randu Garut, District. Tugu, Semarang City and produces women's clothing and underwear such as Bra Cups, supportive trousers and shirts, with so many variations of this clothing, you can predict which ones are popular or not so that the production process is more productive. Based on the number of products sold, they will be grouped into two, namely achieving or products that are in demand and not achieving or less popular. So to find out what garment production has been achieved, a data calculation process is needed to solve the problems found using data mining. K-Nearest Neighbor (KNN) is a process in data mining for predictions so that the data obtained is accurate and efficient. And with the K-Nearest Neighbor method, you can carry out a data grouping process and then analyze the data group and produce predictions that can be used to analyze products based on data from a lot of underwear sales (big data) so that you can get useful new information. This research discusses garment production using 84 test data. And produces an accuracy of 87.50%.
Analisis Informasi Perancangan Proses Bisnis Barang Masuk dan Barang Keluar PT. Telkom Regional 1 Sumatera Triase, Triase; Pasaribu, Afifah Balqis; Ayu, Kartika Dara
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1107

Abstract

PT Telekomunikasi Indonesia Tbk was chosen because it is the largest telecommunications company in Indonesia and in accordance with the researcher's study program, namely Information Systems. The results of practical work show that PT Telkom Regional 1 Sumatra still records goods manually which results in difficulties in finding and managing inventory data. The business process of incoming goods and outgoing goods experiences several obstacles, especially in the efficiency of delivery time. Therefore, researchers recommend an improvement plan by combining goods in one shipment and using a larger container, as well as utilizing bubble wrap for the safety of goods. The implementation of these changes is expected to reduce the delivery process time and increase customer satisfaction. In addition, suggestions for the development of an application for ordering goods and monitoring shipments are also proposed to facilitate consumers and improve the efficiency of reporting goods data. Thus, PT Telkom Regional 1 Sumatra can design and create a goods data collection information system to improve business processes that occur in the company.
Analisis Usability pada Aplikasi Siakad Gofeeder STP Reinha Larantuka Menggunakan Metode User Experience Deta, Bernadete; Nobertus Pati Sekosi, Nobertus Pati
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1114

Abstract

This research aims to determine the level of user satisfaction and findings of Gofeeder using the User Experience (UX) method, as well as providing recommendations for improving the system based on the research results. There are several aspects studied in this research, namely effectiveness, efficiency and user satisfaction using Gofeeder at the Renha Larantuka Pastoral College, reviewed by student users. Usability testing aims to determine whether an application meets user needs or not (User Experience). In this research, Usability testing was carried out at the Renha Larantuka Pastoral College using the interview method. The interview method was carried out to measure User Experience so that users' opinions about Gofeeder can be known. At this stage the researcher measured the level of usability using 3 aspects, namely the effectiveness aspect, the efficiency aspect, and the user satisfaction aspect by distributing a Google Form questionnaire to 82 respondents to determine the level of satisfaction with the web information system at Civitas STP Reinha Larantuka. The results of the usability measurements have an overall percentage score of 84.16%, in the table the feasibility category is in the interval 80 to 100, so it can be concluded that the results of the usability measurements on the STP Reinha Larantuka Website have a value of "Very Useful".
Penerapan Logika Fuzzy dalam Sistem Pakar Deteksi Hama dan Penyakit Tanaman Kakao Kecamatan Wulanggitang Flores Timur Soge, Fransiskus Pati; Deta, Bernadete; Watomakin, Dominikus Boli
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1115

Abstract

An expert system for detecting types of pests and diseases on cocoa plants must be carried out quickly and accurately, because diseases in cocoa plants can quickly spread and attack all other agricultural land. This research aims to describe the application of the fuzzy logic method in a website-based expert system to detect pests and diseases of cocoa plants in Wulanggitang sub-district, East Flores, NTT which will provide practical benefits for the community and local government as well as theoretically for the development of knowledge for experts who are expected to be able to detecting pests and diseases of cocoa plants in Wulanggitang sub-district, East Flores, NTT through the application of fuzzy logic methods in a website-based expert system. This research method is through developing a running system with stages of communication, planning, modeling, construction and deployment. Data collection methods were carried out through observation and interviews. The research results showed that the expert system was successfully built by applying the concept of website-based fuzzy logic theory to detect pests and diseases of cocoa plants and how to control them. The results of implementation and testing on fuzzy logic modeling with accuracy testing values and black box testing results obtained satisfactory results. This indicates that the system being built is ready to be used.
Tafsiran Hakikat Informasi dalam Era Teknologi Informasi: Tinjauan Konseptual dan Implikasinya Muhajir, Ahmad
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1116

Abstract

In the age of rapidly advancing information technology, it is crucial to have a thorough understanding of the nature of information to tackle the challenges posed by digital transformation. This article provides a comprehensive conceptual overview of the interpretation of the nature of information and its implications in the current context of information technology. This research explores the essence and fundamental nature of information by integrating views from various disciplines, such as philosophy, epistemology, and information technology. The focus of this research is on all forms of data, messages, and knowledge that are formed, exchanged, and processed in the context of information technology. This research aims to provide a better understanding of how information affects individuals, organizations, and society as a whole by examining aspects such as its existence, structure, value, and impact. The limitations of this study are focused on understanding the nature of information in the context of information technology and its implications for information practices and policies. The study employs a descriptive-analytical approach that combines literature analysis and conceptualisation to develop a comprehensive framework. The data sources used include scientific articles, books, and other related theoretical sources in the fields of philosophy, epistemology, and information technology. Through this in-depth analysis, the article offers insight into how a better understanding of information's nature can shape more effective information practices and policies in the face of challenges and opportunities presented by the digital revolution
Implementasi Restful Web Service pada Aplikasi Surat Keterangan Pendamping Ijazah (SKPI) Berbasis Web Retnowati, Sri; Nugroho, Ditya Dwi
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1117

Abstract

In current technological developments, many human jobs have been replaced by machines, and the most widely used currently are computers. Computer technology has now entered all aspects of life, especially in the field of education. Currently, the teaching and learning process is greatly influenced by technological developments. The system that will be developed is in the form of a website with RESTFUL web service technology. The development method used in this research is the waterfall method which consists of four development stages, namely: (1) Analysis, (2) Design, (3) Coding, and (4) Testing. After this system has been created, black box testing and trials are carried out on potential users of the system to see the suitability of the system. Based on the research results, it is stated that the application for making a Diploma Companion Certificate (SKPI) can shorten the time and is more efficient compared to the previous procedure which still used manual or semi-manual methods. Apart from that, based on the results of black box testing and trials by potential users, it show that the system is running well and as expected. Thus it can be said that this system is feasible to implement.
Evaluasi Perubahan Perilaku Petani dengan Penyuluhan dan Tanpa Penyuluhan Pengolahan Lahan Bawang Merah Khairi, Ahmad
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1126

Abstract

Shallots are one of the seven essential commodities that impact farmers' livelihoods, the overall economy, and inflation rates, thus requiring excellent and effective farm management. However, many farmers complain of declining production yields. Onion yields in the first growing season resulted in relatively high production, but in the second and third growing seasons, the yield levels decreased. This happens because of land damage due to residue from agricultural input chemicals. Therefore, extension workers are needed to guide and counsel farmers so that the growth of shallot production continues to increase. This study obtained sample data from farmers from Solok Regency, West Sumatra Province, Nagari alahan panjang and cold water without counselling, Nagari alahan panjang and cold water with counselling and farmer group members. The results of this study state that there is a difference in the score difference of shallot farmers' behaviour with extension and without extension of land processing, where the average score of farmers' behaviour with extension is higher than without extension. From the aspect of knowledge, the difference in score is 8.39, the attitude aspect is 8.98, and the skill aspect is 10.73. This means that the behaviour of farmers with extension is better than that of farmers without extension regarding knowledge, attitudes, and skills.
Game 3D MMORPG sebagai Media Pembelajaran Cerita Rakyat Suardika, I Gede; ADH, IGKG Puritan Wijaya; Adnyana, I Made Budi
Jurnal Kridatama Sains dan Teknologi Vol 6 No 01 (2024): JURNAL KRIDATAMA SAINS DAN TEKNOLOGI
Publisher : Universitas Ma'arif Nahdlatul Ulama Kebumen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53863/kst.v6i01.1135

Abstract

Folklore is a part of oral literature or a genre of folklore that has been told from generation to generation. Folklore can help in the process of forming a child's character which can influence academic success. It is very possible that folklore will be lost over time. Many things have been done in an effort to preserve folklore. Seeing the urgency of this problem, namely how important the benefits of folklore are and the preservation efforts that need to be made, this research tries to develop an MMORPG game technology that can be used as a medium for learning folklore. The research method used is Research and Development (R&D). This research has succeeded in developing an MMORPG game using the GDLC method where all the functionality contained in this game has been successfully executed according to expectations, tested using the Blacxbox Testing method using the State Transition technique. It is hoped that the quests or missions embedded in this game can become a medium for introducing and learning folklore in Indonesia.