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Blended Learning Development In Islamic Religious Education Lessons Make Use of Web and Android Suhada, H; Nulhakim, Lukman; Sudarto, Ferry; Kristiadi, Dedy Prasetya
International Journal for Educational and Vocational Studies Vol 1, No 5 (2019): September 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i5.1502

Abstract

The study of Islamic religious education in the era of industrial revolution 4.0 requires teaching methods which involve the role of information and communication technology in order to produce the expected quality. students cannot participate in learning maximally which has an impact on the quality of learning.The independence of learning is the goal of this study because to be able to absorb the knowledge of Islamic education it requires a great deal of motivation both theory and practice. Blended learning is a learning model which combines study in the classroom  transitional which combines conventional learning with e-learning while increasing student independence. In its implementation, blended learning allows students to get explanations from lecturers in class, then proceed with collaboration in groups and present assignments online by video conference presentations made separately by each group member. The video then uploaded to the e-learning system by group members and it can be seen online by the class participants according to the lesson schedule, to be given a score and description of the presentation to each group member online. Blended learning represents new method  to create learning experiences that can provide the right learning at the right time and in the right place for each and every individual and bringing groups of learners together through different cultures.
Using Gauss - Jordan elimination method with The Application of Android for Solving Linear Equations Hasanudin, Muhaimin; Kristiadi, Dedy Prasetya; Yuliana, Khozin; Tarmizi, Rasyid; Kuswardani, Dwina; Abdurrasyid, A
International Journal for Educational and Vocational Studies Vol 1, No 6 (2019): October 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i6.1670

Abstract

Problems involving mathematical models appear in many scientific disciplines. Complex mathematical models sometimes cannot be solved by analytic methods using standard algebraic formulas. Computers play a major role in the development of the field of numerical methods because the calculation uses numerical methods in the form of arithmetic operations, the number of arithmetic operations is very large and repetitive, so manual calculations are often tedious and errors occur. This study aims to develop software solutions for linear equations by implementing the Gauss-Jordan elimination(GJ-elimination) method, building software for linear equations carried out through five stages, namely: (1) System Modeling (2) Simplification of Models, (3) Numerical Methods and algorithms, (4) programming languages using The Android Studio and (5) Simulation programs. Overall regarding content, proper software that can be used by students and lecturers in implementing numerical methods because there are ways to use the application and steps to solve linear equation problems using the GJ-elimination method.
The Effect of Adventure Video Games on the Development of Student’s Character and Behavior Kristiadi, Dedy Prasetya; Hasanudin, Muhaimin; Sutrisno, Sutrisno; Suwarto, Suwarto
International Journal for Educational and Vocational Studies Vol 1, No 4 (2019): August 2019
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/ijevs.v1i4.1456

Abstract

The gaming world development and applications in information and communication technology are increasing in the digital era nowadays. Activities in video games can be a hobby or to fill your spare time. Games can be media education that contain learning orientation, skills and cooperation. Video games can also affect the behavior of special players and the environment in general. One type of video games that provides it, is adventure video games which are the result of combining survival methods for specific purposes that contain knowledge of the surrounding environment and skills in exploiting opportunities. The main player character is often presented in video games in the form of problem solving and thinking ability in complete the adventure or the game itself based on the character for the purpose of learning about characters that are strengthened with certain skills. Video games with the main character elements in them can reflect the discovery of new ideas, approval of ideas, completion of skills or reconfiguring ideas, so playing an adventure video game can lead to positive values that influence players' thought also motivate them to complete adventure challenges. In this study, we want to know the effect of adventure video games on the development of student’s character and behavior.  From the calculation of the Wilcoxon test it can be concluded that; (1) adventure video games influence the development of student character (2) Adventure video games influence the development of student behavior.
MENINGKATKAN PRESTASI BELAJAR DENGAN METODE KOOPERATIF STUDENTS TEAMS ACHIEVEMENT DIVISION (STAD) PADA PELAJARAN DIAGNOSA PC KELAS XI TKJ SMK BONAVITA Kristiadi, D.Dedy Prasetya
Jurnal Penelitian Kebijakan Pendidikan Vol 1, No 1 (2016)
Publisher : Balitbang Kemendikbud

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v1i1.179

Abstract

AbstrakPenelitian ini bertujuan untuk meningkatkan prestasi belajar dengan metode kooperatif Students Teams Achievement Division (STAD). Penelitian ini dilakukan pada kelas XI TKJ SMK Bonavita Tangerang tahun pelajaran 2015/2016 dengan metode penelitian tindakan kelas (PTK). Subjek penelitian adalah siswa XI TKJ sebanyak 24 siswa yang diawali dengan test selanjutnya dengan penelitian tindakan kelas terdiri dari dua Siklus. Siklus pertama mengenali kerusakan pada komputer dan jaringan selanjutnya setting ulang jaringan dengan topologi bus. Sebelum diadakan penelitian tindak kelas hasil belajar siswa adalah sebagai berikut. Banyak siswa yang mengikuti ulangan adalah 24 orang, siswa yang tidak tuntas sebanyak 22 orang, siswa yang telah tuntas belajar adalah 2 orang, atau sebesar 8,3 persen. Setelah dilakukan tindakan pada Siklus 1 terdapat kenaikan 25 persen dengan rincian 6 siswa yang telah tuntas belajar. Pada Siklus 2 terdapat kenaikan menjadi 100 persen atau sebanyak 24 siswa telah tuntas belajar. Berdasarkan itu, dapat disimpulkan bahwa metode kooperatif tipe STAD pada pelajaran Diagnosa PC yang terhubung jaringan dapat menaikkan aktifitas dan prestasi belajar kelas XI TKJ 1 SMK Bonavita Tangerang. AbstractThis research aimed to improve learning achievement using cooperative method of Students Teams Achievment Division (STAD). The research was done at class XI TKJ in secondary vocational school of Bonavita Tangerang, Banten academic year of 2015/2016 using classroom action research. The research subject consist of 24 students from class XI TKJ. The research began by giving a test and then followed by 2 cycles of classroom action. The first cycle was to recognize damage to the computer and network then resetting the network by bus topology. Before the action was applied, the results were as follows. Among the total number of students taking the test (24 students), 22 students failed, and 2 students passed students. Thus the percentage of fail students was 91 percent. After the action was applied in Cycle 1, there was an increase of 6 students who passed the test, and in Cycle 2 there was an increase to all of the 24 students passed the test. Based on this result, it could be concluded that Cooperative STAD is effective in improving studentsâ?? learning achievements especially in personal computer diagnose connected to network lessons at class XI TKJ of Bonavita Secondary Vocational School, Tangerang.  
MENINGKATKAN PRESTASI BELAJAR DENGAN METODE KOOPERATIF STUDENTS TEAMS ACHIEVEMENT DIVISION (STAD) PADA PELAJARAN DIAGNOSA PC KELAS XI TKJ SMK BONAVITA Kristiadi, D.Dedy Prasetya
Jurnal Penelitian Kebijakan Pendidikan Vol 1 No 1 (2016)
Publisher : Balitbang Kemendikbud

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v1i1.179

Abstract

AbstrakPenelitian ini bertujuan untuk meningkatkan prestasi belajar dengan metode kooperatif Students Teams Achievement Division (STAD). Penelitian ini dilakukan pada kelas XI TKJ SMK Bonavita Tangerang tahun pelajaran 2015/2016 dengan metode penelitian tindakan kelas (PTK). Subjek penelitian adalah siswa XI TKJ sebanyak 24 siswa yang diawali dengan test selanjutnya dengan penelitian tindakan kelas terdiri dari dua Siklus. Siklus pertama mengenali kerusakan pada komputer dan jaringan selanjutnya setting ulang jaringan dengan topologi bus. Sebelum diadakan penelitian tindak kelas hasil belajar siswa adalah sebagai berikut. Banyak siswa yang mengikuti ulangan adalah 24 orang, siswa yang tidak tuntas sebanyak 22 orang, siswa yang telah tuntas belajar adalah 2 orang, atau sebesar 8,3 persen. Setelah dilakukan tindakan pada Siklus 1 terdapat kenaikan 25 persen dengan rincian 6 siswa yang telah tuntas belajar. Pada Siklus 2 terdapat kenaikan menjadi 100 persen atau sebanyak 24 siswa telah tuntas belajar. Berdasarkan itu, dapat disimpulkan bahwa metode kooperatif tipe STAD pada pelajaran Diagnosa PC yang terhubung jaringan dapat menaikkan aktifitas dan prestasi belajar kelas XI TKJ 1 SMK Bonavita Tangerang. AbstractThis research aimed to improve learning achievement using cooperative method of Students Teams Achievment Division (STAD). The research was done at class XI TKJ in secondary vocational school of Bonavita Tangerang, Banten academic year of 2015/2016 using classroom action research. The research subject consist of 24 students from class XI TKJ. The research began by giving a test and then followed by 2 cycles of classroom action. The first cycle was to recognize damage to the computer and network then resetting the network by bus topology. Before the action was applied, the results were as follows. Among the total number of students taking the test (24 students), 22 students failed, and 2 students passed students. Thus the percentage of fail students was 91 percent. After the action was applied in Cycle 1, there was an increase of 6 students who passed the test, and in Cycle 2 there was an increase to all of the 24 students passed the test. Based on this result, it could be concluded that Cooperative STAD is effective in improving studentsâ?? learning achievements especially in personal computer diagnose connected to network lessons at class XI TKJ of Bonavita Secondary Vocational School, Tangerang.  
MENINGKATKAN PRESTASI BELAJAR DENGAN METODE KOOPERATIF STUDENTS TEAMS ACHIEVEMENT DIVISION (STAD) PADA PELAJARAN DIAGNOSA PC KELAS XI TKJ SMK BONAVITA D.Dedy Prasetya Kristiadi
Jurnal Penelitian Kebijakan Pendidikan Vol. 1 No. 1 (2016)
Publisher : usat Standar dan Kebijakan Pendidikan, BSKAP, Kemendikbudristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24832/jpkp.v1i1.179

Abstract

AbstrakPenelitian ini bertujuan untuk meningkatkan prestasi belajar dengan metode kooperatif Students Teams Achievement Division (STAD). Penelitian ini dilakukan pada kelas XI TKJ SMK Bonavita Tangerang tahun pelajaran 2015/2016 dengan metode penelitian tindakan kelas (PTK). Subjek penelitian adalah siswa XI TKJ sebanyak 24 siswa yang diawali dengan test selanjutnya dengan penelitian tindakan kelas terdiri dari dua Siklus. Siklus pertama mengenali kerusakan pada komputer dan jaringan selanjutnya setting ulang jaringan dengan topologi bus. Sebelum diadakan penelitian tindak kelas hasil belajar siswa adalah sebagai berikut. Banyak siswa yang mengikuti ulangan adalah 24 orang, siswa yang tidak tuntas sebanyak 22 orang, siswa yang telah tuntas belajar adalah 2 orang, atau sebesar 8,3 persen. Setelah dilakukan tindakan pada Siklus 1 terdapat kenaikan 25 persen dengan rincian 6 siswa yang telah tuntas belajar. Pada Siklus 2 terdapat kenaikan menjadi 100 persen atau sebanyak 24 siswa telah tuntas belajar. Berdasarkan itu, dapat disimpulkan bahwa metode kooperatif tipe STAD pada pelajaran Diagnosa PC yang terhubung jaringan dapat menaikkan aktifitas dan prestasi belajar kelas XI TKJ 1 SMK Bonavita Tangerang. AbstractThis research aimed to improve learning achievement using cooperative method of Students Teams Achievment Division (STAD). The research was done at class XI TKJ in secondary vocational school of Bonavita Tangerang, Banten academic year of 2015/2016 using classroom action research. The research subject consist of 24 students from class XI TKJ. The research began by giving a test and then followed by 2 cycles of classroom action. The first cycle was to recognize damage to the computer and network then resetting the network by bus topology. Before the action was applied, the results were as follows. Among the total number of students taking the test (24 students), 22 students failed, and 2 students passed students. Thus the percentage of fail students was 91 percent. After the action was applied in Cycle 1, there was an increase of 6 students who passed the test, and in Cycle 2 there was an increase to all of the 24 students passed the test. Based on this result, it could be concluded that Cooperative STAD is effective in improving students’ learning achievements especially in personal computer diagnose connected to network lessons at class XI TKJ of Bonavita Secondary Vocational School, Tangerang.  
Mobile cloud game in high performance computing environment Dedy Prasetya Kristiadi; Ferry Sudarto; Evan Fabian Rahardja; Naufal Rayfi Hafizh; Christopher Samuel; Harco Leslie Hendric Spits Warnars
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 18, No 4: August 2020
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v18i4.14896

Abstract

Mobile cloud game is a solution to play high-end games in indigent thin clients with a diversity of end-user devices, and as real-time gaming, mobile cloud game hosting game engines in the cloud. Moreover, frequent change in network quality is another issue that should be limited to run the real fast cloud game. Thus, reliable software components between cloud and user devices as clients, including using artificial intelligence (AI) algorithms such as machine learning, deep learning and so on will enhance the game performance, particularly in multiplayer and real-time conditions. In this paper, we list the mobile cloud game architecture in the high-performance computing (HPC) environment, where a load of the game will be distributed between servers as cloud and clients. The server node as clouds or clients will consist of more than one server with many processors (cores) or sometimes can be recognized as distributed computing. Using HPC for cloud games will boost the game performance where the execution times will be dispersed not only in some node in servers and clients but in many cores of each server or client. The involvement of the internet of things (IoT) and ubiquitous access from heterogeneous devices will give benefit to enjoyment in the game itself.
Framework for developing algorithmic fairness Dedy Prasetya Kristiadi; Po Abas Sunarya; Melvin Ismanto; Joshua Dylan; Ignasius Raffael Santoso; Harco Leslie Hendric Spits Warnars
Bulletin of Electrical Engineering and Informatics Vol 9, No 4: August 2020
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.228 KB) | DOI: 10.11591/eei.v9i4.2028

Abstract

In a world where the algorithm can control the lives of society, it is not surprising that specific complications in determining the fairness in the algorithmic decision will arise at some point. Machine learning has been the de facto tool to forecast a problem that humans cannot reliably predict without injecting some amount of subjectivity in it (i.e., eliminating the “irrational” nature of humans). In this paper, we proposed a framework for defining a fair algorithm metric by compiling information and propositions from various papers into a single summarized list of fairness requirements (guideline alike). The researcher can then adopt it as a foundation or reference to aid them in developing their interpretation of algorithmic fairness. Therefore, future work for this domain would have a more straightforward development process. We also found while structuring this framework that to develop a concept of fairness that everyone can accept, it would require collaboration with other domain expertise (e.g., social science, law, etc.) to avoid any misinformation or naivety that might occur from that particular subject. That is because this field of algorithmic fairness is far broader than one would think initially; various problems from the multiple points of view could come by unnoticed to the novice’s eye. In the real world, using active discriminator attributes such as religion, race, nation, tribe, religion, and gender become the problems, but in the algorithm, it becomes the fairness reason.
E-business Startup Model using Canvas Business Model (case study: SiJasPro) Muhaimin Hasanudin; Dedy Prasetya Kristiadi; Budi haryanto
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i2.123

Abstract

With the rapid development of information technology today, more and more businesses are using the internet as a medium to disseminate information and choose the right business model in order to survive and develop. This study aims to determine the business model of a startup in the Project Services Information System (sijaspro) by conducting analysis and evaluation to determine the strengths, weaknesses, opportunities, and threats so that they can design a business model. The research method used is a qualitative method. This study uses the theory of the business model canvas and SWOT analysis. The results show that the company's business model requires several additional factors in each element of the e-business model in order to grow and develop better by providing building project features and services and applications to users
E-Teach : Mobile Application Teaching Administrative System Using Near Field CommunicationN (NFC) F Ferry; Dedy Prasetya Kristiadi; S Sutrisno
IJISTECH (International Journal of Information System and Technology) Vol 5, No 4 (2021): December
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i4.156

Abstract

Teaching administration is a teacher's needs that are recorded or recorded into files stored by the school curriculum section. Teaching administration is in the form of lesson plans per semester made by the teacher to be applied based on the planned subject matter. Archiving of learning outcomes data and teaching materials is often ignored so that teachers do not provide subject matter according to the study plan and evaluation of learning outcomes is not satisfactory. In addition, the teacher administration file is a need for school accreditation which is a benchmark for the education office's assessment, which is a serious concern for schools in making reports in their work units. To reduce administrative errors, loss of data and the effectiveness of teaching services and assist teachers in managing lesson plans and evaluating learning outcomes, a tool that is able to provide solutions is needed. Near Field Communication, abbreviated as NFC, is a development tool for Bluetooth and RFID. NFC allows the phone to store important data securely and sent to other phones equipped with NFC or read by an NFC reader. In addition, this NFC allows mobile phones to be developed for the administration of school payments as well as giving class schedules to students. In this study, a teaching administration system based on Near Field Communication (NFC) has been developed using the Raspberry Pi as a microcontroller as well as a computer capable of applying web-based programs. Electronic teaching administration with NFC is expected to replace conventional teaching administration. The advantages of NFC-based E-Teach are that it takes a short time to use, does not depend on internet access and is easy in delivering teacher administration to those in need. Study plan data processing and evaluation of student learning outcomes are faster, more accurate and integrated with the management of education providers.