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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
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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
Widodo, Djoko Adi
Edu Komputika Journal Vol 4 No 2 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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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
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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)âHeuristik 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 studentsâ 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
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Role Playing Game (RPG) is a gameâs genre that developed in Japan. The system of this game which is implied in itâs name, is about playing to be someone in many different conditions, times, place, and situations. RPG gameâs 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 Tingkirâs 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 itâs 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
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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 studentsâ 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.
Sistem Pakar Diagnosa Gangguan Mesin Mobil
Budianto, Aji;
Widodo, Djoko Adi
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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The growth of the number of cars in Indonesia each year increases by about 10 to 15 percent. However, this development is not matched by the ability to treat and diagnose the damage. The diagnostic system can make it easy to know whats happening to the machine, providing general solutions and information about how to maintain a car engine. This research developed a machine-failure diagnostic system to predict the damage of car engines. The system development model used is waterfall with stages of analysis (Analysis), design (design), development (Code) and testing (test). The research method used is RnD (Research and Development) with data collection using questionnaires and blackbox test. Experiment test result on content aspect (87,5%), design (93,75%) and usability (78,57%). The results of testing with mechanical car, obtained value 71.67% with the suitability category between symptoms and solutions and general car information. The results show that the waterfall system development model can be used to design the machine damage diagnostic system, RnD research method (Research and Development) can be used in the process of making the system. This study has limitations on some types of cars and does not complement the features provided by the application.
Rancang Bangun Media Pembelajaran Pengenalan Spesies Ikan dengan Teknologi Augmented Reality
Martono, Kurniawan Teguh;
Fauzi, Adnan
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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Education is one process that has a goal to develop the potential that exists in itself optimally. The education process can not be separated from the role of educators, infrastructure and society. In this era, the biggest challenge in the world of education is how to develop learning media that have interactive properties. The development of computer technology brought changes in the process of interaction between students and teachers. The computer technology used in this research is by using Augmented Reality technology. To know the working function of existing components in this application is done testing process with blackbox testing. This test is done by testing the effect of camera angle on marker and the influence of light in detecting marker. Based on the results of blackbox testing that has been done then obtained the bottom results in the conditions of light intensity 5 - 9 lux with angle orintation from 10 to 90 degrees marker failed to detect this is because the light intensity in the room does not meet so that the camera difficulty in performing marker detection. Markers can be detected when the light intensity is increased from 20 to 200 lux with an angle greater than or equal to 30o.
SISTEM PAKAR PENDIAGNOSIS GANGGUAN KECEMASAN MENGGUNAKAN METODE FORWARD CHAINING BERBASIS ANDROID
Eridani, Dania;
Rifki, Muhammad Aditya Miftahul;
Isnanto, Erizal
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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Abstrak âGangguan kecemasan adalah gangguan psikologis yang terkait dengan gangguan mental. Banyak orang menganggap bahwa gangguan kecemasan yang mereka alami adalah gangguan mental, dan bahkan beberapa orang tidak menyadari bahwa mereka mengalami gangguan kecemasan. Penelitian ini membahas pengembangan aplikasi sistem pakar berbasis system operasi Android. Pendekatan aplikasi sistem pakar ini menggunakan metode forward chaining, Android Studio digunakan sebagai alat untuk membuat aplikasi mobile, dan SQLite digunakan sebagai basis data. Dari pengujian black box, hasilnya menunjukkan semua fungsi dalam aplikasi bekerja secara efektif. Berdasarkan validasi ahli, aplikasi ini memungkinkan untuk menampilkan gangguan yang sesuai dengan memilih tombol yang diberikan.
Kata Kunciâ system pakar; gangguan kecemasan; forward chaining; Android
AbstractâAnxiety disorder is a psychological disorder associated with mental disorder. Many people consider that the anxiety disorder they experienced is a mental disorder and some donât even realize that they have an anxiety disorder. Therefore, and expert system application based on the Android operating system that can be used to diagnose of anxiety disorder is built through this research. The expert system application approach using forward chaining method, Android Studio used as a tool to make the mobile applications, and SQLite used as the database. From the black box testing, the result shows all function in the application are correctly working. Based on the validation from the expert, this application enable to display the appropriate interference by choosing the symtons given.
Keywordsâ expert system; anxiety disorder; forward chaining; Android
EVALUASI METODE LOAD BALANCING Dan FAULT TOLERANCE PADA SISTEM DATABASE SERVER APLIKASI CHAT
Hamka, Cakra Aminuddin;
Adji, Teguh Bharata;
Sulistyo, Selo
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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Abstract
The development of social network applications has growth so fast with various applications supported by smart tools as multiplatform to used it. Several applications that used by user are the chat and media social app. However, there is problem is the number of users accessing the chat service is large. This condition makes communication into database server can be stop and loss of data. It is caused by excessive load received by a single server database. Therefore, this study designs a database server to solve a lot of users of communication server and storage capacity into database server more than one. This is important because to increase availibiliy of services for each users request. This study used a method of distribution of communications service request for each database server. Distribution of communication service request used a load balancing method and HAPRoxy with scheduling method. There are two algorithms in scheduling method are round robin and least connection algorithm. Both of algorithms were evaluated. compared, and used in database server more than one. The result shown average of least connection algorithm has value of response time 32.421 ms is smaller than round robin algorithm 35.813 ms. While on the throughput, least algorithm has big value 211.267 Kb/s than round robin algorithm has value 210.298 Kb/s. The result shown the number of packet least connection algorithm are big and better than round robin algortihm with load balancing implementation for distribution of server communication on database server more than one able to solve a lot of services communication.
Keywords: load balancing, database server chat, least connection, round robin, response time, throughput
Sistem Informasi Geografis dan Manajemen Lalu Lintas di Kabupaten Tegal
Amartiwi, Arum;
Andrasto, Tatyantoro;
Ananta, Henry
Edu Komputika Journal Vol 5 No 1 (2018): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang
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Pada penelitian ini bertujuan untuk mengembangkan Sistem Informasi Geografis berbasis web untuk membantu inventarisasi data prasarana lalu lintas dan mampu memberikan informasi arus lalu lintas kepada masyarakat. Penggunaan API pada google maps akan memberikan tampilan peta yang lebih dinamis dengan beberapa jenis tampilan peta. Sistem ini dilengkapi dengan hardware dengan sensor gerak dan board Wemos D1 mini yang akan mendeteksi gerakan untuk diproses menjadi data arus lalu lintas kemudian dikirim secara periodik ke data server. Hasil uji coba pada hardware pengukur arus lalu lintas dibedakan berdasarkan kategori jalan dengan arus lancar, sedang, dan padat dengan hasil 89,22% , 83,55% , dan 65,03%. Pada uji ahli web mendapatkan penilaian sebesar 91,00%, uji ahli SIG mendapatkan penilaian sebesar 86,67% dan pada uji tanggapan pengguna mendapatkan penilaian 86,67%. Sehingga dapat disimpulkan bahwa penggunaan Sistem Informasi Geografis ini berdampak positif dan memenuhi kriteria kelayakan.