Claim Missing Document
Check
Articles

Found 39 Documents
Search

Game Edukasi Pengenalan Negara-Negara ASEAN Untuk Siswa SMP Kelas VIII Berbasis Android Jihan Nadila; Irfan Santiko; Retno Waluyo
Journal of Innovation Information Technology and Application (JINITA) Vol 3 No 1 (2021): JINITA, June 2021
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1791.328 KB) | DOI: 10.35970/jinita.v3i1.295

Abstract

Technological developments are booming. Game or game use is particularly helpful in the learning process. At a time when materials are familiar with the countries of asean students will be more likely to get bored because the state map introduction, the capital and naturalness are only in the books, the need for a learning medium to be used by teachers so that students do not get bored quickly. The purpose of research is to make teachers easier in delivery of materials and easier students to study asean's introduction materials. The educational game was developed using multimedia development life cycle, as the result of the MDLC method (multimedia development life cycle), a introduction to countries in the asean program that matches the 2013 curriculum. The survey of 30 respondents scored an average of 92.19%, thereby falls into a category strongly in favor of the "educational introduction to asean state for siosswa middle school vii for android based" to be adopted as an alternative medium
Pengembangan Media Pembelajaran Mesin Menggunakan Teknologi Augmented Reality Hellik Hermawan; Retno Waluyo; Muhammad Ichsan
Journal of Innovation Information Technology and Application (JINITA) Vol 1 No 1 (2019): JINITA, December 2019
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.276 KB) | DOI: 10.35970/jinita.v1i1.88

Abstract

Learning media are all things that can be used to channel messages and stimulate the learning process for students. Learning machine of two-wheeled vehicles in SMK YPT 2 Purbalingga is still using Ms. Powerpoint as a learning medium. In one of the subjects that discussed the partitioning machine parts, how to work a motorcycle engine and troubleshooting the machine parts as well as how to repair or replace spare parts, students felt the use of Ms. media. Powerpoint is less interesting and difficult to understand the material. Educators also see students tend to get bored easily when learning so that they need other alternatives as a learning medium. For that reason, the writer applies a markerless augmented reality technology as a medium for learning two-wheeled vehicles to help as well as learning media for students, the method used is MDLC (Multimedia Development Life Cycle). This research produces an augmented reality application that helps visualize motorcycle engines in the form of 3D models for vocational students.
Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Protozoa Fatki Sahida; Yusmedi Nurfaizal; Retno Waluyo
Journal of Innovation Information Technology and Application (JINITA) Vol 2 No 2 (2020): JINITA, December 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (660.276 KB) | DOI: 10.35970/jinita.v2i2.291

Abstract

One of the efforts to improve the quality of education is the use of technology as a medium of learning. The learning media used by XYZ SMA teachers to teach about protozoa in class X MIPA still use graphic images in books. Problems that occur students find it difficult to understand the form, name and function of protozoa animals. To see protozoan animals in real terms, a microscop tool is needed, but there are not many microscopes owned by XYZ SMA. The purpose of this research is to make learning media with Augmented Reality technology about Protists on mobile devices. This application will only display four 3D objects, namely Paramecium, Flagellata, Sporozoa, and Amoeba. The method used by MDLC consists of six stages, namely concept, desing, material collecting, assembly, testing, and distribution. The results of this study are in the form of an Augmented Reality application as a learning medium for the discussion of protozoa. After testing using the alpha test, all buttons / menus run according to their function. Then in testing using the beta test, respondents stated that the application is very good for use as a learning medium.
Analisis Literasi Internet pada Aparatur Desa dengan Konsep Personal Capability Maturity Model (P-CMM) (Studi Kasus : Kecamatan Randudongkal) Retno Waluyo; Gustin Setyaningsih; Muhammad Kholil
Journal of Innovation Information Technology and Application (JINITA) Vol 1 No 1 (2019): JINITA, December 2019
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (457.801 KB) | DOI: 10.35970/jinita.v1i1.66

Abstract

The development of information and communication technology (ICT) has brought change for the people of Indonesia. With ICT, people can more easily access various information and support work. But the problem that arises is the uneven penetration of ICT throughout Indonesia, including in the Randudongkal sub-district. This results in a digital divide and also weak ICT literacy. This study aims to describe the level of ICT Literacy, specifically internet literacy in the village apparatus in the Randudongkal sub-district. Measurement of internet apparatus of village apparatus in Randudongkal sub-district by using three indicators, namely basic knowledge, skills and utilization. The method for measuring literacy levels uses the Personal Capability Maturity Model (P-CMM). The results of internet literacy measurement research with three measurement indicators namely the internet have been used by village officials, but have not mastered and understood internet usage and currently, the level of internet apparatus in village apparatus is at level 2 by using Personal Capability Maturity Model (P-CMM).
Pembekalan Teknis Pelayanan Online Administrasi Kependudukan Bagi Relawan Milenial Melawan Pandemi Covid 19 Ranggi Praharaningtyas Aji; Retno Waluyo; Fiby Nur Afiana; Ito Setiawan
Madani : Indonesian Journal of Civil Society Vol. 2 No. 2 (2020): Madani, Agustus 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/madani.v2i2.286

Abstract

Coronavirus pandemic in Indonesia has not subsided yet. There are around 100,303 cases suspected to coronavirus during the five months outbreak. in order to deal with the epidemic, volunteers are needed to help media personnel to prevent the transmission of COVID-19 virus. it is done not only by distributing masks or spraying disinfectant but also by preventing the community from gathering at the public administration services. as a millennial volunteer who understands technology, we try to provide an understanding of the public regarding the administration of online documents. the purpose of this activity is to share knowledge to COVID-19 volunteers while taking care of population data such an e-KTP, birth certificates, and others because it can be done by accessing the DINDUKCAPIL Banyumas website. it is implemented by making presentations and exposure through video conferences via the Cisco Webex Meeting application. the result is the volunteers understand how to handle the population of the online document so that they can share it with their community.
Pelatihan Augmented Reality (AR) Untuk Meningkatkan Keterampilan Guru Akto Hariawan; Hellik Hermawan; Retno Waluyo
Madani : Indonesian Journal of Civil Society Vol. 2 No. 1 (2020): Madani, Februari 2020
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/madani.v2i1.107

Abstract

The development of information technology in the world is currently experiencing very rapid development, especially in the field of mobile phones making it easier for people to get information through smartphones. This development also plays a role in the development of learning media. One of the development of learning media that is currently still new is learning media using Augmented Reality (AR). but the teacher of SMKN 1 Karanganyar does not know Augmented Reality so they do not have the skills to make Augmented Reality as an alternative learning media. Therefore it is needed Augmented Reality (AR) technology training for learning media. Community service activities have a goal that teachers can understand Augmented Reality (AR) and have the skills to make learning media using augmented reality. Community service uses a monological and dialogical approach. This augmented reality training activity was participated by 21 productive teachers from SMK N 1 Karanganyar. After the training, 95% of productive teachers of SMK N 1 Karanganyar have improved their skills so they already know about Augmented Reality (AR) and how to make Augmented Reality (AR) as an alternative learning media.
Animasi Cerita Wayang Sebagai Media Pembelajaran Bahasa Jawa Gilang Baskoro Aji; Retno Waluyo
Journal of Computer Science and Engineering (JCSE) Vol 2, No 1: February (2021)
Publisher : ICSE (Institute of Computer Sciences and Engineering)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36596/jcse.v2i1.79

Abstract

Abstract: Javanese culture is one of the cultures that existed in Indonesia. One of the many Javanese culture is a puppet. The role of Education in preserving the Puppet that is by implementing subject puppet stories Junior High School  syllabus in subjects of the Java language. Animated puppet stories "Drona Rangsang" is an animation that was created as a means of information learning more innovative and interesting. The idea of establishing this animated arise as solutions of problems faced by teachers of subjects Language Java SMP Negeri 2 Binangun, where in the delivery of the material teachers have difficulty because of the lack of interest and the interest of students towards subjects. This animation has been applied and used in SMP Negeri 2 Binangun in the process of teaching and learning. In making this animation method using MDLC (Multimedia Development Live Cycle) using the 6 (six) in the form of concept system development phase, designing, gathering materials, manufacturing, testing and distribution. The main software used to manipulate this animations are Proffesional Adobe Flash CS6. From the results of testing conducted through interviews with the Java language teachers claimed that animation is in compliance and can be used as well as the questionnaire against the 30 students produced a formula index of 83.50% strongly agree with categories. The conclusion of this animation is the process of learning students can be more interesting and full potential.Abstrak: Kebudayaan jawa merupakan salah satu kebudayaan yang ada di Indonesia. Salah satu dari sekian banyak kebudayaan Jawa adalah kesenian Wayang. Peran Dinas Pendidikan dalam melestarikan Kesenian Wayang yaitu dengan diterapkannya pokok bahasan cerita perwayangan pada silabus SMP mata pelajaran Bahasa Jawa. Animasi cerita wayang “Drona Rangsang” adalah suatu animasi yang dibuat sebagai sarana informasi pembelajaran yang lebih inovatif dan menarik. Gagasan dibuatnya animasi ini timbul sebagai solusi dari permasalahan yang dihadapi oleh guru mata pelajaran Bahasa Jawa SMP Negeri 02 Binangun, dimana dalam penyampaian materi guru mengalami kesulitan karena kurangnya minat dan ketertarikan siswa terhadap mata pelajaran. Animasi ini telah diterapkan dan digunakan di SMP Negeri 02 Binangun dalam proses belajar mengajar. Dalam pembuatannya animasi ini menggunakan metode MDLC (Multimedia Development Live Cycle) yang menggunakan 6 (enam) tahap pengembangan sistem berupa pengonsepan, perancangan, pengumpulan bahan, pembuatan, pengujian dan pendistribusian. Perangkat lunak utama yang digunakan untuk mengolah animasi ini adalah Adobe Flash Proffesional CS6. Dari hasil testing yang dilakukan melalui wawancara dengan guru Bahasa Jawa menyatakan bahwa animasi sudah sesuai dan dapat digunakan serta kuesioner terhadap 30 siswa dihasilkan rumus index sebesar 83,50% dengan kategori sangat setuju. Kesimpulan yang diperoleh dari animasi ini adalah proses belajar siswa dapat lebih menarik dan maksimal.
Manajemen Risiko Sistem Informasi Menggunakan ISO 31000 dan Standar Pengendalian ISO/EIC 27001 di Tripio Purwokerto Ito Setiawan; Aldistya Riesta Sekarini; Retno Waluyo; Fiby Nur Afiana
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 20 No 2 (2021)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (344.595 KB) | DOI: 10.30812/matrik.v20i2.1093

Abstract

Bertambahnya ketergantungan organisasi terhadap penggunaan sistem informasi dalam rutinan sejalan dengan ancaman dan risiko yang timbul dari penggunaan sistem informasi tersebut. Permasalahan penggunaan sistem informasi juga dialami oleh Tripio Purwokerto. Tripio merupakan perusahaan yang bergerak di bidang teknologi di Purwokerto. Tripio memiliki dua sistem informasi untuk menunjang proses bisnisnya yaitu website dan Point of Sales (POS) systems. Dalam penggunaan sistem informasi mengalami permasalahan seperti server mengalami error, jaringan yang bermasalah, data yang rusak karena terkena virus dan human error. Tujuan penelitian adalah mengetahui risiko dan juga dampak dari penggunaan sistem informasi di Tripio Purwokerto. Metode yang digunakan adalah International Organization for Standardization (ISO) 3100:2018 dan standar pengendalian menggunakan International Organization for Standardization (ISO) 27001:2013. Dari hasil penelitian yang telah dilakukan dapat ditarik kesimpulan bahwa terdapat 15 risiko yang terdiri dari 6 risiko dengan tingkat risiko high, 7 risiko dengan tingkat risiko medium, dan 2 risiko dengan tingkat risiko low. Rekomendasi kontrol yang digunakan mengacu pada ISO 27001:2013 bagian human recource security, access control, physical and environmental security, operations security, protection from malware, communications security, system acquisition, development and maintenance.
PELATIHAN PENGEMBANGAN PEMBELAJARAN BERBASIS ONLINE DAN MULTIMEDIA UNTUK GURU SD NEGERI 1 BEJI Ito Setiawan; Agus Pramono, Retno Waluyo; Depi Puspitasari
Jurnal Pengabdian Pada Masyarakat MEMBANGUN NEGERI Vol 5 No 1 (2021): Jurnal Pengabdian Kepada Masyarakat Membangun Negeri
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pkm.v5i1.793

Abstract

Terjadinya pendemi COVID-19 mengharuskan para guru harus berinovasi dalam proses pembelajaran. Menteri pendidikan juga mengeluarkan surat edaran tentang pembelajaran berbasis daring. Pembelajaran daring hampir dilakukan diseluruh sekolah yang ada di Indonesia tidak terkecuali di Sekolah SD Negeri 1 Beji. Di SD Negeri 1 Beji menggunakan aplikasi whatsapp untuk berkomunikasi dan melakukan pembelajaran terhadap siswa. Dari proses pembelajar tersebut, guru mengalami kesulitan dalam mengembangkan proses pembelajaran yang lebih menarik. Sehingga perlu adanya pelatihan pengembangan proses pembelajaran bagi guru yang bertujuan agar guru lebih berinovasi dalam memberikan materi pada siswa. Metode yang digunakan dalam pelatihan adalah ceramah, diskusi, tanya jawab dan praktikum secara langsung. Hasil dari pelatihan tersebut adalah meningkatnya pengetahuan para peserta pelatihan tentang penggunaan google meet, zoom dan mengupload video di youtube. Hasil yang lain adalah meningkatkan inovasi guru dalam proses pembelajaran berbasis daring
PELATIHAN INOVASI PEMBELAJARAN BERBASIS ONLINE UNTUK GURU MTS AL IKHSAN BEJI Ito Setiawan, Dewi Fortuna, Melida Ratna Utami, Retno Waluyo, Anugerah Bagus W
Jurnal Pengabdian Pada Masyarakat MEMBANGUN NEGERI Vol 5 No 2 (2021): Jurnal Pengabdian Kepada Masyarakat Membangun Negeri
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pkm.v5i2.1411

Abstract

Terjadinya pendemi COVID-19 sangat berdampak disemua bidang salah satunya bidang pendidikan. Melalui keputusan Kemendikbud tentang panduan pembelajaran dimasa pandemi COVID-19, sekolah-sekolah harus menyesuaikan dengan kondisi pandemi dalam proses belajar mengajar. Dari hal tersebut para guru dituntut harus berinovasi dalam proses pembelajaran tidak terkecuali para guru MTs Al Ikhsan Beji. Selama pandemi proses pembejaran dilakukan melalui aplikasi whatsapp untuk berkomunikasi dan memberikan materi, namun para guru mengalami kesulitan dalam menjelaskan materi karena modul hanya diberikan tanpa adanya penjelasan detail oleh guru yang berdampak tingkat pemahaman siswa menjadi berkurang. Tujuan dari pelatihan ini adalah memberikan inovasi pembelajaran berbasis online dalam mejelaskan materi kepada siswa. Inovasi pembelajaran yang akan dilakukan adalah cara menggunakan aplikasi google classroom dan google meet. Metode yang digunakan dalam pelatihan adalah praktikum secara langsung, diskusi dan tanya jawab. Tahahan pelaksanaan pelatihan adalah tahap pengumpulan data, persiapan alat bahan, pelatihan dan evaluasi. Hasil pelatihan adalah meningkatnya kemampuan guru dalam menjelaskan materi kepada siswa melalui teknologi berbasis online.