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Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja Novayani, Wenda; Sasmita, Heri
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic : Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning. 
Diagnosing MERS-CoV using dempster-shafer method Memen Akbar; Fandy Hidayat; Wenda Novayani
International Journal of Informatics and Communication Technology (IJ-ICT) Vol 10, No 1: April 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijict.v10i1.pp19-26

Abstract

MERS-CoV (Middle East Respiratory Syndrome-Coronavirus) is a respiratory syndrome disease caused by the coronavirus which attacks the respiratory tract from mild to severe. MERS-CoV was first reported in Saudi Arabia; total cases of MERS-CoV have continued to increase. In Indonesia, the MERS-CoV enters through the pilgrimage of Hajj and Umrah. But not many people know about this disease and its symptoms. For this reason, an expert system was developed to diagnose MERS-CoV using the Dempster-Shafer method. The system can detect the disease from the symptoms inputted by user. The output of the system is the value of the probability of the disease, the level of the disease and the suggested. The levels of the disease are Stage 1, Stage 2, and Stage 3 where each has a different treatment based on the level of the disease. The system contains information about MERS-CoV in the form of videos and text. The system was built using the PHP programming language. The testing result shows that all system functionalities have been fulfilled. The expert validation testing had obtained at 76.7%, which prove that the system is good enough in diagnosing MERS-CoV and the results obtained from the questionnaire is at an average of 84.13% which is very good in helping users in diagnosing disease. The expert system that has been developed can help people in diagnosing the disease before consulting with a doctor.MERS-CoV (Middle East Respiratory Syndrome-Coronavirus) is arespiratory syndrome disease caused by the coronavirus which attacks therespiratory tract from mild to severe. MERS-CoV was first reported in SaudiArabia; total cases of MERS-CoV have continued to increase. In Indonesia,the MERS-CoV enters through the pilgrimage of Hajj and Umrah. But notmany people know about this disease and its symptoms. For this reason, anexpert system was developed to diagnose MERS-CoV using the DempsterShafer method. The system can detect the disease from the symptomsinputted by user. The output of the system is the value of the probability ofthe disease, the level of the disease and the suggested. The levels of thedisease are Stage 1, Stage 2, and Stage 3 where each has a different treatmentbased on the level of the disease. The system contains information aboutMERS-CoV in the form of videos and text. The system was built using thePHP programming language. The testing result shows that all systemfunctionalities have been fulfilled. The expert validation testing had obtainedat 76.7%, which prove that the system is good enough in diagnosing MERSCoV and the results obtained from the questionnaire is at an average of84.13% which is very good in helping users in diagnosing disease. Theexpert system that has been developed can help people in diagnosing thedisease before consulting with a doctor. 
Pengaruh Permainan Mobile Edukasi Terhadap Proses Pembelajaran Berhitung Anak Tunagrahita Ringan Wenda Novayani; Shumaya Resty Ramadhani; Irvandy Hartono
Jurnal Pendidikan Informatika (EDUMATIC) Vol 5, No 2 (2021): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v5i2.4196

Abstract

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS. 
Efektivitas Penggunaan Game Analisis Training terhadap Peningkatan Kemampuan Berpikir Induktif Remaja Wenda Novayani; Heri Sasmita
Jurnal Pendidikan Informatika (EDUMATIC) Vol 4, No 2 (2020): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v4i2.2683

Abstract

Inductive-reasoning is a step to draw general conclusions from individual matters. IR can be measured using the Intelligent Structure (IST) sub-ZR using a number pattern and using an Inductive Reasoning Test (IRT), which is an image pattern. One of the learning methods that are interesting and fun and student-cantered learning is Educational Game media. This study aims to see the effectiveness of games in learning to improve the students' inductive thinking skills at SMP YKPP Sungai Pakning. This study used a pre-experimental method with one group pretest-posttest conducted on 30 students of class IX B as the experimental subject. The data collection technique was implemented using a test instrument in 20 essay questions for IST and 30 objective questions for IRT. The material used in this game has also passed the validation stage carried out by a psychologist in Pekanbaru. Data were analyzed using the T-Test and score gain. Based on the study results, this game is believed to be 95% effective in improving adolescent inductive thinking skills, with an average increase of 26.6 points in the IST form and 17.8 points in the IRT form. Learning media with games are effectively applied to inductive-learning and can be used as an alternative to learning inductive-thinking at SMP YKPP Sungai Pakning. 
PENGGUNAAN APLIKASI ZOOM MEETING UNTUK EFEKTIFITAS PEMBELAJARAN DARING PADA MADRASAH IBTIDAIYAH MUHAMMADIYAH 01 PEKANBARU Yuli Fitrisia; Kartina Diah Kusuma Wardhani; Mardhiah Fadhli; Wenda Novayani; Dini Nurmalasari; Sugeng Purwantoro ESGS; Memen Akbar
Jurnal Pengabdian Masyarakat Multidisiplin Vol 5 No 1 (2021): Oktober
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v5i1.2126

Abstract

The pandemic that has hit the world has forced us to do learning indirectly or is often referred to as online (Daring). Online teaching and learning process requires some adjustments both on the teacher's side and the student's side. One of the adjustments is the need to seek technology and adaptation using technology. The currently widely used technology is online meeting services, such as the Zoom Meeting application, Google Meet, Video Calling via the Massager application, or other similar applications. To adapt to the technology, teachers at Madrasah Ibtidaiyah Muhammadiyah 01 Pekanbaru strongly desire to deepen ownership of the Zoom application as one of the media used for online learning. This training aims to provide an understanding and hands-on practice of using Zoom Meeting technology to increase learning effectiveness.
Game Genre untuk Permainan Pendidikan Pembelajaran Sejarah Berdasarkan Kebutuhan Pedagogi dan Learning Content Wenda Novayani
Jurnal Komputer Terapan  Vol. 5 No. 2 (2019): Jurnal Komputer Terapan November 2019
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.613 KB) | DOI: 10.35143/jkt.v5i2.3360

Abstract

Learning history is learning about several facts in the past, where the learner contains several facts about history. One of the difficulties in learning history is memorized several facts. The memorization learning process can be improved by giving the entertainment experience. Before a game is built, the genre is the most important thing that needs to be defined first. The selection of genre for history learning games is very important because it will determine the effectiveness of the content in conveying the content of the story from the subject matter. It makes students not only know the names of the characters, the dates, and events, but also can convey moral values and patriotism and have critical thinking. In this study, characteristics compatibility is performed from five-game genres, which are a simulation, strategy, action, puzzle and role-playing, and its compatibility with the pedagogy of history learning. As a result, each genre has a different chance, but the RPG genre then followed by a strategy game genre that is found to be very potential and compatible for delivering history learning.
Learning Impact Role Playing Game Edukasi Terhadap Motivasi Belajar Sejarah Siswa: Learning Impact of Educational Role Playing Games on Students' History Learning Motivation Wenda Novayani
Jurnal Komputer Terapan  Vol. 8 No. 1 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (548.485 KB) | DOI: 10.35143/jkt.v8i1.5365

Abstract

This research is motivated by the lack of student motivation in learning history. Students find history lessons full of memorization and boring. Even though studying history has an important role in the life of a nation because history lessons instill values ​​of the spirit of patriotism, provide moral values, and build the character of a nation. Therefore, this study aims to see the historical Role Playing Game (RPG) 's learning impact on learning motivation and teaching the value of student attitudes from the material presented in the game. The method used in this research is a quantitative research method. The research subjects were 32 students of SMAN 9 Pekanbaru. Data was collected through a questionnaire with a reliability value of rxy = 0.884 and a validity value = 0.645 (> 0.349). The result showed that students' learning motivation significantly impacts their attitude and knowledge value. The RPG game of historical education gives effect to 88% knowledge improvement, attitude (patriotism, moral values ​​, and critical thinking) by 87% motivation, so that students are interested to learn and feel not bored with the average value of 89% with an excellent appraisal. Attitude values, and historical knowledge in the educational game, have a positive relationship with the motivation to learn. Learning history using historical RPG games provides a positive learning impact on student's motivation to learn history.
Pembangunan Game Analysis Training terhadap Peningkatan Kemampuan Berpikir Induktif pada Siswa Tingkat SMP menggunakan Speech Recognition (Studi Kasus: SMPS YKPP Sungai Pakning) Heri Sasmita; Wenda Novayani
Journal of Applied Informatics and Computing Vol 4 No 1 (2020): Juli 2020
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (842.676 KB) | DOI: 10.30871/jaic.v4i1.2042

Abstract

Inductive reasoning is a way to take general conclusions from individual cases. Mathematical reasoning is one of the main abilities that needs to have. Through human reason, humans continue to develop and improve their ability to adapt on dynamic environment and create technologies that can facilitate their lives. Based on direct interviews with the YKPP Junior High School Mathematics Teacher, revealed that there are still many students who are still not good in the ability to think inductively, and if this ability is not trained, it will affect the child's academic value, especially in mathematics. Then based on the results of direct interviews with clinical psychologists, solutions are prepared using the IST and IRT forms to be able to practice the ability to think inductively in children aged 12-15 years which age is in accordance with the range of junior high school age children. Many learning media developed at this time as supporters of conventional learning media. Learning methods with Educational Game media are believed more better compared to conventional learning methods. Therefore, Game Analysis Training has been made using the IST and IRT forms, which can help students improve their ability to think inductively. The material used in this game has passed validation test by Dra. Erni Yulial S. Psi, who is a clinical psychologist in Pekanbaru City. This statement is assisted by the results of pre-test and post-test that have been done, where an increase in the results of post-test conducted with the percentage of correctly is 13.8% for the Intelligenz Structure Test form and 8.28% for the Inductive Reasoning Test form.
Implementasi MDLC dan Pose to Pose dalam Film Animasi 3D Sejarah Kerajaan Melayu Siak Wenda Novayani; Galih Eka Budiansyah
Journal of Applied Informatics and Computing Vol 6 No 1 (2022): July 2022
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v6i1.3367

Abstract

The lack of engaging historical learning media is one of the causes of the lack of interest in learning history for the younger generation. This study aims to create a learning media packaged in a 3D animated film about the history of the Siak kingdom in Riau province. The story's content in the animated movie did take from the book History of the Siak Kingdom written by the Siak Malay Kingdom History Writing Team, published by the Riau Malay Cultural Heritage Institute, published in June 2011. Using the Multimedia Development Life Cycle (MDLC) method, developing the film consists of six stages: concept, design, material collection, assembly, testing, and distribution. Meanwhile, to make the impression of smooth and realistic animation movement using the pose-to-pose method. The test relies on two experts as validators, namely animation media experts and film experts. The results showed that the MDLC stages helped make animated films better and more structured. The study results resulted in a 3D animated film of the Kingdom of Siak, which has smooth and realistic animation movements and has met the requirements of filmmaking and is worthy as a medium of information for learning history.
PELATIHAN PEMBUATAN PERANGKAT AJAR INTERAKTIF MENGGUNAKAN MENTIMETER Yuli Fitrisia; Mardhiah Fadhli; Dini Nurmalasari; Wenda Novayani; Sugeng Purwantoro ESGS
Jurnal Pengabdian Masyarakat Multidisiplin Vol 5 No 3 (2022): Juni
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v5i3.2388

Abstract

Currently, the whole world is struggling to deal with the COVID-19 pandemic. During the pandemic, many things were affected and changed the habits of all mankind in the world, including the field of Education which changed drastically. Previously, the teaching and learning process was mostly done face-to-face in the same place or location, but now it has to be done online. During the online learning process, many problems arise from both the teacher and student. One of them is that students get bored quickly, lack of student involvement and participation in the teaching and learning process. This is a challenge for teachers how to create an interesting and interactive learning atmosphere. However, the obstacle faced by teachers is that not all teachers understand and know what media can be used to make the learning process interesting and interactive. Based on these problems, in this Pengabdian kepada Masyarakat activity, training activities for making teaching devices using a Mentimeter have been carried out for teachers of SMK Taruna Persada Dumai which was held on September 25, 2021 with a total of 16 participants. The purpose of this activity is to prepare an interesting and interactive teaching and learning process to increase student involvement and participation when the teaching and learning process is carried out online and to help partners have basic understanding and skills in using interactive learning applications. The result of this activity is an evaluation of activities that have been carried out through a questionnaire, it is found that the material presented can add insight to the teacher, in accordance with the expected competencies so that later it can be applied to the teaching and learning process. In addition, participants felt comfortable following the training because of the positive interaction between participants and presenters and the way the material was presented in an interesting way. Based on the results of the questionnaire, recommendations were also obtained for the next activity in the form of training in making learning videos and using other learning media to support the teaching and learning process.