EDUMATIC Jurnal Pendidikan Informatika
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Published By Universitas Hamzanwadi

2549-7472

2021 ◽  
Vol 5 (2) ◽  
pp. 315-324
Author(s):  
Wenda Novayani ◽  
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Shumaya Resty Ramadhani ◽  
Irvandy Hartono ◽  
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...  

The difficulty of learning to count for Mentally Disabled Students (MDS) is not only because their intelligence is below the average of regular students and difficult to concentrate, but also because the material presented is less exciting and theoretical. The purpose of this study was to see the effect of the snake and ladder mobile game on the ability and speed of counting mentally disabled students in the process of count-learning. Data collection techniques in this study were interviews with teachers, User Accepted Test (UAT) questionnaires for measuring games, and research instruments in the form of summation essay questions. The research method used is an experiment with a one-group pre-test and post-test. The research subjects are four mentally disabled students at Pelita Hati Special School (SLB PH). Data analysis compares the score acquisition, the time it takes students to work on the questions during the pre-test and post-test, and UAT data analysis. The Results showed that this game made MDS interested in count-learning, improving learning outcomes, and increasing students' speed in learning counting at SLB PH compared with before playing this educational-game. Thus, the snake and ladder educational mobile game positively influences the count learning process of MDS.


2021 ◽  
Vol 5 (2) ◽  
pp. 243-251
Author(s):  
Nadiyasari Agitha ◽  
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Romi Saefudin ◽  
I Gede Pasek Suta Wijaya ◽  
◽  
...  

Transportation equipment and traffic signs are one of the important lessons for elementary school students. However, many elementary school students only know the means of transportation without knowing the traffic signs. The purpose of this study is to build and create learning media to make it easier for students to recognize transportation tools and traffic signs using the Android platform. The method used in building this application is the waterfall method, which starts with making observations to testing the system. The tests used are black box testing and Mean Opinion Score (MOS). The results of the black box testing test are that the menu has been able to run according to their respective functions, while for MOS, it produces about 98% results stating that the application is running well. So that this application is used in accordance with the needs of elementary school students in helping to recognize means of transportation and traffic signs.


2021 ◽  
Vol 5 (2) ◽  
pp. 288-295
Author(s):  
Rasyid Ridho Hamidy ◽  
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Mashur Mashur ◽  
Lalu Nurul Yaqin ◽  
◽  
...  

Online (e-learning) during the Covid-19 pandemic has become a trend in education that causes significant changes in learning, forcing universities to adapt to learning conditions during Covid 19. The purpose of this study was to determine the factors that influence online learning through the use of the Learning Management System (LMS) during the Covid 19 pandemic at Universitas Gunung Rinjani. Differences in LMS use based on some demographic information such as gender, location (place of residence), and age are also discussed to gain an in-depth understanding of the use of LMS during online learning. There are two research methods used in this study, namely quantitative and qualitative. The data collection process was carried out through an online survey instrument distributed to 6 Faculties 7 Study Programs at Universitas Gunung Rinjani. In addition, interviews with students will be conducted to gain an in-depth understanding of LMS use in their learning. The findings of this study indicate that LMS use during Covid 19 learning can run well; this can be seen from the participants' perceptions of usefulness, ease of use, subjective norms and attitudes of self-efficacy and support from lecturers and colleagues.


2021 ◽  
Vol 5 (2) ◽  
pp. 196-203
Author(s):  
Marsinah Dewi Feiyska Nasution ◽  
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Muhammad Giatman ◽  
Ernawati Nazar ◽  
◽  
...  

Entrepreneurship is one of the subjects that must be taken by students of Universitas Negeri Padang (UNP), including students from Faculty of Tourism and Hospitality. Students sometimes have less interest and motivate in taking entrepreneurship courses in practice because they still only use conventional methods. The purpose of this research is to create a web commerce application that will be used by students as an entrepreneurship practices space. The method that used in making this application is the waterfall model with the SLDC method or a simple software life flow approach. Web commerce application that produced then tested using black box to find out the success of the flow that has been designed, and the black box test results show that the application can run well. The result of this research is a dynamic web-based e-commerce application using the PHP programming language, osCommerce Content Management System (CMS), and MySQL database. This application can be a solution to the problems of conventional entrepreneurial methods and can make students who take entrepreneurship courses more interested in entrepreneurship practices.


2021 ◽  
Vol 5 (2) ◽  
pp. 271-277
Author(s):  
Susanti H. Hasan ◽  
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Laroma Larumbia ◽  

The Covid-19 emergency period requires the implementation of online learning, which was previously carried out offline. This condition causes engineering physics lectures to experience problems in the practical process. For this reason, the purpose of this research is to make learning media that is feasible and simple and easily accessible (YouTube) in the form of video tutorials on engineering physics practicum. The method used is R&D with ADDIE model consisting of Analysis, Design, Development, Implementation and Evaluate stages. Data collection techniques using Likert scale questionnaires and analyzed using quantitative descriptive techniques. The results showed that the practicum learning this product video tutorials was declared very-suitable (VS) for use by media experts with a percentage of 92.5% and according to material experts, it was stated to be very-feasible (VF) with a percentage of 85%, and the results of user responses were stated to be VF with a percentage of 86.20%. So that online practicum applies this media is very suitable to be implemented as a physic learning media.


2021 ◽  
Vol 5 (2) ◽  
pp. 278-287
Author(s):  
Mashur Mashur ◽  
◽  
Taufan Iswandi ◽  
Lalu Nurul Yaqin ◽  
◽  
...  

The trend of information and communication technology (ICT) in education has become something that is very much needed for the development of education and learning in Indonesia. The integration of ICT in the learning process in Islamic boarding schools is still not optimal. Therefore, this study aims to determine the factors that influence ICT integration in the learning process in Islamic boarding schools in the East Lombok. The method used in this study is a qualitative method using several case studies. The data sources on the research were 32 Islamic Boarding School in east Lombok. While the technique of collecting data used survey, interview, and focus group discussion The results of this study revealed two main themes, barriers and support. Barriers are classified into two groups: teacher factors and institutional support factors (Islamic Boarding school). Teachers include lack of time, lack of qualified human resources and the complexity of ICT integration. At the same time, the factors are limited infrastructure, lack of training, lack of access, and lack of technical support. The use of ICT can increase students' creativity. As for the carrying capacity that they believe ICT use during teaching practice can improve their performance, leadership support is also a key factor determining the integration of ICT during the learning process.


2021 ◽  
Vol 5 (2) ◽  
pp. 204-213
Author(s):  
Ardhi Fadlika Satria ◽  
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Riza Ibnu Adam ◽  
Carudin Carudin ◽  
◽  
...  

The use of digital platforms has both positive and negative effects. Many criminals who manipulate images for personal gain, so as to harm the copyright holder (ownership) of the image. The purpose of the study was to detect false imagery generated by copy-move, splicing, and retouching techniques. The method used is the Least Significant Bit (LSB) method as a watermarking technique and its detection features. The insertion process is carried out on watermark images into the cover image as the container media. Image owners can authenticate to prove the originality of the image when the extraction process is done, the image manipulation is successfully detected because it is damaged. The test results showed that the digital watermarking technique with the Least Significant-Bit method is able to protect and prove the authenticity of the image. It was concluded that the results of comparison of watermark extraction on the original image and manipulation image saw a very significant difference in terms of visual and calculation with MSE, RMSE, and PSNR parameters.


2021 ◽  
Vol 5 (2) ◽  
pp. 223-232
Author(s):  
Herlinda Herlinda ◽  
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Randi Ramliyana ◽  
Erlin Windia Ambarsari ◽  
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...  

Throughout the System Development Life Cycle (SDLC), establishment the software through various phases. System design is one of the most crucial aspects of the SDLC. The Data Flow Diagram (DFD) is a model to build the system. The purpose of the research was to make it easier for people to comprehend the diagram by carefully preparing DFD, then it created software according to the DFD design. Storytelling is the method employed, and it pertains to qualitative ways for creating language patterns. As a design reference, it needs to make the DFD pattern subsequently. The research mimics two scenarios to reflect previous research on the same principle. According to the findings of this study, there are two significant disparities. The first scenario concerns system user activity, whereas the second concerns software performance. Therefore, it corresponds to the core notion of input-process-output; narrative scenario 1 is more consistent and easier to design in the processed results created from sentence patterns to DFD patterns. Scenario 2, on the other hand, connects many process symbols to processes, complicating the DFD design. Finally, scenario 2 is beneficial for requirement's elicitation, whereas scenario 1 applies to business procedures.


2021 ◽  
Vol 5 (2) ◽  
pp. 233-242
Author(s):  
Loemongga Oktaria Sihombing ◽  
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Hannie Hannie ◽  
Budi Arif Dermawan ◽  
◽  
...  

Gaining customer satisfaction and trust has become the main challenge in achieving success in the business world. Business people need to identify problems that arise from reviews given by customers. However, reading and classifying each review takes a long time and is considered ineffective. To overcome this, this study aims to analyze the customer sentiment of shopee products using the nave Bayes classifier algorithm. The data used in this study is a customer review of the Xiaomi Redmi Note 9 products which are sold on the Shopee Indonesia website. Customer review data is collected by applying the Web Scraping technique. The algorithm used in this study is the Naïve Bayes Classifier which is known to be popular and effective in classifying data. This study also applies the Knowledge Discovery in Text (KDT) methodology to extract information from text data. The results of the classification using the Naïve Bayes algorithm found an accuracy value of 85%. This study proves that by applying sentiment analysis techniques, business people are able to find out the opinions of customers as an evaluation material that needs to be done to optimize the products and services provided.


2021 ◽  
Vol 5 (2) ◽  
pp. 147-156
Author(s):  
Mursyid Ardiansyah ◽  
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Andi Sunyoto ◽  
Emha Taufiq Luthfi ◽  
◽  
...  

Diabetes is a metabolic disease in which blood sugar rises high. If blood sugar is not controlled properly, it can cause a variety of critical diseases, one of which is diabetes. The purpose of this study was to find out the results of comparing the performance values of Naïve Bayes and C4.5 algorithms with 7 different scenarios in the classification of diabetes that will be tested for accuracy, precision, and recall performance. The method used in this study is descriptive, and the source of skunder data obtained from the data of diabetic patients available on Kaggle with the format .csv issued by Ishan Dutta as many as 520 data and 17 fields. The tool used for data analysis is Rapidminer for the process of classification and performance testing of Naïve Bayes algorithm and C4.5 Algorithm. Our results showed that the C4.5 algorithm (scenario 4) had good results in the classification of diabetes compared to Naïve Bayes' algorithm (scenario 2) where the performance of the C4.5 algorithm had an accuracy of 99.03%, precision 100%, and recall 98.18%.


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