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IMPLEMENTASI MEDIA BELAJAR BERBASIS POWTOON PADA SEKOLAH SMP NEGERI 1 PERCUT SEI TUAN Sirait, Faisal Amrullah; Usman, Ari; Sarudin, Sarudin
Djtechno: Jurnal Teknologi Informasi Vol 5, No 1 (2024): April
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v5i1.4417

Abstract

Implementasi media pembelajaran dapat dirangsang sedemikian rupa sehingga peserta didik dapat melakukan kegiatan belajar dengan lebih leluasa dimanapun dan kapanpun tanpa tergantung seorang guru. Multimedia interaktif merupakan suatu multimedia yang dilengkapi dengan alat pengontrol yang dapat dioperasikan oleh pengguna, sehingga pengguna dapat memilih apa yang dikehendaki untuk proses selanjutnya, seperti multimedia interaktif adalah pembelajaran interaktif dan aplikasi game. Powtoon adalah aplikasi atau software web berbasis IT yang dapat digunakan sebagai media pembelajaran yang didalamnya terdapat fitur-fitur menarik seperti fitur untuk membuat presentasi atau video animasi yang dapat digunakan dengan mudah, menarik dan menyenangkan bagi banyak orang dan siswa, seperti yang diterapkan pada siswa sekolah SMP Negeri 1 Percut Sei Tuan. Meski demikian terdapat beberapa problematika dari penggunaan aplikasi Powtoon dimana sebagai aplikasi video animasi berbasis online tentulah membutuhkan keberadaan sarana teknologi seperti internet. Kata kunci: Implementasi Media, Software Powtoon, Sekolah, Multimedia Interaktif
Implementing Combined FEFO and FIFO Methods in Inventory System (Case Study: UD Ilham Pilly Beef Merchant) Ramadhan, Ilham; Usman, Ari; Sarudin, Sarudin
Journal of Informatics and Data Science Vol 2, No 2 (2023): November
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/j-ids.v2i2.51505

Abstract

Stock inventory is an important aspect of supply chain management. The success of the company's operations in maintaining stock availability and avoiding losses due to damage or expiration of goods is very dependent on the use of the right method of managing inventory. The purpose of this study is to combine the FEFO (first expired first out) and FIFO (first in first out) methods in the UD. Ilham Pilly Beff Merchant stock inventory system to avoid losses due to expired goods and increase stock rotation because the FEFO and FIFO methods are operational management in determining inventory. The results of this study are that the system that has been designed can facilitate managers in the process of collecting data on incoming and outgoing goods so that the risk of managing product stocks can be minimized and with an inventory system that has been built
Perancangan Video Iklan Sebagai Media Promosi Pada Jasa Bordir Komputer Berbasis Animasi 3D Amartya, Zilla; Khairani, Sumi; Sarudin, Sarudin
Journal of Computer Science and Informatics Engineering Vol 3 No 1 (2024): Januari
Publisher : Ali Institute of Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosie.v3i1.715

Abstract

The embroidery services business in Indonesia, starting from mid-2009, has begun to show its prospects. Until early 2016, the embroidery service business was growing rapidly since the advent of computer embroidery. Currently, many computer embroidery service owners are competing for the continuity of the service. Competition cannot be separated from advertising media aimed at promoting products and services. The problem in this research is how to promote computer embroidery services in increasing business productivity, how to introduce the public to computer embroidery services and how to design promotional advertising videos based on 3D animation. The computer embroidery business currently only relies on catalogs, where catalogs are only able to display information in the form of images in 2 dimensions to carry out promotions, so it needs to be developed further to create an attractive computer embroidery business model so that consumers are interested in using computer embroidery services. Consumers will be very interested if the catalog can present a form of visualization in the form of a 3-dimensional model that can be seen from various sides. This research implements 3D animation for marketing computer embroidery services using Blender software, the results of which will be used as promotional media. This research uses Blender software and aims to produce 3D animated advertising videos in order to market and promote computer embroidery services as well as as a medium of information and promotion to the public or consumers of computer embroidery services. The results of this research are in the form of advertising videos as promotional media for 3D animation-based computer embroidery services.
Karakteristik Kekuatan Tarik Pada Komposit Hybrid, Serat Rami, Fiberglass, Dan Resin Polyester Sarudin, Sarudin; Sudarsono, Sudarsono; Gunawan, Yuspian
Enthalpy : Jurnal Ilmiah Mahasiswa Teknik Mesin Vol 4, No 4 (2019): Enthalpy: Jurnal Ilmiah Mahasiswa Teknik Mesin
Publisher : Teknik Mesin Universitas Halu Oleo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (313.93 KB) | DOI: 10.55679/enthalpy.v4i4.10014

Abstract

The purpose of this research is to know and analyze the characteristics of tensile strength on hybrid composite, fiberglass, flax fiber, and polyester resin. In this research, the manufacturing of composites uses hand lay-up method. Manufacture of specimens in accordance with ASTM standard D638 – 02 and for tensile testing using standard ASTM D790-02. The method used in data analysis is graph data analysis to see the relationship between interconnected parameters and dependence, which is the size of the specimen 13 mm and the number of variations in the composition of specimen mixture. The results showed that the composition of the mixture that has the highest tensile voltage is in the fraction with the composition of resin mixing 50%, fiberglass 30%, and hemp fiber 20% in three (3) specimen with a value of 36,687 N/mm2, while the Has a value with the lowest chart found in the composition with a resin mixing 50%, and hemp fiber 50%, namely in the two (2) specimen with a value of 21,819 N/mm2. Keyword: Composite hybrid, hemp fiber, fiberglass, polyester resin.
Pelatihan Digital Marketing Menggunakan Google Site Sebagai Optimalisasi Pemasaran Produk UMKM Usman, Ari; Lubis, Yessi Fitri Annisah; Lestari, Yuyun Dwi; Budiman, Arief; Sarudin, Sarudin; Wulan, Nur; Handoko, Divi; Khair, Ummul; Suriati, Suriati
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 01 (2025): EDISI MARET 2025
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v7i01.1011

Abstract

Pengabdian masyarakat dengan memberikan pelatihan pemasaran digital menggunakan Google Sites pada Usaha Mikro, Kecil, dan Menengah (UMKM) berfokus pada peningkatan keterampilan digital dan pemasaran online. Kegiatan ini bertujuan untuk memberikan pelatihan kepada pelaku UMKM agar mereka dapat memanfaatkan Google Sites sebagai platform dari Google untuk membangun website resmi yang dapat meningkatkan branding dan penjualan produk. Melalui pelatihan ini, peserta diajarkan cara merancang dan mengelola website menggunakan Google Sites. Metode pelaksanaan terdiri dari analisis permasalahan, persiapan, praktik pembuatan website, serta monitoring dan evaluasi. Hasil dari kegiatan ini menunjukkan bahwa peserta telah berhasil membuat website sendiri, yang memungkinkan mereka untuk lebih efektif dalam mengoptimalkan produk dan jasa mereka secara online. Peningkatan pengetahuan tentang penggunaan teknologi informasi ini diharapkan dapat membantu UMKM untuk beradaptasi dengan perubahan pasar dan meningkatkan daya saing mereka di era digital. Kegiatan ini juga menciptakan kesadaran akan pentingnya digital marketing dalam pengembangan usaha, serta mendorong partisipasi aktif dari masyarakat dalam memanfaatkan teknologi untuk kemajuan ekonomi lokal.
Meningkatkan Pembelajaran Mandiri dengan ArtificiaI Intelligence dalam Era Digitalisasi Pendidikan di SMKN 9 Medan Usman, Ari; Fitri Annisah lubis, Yessi; Lestari, Yuyun Dwi; Sarudin, Sarudin; Budiman, Arief
Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2024): Desember 2024
Publisher : Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/japamas.v3i2.186

Abstract

Rapid technological developments, AI offers innovative solutions to support the teaching and learning process, allowing students to learn independently and adaptively according to their individual needs. Community service activities utilizing artificial intelligence to improve independent learning have proven their effectiveness in improving the quality of education. Through an interactive approach, participants are invited to understand the basic concepts of AI and its applications in the context of education, such as creating teaching materials, quizzes, and learning evaluations. This activity not only aims to increase knowledge about AI, but also to develop students' skills in using the technology wisely. With this activity, students can be more independent in their learning process and are ready to face challenges in the era of digitalization of education. This activity also provides recommendations for improving infrastructure and ongoing training for students and educators so that the use of AI can be more optimal in the future. The results of this activity show that students at SMKN 9 Medan have known and utilized AI in their learning activities with a high level of satisfaction.
Reservasi E-Ticketing pada Moda Transportasi Darat Berbasis WEB Menggunakan Algoritma Fifo: (First In First Out) Arfida, Gusti; Aulia, Rachmat; Sarudin, Sarudin
JIKEM: Jurnal Ilmu Komputer, Ekonomi dan Manajemen Vol 5 No 1 (2025): JIKEM: Jurnal Ilmu Komputer, Ekonomi dan Manajemen
Publisher : Universitas Muhammadiyah Enrekang

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

Abstract

Seiring dengan pesatnya perkembangan teknologi informasi, sistem pemesanan tiket moda transportasi darat seperti travel dan bus telah mengalami transformasi signifikan dari metode konvensional menuju layanan digital berbasis web. Namun, dalam implementasinya, masih terdapat berbagai permasalahan seperti antrian panjang di loket, kesalahan penjadwalan, dan praktik percaloan yang merugikan penumpang maupun penyedia layanan. PT. SBI Medan, sebagai perusahaan yang bergerak di bidang transportasi darat, merespons tantangan ini dengan mengembangkan sistem e-ticketing berbasis web yang mengadopsi algoritma First In First Out (FIFO) sebagai metode pengelolaan antrian pemesanan. Algoritma FIFO dipilih karena kesesuaiannya dengan alur pelayanan tiket, di mana pemesanan yang masuk terlebih dahulu akan diproses dan dilayani lebih dahulu, sehingga menciptakan sistem yang adil dan teratur. Sistem ini memungkinkan pengguna untuk melakukan pemesanan tiket secara online, memilih rute, kendaraan, dan tanggal keberangkatan, serta melakukan pembayaran melalui transfer bank atau langsung di loket. Setelah pembayaran terkonfirmasi, pengguna akan menerima tiket elektronik melalui email atau SMS. Penelitian ini bertujuan untuk merancang dan mengimplementasikan sistem e-ticketing berbasis web yang dapat mempermudah masyarakat dalam melakukan pemesanan tiket travel kapan saja dan di mana saja, sekaligus meminimalkan praktik percaloan dan kesalahan pelayanan. Hasil dari penelitian ini diharapkan dapat meningkatkan efisiensi pelayanan, transparansi harga tiket, serta memberikan pengalaman pemesanan yang lebih mudah dan nyaman bagi pengguna.
Game Edukasi Jenis Bunga Berbasis Android Taqwa, Laksamana; Sarudin, Sarudin; Sundari, Siti
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol. 7 No. 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1114

Abstract

Android-based educational games are increasingly evolving as interactive learning tools. This research aims to design and develop an educational game that introduces various types of roses. The game is developed using Unity and the C# programming language, following the MDLC (Multimedia Development Life Cycle) method, which includes planning, data collection, implementation, and testing stages. The main features of this game include introducing different rose species along with their Latin names and characteristics, as well as interactive games such as quizzes and puzzles to enhance user engagement. Testing was conducted using the black-box method to ensure the game's functionality. Evaluations based on questionnaires indicate that this game is highly effective in improving users' knowledge of rose species. The results of this study are expected to contribute to the development of more engaging and educational technology-based learning media.
FIQH PERSPECTIVES ON HYGIENE AND ITS RELEVANCE FOR HEALTH Pulungan, Sahmiar; Sarudin, Sarudin
JURNAL ILMU SYARIAH Vol 11 No 2 (2023): DESEMBER
Publisher : IBN KHALDUN BOGOR

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/mizan.v11i2.20394

Abstract

Keeping health is the most important element in medicine in the view of Islamic law. Health is a very big gift from Allah, therefore, Islam places great emphasis on humans taking care of their health as well as taking care of every cause that can suffer from illness. The purpose of this study is to describe the views of fiqh scholars on cleanliness and what is its relevance to health. This research is library research and field research with qualitative methods. Sources of data come from library studies in the form of Al-Qur'an, hadith, books, journals. Data analysis was done by three steps, they are data reduction, applying data and conclusion. The results of this study are the views of fiqh scholars that Islam prioritizes a healthy lifestyle, such as advice on maintaining health, cleanliness, diet, maintaining honor from heinous acts, abstaining from consuming khamr from various addictive substances, and so on. In addition to physical health, Islam also pays high attention to mental health. Mental health is a branch of psychology.
Penerapan Metode Game Development Life Cycle pada Game Edukasi Pengenalan Sejarah Suku Kluet Muhammad Fadhil; Fera Damayanti; Sarudin, Sarudin
Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi Vol. 2 No. 2 (2024): Bridge: Jurnal Publikasi Sistem Informasi dan Telekomunikasi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/bridge.v2i2.427

Abstract

Understanding history is often hindered by various constraints, including limited engaging learning media and insufficient attention to the culture of the Kluet tribe. To overcome these obstacles, efforts such as developing engaging learning media, promoting cultural understanding programs, and creating special educational games to introduce the Kluet tribe are necessary. Educational games for history introduction serve as an interesting alternative to introduce the Kluet tribe interactively. The use of technology in education, especially educational games, has attracted attention as an effective means in the learning process. This research will explain the use of the Game Development Life Cycle (GDLC) method in developing an educational game for introducing the history of the Kluet tribe. Based on the questionnaire results provided to users, 85% of respondents stated that this educational game on the history of the Kluet tribe is engaging and interactive.