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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
EFEKTIVITAS METODE DRILL BERBANTU HANDOUT DALAM MATERI MEMBUAT DOKUMEN SEDERHANA MICROSOFT EXCEL PADA SISWA KELAS VIII SMP NEGERI 2 BATANG Tajuddin, Novyal; Primadiyono, Yohanes; Prastiyanto, Dhidik
Edu Komputika Journal Vol 3 No 2 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Metode latihan (drill) disebut juga metode training, yaitu suatu cara mengajar untuk menanamkan kebiasaan-kebiasaan tertentu. Selain itu, juga dapat digunakan sebagai sarana untuk memelihara kebiasaan-kebiasaan yang baik. Disamping itu, metode ini dapat digunakan untuk memperoleh suatu ketangkasan, ketepatan, kesempatan, dan keterampilan. Penerapan metode drill dalam penelitian ini yakni dengan melaksanakan praktik dalam pembelajaran dan juga ditambahkan latihan-latihan soal untuk memperdalam pemahaman siswa. Dalam penelitian ini juga ditambahkan bahan ajar handout yang digunakan untuk membantu pelaksanaan penelitian. Handout merupakan bahan pembelajaran yang sangat ringkas.Tujuan dari penelitian ini adalah untuk mengetahui apakah metode drill berbantu handout mampu meningkatkan ketuntasan hasil belajar siswa dan apakah lebih efektif dari metode pembelajaran ceramah dan praktik. Metode drill yang akann diterapkan dalam penelitian menggunakan metode eksperimen yaitu quasi experimental design, dalam hal ini penelitian ini mempunyai 2 kelompok yang berbeda perlakuan. Terdapat sebuah kelas eksperimen dan kontrol, dimana keduanya menerima pretest dan posttest. Berdasarkan hasil analisa dengan menggunakan uji ketuntasan dan uji beda rata-rata. Dari analisis uji ketuntasan (uji z) diperoleh Zhitungkelas eksperimen 2,312, sedangkan Zhitungkelas kontrol 0,1983. Dengan kriteria ketuntasan proporsi kelas dikatakan tuntas jika Zhitung  >Ztabel(1,64) sehingga dapat disimpulkan bahwa kelas eksperimen telah mencapai ketuntasan belajar, sedangkan kelas control belum mencapai ketuntasan belajar. Lalu dari hasil rata-rata hasil belajar kedua  kelasdiperoleh rata-rata hasil belajar kelas eksperimen pada saat pretest adalah 70,83 kemudian saat posttest adalah 86,16. Sedangkan rata-rata hasil belajar kelas kontrol pada saat pretestadalah 69,56 kemudian saat posttest adalah 78,20. Dari hasil tersebut dapat disimpulkan bahwa metode pembelajaran drill berbantu handout lebih efektif dari metode pembelajaran ceramah dan praktik.
EFEKTIVITAS PERMAINAN BINGO DALAM PEMBELAJARAN PROGRAM APLIKASI KELAS VII SMP NEGERI 25 PURWOREJO Yulaekha, Novita Rizka; Sudana, I Made; Arief, Ulfah Mediaty
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Based on observation at 25 junior high school Purworejo are gotten data that learning process TIK still using lecture method and using media still less. That is effect low studying result, we can looking by seven classs odd final examination result with mean classical studying completeness as 43,85%. This research purpose to know are there increasing student study result and to know are student study result with bingo learning media effective learning process. Research method is experiment with quasi experiment design. Sampling in quasi experiment use non random sampling technique that is purposive sampling. Quasi experiment design form is Nonequivalent control group design. This research result show that mean pretest experiment class as 67,42 whereas mean posttest experiment class as 83,28. Mean pretest control class as 66,48 whereas mean posttest control class as 76,09. Based on t-test analysis, there are increasing student study result with thitung = 2,77. Based on gain analysis, increasing study result experiment class in medium category that is 0,49 whereas increasing study result control class in low category that is 0,28 so student study result with bingo learning media effective learning process.
Pengembangan Media Pembelajaran dalam Bentuk Buku Saku Digital Berbasis Android Materi Ajar Gerak dan Gaya di SMK 1 Kedungwuni Reza, M. Fahrudin Ali; Purwanti, Dwi
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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This study aims to determine how to develop Android-based instructional media in teaching materials and apply motion and force the application into learning in school as an alternative to learning. Application development method used is the waterfall which has a cycle stages of requirements analysis, design, implementation (application development) and testing phases. The testing phase consists of blackbox testing, validation software (learning media applications) and test stages of user feedback through a questionnaire data retrieval. Analysis of the data using a Likert scale to determine the length of the interval for the application of learning media assessment. The test results showed that the learning media in the form of Android-based digital pocket book category fit for use as an alternative learning at school and outside of school. Product validation testing media applications obtained a score of 69 with a percentage of 75% intervals media ratings (criteria of Agree / Worth). While the test results obtained by user feedback score of 1967 with a percentage interval feasibility assessment of media that is 80.87% (the criteria of Agree / Worth).
Tutorial Model Pembelajaran Student Teams Achievement Divisions pada Mata Pelajaran Teknologi Informasi Annisa, Hana Nur; Adi, Slamet Seno; Harlanu, Muhammad
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Kurangnya aktivitas belajar siswa merupakan salah satu masalah di dalam proses belajar mengajar. Model pembelajaran modern merupakan salah satu solusi yang dapat diterapkan untuk mengatasi masalah tersebut. Seiring dengan perkembangan teknologi diperlukan inovasi dalam proses pembelajaran. Salah satunya penggunaan media pembelajaran sebagai pendukung dalam proses pembelajaran. Penelitian ini bertujuan untuk merancang dan membuat media pembelajaran menggunakan model Student Teams Achievement Divisions pada mata pelajaran TIK serta mengetahui kelayakan media pembelajaran dan mengetahui hasil belajar siswa setelah menerapkan media pembelajaran. Dalam penelitian ini peneliti menggunakan metode penelitian pre experimental designs dengan bentuk penelitian one shot case study. Penelitian dilakukan dalam dua tahap yaitu pembuatan produk dan uji coba produk. Tahap pembuatan produk terdiri dari observasi, pengumpulan data, desain produk, validasi desain dan revisi desain. Tahap uji coba dilakukan dengan cara mengimplementasikan media pada kelompok eksperimen dan selanjutnya menganalisis hasil yang diperoleh. Hasil penelitian menunjukan bahwa berdasarkan ahli media dan materi, media pembelajaran tersebut masuk ke dalam kriteria sangat layak. Multimedia interaktif ini diimplementasikan pada siswa kelas VIII C SMP Negeri 3 Semarang. Rata-rata hasil belajar siswa sebesar 76,3 dengan  nilai tertinggi 92,5 dan nilai terendah 60 serta ketuntasan klasikal siswa sebesar 67,74%. Diharapkan guru menggunakan media pembelajaran yang dibuat dan dapat diterapkan pada mata pelajaran lain.
Pengembangan Aplikasi Tes Listening Di SMA Takhassus Al Qur’an Demak Budiarso, Alfian; Wibawanto, Hari
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Keterampilan listening akan sangat berpengaruh terhadap keterampilan bahasa Inggris yang lain yaitu speaking (berbicara). Apabila siswa terbiasa dengan benar mendengarkan ujaran-ujaran bahasa Inggris maka siswa akan secara benar mengucapkannya. Oleh karena itu sistem pengembangan aplikasi tes listening, dapat digunakan sebagai media belajar siswa untuk meningkatkan kemampuan bahasa inggris dan sebagai salah satu cara dalam mengevaluasi hasil belajar siswa dengan melihat nilai siswa dengan mengikuti tes listening secara online. Pembuatan aplikasi menggunakan metode waterfall dan pengujian sistem dilakukan dengan pengujian blackbox, yaitu pengujian yang dilakukan untuk mengetahui fungsionalitas dari sistem berjalan dengan baik. Uji kelayakan dilakukan menggunakan kuesioner yang berisi pertanyaan terhadap pengguna terkait dengan. Hasil dari tanggapan pengguna menggunakan kuesioner. Dengan mengambil sampel sebanyak 10 siswa dan 3 guru yang berperan sebagai pengguna sistem pengembangan aplikasi tes listening. Penilaian siswa dengan persentase 63.88% baik sedangkan guru 93.10% baik. Dari hasil kuesioner dapat diambil kesimpulan bahwa sistem pengembangan aplikasi tes listening layak untuk melatih kemampuan listening siswa di Sma Takhassus Al Qur’an Demak. Abstract Listening skills will greatly affect the other English skills of speaking (speaking). If the student is accustomed to properly listening to English utterances then the student will correctly pronounce them. Therefore, the listening listening application development system can be used as a learning media for students to improve their English skills and as a way to evaluate students learning outcomes by looking at the students score by taking online listening test. Making the application using waterfall method and system testing is done by blackbox testing, that is testing done to know the functionality of the system goes well. The feasibility test is performed using a questionnaire containing questions about the users associated with. Results from user responses using questionnaires. By taking a sample of 10 students and 3 teachers who act as users of application development system listening test. Assessment of students with a percentage of 63.88% both while teachers 93.10% good. From the results of the questionnaire can be concluded that the application development system for listening test is feasible to train students listening skills in the Takhassus Sma Al Quran Demak
Implementasi Otokoreksi Ejaan Bahasa Indonesia pada Kamus Istilah Elektronika Wibowo, Hilal Aji; Wibawanto, Hari
Edu Komputika Journal Vol 3 No 1 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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A dictionary now is available online or offline , text search resulted in the process of search is long because the database on the server is online .While application offline there are still several application a little use the feature search without text correction and auto correction text.With this software "Kamus Istilah Elektronika" will apply features autocorrection with algorithm levenshtein distance in search of text .The purpose of this study is to find how to implement features autocorrection and algorithms levenshtein distance on the application "Kamus Istilah Elektronika". Method of development application use waterfall method , consisting of 5 part those definition needs , design software and system , the implementation , testing and operation and maintenance . Testing application "Kamus Istilah Elektronika" use testing black box , : testing to the autocorrection , testing to the provision of advice with levenshtein distance . The results of research on testing features autocorrection is appearing to every word put and on algorithm levenshtein distance advice that will appear corresponding to the input. Features autocorrection implemented on the application "Kamus Istilah Elektronika" by adding the feature in box search edittext , and algorithm levenshtein distance implemented at the button search .
Sistem Keamanan E-Voting menggunakan Fungsi Hash dan Algoritma One Time Pad Istiqamah, Nurul; Subiyanto, Subiyanto
Edu Komputika Journal Vol 3 No 1 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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The purpose of this paper is to develop an e-voting security system using a cryptographic hash function and the one-time pad algorithm. The security of e-voting system is applied through the fulfillment of the five aspects of information security that consist of confidentiality, authentication, data integrity, availability and non-repudiation. The implementation of e-voting security system is done by encryption the voting result. The encryption process is divided into two steps. First, by hashing the voting results using SHA-256 hash function then the hash value stored in the database. Second, by encryption the voting result using one time pad algorithm, this algorithm encryption process by performing XOR operation on plaintext and key that are generated using a random number generation approach. And then the description of the OTP algorithm is hashed using SHA-256 hash function. Both of hash value then compared, if it give a same value then the ballot is considered valid and safe from attacks during the transfer process to the server. This paper successfully meets five security aspects of e-voting system through the implementation of login system for confidentiality aspect, time validation and voters validation for authentication aspect, the encryption process during the elections for data integrity aspect, vote counting for availability aspect and time record for non-repudiation aspect.
Pembuatan Game Pembelajaran Mengenal Alat Transportasi Berbasis 3D di TK Pertiwi II Kecamatan Jepon – Blora Sutrisno, Sutrisno; Purwanti, Dwi
Edu Komputika Journal Vol 3 No 1 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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The purpose of this study was to determine the process development and feasibility study media model of mobile learning (m-learning) and find out what interests the tenth grade students majoring in Computer Engineering and Networks (TKJ) to study media mobile learning (m-learning) at SMK NU Ungaran on the eyes teaching basic network. Media development stages: (1) Potential and Problems, (2) Product Design, (3) Preparation Products, (4) Product Validation, (5) Test da Creative Media Specialist, (6) test the student response has been (7) conclusions. The object of this research is the development of m-learning instructional media on the subject matter of basic network. The data collection is done by using a questionnaire (questionnaire). Data analysis technique is done with descriptive percentage by test experts and media by a team of experts, while interest by students of class X TKJ majors. The results of this study are in the form of m-learning instructional media. Instructional media declared eligible by the feasibility test products according to media expert with eligibility percentage of 77.40%, an expert assessment of the material with a percentage of 85.11%. As for the response test students get a percentage of 79.28%. Media learning to m-learning has proven its effectiveness. From the test results can be concluded that the m-learning instructional media developed a decent used mainly to support the learning process on the subjects of the basic network.
Sistem Pengendali dan Monitoring Peralatan Listrik Rumah Tangga Melalui Web Pranata, Mega; Andrasto, Tatyantoro
Edu Komputika Journal Vol 3 No 1 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Homecoming practice in Indonesia is done by most residents of the city to go back to their hometown. When they go their house empty and uncontrolled. The entire electronics equipment condition will be the same as the last condition until the owner returned. The purpose of this research is to create a system capable of controlling and monitoring electronic equipment well . This research use research and development method. With this method will be developed remote control system. The system will use arduino microcontroller and combined with web-based programming. This system will be tested by comparing the data sent and received by the system in accordance with the actual situation. The collected data will be used as the data for calculating the reliability of the system. This system will be used to control multiple lights, water pumps and read the high of water level .with This remote system all the lights and the water pump can be read in real that is turned on or off well, and can change the condition. The water level can be readed well. Data in real conditions, which are read in microcontroller Arduino and readable by the system have the same value. It can be concluded that the developed system has a good performance.
Pengembangan Media Digital Games Based Learning (DGBL) pada Materi Operasi Himpunan Matematika Kelas VII di SMP Negeri 9 Semarang Cahyo, Niko Dwi; Sunardiyo, Said
Edu Komputika Journal Vol 3 No 1 (2016): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Generally, this research aims to design, create and analyze quality and it performance as a media for Digital Games Based Learning method on mathematical set operations in Junior High School. Development refers to this research designs is Research and Development (R & D) using models DGBL-ID (Digital Games Based Learning-Instructional Design) with such stages of analysis, design, development, quality testing and implementation. The calibration results from the aspect of functionality indicates that all the major functions and media interface is run as expected. In the aspect of performance showing media DGBL can run efficiently with the consumption of CPU and memory respectively by 1.5% and 55.7 Mb. Usability eligibility percentage is at 87.5%. The assessment of the feasibility of the media by media specialists and subject matter experts show that media DGBL is in the category of valid. The results of the implementation of DGBL media in the learning process to the 30 students of grade VII from 9th State Junior High School in Semarang, showed 76.7% of students give a high responded and passion for media DGBL. Based on the results of research and discussion, we can conclude that the media DGBL is feasible in learning mathematical set operations in 9th State Junior High School in Semarang.

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