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Designing Windows Based Learning Applications Using Biology Material (Viruses) Syahputra, Fahmy; Putri, Tansa Trisna Astono; Sitorus, Andika; Nazwa, Safira; Calista, Sandha
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4224

Abstract

In the current era of computers and the internet, the use of technology in education is becoming increasingly important to increase the efficiency and effectiveness of the learning process. In this article, we will learn how to create a Windows-based learning application using the Visual Studio Framework and the Visual Basic programming language. By providing interactive and easy-to-use tools, this application is intended to support the educational process. User needs analysis is the main stage in the application design process, such as system design, implementation, and testing. User needs analysis is carried out to determine the special needs of teachers and students, such as managing learning materials, monitoring learning progress, and evaluation. System design also includes application architecture and user interfaces that enable easy and effective interaction. The research results show that this Windows-based learning application has the ability to improve interaction between teachers and students, facilitate access to learning materials, and provide useful evaluation tools. However, issues such as hardware compatibility and user training requirements were also discovered. As a result, it is hoped that this application can help learning in the digital era while development continues to be carried out to overcome existing problems.
Designing a Windows-Based Learning Application About the History of Batik in Indonesia Syahputra, Fahmy; Putri, Tansa Trisna Astono; Adwiyah, Rabiatul; Tarigan, Ray Rivandi; Gorat, Loveyanni Marito Benedikta
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4229

Abstract

The development of information technology has brought significant changes to the world of education, including in history learning methods. Application-based learning provides a more interactive and effective learning experience. Traditional batik, which has developed over the past centuries, has produced various types and patterns of traditional batik that are unique to every region in Indonesia. Indonesian batik is very popular in various countries. Batik as a cultural heritage from our ancestors needs to be preserved so that it does not become extinct over time. This research aims to create a learning application to introduce batik originating from Indonesia. The application was built using Windows Visual Studio, making it easier for users to run the application and understand the information.
Design of Windows-Based Learning Applications on Educational Philosophy Material Syahputra, Fahmy; Putri, Tansa Trisna Astono; Barus, Tirta Yasa Agung; Jauharah, Jauharah; Tarigan, Febrinata Silvinna Boru; Sinaga, Novi Novani
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4225

Abstract

This journal discusses the design and development of Windows-based learning applications focused on educational philosophy material. Philosophy of education has an important role in shaping the goals and methods of education, but is often considered difficult by students. This research focuses on the development of a Windows-based learning application aimed at the topic of Philosophy of Education. Information technology is essential for teaching in the modern era to improve student interaction and their understanding of the subject matter. Students can learn the basic concepts of philosophy of education with this interactive application. Planning, modeling, construction, verification, and maintenance are the stages of the waterfall model used as the development method. This application uses Visual Basic.Net and Microsoft Visual Studio development tools. The results show that this application not only fulfills educational needs but also improves the quality of learning because it has features that support a more dynamic learning process. Therefore, it is expected that this learning application will help improve the quality of education in Indonesia by offering students a more efficient and engaging learning method.
Designing Windows-Based Learning Applications Using Computer Network Material Syahputra, Fahmy; Putri, Tansa Trisna Astono; Ramadani, Nadila; Al farishi, M Farid; Faturrahman, M Nadhif
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4230

Abstract

This article discusses the design of a Windows-based learning application for computer network hardware. In the context of education, providing computer network hardware is often a challenge, especially in terms of understanding complex concepts. Therefore, interactive and interesting learning materials are needed to help students understand the material better. The application is designed using an interactive multimedia approach, combining text, images, animations, and videos to present information in a computer network. The design process includes needs analysis, user interface design, and development of program-related content. Application testing is carried out to ensure that the application meets learning objectives and can be used effectively by students. The results of the study show that this application not only improves students' understanding of computer networks but also provides a more enjoyable learning experience. Therefore, hopefully this learning application can be an effective tool in the teaching and learning process in educational environments.
Development of VB.Net Based Educational Psychology Learning Media Applications Syahputra, Fahmy; Putri, Tansa Trisna Astono; Manurung, Ricardo; Nurrahma, Suci; Ginting, Ariyantika Br
QISTINA: Jurnal Multidisiplin Indonesia Vol 3, No 2 (2024): December 2024
Publisher : CV. Rayyan Dwi Bharata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57235/qistina.v3i2.4226

Abstract

This article aims to develop a learning multimedia application specifically designed to support the learning process of educational psychology using the VB.Net programming language. With the increasing utilization of technology in education, the need for effective and interactive learning materials is becoming more urgent. This application comes with various features including learning material modules, interactive quizzes, and evaluation of learning outcomes that allow users to track their learning progress. In addition, the app is designed to be easily accessed and used by teachers and students, both in the classroom and in a self-study environment. The application development process includes many stages, from requirements analysis, system design, software development to testing and evaluation. The trial results show that this application has the potential to improve understanding of educational psychology concepts and provide a more dynamic learning experience. Through the use of this application, students can learn more deeply and repeatedly, thus significantly increasing their motivation and learning outcomes.
Utilization chatbot for Indonesian tourism: a post-pandemic solution of information accessibility Fibriasari, Hesti; Waluyo, Bakti Dwi; Baharuddin, Baharuddin; Putri, Tansa Trisna Astono; Rahmadany, Savitri
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol 10, No 3 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020243791

Abstract

Indonesia is a renowned tourist destination worldwide. However, the COVID-19 pandemic has resulted in a decrease in both foreign and domestic tourist visits. Therefore, this research aims to develop a Telegram-based ChatBot application to increase post-pandemic tourist visits. The ChatBot is designed to make it easier for tourists to obtain information related to transportation and accommodation at tourist attractions. The ChatBot is built using the Knuth-Morris-Pratt (KMP) algorithm and web scraping method. The ChatBot's response to the keyword matching is then presented to tourists. To measure travelers' perceptions of ChatBot, the System Usability Scale (SUS) was used. SUS is a questionnaire consisting of 10 questions that were answered by 20 anonymous users. Based on the calculations, the average SUS score is 71, which indicates that the developed ChatBot is in the good category and suitable for use. Using this ChatBot will make it easier for tourists to obtain tourism information in Indonesia. With its ability to retrieve relevant information related to transportation and accommodation at tourist attractions, the ChatBot can serve as a useful tool to increase post-pandemic tourist visits.
Embracing Freedom in Learning: The Impact of Kurikulum Merdeka on Engineering Students of Universitas Negeri Medan Hasan, Hanapi; Maksum, Hasan; Waskito; Tansa Trisna Astono Putri
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4156

Abstract

In 2020, Indonesia's Ministry of Education, Culture, Research, and Technology introduced the Merdeka Belajar-Kampus Merdeka (MBKM) curriculum for higher education to better prepare students for the modern job market. This study contrasts the MBKM curriculum with the non-MBKM curriculum, focusing on their impacts on students' career exploration and professional maturity. Using a quantitative, correlational approach, the study sampled 187 engineering students from a Medan university. Instruments included the Career Exploration Survey (CES) and the Career Development Inventory (CDI). Results showed that both curricula positively influence career exploration and professional maturity, with no significant differences between the two. The MBKM curriculum's emphasis on real-world experience and career preparation was highlighted as a key factor in fostering career readiness. The study concludes that both curricula effectively support career development, but the MBKM curriculum offers a more practical, hands-on approach to preparing students for the workforce.
Chatbot Prototype Training Using Deep Learning Methods For Tourism in North Sumatra Fibriasari, Hesti; Putri, Tansa Trisna Astono; Widiastuti, Uyuni
Journal of Community Research and Service Vol. 7 No. 2: July 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jcrs.v7i2.49506

Abstract

One of the several foreign exchange industries with considerable expansion potential is tourism. One is the province of North Sumatra, which has numerous intriguing tourist attractions. Advertising and inadequate tourism information management systems are factors that are impeding the growth of the tourism industry. The younger generation still has very little understanding of artificial intelligence and its applications for Chatbots and support services. A program called a Chatbot makes to hold chats for you. As a result, instruction requires in the design and use of deep-learning Chatbots. By offering guidance, examples, and hands-on training on tourist Chatbot prototypes from North Sumatra, this non-profit endeavor attempted to address the issue at hand. The PKM program's activities include: 1) instruction in marketing strategies including tourist information management systems. 2) instruction in the fundamental ideas of artificial intelligence, particularly Chatbots. 3) instruction in deep learning for Chatbot construction; 4) instruction in utilizing the Chatbot application. It envisaged that the outcomes of this activity would promote public awareness usage of Chatbot applications to discover data regarding tourist attractions around the province of North Sumatra as awareness among tourists.
CHATBOT PROTOTYPE TRAINING USING DEEP LEARNING METHODS FOR TOURISM IN NORTH SUMATRA Fibriasari, Hesti; Putri, Tansa Trisna Astono; Widiastuti, Uyuni
Journal of Community Research and Service Vol. 8 No. 1: January 2024
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jcrs.v8i1.57639

Abstract

Tourism is one of the foreign exchange industry that has significant potential for expansion. One notable province is North Sumatra, which boasts a plethora of captivating tourism destinations. Advertising and insufficient management systems for tourism information are hindering the expansion of the tourism business. The younger generation lacks a significant comprehension of artificial intelligence and its utilization in Chatbots and support services. A Chatbot is a program designed to engage in conversations on your behalf. Consequently, the design and deployment of deep-learning Chatbots necessitate teaching. This non-profit initiative aimed to tackle the issue by providing direction, examples, and practical training on tourist Chatbot prototypes specifically from North Sumatra. The PKM curriculum offers teaching in marketing methods, specifically focusing on tourist information management systems. 2) Education on the core concepts of artificial intelligence, specifically focusing on Chatbots. 3) Training in deep learning for constructing Chatbots; 4) Training in using the Chatbot application. The purpose of this activity is to increase public knowledge and usage of Chatbot applications for obtaining information about tourism destinations in the province of North Sumatra, in order to raise awareness among tourists.
Utilization chatbot for Indonesian tourism: a post-pandemic solution of information accessibility Fibriasari, Hesti; Waluyo, Bakti Dwi; Baharuddin, Baharuddin; Putri, Tansa Trisna Astono; Rahmadany, Savitri
JPPI (Jurnal Penelitian Pendidikan Indonesia) Vol. 10 No. 3 (2024): JPPI (Jurnal Penelitian Pendidikan Indonesia)
Publisher : Indonesian Institute for Counseling, Education and Theraphy (IICET)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/020243791

Abstract

Indonesia is a renowned tourist destination worldwide. However, the COVID-19 pandemic has resulted in a decrease in both foreign and domestic tourist visits. Therefore, this research aims to develop a Telegram-based ChatBot application to increase post-pandemic tourist visits. The ChatBot is designed to make it easier for tourists to obtain information related to transportation and accommodation at tourist attractions. The ChatBot is built using the Knuth-Morris-Pratt (KMP) algorithm and web scraping method. The ChatBot's response to the keyword matching is then presented to tourists. To measure travelers' perceptions of ChatBot, the System Usability Scale (SUS) was used. SUS is a questionnaire consisting of 10 questions that were answered by 20 anonymous users. Based on the calculations, the average SUS score is 71, which indicates that the developed ChatBot is in the good category and suitable for use. Using this ChatBot will make it easier for tourists to obtain tourism information in Indonesia. With its ability to retrieve relevant information related to transportation and accommodation at tourist attractions, the ChatBot can serve as a useful tool to increase post-pandemic tourist visits.