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Pembuatan Game Edukasi Tata Krama untuk Santri TPA Baitussalam Sri Pemandang Berbasis Android Ermunanda, Eryshta Sevisca; Andriyanto, Sidhiq; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.192

Abstract

In the process of character building of early childhood, it is necessary to instill good attitudes and and be given a place to learn by utilizing technological developments in the learning process. Therefore, it is hoped that educational games can support the enthusiasm of children in learning to understand manners in accordance with Islamic law. Educational games can help educators both teachers and parents in providing manners education This research aims to develop educational games as a learning tool that suits the needs of TPA Baitussalam Sri Pemandang children. The method implemented is the Game Development Life Cycle (GDLC), designed using Unity application and Canva application. In this game there are three learning materials namely Manners, Asmaul Husna, and Prophet Stories. The game runs well and has been tested for functional features by experts. The results of application testing show that the material is in accordance with the source book used in Caberawit learning with a percentage of 95.71%. To calculate User Acceptance Testing, taken from testing to children Caberawit TPA Baitussalam Sri Pemandang get a final score of 85.9%. After doing the UAT calculation, it can be concluded that the manners educational game falls into the "Very Feasible" criteria.
Optimisasi Sistem Manajemen Transaksi Pada Stasiun Pengisian Listrik Berbasis Website Imamar Fabiddunya, Puteri; Amini, Aisyah; Gumilang Saputra, Ary Eka; Saputra, Zanu; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.194

Abstract

The growth in the use of electric vehicles has become a significant trend in recent years, supported by the establishment of several electric charging stations in urban areas. The reliability of transaction system management at electric charging stations is one of the main focuses. Therefore, research is needed to create a transaction system at a simple electric charging station that utilizes a website-based platform. The aim of this research is to optimize transaction system management at electric charging stations. Based on the results obtained in this research, the tool is capable of charging from an AC source which is converted to DC by a 12V 5A power adapter. Charging is carried out using a 12V 3.5Ah battery with a nominal price option of 5,000 to 25,000. When the top-up reaches the nominal value filled in, the top-up will be cut off by the relay and the transaction receipt will automatically come out. The receipt data that comes out will be stored on the website. Operators and users can monitor transaction data via the STARIK website.
Perancangan Aplikasi Smart Fence Menggunakan Visual Studio Code Berbasis IOT Harmie, Hasya Akhlaqah; Diza Dwi Putra, Rahmattian; Josi, Ahmad; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.197

Abstract

The development of the Internet of Things facilitates the integration of devices with the environment by providing networking capabilities to systems. This research focuses on an IoT-based Smart Fence monitoring system that will be capable of remote monitoring and control through an Android application. The system also enables voice control, enhancing accessibility and user convenience in specific situations. The research methodology centers around quantitative methods, where the researcher collects data from the system after conducting tests. The tests yield varied results, including an average signal speed of 46.74 Mbps, an average voice recognition rate of 75%, an average system operation time (via buttons/voice) of 9.71 seconds with a success rate of 66.67%, and application Testing with an average time of 2.13 seconds and a success rate of 71.43%. Based on the system's trial results, it is observed that the system's performance can be categorized as quite good. The system encounters challenges, especially in implementing the system in English, with values indicating failures in Testing. This research is expected to improve the efficiency of IoT-based fence control and has the potential for further development to support the advancement of IoT technology.
Sistem Informasi Apotek Happy Berbasis Web Fiilma Ihzani, Gheasani; Fujiyanti, Linda; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.202

Abstract

Happy pharmacy is a pharmacy that sells medicine located at street Kp. Asam, Kec. Rangkui, Pangkalpinang City, Bangka Belitung Island 33684. In running its business, Happy Pharmacy still uses a conventional system where all information regarding drug sales and sales reports is still done manually. This causes problems such as the problems that occr at the Happy Pangkalpinang Pharmacy, the author created a web-based pharmacy information system with the aim of making it easier for users to process and provide information regarding pharmacy data and to support the work effectiveness and accuracy of existing pharmacy data. the method that the author useus in building a web-based pharmacy information system uses the waterfall method which consists of several stages such as analysis, design, coding, testing and implementation. Data collection techniques used in the web-based pharmacy information system are interviews, observation and literature study. For system development, the language used PHP,MySQL.
Perancangan Sistem Attendance Mahasiswa Dan Peminjaman Alat Lab Berbasis RFID Di Politeknik Manufaktur Negeri Bangka Belitung Afriansyah, Afriansyah; Afriansyah, Riki; Riezky Pratiwi, Indah
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.224

Abstract

Attendance is an attendance list that is always used to view attendance data at an institution that wants to use it, because attendance has a value that is relevant enough to be used. In achieving data relevance for absenteeism, careful planning, effective management, and compliance with regulations and requirements are required. However, attendance at the Bangka Belitung State Manufacturing Polytechnic is still done manually. The conditions used greatly influence the technology used. Therefore, we need an attendance tool based on modern technology, namely RFID, which can be used to register attendance which is carried out by developing a system using the Prototype method. So with this RFID-based attendance system it can help the work of those in charge of managing attendance data.
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Sari, Elisa Mayang; Novitasari, Novitasari; Fujiyanti, Linda; Afriansyah, Riki; Ramadhani, Arya
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak: Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar. Abstract: Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.
Digitalisasi Manajemen Produksi dan Keuangan pada Usaha Kecil di Pangkalpinang, Kabupaten Bangka Wahyudie, Ilham Ary; Afriansyah, Riki; Rodika, Rodika; Sukanto, Sukanto
Indonesian Journal of Society Engagement Vol. 5 No. 3: Desember 2024
Publisher : Lembaga Kajian Demokrasi dan Pemberdayaan Masyarakat (LKD-PM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33753/ijse.v5i3.182

Abstract

Small and Medium Enterprises (UKM) in Pangkal Pinang, Bangka, often need help managing production and finance due to limited application of information technology. To overcome the problems of managing production and finance, this community service activity was carried out to implement the "TACON" management information system application in several selected UKM. The method of implementing the activity includes identifying UKM in need, training them to use the application, implementing the system, and monitoring and evaluating its impact. The activity results showed increased operational efficiency, where the production process became more organized, and financial transparency increased with more accurate recording. In addition, the training provided also improved the competence of human resources in the related UKM. The main contribution of this activity is to strengthen the competitiveness of UKM in Pangkalpinang by applying appropriate information technology and providing a solid foundation for UKM in facing future business challenges. This program proves that, when appropriately implemented, information technology can be an effective tool in supporting the sustainability and growth of UKM.
ANALISIS AKURASI JARAK BACA OCR DAN QR CODE PADA PROTOTYPE SMART PARKING Ammar, Farid; Khariyyah, Lina; Afriansyah, Riki; Yudhi, Yudhi
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): TECHNOLOGIA (JANUARI)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17394

Abstract

Penelitian ini mengembangkan layanan website smart parking terintegrasi dengan prototype yang menggantikan teknologi RFID pada penelitian sebelumnya dengan menerapkan komponen teknologi QR Code untuk hak akses parkir dan pembayaran otomatis bagi pengendara. Kamera pada prototype smart parking dapat mengolah gambar plat kendaraan menjadi teks menggunakan Optical Character Recognition (OCR) untuk verifikasi akses slot parkir pada website smart parking. Uji jarak baca pada plat kendaraan menunjukkan akurasi 97,5% untuk plate recognition pada jarak 100 cm dan jarak 150 cm menunjukkan hasil akurasi 81,25%. Kemudian jarak ideal untuk memindai QR Code adalah 10 sampai 30 cm.
SISTEM INFORMASI PENGELOLAAN BANK SAMPAH BERBASIS WEB DALAM MENINGKATKAN KEMUDAHAN TRANSAKSI (STUDI KASUS: BANK SAMPAH KARYA MANDIRI) Annisha, Angelin Fitri; Kusuma Pradana, Teguh Hari; Afriansyah, Riki; Fujiyanti, Linda
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): TECHNOLOGIA (JANUARI)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17436

Abstract

Masalah pengelolaan sampah di Indonesia terus meningkat, sementara bank sampah menawarkan solusi berbasis komunitas dengan manfaat ekonomi. Penelitian ini bertujuan membuat dan mengambangkan sistem informasi berbasis web untuk Bank Sampah Karya Mandiri untuk meningkatkan efisiensi dan transparansi pengelolaan pada Bank Sampah Karya Mandiri. Menggunakan metode prototype, sistem ini dirancang iteratif dengan fitur pencatatan otomatis, akses berbasis peran, dan portal nasabah untuk memantau transaksi. Hasil menunjukkan sistem ini mampu meningkatkan efisiensi, mengurangi kesalahan, dan menyediakan akses transparan, mendukung pengelolaan sampah yang lebih baik dan berkelanjutan.
Pengembangan Game Edukasi Tentang Mata Menggunakan Metode Research And Development Untuk Kelas IIX Andriyanto, Sidhiq; Afriansyah, Riki; Syafiq, Ikmal
Manutech : Jurnal Teknologi Manufaktur Vol. 16 No. 02 (2024): Manutech: Jurnal Teknologi Manufaktur
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/manutech.v16i02.355

Abstract

Information technology-based learning has become a primary focus in improving the effectiveness of the educational process in various institutions. The background of this research is driven by the need of SMP Negeri 2 Parittiga to utilize information technology as an innovative and engaging learning tool for Grade IX students. This is due to the declining interest of students in learning science subjects at SMP Negeri 2 Parittiga. This research aims to develop an educational game application using the Research and Development (R&D) method with the Game Development Life Cycle (GDLC) as the development method. The GDLC method was chosen to ensure that the development of the educational game application is conducted in a structured and efficient manner. The design of user activities in the application uses activity diagrams, while the interface design utilizes Canva software. The development of this game application uses Unity 2D software. The result of this research is an educational game application that includes a sliding puzzle menu, materials, and practice questions for Grade IX students at SMP Negeri 2 Parittiga. The validation test using Aiken's method for content validation scored 0.9286, while media validation scored 0.8518. With these very high criteria, it can be concluded that the application is highly suitable for use by Grade IX students as a learning tool. It is hoped that this research can enhance the quality of learning at SMP Negeri 2 Parittiga.