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Edu Komputika Journal
ISSN : 22526811     EISSN : 2599297X     DOI : https://doi.org/10.15294/edukomputika
Edu Komputika Journal menerbitkan artikel-artikel hasil penelitian dan kajian konseptual di bidang pendidikan TIK, komputer, teknologi informasi, multimedia, rekayasa software dan aplikasinya dalam bidang pendidikan.
Articles 249 Documents
Implementasi Metode Simple Additive Weighting pada Sistem Pendukung Keputusan Penerima Beasiswa Faizah, Nur; Prastyanto, Dhidik; Adi, Slamet Seno
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i1.20546

Abstract

This study aims to get the program decision support system (DSS) that implement simple additive weighting method (SAW) to select recipients. In pursuit of this study using waterfall development model. Based on the foundation of systems development waterfall model, the research begins with an analysis system planning. After analyzing the system followed by designing the system, then the coding and ends with the testing process. SPK recipients of this scholarship using SAW method using 8 criteria. In this research has been conducted trials using criteria 8 and 9 criteria. Implementation method of SAW on SPK recipients are in compliance, as evidenced by the system is capable of providing recommendation recipients. This is indicated by the results of blackbox testing that all functions can be run well. In testing efficiency, obtained the average load time of 1.5 seconds (acceptable) and the average grade obtained acquire grade A. Tests portability states the system can run on multiple web browsers and declared the usability testing criteria are eligible. In the SPK recipients also include additional flexibility criteria up to 20 criteria.
Efektivitas Model Pembelajaran Numbered Head Together terhadap Hasil Belajar TIK Siswa SMP N 1 Bulu Sukoharjo Muthi’ah, Faridah; Kartono, R.; Widodo, Djoko Adi
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i1.20547

Abstract

The aim of this research is to find out determine the difference in average cognitive learning outcomes and the effectiveness of the learning model Numbered head together,. This type of research is experimental design. The design used in this research is posttest only control group design. The sampling technique used in this research is probability sampling. Population in this research is all tenth grade junior high school 1 Bulu Sukoharjo year 2015/2016. From the results of data analysis, obtained by the analysis results of hypothesis testing independent samples t-test significance value = 0.00 and t = -7.01 and table = -2, 00 with α = 5% by dk = 30 + 30-2 = 58 . Criteria testing is Ha accepted if tcount <ttabel, then thitung is in the region of rejection Ha. Because taccount is in the region of rejection Ha, it shows that there are significant differences in learning outcomes between the experimental class and control class. Z test analysis is used to determine the percentage complete experimental class learning. based on the analysis obtained by zhitung =2,17 ztabel =1,64. Testing criteria is if zhitung> ztabel then Ho is rejected and Ha accepted. Based on data analysis can be concluded that there are differences in average outcomes between classroom learning by learning Numbered head together and classroom learning by lecture and Learning model Numbered Head Together effective in ICT learning.
Pembuatan Aplikasi Klasifikasi Otomatis Laporan Keluhan Warga di Polrestabes Semarang Akbar, Dawam Muhammad; Pribadi, Feddy Setio
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i1.20548

Abstract

This research aims to simplify the classification document of report complaints in Polrestabes Semarang. This research used cosine similarity algorithm and nearest neighbor algorithm on classification process. Cosine similarity measure between two vector of an inner product space. Nearest neighbor calculate vector distance of the document to another. The result show that the accuracy of cosine similarity algorithm is better than nearest neighbor algorithm. It has the value 93,334% for cosine similarity algorithm and 80% for nearest neighbor algorithm.
Aplikasi Simulasi TOEFL ITP “TOEFL OS (Offline Simulation)” Berbasis Android Rizkiyah, Umi; Sukamta, Sri; Purbawanto, Sugeng
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.20906

Abstract

English is an international language that is needed in the development of global information technology. Each person's English skills can be measured by a test called TOEFL. TOEFL (Test of English as a Foreign Language) is a test oriented to American English. The English test used in the eucation world is the TOEFL ITP (Institutional Testing Program) because it focuses on a particular institution. Currently, there are many universities that use TOEFL ITP as one of the requirements of graduation that is adjusted to the standards of each university. Currently many agencies provide services to study and practice TOEFL at a cost that is quite expensive. In this study made alternative implementation of TOEFL simulation to learn, practice and perform TOEFL simulation through android smartphone. The results showed the validation and validation category of the media, the TOEFL ITP simulation application included in the category very well. The effectiveness test obtained Sig. (2-tailed) less than 0.05 ie 0.012 and 0.002 with average Sig. (2-tailed) is 0.007. Test results of 82.5% outcome result results with very good category. So it can be concluded that the application called TOEFL OS enthused by the user and has been appropriate user needs as an alternative learning media TOEFL.
A Simulation of Computer Assembly Using Unity 3D Pranata, Bayu Ari; Arief, Ulfah Mediaty; Suryanto, Agus
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.20974

Abstract

The rapid development of information technology provides an important role in the advancement of science and the increasing of human resource quality. In addition, the development of technology can also be used as a supporter of education by developing innovative learning. This study aims to develop learning media simulation of computer assembly using unity 3D. The development of instructional media is based on ISO 9126 standard. Development of instructional media in this research using waterfall method of v-model. Qualitative data in the form of suggestions from the results of validation by the experts while the quantitative data in the form of questionnaires are tested by media experts, material experts, and respondents. The results of this study in the form of 3D-based virtual reality learning application media that contains material introduction of hardware and assembly of computers. Application testing includes black-box test and media learning feasibility test. Validation was done by two media experts and one material expert, then tested the respondents to 36 students of class X majoring in Multimedia. The result of media feasibility analysis showed 93% media expert judgment, material expert 95%, and 81% student response, so the learning media of computer assembly simulation is categorized as appropriate for use as a learning medium. Based on the results of this study, it can be concluded that this instructional media is feasible to be used based on ISO 9126 standard and feasible to be used by teachers and students as supporting learning material of hardware and assembling of computer. Keywords: Instuctional Media, Computer Assembly, Unity 3D
Penerapan Model Pembelajaran Kooperatif Tipe Numbered Heads Together (Nht) Terhadap Hasil Belajar Tik Kelas Vii Di Smp Mataram Semarang Adyria, Fellisia Stefani; Andrasto, Tatyantoro
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.22491

Abstract

The purpose of the research is to determine improving student learning outcomes and student activity and creating innovative learning model NHT cooperative. Design of the research using quasi experimental. Population of the research are grade VII SMP Mataram Semarang students, school year 2015/2016. Sample of the research has been taken using simple random sampling technique, in order to obtain students of class VII B (experiment group) and students of class VII C (control group). Data analysis technique used prerequisite analysis covering normality and homogeneity test, and hypothesis test covering the different and gain test. The research results show that the average value of student learning experiment group is 83,18 and the control group is 61,14. The hypothesis test shows that there are significant differences of learning outcomes between experiment and control group students. Learning outcomes of experiment group students are higher than the control group proven with gain indeks of experiment group is 0,71 compared with gain indeks of control group is 0,30. Based on the hypothesis test, can be concluded that the application of cooperative learning type NHT is proven student learning outcomes and student learning activeness. Researcher Suggestion is teacher be able to apliccation model cooperative learning type NHT as alternative learning to upgrading if the student have low learning outcomes.
Sistem Pengolah Data Akreditasi Program Studi Universitas Negeri Semarang Fauzi, Mas'ul; Widodo, Djoko Adi
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.22492

Abstract

According to the Higher Education Act Section Nine of Education and Learning Process Studies Paragraph 1 of Article 33, paragraph 3, which reads "Study Program was held with the permission of the Minister after meeting the minimum requirements of accreditation". Observations from the State University of Semarang, the data collection process and accreditation forms filling is done manually by using Microsoft Office software. Data dibutuhan not only the data that existed at the current time but the existing data for a few years back. The problems disclosed in this research is how to design and create a Data Processing Information Systems Web-Based Program Accreditation. The purpose of this study was to perform the design and manufacture of Data Processing Information Systems Web-Based Program Accreditation. The method used in the development of research systems are methods Sequential Linear or Waterfall. This stage starts from the process of analysis, design, coding, and testing. The analysis used object-oriented analysis approach or Object Oriented Analisys (OOA). Stage design software used object oriented design approach or Object Oriented Design (OOD), the next stage of encoding tool used is a PHP Framework Panada that applies the concept of Object Oriented Programming (OOP). After Testing, through this system data to be used for the accreditation process will be collected centrally and can be accessed from anywhere in the home using an Internet connection. Besides the work can be done in groups. Data that has been separately input will be automatically collected into one. After all the data is collected it will be exported into a file that is ready to be used as material for accreditation. It can be concluded that the system is running well.
Penerapan Model Pembelajaran Laps-Heuristik Dengan Media Pembelajaran Lectora Inspire Pada Mata Pelajaran Ipa Kelas VII SMP Negeri 4 Petarukan Kabupaten Pemalang Agustianti, Marselia Riza; Sukamta, Sri
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.22493

Abstract

The aims of the study are to determine the difference between learning outcomes and student activity that were learned by using logan avenue problem solving (laps)–Heuristik learning media with lectora inspire learning media. A quasi experimental was used as reasearch design in this study. The population of the study were students of the seventh grade of SMP Negeri 4 Petarukan in the academic year of 2015/2016. Samples were taken by using saturated sampling technique with a certain equality (matching). Those, there were two classes used, VII B as an experimental group and VII C as control group. Data analysis technique used the pre requisite test analysis including normality, homogeneity test, and hypothesis test. The results showed that the average of learning outcomes of the experimental group was 87.73 and the control group was 71.43. In addition, the average score of students’ active of the experimental group was 85% with good category. While the control group was 72% with good category. Hypothesis test results indicated that there were significant difference between learning outcomes and student activity of experimental group that was better than the control group. Based on the hypothesis test results, it can be concluded that the application of Laps-Heuristics as learning media with lectora inspire media was more innovative and interactive when applied in the learning process. In the process of learning, the teacher can develop further by adding more interesting illustration of this inspire lectora media for other subjects.
Implementasi Hack And Slash Dalam Sistem Pertarungan Game RPG Joko Tingkir Samudra, Dikdoyo Ganang; Djuniadi, Djuniadi
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.22494

Abstract

Role Playing Game (RPG) is a game’s genre that developed in Japan. The system of this game which is implied in it’s name, is about playing to be someone in many different conditions, times, place, and situations. RPG game’s setting take place around a player that playing as a character or group killing enemies as it travel around world which the story take place. The storyline of RPG maker is very variative and fascinating, it can be everything, for example it can tell about history. This research developing a game that take Joko Tingkir’s history as it storyline and implemented hack and slash battle system. The title of the game is Joko Tingkir. The purpose of this research is to know how to make a RPG game that implement hack and slash battle system to improve it’s quality. The method used in the development of the system is the waterfall method which has requirements analysis, system design, coding, and testing cycle. The result of this research is a RPG game that has implemented hack and slash battle system, that can be used after being tested by using blackbox testing.
Implementasi Metode Pembelajaran Inside-Outside Circle Dalam Meningkatkan Hasil Dan Ketuntasan Belajar Siswa Pada Mata Pelajaran Tik Kelas VIII Smp N 2 Batang Arbiyanti, Yossi Norma; Suryono, Suryono
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukomputika.v4i2.22495

Abstract

The aims of the study are to know how much improving learning outcomes of student in ICT learning with the implementation of Inside-outsdie Circle methods, to know how much the changes increase mastery learning of student, subsequent to the learning process improvement using Inside-outside Circle methods. This type of research is experimental, while the design of the study is a quasi experimental design model pretest-posttest control group design. Sampling was done by random sampling techniques, students of class VIII C as a experimental class and class VIII D as the control class. The results showed that the mean score of pretest class VIII C (experimental class) 57.22 and the mean score of posttest was 75.09, it meant that the students’ achievement was improved by 17.87. As for the class VIII D (control class) the mean score of pretest was 54.11 and the posttest mean score was 67.50, it meant that it was improved by 13.39. Percentage of mastery learning showed 54% of students completed KKM in class VIII C (experimental class) and 19% of students completed KKM in class VIII D (control class), percentage mastery learning of students achievement was improved by 35%. Based on the explanation above, it can be concluded that the learning Inside-outside Circle (IOC) methods can improve outcomes and mastery learning of students on ICT in class VIII SMP N 2 Batang.