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WEATHER AND TRAFFIC MONITORING SYSTEM IoT-Based TOWARDS JAMBI SMART CITY Amri, Imti Tsalil; Santoso, Santoso; Djauhari, Teuku; Gultom, Brestina
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 4 No. 1 (2021): Jurnal Teknologi dan Open Source, June 2021
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v4i1.1660

Abstract

With the large number of vehicles on the road today, we often get stuck in a traffic jam on our way to a place. And the temperature or the weather that often changes sometimes also causes us to get stuck in a weather. Thus both these problems was made a journal WEATHER AND TRAFFIC MONITORING SYSTEM IoT-BASED TOWARDS JAMBI SMART CITY. This research uses descriptive research method. This method uses action techniques that focus on implementing actions with the aim of improving quality or solving problems in a group of objects and observing the success rate or impact of their actions.
DEVELOPMENT OF 3D AUGMANTED REALITY TEACHING MATERIALS BASED ON VIRTUAL TECHNOLOGY AS LEARNING MEDIA Fattachul Huda Aminuddin; Teuku Djauhari
Dinasti International Journal of Education Management And Social Science Vol. 2 No. 5 (2021): Dinasti International Journal of Education Management and Social Science (June
Publisher : Dinasti Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31933/dijemss.v2i5.880

Abstract

Augmented Reality is a concept that combines virtual reality with world and a way to explore 3D objects. This game-based learning application has advantages in terms of more interactive and effective use, and is complemented by simple object modelling that can be widely applied in various media and is very supportive of interface technology through smartphone applications. The purpose of this research is to produce a learning media product by utilizing the development of Augmanted Reality- based 3D Virtual Technology using the marker and Unity 3D platforms in high school ICT Subjects in learning in the era of the industrial revolution 4.0 which is valid, practical and effective to foster critical thinking skills, improving and developing life skills that are realized through the achievement of student competencies. The type of research used is development research with a 4D (Four-D) model approach including the stages of define, design, develop and disseminate. Based on the results of the validation test research, the results obtained from the Content aspect of the media were 0.835 with the Valid category, from the media experts assessed from the media format aspect of 0.84 in the Valid category, and the media presentation aspect obtained Aiken's V value of 0.845 with the Valid category. The practicality of Augmanted Reality-based 3D Virtual Media was obtained from the teacher's response and student responses, from the teacher's response it was obtained an average of 88.57% with the very practical category and the student response was 81.63% with a very practical level of practicality. The effectiveness of 3D virtual media based on Augmanted Reality is obtained from the students' learning scores after using the media with the number of students who passed is 17 students (85%) out of 20 students and stated that the media is effective to improve student learning outcomes through the Gain score test with a value of 0.53 with category moderate. It is hoped that this application and can be developed again by researchers so that this application can help and support teachers in supporting the success of the student learning process.
Sistem Informasi Pembelajaran Interaktif Mata Pelajaran Simulasi Digital Pada SMK Revany Indra Putra Mulyadi Rusli; Teuku Djauhari; Fattachul Huda Aminuddin
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 3 No. 2 (2021): Desember 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v3i2.3618

Abstract

The development of information and communication technology also influences the progress of learning media innovation, this study uses the information system development method consisting of three stages of research development procedures, namely needs analysis, design, development and implementation. The subjects of this study were students on digital simulation subjects majoring in computer network engineering at SMK Revany Indra Putra. The results showed that interactive learning media on digital simulation subjects could be a variety of media for learning. It is expected that the results of the development of this virtual module will have an impact on increasing students' mastery in learning digital simulations.
Implementasi Algoritma Haversine Untuk Penentuan Jarak Titik Lokasi Pada Aplikasi Absensi Pegawai Berbasis Android Ahadi, Ahmad Husna; Djauhari, Teuku; Aminuddin, Fattachul Huda; Gustina, Gustina
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 5, No 1 (2023): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jptiv.v5i1.28072

Abstract

Saat ini Instansi Pemerintah yaitu Badan Kepegawaian dan Pengembangan Sumber Daya Manusia (BKPSDM) di Kabupaten Bungo telah memiliki website yang digunakan sebagai sistem absensi online berbasis website. Pada website tersebut terdapat permasalahan seperti karyawan dapat melakukan absensi dimana saja. Sehingga perlu adanya pengembangan untuk mengunci titik lokasi absensi agar pegawai hanya dapat melakukan absensi pada tempat yang telah ditentukan titik lokasi tersebut. Penelitian ini bertujuan untuk mengembangkan sistem yang sudah ada agar dapat memberikan solusi terhadap permasalahan yang terjadi. Solusi yang diberikan adalah dengan mengembangkan aplikasi absensi berbasis android sehingga dapat mengambil titik lokasi pada saat karyawan melakukan absensi. Titik lokasi karyawan saat melakukan absensi dapat diambil dengan menggunakan teknologi geolokasi pada perangkat android masing-masing karyawan. Metode haversine digunakan untuk mengukur ketepatan jarak antara titik lokasi absensi karyawan dengan titik lokasi yang telah ditentukan untuk melakukan absensi. Jarak antara dua titik ini bisa dijadikan dasar untuk mengunci lokasi. Pemodelan pembangunan aplikasi ini menggunakan Unified Modeling Language (UML). Diharapkan penelitian ini dapat mengatasi permasalahan yang terjadi.