Articles
Penerapan Metode Pembelajaran Team Quiz untuk Meningkatkan Prestasi Belajar Siswa SMPN 19 Bengkulu Selatan
Maha Putra;
Edora Edora
Jurnal Pendidikan Vol 9 No 1 (2021): Jurnal Pendidikan
Publisher : Universitas Pendidikan Muhammadiyah Sorong
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DOI: 10.36232/pendidikan.v9i1.682
Dengan penerapan metode pembelajaran Team Quiz ini diharapkan dapat digunakan sebagai salah satu alternatif dari pembelajaran yang dapat meningkatkan prestasi belajar siswa. Permasalahan dalam penelitian ini adalah : Bagaimana aktivitas belajar siswa dalam penerapan metode pembelajaran Team Quiz di SMP Negeri 19 Bengkulu Selatan?. Apakah penerapan metode pembelajaran Team Quiz dapat meningkatkan prestasi belajar siswa dalam pembelajaran IPS dikelas VII A SMP Negeri 19 Bengkulu Selatan?. Tujuan pembelajaran ini adalah : Untuk mengetahui aktivitas belajar siswa dalam penerapan metode pembelajaran Team Quiz di SMP Negeri 19 Bengkulu Selatan. Untuk mengetahui apakah penerapan metode pembelajaran Team Quiz dapat meningkatkan prestasi belajar siswa dalam pembelajaran IPS di kelas VII A SMP Negeri 19 Bengkulu Selatan. Jenis penelitian ini Penelitian Tindakan Kelas. Hasil penelitian ini menunjukan : Dengan penerapan metode pembelajaran Team Quiz pada pembelajaran IPS aktivitas siswa meningkat yaitu dari rata-rata skor 12 (Cukup) pada siklus I dan pada siklus II meningkat menjadi 14,5 (Baik). Serta dengan pengujian peningkatan prestasi belajar dengan menggunakan uji tes “t” menunjukan thitung = 11,10 > ttabel = 2,78, dengan demikian to adalah jauh lebih besar dari ttabel, berarti antara nilai post tes siklus I dengan nilai post tes siklus II terdapat perbedaan prestasi belajar yang signifikan.
PENGARUH METODE PEMBELAJARAN PROBLEM BASED LEARNING TERHADAP PENINGKATAN KEMAMPUAN BERPIKIR KRITIS PESERTA DIDIK
Ms. Edora
Oikos : Jurnal Ekonomi dan Pendidikan Ekonomi Vol 1 No 2 (2017)
Publisher : Fakultas Keguruan Dan Ilmu Pendidikan Universitas Pasundan
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DOI: 10.23969/oikos.v1i1.242
This research is conducted to reveal the influence of Problem Based Learning method toward students’ critical thinking ability improvement on Introduction of Economy and Business subject in SMKN 1 Bandung. The method used in this research is quasi experimental with Nonequivalent (Pretest and Posttest) Control Group Design. The data analysis technique with parametric statistical, test of difference (paired samples t-test and independent samples t-test), gain score and effect size calculation used in this research is SPSS versi 21. The result shown that the use of Problem Based Learning method is more effective to improve the critical thinking ability than the Jigsaw techniques. learning
Prediksi Pengangkatan Karyawan Dengan Metode Klasifikasi Algoritma C5.0 (Studi Kasus CV. T-Pico Jaya Mandiri)
Suprapto Suprapto;
Fahrul Fahrezi J.T;
Edora Edora
Jurnal SIGMA Vol 13 No 1 (2022): Maret 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa
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In the decision to appoint permanent employees that can be made at the company is determined in terms of attendance and good discipline. Determination of the appointment of permanent employees at CV. T-PICO JAYA MANDIRI still looks imprecise and takes a long time. Then a study was conducted that aims to determine the prediction information on permanent employee appointments by looking at the criteria set by the company using the C5.0 classification algorithm with the decision tree method. The data used in this study are employee data owned by CV. T-PICO JAYA MANDIRI as many as 403 data, the process of testing the method using Rapid Miner9.5. Based on the results of testing on research in predicting employee appointments at CV. T-PICO JAYA MANDIRI, obtained the result from the C5.0 algorithm or decision tree, which is an accuracy of 90.00%. So it can be concluded that the C5.0 algorithm technique with the decision tree method is considered successful in predicting employee appointments at CV. T- PICO JAYA MANDIRI. Keywords: Employee Recruitment, Classification, C5.0 Algorithm.
Pengembangan Sistem Kontrol Larutan Nutrisi Pada Tanaman Hidroponik Berbasis Arduino Uno Menggunakan Metode Waterfall
Purdianto Purdianto;
Edora Edora;
Wahyu Hadikristanto
Jurnal SIGMA Vol 13 No 2 (2022): Juni 2022
Publisher : Teknik Informatika, Universitas Pelita Bangsa
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Abstract Hydroponics is a technique of growing crops without using soil as a growing medium but by utilizing water by pressing on the nutritional needs of plants. The hydroponic treatment method in general is to drain nutrient water after the nutrient content in the water decreases as the plant grows. Therefore, this study aims to help treat hydroponic plants with an automatic nutrient water control method using Arduino. The design of this final project uses the method of controlling water conditions automatically by checking the nutrient content of the water. This system uses Arduino Uno microcontroller. The microcontroller is used to read the nutrient levels in the water through the TDS sensor and control the nutrient pump to regulate the nutrient water in the hydroponic tank, then the sensor also reads the water temperature in the hydroponic tank via the LM35 sensor. From the test results, when the nutrients are less than the set point, the system will fill in the nutrient water. Then after the system reads the nutrient concentration value has passed the set point limit, the nutrient pump will stop. Based on the test results starting from the nutrient filling process to the draining the system can run with 100% success. Keywords: Hydroponics, Total Dissolve Solids, TDS Sensor, Arduino
Game Edukasi Pencegahan Covid-19 Berbasis Android Untuk Usia 6-35 Tahun
Edora Edora;
Mahrus Amin
Jurnal SIGMA Vol 12 No 4 (2021): Desember 2021
Publisher : Teknik Informatika, Universitas Pelita Bangsa
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Covid-19 pandemic, which is not over yet, has forced people to change their habits. The importance of health protocols can be used to reduce the spread of the Covid-19 virus. For that we need media or socialization about the importance of health protocols and efforts to prevent Covid-19 especially for age 6 – 35 years old. As for one of the alternative media that can be developed by looking at the rampant human activity in utilizing smartphones, is android game media. Covid-19 Prevention Educational Game was developed using the unity game engine. Application testing is carried out using the blackbox testing method while testing the feasibility of the system which is divided into two, that are efficiency and usability using the linkert scale. From this, it can be concluded that the application built has a feasibility level for sub-efficiency of 78% and for sub-usability of 83.5%. Keywords: Covid-19, Educational Games, Unity
Rancang Bangun Aplikasi Edukasi Sebagai Media Pembelajaran Mengenal Tanaman Untuk Anak Usia Dini Menggunakan Augmented Reality Berbasis Android
Edora Edora
Jurnal SIGMA Vol 11 No 2 (2020): Juni 2020
Publisher : Teknik Informatika, Universitas Pelita Bangsa
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One of the most common knowledge taught to children is art with a variety of materials such as knowing plants. At present the introduction of plants at an early age still uses picture books and explanations explained by teachers. With Augmented Reality (AR) supported by the markerless method. Users don’t need a special marker in the form of black and white, but use 2D images that are presented in the form of magic cards by the author as a reference to issue 3D objects. In this study several devices with different specifications are used to test whether this application can run well or not. From the results of this study that the marker can be read with a smartphone camera with a response time to detect the marker of approximately 1 second. The minimum distance to detect the marker is 20 cm and the maximum distance is 100 cm. For an optimal distance of 30 cm. The minimum angle for marker detection is 30o and the maximum angle is170o. For an optimal angle of 45o-60o. Keywords : : Learning Media, Augmented Reality, Marker, Markerless, Android, Unity 3D
Pemodelan Aplikasi Pemesanan E-Tiket pendakian Gunung Berbasis Android
Agus Suwarno;
Edora Edora;
Rifki Hamimi
TeknoIS : Jurnal Ilmiah Teknologi Informasi dan Sains Vol 13, No 1 (2023)
Publisher : Universitas Binaniaga Indonesia
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DOI: 10.36350/jbs.v13i1.188
Ordering climbing tickets, which are getting more and more, requires a system to make it easier for climbers. Climbing activities are a hobby for climbers who like nature activities. Evidenced by the increasing number of enthusiasts of climbing activities today, booking climbing tickets is an important problem. Some climbers are willing to queue for 30 minutes and they even have to be willing to spend the night at the ticket reservation to get a climbing ticket. The solution to overcome this problem is to make an online ticket booking application. The method used in designing this application is the waterfall method. This design is made with an Android-based program so that it can be accessed anytime and anywhere. Purchasing tickets is easier because the ordering system is online. Hikers can easily see information about climbing so that it is more efficient.
Penggunaan Smartphone Berbasis Android Dalam Penerapan Location Based Service Pada Absensi Karyawan Dengan Metode OOAD
Wiyanto Wiyanto;
Edora Edora
Faktor Exacta Vol 16, No 1 (2023)
Publisher : LPPM
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DOI: 10.30998/faktorexacta.v16i1.15147
One of the most important activities in a company is the presence and absence of employees, this needs to be done for the continuity of activities within the company, the current system at PT. XYZ for attendance activities uses a finger print system, while for absenteeism it still uses a manual system, problems often occur in the finger print machine and are still conventional. The purpose of this study is to implement an automated employee attendance system using an Android-based location-based service so that it can make it easier for employees to perform attendance and absenteeism. This application system was developed using the OOAD (Object Oriented Analysis and Design) method, designed using UML (Unified Modeling Language) with tools from Android Studio and tested using blackbox testing
SISTEM INFORMASI PENJUALAN SPAREPART KENDARAAN STUDI KASUS DI BENGKEL FIKRI MOTOR BERBASIS WEB BASED DENGAN METODE WATERFALL
Recha Irfan Trijianto;
Andri Firmansyah;
Edora Edora
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 3 (2023): JISAMAR (Agustus 2023)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta
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DOI: 10.52362/jisamar.v7i3.1179
Bengkel Fikri Motor merupakan perusahaan dagang bergerak di bidang penjualan sparepart seperti kenalpot, lampu motor, busi, spion dan lain - lain, dimana proses promosi dan penjualannya masih bersifat konvensional. Artinya pelanggan harus mendatangi bengkel untuk dapat melakukan pembelian produk. Rancang bangun sistem informasi penjualan di bengkel Fikri Motor merupakan langkah untuk meningkatkan penjualan dan promosi produk sehingga dapat memberikan keuntungan bagi bengkel itu sendiri. Tujuan membangun sistem informasi penjualan sparepart ini pelanggan dapat melakukan pemesanan produk tanpa harus datang ke bengkel Fikri Motor, pihak bengkel pun dapat mengatasi masalah pengolahan produk, pengolahan pemesanan sehingga memberikan kemudahan kepada konsumen untuk mendapatkan informasi tentang produk yang tersedia pada bengkel Fikri Motor. Sistem ini dirancang menggunakan bahasa program PHP dengan menggunakan manajemen database MySQL dan metode waterfall sedangkan untuk editornya sendiri menggunakan Visual Studio. Hasil dari penelitian ini adalah dengan diimplementasikan sistem informasi penjualan sparepart ini dapat digunakan sebagai sarana promosi penjualan yang dapat diakses dimanapun dan kapanpun, proses pembelian dapat secara langsung tanpa harus datang ke toko, serta dapat mempermudah proses transaksi pembelian produk sehingga dapat meningkatkan penjualan dari bengkel Fikri Motor itu sendiri.
IMPLEMENTASI APLIKASI ABSENSI KARYAWAN MENGGUNAKAN GEOLOCATION
Miftahul Jannah;
Ismasari Nawangsih;
Edora Edora
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 3 (2023): JISAMAR (Agustus 2023)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta
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DOI: 10.52362/jisamar.v7i3.1176
Sistem absensi karyawan merupakan bagian penting dalam manajemen sumber daya manusia suatu perusahaan. Penggunaan teknologi geolocation dalam sistem absensi karyawan dapat meningkatkan efisiensi dan akurasi proses pencatatan kehadiran. PT. Ace Mold Tech merupakan suatu perusahaan manufaktur yang masih menggunakan sistem absensi secara konvensional yaitu menggunakan kertas untuk absensi. Karena proses absensi karyawan masih menggunakan sistem manual terdapat beberapa masalah yang sering terjadi, seperti: adanya kesalahan dalam menginput data absensi, kertas absensi mudah rusak, serta adanya kecurangan dalam proses absensi (contohnya diabsenkan orang lain) atau kelalaian ketika melakukan absensi kehadiran. Penelitian ini bertujuan untuk mengimplementasikan sebuah aplikasi absensi karyawan berbasis geolocation dengan menggunakan teknologi GPS pada perangkat seluler. Metode pengembangan perangkat lunak yang digunakan dalam penelitian ini adalah metode pengembangan sistem berbasis waterfall. Tahap-tahap dalam metode ini meliputi analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan perawatan. Perancangan sistem menggunakan Unified Modeling Language. Menggunakan bahasa pemrograman PHP, Framwork laravel dan menggunakan database management system MySQL. Hasil dari penelitian ini menunjukkan bahwa aplikasi absensi karyawan berbasis geolocation dapat meningkatkan efisiensi dan akurasi dalam pencatatan kehadiran karyawan. Penggunaan teknologi GPS pada perangkat seluler memungkinkan data absensi karyawan yang lebih akurat dan dapat diakses secara real-time oleh pihak manajemen. Selain itu, karyawan juga merasa lebih mudah dan nyaman dalam melakukan absensi harian dan pengajuan izin.