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MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom : Jurnal Elektronika dan Komputer Vol 16 No 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

Abstract

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.
Strategi Pengembangan Keterampilan Teknologi Informasi Bagi Siswa SMK Terpadu ALTA Kabupaten Semarang Prakasa Hadi, Andik; Dewi, Maya Utami; Siswanto, Siswanto; Kuncoro, Wreda Agung; Santoso, Agustinus Budi; Priyadi, Priyadi; Imaliya, Tri
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 4 No 1 (2023): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v4i1.2792

Abstract

The development of knowledge in information technology significantly influences student learning, especially in entrepreneurship subjects, thus making various digital-based learning methods develop rapidly. Starting from the idea of a team of University of Science and Computer Technology (STEKOM) lecturers providing training to Alta Integrated Vocational High School students in Semarang Regency, which aims to increase competence in the field of information technology. The material is related to branding, google my business and google trends. Lecture methods and direct practice are used in this training activity with the concept of community service. The stages of this training consist of Registration, Activity, Output, and Evaluation. It is hoped that in the future this kind of activity can be held regularly and continuously.
Simulation Of A Trash Can Using Line Follower Based On Arduino Iqbal Hakim; Andik Prakasa Hadi
Journal of Technology Informatics and Engineering Vol 2 No 1 (2023): April : Journal of Technology Informatics and Engineering
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v2i1.173

Abstract

There is a lot of dirt scattered around the State Elementary School (SDN) 03 Purwoyoso, Semarang. The habit of elementary school children and their parents is that they often throw rubbish everywhere and are lazy about throwing away the rubbish. even though there are already rubbish bins provided at the school. Children like new things, especially those shaped like toys. Garbage is a nesting place for bacteria that can cause various diseases. Humans are blessed with five senses which help them detect various things that threaten their lives. However, in the modern world, various forms of threats emerge that are not detected by our five senses, namely various types of poisons made by humans themselves. More than 75,000 synthetic chemicals have been produced by humans in the last decades. Many of them have no color, taste and smell, but have the potential to cause health hazards. Based on the problems described, the author tries to make a trash can using an Arduino-based line follower as a micro controller. This trash can can walk to the desired student line in a certain area with control carried out by a calling mechanism using a recorded voice. And if the smell is strong, the Buzzer will sound, after the students throw away the trash , the Dot Matrix LED will light up the words Thank You. It is hoped that with this rubbish bin, it will make the rubbish bin more attractive so that children will throw rubbish in its place.
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD Ahmad Zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Pelatihan Pemanfaatan Teknologi Multimedia Untuk Membuat Media Pembelajaran Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho; Priyadi Priyadi; Robby Andika Kusumajaya; Danang Danang
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 1 No. 3 (2023): Juli : Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v1i3.54

Abstract

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..
Pemanfaatkan Artificial Intelligence untuk Kegiatan Belajar Mengajar di Sekolah Dasar Nugroho, Setiyo Adi; Prakasa Hadi, Andik; Rudjiono, Rudjiono; Zainudin, Ahmad; Priyadi, Agus
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 5 No 2 (2025): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v5i2.4439

Abstract

The rapid advancement of computer technology, particularly artificial intelligence (AI), has a significant impact in educational sector. This influence spans all educational levels, from primary schools to universities. A Workshop was conducted to explore the use of AI as an educational aid, based on observations and interviews with theprincipal of Virgo Maria 2 Elementary School in Semarang Regency before the workshop. The goal was to familiarize the teachers with AI technology, highlighting both its advantages and disadvantages. The Workshop included both theoretical instruction and practical application of AI, guided by lecturers from the LPPM team from STEKOM University Semarang. Participants' understanding the usage of AI was assessed through their active engagement during the practical sessions of the Workshop . As a result, the participants are now have ability to utilize AI tools to enhance teaching and learning processes at VirgoMaria 2 Elementary School in Semarang Regency. The enhancement of teachers technical abilities in computer technology, especially in the use of artificial intelligence (AI), after the workshop, has achieved the destined goals..
MEDIA INFORMASI VIRTUAL REALITY UNTUK MEMPROMOSIKAN SEKOLAH DI MASA PANDEMI Andik Prakasa Hadi; Setiyo Adi Nugroho; Agus Priyadi; Rizky Ridwan Saputra
Elkom: Jurnal Elektronika dan Komputer Vol. 16 No. 1 (2023): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v16i1.1264

Abstract

School promotions were carried out directly by visiting junior high schools, during a pandemic this can’t be done. In an effort to attract prospective new students at SMK PGRI 2 Salatiga, it is necessary to innovate by adding promotional media that can be accessed by the wider community. Information distribution can be done through social media and the school's YouTube channel. Information media was chosen as virtual reality in the form of 360° videos to display school facilities and privileges. The measurement indicators used in this study are behavior, interactivity, and sound to find out whether the virtual environment can affect the interest of prospective students at SMK PGRI 2 Salatiga. In addition, the interactivity of the video when it is played and the sound of the environment in the video can give immersive in a school environment. The results of this study by the majority of respondents stated that promotional media virtual reality in the form of 360° videos is appropriate for use for school promotions during a pandemic, as an effort to increase the number of new students.
Pemanfaatkan Artificial Intelligence untuk Kegiatan Belajar Mengajar di Sekolah Dasar Nugroho, Setiyo Adi; Prakasa Hadi, Andik; Rudjiono, Rudjiono; Zainudin, Ahmad; Priyadi, Agus
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 5 No. 2 (2025): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v5i2.4439

Abstract

The rapid advancement of computer technology, particularly artificial intelligence (AI), has a significant impact in educational sector. This influence spans all educational levels, from primary schools to universities. A Workshop was conducted to explore the use of AI as an educational aid, based on observations and interviews with theprincipal of Virgo Maria 2 Elementary School in Semarang Regency before the workshop. The goal was to familiarize the teachers with AI technology, highlighting both its advantages and disadvantages. The Workshop included both theoretical instruction and practical application of AI, guided by lecturers from the LPPM team from STEKOM University Semarang. Participants' understanding the usage of AI was assessed through their active engagement during the practical sessions of the Workshop . As a result, the participants are now have ability to utilize AI tools to enhance teaching and learning processes at VirgoMaria 2 Elementary School in Semarang Regency. The enhancement of teachers technical abilities in computer technology, especially in the use of artificial intelligence (AI), after the workshop, has achieved the destined goals..
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD ahmad zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Simulation Of A Trash Can Using Line Follower Based On Arduino Iqbal Hakim; Andik Prakasa Hadi
Journal of Technology Informatics and Engineering Vol. 2 No. 1 (2023): April : Journal of Technology Informatics and Engineering
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v2i1.173

Abstract

There is a lot of dirt scattered around the State Elementary School (SDN) 03 Purwoyoso, Semarang. The habit of elementary school children and their parents is that they often throw rubbish everywhere and are lazy about throwing away the rubbish. even though there are already rubbish bins provided at the school. Children like new things, especially those shaped like toys. Garbage is a nesting place for bacteria that can cause various diseases. Humans are blessed with five senses which help them detect various things that threaten their lives. However, in the modern world, various forms of threats emerge that are not detected by our five senses, namely various types of poisons made by humans themselves. More than 75,000 synthetic chemicals have been produced by humans in the last decades. Many of them have no color, taste and smell, but have the potential to cause health hazards. Based on the problems described, the author tries to make a trash can using an Arduino-based line follower as a micro controller. This trash can can walk to the desired student line in a certain area with control carried out by a calling mechanism using a recorded voice. And if the smell is strong, the Buzzer will sound, after the students throw away the trash , the Dot Matrix LED will light up the words Thank You. It is hoped that with this rubbish bin, it will make the rubbish bin more attractive so that children will throw rubbish in its place.