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Pengembangan Aplikasi Tuntunan Salat Menggunakan Augmented Reality Berbasis Android Ramdhan, Syaipul; Siregar, Shanti Ria Serepia; Itarini, Dewi
JURNAL SISFOTEK GLOBAL Vol 10, No 1 (2020): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v10i1.278

Abstract

Abstrak— Salat merupakan ibadah umat islam kepada Tuhan yang Maha Esa dan rukun islam yang kedua. Di dalam Islam salat memiliki kedudukan yang tinggi. Salat adalah tiang agama para umat islam. Salat merupakan media komunikasi antar manusia dengan Allah SWT,  Sering kali sebagian umat Islam melupakan kewajibannya di antaranya yaitu salat, atau terkadang mengetahui tentang kewajiban tapi tidak mengerti terhadap apa yang dilakukan, pendidikan mengenai salat pada umumnya diajarkan melalui metode yang konvesional misalnya di sekolah dibimbing oleh guru dan di rumah dibimbing oleh orang tua. Penggunaan smartphone pada saat ini sudah sering digunakan untuk melakukan kegiatan dalam kehidupan sehari-hari yaitu kegiatan tuntunan gerakan salat.
Aplikasi Augmented Reality Katalog Baju Menggunakan Smartphone Android Sirumapea, Agustinus; Ramdhan, Syaipul; Masitoh, Dewi
JURNAL SISFOTEK GLOBAL Vol 7, No 2 (2017): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v7i2.142

Abstract

Berpenampilan menarik sudah menjadi suatu kebutuhan tersendiri  bagi masyarakat khususnya para remaja. Salah satu cara untuk berpenampilan menarik adalah dengan mengenakan baju yang mengikuti trend fashion terkini. Berkembang pesatnya trend busana muslim di Indonesia membuat daya beli masyarakat terhadap kebutuhan primer ini meningkat, ini terbukti dengan semakin banyaknya muncul outlet dan distro yang menjual berbagai jenis pakaian. Seiring dengan perkembangan fashion pakaian ini maka persaingan untuk memperoleh pelanggan dan keuntungan juga semakin meningkat. Maka, untuk membuat aplikasi ARbaju untuk membantu dalam mempromosikan baju yang akan dijual dengan memanfaatkan konsep Augmented Reality yang menggunakan marker. Marker yang dibuat berfungsi untuk memanggil model 3D baju agar muncul dilayar smartphone android dengan menggunakan library vuforia SDK. Untuk melakukan studi pustaka, maka kami membuat sebuah media pemasaran baru dengan menggunakan aplikasi mobile Augmented Reality (AR).
Aplikasi Pembelajaran Mengenal Rumah Adat di Pulau Jawa Berbasis Android dengan Teknologi Augmented Reality Sirumapea, Agustinus; Ramdhan, Syaipul; Rismana, Deri
JURNAL SISFOTEK GLOBAL Vol 11, No 1 (2021): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v11i1.339

Abstract

Rumah adat merupakan peninggalan nenek moyang kita yang sudah lama ada dan digunakan untuk tempat tinggal dan ada juga yang digunakan untuk ruang pertemuan. Rumah adat di setiap daerah memiliki bentuk dan keunikan tersendiri sesuai dengan budaya di daerah tersebut. Seiring berkembangnya zaman, bangunan rumah adat mulai ditinggalkan oleh masyarakat dan menggantinya dengan bangunan yang lebih modern. Hal ini mengakibatkan banyaknya orang tidak mengetahui bentuk dari bangunan rumah adat. Adapun di sekolah anak-anak belajar tentang seni kebudayaan Indonesia melalui media konvenional yaitu buku pelajaran yang didalamnya hanya menampilkan gambar rumah adat yang tampak bagian depan saja atau 2 dimensi, hal ini membuat anak kurang tertarik untuk mempalajarinya,, maka dari itu perlu adanya sebuah inovasi. Dengan menggunakan teknologi Augmented Reality yaitu menggabungkan antara gambar 2 dimensi dan gambar 3 dimensi yang diaplikasikan menggunakan Smartphone Android, maka rumah adat akan terlihat 3 dimensi ketika kamera pada smartphone memindai marker.
Development of Augmented Reality Based Wushu Training Module to Improve Basic Movement Ability Ramdhan, Syaipul; Asoka, Egga
JURNAL SISFOTEK GLOBAL Vol 11, No 2 (2021): JURNAL SISFOTEK GLOBAL
Publisher : STMIK Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v11i2.409

Abstract

Wushu martial arts is one of the favorite martial arts in Indonesia, with achievements that are routinely obtained at various international events such as the SEA Games and ASIAN Games including the World Championships. During this pandemic, wushu college students practice independently, in fact only a few universities have started practicing together by implementing health protocols. Therefore, the researchers developed a wushu training module using Augmented Reality technology, which will be a fun new tool for Sasana Wushu Salsabila Indonesia students. Interactivity and three-dimensional display are presented in an attractive manner and can be used anywhere and anytime. This training module is an android application. Students can find out in detail the correct movement according to existing standards, namely IWUF (International Wushu Federation). This research method uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation).
MEDIA EDUKATIF TENTANG HEWAN AIR TAWAR BERBASIS AUGMENTED REALITY DENGAN TEHNIK SUPERIMPOSITION Irawan, Feby; Ramdhan, Syaipul; Sudaryana, I Ketut
Infotech: Journal of Technology Information Vol 9, No 2 (2023): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v9i2.166

Abstract

Augmented Reality (AR) is revolutionizing human-computer interaction by blending the physical and virtual worlds. AR learning using markers or markerless has been widely used in learning media. However, both have a level of saturation because it has been repeated. The learning process of Kindergarten students requires learning that is interesting and fun, so this study explores learning freshwater fish using AR for children and emphasizes the importance of interactivity-centered design through 3-dimensional real objects. The approach is carried out using a superimposition technique that allows real 3-dimensional objects to become varied markers. The test results at the scan angle of the papercraft object used at a distance of 50cm with a slope of 1800, 50cm with a slope of 1300, 50cm with a slope of 900. Likewise the test results on respondents between ordinary learning using the AR application found 83.4% for ordinary learning and 100 % to study with the app. In the end, this research tries to present a new method in markers with a more interesting and real Superimposition technique.
Pengembangan Pembelajaran Tahfidz Qur’an Metode Tilawati Berbasis Multimedia Pada SMP IT CORDOVA Ramdhan, Syaipul; Sofia, Detin; Santoso, Yuli
Academic Journal of Computer Science Research Vol 7, No 1 (2025): Academic Journal of Computer Science Research (AJCSR)
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/ajcsr.v7i1.15801

Abstract

Pembelajaran menghafal Al-Qur'an sangat penting untuk meningkatkan kecerdasan anak melalui pemahaman hukum bacaan dan makharijul huruf. Metode Tilawati adalah metode menghafal Al-Qur'an yang berfokus pada bacaan Al-Qur'an dengan teknik baca simak dan pembiasaan klasikal dari juz 1 sampai juz 30. Penelitian ini menggunakan pendekatan kualitatif dengan studi kasus di SMP IT CORDOVA Rajeg. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Hasil penelitian dan pengembangan media pembelajaran berada pada kategori valid dengan rincian validitas materi yaitu 90,32% (valid) dan 79,03% (cukup valid), validitas media 88,75% (valid), dan validitas media 88,75% (valid). validitas pembelajaran 97,11 % (valid). Tingkat daya tarik media berada pada kategori sangat menarik dengan nilai daya tarik 80%. Tingkat keefektifan penggunaan media menunjukkan t hitung sebesar 3,450. Sehingga dapat disimpulkan bahwa terdapat perbedaan yang signifikan antara sebelum menggunakan media dengan setelah menggunakan media yang dikembangkan.
PELATIHAN LITERASI DIGITAL UNTUK GURU SEKOLAH KHUSUS DALAM MEMBUAT BUKU INTERAKTIF BERBASIS AUGMENTED REALITY Ramdhan, Syaipul; Maisaroh, Siti; Fitri, Shafirah
Jurnal Abdi Insani Vol 11 No 4 (2024): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v11i4.1820

Abstract

Children in special needs schools have visual, hearing, physical, intellectual and social disabilities. The current problem in SKh Caraka Pratama related to teaching activities carried out by teachers is using textbooks that contain too much narrative information. At the same time, students only absorb very little information. The purpose of this activity is to provide training in skills to create interactive books based on Augmented Reality. The method used in organizing this training is through three stages, including: the identification stage with surveys and problem mapping, the empowerment stage with the provision of tools and assistance, and the evaluation stage with activity achievements and questionnaires. The results of this training are that teachers create interactive printed books and Augmented Reality applications that can later be used as a fun teaching tool, the initial teacher competency test (pre-test) got a score of 60, while after the training the score increased to 95.
Classification of Remission Data for Prisoners in Tangerang Class IIA Correctional Institution using K-Nearest Neighbor Algorithm Abdillah, Refa Maulana; Agung, Halim; Ramdhan, Syaipul
G-Tech: Jurnal Teknologi Terapan Vol 9 No 3 (2025): G-Tech, Vol. 9 No. 3 July 2025
Publisher : Universitas Islam Raden Rahmat, Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/g-tech.v9i3.7532

Abstract

The classification of remission eligibility for prisoners is a critical issue in correctional institutions, as it directly impacts prison management and the rehabilitation process. Special remission is a reduction of sentence granted to prisoners based on specific criteria, including religious status and the type of remission granted. This research aims to address the challenge of classifying special remission data for prisoners at the Class IIA Tangerang Correctional Facility using the K-Nearest Neighbor (KNN) algorithm. The dataset used in this study includes four indicators: Length of Sentence, Remaining Sentence, Crime Type, and Risk Dimension, which are analyzed to predict the remission status to be granted. The KNN model, with a parameter of k=1, achieved an accuracy of 93.94%. However, the model struggled to accurately classify the "No Remission" class, resulting in failures to detect prisoners who are not eligible for remission. The data processing steps included converting categorical data into numerical format, data normalization, and splitting the data into training and testing sets. Model evaluation was conducted using Confusion Matrix, Precision, Recall, and F1-Score. The findings suggest that while the KNN algorithm can be effectively used to classify remission status, further improvements are needed to address class imbalance and optimize results.
The Development of an Illustrated Storybook about the Rain Cycle Using Digital Painting to Enhance Students' Learning Interest Ramdhan, Syaipul; Maisaroh, Siti; Saeful, Ahmad
JURNAL SISFOTEK GLOBAL Vol 15, No 2 (2025): JURNAL SISFOTEK GLOBAL
Publisher : Institut Teknologi dan Bisnis Bina Sarana Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38101/sisfotek.v15i2.16041

Abstract

While a wide variety of learning media exists today, each with its own strengths, this abundance can also be overwhelming for students, making it difficult to choose materials that are both effective and easy to understand. Currently, the learning media at SDN Curug 1 are often considered monotonous, relying heavily on text and featuring illustrations that do not adequately support the educational process. This research aims to transform the learning experience from tedious to engaging by developing an illustrated storybook about the rain cycle using digital painting techniques. The methodology employed includes observation, interviews, and a literature review, informed by expert sources and the specific conditions at SDN Curug 1. The primary outcome of this study is an illustrated storybook about the rain cycle. This book serves as a new educational tool for students at SDN Curug 1, designed to deepen their understanding of the subject matter and spark their interest in learning.