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PENGEMBANGAN GAME EDUKASI MOBILE
MAKHLUK HIDUP KELAS REPTILIA UNTUK SISWA SMP Rizalni, Risya Listya; Trisnadoli, Anggy; Zul, Muhammad Ihsan
Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Vol 8, No 2 (2019)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (757.829 KB) | DOI: 10.23887/janapati.v8i2.17880

Abstract

Kelas reptilia merupakan bagian dari materi klasifikasi makhluk hidup yang terdapat pada mata pelajaran Biologi untuk siswa-siswi SMP kelas VII. Dalam proses belajar mengajar, media pembelajaran merupakan salah satu unsur terpenting selain metode pembelajaran. Manfaat media pembelajaran adalah melancarkan interaksi antara guru dengan siswa sehingga kegiatan pembelajaran akan lebih efektif dan efisien. Penyampaian materi pelajaran ini masih menggunakan sistem tradisional, sehingga kreativitas siswa kurang berkembang. Selain itu, untuk memahami ciri-ciri hewan kelas reptilia hanya dilihat dari gambar yang ada pada buku pelajaran. dan siswa sering mendapatkan nilai buruk bahkan harus melakukan remedial pada materi pelajaran tersebut. Oleh karena itu, dibangun sebuah game edukasi dengan tampilan model hewan 3D untuk pembelajaran materi klasifikasi makhluk hidup kelas reptilia. Berdasarkan pengujian manfaat belajar yang telah dilakukan ke siswa SMP kelas VII, didapatkan bahwa siswa yang menggunakan aplikasi game mengalami peningkatan pemahaman sebesar 40.5%.  Pada pengujian fungsional, didapatkan bahwa fungsi pada aplikasi dapat berjalan sesuai dengan hasil yang diharapkan. Serta berdasarkan pengujian umpan balik pengguna dapat disimpulkan bahwa game edukasi ini dapat membantu siswa dalam memahami materi perbedaan makhluk hidup berdasarkan ciri-ciri makhluk hidup kelas reptilia.
Analisis Pengembangan Aplikasi Augmented Reality Untuk Pengenalan Organ Pernapasan Manusia Lestari, Ayu; Trisnadoli, Anggy; Dewi, Meilany
JURIKOM (Jurnal Riset Komputer) Vol 6, No 4 (2019): Agustus 2019
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (161.552 KB) | DOI: 10.30865/jurikom.v6i4.1375

Abstract

A human respiratory organ is a vital tool in the human body. But until now most learning media only use torso as a teaching aid, learning module and pictures to display objects of respiratory organs to students. It is also not possible to see some of these objects directly. One of them is like human breathing learning material. Breathing or so-called respiration is an event that the body lacks oxygen (O2) and then oxygen outside the body is inhaled (inspired) through the respiratory organs. However, not many students know the human breathing organ is actually. Some only know from media images such as encyclopedia books. The existence of Augmented Reality technology will be very useful for the process of recognition of human respiratory organs in the form of three-dimensional objects. The application of human respiratory organs helps children to be able to learn independently at home so that children can learn in detail about the human respiratory organs. For this reason, an Augmented Reality introduction to human respiratory organs based on Android was made as a substitute for learning media for pictures and books that will display human respiratory organs and related information in them. With this application, it is expected to be able to introduce breathing organs to elementary school students in a more real form in three dimensions. Researchers design and build Educational augmented reality applications with the Markerless Augmented Reality method. The application is built using Blender as modeling, Adobe Photoshop, Audacity, Unity3D, Visual Studio, Vuforia SDK to form Augmented Reality
Implementasi Extreme Programming (XP) Agile Software Development pada Pengembangan Sistem Informasi KELUARGAKU Trisnadoli, Anggy
Jurnal Informatika Universitas Pamulang Vol 6, No 2 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i2.10088

Abstract

The Pusat Pelayanan Keluarga Sejahtera (PUSYANRA) Lancang Kuning, is a service unit established by the Badan Kependudukan dan Keluarga Berencana Nasional (BKKBN) Representative of Riau Province. PUSYANRA has several main tasks as consultants and educates families in Indonesia to become prosperous families. So far, the activities of PUSYANRA Lancang Kuning run randomly and are documented manually, so there are several problems in monitoring activities, displaying activities publicly and compiling annual and monthly reports. One of the things that can be done to optimize these needs is to develop a web-based information system. The information system can be a place to display information as well as a media to educate the public according to the needs of PUSYANRA Lancang Kuning to maximize information and education in implementing PUSYANRA's work program. In addition, regarding reports, activity management and others, web application technology can help administrators to make it easier to carry out their duties. Another problem is the use of this Information System is needed in a fairly short time, because community services continue to run all the time. For the concept of software development with Agile method is a suitable method applied in this case. Based on the development process that has been carried out, this research shows that the Agile Software Development concept can be used properly. As well as the benefits of the Information System can be felt well by all users, so that the "KELUARGAKU" Information System can help PUSYANRA Lancang Kuning in carrying out its work program better.
Implementasi Screenplay dan Audio Foley Effect pada Pembuatan Film Animasi 3D "Si Molek" Raldy Farezky; Anggy Trisnadoli
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 17, No 1 (2021): April 2021
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v17i1.3808

Abstract

Screenplay adalah kisah yang diceritakan dengan gambar, dalam dialog dan deskripsi, dan ditempatkan dalam konteks struktur dramatis, yang menguraikan urut-urutan adegan, tempat, dialog dan keadaan. Foley merupakan jenis suara yang dibuat untuk mengisi noise pemain dalam film pada waktu yang sebenarnya atau nyata. Teknologi animasi sendiri sudah menyebar hingga pada pembuatan cerita daerah/cerita rakyat yang awalnya hanya diceritakan secara lisan/tertulis. Cerita rakyat adalah suatu cerita yang pada dasarnya disampaikan oleh seseorang pada orang lain melalui penuturan lisan. Hampir disetiap daerah di Indonesia memiliki cerita rakyatnya masing-masing. Salah satu cerita rakyat dari provinsi Riau adalah cerita rakyat Si Molek. Pada penelitian ini, akan dibuat sebuah film animasi 3D cerita rakyat Si Molek dengan menggunakan teknik Screenplay dan juga teknik Foley Effect. Teknik Screenplay digunakan sebagai acuan atau pedoman dalam proses pembuatan animasi 3D Si Molek. Sedangkan teknik Foley Effect digunakan karena tanpa adanya Foley Effect sebuah film akan terasa kurang realistis dan natural. Dengan film animasi 3D Si Molek yang menerapkan teknik Screenplay dan Foley Effect ini diharapkan menghasilkan sebuah film animasi 3D yang baik dan juga sebagai sarana memperkenalkan cerita rakyat ini kepada masyarakat. Berdasarkan hasil pengujian yang telah dilakukan teknik Screenplay dan teknik Foley Effect berhasil diimplementasikan dengan benar.
Analisis Hasil Implementasi Konsep Context-Aware Pada Aplikasi Mobile Family Tracking Untuk Platform Android Agustian Agustian; Anggy Trisnadoli; Indah Lestari
Teknika Vol. 7 No. 1 (2018): Juli 2018
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v7i1.84

Abstract

Pada bulan Juni 2017, dilakukan survei terhadap 44 orang tua yang bekerja dan pengguna smartphone di Pekanbaru, diketahui bahwa orang tua membutuhkan aplikasi untuk memantau keberadaan anak, namun belum ada orang tua yang menggunakannya. Pada penelitian ini dikembangkan aplikasi yang dapat memantau keberadaan anggota keluarga yang menerapkan konsep Context-Aware dimana penalaran yang digunakan adalah rules. Ada 3 rules yang digunakan dimana ketika rules terpenuhi maka akan memunculkan notifikasi kepada pengguna. Aplikasi ini dikembangkan pada platform Android dengan menggunakan bahasa pemrograman Java, IDE Android Studio, dan Firebase sebagai database. Dilakukan 3 pengujian pada penelitian ini, pertama pengujian fungsionalitas yang dilakukan dengan metode blackbox dengan mengacu pada standar ISO 9126-2, dimana diperoleh bahwa aplikasi berfungsi dengan benar, diimplementasikan sesuai spesifikasi, dan fitur sesuai dengan tugasnya yang artinya secara fungsional aplikasi sudah berkualitas baik. Kedua adalah pengujian aplikasi kepada 5 keluarga untuk membuktikan context-aware berjalan semestinya. Dari hasil uji context-aware yang dilakukan diperoleh bahwa context-aware sudah berjalan dengan baik yang dibuktikan dengan notifikasi yang sesuai dengan rules context-aware dan setiap keluarga dapat memantau lokasi dan waktu kegiatan setiap anggota keluarga secara realtime. Ketiga adalah pengujian performansi, dimana diperoleh bahwa semakin banyak aktivitas dikerjakan semakin besar memori digunakan. Penggunaan CPU tidak bergantung pada aktivitas dan penggunaan data pada aktivitas yang sudah pernah berjalan akan lebih kecil dibanding pertama kali dijalankan.
Pengembangan Game Edukasi Pengenalan Bahasa Inggris Dasar untuk Anak TK Prima Ramadhayani Sandri; Anggy Trisnadoli; Erwin Setyo Nugroho
SMATIKA JURNAL Vol 9 No 02 (2019): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v9i02.384

Abstract

The children have been introduced to English during they were in kindergarten. There are several ways that teachers can do with the students such as singing, drawing using media and doing some questions and answer. Language is the main tool for communicating in human life, both individually and social collectively. Student's language in the 4-6 years old is still not maximal, so parents and teachers play an important role in helping students to interact. Kindergarten students have started to be introduced to basic English, according to EPI (English Proficiency Index,) Indonesia is still ranked 51st out of 88 countries in the world in 2018. And it included in the low skill group. The way of learning is still using props as learning media. Therefore, technology is needed to help kindergarten students in learning basic English using 3D objects for their material. Based on the analysis of observations to kindergarten students was obtained an increase of 32.74%. In the analysis of the black box test results, it was found that all functions in the application can run smoothly according to the expected of the results. Furthermore, as the results of the analysis of interviews with kindergarten teacher stated that the game for the introduction of basic English is very helpful for the teaching and learning process.
Pengembangan Service Automation Application dengan Pendekatan Customer Self-Service (Studi Kasus: Martabak Djoeragan Pekanbaru) Boby Chandra Panjaitan; Juni Nurma Sari; Anggy Trisnadoli
InfoTekJar : Jurnal Nasional Informatika dan Teknologi Jaringan Vol 4, No 1 (2019): InfoTekJar September
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.88 KB) | DOI: 10.30743/infotekjar.v4i1.1584

Abstract

In the industrial era 4.0, it has now provided automatic convenience in all aspects of the field, including the culinary business. Operationally customer relationship management has an application that is service automation, where this application is computerized technology to support service staff automatically. In service automation applications, there is software functionality offered, namely customer self-service with web customer service self-service. Martabak Djoeragan, which is a business in the culinary food field in terms of the number of sales of martabak, is very much classified. Based on transaction data in 2017 customer orders can reach more than 300 orders in a day wherein the service process Martabak Djoeragan uses a manual cash register system to serve each order, the cashier must serve one by one each customer order. Today, of course, in terms of the service aspects of the Martabak Djoeragan shop, it is necessary to have an automatic convenience in serving each customer order. The results of service automation applications that have been built based on black-box testing, UAT and Likert scales have been running according to user needs which resulted in applications that provide convenience in the field of serviceIn the industrial era 4.0, it has now provided automatic convenience in all aspects of the field, including the culinary business. Operationally customer relationship management has an application that is service automation, where this application is computerized technology to support service staff automatically. In service automation applications, there is software functionality offered, namely customer self-service with web customer service self-service. Martabak Djoeragan, which is a business in the culinary food field in terms of the number of sales of martabak, is very much classified. Based on transaction data in 2017 customer orders can reach more than 300 orders in a day wherein the service process Martabak Djoeragan uses a manual cash register system to serve each order, the cashier must serve one by one each customer order. Today, of course, in terms of the service aspects of the Martabak Djoeragan shop, it is necessary to have an automatic convenience in serving each customer order. The results of service automation applications that have been built based on black-box testing, UAT and Likert scales have been running according to user needs which resulted in applications that provide convenience in the field of service
Pembelajaran Game Edukasi 3D untuk Guru TIK Se-Kota Pekanbaru Anggy Trisnadoli; Meilany Dewi
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 2 No. 1 (2021): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game merupakan sebuah perangkat lunak yang tersusun atas sejumlah logika yang dapat menyelesaikan masalah dengan cara yang runut, tampilan yang menarik, skenario yang menyenangkan, dengan tujuan untuk menghibur pemain. Game saat ini selain bertujuan untuk menghibur, juga menjadi media ajar yang dikemas dalam game edukasi. Game edukasi merupakan salah satu genre game yang tanpa disadari oleh pemain tersebut bahwa dirinya sedang belajar. Sehingga game edukasi dapat menjadi sebuah solusi untuk meningkatkan pengetahuan namun tetap dilakukan dengan menyenangkan, khususnya untuk peserta didik pada level SMA. Dalam mendukung program MGMP TIK SMA/Sederajat Kota Pekanbaru, guru perlu kemampuan untuk membuat sebuah media ajar yang menarik untuk menarik perhatian siswa dalam PBM. Peserta kegiatan ini adalah guru yang tergabung dalam MGMP TIK Pekanbaru. Para guru diajarkan untuk menggunakan tools pembangunan game edukasi yang menarik. Dengan pengetahuan dan pelatihan mengenai pembangunan game ini, terbukti peserta dapat meningkatkan kompetensi serta pengalaman dan kreatifitas khususnya dalam pengembangan game edukasi.
Implementasi Teknik Sinematografi dalam Pembuatan Film Animasi 3D Cerita Rakyat “Batu Belah Batu Betangkup” Rafi Mahendra; Anggy Trisnadoli; Erwin Setyo Nugroho
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 2 No 2 (2018): Agustus 2018
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (499.753 KB) | DOI: 10.29207/resti.v2i2.483

Abstract

Indonesia is a country that has a variety of people's literature one of which is packed in the form of folklore. One of the folklore in Riau Province is Batu Belah Batu Betangkup. Many people who do not know how the story in detail and public interest to know the story of the people is still very lacking. Many people today especially the younger generation only know the stories and figures from films coming from abroad. To overcome the above problems, then made a folklore film that is packed in the form of 3D animation. Folklore taken is a folktale that comes from the province of Riau is the folklore of Batu Belah Batu Betangkup. 3D animation film has a duration of about 20 minutes. The technique used in this 3D animated film is Cinematographic Technique, where the technique is used to capture the image and combine the image into one so as if the image is moving. Based on the results of testing and analysis, this film managed to recapture the public interest to know the folklore, the level of public knowledge about this folklore has increased significantly. Truth stories and cinematography techniques in 3D animation has been verified by experts.
Analisis Hasil Implementasi Pengembangan Aplikasi Mobile Pendekatan Hybrid Pada Aplikasi Family Tracking Miftachul Huda; Indah Lestari; Anggy Trisnadoli
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 3 No 1 (2019): April 2019
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.211 KB) | DOI: 10.29207/resti.v3i1.799

Abstract

Family Tracking is a mobile application that utilizes GPS technology to find out the location of each family member. There are several features such as the activity schedule, group chat, and the supervision area added by parents to the child's activity schedule. This application was developed with hybrid approach using Ionic 3 Framework development tools with support of Firebase backend. With the hybrid approach can produce multi-platform applications using the same source code. In this research the application was developed for the Android and iOS platforms. Based on functionality testing in accordance with ISO 9126-2 standards, that all features and functions contained in the application run well on both platforms. Then based on the application performance testing on each device that has the same benchmark value, the application can run stablen iOS devices but has the highest memory usage compared to Android devices with an average difference of 33.81mb. And then applications on iOS devices have lower CPU usage than Android devices, with differences in usage averaging 18.79%. Then based on the results of interviews to get user feedback, the results show that the application can running well and function as expected on Android and iOS devices.