Articles
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
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DOI: 10.51903/pixel.v17i1.1979
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
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DOI: 10.61132/pandawa.v1i3.54
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..
Workshop on Utilizing Artificial Intelligence (AI) for Teachers as a Learning Aid at Bina Insani Elementary IT School Semarang
Hadi, Andik Prakasa;
Rudjiono;
Zainudin, Ahmad;
Nugroho, Setiyo Adi;
Priyadi, Agus
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/kreatif.v4i2.2872
The utilization of technology has influenced many aspects of life, and one of the fields affected is education. Basic education must adapt to the evolving era influenced by technology. The implementation of a workshop on the utilization of AI as a learning tool is based on observations and interviews with the headmaster of SD IT Bina Insani Semarang. This workshop introduces AI technology to the teachers of SD IT Bina Insani, along with its advantages and disadvantages. During the workshop, participants not only receive theoretical material but also engage in practical exercises in utilizing AI, guided by the team from PPM Universitas STEKOM Semarang. The evaluation of participants' understanding of the material on the use of AI is conducted directly during the practical sessions, considering the participants' active involvement throughout the workshop.
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
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DOI: 10.30812/adma.v5i2.4439
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..
Multiuser Based Inventory Information System In Kopel Dolog Semarang
Judia Septiana;
Didik Sofian Haryadi;
Andik Prakasa Hadi
Journal of Engineering, Electrical and Informatics Vol. 3 No. 1 (2023): Februari : Journal of Engineering, Electrical and Informatics
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jeei.v3i1.2860
Inventory of goods or inventory is goods or work equipment used in processing the business being carried out or operational equipment of a company. Without inventory, business activities will not be carried out well, for this reason the existence of inventory is very important. The Goods Inventory Information System in a cooperative has quite an important role. One of the problems that often arises in an inventory system is not being able to know the exact number and condition of goods available. In terms of presenting information, the inventory system is implemented on a multiuser basis, where a multiuser system is a computer system that can execute several applications owned by two or more users concurrently and independently. Concurrent means applications can be active simultaneously and compete with each other to use resources such as CPU, memory, hard disk, and so on. Independent means that each application can carry out its tasks without having to care about what other users are running This information system makes it easy to provide inventory information. Apart from that, this system also makes it easier and faster to access information, data and its processing. The new system aims to make it easier for a company to carry out its operational activities, where this system will always ensure that data or information is provided to users quickly, precisely, accurately and at any time it is needed. From the system that has been implemented previously with matters relating to system weaknesses in the company, information or data about the inventory system which was initially very slow to access has now become easier. So that the company's operational activities run smoothly and all weaknesses in the old system can be replaced automatically.
Information System Inventory Of Office Writing Equipment At PT Lion Super Indo Majapahit Semarang Branch
Herlina Dini Damayanti;
Dani Sasmoko;
Andik Prakasa Hadi
Journal of Engineering, Electrical and Informatics Vol. 3 No. 2 (2023): Juni : Journal of Engineering, Electrical and Informatics
Publisher : Pusat Riset dan Inovasi Nasional
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DOI: 10.55606/jeei.v3i2.2866
A computerized system is the use of a computer as a tool in data processing activities that are carried out manually. Inventory is all kinds of company goods that are available to be processed in the production process or sold. PT LION SUPER INDO is a company operating in the trading sector. PT LION SUPER INDO has 151 branches, one of which is PT Lion Super Indo Majapahit branch. The problem that often arises is the management of office stationery, the availability of which is not maintained, because there are obstacles in the process of using office stationery activities which are recorded manually. This can result in excess, shortage, or running out of Office Stationery. The method used is through the process of observation and interviews, namely by observing the management of office stationery supplies and obtaining the data the author needs in implementing the system. Implementation takes the form of the final result achieved, namely the formation of an information system based on visual basic programming, because by using this system you will be able to process data quickly and accurately. From this research it can be concluded that with the design of an office stationery supply information system at PT LION SUPER INDO Majapahit Branch based on Visual Basic, it can provide accurate information services. If there is an order transaction, the office stationery data can also be added to the store warehouse data automatically. Likewise, if there is a usage transaction, it will automatically reduce the stock in the store's warehouse data, so that the office stationery data will match the physical goods. And makes it easier for leaders to make office stationery decisions in ordering in each period.
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
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DOI: 10.51903/elkom.v16i1.1264
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
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DOI: 10.30812/adma.v5i2.4439
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
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DOI: 10.51903/pixel.v17i1.1979
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
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DOI: 10.51903/jtie.v2i1.173
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.