UNY Journal Collections (Universitas Negeri Yogyakarta)
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    2796 research outputs found

    Teaching Materials for Algebra and Linear Programs Based on Pancasila Student Profiles

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    The aims of this study were: 1) to develop textbooks based on Pancasila student profiles for Algebra and Linear Programming courses; and 2) developing instruments to measure the achievement of the dimensions of the Pancasila student profile. The quality of the products developed is assessed based on: 1) validity aspects, 2) practical aspects, and 3) effectiveness aspects of students\u27 mathematical creative and critical thinking abilities. The research method used is the ADDIE Research and Development (R & D) model. The research subjects were 19 students in the first semester of the Mathematics Education Study Program. The instruments used to obtain the quality of the textbooks developed were: 1) textbook assessment sheets to measure validity, 2) response questionnaires and observation sheets to measure practicality, 3) critical thinking skills and mathematical creative questions to measure effectiveness. The validity quality of textbooks fulfilling the valid criteria is shown by the average score of 3.53 out of a maximum score of 4 which means that it is very valid for practicality quality to get an average score of 3.32 out of a maximum score of 4 which means practical, quality of effectiveness in terms of critical thinking skills and creative mathematical students who meet the affective criteria are shown, namely 58% which means sufficient and the average score for critical and creative thinking skills is 67.27 which means quite effective. Textbooks and RPS are suitable for use in lecture

    Classification of Beef and Pork Images Based on Color Features and Pseudo Nearest Neighbor Rule

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    This research is motivated by the need for halal foods in Muslim society with the purpose of avoiding non-halal foods, such as pork, that are sold in the market. Although beef and pork basically have different characteristics, not all Muslims know the differences. Moreover, people nowadays sell beef mixed with pork to obtain more profits. Hence, this paper proposed the implementation of the Pseudo-Nearest Neighbor Rule (PNNR) in classifying images of beef and pork slices based on color features. Based on the image dataset that has been collected, the very significant difference that can be identified visually between beef and pork is the color. The color features were extracted from the image using a color histogram from two different color channels, RGB and HSV. As the result, PNNR that used color features from the RGB channel achieved up to 87.43% accuracy, while using the HSV channel, it can reach up to 93.78% of accuracy. Additionally, this paper evaluates the stability of the proposed method by assessing the variance of classification accuracy across different values of k. It is also noticed that PNNR\u27s performance is relatively consistent for various values of k compared to the traditional kNN algorithm

    Machine Learning System Implementation of Education Podcast Recommendations on Spotify Applications Using Content-Based Filtering and TF-IDF

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    Spotify, this popular music and podcast streaming service, has a fundamental problem in assisting clients in finding podcasts that fit their interests. Thus, the goal of this project is to develop a podcast recommendation system that would enhance users\u27 capacity to identify pertinent content, particularly in the educational genre. By using content-based filtration techniques, this system analyzes the user\u27s listening preferences and interests before recommending educational podcasts. The podcast data source is Spotify, and the suggestions are produced using the TF-IDF and Cosine Similarity techniques. The recommendations provide a list of educational podcasts catered to the user\u27s specific interests. The Confusion Matrix Classification Report was tested to assess system performance during the review phase. Precision values show how accurate the system was at recommending educational podcasts; on average, they range from 0.52 to 0.74. Additionally, the recall value showed a mean of 0.51 and a mean of 0.79, indicating that the algorithm successfully located the relevant content. To put it briefly, this custom recommendation engine enhances the listening experience for Spotify customers by suggesting educational podcasts based on their preferences. The system\u27s ability to match users with material that aligns with their interests was demonstrated by the metrics used to assess its performance. With more user interactions with the system, it was anticipated by Cosine Similarity, a statistic used to determine the quality of recommendations, will continue to improve. To improve user experience and personalize the podcast listening experience on Spotify, this research addresses the challenge of locating suitable podcasts

    The influence of digital and vocational information literacy on student learning outcomes

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    Vocational students are confronted by intricate demands once they graduate. Despite the considerable need for vocational graduates in the workforce, most students have a limited understanding of digital and vocational information. This study used a descriptive quantitative method to determine the influence of digital and vocational information literacy on students\u27 learning outcomes in three vocational schools in the Sragen Regency. Cluster Random Sampling was used to select a sample of 111 students. Data on digital and vocational information literacy were collected using a questionnaire, while those on the learning outcomes were obtained from the student\u27s grades. The results showed that digital literacy influences vocational students\u27 learning outcomes with a significance of 0.000 \u3c 0.05. Vocational information literacy influences the students\u27 learning outcomes with a significance of 0.000 \u3c 0.05. Furthermore, digital and vocational information literacy simultaneously influence the students\u27 learning outcomes with a significance of 0.000 \u3c 0.05. These results indicate the necessity to familiarize and increase the students\u27 literacy skills to improve learning outcomes. The results indicated that digital and vocational literacy partially and collectively influenced learning outcomes by 48.2%. Therefore, classroom instruction needs to be structured around learning models that actively stimulate the development of digital and vocational literacy skills, preparing students for workplace competitions. Consequently, teachers should consistently implement learning strategies that create a meaningful connection between the school environment and the realities of the professional world

    Model concepts to support the improvement of students\u27 skills in learning tasks

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    This article aims to design a concept model that can support learning to improve students\u27 ability in learning tasks to deal with problems that exist in the real world. Based on KKNI (Indonesian National Qualification Framework), there are six tasks in learning, namely routine tasks, critical book reports, critical journal reports, idea engineering (scientific or creative writing), mini research, and projects. Therefore, the learning process must be able to increase student learning motivation. In addition, it must also develop their competencies and skills to think critically, have high creativity, be able to work together in teams, be disciplined, be responsible, and be able to create frameworks and solve problems in life and the environment. Therefore, it is necessary to develop a learning model that is in accordance with these objectives. In this case, it is a learning model designed to encourage students to learn and practice, so that they are skilled in responding to problems based on their experience in learning. The approach in this development research was carried out using the ADDIE model. The design concept of this development model is done by combining a project-based learning model with six tasks based on KKNI (Indonesian National Qualification Framework). The results of the design concept of this development model consist of seven syntax stages, namely: material explanation, material review and formulation of problem formulation, study and review of book and journal literature, idea engineering (scientific or creative writing), mini research, project design and implementation, and presentation and evaluation

    Sexual violence in the discourse of digital citizens: Strengthening the concept of digital citizenship as online civic engagement

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    Cases of sexual violence frequently exposed on social media have sparked intense discussions among digital citizens. This phenomenon has given rise to new patterns of participation in the digital public sphere, indicating progress in efficiently and effectively expressing public aspirations through online civic engagement. Thus, online citizen engagement further strengthens the concept of digital citizenship as an active participation form in the digital world. In this study, the topic modeling method is utilized as a machine learning approach with statistical methods to identify topics within large, unstructured document collections. The applied topic modeling method is Latent Dirichlet Allocation (LDA), using data collected from Twitter through crawling big data using the Twitter API. The results of this research reveal the discourse on sexual violence discussed by citizens with seven topics, namely: 1) Indonesia\u27s sexual violence emergency; 2) Support for the enactment of the Draft Law on the Prevention of Sexual Violence, opposing parties against the Draft Law on the Prevention of Sexual Violence; 3) Pros and cons of Minister of Education and Culture and Research and Technology Regulation No. 30 of 2021 concerning the Prevention and Handling of Sexual Violence in Higher Education; 4) Sexual violence as sadistic behavior; 5) Sexual violence on campuses and in Islamic boarding schools; 6) Support for Minister of Education and Culture and Research and Technology Regulation No. 30 of 2021 for the prevention and handling of sexual violence on campuses; and 7) Stop sexual violence against children and women. From the analysis of the topic modeling results, it is evident that with a good understanding of citizen engagement facilitated by technology, the younger generation can develop digital citizenship in the practice of online civic engagement

    Development of labor market information system in Indonesia towards world class

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    The demographic dividen can provide benefits for Indonesia. The proportion of the working age population in Indonesia until 2021 is reaching 205.36 million, which is 68.08% of the workforce. The labor force participation is 93.74%, with the informal sector as much as 59.6%, and the number of unemployed reaches 6.26%. The labourforce structure profile is a challenge for the Indonesian government to encourage the population to participate to industry. The developing of Labour Market Information System (LMIS) is one of the goverment to gather job seekers and employers with the final objective is to reduce unemployment. This study aims to evaluate and analyze the LMIS that has been developed by the Government of Indonesia and to formulate an LMIS development strategy to meets international standards. This study uses qualitative analysis methods. Sampling using purposive sampling technique by taking samples of several provinces that are categorized as densely industrialized and have a high unemployment rate. LMIS owned by Indonesia is still classified as basic level to middle class. Based on the problems that occur in LMIS development and the low level of utilization, the LMIS development method must be based on and pay attention to the needs of stakeholders

    Stimulating motor competence through field games: an experimental study on elementary school students

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    Motoric competence is a competency that requires understanding in carrying out physical activities. However, in the learning process motor competence is carried out without the support of understanding so that it results in students experiencing difficulties and confusion in executing the motor skills they have when in a different environment during training or learning. The research aims to measure the success of stimulation of motor competence by using the field games approach. The research was conducted in the pre-experimental type with the One Group Pretest Posttest Designs type. The experiment was conducted on twelve elementary school students in fourteen meetings. The research involved twelve fourth grade elementary school students who were taken randomly by selecting numbers at random. The instrument for measuring students\u27 motor skills used the Test of Gross Motor Development revision 2 edition (TGMD-2) and understanding of playing using the Games Performance Assessment Instrument (GPAI) and the measurement results were analyzed using a quantitative descriptive method. The results showed that there had been an increase in the rating of students\u27 motor skills and the average score of students\u27 games performance. This result is due to the learning that is carried out using the field games approach which is able to encourage students to be active in making movements and facilitating metacognition processes such as decision making, critical thinking, and problem-solving. The conclusion of learning done with the field games approach can stimulate students\u27 motor competenc

    Science process skills of prospective science teachers\u27 in practicum activity at the laboratory

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    This research aims to determine the prospective science teachers\u27 mastery level of science process skills (SPS), the mastery level of SPS indicators, and the prospective science teachers\u27 mastery level of SPS based on gender. This study used a descriptive method with a quantitative approach. Purposive sampling techniques are used and obtain 23 prospective science teachers during the last two years at the Universitas Negeri Manado. The research instrument used interview guidelines and observation sheets. The results showed (1) the prospective science teachers\u27 mastery level of SPS in practicum activity at the laboratory is 80% categorized as sufficient; (2) the mastery level of SPS indicators by prospective science teachers: classifying 87% categorized as good, observing 86% categorized as good, asking questions 82% categorized as sufficient, experimenting 81% categorized as sufficient, planning an experiment 79% categorized as sufficient, interpreting data 77% categorized as sufficient, and communicating 70% categorized as very poor; (3) based on gender, the mastery level of the SPS by prospective female science teachers (83%) is higher than prospective male science teachers (73%). The findings are useful for science education lecturers to direct their laboratory teaching for prospective science teachers to master science process skills

    Decision Support System for Major Selection in Higher Education for Multimedia Graduate Students using Fuzzy Mamdani Logic

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    Students at the vocational high school level are indeed prepared to be able to work directly, but it does not rule out the possibility that vocational high school students can continue higher education such as universities. But the problem that will be faced again if students who graduate from vocational high schools choose to continue their education in college is what major they will take. One of the vocational high school majors, namely Multimedia, has a wide scope, so grade 3 vocational high school students who want to go to college have a dilemma in deciding on a major. This research applies the fuzzy logic mamdani to help make decisions for majors in higher education. This study is based on 5 input parameters, namely Komputer dan Jaringan Dasar, Desain Grafis Percetakan, Dasar Desain Grafis, Teknik Audio Visual, and Animasi. There are outputs of 5 majors in Teknik Komputer, Desain Komunikasi Visual, Animasi, TV dan Film, and Fotografi. The results of this research can make it easier and can provide support for grade 3 vocational high school students, especially the Multimedia department in choosing a major in higher education. The results of the decision support system with the highest student score data in Animasi will appear a recommendation score of 79.8 in the Animasi department, and on the highest student score data on the Komputer dan Jaringan Dasar, a recommendation score of 79.8 will appear in the Teknik Komputer major in accordance with the major taken and lived by the current student

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