JICTE (Journal of Information and Computer Technology Education)
The article essentially contains topics on Teaching Material in information technology, vocational education in information technology, media development, and pure information technology field.
JICTE is published twice a year in April and October
Articles
10 Documents
Pengenalan Wajah Secara Real Time Menggunakan Metode Camshift dan Operator Erosi Berdasarkan Citra Wajah
Sultoni Sultoni;
Rudy Hariyanto
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i1.1184
Facial recognition is a research topic that is quite a lot done by researchers in recent decades, because many benefits in this study such as security system and survelliance. This research is a development or modification of previous research. Where previous research used camhshift method for detection and tracking, in this research is by performing erosion operators on the detection and tracking process using camshift. Based on the results of the test produced a fairly good accuracy and with a fairly fast computation time. So that the future can be applied to enter attendance attendance system or to masku secret room by doing engineering such as merging with microcontroller and so on, so the benefits can be more felt.
Pengaruh Video Animasi Terhadap Hasil Belajar Kognitif Pada Mata Pelajaran IPS Materi Menghargai Jasa Pahlawan di Kelas V SDN Sidokumpul Sidoarjo
Kartika Ayuningsih
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i1.1129
Based on the observation that have been done by the research, the learning process in SDN Sidokumpul Sidoarjo is monotonous without using media. Many of students get the score below the minimum criteria of mastery learning (76) in social science. Related to the problem, so the research conduct the study with the purpose to repaired the cognitive learning result in social study by using animation video media. The study use cuantitative experimental design, One-Group Pretest-Posttest. The subject of this study is grade V class C consist of 25 students. Sampling technic that is used is purposive sampling. The data collection use test sheets are pretest and posttest. The result of this study are 56,32 (average of pretest) and 83,92 (average of posttest). Including animation video affect to the cognitive learning result in social science the material menghargai jasa pahlawan in class V SDN Sidokumpul Sidoarjo. Then in the N-gain calculation is obtained result 0,63 that is chased the level of criteria is medium.
Analisis Korelasi untuk Mengetahui Keeratan Hubungan antara Keaktifan Mahasiswa dengan Hasil Belajar Akhir
Cindy Cahyaning Astuti
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i1.1185
Teaching and learning can be defined as a process that contains a series of actions between educators and learners on the basis of reciprocal relationships that take place in an educational situation in order to achieve certain goals. Interaction or reciprocal relationship between educators and learners is a key condition for the continuity of the learning process. The process of interaction can be said to work well if the students can actively participate in the learning process. Active participation by students is expected in the learning process to determine the level of understanding of the material presented. The purpose of this research was to determine the relationship between the activity of students to learn the final results were analyzed using correlation analysis. The case studies in this research were students PTIK half of 1 course of Calculus Elementary School Year 2015/2016. Based on the analysis of correlation obtained by the correlation coefficient of 0.857 which indicates that there is a high positive correlation between the activity of the student (X) and the value of the final learning outcomes (Y). Besides the correlation coefficient of 0.857 can also mean that increasing the value of the activity of the student (X) then the value of the final learning outcomes (Y) will also increase. For the hypothesis testing results of the correlation coefficient can be concluded that with a confidence level of 95% is sufficient evidence to suggest that there is a statistically significant relationship between the activity of the student (X) and the final learning outcomes (Y).
Pengaruh Media Diorama Tiga Dimensi Terhadap Hasil Belajar Kognitif Materi Mengenal Penggunaan Uang Pada Mapel IPS Kelas III SDN Balong Bowo
Selly Effa Weranti
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i1.1186
Based on the results of observation in learning, teachers are still seen to dominate the teaching and learning process. Students only receive information from teachers that can cause a lack of enthusiasm so that makes the learning atmosphere that takes place looks still passive. It resulted in student learning outcomes still have not reached the maximum because of the use of media applied by teachers not in learning. This research is Quantitative research with Quasi Experimental Form Designjenis Nonequivalent control group design. The data collection technique used is the test of cognitive learning outcomes. Based on the results of data analysis obtained: 1) there is the effect of three-dimensional diorama media on the cognitive learning outcomes of the material recognize the use of money in the class III IPS SDN Balong dowo. This is proven by doing the calculation to determine the gain value of the result of unknown gain experimental class III-B with the yield of 9.09% belong to the criteria "high", meaning there is a high influence on the media diorama of three dimensions in 2 students. 90.91% entered into the criterion "medium" means there is influence "moderate" to 20 students. 2) there is a big influence of three-dimensional diorama media on student learning outcomes class III with N-gain analysis Based on the calculation obtained experimental class III-B 0,56. So in this case the influence of three-dimensional diorama media on student learning outcomes class III SDN Balong dowo moderate category because the criteria 0,56 ≤ 0.70
Analisis Kesulitan Merancang ERD Mata Kuliah Basis Data pada Mahasiswa Program Studi Pendidikan Matematika IKIP Budi Utomo Malang
Rachmawati Rachma
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i1.1127
This study aims to describe the types and causes of student error IKIP Budi Utomo Malang in designing ERD (Entity Relationalship Diagram) in the course Database. The research method used in this research is descriptive qualitative. Instrument of data collection in this research include: (1) test of case study used to know the location of student error in designing ERD. (2) interviews to students who are used to obtain data causes factor error. Based on the results of errors in designing ERD conducted by IKIP Budi Utomo Malang students are conceptual error for case study one as much as 34%, case study two as much as 24%. The procedural error for case study 1 is 27% and case study two is 31%. Technical error case study one does not exist, while case study two is 0.25%.
Minat Belajar Pemrograman pada Mahasiswa Lulusan SMK dan Non SMK di Prodi PTIK
Rista Rusdianawati
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 2 (2017): October
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i2.1518
This research aims to describe the student interest in learning programming at two different educational background, vocational high school and non-vocational high school graduates. The sample are all students of the Education of Information and Communication Technology Study Program in Universitas Muhammadiyah Sidoarjo (UMSIDA) academic year 2014/2015 up to 2016/2017 which involved 41 people. The data are collected by distributing questionnaires to the respondents. The collected data are analyzed by using descriptive statistical techniques with the norm percentage. The results showed that (1) the learning interest of vocational high school graduates has an average percentage of 73.04% with medium/enough category; and (2) the learning interest of non-vocational high school graduates has an average of 74.34% with medium/enough category. There are four results if it is observed from each dimension shaping the learning interest of students graduated from vocational high school, namely: (1) the dimensions of interest has a mean of 75.57% with medium category; (2) the dimensions of attention by 73.58%; (3) the dimensions of consciousness by 73.86%; and (4) the dimensions of the curiosity of 68.41%. While the average in each dimension obtained from non-vocational high school graduate are (1) the dimensions of interest of 76.53%; (2) the dimensions of attention by 78.62%; (3) the dimensions of awareness by 75%; and (4) the dimensions of the curiosity of 66.84%.
Aplikasi Pengolahan Data Berbasis Web Menggunakan Framework Codeigniter
Aunul Farickin
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 2 (2017): October
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i2.1356
Bengkel Sahabat was established in January 2005, in Sidoarjo with the previous name of "Bengkel Sahabat" serving magic turret, body repair, chassis repair, collision car repair, and painting. The process of improvement is the same as the other magic ketok that is synonymous with the culture of workmanship that is done in a closed, and in improving service "Bengkel Sahabat" has been equipped with facilities paint oven room, paint equipment, polish, or other equipment equivalent to workshop equipment body repair in general.CodeIgniter is an open source web application framework used to build dynamic php applications. The main purpose of Codeigniter development is to help developers to work on applications faster than writing all the code from scratch. Codeigniter provides a variety of libraries that can simplify the developmentThe results of this research produced a web-based data processing application on body repair shops and car paint three brothers to facilitate the users in running applications.
Penerapan Explicit Instruction pada Mata Kuliah Desain Grafis dan Animasi
Rachmawati Rachma
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 2 (2017): October
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i2.1517
In maximizing learning objectives before learning a teacher must recognize aspects or characteristics of learners. Thus the educator must be able to prepare adequate resources and learning media and learning model in accordance with the level of intellectual development of learners. In the preliminary study the obstacles encountered were the fourth semester students who took the course of Graphic Design and Animation Offering B as much as 40% had not been able to use the computer, then used the Explicit Instruction learning model. Explicit Instruction (EI) method is designed to support student learning process with declarative and procedural knowledge which is structured with gradual, step by step activity pattern. Model EI is demonstrated and practicum. This research is aimed to apply Explicit Instruction learning in Graphic Design and Animation course. In addition to know the interaction of the application of learning methods to learning achievement. This type of research is Classroom Action Research (PTK) which is implemented in two cycles. Each cycle consists of four stages: planning, execution, observation and reflection. The subjects of the study were four semester students who took the course of Graphic Design and Animation Off B for 45 students. The results showed that the application of EI learning model can improve learning outcomes. From the results of the action cycle I obtained data with an average value of 66. While in the second cycle mengingkat obtained mask with an average value of 80. From the results showed that the application of EI learning model in the course Graphic Design and Animation can improve learning outcomes.
Pembelajaran Ikatan Molekul Dalam Pelajaran Kimia Menggunakan Augmented Reality
Honoris Setiahadi;
Endang Setyati;
Esther Irawati Setiawan
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 2 (2017): October
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i2.2086
Merging two atoms that have valence electrons around them can be described but it is not an easy thing for high school students in the Natural Sciences (IPA) class. This study analyzes the effectiveness of Android-based Augmented Reality (SMARt) System Molecules technology on understanding molecular bonding material in chemistry lessons. The SMARt technology is able to provide a better understanding of molecular bonding material because there are 3D animation of elements and molecules with valence electrons surrounding it. The post test average value for the control class was 68.57 without using SMARt technology while the experimental class average value was 79.71 after using SMARt.
Sistem Pendukung Keputusan Menentukan Indukan Bandeng Menggunakan Metode SAW
Rudi Hariyanto
JICTE (Journal of Information and Computer Technology Education) Vol 1, No 2 (2017): October
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/jicte.v1i2.1264
Abstract Breeding fish diseases are undesirable for fish farmers, because it can cause not maximal harvest in fish. To overcome these obstacles then the farmers need a knowledge of disease information, symptoms, and handling for the disease to be a good parent. But the availability of information about fish diseases this causes difficulties in the handling and the way of treatment. Implementation of expert system with SAW method in determining the quality of milkfish to become one of solution / alternative.