Jurnal Teknologi Informasi dan Pendidikan

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ISSN / EISSN : 2086-4981 / 2620-6390
Total articles ≅ 62
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Nia Karniawati, G M Rani
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 37-40; doi:10.24036/tip.v13i2.335

Abstract:
This study aims to identify e-learning as a branding of kids educational online games. Descriptive method was used to present a complete overview regarding the situation related to variables examined. The results of this research are to recognize the development of branding and the benefit provided by e-learning in the application of educational games for kids. Discussing the product branding of e-learning games for kids was conducted in this research.
Mia Fitriawati, R H Lestari
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 33-36; doi:10.24036/tip.v13i2.336

Abstract:
Parents are working harder due to the increase needs of necessities of life. This causes mothers to work so that they meet these necessities. As a result, mothers leave their children aged 2 (two) to 4 (four) years in the play group. However, the children development is often out of hand because it is not properly recorded. Recording children development manually has several weaknesses, one of them is damaged children development recording book. Based on this problem, this research aims to develop information systems design for early childhood education services to monitor children development. The method used was SDLC. The result of the research is information system as children development monitor in early childhood education services and tool for teachers in managing the information regarding children growth and development effectively and efficiently.
Rafiqa Rizalita
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 25-32; doi:10.24036/tip.v13i2.337

Abstract:
This media designed to increase motivation and creativity of students so that students can understand the overall material provided in the subject operation system. This research used the development metode was 4D (Four D), while the 4D development procedure those were: define, design, develop, and Disseminate. Data type was primary data where the data provided by the media experts, lecturers and students. Data analysis technique used was descriptive data analysis technique those were describe the validity, practicality and effectiveness of using support learning media. Results obtained from this development research as follows; (1) The validity of support learning media expressed very valid on the media design with a value of validity was 0.828, while the materi of media was valid for a value was 0.703, (2) the practicalities of support learning media based the response of teachers after going through practical trials with a total value was 84.66%, while the practicalities of support learning media based on student response after going through the otherwise very practical trials with a total value of 87.96%.
Rizky Hendra, Margaretha Hanita
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 9-16; doi:10.24036/tip.v13i2.326

Abstract:
Maraknya serangan siber yang terjadi di Indonesia berpotensi menyebabkan terjadinya insiden pada institusi/perusahaan. Guna mengantisipasi terjadinya insiden, maka setiap institusi/perusahaan dapat mempersiapkan diri dengan melakukan penerapan manajemen insiden yang baik. Banyak framework manajemen insiden yang dapat digunakan sebagai panduan dalam penerapannnya. Namun disisi lain, terkadang pada institusi/perusahaan kesulitan dalam memilih framework mana tepat dan cocok untuk mereka gunakan. Metode penelitian yang digunakan adalah kualitatif deskriptif. Sedangkan teknik analisis data yang digunakan adalah analisis perbandingan terhadap data berasal dari studi pustaka dan dokumentasi yang terkait dengan framework SIM3 dan CREST. Berdasarkan penelitian yang dilakukan, didapatkan hasil bahwa terdapat perbedaan pada 2 (dua) framework manajemen insiden yang dibandingkan. Perbedaan tersebut dilihat dari sisi pendefinisian skema pelevelan aktifitas, pendefinisian tingkat kematangan penerapan manajemen insiden, dan jumlah aktifitas dalam framework yang dapat diimplementasikan. Diharapkan dengan adanya penelitian ini, setiap institusi/perusahaan mendapatkan gambaran terkait framework mana yang akan digunakan serta pendekatan tingkat level mana yang sesuai dengan kemampuan dan kebutuhan institusi/perusahaan dalam menerapkan manajemen insiden siber.
Muldi Yuhendri, Hambali Hambali, Mukhlidi Muskhir
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 17-24; doi:10.24036/tip.v13i2.324

Abstract:
Motor speed control requires motor speed data as feedback from control actions. Motor speed data is usually obtained from the speed sensor. In this paper, the motor speed observer for permanent magnet synchronous motor is proposed to obtain motor speed data based on motor back emf voltage making it more economical without a speed sensor. The Speed observer is designed based on the Model Reference Adapative System (MRAS) with using Least Squares Support Vector Machine Regression (LSSVMR) algorithm for adaptation mechanism tools. The proposed speed observer is tested with varying motor speeds. The test results show that the MRAS-based motor speed observer using LSSVMR has successfully estimated the rotation speed of the permanent magnet synchronous motor based on the back emf motor voltage. It can be seen from the maximum error of the motor speed, ie only 3.7 rpm at transient conditions and close to zero at steady state
Dini Rohmayani
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 1-8; doi:10.24036/tip.v13i2.317

Abstract:
One source of funds that plays a very important role in education or teaching and learning activities is the Donation of Education Development or tuition fee. The problem faced by TEDC Polytechnic of Bandung is based on historical data from the financial department there are still many students who are late in making tuition payments, for that the authors make an analysis in predicting late payment of fees by using the Naive Bayes algorithm which is compared with Particle Swarm Optimization (PSO) with the purpose of determining the classification pattern is right or late and to find out what indicators most influence the prediction of late payment of tuition fee. In testing the author uses 115 datasets from the results of a questionnaire filled out by students and these testing these divided into three models, the first is testing using the entire dataset and all attributes of the questionnaire results, the second test is done by using the entire dataset based on Particle Swarm Optimation (PSO), as well as the third test carried out using a dataset using the attributes that most influence to the prediction of late tuition payment. Off the 13 indicators, there are only 8 indicators that are most influential in predicting late payment of tuition fee, namely father's income, number of dependents of parents, pocket money / month, financial services, academic services, study programs, payment methods for tuition payment, and mother's occupation. The testing result of those three classification models using the highest Naive Bayes accuracy algorithm are testing using the Naive Bayes algorithm based on Particle Swarm Optimization (PSO), with an accuracy of 73.94%, precision 78.50%, 69% recall, and AUC 0.771 , even though the execution time is 3 seconds longer.
Asep Gunawan, Chandra Anugrah Putra, Muhammad Andi Setiawan
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 124-127; doi:10.24036/tip.v13i1.292

Abstract:
Abstrak Metode yang digunakan dalam penelitian ini ialah menggunakan Penelitian Tindakan Kelas (PTK) yang berusaha memecahkan atau menjawab masalah yang dihadapi pada subjek penelitian. Subjek penelitian ini adalah peserta didik Kelas X Multimedia SMK Karsa Mulya Palangka Raya dengan jumlah 34 peserta didik. Teknik dalam pengumpulan data dalam penelitian ini adalah observasi dan tes. Analisis yang digunakan yaitu analisis kualitatif dan analisis kuantitatif. Hasil penelitian ini menunjukan bahwa menggunakan media video dapat meningkatkan hasil belajar peserta didik pada pembelajaran Desain Grafis kelas X Multimedia SMK Karsa Mulya Palangka Raya. Hal ini berdasarkan hasil penelitian hasil penelitian yang didapatkan nilai dalam kegiatan pembelajaran yang dilakukan selama dua siklus, bahwa dapat disimpulkan: penggunaan media video dapat meningkatkan hasil belajar peserta didik, dapat dilihat dari rata-rata pra tindakan dengan nilai 43,82, rata-rata siklus I dengan nilai 74,56 dan pada siklus II memperoleh nilai 91,03 dengan ketuntasan klasikal 100%. Kata kunci: Media Video, Hasil Belajar, Desain Grafis
Muhtadin Amri, Yuz Arija Shobri
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 128-136; doi:10.24036/tip.v13i1.301

Abstract:
Penelitian ini bertujuan untuk mengetahui persepsi mahasiswa terhadap efektivitas penggunaan aplikasi pembelajaran berbasis permainan (game based learning) yaitu Quizizz. Populasi penelitian adalah seluruh mahasiswa perbankan syariah semester 4 angkatan tahun 2018. Responden dalam penelitian ini berjumlah 200 mahasiswa yang sedang menempuh mata kuliah akuntansi konsolidasi bank syariah yaitu mahasiswa semester 4 jurusan perbankan syariah di fakultas ekonomi dan bisnis islam IAIN Ponorogo. Analisis data dilakukan menggunakan metode deskriptif yang dianalisis secara kuantitatif dan kualitatif. Data penelitian diperoleh dengan menyebarkan survey kepada seluruh sampel penelitian dengan memanfaatkan aplikasi google forms. Instrumen kuesioner diukur menggunakan 5 skala likert yaitu sangat tidak setuju, tidak setuju, kurang setuju, setuju dan sangat tidak setuju. Hasil penelitian menunjukkan bahwa secara umum mahasiswa menganggap penggunaan Quizizz untuk mengerjakan kuis yang ditugaskan sebelum perkuliahan secara tatap muka di kelas berdampak yang positif dalam kegiatan pembelajaran pada mata kuliah akuntansi konsolidasi bank syariah. Mahasiswa menganggap Quizizz merupakan aplikasi yang mudah digunakan, penggunaannya membuat perkuliahan menjadi lebih menyenangkan, meningkatkan penguasaan materi, dan menambah motivasi dan keaktifan mahasiswa dalam mempelajari mata kuliah akuntansi konsolidasi bank syariah. Terdapat beberapa keterbatasan dan permasalahan yang terdapat pada penggunaan Quizizz menurut mahasiswa, diantaranya adalah keterbatasan koneksi internet, batasan waktu yang diberikan terlalu sedikit, dan beberapa mahasiswa juga merasa perlu untuk dilakukan pembahasan tentang soal-soal yang dikerjakan melalui aplikasi Quizizz di kelas, sehingga diketahui jawaban mana yang benar dan jawaban mana yang salah.
Tri Rahayu, Nurhafifah Matondang, Bayu Hananto
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 117-123; doi:10.24036/tip.v13i1.305

Abstract:
Tujuan penelitian ini mengukur tingkat kematangan dan penerapan kinerja teknologi informasi dalam mengimplementasikan Sistem Informasi Akademik (SIAKAD) pada Universitas Pembangunan Nasional “Veteran” Jakarta (UPNVJ) karena melihat saat ini pemanfaatan belum maksimal dalam pemanfaatan TI dari segi perencanaan, pelaksanaan dan pengawasannya. Metode untuk mengukur tingkat kematangan menggunakan metode COBIT 5 dan hasil yang diperoleh berfokus pada 5 domain yaitu proses Deliver, Service and Support dalam TI UPNVJ terdapat pada level ke 3 dengan nilai 2,80 dan memiliki gap sebesar 1,20. Hasil pada domain Evaluate , Direct and Monitor, Align, plan and organize , Build, Aquire and implement , BAI04 dan Monitor, Evaluate dan Assess dalam TI UPNVJ memiliki level 2 dengan nilai 2.00 dan memiliki gap sebesar 2.00 serta pada hasil Capability Level berdasarkan dari keseluruhan 5 domain proses memiliki nilai 2,20 dan gap sebesar 1,80, berdasarkan dari level target yang ditetapkan yaitu capability level 4.00.
Ceni Febi Kurnia Sari
Jurnal Teknologi Informasi dan Pendidikan, Volume 13, pp 111-116; doi:10.24036/tip.v13i1.304

Abstract:
The application of the Arc SDM program on remote sensing for gold minerals ini an area can be implemented by proving the compatibility of the result of the interpretation of satellite image with conditions in the study area. Remote sensing method is able to detect potential locations with mineral deposits occurrence that has certain characteristics that can affect a certain aspect of exploration activities, namely time efficiency. Remote sensing is an art and technique for obtaining information on an object, area or data analysis phenomenon acquired with a device without having to have direct contact with the object, area or phenomenon studied. In remote sensing, exploration activities play an important role in terms of isolating the potential of seed sediment based on remote sensing models. The use of remote sensing method can reduce exploration costs because it only focuses on detailed surface area of research that have more potential for the existence of minerals. By using this remote sensing method, we can determine specific area to explore, researching in detail in the shortest time possible. Mapping method for the mineralization geological exploration activities in the intended gold-bearing areas can utilize remote sensing data in the form of Landsat ETM satellite images. This method is expected to be able to produce accurate, valid and up-to-date data that makes it possible to create geological interpretation maps in a relatively short time (Rapid Mapping).
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