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The Effectiveness of the Indonesian Forest Honeybee Conservation E-Module on Students' Environmental Literacy Ability Sumberartha, I Wayan; Al Muhdhar, Mimien Henie Irawati; Setiawan, Deny; Akbar, Muhammad Iqbal; Tamalene, M. Nasir; Nadra, Wawan Suprianto; Daud, Alfian -; Kaunar, Annisa Tullulu; Mardiyanti, Lely -
JPI (Jurnal Pendidikan Indonesia) Vol 10, No 2 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (204.352 KB) | DOI: 10.23887/jpi-undiksha.v10i2.30896

Abstract

This study aims to analyze the effectiveness of the Indonesian forest honeybee conservation e-module on students' environmental literacy skills in natural resource management courses. This study uses a one-group pretest and posttest design. The sample in this study was 22 students of natural resource management class who were selected using the purposive sampling technique. The learning was carried out 5 times, starting with the pretest and ending with the posttest. The data collection instrument used a multiple-choice test of as many as 29 questions which were conducted online using google form. Data analysis using N-Gain Score. The results showed that the gain-score was 0.8. So, can be concluded that the effectiveness of the Indonesian forest honeybee conservation e-module is quite high in improving students' environmental literacy skills, especially in the aspects of ecological knowledge, conservation knowledge, the attitude in presenting data and information, scientific behavior (having curiosity and caring for the environment), and wise behavior and responsible.
Perangkat Pengukuran Data Tumbuh Kembang dan Kesehatan pada Siswa TK Ilham Ari Elbaith Zaeni; I Made Wirawan; Muhammad Iqbal Akbar; Retno Indah Rokhmawati; Dessy Rif’a Anzani
TEKNO: Jurnal Teknologi Elektro dan Kejuruan Vol 32, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um034v32i1p175-184

Abstract

Proses tumbuh kembang anak merupakan hal penting yang harus diperhatikan sejak dini untuk mencapai perkembangan yang optimal. Antropometri gizi berhubungan dengan berbagai macam pengukuran dimensi tubuh dan komposisi tubuh dari berbagai tingkat umur dan tingkat gizi. Ukuran antropometri terdiri dari berat badan dan tinggi badan. Tanda-tanda vital meliputi detak jantung, pernapasan (laju pernapasan), tekanan darah, dan suhu membantu menyadari masalah sejak dini atau menghilangkan kekhawatiran tentang keadaan anak. Penelitian ini bertujuan mengembangkan perangkat pengukuran data tumbuh kembang dan kesehatan pada siswa TK. Sistem Elektronik yang dikembangkan terdiri dari Mikrokontroler sebagai perangkat utama yang akan membaca input dari tombol setting dan beberapa sensor. Sensor yang dipasang terdiri dari sensor berat badan, sensor tinggi badan, sensor suhu badan, dan sensor denyut jantung serta oksimeter. Sensor untuk berat badan, tinggi badan, detak jantung, dan saturasi oksigen diuji selama tahap pengembangan. Data dari sensor akan ditransfer ke database melalui Wi-Fi menggunakan ESP8266. Informasi dalam database ini selanjutnya akan disimpan dan ditampilkan sebagai tabel dan grafik. Hasil pengujian pembacaan sensor menunjukkan bahwa pembacaan sensor mampu bekerja dengan baik. ESP8266 juga mampu mengirim data ke database. Data pembacaan sensor database dapat disajikan pada halaman website. Gadget pemantau data tumbuh kembang anak TK, serta kesehatannya, dapat berjalan dengan baik.
The Effectiveness of the Indonesian Forest Honeybee Conservation E-Module on Students' Environmental Literacy Ability I Wayan Sumberartha; Mimien Henie Irawati Al Muhdhar; Deny Setiawan; Muhammad Iqbal Akbar; M. Nasir Tamalene; Wawan Suprianto Nadra; Alfian - Daud; Annisa Tullulu Kaunar; Lely - Mardiyanti
Jurnal Pendidikan Indonesia Vol 10 No 2 (2021)
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (204.352 KB) | DOI: 10.23887/jpi-undiksha.v10i2.30896

Abstract

This study aims to analyze the effectiveness of the Indonesian forest honeybee conservation e-module on students' environmental literacy skills in natural resource management courses. This study uses a one-group pretest and posttest design. The sample in this study was 22 students of natural resource management class who were selected using the purposive sampling technique. The learning was carried out 5 times, starting with the pretest and ending with the posttest. The data collection instrument used a multiple-choice test of as many as 29 questions which were conducted online using google form. Data analysis using N-Gain Score. The results showed that the gain-score was 0.8. So, can be concluded that the effectiveness of the Indonesian forest honeybee conservation e-module is quite high in improving students' environmental literacy skills, especially in the aspects of ecological knowledge, conservation knowledge, the attitude in presenting data and information, scientific behavior (having curiosity and caring for the environment), and wise behavior and responsible.
ANALISIS DAN PERANCANGAN SISTEM INFORMASI PERSEDIAAN PRODUK BERBASIS WEB PADA PT AI Muhammad Iqbal Akbar
Sistemasi: Jurnal Sistem Informasi Vol 8, No 1 (2019): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (903.907 KB) | DOI: 10.32520/stmsi.v8i1.421

Abstract

Sistem informasi persediaan produk yang telah berjalan di PT. AI selama ini selalu melakukan perhitungan berdasarkan rumus yang telah ditentukan, tetapi pada saat dilakukan perhitungan fisik jumlah produk yang ada di dalam gudang selalu terjadi selisih. Selisih tersebut secara fisik jumlahnya selalu lebih kecil dari jumlah yang tertera di dalam sistem informasi. Untuk melakukan pembetulan, PT. AI melakukannya secara manual dan dilakukan langsung ke dalam database yang dapat mengakibatkan ketidakselarasan data dari awal hingga akhir. Oleh karena itu dibuatlah sistem informasi persediaan produk yang baru dimana sistem informasi ini berbasis web framework sehingga dapat membantu mereka melakukan koreksi jumlah persediaan dengan alur bisnis yang mereka miliki jika terjadi selisih antara jumlah produk fisik dengan jumlah produk yang ada di dalam sistem informasi dan memudahkan karyawan untuk mempelajari sistem informasi tersebut.Keywords: sistem informasi persediaan, perbedaan jumlah persediaan, web framework
A Poster Digital Sain Media for Humanity Interaction based Interactive Augmented Reality Muhammad Ashar; Azhar Ahmad Smaragdina; Muhammad Iqbal Akbar; Dicki Dwi Prasetya
Journal of Disruptive Learning Innovation (JODLI) Vol 1, No 1 (2019)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (761.499 KB) | DOI: 10.17977/um072v1i12019p7-20

Abstract

Interactive and innovative learning media supported by Augmented Reality (AR) is specifically used in the field of science in helping the development of student learning process at State University of Malang (UM). This media is designed to build the pillar of learning innovation strategy through IT fusion on curriculum and learning. Specifically, the main target in the development of teaching media with interaction through AR mobile media and science posters integrated with virtual communications is to improve the visual capabilities of information. Several stages to be done to realize this service are: 1)build a framework of the system in a comprehensive manner, 2)testing with a number of students as a user response, 3)making showcase and 4)demonstrating application system with multimedia content with science materials with 3D perspective (animation and interactive video). The software engineering method used in this application development is the waterfall model, while the qualitative method approach is needed to measure the effectiveness and efficacy of this AR science product on increasing the level of student understanding after using this media through a questioner. It is expected that with the development of this media will accelerate the formation of learning innovation in life-based learning in UM in the future. In broader impact, this work will be able to make UM as a learning innovation university as the competitive and superior university as well as become a reference in the technology of learning media.
Educational Platformer Game (OOP-EduGame) to Enhance Student Motivation and Understanding in the Object Oriented Programming Subject Azhar Ahmad Smaragdina; Ahmad Mursyidun Nidhom; Dila Umnia Soraya; Gres Dyah Kusuma Ningrum; Muhammad Iqbal Akbar
International Journal of Applied Business and Information Systems Vol. 4 No. 2 (2020)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31763/ijabis.v4i2.446

Abstract

The Object-Oriented Programming (OOP) course aims to impart understanding and knowledge to students regarding basic-level object-oriented programming concepts and the implementation of inheritance, encapsulation, and polymorphism. This subject contains abstract concepts that require a high level of understanding and also a sufficiently strong memory which often makes students feel bored. We consider the need for a learning innovation that can boost student learning motivation and also make it easier for them to understand and remember abstract concepts in OOP material. Based on these problems, we plan to use games in learning activities. Games are a potential tool to support learning activities [1], where games can provide great motivation for students to play [2]. Furthermore, games are one of the 3 most popular applications in Southeast Asia[3], where this data is also confirmed by the Global Mobile Consumer Survey which shows that 47% of the population in Southeast Asia play games through their smartphones. Mobile game applications are also proven to be able to contribute to learning outcomes and student learning motivation. After conducting a review of the literature and analyzing related research, we think that the educational game application can be used theoretically as a solution to the problems we have described. This application is available anytime and anywhere that allows students to look deeper into the materials and to offer a virtual learning environment that is not restricted by the time and place to work together and share ideas for solving programming problems. The educational game that we developed is called OOP-EduGame, this game is a platformer game genre that is one of the most popular game genres. The development method for this application uses the ADDIE model. The results of validation from experts and the responses from users as a basis for measuring the readiness of the application for use in learning activities are also presented.
Pengembangan Modul Sosioteknologi Informatika Berbasis CDIO Akhimullah Akmal Fattah; Aji Prasetya Wibawa; Muhammad Iqbal Akbar; Roni Herdianto
Belantika Pendidikan Vol 3, No 2 (2020)
Publisher : Kayon Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47213/bp.v3i2.89

Abstract

Penelitian ini bertujuan untuk merancang, mengembangkan, dan menguji tingkat kevalidan modul Sosioteknologi. Metode pengembangan yang dipilih untuk mengembangkan adalah metode pengembangan 4D (Four-D) dengan 4 tahapan langkah yang terdiri dari define (pendefinisian), design (perancangan), develop (pengembangan), dan disseminate (penye­baran). Data yang diperoleh dari uji kelayakan berupa data kuantitatif yang diambil melalui media angket dengan skala liker 1-4 dan diperoleh hasil 2,99 yang jika dikonversikan ke dalam persentase bernilai 74,75% yang berarti hasil mencapai nilai kelayakan yang cukup. Pengumpulan da­ta dilakukan dengan cara memberikan angket tanggapan yang akan diisi oleh para ahli dari Jurusan elektro Universitas Negeri Malang yang ahli dalam bidang mata kuliah Sosioteknologi Informatika yang digunakan untuk melihat hasil kelayakan dari pengembangan modul.
Klasifikasi Artikel Ilmiah Dengan Berbagai Skenario Preprocessing Hidayatul Ma'rifah; Aji Prasetya Wibawa; Muhammad Iqbal Akbar
Sains, Aplikasi, Komputasi dan Teknologi Informasi Vol 2, No 2 (2020): Sains, Aplikasi, Komputasi dan Teknologi Informasi
Publisher : Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/jsakti.v2i2.2681

Abstract

Penelitian ini bertujuan untuk menemukan kombinasi dan urutan preprocessing dalam text mining yang paling maksimal untuk klasifikasi bidang jurnal berbahasa Indonesia berdasarkan judul dan abstraknya. Tahap-tahap preprocessing yang akan diterapkan terdiri dari case folding, stemming, stopwords removal, transformasi VSM (Vector Space Model), dan SMOTE. Namun, pengamatan tiap skenario berfokus pada stemming dan dua teknik stopwords removal, yaitu stopwords removal berbasis kamus, dan berbasis document frequency setelah melewati proses transformasi ke dalam bentuk VSM dengan pembobotan TF-IDF (Term Trequency–Inverse Document Frequency). Proses klasifikasi mengadopsi algoritma k-NN (K-Nearest Neighbour), yang menentukan kelas suatu data tes dengan melihat tetangga terdekatnya. Dalam penelitian ini, metrik untuk menemukan jarak tetangga terdekat adalah Cosine Similarity. Pengujian klasifikasi menggunakan 10-Fold Cross Validation untuk menghasilkan confusion matrix sebagai hasil akhir. Kinerja klasifikasi terbaik dicapai dengan persentase accuracy sebesar 72.91% dan precision mencapai 73,36%.
Design Interactive Multimedia Book Sanggar Doka Tawa Tana Using The Design Sprint Method Yushivan Rendi Harviansyah; Muhammad Ashar; Muhammad Iqbal Akbar
Journal of Disruptive Learning Innovation (JODLI) Vol 3, No 2 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v3i22022p67 - 80

Abstract

Tourism is a journey from one place to another carried out by a group of people or individual for a certain period of time with the aim of traveling that requires planning previously. This is supported by current technological advances, one of which is multimedia technology including information technology. This multimedia technology has made a significant contribution to the tourism sector by generating the ability to promote and develop tourist objects in any location with greater ease, less cost, and more flexibility. One of the attractions that is developing at the time of current technological advances, namely the Sanggar Doka Tawa Tana. This studio is one of the leading tourist attractions in the province of NTT that can attract tourists to visit. However Due to the Covid-19 outbreak, the number of tourists visiting has decreased drastically. But in 2021 the number of tourists visiting began to increase. So in this research development of EPUB-based interactive multimedia books to promote and provide the latest information for potential tourists related to the Sanggar Doka Tawa Tana. On book design interactive multimedia of Sanggar Doka Tawa Tana, the method used is the design sprint method where In the method there are 5 frameworks, namely understand, diverge, decide, prototype and validate.
User Interface and User Experience Design in Digital Learning Applications for Autistic Users with the Human-Centered Design Method Muhammad Iman Nurdin; Muhammad Ashar; Muhammad Iqbal Akbar; I Putu Dody Lesmana
Journal of Disruptive Learning Innovation (JODLI) Vol 4, No 1 (2022)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um072v4i12022p24-31

Abstract

Currently in Indonesia there are millions of school-age children. Some of them still have difficulty in accessing education, including children with special needs. Children with special needs are part of a society that is classified as vulnerable. Some institutions state that they are 10 times more likely to be out of school. Even when they go to school, the learning they receive tends to be not optimal, especially for autistic children. Autism is a disorder of overall human development that results in barriers to socialization, communication, and behavior. With the various obstacles they have, the learning process they receive tends to be less than optimal if it is not balanced with adequate facilities and infrastructure. Therefore, in this study, researchers want to design a digital learning application for autistic users based on a website, where the User Interface (UI) and User Experience (UX) of the learning application are tailored to the user's needs. By using the Human-Centered Design (HCD) method that focuses on humans in its manufacture. With these grounds and reasons, it is hoped that this research can produce a UI UX with a good level of usability, effectiveness, and user satisfaction.