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Improving Knowledge Structure through Extended Scratch-Build Concept Mapping Prasetya, Didik Dwi; Hayashi, Yusuke; Hirashima, Tsukasa
Letters in Information Technology Education (LITE) Vol 3, No 1 (2020)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.255 KB) | DOI: 10.17977/um010v3i12020p036

Abstract

Extended concept mapping is a potential technique to elicit missing ideas and relationships. This study explored an Extended Scratch-Build (ESB) concept mapping in improving learners' knowledge structure. ESB is an expansion of an open-ended approach that asks students to connect the prior-existing original concept map with the new additional map on related material topics. The practical use of ESB has been conducted and proves positive effects on learning achievements. However, no information has been provided regarding the performance of the concept map components that describe the broad overview of students' attainments. This observational study focused on improving learners' knowledge using quantity measurements based on concept map features, consists of a number of concepts, number of links, and a number of propositions. University students (N = 27) with a major in Informatics Engineering participated in the study. The results reported that students' knowledge structure on additional maps significantly increased compared to the prior original map.
Design and Development of Online Collaborative Learning Platform of Kit-Build Concept Map Aryo Pinandito; Didik Dwi Prasetya; Hanifah Muslimah Az-zahra; Wibisono Sukmo Wardhono; Yusuke Hayashi; Tsukasa Hirashima
Journal of Information Technology and Computer Science Vol. 6 No. 1: April 2021
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (680.051 KB) | DOI: 10.25126/jitecs.202161294

Abstract

A concept map is deemed a useful teaching and learning tool. It offers many potential advantages over just representing the students’ knowledge and understanding during learning, and have been widely used to support learning. Kit-Build concept map is one learning framework that incorporate digital concept map for its learning activities. Learning with Kit-Build concept map has been found to have better learning effects towards students' understanding and knowledge retention. Incorporating Kit-Build concept map into collaborative learning have been reported to have better outcome than the traditional collaborative learning. However, collaborative learning with Kit-Build concept map cannot be accomodated with the current Kit-Build system where learning activity is conducted online. This study presents the design and development of online collaborative learning platform of Kit-Build Concept Map. A prototype of the collaboration system to support collaborative learning with Kit-Build concept map is developed and be evaluated to portray its potential usability for further development and practical use. The result suggested that incorporating Socket.IO as a real-time communication middleware is effective to deliver online collaborative learning features into the Kit-Build system. Preliminary evaluation to the system also suggested that the system has the potential for actual use in supporting distant collaborative learning with Kit-Build concept map.
Penerapan algoritma naïve bayes classifier untuk klasifikasi judul skripsi dan tugas akhir berdasarkan Kelompok Bidang Keahlian Utomo Pujianto; Triyanna Widiyaningtyas; Didik Dwi Prasetya; Bintang Romadhon
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 27, No 1 (2017)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1479.135 KB) | DOI: 10.17977/um034v27i1p79-92

Abstract

SISINTA UM adalah sistem informasi berbasis web yang menampilkan data berkaitan dengan skripsi dan tugas akhir di Jurusan Teknik Elektro Fakultas Teknik Universitas Negeri Malang. Berdasarkan hasil observasi terhadap fitur SISINTA, diketahui bahwa judul yang ada belum terklasifikasi berdasarkan tema penelitiannya. Tujuan penelitian ini adalah untuk menerapkan dan menguji performa algoritma Naive Bayes Classifier dalam mengklasifikasi judul skripsi dan tugas akhir, berdasarkan tema penelitian dalam KBK di Jurusan Teknik Elektro FT UM. Model pengembangan yang digunakan penelitian ini adalah model waterfall. Model ini terdiri dari lima tahapan, yaitu: (1) analisis kebutuhan sistem, (2) desain sistem dan perangkat lunak, (3) implementasi dan pengujian unit, (4) integrasi dan pengujian sistem, (5) penerapan dan perawatan produk. Pengujian performa algoritma klasifikasi yang digunakan adalah teknik K-fold Cross Validation. Berdasarkan pengujian performa penerapan algoritma Naïve Bayes Classifiers menggunakan teknik K-Fold Cross Validation, dengan jumlah tahap pengujian sebanyak 10 kali, terhadap 1103 judul skripsi dan tugas akhir, didapatkan hasil rata-rata akurasi 94%, presisi 80%, dan recall 69%.
PENGARUH PROJECT-BASED LEARNING DENGAN METODE DRILL DAN METODE FEEDBACK TERHADAP HASIL BELAJAR PEMROGRAMAN WEB Syaichul Fitrian Akbar; Setiadi Cahyono Putro; Didik Dwi Prasetya
Teknologi dan Kejuruan: Jurnal Teknologi, Kejuruan, dan Pengajarannya Vol 41, No 1: Februari 2018
Publisher : Fakultas Teknik Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v41i12018p067

Abstract

Tujuan penelitian adalah mengungkap perbedaan rerata hasil belajar pem-rograman web (ranah pengetahuan dan keterampilan) karena pengaruh penerapan Project-Based Learning (PjBL) dan Metode Drill dibandingkan dengan PjBL dan metode Feedback. Penelitian menggunakan rancangan quasi experiment dengan post-test only. Subjek penelitian adalah sebanyak 68 siswa kelas XI RPL di SMKN 6 Ma-lang. Analisis uji hipotesis menggunakan uji-t dengan teknik independent sample t-tes. Hasil penelitian menunjukkan bahwa penerapan model PjBL dan metode Drill le-bih baik diterapkan untuk ranah keterampilan, sedangkan penerapan model PjBL dan metode Feedback lebih baik diterapkan untuk ranah pengetahuan.
ORANGEO : PEMANFATAAN TEKNOLOGI WIRAUSAHA WISATA OUTBOND DALAM PEMBERDAYAAN MASYARAKAT DISEKITAR KEBUN JERUK DESA SELOREJO DAU MALANG Muhammad Ashar; Didik Dwi Prasetya
Jurnal KARINOV Vol 1, No 1 (2018): Januari
Publisher : Institute for Research and Community Service (LP2M), Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1147.904 KB) | DOI: 10.17977/um045v1i1p%p

Abstract

 Abstrak Program pemberdayaan masyarakat dalam membentuk wirausaha baru dengan konsep techno-entrepreneurship meningkatkan produk dan jasa. Program  yang dirancang mimiliki guna dan  nilai jual dalam menyelesaikan persoalan ekonomi kerakyatan dan permasalahan sosial yang ada di desa Selorejo Dau Malang. Program pengembangan SDM dan potensi yang dimiliki oleh warga sekitar area lokasi kegiatan sangat mendukung menimbulkan jiwa wirausaha dengan melalui jasa outbond bagi anak-anak sekolah sebagai game edukasi dengan pembuatan produk olahan jeruk menjadi produk permen dan makanan menarik bagi anak-anak.             Pengembangan potensi desa dan pemuda dalam mengelolah perkebunan jeruk selain sebagai lokasi wisata petik jeruk di desa ini perlu peningkatan kegiatan wirausaha juga sebagai layanan edukasi anak-anak dan pengenalan karakter dengan nuansa wisata alam. Tujuan kegiatan pengabdian ini adalah memberikan peluang usaha bagi masyarakat dalam usaha kreatifitas pengembangan produk hasil perkebunan jeruk dengan mengolah jeruk yang memiliki kualitas rendah menjadi produk yang bernilai dengan gizi yang baik di desa Seleroje Dau Malang. Usaha ini dikembangkan dengan teknologi tepat guna (perancangan alat-alat proses pengolahan jeruk menjadi makanan kesukaan anak-anak). Program  dapat dijadikan sebagai kegiatan masyaralat dalam membentuk life skill secara tidak langsung dapat digunakan untuk pengembangan usaha yang kedepannya berkesinambungan sebagai pusat pengelolaan hasil olahan jeruk di Malang.  Kata kunci— techno-entrepreneurship, game edukasi, pengolahan jeruk, life skill,
The performance of text similarity algorithms Didik Dwi Prasetya; Aji Prasetya Wibawa; Tsukasa Hirashima
International Journal of Advances in Intelligent Informatics Vol 4, No 1 (2018): March 2018
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26555/ijain.v4i1.152

Abstract

Text similarity measurement compares text with available references to indicate the degree of similarity between those objects. There have been many studies of text similarity and resulting in various approaches and algorithms. This paper investigates four majors text similarity measurements which include String-based, Corpus-based, Knowledge-based, and Hybrid similarities. The results of the investigation showed that the semantic similarity approach is more rational in finding substantial relationship between texts.
Development of Mobile Based Educational Game as a Learning Media for Basic Programming in VHS Hakkun Elmunsyah; Gradiyanto Radityo Kusumo; Utomo Pujianto; Didik Dwi Prasetya
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (401.229 KB) | DOI: 10.11591/eecsi.v5.1618

Abstract

The purpose of this research is to develop mobile based education game which will be used as the learning media of basic programming for grade X VHS student as well as to know the its eligibility level. The developed education game consists of four basic programming competencies. This learning media is developed using ADDIE model with waterfall model for the flow development. The validation process involved 2 material experts, 1 media expert, and two groups of eligibility testing. The type of data is qualitative and quantitative with the method of data collection is questionnaire. The measurement uses five scale of likert. This study concluded that the developed educational game are valid and eligible to be used as a basic programming learning media.
Web-based Campus Virtual Tour Application using ORB Image Stitching Triyanna Widiyaningtyas; Didik Dwi Prasetya; Aji P Wibawa
Proceeding of the Electrical Engineering Computer Science and Informatics Vol 5: EECSI 2018
Publisher : IAES Indonesia Section

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (574.095 KB) | DOI: 10.11591/eecsi.v5.1679

Abstract

Information disclosure in the digital age has demanded the public to obtain information easily and meaningful. In this paper, we propose the development of web-based campus virtual tour 360-degree information system application at the State University of Malang, Indonesia which aims to introduce the assets of the institution in an interesting view to public. This application receives a stitched or panoramic image generated through the ORB image stitching algorithm as an input and displays it in virtual tour manner. This paper realizes the image stitching algorithm to present the visualization of the 360-degree dynamic building and campus environment, so it looks real as if it were in the actual location. Virtual tour approach can produce a more immersive and attractive appearance than regular photos.
DESAIN TEMPLATE BUKU DIGITAL EPUB Didik Dwi Prasetya; Wahyu Sakti Gunawan Irianto; Syaad Patmanthara
SENTIA 2016 Vol 8, No 1 (2016)
Publisher : SENTIA 2016

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.876 KB)

Abstract

EPUB (electronic publication) merupakan salah satu format buku digital yang berpotensi menjadi standar publikasi masa depan. Namun hingga saat ini pembuatan buku dengan format EPUB tidaklah mudah karena memerlukan pengetahuan khusus. Dalam upaya mengatasi persoalan yang ada, tulisan ini mengemukakan pembuatan desain template buku digital EPUB dengan mengacu pada layout buku standar. Pengembangan desain template mampu menghasilkan solusi pembuatan buku digital secara mudah dan cepat karena tinggal melengkapi konten sesuai dengan kerangka yang sudah ada. Hasil pengujian memperlihatkan bahwa produk akhir sudah sesuai dengan spesifikasi awal dengan nilai persentase 100%.
PENGEMBANGAN MODUL PRAKTIKUM INTERAKTIF PADA PEMROGRAMAN BERBASIS WEB Mukhamad Angga Gumilang; Syaad Patmanthara; Didik Dwi Prasetya
SENTIA 2016 Vol 8, No 1 (2016)
Publisher : SENTIA 2016

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

Abstract

To do a practicum in web-based programming course, the student minimally needs three software, that is text-editor, ebook-reader, and browser. So that existing learning media can be developed further in interactive practicum module by providing training and evaluation features in one file. This study aims: (1) to Design, (2) to Develop and (3) to Test the validity of interactive practicum module on web-based programming courses. The study model is being used is a research model of 4D by Thiagarajan. The subject of this study were students year 2013 of undergraduate of informatic engineering that already finished web-based programming course. The technique of collecting data using questionnaires. To test the validity, evaluation conducted by a team of experts, limited-scale test, and wide scale test. The result of the study are follows: The review score from the expert learning materials is 88.64%, the review score from the expert instructional media is 94.27%. the score from limited-scale test is 80.88%, And the review score from wide scale test is 87.14%. From the results, it is concluded that the development product is eligible to being use in web-based programming course. The product has advantages included: Module has interactive features such as live-editor that can show the results of static�web programming scripts.