scholarly journals Manajemen Peminjaman Kunci Menggunakan Fingerprint Pada Laboratorium Komputer Jurusan Teknik Informatika

2021 ◽  
Vol 3 (2) ◽  
pp. 77-85
Author(s):  
Fendi Hermawanto ◽  
Arif Agus Fajar Riyanto ◽  
Nur Cholik Hasyim

The Informatics Engineering Department has laboratory facilities used in the teaching and learning process, including the Tempat Uji Kompetensi(TUK) Laboratory, Desain, Hardware, Program 1, Program 2, Database, Nirkabel, and Multimedia. The purpose of this research is to create an automatic key lending system with fingerprint authentication that can be done independently without the supervision of a technician / PLP. This study uses the Research and Development (R&D) method. The stages of the R&D method are potentials and problems, system design, manufacture and improvement of tools, data collection, tool accuracy testing, results and discussion, and conclusions. Starting from the potential and problem stages which is carried out by analyzing problems that occur in the previous loan system, followed by system design which is divided into software and hardware design. The next stage is manufacturing and refinement, starting with the creation of a key chain holder, key chain, PCB, microcontroller programming and building a key lending website. Data were collected by interview method. Measured the average percentage of successful loans which resulted in a percentage of 81%. The result of this research is the creation of an automatic key lending system with fingerprint authentication at the Computer Laboratory of the Department of Informatics. This research has solved the problem of borrowing a manual key previously which had to be supervised by a technician / PLP. 

Author(s):  
Mahdiyah Al Muti’ah ◽  
Muhammad Akhyar ◽  
Budi Harjanto

This research aims at finding: (1) correlation between creativity learn students with achievement manufacture drawing practice students of grades  XI vocational high school 2 of Karanganyar, (2) correlation between computer laboratory facilities with achievement manufacture drawing practice students grades XI vocational high school 2 of Karanganyar, (3)correlation between creativity learn students and computer laboratory facilities with achievement manufacture drawing practice students grades XI vocational high school 2 of Karanganyar.  This research was a correlational-quantitative study. The population of this study was an all of mechanical engineering department vocational high school 2 of Karanganyar students grades XI which it has 104 students and samples used 80 students with simple random sampling technique. In collecting the data, the researcher used questionnaire methods and documentation methods. Questionnaires are used to gather data independent variable that was creativity learn students and computer laboratory facilities, whereas documentation methods were used to gather bound variable achievement manufacture drawing practice, students. The validity test used the product moment formula, the reliability test used the alpha Cronbach formula. The analytical rules test which was used, those are normality test, linearity test, multi co-linearity test, autocorrelation test, and heteroscedasticity. Data analytical techniques used partial correlation and double linear regression. The result of the study shows that: (1) there has a significant positive correlation between creativity learn students with achievement manufacture drawing practice students of grades  XI students of machine engineering department vocational high school 2 of Karanganyar with effective contribution of 54,7%, (2) there has a significant positive correlation between computer laboratory facilities with achievement manufacture drawing practice students of grades XI students of machine engineering department vocational high school 2 of Karanganyar with effective contribution of 20,4%,(3) there has a significant positive correlation between creativity learn students and computer laboratory facilities in a simultaneous manner with the achievement manufacture drawing practice students of grades XI students of mechanical engineering department vocational high school 2 of Karanganyar with effective contribution of 75,1%.


2015 ◽  
Vol 1 (3) ◽  
pp. 69
Author(s):  
Arjan Skuka

Despite the fact that introductory programming courses (IPCs) are taught at universities for more than thirty years, students still find computer programming very difficult to learn. Programming pedagogy deals with the methods and principles of teaching and learning computer programming. The programming pedagogical approaches that have been proposed to increase the efficiency of teaching and learning computer programming mostly focus on the tools, paradigms, programming languages and environments used in IPCs. To increase significantly the students’ success rates in IPCs, these approaches should be complemented with pedagogical explanation (PE) methods. This research is focused on a PE method of teaching sequential search of a matrix row (SSMR). The research was designed as experimental study with pretest-posttest control group model, involving students of Computer Engineering department Izmir University. While the experimental group was subjected to a pedagogical explanation method, a traditional explanation method was applied in the control group. To collect the research data, an achievement pretest, posttest and a questionnaire were developed and applied. The research findings showed the effectiveness of teaching SSMR by using a PE method. This method positively influenced students’ level of topic comprehension, which consequently improved their achievements. In order for students to understand better the other matrix programming operations, similar PE methods should be developed and used in IPCs. On a more general level, the results of this research suggested that PE methods should be developed and used for other topics that students usually find difficult to understand in IPCs. Using these methods can be a very important factor in significantly increasing students’ success in IPCs.


Author(s):  
Wei-Yu Zhu ◽  
Wing-Kwong Wong ◽  
Salahuddin Morsalin ◽  
Szu-Hong Wang ◽  
Ming-Hwa Sheu

Author(s):  
Peter Czimmermann ◽  
Michal Kohani

When the robustness of a public service system design is tested, we can often use scenarios where possible random failures can occur and they can influence the time the service is accessible which is provided for system users. The construction of a suitable scenario is based on the choice of links of the transportation network which influence the system performance in a substantial way. In such scenarios one or multiple arcs can be affected by this failure. In our contribution we present characteristics of pairs of critical arcs that can be used to develop an algorithm for the creation of critical scenarios.


2021 ◽  
Author(s):  
Andra Oneci ◽  
◽  
Maria-Magdalena Joița ◽  
◽  
◽  
...  

Technology is a means of accomplishing a task mainly by using technical processes, methods, or knowledge.The importance of technology in connection with any type of development is widely recognized, especially having considering nowadays’ worldwide Covid-19 context.The passage from standardized to digitalized teaching-learning process hasn’t been easy. Information technology and educational technology are now extensively being used in schools and refer to a wide multitude of teaching-and-learning–related software and hardware used during the lessons. Learning becomes effective when the students are actively engaged, are collaborating with one another, are in charge of their learning process, become critical thinkers and creative problem-solvers. Scientific thinking appears when thinking about the content of science and the set of reasoning processes that permeate the field of science: induction, deduction, experimental design, causal reasoning, concept formation, hypothesis testing, and so on, are combined. Simultaneously, teachers continue their lifelong learning process online, design digital lessons, gamify lessons, obtain real time results, are part of the staffroom at school and also part of a larger, more diverse, virtual staffroom. In conclusion, the goal of using technology inside and outside the classroom is perceived as a way to individualize education and to develop students’ competences and cognitive skills.


2021 ◽  
Vol 3 (1) ◽  
pp. 58-67
Author(s):  
R Kononenko ◽  
◽  
A Salo

With the development of technology and computerization, humanity is entering a new stage of modernization of society every year. This happens in all spheres of life. From medicine and the creation of new medical computer devices to everyday activities, such as paying for groceries. Contactless payments are largely how they sound - a way to pay for goods or services, without other physical needs to go through your automation or transfer it to the person. If you've even seen a passerby press his phone at the checkout to pay late, you've witnessed this technology. Describes the creation of a cashless payment module. Software and hardware has been created that can function autonomously and uninterruptedly. The module has a compact size, placed in places for easy payment. The module is of medium price shade in order to successfully enter the product market.


Author(s):  
Paul Chilsen

We are immersed in a culture of spoken media, written media, and – like it or not – screen media. Just as writing and speaking skills are keys to functioning in society, we must consider that the future increasingly demands proficiency in “mediating” as well. Doing anything less leaves this powerful medium in the hands of a relative few. By offering instruction in what screen media is, how it is created, how it relates to other literacies, how the internet is changing it, and how this all informs everyday teaching and learning, the Rosebud Institute seeks to make screen media literacy more broadly understood and accessible. This chapter follows a program developed by the Rosebud Institute and looks at how – using simple, accessible technology – people can become more screen media literate by creating digital films and ePortfolios themselves. Developed along with Rosebud’s program manager, Christine Wells, the creation process enables deeper, more authentic learning, allowing us all to communicate more effectively, to self assess more reflectively, and to thrive in a screen-based world.


Author(s):  
Paul Chilsen

We are immersed in a culture of spoken media, written media, and now irrevocably, digital screen media. Just as writing and speaking skills are keys to functioning in society, we must consider that the world increasingly demands proficiency in “mediating” as well. Doing anything less leaves this powerful medium in the hands of a relative few. By offering instruction in what digital screen media is, how it is effectively created, how the Internet continues to alter communication, and how this all informs everyday teaching and learning, digital media literacy can become more broadly understood and accessible. This chapter follows a program developed by the Rosebud Institute and looks at how—using simple, accessible technology—people can become more digital media literate by creating screen products themselves. The creation process also enables deeper, more authentic learning, allowing us all to communicate more effectively, to self-assess more reflectively, and to thrive in a screen-based world.


Author(s):  
Alireza Ebrahimi

Teaching and learning programming can be enhanced by the incorporation of visualization. A system and method that the author created, known as Visual Plan Construct Language (VPCL), incorporates programming visualization for teaching, learning programming, and problem solving. VPCL contains a Plan Library that is accessible through the Web. A user can create and establish a working space and environment on the system to examine VPCL plan library and develop one's own plan library. VPCL consists of three phases: Plan Observation, Plan Integration, and Plan Creation. The observation phase rehearses how a program is broken down into smaller components with their integration relationship. The integration phase concentrates on how two plans are related to each other in building a program. The methods of integration are known as appended, interleaved, branched, and embedded. The creation phase concentrates on how a new plan is built using the existing plans from the plan library.


Author(s):  
Douglas A. Agar ◽  
Philip J. Chappell

This chapter reports on the creation and evaluation of the Language Education Videogame Evaluation Rubric (LEVER) which, it is hoped, will be of benefit to those involved in the teaching and learning of foreign languages. Based upon a sociocultural model of language development, this research is unique in the manner in which it draws on up-to-date best practice in the domains of both language pedagogy and videogame design. This chapter will then report on the application of the LEVER to two titles which have been created to teach a foreign language, in order to both to test the games for quality and the rubric itself for rigour and ease-of-use.


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