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Penerimaan Pembelajar terhadap Penggunaan Scrimba sebagai Multimedia Pembelajaran Interaktif Wulan, Sri Ratna; Setiarini, Siti Dwi
Jurnal Pendidikan Multimedia (Edsence) Volume 3 No 1 (Juni 2021)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v3i1.32376

Abstract

Dalam mempelajari bahasa pemrograman atau framework bahasa pemrograman tertentu yang digunakan untuk pengembangan web, mahasiswa dapat mempelajarinya secara mandiri dengan cara menonton video pembelajaran, membaca dokumentasi,  membaca buku mengenai hal tersebut. Namun, cara tersebut lebih cenderung satu arah, dimana, pembelajar tidak dapat mencoba langsung contoh kasus dalam media-media tersebut. Mereka harus membuka editor, membuka browser, menyalakan server lokal, menulis ulang contoh, dan menjalankan program. Perpindahan jendela aplikasi merepotkan pembelajar. Scrimba merupakan sebuah inovasi multimedia pembelajaran di mana pengguna dapat menonton video pembelajaran sekaligus berinteraksi langsung pada kode program, dan menjalankan program saat video dihentikan. Editor program, video pembelajaran, dan browser untuk menguji program ada pada satu layar. Penelitian ini bertujuan untuk mengetahui penerimaan pembelajar terhadap Scrimba, bagaimana interaksi mereka dan bagaimana kepuasan mereka. Metode penelitian yang digunakan adalah metode deskriktif dengan pendekatan survei. Penelitian dilakukan terhadap mahasiswa berprogram studi Informatika yang telah mengeksplorasi sebuah materi pembelajaran yang dirasakan sebagian besar oleh mereka sulit. Dosen merekam tutorial pembelajaran di Scrimba yang dibagikan kepada mahasiswa untuk dipelajari. Hasil penelitian menemukan bahwa Scrimba berkontribusi positif terhadap pemahaman materi pembelajaran dan kepuasan mahasiswa dalam mempelajari materi di Scrimba. Rata-rata hasilnya didominasi pada level cukup baik yakni sebesar 42,55% ke baik dan sangat baik yang jika dijumlahkan sebesar 49,03%. Sehingga, dapat disimpulkan bahwa Scrimba dapat menjadi salah satu alternatif alat pembelajaran untuk mempelajari pengembangan web yang layak digunakan untuk pembelajaran jarak jauh. Bahkan, pendekatan rekaman layar dan audio dan kode editor dalam satu layar seperti di Scrimba dapat menjadi pendekatan untuk pengembangan alat pembelajaran pemrograman secara lebih luas.
Pembelajaran Soft Skill Tim Software Engineering Menggunakan Platform Pembelajaran Daring dengan Metode Project Oriented Problem Based Learning (POPBL) untuk Mahasiswa Politeknik Negeri Bandung Setiarini, Siti Dwi; Wulan, Sri Ratna
Inform : Jurnal Ilmiah Bidang Teknologi Informasi dan Komunikasi Vol. 6 No. 2 (2021)
Publisher : Universitas Dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (363.954 KB) | DOI: 10.25139/inform.v6i2.3986

Abstract

In a decade, the 4.0 industry requires improving their employees, especially for freshly graduated employees. Both hard skills and soft skills must be improved. The Computers and Informatics Engineering Department at Bandung State Polytechnic has a software project subject in their curriculum that adapted the Project-Oriented Problem Based Learning (POPBL) method to improve them. It can give the skills experience that the industry needed, especially soft skills for students who act as the software engineering team in this subject. But, after the spread of covid-19, soft skills learning with POPBL must use the online learning platform. The POPBL must be designed with the online learning framework. Based on industrial needs, each student's soft skills are problem-solving, teamwork, responsibility, communication, hard work, and discipline. These two purposes of the research are making the POPBL using the online learning platform and knowing how to use the online learning platform in the POPBL method. The findings in this POPBL research are something happen in POPBL online learning, such as all step in POPBL framework keep running, poor connection and communication device to be a problem that hinders the POPBL process, need more time for lecturer to observe the students directly, and need more time to give the action from the weekly evaluation results. In addition, the impacts of POPBL online learning on soft skills results are founded. Means of the students' soft skills grades and Wilcoxon test are used to get the results of this research. The result of data analysis is four soft skills significantly change. Two of the soft skills significantly increased are responsibility and hard work. Problem solving and communication are decreased considerably. The conclusion is the spread of covid-19 given the impacts on students' soft skills in software project class at Bandung State Polytechnic using the POPBL online learning method.
Peningkatan Keterlibatan Peserta Didik pada Pembelajaran Jarak Jauh dengan Menggunakan Fitur Lesson Quizizz Asri Maspupah; Sri Ratna Wulan
JURIKOM (Jurnal Riset Komputer) Vol 8, No 6 (2021): Desember 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i6.3761

Abstract

The implementation of distance learning in Informatics Engineering has many problems, one of which is the lack of student engagement during learning. The purpose of this study is to improve student engagement by using a feature called Lesson in Quizizz. Lecture teaches on video teleconference and instructs students on Lesson in Quizizz to interact and give feedback about the lesson. The survey method is the research method used for this study. At the end of the semester, students are given a questionnaire regarding increasing interest in learning with conventional methods and the Lesson Quizizz added. The results showed that the student engagement using the Lesson Quizizz features increased by 4.5% compared to conventional learning. Indicators of student engagement have a high increase along with the improvement of student concentration. Thus, Quizizz can encourage students who usually are not active in class
Deteksi Intensi Chatbot Berbahasa Indonesia dengan Menggunakan Metode Capsule Network Fatharani Fatharani; Khoirunnisa Putri Kania; Jonner Hutahaean; Sri Ratna Wulan
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (349.19 KB) | DOI: 10.47065/josh.v3i4.1821

Abstract

Intent detection is a process of classifying customer intention from given sentence or chatting. One of the uses of intent detection is in a chatbot. With intent detection, the chatbot can detect the customer intent. However, currently the use of intent detection has not been implemented by most companies in Indonesia. A good intent detection method for chatbots is one that is able to classify user intentions accurately and quickly. This study aims to perform intent detection of messages from the Indonesian language chatbot dataset obtained from customer conversations of PT. Kazee using the Capsule Network(CapsNet) method. With this research, it is hoped that the chatbot of PT. Kazee can respond to customers more appropriately. On this study we conducted experiments and analyze the use of Capsule Network (CapsNet) method in detecting the intent of PT. Kazee customers conversation. The dataset of the experiments contains questions about PT. Kazee. There are two types of datasets—a dataset with six intentions and a dataset with 18 intentions. We compare the result of this experiment with the BERT intent detection model we used previously. The experiment show that the execution time of CapsNet method is faster than that of BERT. However, BERT is still superior to the CapsNet for the ability to respond appropriately. The CapsNet method can be considered for use on chatbots that are more concerned with execution speed.
Studi Komparatif Fungsionalitas, Performance dan User experience pada Website Geopark Bambang Wisnuadhi; Asri Maspupah; Sri Ratna Wulan; Muhammad Rizqi Sholahuddin; Siti Dwi Setiarini; Lukmannul Hakim Firdaus
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (417.753 KB) | DOI: 10.47065/josh.v3i4.1879

Abstract

Indonesia has great natural resources. UNESCO recognized at least six geoparks, and Indonesia will continue to develop more geoparks in the future. However, currently, Indonesia's geoparks are not widely known. One of the reasons is that the existing websites do not pay attention to performance guidelines, information, economics, and search engine optimization even though the website is a vital marketing medium so that geoparks can be promoted widely and effectively. A comprehensive study of the website contents is required to build a good geopark website. In addition, it is also necessary to study user experience when visiting web pages. This study aims to find the standard website content on the geopark website and compare existing website performance and user experience. This study compares three geopark websites. The three websites include the Ciletuh-Palabuhanratu, Hongkong geopark, and Cliff of Fundy Geosite website. Three indicators are used: website performance, user experience, and what information should be on the geopark website. These three indicators are essential as an attraction for website visitors so they can enjoy the content of the website and they can stay longer so that the visitors can turn into potential geopark tourists. Good website performance is supported by consistent ease of providing information and speed in providing information to website visitors. In comparison, the user experience visiting the website relates to the interactive visual design, organization, and navigation structure of the website framework and the completeness of the content. We use performance and user experience metrics as evaluation tools for the three selected websites. As a result, the general availability of information is as follows: information about geoparks, UNESCO, list of tourist attractions, activities, itinerary, tourist accommodation, education, contacts, language choices, news articles, pamphlets, maps, and virtual tours. In terms of performance, the three websites have slow speeds, but in cumulative layout shifts, they have good scores.
Implementasi Sistem Identifikasi Senjata Real Time Menggunakan YOLOv7 dan Notifikasi Chat Telegram Muhammad Rizqi Sholahuddin; Firas Atqiya; Sri Ratna Wulan; Maisevli Harika; Sofy Fitriani; Yusuf Sofyan
Journal of Information System Research (JOSH) Vol 4 No 2 (2023): January 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i2.2774

Abstract

This research produces an application that can send automatic notifications in the form of a chat on the Telegram platform when a weapon object is detected on CCTV. This application was created utilizing computer vision technology and artificial intelligence, in particular YOLOv7. As demonstrated by the mAP@0.5 value of 0.837 after 50 epochs of training, this application can detect weapon objects such as people, pistols, and knives with a reasonable degree of accuracy. This application is also linked to the telepot library, which enables it to send chats on the Telegram platform. These applications can aid in enhancing security and safety in a variety of environments and have numerous practical applications in fields such as public safety, law enforcement, and others. However, there are still deficiencies in this study that can be addressed in future research, such as the small number of training epochs and the size of the dataset.
PELATIHAN PENGGUNAAN INTERNET SEHAT UNTUK ANAK USIA DINI Sri Ratna Wulan; Asri Maspupah; Cholid Fauzi; Ani Rahmani; Akhmad Bakhrun; Joe Lian Min
Jurnal Abdi Insani Vol 10 No 1 (2023): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v10i1.799

Abstract

From an early age, children already use a gadget for entertainment. For example, they use it for watching an animation or playing games. However, internet without supervision will harm children's development and increase potential dangers such as sexual crimes, cyberbullying, speech impediments, anti-social, decreased physical health, and easy tantrums. We need awareness of healthy internet use. Meanwhile, kindergarten teachers and parents of students at the Baiturrahman Playgroup Foundation (KB) have limited knowledge of internet use. We held this community service (PkM) to teach the teachers and parents about the importance of healthy internet use, the potential dangers of social media, how to limit the content, and how to protect internet privacy. This training uses lectures, discussions, practice of technical skills, reward for active participants. This community service activities include planning, preparation, implementation, and evaluation. This community service is a success if the participant's knowledge is increased and the level of satisfaction with the implementation of the activity is high. The output consists of profiling the knowledge of the training participants on healthy internet use, training modules, and training evaluation results. We got participant's knowledge and attitude by conducting a survey. The result showed that the participants did not understand the negative impacts of using internet without privacy protection and parental supervision. We also conducted a survey about the satisfaction of the event. It showed that 54.55% of participants experienced increased their knowledge, and 75.61% of participants gave a satisfaction index above 80% (Very Satisfying). With this community service, teachers and parents of students have realized the importance of educating about healthy internet use from an earlier age by providing restriction and supervision through information technology.
Studi Banding Massive Open Online Course (MOOC) untuk Dasar-Dasar Pemrograman Sri Ratna Wulan
Prosiding Industrial Research Workshop and National Seminar Vol 14 No 1 (2023): Vol 14 (2023): Prosiding 14th Industrial Research Workshop and National Seminar
Publisher : Politeknik Negeri Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35313/irwns.v14i1.5419

Abstract

MOOC sebagai platform untuk mempelajari sesuatu yang baru semakin populer karena fleksibilitas, topik yang luas, dan aksebilitas. Kursus yang paling populer pada masa pandemi Covid-19 adalah mempelajari bahasa pemrograman Python. Permintaan yang tinggi mengakibatkan MOOC semakin menjamur. Namun, hal ini mengakibatkan sulitnya menemukan MOOC yang dapat dipilih. Penelitian ini bertujuan untuk mengetahui bagaimana pengajar MOOC untuk pembelajaran dasar-dasar pemrograman membuat desain pembelajaran dari sisi pedagogi dan penilaian. Metode penelitian ini menggunakan inductive content analysis dengan mengumpulkan 3136 MOOC dari 6 platform terpopuler. Setelah dilakukan pembersihan data, terkumpul 81 MOOC yang siap untuk dianalisis. Hasil analisis menyatakan ada setidaknya 5 tema pendekatan dalam memperkenalkan pemrograman: a) mempelajari bahasa pemrograman tertentu sampai pada konsep fungsi dan prosedur; b) mempelajari bahasa pemrograman tertentu cenderung lengkap sampai konsep pemrograman berorientasi objek; c) mempelajari algoritma pemrograman; d) mempelajari gambaran besar dunia teknologi informasi; dan e) mempelajari logika pemrograman dengan menggunakan Scratch.