{"title":"PENGUKURAN TINGKAT KESIAPAN IMPLEMENTASI E-LEARNING (E-LEARNING READINESS) MENGGUNAKAN MODEL CHAPNICK STUDI KASUS : SMKN 1 GEROKGAK","authors":"I. K. E. Budiarta, I. M. Pradnyana, D. Divayana","doi":"10.23887/karmapati.v10i2.31681","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.31681","url":null,"abstract":"Perkembangan era globalisasi ini tidak terlepas dari salah satu bidang yaitu Teknologi Informasi dan Komunikasi (TIK). Penerapan internet di bidang pendidikan yang paling jelas implementasinya dan sedang menjadi trend sekarang adalah penggunaan e-learning. (Chapnick, 2000) memperingatkan bahwa harus berhati-hati dalam proses adopsi e-learning untuk suatu organisasi. Mereka menegaskan bahwa adopsi e-learning tanpa perencanaan yang cermat kemungkinan besar akan berakhir dengan cost overruns, produk pembelajaran yang tidak menarik, dan kegagalan. Maka dari itu peneliti melakukan penelitian tentang tingkat kesiapan suatu organisasi dalam penggunaan elearning (elearning readiness) , elearning readiness merupakan kesiapan mental atau fisik suatu organisasi untuk suatu pengalaman pembelajaran. Dalam penelitian ini peneliti mengambil studi kasus di SMKN 1 Gerokgak , menggunakan metode penelitian survey model Chapnick dengan 8 kategori yaitu Psycological, Sociological, Enviromental, Human Resources, Financial, Technological skill, Equipment ,dan Content. Setelah semua data terkumpul maka selanjutnya peneliti melakukan pengukuran dengan skala pengukuran Aydin & Tasci untuk menentukan hasil akhir.Hasil penelitian menunjukkan bahwa SMKN 1 Gerokgak mendapatkan skor e-learning readiness sebesar 3,98. Yang berarti SMKN 1 Gerokgak telah siap, tetapi membutuhkan sedikit perbaikan dalam faktor psycological readiness, environmental readiness, human resource readiness, financial readiness, technological skill readiness, dan equipment radiness. Sedangkan faktor yang telah siap yaitu sociological readiness dan content readiness.Kata kunci : Globalisasi, trend , e-learning, Chapnick, e-learning readiness","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"89 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126653075","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gede Whidi Harta, Dessy Seri Wahyuni, G. S. Santyadiputra
{"title":"KEPRAKTISAN MEDIA PEMBELAJARAN AUGMENTED REALITY MATA PELAJARAN SABLON UNTUK SMK","authors":"Gede Whidi Harta, Dessy Seri Wahyuni, G. S. Santyadiputra","doi":"10.23887/karmapati.v10i2.35648","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.35648","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan rancangan dan mengimplementasikan pengembangan media pembelajaran berbasis augmented reality pada mata pelajaran sablon kelas XI di SMK N 1 Sukasada. Penelitian ini menerapkan jenis penelitian Penelitian dan Pengembangan (R&D) dengan model pengembangan ADDIE. Penelitian ini melibatkan peserta didik kelas XI dan guru mata pelajaran sablon di SMK N 1 Sukasada. Pengambilan data dilakukan dengan menggunakan kuesioner/angket dan wawancara. Hasil penelitian untuk uji validitas didapat dari hasil perhitungan valiadasi dari uji ahli mendapatkan skor sebesar 1,00 dengan kriteria tingkat validitas sangat tinggi. Dan hasil rata-rata respon guru dan peserta didik untuk mendapatkan nilai kepraktisan media pembelajaran berbasis augmented reality sebesar 41,00 dan 60,41 dengan kriteria sangat praktis. Dan hasil rata-rata respon usability untuk mendapatkan nilai kepraktisan media pembelajaran berbasis augmented reality sebesar 41,29 dengan kriteria sangat praktis","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"22 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120921274","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Febriana Santana, Bagus Putu Wahyu Nirmala, Eka Grana Aristyana Dewi
{"title":"Rancang Bangun Sistem Informasi Pemesanan Online Aktivitas Wisata (anexplore.id)","authors":"Febriana Santana, Bagus Putu Wahyu Nirmala, Eka Grana Aristyana Dewi","doi":"10.23887/karmapati.v10i2.31713","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.31713","url":null,"abstract":"Bali is one of the main tourist destinations in Indonesia. The island of Bali which is known to be known almost all over the world is one of the most favorite destinations. The large number of domestic and foreign tourists who come to Bali make the tourism industry in Bali grow rapidly. Most of the livelihoods of Balinese people are also in the tourism industry.The existence of a commission system in the world of tourism provides an opportunity for everyone to earn additional income by inviting them to do tourism activities. These opportunities have a positive impact on the wider community in generating additional income without having to leave their main job. To facilitate ordering tourism activities, this research has developed an information system for ordering tourism activities at Anexplore.id. In addition, this research also discusses the distribution of commissions for those registered as freelance agents. The programming language used in this research is PHP using the Agile method as the system foundation. This research succeeded in developing an information system for ordering tourism activities in a bold manner, with the results of testing the functionality of the system using black box testing. It can be said that the system built can run well.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132163773","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
N. K. A. Putri, Ketut Agustini, I. N. E. Mertayasa
{"title":"ANALISIS KIPATI BERBASIS PROBLEM BASED LEARNING DI KELAS VII SMPN 14 DENPASAR","authors":"N. K. A. Putri, Ketut Agustini, I. N. E. Mertayasa","doi":"10.23887/karmapati.v10i2.33042","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.33042","url":null,"abstract":"Abstrak- Proses pembelajaran di SMPN 14 Denpasar khususnya pada mata pelajaran matematika materi segiempat dan segitiga masih bersifat tradisional dimana media yang digunakan masih berupa buku paket dan e-book dikarenakan kurangnya kemampuan tenaga pendidik dalam mengemas konten pembelajaran. Dengan memanfaatkan kecanggihan teknologi maka diperlukannya pengembangan konten interaktif sebagai alternatif dari permasalahan yang ada, yaitu peserta didik yang kurang memahami materi yang sudah dijelaskan oleh pendidik. Karena ini merupakan tahapan awal dari penelitian maka metode yang digunakan adalah menganalisis penelitian awal dengan melakukan analisis karakteristik peserta didik, analisis mata pelajaran, dan analisis sumber belajar. Dari hasil analisis diperoleh identifikasi masalah yang dihasilkan menunjukan bahwa permasalahan di lapangan layak diberikan solusi pengembangan konten interaktif pada materi segiempat dan segitiga. Kata Kunci: Konten Interaktif, Matematika, Segiempat dan Segitiga","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129289460","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Gede Widiartana Yasa, I. G. P. Sindu, Made Windu Antara Kesiman
{"title":"IMPLEMENTASI MODULAR RIGGING RIGIFY DALAM PENGEMBANGAN FILM ANIMASI 3D TUDE TGE SERIES - GOTONG ROYONG MEMBUAT KERAJINAN TANGAN","authors":"Gede Widiartana Yasa, I. G. P. Sindu, Made Windu Antara Kesiman","doi":"10.23887/karmapati.v10i2.31880","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.31880","url":null,"abstract":"Penelitian ini bertujuan untuk menghasilkan rancangan dan mengimplementasikan pengembangan “Implemantasi Modular Rigging Rigify Dalam Pengembangan Film Animasi Tude The Series – Gotong Royong Membuat Kerajinan Tangan”. Penelitian ini menerapkan jenis penelitian Research and development (R&D) dengan model pengembangan MDLC, pengembangan film ini menggunakana fitur tambahan yang ada pada software blender yaitu rigging rigify dalam penerapan mempbuatan film animasi 3D dan Penelitian ini melibatkan anak-anak dengan usia 6 hingga 12 tahun.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"29 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130237194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Aplikasi Web Analisis Sentimen Dengan Algoritma Multinomial Naïve Bayes","authors":"Joko Winahyu, Imam Suharjo","doi":"10.23887/karmapati.v10i2.36609","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.36609","url":null,"abstract":"Teknologi adalah keseluruhan sarana untuk menyediakan sebuah pelayanan yang diperlukan bagi terciptanya dan kenyamanan hidup manusia adalah aplikasi. Pada jejaring media sosial Twitter banyak pengguna yang menulis tweet tentang aplikasi web. Tahap dilakukan penambangan opini pengguna terkait kata kunci Aplikasi Web mengacu pada penggunaan bahasa alami, analisis teks untuk mengidentifikasi, mengekstrak, mengukur, dan mempelajari keadaan efektif dan informasi subjektif secara sistematis pada data opini di twitter. Dengan menggunakan metode klasifikasi teks yang telah banyak digunakan adalah algoritma Multinomial Naive Bayes. Metode ini memanfaatkan teorema probabilitas yang mana teorema bayes dan fungsionalitas data mining yaitu klasifikasi naïve bayes. Penelitian ini berfokus pada opini pengguna jejaring sosial twitter dengan kata kunci aplikasi data web ini diambil dari API twitter dengan jumlah item data 1000 selanjutnya klasifikasi opini pengguna dan data preproses. Dari hasil jumlah pengujian dalam algoritma kinerja kita menggunakan Confusion Matrix dan merepresentasikan prediksi dan kondisi sebenarnya(aktual) dari data yang dihasilkan oleh kita bisa menentukan Accuracy 69% , Precision merupakan rasio yang benar diprediksi pada label kelas positif 0,67 , netral 0, negatif 1 dan recall merupakan rasio jumlah yang diprediksi benar terhadap data keseluruhan yang benar-benar yaitu kelas positif 1,netral 0, negatif 0,14 dan f1-score merupakan rata – rata dari precision dan recall yaitu kelas positif 0,81,netral 0 , negatif 0,25.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115133203","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Putu Arya Sulaksana, Ketut Agustini, I. M. Pradnyana
{"title":"Pengaruh Aplikasi Pembelajaran Pengenal Aksara Bali Terhadap Prestasi Belajar Siswa Kelas III pada Mata Pelajaran Bahasa Bali di SD Negeri 1 Kawan","authors":"Putu Arya Sulaksana, Ketut Agustini, I. M. Pradnyana","doi":"10.23887/karmapati.v10i2.32547","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.32547","url":null,"abstract":"This study aims to, 1) determine the effect of the learning application identifier Balinese script towards student achievement in Balinese subjects in SDN 1 Kawan. 2) describe the students' responses regarding the learning of Wianjana scripts using the learning media of the introduction of Balinese script. As an application for learning Balinese alphabet recognition, a template matching technique is used. This type of research is quasi-experimental research (quasi-experimental) with a post-test-only control group design. The population of this study was all students of class III of SD Negeri 1 Kawan, totaling 42 students. The sampling technique in this study is used the saturated sampling technique because all members of the population are members of the sample. The sample consisted of class III-A of 21 students as the experimental group and class III B of 21 students as a control group. Data were collected using a multiple-choice test method and a questionnaire method. A multiple-choice test is given about 20 items. The research questionnaire used was a questionnaire with a gutter scale, where respondents answered questions about the number of answer choices provided. The data analysis method uses descriptive qualitative and quantitative data analysis. Hypotheses test using correlated sample t-tests. The results showed that 1) The application of learning the introduction of Balinese Script teaches students' learning achievement in the Balinese subject at SD Negeri 1 Kawan elementary school. This can be seen from the approval of the average score of students' learning achievement tests in the study group is greater than the control group. 2) The students' responses about the learning of Wianjana scripts using the learning media for the introduction of Balinese script were very positive. Can be seen from the results of the questionnaire which shows the figure of 88.57% with a very positive category.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128582848","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"PENGEMBANGAN MEDIA PEMBELAJARAN ANIMASI 2D PADA MATA PELAJARAN FISIKA KELAS X DI SMA NEGERI 1 SAWAN","authors":"N. Wahyuni, Nyoman Sugihartini, I. G. P. Sindu","doi":"10.23887/karmapati.v10i2.31391","DOIUrl":"https://doi.org/10.23887/karmapati.v10i2.31391","url":null,"abstract":"Pengembangan media pembelajaran sangat diperlukan pada mata pelajaran fisika di SMA Negeri 1 Sawan. Hal tersebut dikarenakan dalam proses pembelajaran guru masih menggunakan metode ceramah. Sekolah menyediakan buku paket pelajaran sebagai sumber belajar pokok dan lembar kerja siswa (LKS) sebagai penunjang proses pembelajaran. Penggunaan media sebagai pembelajaran masih terbatas pada media power point dan video yang diambil di internet. Untuk mengatasi masalah ini, dikembangkan media pembelajaran animasi 2D untuk kelas X untuk memfasilitasi proses belajar mengajar dan memotivasi siswa dalam suasana pembelajaran menjadi lebih menyenangkan. Metode yang digunakan dalam penelitian ini adalah penelitian dan pengembangan (research and development), untuk mengembangkan media pembelajaran animasi 2D pada mata pelajaran fisika. Model yang akan digunakan adalah model Multimedia Development Life Cycle, yang memiliki 6 tahapan yaitu concept, design, material collecting, assembly, testing dan distribution. Hasil penelitian ini berupa sebuah media pembelajaran yang baik dikemas dalam bentuk CD. Terdapat beberapa pengujian untuk mengetahui kelayakan media, terdiri uji ahli isi dengan hasil 100%, uji ahli media 100%, uji efektifitas 74,73% termasuk dalam kriteria tinggi, uji respon guru 88% dan uji respon siswa diperoleh 81,02% termasuk dalam kriteria baik.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"167 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-08-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124022161","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Made Kevin Ihza Mahendra, I. G. P. Sindu, D. Divayana
{"title":"Pengembangan Media Pembelajaran Augmented Reality Book 2 Dimensi Sub Tema Lingkungan Alam di PAUD Telkom Singaraja","authors":"Made Kevin Ihza Mahendra, I. G. P. Sindu, D. Divayana","doi":"10.23887/KARMAPATI.V10I1.30217","DOIUrl":"https://doi.org/10.23887/KARMAPATI.V10I1.30217","url":null,"abstract":"The purpose of Development The Media Learning Augmented Reality Book 2 Dimensions With The Natural Environment Theme In PAUD Telkom Singaraja is to develop 2-dimensional Augmented Reality learning media sub-theme of the natural environment on the Android platform, as a medium to facilitate the learning process and provide attractiveness in understanding the natural environment. The development of 2-dimensional Augmented Reality learning media with the sub-theme of the natural environment uses the ADDIE model which consists of stages, namely the analysis, design, development, implementation and evaluation stages. In this model, an evaluation process is carried out at each stage that is passed so as to produce learning media that suits the needs of PAUD Telkom Singaraja. The end result of this development is in the form of 2-dimensional Augmented Reality learning media with a sub-theme of the natural environment that can be used via mobile devices with the Android operating system. The black box and white box tests were carried out accordingly, the content expert test and the media test got a value of 1.00 in the very high category, the individual test got an average value of 94,22% in the very good category, the small group test got an average score of 94,44% with very good category student response, field test 92.89% with very good category and teacher response 90,66% with very good category. ","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"150 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133814092","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Komang Ary Sudewa, Nyoman Sugihartini, D. Divayana
{"title":"Pengembangan Media Pembelajaran E-Learning Berbasis Edmodo Dengan Discovery Learning Pada Mata Pelajaran PPKN Kelas VIII Di SMP Lab Undiksha Singaraja","authors":"Komang Ary Sudewa, Nyoman Sugihartini, D. Divayana","doi":"10.23887/KARMAPATI.V10I1.29407","DOIUrl":"https://doi.org/10.23887/KARMAPATI.V10I1.29407","url":null,"abstract":"This study aims to produce designs and implement the development of discovery learning media based on Edmodo in the second semester of PPKn subjects at the SMP Lab Undiksha. This research is included in the type of research and development (R&D) with the ADDIE development model. This research involved VIII grade students and PPKn subject teachers at Undiksha Lab Middle School. Data were collected using a questionnaire / questionnaire. The analysis technique used is the expert validity test and the results for content experts are 1.00, design experts are 1.00, and media experts are 1.00. The results showed the results of the design and implementation of Edmodo-based discovery learning media in PPKn subjects were successfully applied based on the results of the validation test from content experts, design experts, and learning media experts with an average value of 1.00 with very valid criteria.","PeriodicalId":297812,"journal":{"name":"Kumpulan Artikel Mahasiswa Pendidikan Teknik Informatika (KARMAPATI)","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115823397","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}