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Pengembangan E-modul Interaktif Berbasis Proyek Mata Pelajaran Simulasi Digital Winatha, Komang Redy
Jurnal Pendidikan Teknologi dan Kejuruan Vol 15, No 2 (2018): Edisi Juli 2018
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (461.086 KB) | DOI: 10.23887/jptk-undiksha.v15i2.14021

Abstract

Tujuan penelitian ini adalah untuk menghasilkan media pembelajaran berupa e-modul interaktif berbasis proyek dan mengetahui kelayakan media berdasarkan pengujian para ahli. Pengembangan media pembelajaran ini, didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Demi menghasilkan produk yang diharapkan, prosedur pengembangan yang digunakan adalah model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian menunjukkan bahwa, hasil perancangan e-modul interaktif yang telah dikembangkan pada mata pelajaran simulasi digital menggunakan model pembelajaran inovatif berbasis proyek berhasil diterapkan dan layak diimplementasikan dalam proses pembelajaran.
The Implementation of Customer Relationship Management (CRM) Supported by SMS Gateway Technology Winatha, Komang Redy
Jurnal Pendidikan Teknologi dan Kejuruan Vol 16, No 1 (2019): Edisi januari 2019
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.188 KB) | DOI: 10.23887/jptk-undiksha.v16i1.16580

Abstract

Responding to the higher restaurant industry competition, the Mailaku Roemah Nongkrong restaurant was not too flexible in facing an environmental changes. It was still using manual technology while there was an advancing technological developments. It was still applying the internal resources for business development. One way to overcome this problem is by utilizing technology and the concept of customer relationship management (CRM). CRM is a marketing strategy to create and maintain customer relationships and reduce the possibility of customers moving to other competitors. This study presented the development and implementation of CRM in a web-based system that was supported by sms gateway technology. The research methodology that will be used in this study consists of some steps, such as library study, observation, interviews, and system development which was divided into analysis, design, coding, and testing. The result was a web-based system was able to manage customer data, product promotion, and customer service management to create good relationships with customers. This system can be as an alternative for restaurants and customers in establishing practical business communication.
The Usage Effectivity of Project-Based Interactive E-Module in Improving Students’ Achievement Komang Redy Winatha; Myra Mentari Abubakar
Jurnal Pendidikan Teknologi dan Kejuruan Vol 24, No 2 (2018): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (296.468 KB) | DOI: 10.21831/jptk.v24i2.20001

Abstract

One of the changes done by the government in the field of education is changing Curriculum 2006 to be Curriculum 2013. This change impacts on the change of learning paradigm, which at the beginning it was teacher-centered learning changes to be students centered learning. Therefore, the learning strategy used by teachers should be addressed to facilitate competence achievement that in the end, it will improve students' achievement. This study was aimed to identify the effectivity of project-based interactive e-module media towards students' achievement in the subject of digital simulation. This study was categorized into pre-experimental quantitative research with one group pretest-posttest design. The data analysis method used was a paired sample t-test. The results showed the significance value obtained was 0.000 which means higher than α. This means that there is an average score difference of students' achievement between before and after using the project based interactive e-module. The post-test average score is 82.65 which is higher than the average pre-test score of 43.40. It can be concluded that digital simulation learning by using the project based interactive e-module can improve the students’ achievement.          
Pengaruh Game-Based Learning Terhadap Motivasi dan Prestasi Belajar Komang Redy Winatha; I Made Dedy Setiawan
Scholaria: Jurnal Pendidikan dan Kebudayaan Vol 10 No 3 (2020)
Publisher : Program Studi Pendidikan Guru Sekolah Dasar, Universitas Kristen Satya Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24246/j.js.2020.v10.i3.p198-206

Abstract

The curriculum requirement requires the lecturer to be creative in developing the learning style. However, in interpersonal skill subject, the lecturer only provides things that available on the textbook conventionally and focusing on the material accomplishment of the curriculum without considering the learning expected output. To resolve that problem, the lecturer needs to modify the learning style by providing a learning innovation. One of the alternatives is implementing game-based learning model by playing media card. Therefore, the research objective was to describe positive effect of game-based learning model towards collegian’s learning motivation and achievement in Interpersonal Skill subject in STMIK STIKOM Indonesia. The research method used was Quasi-Experiment with non-equivalent control group design. The research instrument used was a motivation questionnaire and learning achievement test. The research result showed that there was a positive effect of game-based learning model towards Collegian’s motivation and learning achievement in Interpersonal Skill subject.
Pengembangan E-modul Interaktif Berbasis Proyek Pada Mata Pelajaran Simulasi Digital Kelas X di SMK TI Bali Global Singaraja ., KOMANG REDY WINATHA; ., PROF.DR. NASWAN SUHARSONO, M.Pd.; ., Dr. KETUT AGUSTINI, S.Si, M.Si.
Jurnal Teknologi Pembelajaran Indonesia Vol 8, No 1 (2018)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (973.614 KB) | DOI: 10.23887/jtpi.v8i1.2238

Abstract

Penelitian ini bertujuan untuk menghasilkan produk pembelajaran berupa e-modul berbasis proyek yang valid, praktis, dan efektif bagi siswa kelas X semester ganjil mata pelajaran simulasi digital. Penelitian pengembangan ini didasari oleh belum tersedianya bahan ajar inovatif yang sesuai dengan tuntutan Kurikulum 2013 pada mata pelajaran simulasi digital di SMK TI Bali Global Singaraja. Prosedur pengembangan menggunakan model ADDIE yang terdiri dari lima tahap yaitu: analysis, design, development, implementation dan evaluation. Hasil penelitian terkait bahan ajar yang dikembangkan, telah memenuhi aspek validitas, kepraktisan, dan efektivitas. Hasil uji validitas menunjukkan bahwa e-modul berbasis proyek beserta buku panduan berada pada kategori sangat baik berdasarkan uji coba para ahli. E-modul juga telah memenuhi aspek kepraktisan dilihat dari respon guru dan siswa terkait kemudahan penggunaan dan kemenarikan desain antarmuka. Hasil uji-t menunjukkan, terdapat perbedaan yang signifikan antara nilai rata-rata hasil belajar siswa sebelum dan setelah menggunakan e-modul interaktif berbasis proyek. Di mana nilai rata-rata posttest lebih lebih besar dari nilai rata-rata pretest dan telah memenuhi kriteria ketuntasan minimal yang telah ditetapkan. Berdasarkan hal tersebut, e-modul interaktif berbasis proyek telah memenuhi aspek efektivitas.Kata Kunci : pengembangan,e-modul,simulasi digital,pembelajaran berbasis proyek This research aims to develop learning product such as valid, practical and effective interactive e-module based on project for student grade X first semester simulation digital lesson. This development research based by unavailable innovation education material which suitable with Curriculum 2013 on digital simulation subject in SMK TI Bali Global Singaraja. The development procedure use ADDIE model, it consist of five steps are analysis, design, development, implementation and evaluation. Results of research related teaching materials developed, fulfills the validity, practicality, and effectiveness. Validity test results indicate that the interactive e-module based on project with guide books that are in the very good category based on testing experts. E-module also fulfills the practicality on the response of teachers and students related to ease of use and attractiveness of the interface design. The results of t-test showed a significant difference between the average value of student learning outcomes before and after using the interactive e-module based on project. Where the average value posttest is greater than the average pretest and have met the minimum completeness criteria that have been set. Based on this, interactive e-module based on project fulfills the effectiveness.keyword : development,e-module,digital simulation,project-based learning
PKM SOSIALISASI PEMANFAATAN SAMPAH ORGANIK DI SD NEGERI 1 PEREAN KANGIN, BATURITI, TABANAN, BALI Meinarni, Ni Putu Suci; Winatha, Komang Redy; Yasa, I Putu Pedro Kastika; Semara, Arya Aditya Widya
Empowerment : Jurnal Pengabdian Masyarakat Vol 2, No 02 (2019): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v2i02.2012

Abstract

AbstractSD Negeri 1 Perean Kangin is a partner in the Community Partnership Program, which is one of the state primary schools located in the Baturiti Tabanan area, where the environment around the school is still a beautiful rural environment with little technological development. The problem faced is the lack of awareness of the potential of organic waste contained in their environment, and knowledge of the importance of sorting rubbish, which still piles up various types of garbage in one trash can. The purpose of this activity is to increase awareness and increase students' knowledge and skills to sort and manage waste, especially organic waste. The presentation method is used to describe in general the concept of waste segregation and by staying interactive with students. The material presented is the difference between organic and inorganic waste, and how to use it according to the type of waste, and the results of organic waste management. The results of activities that have been carried out are the presentation of material on organic and inorganic waste, as well as training in making compost as a result of organic waste processing. Based on the activities that have been carried out students are able to sort waste according to its type.Keywords: Environment, Community Partnership Program, Waste, Compost Fertilizer. AbstrakSD Negeri 1 Perean Kangin adalah mitra dalamProgram Kemitraan Masyarakat yang merupakan salah satu sekolah dasar negeri yang terdapat di daerah Baturiti Tabanan, dimana lingkungan disekitar sekolah merupakan lingkungan pedesaan yang masih asri dengan terpengaruh sedikit perkembangan teknologi. Masalah yang dihadapi adalah kurangnya kesadaran terhadap potensi sampah organik yang terdapat di sekitar lingkungan mereka, dan pengetahuan tentang pentingnya pemilahan sampah, yang masih menumpuk sampah berbagai jenis dalam 1 tempat sampah. Tujuan kegiatan ini adalah untuk meningkatkan kesadaran dan menambah pengetahuan dan keterampilan siswa untuk memilah dan mengelola sampah khususnya sampah organik. Metode presentasi digunakan untuk menjabarkan secara umum konsep pemilahan sampah dan dengan tetap interaktif dengan siswa. Adapun materi yang disampaikan adalah perbedaan sampah organik dan an organik, serta cara pemanfaatannya sesuai dengan jenis sampah, dan hasil dari pengelolaan sampah organik. Hasil kegiatan yang sudah dilaksanakan adalah pemaparan materi tentang sampah organik dan an organik, serta pelatihan pembuatan pupuk kompos sebagai hasil dari pengolahan sampah organik. Berdasarkan kegiatan yang sudah dilakukan siswamampu untuk memilah sampah sesuai dengan jenisnya.Kata Kunci: Lingkungan, Program Kemitraan Masyarakat, Sampah, Pupuk Kompos.
The Implementation of the Weight Product (WP) Method on the Best Employee Selection Komang Redy Winatha; I Nyoman Tri Anindia Putra; Naufal Akbar Ihsan Baedlawi
Ultimatics : Jurnal Teknik Informatika Vol 13 No 2 (2021): Ultimatics : Jurnal Teknik Informatika
Publisher : Faculty of Engineering and Informatics, Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ti.v13i2.2092

Abstract

PT. Autogrill Services Indonesia is a private company engaged in the food and beverages selling. There are 8 outlets and 379 employees. To achieve maximum performance within the company environment, PT Autogrill Services Indonesia gives an appreciation to employees in the form of the best rewards every month and year calculated based on certain criteria. PT AutoGrill Services Indonesia needs to have a decision support system to simplify the decision-making process. To meet these needs, a web-based decision support system for selecting the best employees was designed using the weight product (WP) method at PT Autogrill Services Indonesia. The design stage includes needs analysis, context diagrams, data flow diagrams, and designing database tables. This system is web-based, using the programming language PHP and MySQL as database storage. The main features contained in this system include processing user data, outlets, employees, criteria, periods, alternatives, scores, and the calculation of monthly and annual winners. Based on the test results, all system functionality components can run well and by expectations.
PERSEPSI MAHASISWA TERHADAP PENERAPAN GAMIFIKASI DALAM PEMBELAJARAN Winatha, Komang Redy; Ariningsih, Kadek Ayu
Jurnal Pendidikan Teknologi dan Kejuruan Vol 17, No 2 (2020): Edisi Juli 2020
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.842 KB) | DOI: 10.23887/jptk-undiksha.v17i2.26010

Abstract

Penelitian bertujuan menerapkan dan mengkaji gamifikasi dalam pembelajaran di STMIK STIKOM Indonesia. Metode penelitian yang digunakan dalam penelitian ini adalah metode deskriptif kualitatif yang bertujuan untuk mendeskripsikan semua respon mahasiswa setelah dilakukan penerapan gamifikasi melalui kuesioner. Data diperoleh dari hasil pengisian kuesioner melalui google form yang berisikan 33 pernyataan. Pernyataan dikelompokkan menjadi dua bagian, Bagian pertama untuk menggali pendapat mahasiswa tentang penerapan gamifikasi, sedangkan bagian yang kedua untuk menggali sejauh mana manfaat dari penerapan gamifikasi bagi mahasiswa. Hasil penelitian menunjukkan bahwa penerapan gamifikasi dalam pembelajaran memberikan manfaat positif kepada mahasiswa dimana mereka lebih bersemangat, merasa senang, tidak merasa bosan dan dapat berpartisipasi dengan aktif dalam mengerjakan latihan-latihan materi.
PENGEMBANGAN MEDIA INFORMASI PENGENALAN PURA TAMAN AYUN BERBASIS VLOG Komang Redy Winatha; Gusti Ngurah Yuda Anantha
ULTIMART Jurnal Komunikasi Visual Vol 13 No 1 (2020): Ultimart: Jurnal Komunikasi Visual
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (853.103 KB) | DOI: 10.31937/ultimart.v13i1.1549

Abstract

Setiap daerah tentunya memiliki objek-objek wisata yang diandalkan untuk menarik para wisatawan baik domestik maupun internasional. Di Desa Mengwi, Kecamatan Mengwi, Kabupaten Badung, Provinsi Bali, Pura Taman Ayun merupakan destinasi wisata utama dan menjadi landmark di daerah tersebut. Sebagai salah satu daya tarik wisata, pengelola wisata Pura Taman Ayun kurang adaptif dalam penyebaran informasi dan promosi mengingat perkembangan teknologi dan penyebaran informasi pada masa sekarang ini memiliki peran yang sangat besar. Salah satu pemecahan masalah yang ditawarkan adalah mengembangkan media informasi tentang Pura Taman Ayun berbasis vlog. Proses perancangan dan perwujudan media melewati beberapa tahapan, yaitu proses pengumpulan data di lapangan yang berhubungan dengan kesesuaian informasi yang akan disampaikan, menganalisa data-data yang sudah terkumpul, perancangan, pengambilan gambar dan capturing, editing, rendering dan dubbing, Hasil yang diperoleh dari penelitian ini adalah media informasi pengenalan Pura Taman Ayun yang dikemas dalam bentuk vlog.
Adopting Indonesian Folklore as an Instructional Media Through Cards Games Komang Redy Winatha; Ni Putu Suci Meinarni; Ayu Gede Willdahlia
JTP - Jurnal Teknologi Pendidikan Vol 22 No 3 (2020): Jurnal Teknologi Pendidikan
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat, Universitas Negeri Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/jtp.v22i3.17428

Abstract

Psychologically, humans tend to love games compared to learning. Therefore, learning should be delivered through fun ways and not boring just like a game. This research aims to develop card games as learning media of Interpersonal Skill Course at STMIK STIKOM Indonesia. This course was chosen based on the availability of minimum teaching materials, the level of material abstractness which is high enough, and there is still no innovative learning that can support the learning. Beside easing the students in comprehending the materials of Interpersonal Skill through fun ways, this card game at once also reminds the students about deep philosophy contained in Indonesian folklores. The chosen folklores cover the stories developing and frequently told in the society such as Timun Emas, Malin Kundang, and so on. The research design used research and development method referring to ADDIE model which is limited until the developing stage. The result of this research is learning media the card game which is an innovation in learning process replacing conventional learning. Based on the results of expert test conducted, the learning media in the form of card games adopting Indonesian folklores is valid and successfully developed.