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Educational Media Design for Learning Basic Programming in Branching Control Structure Material Using Problem-Posing Learning Model Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 4, No 4, November 2019
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (63.172 KB) | DOI: 10.22219/kinetik.v4i4.803

Abstract

Basic programming is one subject that tends to be difficult for students to learn. Along with the development of technology, several researchers have provided solutions to solve this problem, by developing educational games, educational media, interactive learning media, and other auxiliary media. However, on average they have not used or adhered to the syntax of various existing learning models. This study focuses on designing educational media that uses the problem-posing learning model to study the material of branching control structures in basic programming learning which is recommended as a learning medium for vocational high school students. Educational media named TOLSYASUPI-EduMed. We use the highest type of research and development (R&D), the level 4 that we adopted to be adapted into a number of steps that are in line with the needs of this research area. Observation techniques are used as a form of generative research which is a type of user experience research, to explore information before designing a product/application. The side that we highlight here is how the form of educational media design by following the syntax of the problem-posing learning model. Then do an A/B testing which is assessed by experts to choose the best design with results that are type B designs with a percentage of 90.9%. We also state the analysis of the functional aspects of educational media to strengthen the validity of this design idea.
Body Temperature Measurement Tool for Early Detection of COVID-19 Based on Interactive Augmented Reality Technology and Sensor MLX90614: Framework and Prototyping Subandi, Subandi; Budi Nugroho, Agus Setiyo; Nurkamilia, Nurkamilia; Syahidi, Aulia Akhrian
JURIKOM (Jurnal Riset Komputer) Vol 8, No 5 (2021): Oktober 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v8i5.3622

Abstract

The time of the COVID-19 pandemic is still ongoing and it is uncertain when it will end, so contributions from universities are needed in terms of innovation to anticipate the spread of COVID-19. This paper reports on the development of a temperature measurement application for early detection of COVID-19 based on Interactive Augmented Reality (IAR) technology and the MLX90614 sensor by knowing the framework and application prototyping. The application development method used is Extreme Programming (XP) which is a type of Agile Process and implements testing of application features with black-box and the precision of the application. The result of this research is that an application framework is produced, namely, the user opens the IAR camera application then directs the MLX90614 sensor to the target, the target immediately directs his face to the IAR camera, so that the results of body temperature detection can be tracked and visualized the results on the IAR user interface. The IAR camera function is to generate visualization in the form of detection result information into a user interface modeling. Furthermore, for the black-box test results, it was found that all the features of the application were functioning properly and the precision testing results were 94.44% with a very good category. In the future, the features and performance of the application will be improved as well as the efficiency of the form of the device used so that it can be used by the general public.
PENGEMBANGAN GAME ACTION-ADVENTURE BERDASARKAN CERITA RAKYAT SULTAN SURIANSYAH BERMUATAN KEARIFAN LOKAL BANJARMASIN BERBASIS PERANGKAT BERGERAK Syahidi, Aulia Akhrian; Riyadi, Ahmad; Zakiah, Siti; Astuti, Maya
Jurnal Borneo Informatika dan Teknik Komputer Vol 1, No 1 (2021): Edisi Oktober-Maret
Publisher : Jurusan Teknik Komputer, Fakultas Teknik, Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1082.777 KB) | DOI: 10.35334/jbit.v1i1.2122

Abstract

Sultan Suriansyah was the King of Bandarmasih (the First King of Banjar) who ruled from 1520-1540 and was the first king to embrace Islam. Tourism-related to the tomb of Sultan Suriansyah is very popular among the people of Banjar. However, the folklore that tells about Sultan Suriansyah is not as popular as his tomb, many young people today don't know it, even across Indonesia it is also not well known for this folklore from South Kalimantan. The purpose of this research is to design and build a folklore game with an action-adventure genre that adapts the story of Sultan Suriansyah to preserve Banjarmasin folklore and as a means to understand grammar in the Banjar language. The research method used is the Game Development Life Cycle with stages in the form of Pre-Production, Production, Testing, and Post-Production. The results show that the game design has been produced in the form of a storyboard and then developed using Godot Engine software with the output of the (.apk) extension application that can be installed on mobile devices. Then the Playtesting and Gameflow testing was also carried out which involved 50 respondents as players with an age range of 13-15 years, the results showed that the games built and tested had met the elements and criteria with an overall average value of 4.84 and no bugs were found in the game. Tests related to player knowledge and justification for using games as a media to preserve folklore and a means to understand the Banjarese language have also been carried out with very good results.
Pengembangan Aplikasi Ekspedisi Pada CV Hasfi Berbasis Web Pamungkas, Kun Nursyaiful Priyo; Sholihin, Fuad; Herlinawati, Herlinawati; Syahidi, Aulia Akhrian
POROS TEKNIK Vol 14 No 2 (2022)
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/porosteknik.v14i2.2590

Abstract

Saat ini, digitalisasi menjadi pilar ekonomi. Perusahaan atau organisasi yang belum melakukan transformasi digital, maka perusahaan tersebut akan sulit untuk bertahan dan memenangkan persaingan bisnis yang semakin ketat. Pandemi covid-19 yang melanda di banyak negara telah menunjukkan bahwa dunia usaha dan dunia industry yang lambat melakukan transformasi digital sulit untuk melanjutkan bisnisnya. CV Hasfi adalah perusahaan skala menengah yang bergerak di bidang bisnis. Perusahaan ini telah mengimplementasi digitalilsasi dalam mengoperasikan bisnisnya. Namun, aplikasi yang sudah diimplementasikan menjadi kurang relevan dengan tuntutan bisnis. Penelitian ini mengusulkan pengembangan aplikasi berbasis web yang memperhatikan antarmuka yang ramah pengguna. Metode extreme programming dipilih sebagai strategi untuk mengembangkan perangkat lunak. Hasil pengujian dengan pendekatan black-box menunjukkan bahwa aplikasi yang sudah dikembangkan sesuai dengan kebutuhan bisnis.
Measuring User Assessments and Expectations: The Use of WebQual 4.0 Method and Importance-Performance Analysis (IPA) to Evaluate the Quality of School Websites Syahidi, Aulia Akhrian; Asyikin, Arifin Noor; Subandi, Subandi
Journal of Information Technology and Computer Science Vol. 4 No. 1: June 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (5081.499 KB) | DOI: 10.25126/jitecs.20194198

Abstract

As time goes by and technology advances, any information can be easily obtained from many media, both from various print media or digital electronic media. One of the fastest growing digital media and the main choice for individuals or agencies to get fast and accurate information is the website. One of the benefits of the website is that it can be used as an effective promotional media because it can be accessed by anyone and at any time. This study discusses the evaluation of school websites with a case study at the SMK Muhammadiyah 1 Banjarmasin using the WebQual 4.0 and Importance-Performance Analysis (IPA) methods. This study aims to measure user ratings of performance and expectations of users/visitors to the website of the SMK Muhammadiyah 1 Banjarmasin. The data in this study were obtained from the questionnaire using a sample of web visitors themselves, both through online based questionnaires and offline questionnaires with paper. This study uses data processing software, namely Structural Equation Modeling (SEM) 2.0. It can be concluded that in this study the results are measured by the level of performance (actual) and the level of importance (expectations) which shows that there is an overall gap for all dimensions -0.38 ie the website needs improvement and tends to still not be as expected. The biggest gap is in the Usability dimension with the largest value being -1.07 on USE5 variables, which means that the appearance of this website tends to be unattractive, not in line with expectations, and needs improvement. Then the acquisition of the value of R Square for the variable user satisfaction is 0.61, which means that the value indicates that the variable user satisfaction can be explained by usability, information quality, and service interaction with a value of 67.7%, while the remaining 32.3% is influenced by variables others not found in the research model.
TOLSYASUPI-EduMed: Development of Educational Media Using the Problem-Posing Learning Model for Basic Programming Subjects Syahidi, Aulia Akhrian; Tolle, Herman; Supianto, Ahmad Afif; Hirashima, Tsukasa
Journal of Information Technology and Computer Science Vol. 4 No. 2: September 2019
Publisher : Faculty of Computer Science (FILKOM) Brawijaya University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (9361.069 KB) | DOI: 10.25126/jitecs.201942106

Abstract

The importance of expertise in the field of programming today makesVocational High Schools as early as a possible incorporate curriculum that canlearn skills in programming, which is then called basic programming subjects.These subjects are the initial foundation, to study other productive subjects thatmust be studied by students in the field of ICT expertise. However, in reality,students tend to dislike these subjects because they feel difficulties inunderstanding and learning them. Therefore, we try to present a solution toovercome this problem by developing basic programming educational media,especially in the material of branching control structures by embedding thesyntax of problem-posing learning models in the type of open-posing into theinteraction flow. This educational media is called TOLSYASUPI-EduMed. Theresearch and development method (R&D) was used as the main method in thisstudy. The model for system development uses ADDIE by adapting the R&Dmethod. A/B testing methods are used to validate the initial selection ofeducational media design. The form of design until the development stage isvalidated by media and material experts as much as 3 iterations, to ensure thatthe educational media can look for effects on the effectiveness of learning. Atotal of 36 students were involved in the use of this educational media.Evaluation of the use of educational media to determine aspects of satisfactionand usability using the Computer System Usability Questionnaire (CSUQ)method. The results of the study stated that 90.9% of experts agreed that VeryStrong to choose design B to continue at the advanced design, development,and implementation stages. The results of the validation of media and materialexperts state that it is feasible to use. Based on functional requirementsspecifications, all features function properly, and non-functionally 94.49% withpredicates Very Strong that end-users (students) are satisfied and feel theusefulness of this TOLSYASUPI-EduMed.
Web-Based Data Collection Service System Design for the Social Services Department of Nias Selatan Laia, Finis Hermanto; Laia, Firdaus; Syahidi, Aulia Akhrian; Buulolo, Progresif
Jurnal Informatika Vol 4 No 1 (2025): Jurnal Informatika
Publisher : LPPM Universitas Nias Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57094/ji.v4i1.2608

Abstract

The Social Services Department of Nias Selatan faced challenges in managing data on Penyandang Masalah Kesejahteraan Sosial (PMKS) due to manual processes and geographical constraints across the district. This study aimed to design a web-based data collection service system to improve data management, complaint handling, announcements, and dissemination of social welfare information. Data were collected through observations and interviews, and the system was modeled using Unified Modeling Language (UML) diagrams, including Use Case, Activity, Sequence, and Class Diagrams. The system was developed using the waterfall method, with PHP and MySQL as the programming and database technologies. Functional testing using the black box method showed that the system functioned as expected. The resulting web application facilitated effective and transparent management of PMKS data, enhanced complaint services, and improved information delivery to the community. The system supported the Social Services Department in performing its duties more efficiently, particularly in managing PMKS data across multiple sub-districts. Future developments were considered, including security enhancements and integration with social media platforms for broader information dissemination.