scholarly journals Analisis dan Perancangan Sistem Informasi Pengelolaan Data Aktivitas Mahasiswa Berbasis Website (Studi Kasus: STMIK Primakara)

Author(s):  
Ni Luh Gede Devi Darnita Putri ◽  
Ketut Queena Fredlina ◽  
I Putu Satwika

STMIK Primakara still has problems in managing student activity data because the active system is considered not running optimally. The purpose of this research is to produce an accurate and structured activity data management. The method used in this research is the prototype method and for data collection by conducting observations and field analysis and interviews. The results of this study are students are able to input the activities that have been followed independently. The student department and the operator in charge only validate the data that has been inputted by the student. This study uses the SDLC (System Development Life Cycle) prototype model. To design the system design using the VueJs framework with the primevue component library version 3.0.0 with the sigma-vue template. With this system design, it is hoped that it will make it easier for the development department to design the system so that it can be implemented immediately to students. Keywords— System Design, Data Management, VueJs, Prototype Model, Student Activity 

2014 ◽  
Vol 556-562 ◽  
pp. 5455-5459
Author(s):  
Zhi Zhu ◽  
Yong Lin Lei ◽  
Ning Zhu ◽  
Yi Fan Zhu

System development for weapon data management based on model-view-controller (MVC) architecture was presented. In order to adapt development process to the big complexity of growing weapon data, the strategy of system design was that original system was decomposed into independent modules to avoid generating mutual references and producing complex dependencies. The model tree, nearly including existing weapons today, was designed hierarchically to demonstrate a clear image of weapons. Then list windows and tables were well applied to edit assembling relationships between weapon models, mediator mechanism was used to manipulate collaborations of event response between much colleague panels, and data transition in distributed simulation terminals was conducted by xml carrier.


Author(s):  
G.W. Sloof ◽  
P. Bingley ◽  
P. Dewilde ◽  
T.G.R. van Leuken ◽  
P. van der Wolf
Keyword(s):  

Author(s):  
Sutono ◽  
Tri Widayanti ◽  
Bety Agustina Rahayu

Bullying is still a troubling social problem. Bullying cases that occur in high school students have caused many problems both physically and psychologically. Bullying is a phenomenon that is very much, rooted, passed down from generation to generation. The seriousness of bullying is a big problem for all of us. The level of knowledge and concern for teachers, parents, health service teams, and the Indonesian people towards bullying is still low. Information systems are needed for management in making decisions to overcome bullying problems. Researchers in this study created a system that can be used as a means of delivering information from students to schools. The creation of this system is based on a system that is easily accessible, secure, and guarantees the confidentiality of the complainants. So that this product can help schools identify cases of bullying in schools, who are the perpetrators of bullying, and victims of bullying, with the hope that schools can stop the chain of bullying events and prevent bullying at schools. The scheme in this study is to design a website that reports bullying and provides information. The system design model used in this study is a prototype model and data was collected through observation, interviews and literature study. The programming language used is PHP and software for designing interfaces using the laravel framework. Making a database using MySQL with the XAMMP application.  


Author(s):  
Indri Andriyani ◽  
Cecep Kurnia Sastradipraja ◽  
Sudin Saepudin

Perpustakaan sebagai salah satu media pembelajaran bagi para siswa dalam mencari sumber referensi belajar dan berperan penting dalam menunjang proses pendidikan. Pada SMP Negeri 2 Cisaat Sukabumi perpustakan adalah salah satu sarana bagi siswa untuk mencari referensi pelajaran. Namun pada sistem yang sedang berjalan saat ini, perpustakaan masih menggunakan sistem manual yaitu dengan pencatatan pembukuan, kelola anggota, dan notifikasi peminjaman. Proses manual tersebut dinilai kurang efisien dan memakan banyak waktu, serta dokumen yang dapat rusak atau hilang disebabkan kejadian tertentu. Oleh karena itu dibutuhkan sistem informasi yang dapat mengelola manajemen perpustakaan dengan lebih efektif dan efisien dengan menggunakan smart library berbasis web. Model prototipe adalah salah satu Model System Development Life Cycle (SDLC) yang dapat membantu proses pembangunan Smart Library berbasis web. Sehingga dapat membantu manajemen perpustakaan lebih terstruktur dan dengan proses yang cepat, efektif, dan efisien. Hasil dari kuisioner pengujian beta rata-rata menunjukan 80% menjawab setuju pada aplikasi smart library yang dibuat. Library as one of the learning media for students in finding sources of learning references and plays an important role in supporting the educational process. At SMP Negeri 2 Cisaat Sukabumi library is one of the means for students to find reference lessons. But in the current system, the library still uses a manual system, namely by recording books, managing members, and borrowing notifications. The manual process is considered inefficient and time-consuming, as well as documents that can be damaged or lost due to certain events. Therefore we need an information system that can manage library management more effectively and efficiently by using web-based Smart Library. Prototype Model is one of the System Development Live Cycle Model (SDLC) that can help the process of building a web-based Smart Library. So that it can help library management be more structured and with a fast, effective, and efficient process. The results of the beta test questionnaire on average showed 80% answered agreed on the smart library application made.


2018 ◽  
Vol 6 (2) ◽  
pp. 101
Author(s):  
Hery Setiyawan

Abstrak Penelitian ini bermaksud mengembangkan dan mengimplementasikan permainan bingo matematik untuk meningkatkan keterampilan berhitung operasi pecahan siswa SD. Selain itu penelitian ini akan mendeskripsikan hasil belajar, aktivitas belajar respon siswa dalam pembelajaran matematika dengan menggunakan permainan bingo matematik. Metode yang digunakan dalam penelitian ini adalah metode permainan bingo matematik dengan subjek dalam penelitian ini adalah siswa kelas 4 SDN Pakis V Surabaya. Hasil yang didapat dari penelitian ini berupa data aktivitas siswa yang dikumpulkan menggunakan lembar pengamatan aktivitas siswa yang menunjukkan bahwa siswa aktif dalam mengikuti pembelajaran. Data respon siswa yang dikumpulkan melalui angket terhadap pembelajaran dengan menggunakan metode permainan bingo matematik adalah positif. Data hasil belajar siswa menggunakan tes hasil belajar yang menentukan ketuntasan belajar baik individu maupun klasikal Aktivitas rata-rata peserta didik aktif lebih besar dari rata-rata aktivitas peserta didik pasif (66,44% > 52,62%), respon yang ditangkap oleh siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah positif dan memiliki minat dalam mengikuti pembelajaran. Hasil perolehan belajar siswa kelas IV SDN Pakis 5 Surabaya selama proses pembelajaran menggunakan metode permainan bingo matematik adalah sebesar 89,18% sehingga secara klasikal dapat dinyatakan tuntas. Kata kunci: Operasi hitung pecahan, metode permainan bingo matematik, hasil belajar siswa sekolah dasar. Abstract This study intends to develop and implement mathematical bingo games to improve numeracy skills of elementary school students fractional operations. In addition, this study will describe the results of study before, after and learning activities of students in the learning of mathematics using mathematical bingo game. The method used in this research is the method of mathematical bingo game with the subjects in this study is the 4th grade students of SDN Pakis V Surabaya. The results obtained from this research is a student activity data were collected using observation sheet student activity indicating that the student is active in the following study . Student response data were collected through questionnaires to learning by using mathematical methods bingo game is positive. Data of student learning outcomes using achievement test that determines whether individual mastery learning and classical Activities average active learners greater than average activity passive learners (66,44% > 52,62%), responses were captured by fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo game is positive and has an interest in participating in learning. The result of the acquisition of the fourth grade students of SDN Pakis 5 Surabaya during the learning process using mathematical methods bingo games amounted to 89.18 %, so the classical can be declared complete.


Author(s):  
Syaiful Syaiful ◽  
Maemunah Maemunah ◽  
Deviana Mayasari

Disiplin merupakan salah satu tolak ukur untuk membentuk sikap disiplin siswa, oleh karena itu guru dan strategi pembelajaran sangat mempengaruhi karakter siswa. Pendidikan Pancasila dan Kewarganegaraan merupakan pembelajaran yang memberikan bekal siswa dengan budi pekerti, pengetahuan dan kemampuan dasar berkenaan dengan hubungan antara warga negara dengan Negara.Tujuan penelitian ini untuk mendeskripsikan penerapan metode sosiodrama untuk pembentukan sikap disiplin siswa. Rancangan penelitian yang digunakan yaitu penelitian tindakan kelas dengan pendekatan yang digunakan dalam penelitian ini adalah pendekatan kualitatif dan pendekatan kuantitatif. Metode pengumpulan data menggunakan observasi, angket dan dokumentasi. Teknik analisis data digunakan analisis data aktivitas siswa, keterlaksanaan pembelajaran guru, pembentukan sikap disiplin siswa dan analisis evaluasi. Hasil penelitian menunjukkan bahwa penerapan metode sosiodrama dapat meningkatkan pembentukan sikap di siplin dan hasil belajar siswa. Hal ini dikarenakan adanya peningkatan pembentukan sikap disiplin dan hasil belajar, serta kegiatan mengajar yang dilakukan oleh guru, karna penerapan metode sosiodrama memiliki kelebihan dapat memberikan kesempatan kepada para siswa untuk lebih akatif dalam proses belajar mengajar dan dapat memberikan kesempatan pada para siswa untuk mengasah keterampilan berdidkusi. Discipline is one of the benchmarks for forming student discipline, therefore teachers and learning strategies greatly influence the character of students. Pancasila and Citizenship Education is learning that provides students with the skills, knowledge and basic abilities related to the relationship between citizens and the State. The purpose of this study is to describe the application of sociodrama methods to the formation of student discipline attitudes. The research design used is classroom action research with the approach used in this study is a qualitative approach and a quantitative approach. Methods of collecting data using observation, questionnaires, tests and documentation. Data analysis techniques are used to analyze student activity data, implementation of teacher learning, formation of student discipline attitudes and evaluation analysis. The results showed that the application of the sociodrama method can improve the formation of attitudes in the discipline and student learning outcomes. This is due to an increase in the formation of disciplinary attitudes and learning outcomes, as well as teaching activities carried out by teachers, because the application of sociodrama methods has the advantage of being able to provide opportunities for students to be more active in the learning process and can provide opportunities for students to hone education skills.


Author(s):  
Viktor Handrianus Pranatawijaya

One of the features in the Feeder PDDIKTI application is the student activity feature. The feature is used to record student activities with participants' activities, supervisors and examiners. The problem with the Feeder PDDIKTI application when recording student activities is that the operator must input data one by one to the application. Therefore DIKTI also provides web services that can be used so that the recording process can be better.Implementation of recording student activities using web services on the Feeder PDDIKTI with extreme programming methods is carried out in accordance with the stages. In the planning part, an analysis is carried out on the business needs and user stories, in the design, use case diagrams and activity diagrams are made, coding is done by implementing the design using the PHP programming language, and testing is done using black box testing.In running the application, upload excel files are used for student activity data, activity participants, supervisors and examiners. After the student activity is successfully uploaded an excel file is generated from the system which contains student activities that already have the id_akt_mhs attribute. These attributes will be used to link student activity data with activity participants, supervisors, and examiners when filling in data in an excel file. Applications made are not yet connected to the Academic Information System Application so that for future development it is expected to be able to connect and retrieve data directly from the Academic Information System Application.


2017 ◽  
Vol 1 (3) ◽  
pp. 193 ◽  
Author(s):  
Rika Venisari ◽  
Gunawan Gunawan ◽  
Sutrio Sutrio

The purpose of research is to improving problem solving skill of physics at student in SMPN 16 Mataram used mind mapping method at direct instruction model. Subyek research is VIII-E class with 32 students. The type of research is Classroom Action Research which done 2 cycle which consist of planning phase, execution, observation, evaluation, and reflection. Student and teacher activity data were get from observation sheet, and students learning result were get from test in the end of each cycle. Efficacy indicator of this research is if the category activity student is active and be improve, learning result of students is complete clasicality, which students get score ≥ KKM value 75 have reached ≥ 85 % from student grand total following evaluation. The result of this research showing the student activity and learning result is improved. In first cycle got mean score activity student is 10,5 with category active enough, and class mean is 73.6 with clasical complete 65.6 %. In second cycle got mean score activity student is 13,5 with category active, and mean class is 80.9 with complete classical is 87.5%. Based on the results got from each cycle, it can be concluded that the implementation of mind mapping method on direct instruction model can increase the physics problem solving skill of student of SMPN 16 Mataram, specially in vibration and wave chapter.


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