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Perancangan E-Catalog Sebagai Media Promosi Produk Pakaian Pada Toko Thrifdikitaaja Berbasis Android Sabtu, Sabtu; Devega, Army Trilidia; Putry, Marisa Sonea Eka
Jurnal Teknik Ibnu Sina (JT-IBSI) Vol. 8 No. 01 (2023): JT-IBSI (Jurnal Teknik Ibnu Sina)
Publisher : Fakultas Teknik Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jt-ibsi.v8i01.589

Abstract

Penelitian ini bertujuan untuk mempromosiakan produk Pakain pada toko thrifdikitaaja yang berbasis android maka dibuatlah sebuah media promosi agar dapat mempermudah pihak manager perusahaan dan pelanggan untuk melihat berbagai jenis produk pakaian dari baju, celana dan jilbab tersebut, dengan menggunakan tahapan pengembangan media promosi berbasis android, dan metode MDLC ( Multimedia Development Life Cycle ) yang dilakukan berdasarkan enam tahap, yaitu konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan pendistribusian (distribution). Sedangkan pemodelan yang digunakan menggunakan Unified Modeling Language (UML) yang terdiri dari yaitu Use Case Diagram, Activity Diagram, Class Diagram dan Sequence Diagram. Perancangan e-catalog sebagai media promosi produk pakaian pada toko thrifdikitaaja yang dibuat dengan Bahasa pemrograman PHP, JavaSript, Android Studio, Visual Studio Code dan Database MySQL. Hasil penelitian ini diharapakan dapat memberikan kemudahan dalam mempromosikan produk pakaian
PERANCANGAN APLIKASI GAME INTERAKTIF ASAH IQ ANAK USIA DINI PADA SEKOLAH TK BERBASIS ANDROID Devega, Army Trilidia; Veza, Okta; Sitopu, Nirwana
Jurnal Teknik Ibnu Sina (JT-IBSI) Vol. 8 No. 02 (2023): JT-IBSI (Jurnal Teknik Ibnu Sina)
Publisher : Fakultas Teknik Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jt-ibsi.v8i02.743

Abstract

Human capabilities are increasing along with the pace of technological development, where humans in terms of doing their work mostly use computers. Children aged 4-7 years in the learning process prefer learning while playing, because children at this age prefer colorful, attractive and interactive visual forms. In manual testing, for example by using a piece of paper to test a child's IQ, it is likely that the child will have difficulty and get bored quickly. Advances in Android Smartphone technology are demanding for all parts, not only parents, children are also familiar with this Android technology. For this reason, the authors are interested in conducting research by making an Android-based Children's IQ Test game application that is more interactive by combining multimedia elements that can be controlled via an Android application using a smartphone device. The method for making the IQ Teaser Game Application for Early Childhood is MDLC, consisting of 6 stages, namely: concept, design, material collecting, assembly, testing and distribution. This interactive learning media is made using the Adobe Flash CS6 application. The purpose of this study is that this application can help children aged 4-7 in measuring their IQ abilities more interactively and easily and divert boredom when learning to access their use by utilizing smartphone technology with the Android Operating System. The result or output is an IQ-teaching game application for early childhood at the Ra As Syauqi Kindergarten school which can be installed in the Apk format through the parents of each student.
Pelatihan dan Pendampingan Pembuatan Media Pembelajaran Menggunakan Powtoon Untuk Guru SMP di Batam Devega, Army Trilidia; Herasmus , Hilda; Irfan, Muhammad
PUAN INDONESIA Vol. 6 No. 1 (2024): Jurnal Puan Indonesia vol 6 no 1 Juli 2024
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v6i1.244

Abstract

The Training and Mentoring Program for Creating Learning Media Using Powtoon for Junior High School Teachers in Batam is an important initiative to enhance teachers' competence in utilizing modern technology in the teaching and learning process. In this digital era, interactive and engaging learning media are essential to foster students' interest in learning. Through this program, junior high school teachers in Batam received intensive training on the use of Powtoon, a platform that allows the creation of interesting and easy-to-use animated videos. In addition to training, mentoring was also provided to ensure that teachers could produce effective learning media that align with their teaching materials. This program not only focuses on improving teachers' technical skills but also encourages creativity and innovation in presenting learning materials. With full support from the mentoring team, teachers can create engaging and interactive learning videos, which are expected to enhance student engagement and learning outcomes. The results of this training show that teachers in Batam are now more confident in using technology as a teaching aid, which will ultimately have a positive impact on the quality of education in the city.
Web and Android-based Test Application Development and its Implementation on Final Semester Examination Ambiyar, -; Panyahuti, -; Devega, Army Trilidia; Islami, Syaiful
JOIV : International Journal on Informatics Visualization Vol 8, No 2 (2024)
Publisher : Society of Visual Informatics

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62527/joiv.8.2.2120

Abstract

This research aims to revolutionize the examination process in vocational schools by developing the FlyExam application, an Android-based test platform derived from improvements to the TCExam interface. The core goal was to create a powerful, easy-to-use, and effective tool for semester assessment. Following a Research and Development (R&D) approach, this research uses a 4D model: Define, Design, Develop, and Disseminate. Validation procedures require expert evaluation of the technical aspects and usability of the application. At the same time, practicality is assessed through engagement with students and teachers, and effectiveness is measured by student performance. Expert reviews and user feedback confirm the validity and practicality of the application. During implementation, the LAN network topology proved to be a conducive environment for conducting semester exams, increasing the efficiency and reliability of the testing process. The integration of TCExam and FlyExam on mobile devices shows the potential of transitioning from traditional paper-based exams to digital platforms, offering greater flexibility and accessibility. Future research efforts could explore FlyExam's scalability and adaptability in various educational contexts and its long-term impact on assessment practices and academic outcomes. Additionally, ongoing improvements based on user feedback can lead to further improvements and the incorporation of new features, ensuring FlyExam remains relevant and effective in meeting evolving vocational education needs. In summary, the development of FlyExam represents significant progress in the modernization of assessment methodology, with the potential to simplify the process and improve the learning experience in vocational schools.
Android Technology in Interactive Learning for Multimedia Animation Courses Devega, Army Trilidia; Herasmus, Hilda; Sabtu, Sabtu; Ambiyar, Ambiyar; Lapisa, Remon; Larisang, Larisang
invotek Vol 24 No 2 (2024): INVOTEK: Jurnal Inovasi Vokasional dan Teknologi
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/invotek.v24i2.1176

Abstract

Interactive learning media is a tool used to deliver learning content by presenting concepts in an engaging manner that can stimulate interest and participation in learning activities to achieve objectives. This study aims to design interactive learning media for the multimedia animation course, making the learning media more varied and enabling students to learn independently. In designing this android-based interactive multimedia, the researcher used adobe flash with the multimedia development life cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The design results in an android-based interactive multimedia application that provides learning and information about the multimedia animation course, including the semester learning plan for the multimedia animation course, teaching materials, practice questions, and multimedia videos. This product has been validated by two validators: a media expert validator and a material expert validator. The media validity assessment score by the media expert validator is 97% (valid), and the material validity assessment score by the material expert validator is 91% (valid), resulting in an overall average score of 0.94, which is considered valid and suitable for use. The practicality test of the developed learning media was conducted with multimedia lecturers, resulting in a score of 98% (very practical), and with Informatics Engineering Students at Ibn Sina University, specializing in multimedia, with 20 participants achieving a score of 90.77% (very practical). The overall average score is 94%, indicating that the media is very practical. Therefore, it can be concluded that the android-based learning media for the multimedia animation course at Ibn Sina University is highly valid and very practical.
Perancangan Media Pembelajaran Hardware Dasar Berbasis Augmented Reality di Laboratorium Teknik Informatika Universitas Ibnu Sina Hanafi, Hanafi; Devega, Army Trilidia; Afrina, Afrina; Sikumbang, Alex Sandri
Jurnal Responsive Teknik Informatika Vol. 7 No. 01 (2023): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v7i01.734

Abstract

Pendidikan dalam era globalisasi menuntut pendekatan kreatif dan inovatif dalam proses belajar mengajar untuk mengatasi kebosanan. Perkembangan teknologi memberikan peluang untuk memanfaatkan media pembelajaran yang inovatif. Penelitian ini bertujuan mengembangkan media pembelajaran hardware dasar berbasis Augmented Reality (AR) di Laboratorium Teknik Informatika Universitas Ibnu Sina. Metode pengembangan menggunakan Software Development Life Cycle (SDLC) dengan tahapan analisis, desain, implementasi, pengujian, dan pemeliharaan. Hasilnya adalah aplikasi AR yang dapat diakses melalui smartphone, menyajikan materi dengan model 3D menggunakan Unity. Implementasi teknologi AR meningkatkan interaktivitas pembelajaran. Saran untuk penyempurnaan fasilitas praktikum dan pembentukan kelas khusus diharapkan meningkatkan efektivitas pembelajaran hardware dasar. Diharapkan media ini dapat menjadi solusi inovatif untuk meningkatkan minat dan pemahaman mahasiswa terhadap mata kuliah tersebut.
Seleksi Mahasiswa Teknik Informatika untuk KPM, KP, dan TA Menggunakan Metode AHP Fernandes, Atman Lucky; Devega, Army Trilidia; Suryadi, Agus; Badri, Revi illya; Busra, Nelma; Aini, Nurul
Jurnal Responsive Teknik Informatika Vol. 7 No. 02 (2023): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v7i02.751

Abstract

Penelitian ini fokus pada perancangan dan implementasi sistem pendukung keputusan untuk menentukan mahasiswa yang memenuhi syarat mengikuti Kuliah Pengabdian Masyarakat (KPM), Kerja Praktek (KP), dan Tugas Akhir (TA) pada Program Studi Teknik Informatika. Menggunakan metode Analytical Hierarchy Process (AHP), langkah awal penelitian mencakup identifikasi kriteria dan subkriteria yang relevan. Melibatkan para ahli, penentuan bobot relatif dilakukan untuk setiap faktor, mencerminkan tingkat kepentingan masing-masing kriteria dan subkriteria. Matriks perbandingan berpasangan digunakan untuk menghitung bobot relatif dengan menggunakan metode AHP. Selanjutnya, matriks penilaian alternatif dibuat untuk menilai mahasiswa berdasarkan kriteria dan subkriteria yang telah ditetapkan. Dengan mengintegrasikan bobot relatif dan matriks penilaian alternatif, sistem menghasilkan skor akhir untuk setiap mahasiswa, mencerminkan tingkat kesesuaian mereka dengan kriteria yang telah ditentukan. Hasil penelitian menunjukkan bahwa penerapan metode AHP dalam sistem pendukung keputusan memberikan dasar yang sistematis dan objektif untuk menentukan mahasiswa bersyarat. Implementasi sistem ini melibatkan penggunaan basis data dengan relasi antar tabel, diagram alur sistem, dan antarmuka berupa halaman login dan dashboard. Kesimpulan penelitian ini menekankan bahwa sistem dapat secara efisien dan efektif membantu dalam proses penentuan mahasiswa bersyarat. Implikasi temuan penelitian ini dapat memberikan kontribusi dalam pengambilan keputusan perguruan tinggi terkait dengan KPM, KP, dan TA. Rekomendasi untuk pengembangan selanjutnya mencakup uji coba lebih lanjut terhadap sistem dan peningkatan fungsionalitas melalui pengembangan fitur tambahan.
Perancangan Media Pembelajaran Hardware Dasar Berbasis Augmented Reality di Laboratorium Teknik Informatika Universitas Ibnu Sina Hanafi, Hanafi; Devega, Army Trilidia; Afrina, Afrina; Sikumbang, Alex Sandri
Jurnal Responsive Teknik Informatika Vol. 7 No. 01 (2023): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v7i01.734

Abstract

Pendidikan dalam era globalisasi menuntut pendekatan kreatif dan inovatif dalam proses belajar mengajar untuk mengatasi kebosanan. Perkembangan teknologi memberikan peluang untuk memanfaatkan media pembelajaran yang inovatif. Penelitian ini bertujuan mengembangkan media pembelajaran hardware dasar berbasis Augmented Reality (AR) di Laboratorium Teknik Informatika Universitas Ibnu Sina. Metode pengembangan menggunakan Software Development Life Cycle (SDLC) dengan tahapan analisis, desain, implementasi, pengujian, dan pemeliharaan. Hasilnya adalah aplikasi AR yang dapat diakses melalui smartphone, menyajikan materi dengan model 3D menggunakan Unity. Implementasi teknologi AR meningkatkan interaktivitas pembelajaran. Saran untuk penyempurnaan fasilitas praktikum dan pembentukan kelas khusus diharapkan meningkatkan efektivitas pembelajaran hardware dasar. Diharapkan media ini dapat menjadi solusi inovatif untuk meningkatkan minat dan pemahaman mahasiswa terhadap mata kuliah tersebut.
Seleksi Mahasiswa Teknik Informatika untuk KPM, KP, dan TA Menggunakan Metode AHP Fernandes, Atman Lucky; Devega, Army Trilidia; Suryadi, Agus; Badri, Revi illya; Busra, Nelma; Aini, Nurul
Jurnal Responsive Teknik Informatika Vol. 7 No. 02 (2023): Jurnal Responsive Teknik Informatika
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jr.v7i02.751

Abstract

Penelitian ini fokus pada perancangan dan implementasi sistem pendukung keputusan untuk menentukan mahasiswa yang memenuhi syarat mengikuti Kuliah Pengabdian Masyarakat (KPM), Kerja Praktek (KP), dan Tugas Akhir (TA) pada Program Studi Teknik Informatika. Menggunakan metode Analytical Hierarchy Process (AHP), langkah awal penelitian mencakup identifikasi kriteria dan subkriteria yang relevan. Melibatkan para ahli, penentuan bobot relatif dilakukan untuk setiap faktor, mencerminkan tingkat kepentingan masing-masing kriteria dan subkriteria. Matriks perbandingan berpasangan digunakan untuk menghitung bobot relatif dengan menggunakan metode AHP. Selanjutnya, matriks penilaian alternatif dibuat untuk menilai mahasiswa berdasarkan kriteria dan subkriteria yang telah ditetapkan. Dengan mengintegrasikan bobot relatif dan matriks penilaian alternatif, sistem menghasilkan skor akhir untuk setiap mahasiswa, mencerminkan tingkat kesesuaian mereka dengan kriteria yang telah ditentukan. Hasil penelitian menunjukkan bahwa penerapan metode AHP dalam sistem pendukung keputusan memberikan dasar yang sistematis dan objektif untuk menentukan mahasiswa bersyarat. Implementasi sistem ini melibatkan penggunaan basis data dengan relasi antar tabel, diagram alur sistem, dan antarmuka berupa halaman login dan dashboard. Kesimpulan penelitian ini menekankan bahwa sistem dapat secara efisien dan efektif membantu dalam proses penentuan mahasiswa bersyarat. Implikasi temuan penelitian ini dapat memberikan kontribusi dalam pengambilan keputusan perguruan tinggi terkait dengan KPM, KP, dan TA. Rekomendasi untuk pengembangan selanjutnya mencakup uji coba lebih lanjut terhadap sistem dan peningkatan fungsionalitas melalui pengembangan fitur tambahan.
PELATIHAN VIDEO EDITING MENGGUNAKAN APLIKASI CAPCUT UNTUK MEMBANGUN KETERAMPILAN KREATIF MASYARAKAT DI KOTA BATAM Devega, Army Trilidia; Herasmus, Hilda; Siddiq, Raka Brama; Bahy, M. Mahdy Abiyyu
PUAN INDONESIA Vol. 7 No. 1 (2025): Jurnal PUAN Indonesia Vol. 7 No. 1 Juli 2025
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v7i1.442

Abstract

Video editing training is crucial for developing creative skills in the digital era, especially in the rapidly developing city of Batam. This study aims to describe the implementation and outcomes of video editing training using the CapCut application for the Batam community. CapCut was chosen for its user-friendly interface and comprehensive features on mobile devices, making it easily accessible to a wide range of audiences. The training method used was a participatory approach, where participants were actively involved in every stage, from an introduction to basic features to hands-on video editing practice. The training covered materials such as shooting techniques, merging clips, adding text, music, transition effects, and video optimization tips for various social media platforms. Evaluation was conducted through active participant observation, the results of the final video project, and a feedback survey to measure improvements in understanding and confidence. The training results showed significant improvements in participants' technical understanding and creative skills in producing engaging video content.