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Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI)
ISSN : 20898673     EISSN : 25484265     DOI : -
Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) is a collection of scientific articles in the field of Informatics / ICT Education widely and the field of Information Technology, published and managed by Jurusan Pendidikan Teknik Informatika, Fakultas Teknik dan Kejuruan, Universitas Pendidikan Ganesha. JANAPATI first published in 2012 and will be published three times a year in March, July, and December. This journal is expected to bridge the gap between understanding the latest research Informatika. In addition, this journal can be a place to communicate and enhance cooperation among researchers and practitioners.
Arjuna Subject : -
Articles 540 Documents
Klasifikasi Gaya Belajar Mahasiswa Berdasarkan Garis Telapak Tangan Menggunakan Convolutional Neural Network Irennada; Achmad Solichin; Goenawan Brotosaputro
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 11 No. 3 (2022)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v11i3.53721

Abstract

Gaya belajar dapat diartikan sebagai cara seorang siswa dalam menangkap berbagai informasi dalam proses pembelajaran. Model gaya belajar yang paling popular adalah model Visual, Auditori dan Kinestetik (VAK). Walaupun setiap siswa pada dasarnya dapat menerima materi dalam berbagai bentuk, namun pembelajaran akan lebih efektif jika materi disajikan sesuai gaya belajar siswa. Untuk mengetahui gaya belajar, dapat dilakukan dengan melakukan serangkaian asesmen menggunakan instrumen yang terdiri dari sejumlah pertanyaan. Asesmen tersebut memerlukan waktu yang cukup lama untuk memperoleh kesimpulan gaya belajar yang dominan. Pada penelitian ini, diusulkan metode identifikasi gaya belajar berdasarkan pola garis tangan (palmistry). Citra telapak tangan yang diperoleh dari 40 responden dianalisis memanfaatkan metode Convolutional Neural Network (CNN) untuk mendapatkan klasifikasi gaya belajar. Hasil pengujian terhadap model CNN diperoleh akurasi sebesar 70%, presisi 72%, dan recall 70%. Dengan demikian, identifikasi gaya belajar berbasis citra telapak tangan memiliki potensi yang besar dalam pengembangan sistem identifikasi gaya belajar yang lebih cepat dan akurat.
Pengembangan Sistem Dokumentasi Melalui Pendekatan Ontologi untuk Praktek Budaya Bali Cokorda Pramartha; Irianto Koten; I.G.N.A.C. Putra; I. W. Supriana; I. W. Arka
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 11 No. 3 (2022)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v11i3.53939

Abstract

Bali adalah salah satu dari ribuan pulau di Indonesia yang mempraktikkan beragam budaya di seluruh pulau. Tarian tradisional Bali adalah salah satu contoh bagaimana pertunjukan bervariasi dari desa ke desa di pulau itu. Sebagian besar pengetahuan tari tradisional Bali saat ini tersedia dalam bentuk tacit, yang menjadi tantangan untuk mentransfer pengetahuan ini kepada seseorang yang memiliki latar belakang budaya yang berbeda. Fokus proyek kami untuk mengeksternalisasi pengetahuan budaya yang masih banyak dalam bentuk tacit ke dalam bentuk digital di mana aplikasi komputer dapat mengumpulkan, memanipulasi, berbagi, dan memanfaatkan informasi untuk mendukung pengambilan keputusan. Pendekatan pengembangan sistem Prototipe diadopsi untuk mengembangkan aplikasi web semantik. Selain itu, metode pengembangan ontologi semantik Methontology digunakan untuk merancang dan mengembangkan ontologi komputer dasar untuk mendukung penelusuran dan pencarian semantik dari sistem prototipe yang kami kembangkan. Dua jenis evaluasi dilakukan untuk mengevaluasi fungsional sistem prototipe (pengujian Black-box) dan persyaratan non-fungsional (Technology Acceptance Model). Pengujian Black-box dilakukan oleh pengembang sedangkan pengujian menggunakan Technology Acceptance Model mengundang 33 peserta secara sukarela. Untuk evaluasi kebutuhan non-fungsional, para peserta diminta untuk melakukan lima tugas yang telah ditetapkan oleh peneliti dengan melakukan interaksi ke sistem prototipe yang dikembangkan dan ditindaklanjuti dengan menjawaban kuesioner. Hasilnya menunjukkan bahwa prototipe yang dikembangkan bermanfaat dan mudah digunakan.
Perancangan Fitur Learning Management System (LMS) untuk Penanaman Nilai Berbasis Cognitive Moral Development Sumarsono Sumarsono
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 11 No. 3 (2022)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v11i3.54106

Abstract

Penanaman nilai dalam pembelajaran online menjadi peluang pencapaian aspek sikap dan tata nilai dalam kurikulum Outcome Based Education (OBE). Studi ini bertujuan untuk mengetahui penerapan cognitive moral development terhadap learning management system (LMS) di perguruan tinggi. Konsep penilaian appraisal 360% digunakan untuk membagi peran penilai kepada teman sejawat, mahasiswa, dosen pengampu dan penilai luar. Tujuan utama dari perancangan fitur ini adalah mengembangkan fitur LMS dari yang telah berjalan dengan menambahkan fitur baru berupa media diskusi group kelas, membaca komentar, memberi tanggapan komentar, dan memberikan penilaian. Hal ini merupakan terobosan baru dalam menggali, mengembangkan dan mengedukasi sikap perilaku mahasiswa. Dari sisi akses dosen, LMS online dirancang untuk mendukung peran dosen dalam melakukan penilaian sikap dan perilaku mahasiswa. Metode pengembangan sistem menggunakan model prototype  sedangkan metode penelitian kualitatif digunakan untuk menguji validitas dan efektivitas LMS terhadap tiga dosen dan sembilan mahasiswa sebagai representasi keterwakilan kelas yang memiliki karakter respons berbeda beda terhadap instrumen.  Peneliti bertindak sebagai kolaborator bagi dosen pengampu mata kuliah yang terlibat dalam setiap tahapan perancangan  fitur  penanaman nilai dan perilaku serta pemberian nilai rating hingga pengujian kualitatif. Instrumen untuk menggali sikap dan perilaku dikembangkan berbasis kasus yang mengandung dilemma dalam bentuk teks narasi, video maupun audio. Implikasi dari LMS penanaman nilai afektif ini adalah kesiapan dosen menyajikan kualitas instrumen/ rubrik  yang  seharusnya disesuaikan dengan indicator atau capaian pembelajaran serta materi pembelajaran. Studi ini memiliki keterbatasan pada aspek pengujian. studi selanjutnya dapat dikembangkan pada pengujian besar atau kuantitatif.
Modifikasi Fruit Fly Optimiziation Algorithm untuk Optimasi General Regression Neural Network pada Kasus Prediksi Time-Series Ni Putu Novita Puspa Dewi; Ni Ketut Kertiasih; Ni Luh Dewi Sintiari
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 11 No. 3 (2022)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v11i3.54521

Abstract

FOA merupakan algoritma optimasi swarm intelligence yang dikenal unggul dan cenderung sederhana untuk diimplementasikan, namun algoritma ini diketahui sulit untuk memecahkan masalah optimasi nonlinier berdimensi tinggi dan mudah jatuh ke dalam optimum lokal. Untuk mengatasi kekurangan ini, immune algorithm digunakan untuk menyeimbangkan kekurangan FOA guna meningkatkan efisiensi pencarian. Penelitian ini bertujuan untuk menggabungkan algoritma optimasi FOA dengan immune algorithm untuk digunakan mengoptimasikan model prediksi GRNN. Model hybrid dari GRNN dan FOA modifikasi (IAFOA) akan diuji-coba terhadap beberapa dataset time-series di berbagai domain. Performanya dibandingkan dengan model FOA basic untuk melihat dampak jelas dari proses modifikasi tersebut terhadap performa model GRNN dalam melakukan prediksi. Hasil pengujian menunjukkan bahwa eror prediksi RMSE dan MAE dari IAFOA A pada 4 kasus training dan testing dan 1 kasus lebih unggul pada proses training. Berdasarkan pengujian yang dilakukan kepada 3 dataset (6 kasus), IAFOA menghasilkan rata-rata eror prediksi lebih kecil yaitu RMSE sebesar 35348.63 dan MAE 26699.02 dibandingkan FOA dengan rata-rata eror prediksi secara berturut-turut 35792.59 dan 26967.12.
Decision Support System to Determine The Price of Used Computer Based On Specification and Usage Duration Using Fuzzy Logic Anik Vega Vitianingsih; Ravino Rahman; Anastasia Lidya Maukar; Litafira Syahadiyanti; Seftin Fitri Ana Wati
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.51547

Abstract

Using computers at work or others has many positive impacts, including a special program that simplifies data and media processing. Certain software applications will, for some time, require high computer specifications. Many people have computers and want to fulfill the application requirements by selling computers to upgrade the specifications. However, some people are not very knowledgeable about calculating the cost of a used computer. One of the things that are done to make it easier for users to determine the price of a used computer is to create a decision support system that will assist in determining the price of a used computer based on specifications and usage duration. The Fuzzy Logic method was used in this study by comparing the accuracy results of the Fuzzy Mamdani and Sugeno methods. The parameters are based on the purchase price of all computer components, including Processor, Motherboard, RAM, SSD, HDD, VGA, PSU, and Case and usage duration. Fuzzy Mamdani is proven to have a higher accuracy with a value of 71% when compared to Fuzzy Sugeno. Based on measurement findings and a comparison of the methods used. Therefore, Fuzzy Mamdani is recommended for future studies using the same parameters. The benefits of this research include a recommendation system that will make it simpler for the general public to determine the selling price of used computers based on their specifications and usage duration. Another advantage is that it makes it easier for the general population to become a reference when buying or selling used computers, mainly assembled computers.
Educational Game for Learning Computational Thinking in a Low Budget Virtual Reality Environment Sukirman Sukirman; Dias Aziz Pramudita; Abdylla Adhiyasa Nugroho; Muhammad Rizky Aminudin
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.52743

Abstract

Virtual reality (VR) is a technology that can create a simulation of real objects in a virtual environment more interactively. In terms of budget, VR devices can be categorized into low budget and high end. However, both of them can still carry out the same interactive simulations, such as educational games. This research aims to develop an educational game based in low-budget VR environment for learning computational thinking (CT), one of the 21st century skills that students need to learn. The method used is Design and Development Research (DDR) that consists of five stages: analysis, design, development, testing, and evaluation. Participants involved in this study are 30 students of vocational school (SMK) majoring Computer and Network Engineering. Evaluation conducted through Technology Acceptance Model (TAM) framework that consists of perceived usefulness (PU), perceived ease of use (PEU), attitude toward using (ATU), and intention to use (ITU). Based on the data obtained and the analysis performed, the Cronbach’s alpha score of PU and PEU were 0.714 and 0.614, respectively. Meanwhile, the Cronbach’s alpha score of ATU and ITU were 0.754 and 0.882, respectively. PU and PEU are positively correlated with ATU, while ATU is also positively correlated with ITU. It means that the ease of use of the application and the usability aspects of the developed application have a positive effect on user attitudes. This positive behavior is also positively correlated with the intention to use it again on another occasion. Thus it can be concluded that this educational game based in low-budget VR environment can be used for learning CT. It can be seen from the analysis and some positive comments from students, like participants wish they can use this learning approach in the other subject.
Mobilenet-based Transfer Learning for Detection of Eucalyptus Pellita Diseases Deviana Sely Wita; Agus Subekti
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.53220

Abstract

Currently, the pulp industry in Indonesia is ranked eighth in the world and the paper industry is ranked sixth in the world. One of the advantages in supporting the industry is that Indonesia has a large Industrial Plantation Forest (HTI) where the plants for pulp and paper raw materials originate. Eucalyptus pellita species belonging to the Myrtaceae family is one of the priority species for Industrial Plantation Forests (HTI) because of its adaptability and its wood can be used as raw material for pulp. Industrial Plantation Forests of this type can be found mainly in Kalimantan and Sumatra. This species shows good growth in stem shape, growth speed and good wood quality and has high germination and has a shorter cutting cycle of about 7-8 years so that it is quickly harvested. Prevention and treatment of leaf disease is one of the main processes of planting. Early diagnosis and accurate recognition of Eucalyptus Pellita disease can control the spread of the disease and reduce production costs and treatment costs. Disease detection on Eucalyptus pellita leaves can be done automatically faster by utilizing digital image processing and artificial intelligence. In this study, we propose a detection method with Deep Learning architecture. Our proposed method is based on pre-trained transfer learning using MobileNet. Image datasets from PT. Surya Hutani Jaya's land in East Kalimantan were used to train the model. The dataset is divided into three classes where 1 class is healthy leaves and 2 classes are sick leaves, namely Xanthomonas Bacteria and Cylindrocladium Fungi. With a dataset ratio of 70: 20: 10 the number of training datasets is 2370, validation is 591, and Testing is 177. Hyperparameter scenarios were carried out on the MobileNet model to optimize performance on the Eucalyptus Pellita leaf dataset. The experimental results show a fairly good accuracy, reaching 98%.
Factors Affecting the Adoption of Artificial Intelligence Voice Control Technology: A Case Study of Xiaomi Smart Devices Punyanut Traiyatha; Jiroj Buranasiri
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.53524

Abstract

The research aims to examine the factors influencing the adoption of artificial intelligence voice control technology. The purposive sampling technique was applied to collect the sample of 400 people who had experience in using Xiaomi smart device. The online questionnaire is the instrument for data collection. Descriptive statistics are used to analyze the respondents’ characteristic. The inferential statistics include Confirmatory Factor Analysis (CFA) and Structural Equation Modeling (SEM) are applied to disclose the impact of utilitarian benefits, hedonic benefits, symbolic benefits, social presence, and social attraction on the adoption of artificial intelligence voice control technology. The results of this research can be used to improve the voice command technology for future users. Additionally, the study’s report can be used for developing voice control systems in smart devices for other business enterprises. Subsequently, the users’ concern about the risk of using voice commands would subside and this technology would be widely accepted. 
Design Thinking Approach in The Development of Cirgeo's World Media Made Juniantari; Saida Ulfa; Henry Praherdhiono
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.55203

Abstract

The circle concept is one of the contents in mathematics that has high complexity and is still a problem in visualization and concept exploration. This study aims to develop interactive digital media on circular material based on material characteristics, learning styles, user needs, and ease of learning in various contexts which are hereinafter named Cirgeo's World media. Media Cirgeo's World was developed using the design thinking method which has five stages, namely: 1) recognize and empathize; 2) defined; 3) ideate; 4) prototypes, and; 5) tests. Based on user responses obtained using questionnaires, the results obtained are that Cirgeo's World media is able to provide convenience for users in understanding learning objectives, learning by accommodating diverse learning styles, exploring abstract concepts more dynamically, measuring learning progress, and can be directly operated on the user's smartphone. From the results of user responses, it was also found that there were still things that were not optimal in Cirgeo's World media, namely in the user's ease of understanding the instructions for using the media. This can be followed up by improving things related to the instructions for using media that are easily accessible to users based on the results of interviews with users.
Quality Analysis of Service Load Balancing Using PCC, ECMP, and NTH Methods Kurnianto Tri Nugroho; Bagus Julianto; Dhodit Rengga Tisna; Danny Febryan Nur M S
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 12 No. 1 (2023)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v12i1.55894

Abstract

One of the solutions to get a better quality of internet service is to utilize load balancing technology. We can use more than one different ISP (Internet Service Provider) which is then balanced with load balancing technology, where this technique is used to distribute the traffic load on two or more connection lines in a balanced way so that traffic can run optimally, maximizing throughput, minimizing response time. and avoid overload on any of the connection lines. This study aims to determine the comparison of Quality of Service load balancing with the PCC, ECMP and NTH methods on Mikrotik. The test method uses the web application www.speedtest.cbn.id, www.fast.com (1 connection), the results will show ping, download speed, upload speed, and monitoring from the Mikrotik router side. The research stages used the Network Development Life Cycle method, namely analysis, design, prototype simulation, implementation, monitoring and management. The results of the research are in the form of a performance comparison between load balancing on 2 internet lines using the PCC, ECMP and NTH methods on the proxy router. Based on the tests carried out as a whole the load balance using the ECMP method is superior and more reliable in terms of failover effects.

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