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PENERAPAN MODEL STAD DENGAN MEDIA DIGITAL WORD SQUARE UNTUK MENINGKATKAN PENGUASAAN KONSEP PADA KOMPETENSI DASAR UANG DAN LEMBAGA KEUANGAN Taryadi, Taryadi
Dinamika Pendidikan Vol 8, No 1 (2013): Juni 2013
Publisher : Fakultas Ekonomi, Universitas Negeri Semarang

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Abstract

The Economics learning in SMP Nasima Semarang did not use an approach which involved students’ roles and potencies. Thus, it needs the STAD (Student Teams Achievement Division) learning model and Digital Word Square technique through class action research to solve the problem. The data showed that students’ activities such as motivation and activeness on the 1st cycle and 2nd cycle increased significantly. Whereas, the average of evaluation test result on the 1st cycle was 6.00 and rose to 8.57 on the 2nd cycle. It increased up to 29.98%. Based on the data above, It can be seen that the STAD learning model and DigitalWord Square technique was effective to improve students’ competencies to understand the concept of Money and Banks for the 9th Grade of SMP Nasima’s Students in the academic year of 2011/2012.
Pembelajaran Anak Autis Dengan Metode Picture Exchange Communication System (PECS) Berbasis Multimedia Augmented Reality Taryadi, Taryadi; Kurniawan, Ichwan
Seminar Nasional Informatika Medis (SNIMed) 2017
Publisher : Magister Teknik Informatika, Universitas Islam Indonesia

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Abstract

Autisme merupakan kelainan perkembangan pervasive yang menyebabkan gangguan pada pemikiran, perasaan, pendengaran, ucapan dan interaksi sosial. Untuk alasan ini, anak autis membutuhkan pelatihan khusus untuk meningkatkan kemampuan dalam mempelajari keterampilan dan pengetahuan baru. Penelitian ini bertujuan untuk mengusulkan sebuah alternatif model pembelajaran dengan menggunakan augmented reality dengan menerapkan teknik pelatihan Picture Exchange Communication System (PECS). Sistem ini membantu mengajari anak-anak dengan bantuan gambar atau benda bersamaan dengan kata kunci atau frasa terkait yang sesuai dengan interaksi yang cepat. Pembuatan sistem ini menggunakan metode pengembangan sistem dengan alat bantu unified modelling language (UML) untuk merancang sistem. Pengujian dilakukan dengan menggunakan uji alfa dan beta untuk melihat kesesuaian sistem dengan kebutuhan user. Hasil dari alpha test dengan menggunakan metode black-box mengindikasikan bahwa semua fungsi yang ada didalam sistem berjalan dengan baik, sesuai dengan desain aplikasi. Hasil dari beta testing dapat disimpulkan sebagai berikut: (1) multimedia AR yang dikembangkan memiliki tampilan yang baik dan mudah untuk digunakan; (2) user dan dengan mudah mengikuti instruksi yang disediakan; (3) sistem mampu menyediakan informasi yang dibutuhkan oleh user. Hasil penelitian menunjukkan bahwa tingkat kemampuan rata-rata dalam komunikasi pada awal sebelum perlakukan sebesar 47% sedangkan pada saat perlakukan mendapatkan tingkat rata-rata 65%. Sedangkan pada fase setelah dilakukan intervensi ada peningkatan rata-rata menjadi 70%.
Problem-Based Learning Method Using Comic As A Medium Toward Students’ Learning Outcomes Of Economy Social Science in Uang dan Lembaga Keuangan Taryadi, Taryadi; Rusdarti, Rusdarti
Journal of Economic Education Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jeec.v7i1.21186

Abstract

Uang dan Lembaga Keuangan are materials of Economy Social Science subject which mostly use lecture and memorization in its learning process. This leads to students’ inability to develop their potential and makes students passive. Therefore, a learning method which can trigger students’ activeness is needed. One of the learning methods that can improve the quality of learning is Problem-Based Learning Method and the use of comic as a medium in learning.The objective of this study is to determine whether there are different activities and learning outcomes between the students who learn using a Problem-Based method and comic as the learning medium and the students who learn using a conventional method in class IX SMP Nasima Semarang.This research used Quasi-Experimental Design design with Nonequivalent Control Group Design form. The population in the study was 108 students of class IX of SMP Nasima Semarang with two sample classes, which were class IX-A and IX-C with 28 students in each class.Initial data of the research used the result of pretest which showed the average score of the experimental class was 70,95 while the average score of control class was 70,83. Based on the statistically processed data by using “t” test, the t-count was 2.441, while the value of t-table was 2,004. Therefore, it could be concluded that t count > ttable, then with this Ha was accepted while Ho was rejected. It showed that there were differences in students' learning outcomes between the experimental group and the control group after they were given different learning methods. The class which learned through problem-based learning method had better outcomes than the class which learned through a conventional method.
ANALISIS TINGKAT KESIAPAN ADOPSI E-MARKETPLACE UMKM BATIK DI KOTA PEKALONGAN Taryadi, Taryadi; Yunianto, Era; Royani, Nur Ika
JURNAL LITBANG KOTA PEKALONGAN Vol 8 (2015)
Publisher : BAPPEDA Kota Pekalongan

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Abstract

UMKM BATIK DI KOTA PEKALONGAN TELAH BANYAK YANG MENGGUNAKAN TEKNOLOGI INFORMASI DAN KOMUNIKASI SEBAGAI SARANA PENDUKUNG DALAM PROSES PENJUALAN. NAMUN HAL INI MEMPUNYAI KELEMAHAN YAITU SERING TERJADI PENIPUAN SEHINGGA SULIT MEMBANGUN KEPERCAYAAN PELANGGAN. STUDI INI AKAN MELAKUKAN ANALISIS TERHADAP TINGKAT KESIAPAN ADOPSI SALAH SATU BENTUK PEMASARAN SECARA ELEKTRONIK YAITU E-MARKETPLACE. E-MARKETPLACE DAPAT DIJADIKAN SEBAGAI SARANA PEMASARAN DAN PENJUALAN PRODUK SECARA ELEKTRONIK. METODE ANALISIS YANG DIGUNAKAN YAITU METODE E-READINESS UNTUK PEMASARAN ON-LINE DENGAN MENGGUNAKAN ENAM INDIKATOR YAITU KEPEDULIAN, TATA KELOLA, KONSISTENSI, SUMBER DAYA BISNIS, SUMBER DAYA MANUSIA DAN SUMBER DAYA TEKNOLOGI. HASIL PENELITIAN MENUNJUKKAN BAHWA UMKM BATIK TELAH MEMILIKI TINGKAT KESIAPAN YANG CUKUP SIAP MENGGUNAKAN SARANA TEKNOLOGI INFORMASI UNTUK MEMASARKAN PRODUKNYA YAITU MELALUI SARAN E-MARKETPLACE. SELAIN ITU STUDI INI JUGA MENGHASILKAN MODEL BISNIS UNTUK E-MARKETPLACE. DENGAN MODEL BISNIS INI MAKA SELANJUTNYA DAPAT DIKEMBANGKAN SEBUAH MODEL E-MARKETPLACE BAGI UMKM BATIK DI KOTA PEKALONGAN.
APLIKASI PENCARIAN TEMPAT WISATA KULINER DI KOTA PEKALONGAN BERBASIS LOCATION BASED SERVICE DAN GEOTAGGING PADA ANDROID Taryadi, Taryadi
JURNAL LITBANG KOTA PEKALONGAN Vol 10 (2016)
Publisher : BAPPEDA Kota Pekalongan

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Abstract

PEKALONGAN AS ONE OF THE TOURIST CITY HAS CULINARY DESTINATION FAVORED BY MANYTOURISTS.THEREFORE, CULINARY DESTINATION SEARCH TOOL IS NEEDED BY THEM. THIS RESEARCH DEVELOPEDAN APPLICATION TO FINDCULINARY DESTINATIONS BASED ON LOCATION BASED SERVICE (LBS) AND GEOTAGGING ON ANDROID. APPLICATION DEVELOPED IN THIS RESEARCH HAS 9 FUNCTIONAL REQUIREMENTS WHICH ARE: VIEW MAP OF CULINARY DESTINATIONS, VIEW LIST OF NEARBY RESTAURANTS, VIEW LIST OF ALL RESTAURANTS/CULINARYMENUS, SEARCH RESTAURANT/CULINARY MENU, VIEW DETAILS OF RESTAURANTS/CULINARY MENUS, ADD DATA RESTAURANT/CULINARY MENU USING GEOTAGGING PHOTO, DISPLAY TRAVEL ROUTE, RATE RESTAURANT/CULINARY MENU, AND SET TYPE OF MAP VIEW. THIS APPLICATION USED GOOGLE API AS THE MAP AND ROUTE PROVIDER TO DIRECT USER TO THE CULINARY LOCATION. THIS APPLICATION ALSO IMPLEMENTED GEOTAGGING TO ADD LOCATION DATA TO THE SERVER. USABILITY EVALUATION ON THE SYSTEM USING QUESTIONNAIRE YIELDED VALUE OF 84.78%.
Identifikasi Tingkat Pengangguran Terbuka Berdasarkan Kecamatan Di Kabupaten Pekalongan Menggunakan Spatial Model Ariyanto, Tory; Yunianto, Era; Taryadi, Taryadi
Jurnal ELTIKOM : Jurnal Teknik Elektro, Teknologi Informasi dan Komputer Vol 5 No 2 (2021)
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/eltikom.v5i2.337

Abstract

Unemployment is an economic problem that the central and regional governments must resolve comprehensively and integrated. The open unemployment rate in Pekalongan Regency in the last three years has increased. It is influenced by several factors, one of which is the population growth rate. Likewise, the labor force participation rate has increased. It shows that the increasing availability of the workforce is not accompanied by additional employment and is not proportional to population growth. This study aims to determine the level of open unemployment and labor force participation in the sub-district, whether there is a relationship and mutual influence between sub-districts in Pekalongan Regency. The method used to see the correlation between sub-districts is the spatial analysis method. The method used to analyze the correlation between regions is the Moran's Index and the Moran Scatterplot, while to prove the dependence or spatial effect between regions partially used the LISA test. The test results show the Moran Index for the open unemployment rate of 0,915 and the labor force participation rate of 0,737 with a significance level of 5%. This measurement value shows that the Moran index value is close to 1, which means autocorrelation between neighboring sub-districts on the open unemployment rate and the labor force participation rate. While the LISA test results show that there are seven spatially related H-H districts, meaning that there is a strong correlation between the observed sub-districts and the surrounding districts. The strong correlation between observation sub-districts and their surroundings can be used as a reference for making policies in overcoming open unemployment between sub-districts. The policy for handling open unemployment has become more comprehensive and integrated among sub-districts by seeing that each sub-district has a spatial correlation and affects open unemployment in the district.
Problem-Based Learning Method Using Comic As A Medium Toward Students’ Learning Outcomes Of Economy Social Science in Uang dan Lembaga Keuangan Taryadi, Taryadi; Rusdarti, Rusdarti
Journal of Economic Education Vol 7 No 1 (2018): June 2018
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/jeec.v7i1.21186

Abstract

Uang dan Lembaga Keuangan are materials of Economy Social Science subject which mostly use lecture and memorization in its learning process. This leads to students’ inability to develop their potential and makes students passive. Therefore, a learning method which can trigger students’ activeness is needed. One of the learning methods that can improve the quality of learning is Problem-Based Learning Method and the use of comic as a medium in learning.The objective of this study is to determine whether there are different activities and learning outcomes between the students who learn using a Problem-Based method and comic as the learning medium and the students who learn using a conventional method in class IX SMP Nasima Semarang.This research used Quasi-Experimental Design design with Nonequivalent Control Group Design form. The population in the study was 108 students of class IX of SMP Nasima Semarang with two sample classes, which were class IX-A and IX-C with 28 students in each class.Initial data of the research used the result of pretest which showed the average score of the experimental class was 70,95 while the average score of control class was 70,83. Based on the statistically processed data by using “t” test, the t-count was 2.441, while the value of t-table was 2,004. Therefore, it could be concluded that t count > ttable, then with this Ha was accepted while Ho was rejected. It showed that there were differences in students' learning outcomes between the experimental group and the control group after they were given different learning methods. The class which learned through problem-based learning method had better outcomes than the class which learned through a conventional method.
Akurasi Presentasi Web dengan Animasi Scalable Vector Graphics: Studi Kasus Animasi Pembelajaran Komunikasi bagi Anak Autis Taryadi, Taryadi; Binabar, Sattriedi Wahyu; Yunianto, Era
Proceedings Series on Physical & Formal Sciences Vol. 1 (2021): Proceedings of Smart Advancement on Engineering and Applied Science
Publisher : UM Purwokerto Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (291.921 KB) | DOI: 10.30595/pspfs.v1i.145

Abstract

In recent years, the use of the Web to quickly and efficiently run behavioral and social experiments has grown in popularity. However, there are still revenue differences related to the use of the Web for animation and multimedia. The analysis and accuracy of the use of web technology have been widely studied to update evidence on the accuracy and precession of presenting animation using the Web, as well as expanding research related to accuracy and precision in the presentation of multimedia and animation based on HTML5 technology, especially the use of scalable vector graphics (SVG). Presentation of visual content using web technology can be accepted with increasing accuracy and precision, although this technology needs consideration in some cases in its use. Accuracy and precision using CSS technology which is part of HTML, are the best alternatives for animation. The animation interval is above 50 milliseconds based on test results, while testing using SVG also shows results that are not much different from using CSS in animation. The performance of procedural web technology with HTML5 standards (CSS, SVG, and WebGL) is not much different from the analyzed web technology, with an average missed frame between 0.06 and 1.50 with a standard deviation between 0.252 and 1.055. This technology is becoming the standard and has a promising future, making its use more advisable than other technologies on the decline.