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EDUCATION GAME KIT "PRINCESS STICK AND COLOR SWORD" FOR PRESCHOOLER BY USING TCS3200 COLOR CENSOR AND ARDUINO NANO Ratnawati, Dwi; Vivianti, Vivianti
International Journal of Applied Business and Information Systems Vol. 3 No. 1 (2019)
Publisher : Association for Scientific Computing Electrical and Engineering

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (348.134 KB)

Abstract

Introducing and teaching color is one of the important parts in learning in childhood period. One of the learning color methods that effective enough is identifying color from the concrete things in the environment with parent assistance to mention the color object. it becomes a limitation when children usually want to play and explore. This research aims to create a toy product which can be used as color learning media for children by still interacting with their environment. Therefore, the researchers will create toy products in the shape of sword and princess stick that can identify object color and produce voice based on the object. Voice output can be selected in Indonesian and English. The main program of this system is identifying object color and audio reading of object color that placed closed to the toy using TCS3200 color censor and Arduino Nano.
Metode PAR Sebagai Indikator Peningkatan Peran Masyarakat Terhadap Pengelolaan Limbah Plastik Dusun Paten Tridadi Sleman Yogyakarta Amalia, Ulfa; Ratnawati, Dwi
BAGIMU NEGERI : JURNAL PENGABDIAN KEPADA MASYARAKAT Vol 1, No 2 (2017)
Publisher : BAGIMU NEGERI : JURNAL PENGABDIAN KEPADA MASYARAKAT

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (7.6 KB) | DOI: 10.26638/jbn.482.8651

Abstract

AbstractThe problem that develops today is rubbish management and is a serious indicator for potential environmental pollution, especially waste of household waste. The PAR approach leads people to take transformative actions that change the social conditions of better society. This dedication program can fulfill the external target of integrated plastic waste processing system, by increasing community participation through assistance, as well as intensive giving or sosialisation, the creation of plastic waste processing technology in the form of distillation, variety of the product are accessories and other handicraft products, ergonomic system, managerial system by utilizing garbage bank as waste processing place.  Keywords: Participatory Action Research, waste plastic management, community partisipation
Pengembangan Joobsheet Pembelajaran Sistem Keamanan Jaringan pada Program Keahlian TKJ di SMK Ratnawati, Dwi; Sunarto, Sunarto
Informasi Interaktif Vol 1, No 1 (2016): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

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Abstract

The study is categorized as research and development of research or research and development ( R & D ) . The research procedures used in concuting this study consist of some steps i.e.: information gathering, planning, early product development, product validation, revision, and product trials. At this stage of development jobsheet tested for feasibility by means of validation by experts (alpha test) , User jobsheet teachers and students as much as 2 consisted of 10 students (beta test) in Vocational High Scholl 1 Pleret, and then made the final revision . Next product assessment to determine the level of effectiveness of the use of jobsheet the way it is used directly in the learning in Vocational High Scholl 1 Pleret which 54 students . Data were analyzed with descriptive statistics only .The result of this research is a product jobsheet network security system that can be used by teachers and students in the learning process . Based on the results of the implementation of the beta test conducted in Vocational High Scholl 1 Pleret , product assessment results indicate that the product made has been met the needs of instructional media . This is indicated by the mean score of the overall assessment included in both categories . Keywords: Vocational High School , Jobsheet , Network Security System
IMPLEMENTASI ARDUINO NANO DAN REED SWITCH UNTUK PERMAINAN EDUKASI HAFALAN DOA ANAK USIA DINI Vivianti, Vivianti; Ratnawati, Dwi
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 10, No 1 (2019): Refleksi Edukatika : Jurnal Ilmiah Kependidikan
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v10i1.3682

Abstract

This study aims to create children's learning media in the form of educational games for dollhouses for daily prayer memorization and life skills education for early childhood.The development method used in making this product is the method of research & development (R&D). The stages of development used in this study consisted of needs analysis, identification of product specifications, product development, product validation, product revisions and trials. The subjects in this study amounted to 6 with the object of daily doll house prayer research. The data collection method used was a questionnaire filled out by trustees. The data analysis technique used in this research is descriptive analysis. The final product is a doll house educational game kit that is integrated with Arduino nano and Reed switch. Products can produce daily prayer sounds and various sound effects that support children's competence in memorizing daily prayers and life skills education. Reed switches are placed in parts of the dollhouse that are set to produce sound. This educational game is presented in a package with Muslim dolls in which there are magnets. When the doll is about a Reed switch, the program on Arduino Nano will give a command to the DFPlayer mini to turn on the sound of prayer and sound effects in accordance with the role activities carried out by children.
ORNAMEN DEKORASI KUBAH DALAM MASJID AL-HIDAYAH KARANGPLOSO-MALANG Ratnawati, Dwi; Indrawati, Lilik; Sidyawati, Lisa
JADECS Vol 3, No 2 (2018)
Publisher : Jurusan Seni dan Desain, Fakultas Sastra, Universitas Negeri Malang

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Abstract

Masjid Al-Hidayah Karangploso memiliki bentuk menyerupai masjid Suleyman I di Turki, dengan ornament dekorasi kubah dalam yang beragam dan menjadi point of view ruang utama. Tujuan penelitian ini adalah mengidentifikasi visualisasi dan mengklasifikasikan ornament dekorasi kubah dalam. Penelitian ini menggunakan metode penelitian deskriptif kualitatif. Pada penelitian ini ditemukan sepuluh ornamen pada empat  pola bidang dengan  frekuensi kemunculan berbeda. Kesepuluh ornamen tersebut diklasifikasikan menjadi tiga jenis yakni ornament geometris, kaligrafi, dan arabes. Hasil penelitian menunjukkan bahwa ornament suluts muncul paling banyak dan tidak ditemukan ornament dengan bentuk timur tengah.
IMPLEMENTASI ARDUINO NANO DAN REED SWITCH UNTUK PERMAINAN EDUKASI HAFALAN DOA ANAK USIA DINI Vivianti, Vivianti; Ratnawati, Dwi
Refleksi Edukatika : Jurnal Ilmiah Kependidikan Vol 10, No 1 (2019): Refleksi Edukatika : Jurnal Ilmiah Kependidikan
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/re.v10i1.3682

Abstract

This study aims to create children's learning media in the form of educational games for dollhouses for daily prayer memorization and life skills education for early childhood.The development method used in making this product is the method of research and development (R And D). The stages of development used in this study consisted of needs analysis, identification of product specifications, product development, product validation, product revisions and trials. The subjects in this study amounted to 6 with the object of daily doll house prayer research. The data collection method used was a questionnaire filled out by trustees. The data analysis technique used in this research is descriptive analysis. The final product is a doll house educational game kit that is integrated with Arduino nano and Reed switch. Products can produce daily prayer sounds and various sound effects that support children's competence in memorizing daily prayers and life skills education. Reed switches are placed in parts of the dollhouse that are set to produce sound. This educational game is presented in a package with Muslim dolls in which there are magnets. When the doll is about a Reed switch, the program on Arduino Nano will give a command to the DFPlayer mini to turn on the sound of prayer and sound effects in accordance with the role activities carried out by children.
BLENDED LEARNING MODEL TO IMPROVE STUDENTS’ LEARNING INDEPENDENCE ON VISUAL PROGRAMMING COURSE Ratnawati, Dwi
Jurnal Internasional Bisnis, Humaniora, Pendidikan dan Ilmu Sosial Vol 1 No 1 (2019): International Journal of Business, Humanities, Education and Social Sciences
Publisher : Universitas Teknologi Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (230.656 KB) | DOI: 10.051018/ijbhes.v1i1.20

Abstract

Abstract- This research aims at finding out the improvement of student learning independence (KBM)through blended learning. The research method employs quasi experimental with design. There are 23students of Information Technology Education that divided into two sample groups, experiment class andcontrol class as the research subject. Experiment class was treated nonequivalent pre-test and post-test andgiven blended learning, while the control group was given conventional learning. The research instrumentconsists of preliminary competence test (KAM) and questionnaire of student learning independence. Thedata are analyzed quantitative descriptive. The research result shows that student learning independencein blended learning class does not improve better than the one which get conventional learning.