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Pengembangan E-Learning Berbasis Moodle Di SMK AL Washliyah Sumber Indra Maulana
Media Aplikom Vol 12 No 1 (2020): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2.1.247

Abstract

The rapid development of information technology and communication has very large in the formation and progress of the quality of education. Learning methods are also changed in line with technological developments. E-Learning is an innovation in the development of information technology in education. SMK Al Washliyah Sumber plays a role in the development of science, especially in the field of information technology. During this time all learning process at SMK Al Washliyah Sumber is still conventional, in other words, that the learning process between students and teachers can only be done on the condition of meeting between students and teachers in the classroom. The learning process at SMK Al Washliyah Sumber should give the students an expanse of active learning according to the understanding. The learning that can be learned from e-learning is a program designed for the needs of students who can be used in learning activities. The need for communication and information today in school infrastructure is necessary. Increasingly demanding for a system that is fast, easy, inexpensive, effective, and efficient. Therefore, it is necessary to use computer technology to further improve the success of teaching and learning activities by utilizing e-learning Keywords: E-learning, information technology, SMK Al Washliyah
Simulasi Jaringan Komputer Dengan Routing Dinamic Menggunakan Cisco Packet Tracer Indra Maulana
Media Aplikom Vol 13 No 1 (2021): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2021.1.288

Abstract

The need for computer network information is very important, especially for finding network damage quickly, easily, and cheaply, so to solve the above problem a network administrator needs a Network Monitoring System application for simulations that can reflect the architecture of the computer network on the network system used. By using the Cisco Packet Tracer application, data simulation about the network can be used as information about the state of a computer connection in a network, if there is a problem in network interconnection. Based on the results of delay testing according to Cisco Packet Tracer software, the greatest delay results occur when testing Floor 1 to floor 2, and in Design, which is 254 ms. Thus the greater the delay that occurs, the greater the delay time required to transmit data packets. Testing on the test network simulation design in this thesis has been successful, where 3 routers and 6 clients on the network can communicate on the local network that has been simulated.
Implementasi Raspberry Pi 4 Sebagai Server E-Learning indra maulana
Media Aplikom Vol 13 No 2 (2021): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2021.2.304

Abstract

Media pembelajaran adalah sarana komunikasi dalam proses belajar mengajar yang berupa perangkat keras maupun perangkat lunak untuk mencapai proses dan hasil pembelajaran secara efektif dan efisien, serta dapat mengatasi keterbatasan ruang dan waktu belajar. Tujuan Penelitian ini untuk merancang dan menghasilkan produk sistem pembelajaran jarak jauh menggunakan raspberry pi sebagai server portable. Metode yang digunakan adalah metode penelitian dan pengembangan (Research and Development) dengan teknik observasi, wawancara dan studi literatur yang disesuaikan dengan kebutuhan media pembelajaran. pengujian dilakukan dengan mengecek semua statement pada program yang dieksekusi paling tidak satu kali dan pengujian server dilakukan sebanyak 30 siswa Teknik elektronika industri di SMK Negeri 1 Cirebon. Hasil Penelitian ini adalah sebuah web server yang berjalan pada raspberry pi 4 dan dapat diakses melalui jaringan local ataupun public. Adapun kelebihan alat ini yaitu biayanya lebih murah daripada server dan bersifat portable sehingga dapat dipindahkan dari satu tempat ke tempat lainnya. Hasil pengujian menunjukkan bahwa server yang berjalan pada raspberry pi 4 dapat berfungsi dengan baik dan dapat diimplementasikan berdasarkan tujuannya.
Virtual Tour Menggunakan Metode Gambar Panorama Sebagai Media Pengenalan Lingkungan Sekolah Indra Maulana
Media Aplikom Vol 14 No 2 (2022): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2022.2.347

Abstract

Virtual Reality is one of the applications of multimedia technology which has the advantage of describing an object where the visualization displayed can be seen from all angles, because it has 3 visual dimensions so that users can interact with an environment simulated by a computer. With the advantages of this technology, there are many ideas to be applied in various ways, such as for example to use this technology as a tool for recognition of an environment without having to bother moving or going to the original place. The government's advice to stay at home and physical and social distancing must be followed by changing the face-to-face learning model to online, this also affects the school promotion process which is also carried out online which causes prospective new students to be less familiar with their new school. This virtual reality tour that was built in this final project uses 3dvista as its implementation. Judging from the results of the tester's questionnaire, the ease of using the website gets a value of 3.75 which shows that users are still comfortable and easy to use the website. Then get a suitability value of 4.75 which means the user's website is in accordance with the existing conditions. And this virtual tour is very interesting because it gets an average of 5 which is in the "very good" category, meaning that the menu on this virtual reality tour is very interesting for users
Penerapan Kemandirian Mahasiswa Melalui Metode Pembelajaran Flipped Classroom pada Mata Kuliah Interaksi Manusia dan Komputer Mariam, Metta; Maulana, Indra; Floranti, Astri Dwi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : CV. Ridwan Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.702 KB) | DOI: 10.36418/syntax-literate.v6i2.4963

Abstract

Penelitian ini merupakan penelitian kuantitatif dengan menggunakan rancangan penelitian One Shot Case Study yaitu memberi perlakuan tertentu hanya pada satu kelas tanpa adanya kelas kontrol dan tanpa diadakan suatu tes awal. Penelitian ini dilakukan pada 36 mahasiswa Pendidikan Teknik Informatika dan Komputer STKIP Invada. Metode pengumpulan data yang digunakan adalah metode observasi, metode angket, dan metode tes. Sedangkan instrumen yang digunakan oleh peneliti adalah lembar angket respon mahasiswa dan lembar angket kemandirian belajar siswa. Hasil analisis data menunjukkan bahwa data hasil penelitian penerapan model pembelajaran flipped classroom di STKIP Invada Prodi PTIK Semester 3 dapat diambil kesimpulan sebagai berikut: respon siswa terhadap pembelajaran menunjukkan kriteria positif dengan perolehan nilai rata-rata angket sebesar 99,02%. Kemandirian belajar mahasiswa setelah diterapkan model pembelajaran flipped classroom mendapat nilai rata-rata 96,47% pada yang berarti kemandirian belajar mahasiswa berada pada kategori sangat baik.
Penerapan Kemandirian Mahasiswa Melalui Metode Pembelajaran Flipped Classroom pada Mata Kuliah Interaksi Manusia dan Komputer Mariam, Metta; Maulana, Indra; Floranti, Astri Dwi
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : CV. Ridwan Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (329.702 KB) | DOI: 10.36418/syntax-literate.v6i2.4963

Abstract

Penelitian ini merupakan penelitian kuantitatif dengan menggunakan rancangan penelitian One Shot Case Study yaitu memberi perlakuan tertentu hanya pada satu kelas tanpa adanya kelas kontrol dan tanpa diadakan suatu tes awal. Penelitian ini dilakukan pada 36 mahasiswa Pendidikan Teknik Informatika dan Komputer STKIP Invada. Metode pengumpulan data yang digunakan adalah metode observasi, metode angket, dan metode tes. Sedangkan instrumen yang digunakan oleh peneliti adalah lembar angket respon mahasiswa dan lembar angket kemandirian belajar siswa. Hasil analisis data menunjukkan bahwa data hasil penelitian penerapan model pembelajaran flipped classroom di STKIP Invada Prodi PTIK Semester 3 dapat diambil kesimpulan sebagai berikut: respon siswa terhadap pembelajaran menunjukkan kriteria positif dengan perolehan nilai rata-rata angket sebesar 99,02%. Kemandirian belajar mahasiswa setelah diterapkan model pembelajaran flipped classroom mendapat nilai rata-rata 96,47% pada yang berarti kemandirian belajar mahasiswa berada pada kategori sangat baik.
Outcome-based education identifying determining factors in improving students learning achievement in higher education systems Muhammad Syafri Syamsudin; Indra Maulana
Cendikia : Media Jurnal Ilmiah Pendidikan Vol 13 No 6 (2023): July: Education Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cendikia.v13i6.3930

Abstract

Education opens up numerous opportunities to record economic expansion worldwide, with specific reference to developing countries. Progress in educational indicators has been inadequate over the past few decades. Outcome-Based Education (OBE) has recently garnered significant attention in Indonesia. OBE is employed in education because it clearly focuses and organizes everything in the education system around what all students need to be able to do by the end of their learning journey. OBE proposes influential and engaging choices to transform and organize medical education. Therefore, the fundamental objective of this review is to highlight the higher education system and the need to transition from a teacher-centered system to an outcome-based education system. This review also discusses the key factors that influence student learning outcomes. The search strategies were designed by combining Boolean operators and key terms relevant to the review objectives. Five studies were included in the paper regarding the effectiveness of Outcome-Based Education in various educational disciplines. The findings suggest five important factors from the literature that influence student learning outcomes, including assessment strategies, learning objectives based on complexity levels, preferred learning styles of students, English language proficiency, and industry requirements.
CLUSTERING DATA NILAI UJIAN AKHIR SEMESTER MENGGUNAKAN ALGORITMA DATA MINING K-MEANS Indra Maulana; Utami Rosalina
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 1 No. 2 (2020): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v1i2.10

Abstract

Analyzing student performance in education is an active and fairly new area of educational research. Mapping student performance is useful for both teachers and students. However, the factors that affect student performance need to be identified first to build the initial predictive model. The clustering of UAS scores acts as an indicator of whether the spread of knowledge from teachers to students is evenly distributed or not. This is very relevant to the state of the covid pandemic that is happening in Indonesia and the world, we can know which clusters of students are truly self-study or not. K-Means can be used to map students' academic abilities, in order to optimize student learning and understanding.
RANCANG BANGUN MEDIA PEMBELAJARAN BERBASIS ANDROID (SMART APP CREATOR) PADA MATA PELAJARAN SISTEM ADMINISTRASI JARINGAN DI SMK ULIL ALBAB mahfud mahfud; Indra Maulana; Dirno Dirno
PERISKOP : Jurnal Sains dan Ilmu Pendidikan Vol. 1 No. 2 (2020): PERISKOP: Jurnal Sains dan Ilmu Pendidikan
Publisher : Institut Pendidikan dan Bahasa Invada

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58660/periskop.v1i2.13

Abstract

Student learning outcomes are influenced by two factors, namely internal factors and external factors. Internal factors come from within students and external factors that come from outside students. Internal factors such as students' abilities, interests and motivation to learn, while external factors such as environmental conditions, schools and learning quality. The use of media in learning can help the limitations of educators in conveying information as well as the limitations of class hours. The media serves as a source of information on learning materials and as a source of practice questions. The quality of learning is also influenced by individual differences of students, both differences in learning styles, differences in cognitive abilities, differences in learning speed, and differences in background. This research and development aims to develop learning media for Android-based network server administration on basic network server administration materials, knowing the process of designing learning media developed, and making learning media developed using smart apps creators. There is no android-based learning media in the subject of network server administration. From the results of the preliminary study, it can be illustrated that the learning media used in the learning process still use paper and print media. Student learning outcomes are still far from expectations (KKM). Software development uses the waterfall model development method. In the waterfall there are several main stages that describe software development activities. The reason for using the waterfall method is because the stages in system development in the waterfall model are clearly structured.
Mapping Student Log Files With K-Means Clustering Indra Maulana; Moh. Agri Triansyah
Asian Journal of Social and Humanities Vol. 1 No. 01 (2022): Asian Journal of Social and Humanities
Publisher : Pelopor Publikasi Akademika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59888/ajosh.v1i01.4

Abstract

One of the important characteristics of an e-learning platform is that students can take the course at any time, and they are not required to complete all the available learning activities at one time. In moodle, data logs are valuable information that contains activities from course users and course teachers. The data recorded in the moodle data log can be in the form of activity data, assignment time (assignment timestamp), and ranking value or final grade (grade). Data log exploration of educational data mining can be used to facilitate monitoring and see what activities are often carried out by course participants on the moodle platform. One of the techniques used in data mining log data analysis is cluster analysis. Cluster analysis is the process of grouping data into groups whose members have similar characteristics. K-means Clustering is one of the algorithms of cluster analysis that is often used. Based on the output, it can be noted that the members of cluster 1 are students with ids 1,3,4,5, and 9. Then for cluster 2 is the student with id 2,8,10,12 which on cluster 2 the average student click is highest,. and the last cluster 3 is filled by students with ids 6, 7, and 11. It can be concluded that the second cluster is a collection of students who are active in accessing the LMS during learning.