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Active Learning Strategies in Synchronous Online Learning for Elementary School Students Puspanda Hatta; Yusfia Hafid Aristyagama; Rosihan Ari Yuana; Septi Yulisetiani
IJIE (Indonesian Journal of Informatics Education) Vol 4, No 2 (2020): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v4i2.46019

Abstract

The Covid-19 pandemic gives an impact on education field. The face-to-face learning pattern in schools has shifted to distance learning which is carried out online. The implementation of online learning during the pandemic forces a digital transformation in education, causing several problems, two of which are technology and human resources. This article discusses the appropriate online learning strategies to use during a pandemic, especially for synchronous interaction models. Qualitative research with a narrative approach was used to explore teachers' experiences in learning, especially those related to the form of interaction between teachers and students during the Covid-19 pandemic. Active learning was chosen based on the results of observations and literature review through journal articles and proceedings that discuss interactive distance learning methods. Active learning strategies assisted by video conferencing applications that can be applied in online learning in elementary schools include: the use of Student Response Systems; Think Pair Share; One Minute Paper; Small Group Discussion; and Short Student Presentations.
Workshop And Motivation For Improving Student Skills Through The Information And Communications Technology Febri Liantoni; Yusfia Hafid Aristyagama; Nurcahya Pradana Taufik Prakisya; Puspanda Hatta; Cucuk Wawan Budiyanto
THE SPIRIT OF SOCIETY JOURNAL : International Journal of Society Development and Engagement Vol 5 No 1 (2021): September 2021
Publisher : LPPM of NAROTAMA UNIVERSITY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29138/scj.v5i1.1431

Abstract

In the digital age, the role of information technology is needed to face competition in the community. Information and communication technology is an important element in contributing to changes that are fundamental to the structure of operations and management of organizations, education, transportation, health, and research. The internet is like two sides of a coin, the content offered is positive and negative, both are very dependent on the behavior of its users. The ease of access to the internet is increasingly being felt by the public with increasingly cheap hardware such as tablets and laptops as well as wider connection support. Various efforts to stem negative information continue to be pursued by various elements of society, but it is not effective if the user behavior is not changed. Teenagers are among the most vulnerable in the misuse of advances in internet technology, so it needs serious efforts to provide the right knowledge and skills in utilizing these advancements. By conducting workshops and motivation to improve the abilities and skills of Girimarto 1 High School students, it is hoped that school students can face the development of the digital era more readily. The results of this training gained a high level of satisfaction with the material that had been carried out.
PEMANFAATAN ALGORITMA SAW PADA SISTEM PENUNJANG KEPUTUSAN UNTUK PENENTUAN STRATEGI BELAJAR PADA ADAPTIVE LEARNING Nurcahya Pradana Taufik Prakisya; Yusfia Hafid Aristyagama; Cucuk Wawan Budiyanto; Puspanda Hatta; Febri Liantoni; Rosihan Ari Yuana; Raqael Fisabillah Ramadhan
JST (Jurnal Sains dan Teknologi) Vol. 11 No. 2 (2022)
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.688 KB) | DOI: 10.23887/jstundiksha.v11i2.45319

Abstract

Pada masa pandemi Covid-19, model pembelajaran adaptif menjadi alternatif pilihan dalam pembelajaran jarak jauh pada pendidikan perguruan tinggi. Permasalahan yang ditemui adalah tidak semua tenaga pendidik siap melakukan penyesuaian dalam menjalankan pembelajaran jarak jauh. Akibatnya, peserta didik mungkin menemukan materi pembelajaran online yang terlalu sederhana, atau malah sangat rumit. Hal ini berakibat pada hasil pembelajaran menjadi kurang maksimal. Penelitian ini bertujuan untuk menciptakan adopsi algoritma SAW dalam sistem penunjang keputusan penentuan strategi pembelajaran adaptif. Jenis penelitian ini merupakan research and development. Sistem dikembangkan dengan model spiral. Data dikumpulkan dengan menggunakan kuesioner yang dilekatkan dalam sistem. Anggota sampel data adalah dosen pengguna sistem. Teknik analisis data menggunakan analisis kuantitatif. Hasil penelitian menunjukkan sistem mendapatkan input data dari angket digital terintegrasi yang menggambarkan kondisi dari masing-masing mahasiswa. Sistem dievaluasi dengan menggunakan System Usability Scale (SUS) untuk menganalisis tingkat persepsi kebergunaan sistem. Melalui sistem ini, tenaga pendidik diharapkan dapat memperoleh rekomendasi perlakuan yang sesuai dengan kondisi mahasiswa sehingga mereka dapat lebih fokus pada penerapan strategi dan substansi pembelajaran.
The Effectiveness of Guided Inquiry Learning Model on Students' Critical Thinking Ability in Simulation and Digital Communication Subjects Rahma Septiana; Agus Efendi; Yusfia Hafid Aristyagama
IJIE (Indonesian Journal of Informatics Education) Vol 6, No 2 (2022): (IJIE) Indonesian Journal of Informatics Education
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v6i2.47914

Abstract

This study aims to find out the difference in students' critical thinking ability between the use of the Guided Inquiry learning model and with expository learning model and to know the effectiveness of the Guided Inquiry learning model on students' critical thinking ability in digital Simulation and Communication subjects. The subject used in this study was a Grade X student of Software Engineering SMK 2 Surakarta. The method used is a quantitative approach with a quasi-experiment that uses a nonequivalent control group design, pretest-posttest. This study used two groups: the control group with the expository learning model and the experimental group with the Guided Inquiry learning model. Sampling techniques in this study with simple random sampling. Data collection using observations and test instruments. Data analysis on hypothesis test using Independent sample T-test with an error level of 0.05. Hypothetical testing showed significant differences in post-tests between the two groups with sig values. (2-tailed) by 0.012 <0.05. 
The Effectiveness Of The Flipped Classroom Type Blended Learning Model In Basic Graphic Design Subjects at Vocational High School Akbar Haris Sunarya; Rosihan Ariyuana; Yusfia Hafid Aristyagama
Journal of Informatics and Vocational Education Vol 6, No 2 (2023): Journal of Informatics and Vocational Education - July
Publisher : Pendidikan Teknik Informatika dan Komputer, Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/joive.v6i2.70188

Abstract

This study aims to determine the differences in student learning outcomes in the application of blended learning the flipped classroom model to the direct learning model and also to determine the more effective learning model between blended learning type flipped classroom with direct learning model. This study uses a quantitative approach with a  quasi-experimental design and uses a pretest-posttest control. The population of this research is all students of class X majoring in Multimedia. The sample used is 54 students. The sampling technique in this research is using the total sampling method. Data obtained from the results of pre-test and post-test based on indicators of student learning outcomes.The results obtained from this study are as follows. First, there are differences in learning outcomes in Basic Graphic Design subjects in the experimental class by applying the blended learning type flipped classroom and the control class applying the direct learning model. It is proven by the average learning outcomes of the experimental class of 77.-3 and the control class of 73.14. The second is that the blended learning model of the flipped classroom type is more effective than the direct learning model. The results of the effectiveness behavior in the experimental class with the application of the flipped classroom blended learning model are in the medium category, while the control class with the direct learning model is in the low category.
Evaluation of Website Based Information System To Monitor Student Learning Progress In Schools Using ISO/IEC 9126 Standards And GTMetrix Dhaniaffa Adhimastama Mahadika; Yusfia Hafid Aristyagama; Cucuk Wawan Budiyanto
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.68000

Abstract

This study aims to evaluate website based information systems that have been developed previously using ISO/IEC 9126 Standards and GTMetrix. Testing of website based information systems using ISO/IEC 9126 is carried out by  information system expert,  users, and testing using GTMetrix, the user referred to in the test these are administrators, teachers, and student parents. Testing of information system experts takes four measures of quality including functionality, reliability, usability, and portability, while testing on users takes three measures including functionality, usability, and portability, and testing using GTMetrix takes a measure of quality efficiency and serves to assess the performance of the website-based information system developed. The results obtained from the  evaluation were testing of  information system expert getting a score of 91.17%, administrator user getting a score of 95.11%, teacher user getting a score of 91.35%, student parents getting a score of 83.4%, and testing using  GTMetrix getting a score of 86.13% or Grade B. Based on the results of the evaluation using ISO/IEC 9126, it was found that the testing using  ISO/IEC 9126 for the tested website-based information system has been meet the expectations of users, especially parents and the school.
Analisis Segmentasi Leukosit pada Acute Myeloid Leukemia dengan Active Contour Without Edge dan Watershed Distance Transform Nurcahya Pradana Taufik Prakisya; Yusfia Hafid Aristyagama
JEPIN (Jurnal Edukasi dan Penelitian Informatika) Vol 9, No 3 (2023): Volume 9 No 3
Publisher : Program Studi Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jp.v9i3.67809

Abstract

Acute myeloid leukemia (AML) adalah salah satu tipe kanker darah yang mengakibatkan sumsum tulang tidak dapat menghasilkan sel leukosit jenis myeloid yang matang. Pada dasarnya diagnosa penyakit AML menggunakan basis perhitungan jumlah persentase relatif sel leukosit dalam darah. Kesalahan dalam perhitungan jumlah sel dapat berimbas pada kurang tepatnya diagnosa yang dibuat. Dalam pemrosesan citra apusan darah secara digital, salah satu hal yang masih menjadi kendala adalah sel darah yang saling bersinggungan dan bahkan tumpang tindih. Penelitian ini mengusulkan perpaduan algoritma active contour without edge (ACWE) yang dikombinasikan dengan watershed distance transform (WDT) untuk dapat mengatasi permasalahan objek sel darah yang tumpang tindih. ACWE digunakan untuk melakukan segmentasi objek sel darah berbasis perhitungan inside energy dan outside energy sementara WDT diimplementasikan sebagai algoritma pemisah objek dengan memanfaatkan memanfaatkan transformasi jarak dari setiap piksel ke nilai piksel non-zero terdekat. Hasil penelitian menunjukkan dari total 876 objek sel leukosit, terdapat 734 objek yang dapat disegmentasi dengan baik dan sisanya sebanyak 142 objek masih belum dapat diseparasi dengan tepat. Nilai ini menunjukkan bahwa perpaduan algoritma ACWE dan WDT dapat memisahkan 83,789% objek sel leukosit dari citra AML M1, M2 dan M3.
3D Cooperative Multiplayer Online Game Design as Introduction to Gobak Sodor Traditional Sports Game : Multimedia Development Life Cycle (MDLC) Moh Salimi; Dwi Maryono; Cucuk Wawan Budiyanto; Yusfia Hafid Aristyagama
Jurnal Kependidikan: Jurnal Hasil Penelitian dan Kajian Kepustakaan di Bidang Pendidikan, Pengajaran dan Pembelajaran Vol 9, No 4 (2023): December
Publisher : Universitas Pendidikan Mandalika (UNDIKMA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33394/jk.v9i4.9492

Abstract

This research aims to develop a design for a 3D Cooperative Multiplayer Online Game to introduce the traditional sport of “Gobak Sodor” to students. This research method used research and development based on the Multimedia Development Life Cycle (MDLC) steps consisting of concept, design, material collecting, assembly, and testing. Expert Judgement was required to evaluate and validate the developed design by considering various aspects. The testing conducted by media experts resulted in a score of 83,93%. The result of this study indicated that the proposed design falls into the highly feasible category. The results of this research imply that this media can be used to preserve traditional game culture.