Kartono, R.
Jurusan Teknik Elektro Universitas Negeri Semarang

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Efektivitas Model Pembelajaran Numbered Head Together terhadap Hasil Belajar TIK Siswa SMP N 1 Bulu Sukoharjo Muthi’ah, Faridah; Kartono, R.; Widodo, Djoko Adi
Edu Komputika Journal Vol 4 No 1 (2017): Edu Komputika Journal
Publisher : Jurusan Teknik Elektro Universitas Negeri Semarang

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Abstract

The aim of this research is to find out determine the difference in average cognitive learning outcomes and the effectiveness of the learning model Numbered head together,. This type of research is experimental design. The design used in this research is posttest only control group design. The sampling technique used in this research is probability sampling. Population in this research is all tenth grade junior high school 1 Bulu Sukoharjo year 2015/2016. From the results of data analysis, obtained by the analysis results of hypothesis testing independent samples t-test significance value = 0.00 and t = -7.01 and table = -2, 00 with α = 5% by dk = 30 + 30-2 = 58 . Criteria testing is Ha accepted if tcount <ttabel, then thitung is in the region of rejection Ha. Because taccount is in the region of rejection Ha, it shows that there are significant differences in learning outcomes between the experimental class and control class. Z test analysis is used to determine the percentage complete experimental class learning. based on the analysis obtained by zhitung =2,17   ztabel =1,64. Testing criteria is if zhitung> ztabel then Ho is rejected and Ha accepted. Based on data analysis can be concluded that there are differences in average outcomes between classroom learning by learning Numbered head together and classroom learning by lecture and Learning model Numbered Head Together effective in ICT learning.
Smart Riders 3D Sebagai Game Pengenalan Rambu Lalu Lintas Berbasis Android Sulastianingsih, Febri; Kartono, R.
Jurnal Teknik Elektro Vol 10, No 2 (2018): Jurnal Teknik Elektro
Publisher : Jurusan Teknik Elektro, Fakultas Teknik, Universitas Negeri Semarang

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Abstract

Android smartphone, one of the entertainment media that is used by many people for games. Besides being an entertainment media, games can be used as educational media, such as the introduction of traffic signs. Knowledge of traffic signs on motorists influences the occurrence of traffic accidents. Therefore, the introduction of traffic signs is one of the efforts in controlling traffic. This is because knowledge of traffic signs is currently lacking. In this study, it will present the making of a Smart Rider application that aims to introduce traffic signs to prospective drivers and drivers of motorized vehicles. The software development method used is Waterfall, which includes communication, planning, modeling, construction and deployment. Application testing uses material testing, functionality, usability and portability. Usability testing is done by media experts and users. Users in this study were taken from Kebumen Vocational High School 1 students. From the results of testing the application as a whole, shows that the application has a good function. The test results can be seen from the material test reaching 94.4%, the user response reached 78.74%, and the results of testing by media experts reached 87.5%. Thus, the Smart Rider application is declared feasible to be used as a game for introducing Android-based traffic signs.