Publication Search

59,950 articles from 482 journals · 1,579 citations tracked

Showing 1-15 of 15

Analytics

Zainudin Aziz; Moh Muthohir; Zainudin Aziz; Moh Muthohir

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research was motivated by learning activities forced by circumstances (during the Covid-19 pandemic) to change from face-to-face to virtual face-to-face. This raises a separate problem to immediately find an alternative solution. The purpose of this study was to obtain data about the description of the implementation of persuasive communication activities in order to improve student learning outcomes through E-Learning Madrasah’s in fiqh class XII IPS 3 Odd Semester at MAN 1 Grobogan. The research method used was Classroom Action Research (PTK). The research was carried out in two cycles, each cycle consisting of planning, action, observation, and reflection. The subject of this research was carried out in class XII IPS 3 MAN 1 Grobogan, totaling 35 students. The data collection used in this research is qualitative and quantitative data. The results of this study indicate that the use of persuasive communication through Madrasah E-Learning conducted to students of class XII IPS 3 MAN 1 Grobogan, can improve student learning outcomes. This can be shown by the average test results of student learning in the first cycle of 77 with the total class completeness of 71.4%. Then the average value of student learning outcomes increased to 88 with the total class completeness of 91.4% in cycle II

Setiyo Adi Nugroho; Risti Wulandari

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

SD Mardi Rahayu 01 Ungaran is an elementary school. The learning process still uses conventional methods which make students less enthusiastic in participating in learning and tend to get bored with the material presented. The purpose of this research is to develop interactive Javanese script learning media based on multimedia. The development method in this study uses the Research and Development method. Multimedia-based interactive Javanese script learning media is an alternative in the learning process. Based on the results of the validation, the learning media got a feasibility percentage of 92.5% from internal validator, 90% from external validator, and 81% from the results of user trials, so it can be concluded that the learning media developed was categorized as very feasible to use.

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Edy Jogatama Purhita; Dewi Widyaningsih; Edwin Zusrony

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Multimedia learning software development requires design methods, development tools, examination models and proficiency in Information Technology systems. It is necessary to formulate a Holistic Method which considers all related aspects in order to guide the quality of good design in designing Multimedia Learning. Implementing the findings of the Holistic Method formulation to build multimedia learning with good design quality. This study formulates the stages of multimedia development which include: Creative Brief, Design, Material Preparation, Compiling, Testing, Distribution. The multimedia software development process will be guided by 15 guiding elements which are grouped into 5 elements, include : content, appearance, utility aspect, user caracter, and didactic. These guiding elements are used to produce good quality learning multimedia designs. The methodology is called Holistic Multimedia Development Model (HMDM).

Nur Budi Nugraha; Soni fajar Mahmud

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Learning is a process of communication between students, teachers and teaching materials. The delivery of learning messages from teachers to students is currently still using teaching aids in the form of books. This makes students less interested and feel bored when absorbing lessons, so that it gives the effect of being lazy to learn. This study designed mobile based 2D animation as an interactive learning tool for learning materials for human organs based on mobile android. This study uses the waterfall method in conducting research which includes the stages of planning, analysis, design, implementation and testing. Based on the research results, this 2D animation learning media makes it easy for students to study material about human organs that cannot be seen directly. This animation has several elements such as text, audio, video and animated images so that it attracts students' attention to feel happy in learning compared to conventional ways

Solissa, Ferdinando; Putu Anggreyani Widya Astuty

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2020 LPPM Universitas Sains dan Teknologi Komputer

This study aims to examine the effect of learning accounting character, interest, and learning motivation on learning achievement of accounting students at the University of Victory Sorong. The research was carried out on all students of the Accounting Study Program of the Faculty of Economics and Business, University of Victory Sorong. The data collection method used in this study is a survey method through distributing questionnaires. The sampling technique used was saturated sampling method. Students as the unit of analysis participated as many as 83 students. Data analysis used multiple linear regression with the help of the application of Statistical Package for The Social Science version 22. The results showed that the character of accounting learning, interest, and learning motivation had a positive and significant effect on learning achievement of accounting students.

Maulidah, Mawadatul; Maulidah, Mawadatul; Windu Gata; Rizki Aulianita; Cucu Ika Agustyaningrum

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2020 LPPM Universitas Sains dan Teknologi Komputer

With the increasing development of technology the more variety of books circulating on the internet. As is the recommendation system on online book sites that provide books relevantly and as needed with one's preferences. One alternative is GoodReads, a social networking site that specializes in cataloging books and users can share reading book recommendations with each other by rating, reviewing, and commenting. As a large book recommendation site, it has a lot of data that can be processed by applying machine learning methods, but still not known as the most accurate model. By using the right model, we can provide more accurate recommendations. Therefore, this study will analyze the data obtained from the www.kaggle.com namely the goodreads-books dataset. This study proposed a data mining classification model to get the best model in recommending books on GoodReads. The algorithms used are Decision Tree, K-Nearest Neighbor, Naïve Bayes, Random Forest, and Support Vector Classifier, then for model evaluation using accuracy, precision, recall, f1-score, confusion matrix, AUC, and Mean Error Absolute. The test results of several classification algorithms found that Decision Tree has the highest accuracy among the methods presented by 99.95%, precision by 100%, recall by 96%, f1-score of 98% with MAE of 0.05 and AUC of 99.96%. This is proof that decision tree algorithms can be used as book recommendations based on book categories on GoodReads.

Tangu, Yuliana Yowa; Supeni, Siti; Yusuf, Yusuf

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2020 Prodi PPKn Universitas Slamet Riyadi

ABSTRAKTujuan dari penelitian ini adalah untuk mengetahui proses pembelajaran norma dan keadilan pada PPKn bagi peserta didik kelas VII SMP Negeri 23 Surakarta. Metode penelitian ini menggunakan pendekatan deskriptif kualitatif, sumber data menggunakan data primer dan data sekunder. Subjek penelitian ini adalah guru Pendidikan Kewarganegaran, kepala sekolah dan siswa. Teknik pengumpulan data menggunakan observasi, wawancara, dan dokumentasi. Keabsahan data menggunakan triangulasi sumber dan triangulasi metode. Teknik analisis data menggunakan model analisis interaktif. Hasil penelitian menujukkan bahwa proses pembelajaran norma dan keadilan dalam pembelajaran PPKn di SMP Negeri 23 Surakarta kurang optimal. Hal tersebut ditujukkan dengan hasil penilaian aspek afektif yaitu kurang optimal, hal tersebut ditunjukkaan siswa kurang aktif menjawab pertanyaan serta siswa kurang memperhatikan penjelasan guru dengan seksama. Hasil penilaian aspek psikomotorik yaitu aktivitas siswa dalam menyampaikan hasil kerja kelompok di depan kelas sudah baik. Siswa saat mempersentasikan jawabannya di depan kelas dengan percaya diri.  Kata Kunci: Proses Pembelajaran, Norma, Keadilan, PPKnABSTRACTThe aim of the research is to find out the process of norms and justice learnings on civics of 7th grade students at SMP 23 Surakarta. The kind of research is descriptive qualitative research. The sources of data are primary and secondary data. The subjects of the research are teachers of civics subject, the principal, and the students. The methods of collecting the data are observation, interview, and documentation. The trustworthiness was conducted through source and method triangulation. The technique of analyzing the data used interative analysis model. The research findings show that the process of norms and justice learnings on civics of 7th grade students at SMP Negeri 23 Surakarta is less optimum. It could be viewed from less optimum affective factor showed from the studenst who are less active in answering questions and they less pay attetion of the teacter. The result of assessment from psychomotor aspect is that the activity of the students in conveying the result of group activity in front of the class is good. They present their answer confidently.Keywords: Learning Process, Norms, Justice, Civics subject.Â

Fadhlianto, Ibnu

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study was to identify Vertebrate animals of the Mammal class, order artiodactyla, family Cervidae in the Jurug Surakarta taru Animal Park, develop interactive video media as a result of identification of vetebrata animals into learning media, know the quality of interactive video media based on assessment by material experts, media experts and biology teachers, and applications in learning. The research method uses an observation method by making direct observations of vertebrate species. The instrument for assessing the quality of interactive video media is based on material aspects and presentation aspects, with a qualitative descriptive analysis design. The results of this study indicate that in Taru Jurug Animal Park Surakarta there are 3 species of animals namely Cervus unicolor, Cervus timorensis, Axis-axis and all three have been identified. Research on the identification of vertebrate animals, especially the mammalian class, order artiodactyla, and the cervidae family can be used for the preparation of interactive video media with material on Biodiversity at the level of genes and species. The quality of interactive video media in terms of material aspects, presentation, and language. Assessment of material experts obtained a percentage of 90.9% so that it was categorized as very valid, media experts obtained a percentage of 88.5% so it was categorized as very valid, biology teacher Veteran 1 Sukoharjo High School obtained a percentage of 92.5% so it was categorized as very valid and biology teacher Nguter 1 Public High School obtained a percentage of 97.5% so it is categorized as very valid. Based on this, it can be concluded that this interactive video media is worthy of being used by teachers as one of the learning media about Biodiversity at the level of genes and species.

Utari, Nadya; Hindrasti, Nur Eka Kusuma; Amelia, Trisna

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of the research was to find out the level of the students' problem solving skills on environmental material at X class of MAN Bintan. The researcher applied descriptive quantitative approach as method for analyzing the data. Sampling in this study using Total Sampling technique with the sampel consisted of 59 students. This instrument is used to collect students' problem solving skills through six aspects to Chang & Kelly with 6 items essay and feature interviews. The data were analyzed with statistical rule in percentage. Based on the results of data analyze shows that a 77% rate highly classified. The researcher concluded that student at X class MAN Bintan has good problem solving skills. However, it still needs training and guidance to develop problem solving skills.

Rudjiono; Achmad Zainudin; Ismail

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Basically, the principles of Al-Qur'an learning can be carried out using various methods, all of which have the same goal, namely so that children can read the Al-Qur'an properly and correctly. The low motivation of students in learning the Qur'an is still one of the reasons for the low quality of education, especially in the ability to read the Qur'an. One of the efforts to increase motivation to learn to Read and Write the Qur'an is the use of online methods during the Covid-pandemic. 19 can be carried out by educators or teachers in the reading and writing subject of the Koran which is the basis of learning in Islam The low motivation of students in learning Al-Qur'an is still one of the reasons for the low quality of education, especially in the ability to read Al-Qur'an. So it can be said that motivation and learning achievement are directly proportional to the learning methods developed. One of the efforts to increase the motivation to learn to read and write al-quran is to use appropriate methods that can be used by educators or teachers in reading and writing al-Qur'an subjects which are the basis of learning in Islam.

Fujiama Diapoldo Silalahi; Moh Muthohir; Mukhoyyarotul Jannah

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research, in general, aims to improve the learning outcomes of class X MIPA 4 students of MAN 1 Grobogan in the 2018/2019 academic year by implementing multimedia learning. And specifically it aims to make students able to achieve the learning objectives by producing a minimum KKM score of 70 and at least 80% of the total students are able to reach this minimum limit. The research method used in this research is the Classroom Action Research Method or better known as the Classroom Action Research (PTK) method. The PTK method is a process of assessing learning problems in the classroom through self-reflection in an effort to solve these problems by taking planned actions in real situations and analyzing any effects of these treatments. The results of research conducted on class X MIPA 4 MAN 1 Grobogan, the application of multimedia presentation learning media on the basic laws of chemistry and stoichiometry with the concept of enjoyful learning can improve student learning outcomes. That the application of multimedia presentation learning media can improve student learning outcomes in chemistry, especially in the material of the basic laws of chemistry and stoichiometry

Aji Priyambodo; Prihati Prihati

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Classification is one of the most widely used techniques in machine learning. Text classification is the process of classifying data according to pre-determined groups or classes. Where in most cases, text classification uses labeled training data to obtain the rules used to classify test data into predefined groups. In this study, it is proposed to use CountVectorizer for Indonesian text classification which will be compared with TF-IDF Term Weighting and its three feature levels, namely Character Level, Word Level and N-gram Level as feature extraction which is implemented together with Naive Bayes classification and the BPPPTIndToEngCorpusHalfM dataset. To compare the classification performance, this study uses 10-Fold Cross Validation and Split Data using a ratio of 90:10, while to evaluate the accuracy of the authors using the F1-Score and AUC with the hope that this study will get good accuracy results so that it can be used as a reference to be developed using another method. The F1-Score accuracy obtained in this study was 0.93 and the AUC score was 0.95.

Fadhillah, Dhesti Nurul

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The purpose of this study is To determine the types of Birds (Aves) which can be used for the preparation of the learning media in the form of Interactive Multimedia Area of the National Park of Merbabu Mountain, Selo district, Boyolali Regency, The form of this research is RnD interactive multimedia, research Methods using point count method by applying random sampling in the taking of the shooting point. Data collection with the point count through the 4 replications. Large population is the entire Aves in the Area of Merbabu Mountain National Park.Results and conclusion the types of Aves found in the Area of Merbabu Mountain National Park as many as 12 Family 17 species and 156 individuals.Assessment of the third expert stated that the learning media in the form of interactive multimedia is Very Feasible to used as media of learning are valid. The application of learning media in the classroom by utilizing interactive multimedia as a teaching material at the time of learning according to the material or KD that have been written on the syllabus.          Keywords: identification aves, interactive multimedia, merbabu mountain national park.

Bektiningsih, Bektiningsih

JOURNAL OF BIOLOGY LEARNING 2020 Universitas Veteran Bangun Nusantara Sukoharjo

The aim of this research is to increase the academic achievement of science to the students of VIB SD Negeri Gentan 01 in the academic year 2019/2020 by using discovery learning method. This research was done with two cycles, and each cycle consist of plan, action, data account, and reflection. The place of research is SD Negeri Gentan 01 with the subject of the reseach is the students of class VIB consist of 23 students. The data account is done by observasion, documentation, and test. Analyzing data with three steps, they are reduction data, presentation data, and conclusion or verification. By  discovery learning method can increase the academic achievement of science from the first average value is 61.73 until the second average value become 84.13.