Universitas Muhammadiyah Purworejo: OJS
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Klasifikasi Kesiapan Anak Taman Kanak-Kanak Masuk Sekolah Dasar Menggunakan Metode Naive Bayes
In accordance with government regulations that prospective new students in grade 1 (one) elementary school must meet the age requirements of 7 (seven) years; or at least 6 (six) years on July 1 of the current year. In addition to the age factor, there are other aspects that affect the readiness of kindergarten children to enter elementary school, namely cognitive, gross motor, fine motor, language, and social emotional aspects. However, many students enter elementary school although there are still some aspects that cannot be fulfilled. Therefore, a classification is needed to find out whether these students have readiness to enter the elementary school level or not. The classification of children's readiness to enter elementary school in this study uses the nave Bayes method, with attributes used include age, ability to read, write, count, and independence. The results of this study are to determine the readiness of students to enter elementary school so that later students and teachers will not be overwhelmed in participating in teaching and learning activities. Based on the test results, obtained an accuracy value of 94.23%. From the test results, it can be concluded that the Naïve Bayes method can be used to classify students' readiness to enter elementary school
Sistem Simulasi Pergerakan Shalat dan Bahasa Isyarat Untuk Anak Tuna Rungu Menggunakan Metode Role Play Berbasis Android
Dalam pendidikan orang berkebutuhan khusus, penting untuk menyediakan metode pembelajaran yang efektif dan interaktif. Salah satu aspek penting dalam konteks agama Islam adalah pemahaman dan pelaksanaan gerakan shalat yang benar. Namun, orang berkebutuhan khusus sering menghadapi kesulitan dalam mempelajari gerakan-gerakan shalat dengan cara yang sesuai dengan kebutuhan mereka. Untuk mengatasi hambatan tersebut, dikembangkanlah Sistem Simulasi Pergerakan Shalat Serta Bahasa Isyarat Untuk Anak Tuna Runggu Menggunakan Metode Role Play Berbasis Android. Metode Role Play digunakan dalam sistem ini untuk menciptakan pengalaman pembelajaran yang lebih realistis dan terlibat. Pengguna dapat memilih peran yang mereka inginkan, seperti imam atau makmum, dan sistem akan memberikan panduan langkah demi langkah tentang gerakan yang harus dilakukan. Selain itu, sistem ini juga dilengkapi dengan Bahasa Isyarat yang membantu pengguna dalam mempelajari komunikasi non-verbal yang penting dalam konteks agama terutama dalam hal bacaan latin shalat. Sistem ini dikembangkan dengan memanfaatkan platform Android yang populer dan mudah diakses oleh pengguna. Aplikasi ini dirancang agar mudah digunakan pada perangkat seluler seperti smartphone atau tablet, sehingga pengguna dapat mempelajari gerakan shalat dan bahasa isyarat dengan fleksibilitas. Hasil dari implementasi sistem android pada SLB Aneuk Nangroe mendapat persentase peningkatan menjadi 71% yang awalnya hanya 29,9% dan persentase tersebut saat sistem belum digunakan. Dengan adanya Sistem Simulasi Pergerakan Shalat Serta Bahasa Isyarat Untuk Anak Tuna Runggu Menggunaka Metode Role Play Berbasis Android sangat efektif untuk pembelajaran gerakan shalat dan bahasa isyarat bagi anak tuna runggu menjadi lebih efektif, menarik, dan sesuai dengan kebutuhan individu.
Kata Kunci : Sistem Simulasi, Role Play, Android, Shalat, Tuna Rungg
Development of a Recitation Program with Feedback and Reinforcement Questions to Improving Students' Concept
This study aims to develop and determine the feasibility of learning media consisting of a recitation program with feedback and reinforcement questions to improve students' mastery of concepts. The research design used ADDIE which consisted of 5 research stages, namely: 1) Analysis, 2) Design, 3) Development, and 4) Implementation. Based on data analysis, the media validity average value was 3.7. Thus, it can be concluded that the recitation program with feedback and reinforcement questions has a very valid (worthy) category. Based on the results of this research, the development of a recitation program with feedback and reinforcement questions can be used in learning to improving students' Physics concept
Living Values and Creative Thinking Skills in The Physics Learning Process: How They Correlate?
People must be aware of the benefits and drawbacks of technology in the era of the Fourth Industrial Revolution. To survive the industrial revolution, one must have strong moral principles and be able to think creatively. 4.0. Living values are moral principles that a person possesses. The capacity to think creatively and solve issues effectively goes hand in hand. This follow-up study demonstrates how learning physics contextually based on local potential might enhance critical thinking abilities and ethical principles. The purpose of this study is to ascertain whether there is a connection between creative thinking abilities and living values. The research uses a one-shot case study design in a quasi-experiment method. Students in Wonosobo Regency's class IX high schools who had adopted a contextual physics learning model based on local potential made up the research participants. The research tools include tests of creative thinking abilities and observation sheets to gauge living values. Ten items are described as part of the test. Each instrument has undergone testing to ensure that it satisfies fair and trustworthy criteria. A correlation test is the method used for data analysis. With a significance of 0.295 (bigger than 0.05), the study's findings indicate no connection between having moral principles and having creative thinking abilities
Pembelajaran TLJ Menggunakan PjBL dalam Meningkatkan Keaktifan dan Hasil Belajar Siswa Kelas XI TKJ
Penelitian ini bertujuan untuk mengetahui peningkatan keaktifan dan hasil belajar siswa pada pelajaran Teknologi Layanan Jaringan dengan menggunakan model Project Base Learning. Project Base Learning merupakan model yang sangat menarik dan mulai banyak diterapkan beberapa tahun terakhir ini karena menekankan pada efektivitas pembelajaran. Melalui Project Base Learning pembelajaran berlangsung dengan mencari solusi atas permasalahan keseharian yang ditemui. Penelitian ini merupakan penelitian tindakan kelas dengan subjek penelitian terdiri dari 35 siswa kelas XI TKJ A. Pengumpulan data dilakukan menggunakan dokumentasi penilaian hasil belajar dan observasi. Teknis analisis data yang digunakan adalah analisis deskriptif komparatif. Dapat disimpulkan bahwa pemanfaatan model Project Base Learning efektif dalam meningkatkan keaktifan dan hasil belajar siswa pada pelajaran Teknologi Layanan Jaringan. Hal tersebut dapat dilihat dari persentase ketuntasan siswa secara praktikal dari pra siklus yang hanya sebesar 65,71% meningkat menjadi 77,14% pada siklus I, meningkat menjadi 85,71% pada siklus ke II, dan terus meningkat pada siklus ke III mencapai 88,57%. Sedangkan presentase hasil pengamatan keaktifan siswa pada siklus I mencapai 75%, meningkat menjadi 83% pada siklus II, dan terus meningkat pada siklus ke III mencapai 88%
Perancangan Media Pembelajaran Aqidah Akhlak Dengan Smart Apps Creator Berbasis Mobile Apps di MTI Canduang
The problems in this study are based on the results of observations and interviews that the author conducted, first, the teaching teacher still uses printed book media, second, the teacher still uses the lecture method, third, the teacher has not used technological media as a support. Meanwhile, students said they felt bored and quite difficult to understand the material for teaching morals because teachers still did not use technology-based me-dia as a support. Based on this, the researcher is interested in conducting research by providing a technological approach, namely producing the design of learning media for Aqidah Akhlak with smart apps creators based on mobile apps at MTI Canduang. This study uses the Research and Development (R&D) method with the DDD-E development model. Media development using the DDD-E model consists of Decide, Design, Develop, Evaluate. The results of the product test that the author did obtained a validity test from 6 validators obtained a value of 0.82 with a valid category, practicality test from 2 students obtained a value of 0.92 with a very high category, and the effectiveness test of 15 students obtained a value of 0.84 with high effectiveness category
Model Predictive Analytics Terhadap Pasien Diabetes Menggunakan Exploratory Data Analysis dan Algoritma Random Forest
Diabetes is one of the diseases that fall into the category of chronic (long-term) diseases. This disease is characterized by increased blood sugar (glucose) levels that exceed the normal threshold. As a result, the function of the insulin hormone in the body is disrupted.1In 2021, the International Diabetes Federation (IDF) noted that there were 537 million adults aged 20 - 79 years (Reza Pahlevi, 2021). Diabetes also causes 6.7 million deaths. Several factors that cause diabetes include being overweight, high cholesterol levels, lifestyle and not exercising and age. Until now, no medicine has been found that can treat this disease completely, so what needs to be done is to detect diabetes early to control the dangers of diabetes.1This research will create a predictive analytics model to predict whether someone will develop diabetes. The data analysis technique used Exploratory Data Analysis (EDA) and the machine learning model used Random Forest. This research used data from the website Kaggle with a total of 769 people. The data consists of 9 columns with 7 data and 2 data.After analyzing the sampling data, the accuracy of the training data was 0.998207 with a Mean Squared Error of 0.00179. Testing data obtained was 0.74603 with Mean Squared Error of 0.25396. The prediction results from 20 sample data tested, obtained 18 times the model made correct predictions and 2 times the model made incorrect predictions
Pengembangan Aplikasi Information Gathering Berbasis HybridApps
Information Gathering merupakan tahapan awal dalam melakukan pengujian keamanan sistem dan jaringan komputer. Istilah lain dari Information Gathering adalah Reconnaissance. Tujuan melakukan Information Gathering diantaranya mengumpulkan dan mendapatkan informasi berupa ekosistem yang diterapkan pengguna termasuk kepemilikan domain atau informasi sensitif lainnya. Aplikasi yang digunakan biasanya memanfaatkan pemindaian secara aktif maupun pasif. Sudomy merupakan aplikasi pemindaian yang menggunakan metode aktif dan pasif atau HybridScan. Namun, Sudomy masih berbasis Command Line Interface (CLI). Maka pada penelitian ini diusulkan pengembangan aplikasi Sudomy berbasis grafis dengan metode HybridApps dengan menggabungkan teknologi native dari CLI dan teknologi web sebagai antarmuka grafis. Walaupun menggunakan aplikasi yang dibangun berbasis grafis tetapi secara keseluruhan fitur dan fungsi menggunakan Sudomy. Pengembangan aplikasi menggunakan metode HybridApps menggabungkan kelebihan dari dua teknologi atau lebih menjadi satu platform yang mempermudah penggunaan aplikasi. Hasil dari penelitian ini berupa aplikasi Information Gathering yang berbasis grafis sehingga mempermudah penggunaan dalam proses pengujian keamanan sistem dan jaringan komputer
Pengembangan Aplikasi Growing-Library Berbasis Web Untuk Meningkatkan Literasi Budaya Di Provinsi Sulawesi Utara
Kementerian Pendidikan dan Kebudayaan mengeluarkan Gerakan Literasi Nasional pada tahun 2017 dengan mengembangkan budaya literasi dilingkungan pendidikan dengan membuat program Gerakan Literasi Nasional untuk meningkatkan standar mutu pendidikan di Indonesia termasuk Sulawesi Utara. Dan salah satu fokus program ini adalah Literasi Budaya. Untuk mendukung terlaksananya program ini, dikembangkanlah aplikasi Growing library berbasis web. Aplikasi ini dikembangkan dengan menggunakan metode pengembangan sistem Extreme Programming yang terbagi atas 4 tahapan yaitu planning, design, coding, dan testing. Hasil akhir dari penelitian ini berdasarkan hasil uji kelayakan adalah dihasilkannya aplikasi web yang layak untuk digunakan dalam rangka peningkatan literasi budaya masyarakat Sulawesi Utara yaitu aplikasi Growing Library
Development of a Website-Based Application for Aspirations for the Kalibagor Village Community Using the Extreme Programming Method: Pengembangan Aplikasi Wadah Aspirasi Masyarakat Desa Kalibagor Berbasis Website Dengan Metode Extreme Programming
Community service is a task that the government must carry out. However, community services in Kalibagor Village, especially in responding to aspirations and complaints, are done manually using written media and submitted through the media suggestion box. One factor that influences the delivery of aspirations is the time and distance between the house and the village office as a barrier for the community to express their aspirations. Based on these problems, Kalibagor Village accommodates to make it easier for the district to express its aspirations, criticism, and suggestions. The website-based application for the aspirations of the Kalibagor Village community is a solution to overcome the problems described. The extreme Programming method is a method for developing this application. Based on this research, it produces an aspiration container application that can accommodate aspirations, criticisms, and suggestions, users can also like or like aspirations and comment on submitted aspirations, and there is an admin to manage information and user data in the community aspiration container application. Based on the test results using the black-box testing method, the average value of 100% is in a suitable category. So, the application of this community aspiration container is ideal for use by village officials in providing services for aspirations and the community