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RANCANG BANGUN APLIKASI MEDIA PEMBELAJARAN MENGENAL NAMA HEWAN DALAM DUA BAHASA BERBASIS ANDROID MENGGUNAKAN THUNKABLE Gunadi, Goldie
Infotech: Journal of Technology Information Vol 6, No 1 (2020): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v6i1.77

Abstract

With the rapid development of Android-based smartphone technology devices, many learning media applications for multimedia-based children have been developed, the aim of which is to increase children's interest and motivation to learn in order to better receive the learning material provided. In this study, an Android-based animal recognition application design was carried out using two languages namely Indonesian and English. The design process is done using UML modeling, while the process of making an application is done using a tool that is Thunkable. With Thunkable the process of making applications becomes easier, faster and efficient. To ensure that every functional application runs properly in accordance with expectations, Black-Box testing is performed. The results of this study are an Android application that uses a variety of multimedia resources such as images, audio (sound) and video, as well as having an attractive and easy to use interface so that it can help early childhood children learn the material presented in this application.
ANALISA TINGKAT PENERIMAAN APLIKASI SCRATCH MENGGUNAKAN TECHNOLOGY ACCEPTANCE MODEL (TAM) Gunadi, Goldie; Sudaryana, I Ketut
Infotech: Journal of Technology Information Vol 7, No 1 (2021): JUNI
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v7i1.101

Abstract

In connection with the need for making instructional media applications by teachers in the distance learning process, PT. Bangun Satya Wacana (BSW) through the Diginusa department held training on the use of the Scratch visual programming application to create learning materials such as games, animations and interactive quizzes. Scratch is a graphical programming language using drag and drop command blocks. Besides that, Scratch can be used both online and offline, so it is very helpful for the distance learning process (DLP). This research aims to see how the level of acceptance of teachers to Scratch using the Technology Acceptance Model (TAM) method. The indicators measured are Self-Efficacy, Complexity, Perceived Usefulness, Perceived Ease of Use, Intention to Use and Actual Technology Use, then analyzed by linear regression method with the help of IBM SPSS software. From the results of the analysis carried out, it can be seen that the Intention to Use affects the Actual Technology Use. Perceived Usefulness and Perceived Ease of Use together affect the Intention to Use. Perceived Ease of Use, Self-Efficacy and Complexity together have a significant effect on Perceived Usefulness.
Pelatihan membuat presentasi dengan AI menggunakan Presentations.AI dan ChatGPT bagi Siswa SMK Media Informatika Dasana Indah Tangerang : Pengabdian Taufik, Ahmad; Sudaryana, I Ketut; Gunadi, Goldie; Tri M, Tupan; Budiyantara, Agus; Doharma, Rouli
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3575

Abstract

Advances in information technology, particularly artificial intelligence (AI) and generative language models like ChatGPT, can be leveraged in presentation creation. This technology opens up opportunities to automate and simplify creative tasks, including the development of presentation materials. This training aimed to explore the use of AI and ChatGPT to accelerate workflows, improve content quality, and create engaging presentations for students at SMK Media Informatika Dasana Indah, Tangerang. The methods used included case studies and comparative experiments between conventional and AI-based presentation creation. Data was obtained from analyses of quality, design, processing time, and user feedback. The results showed that AI and ChatGPT significantly saved time in developing presentation outlines, ideas, and text drafts. Integrating AI into platforms like Canva or Google Slides also facilitates the selection of professional templates and automated design. However, challenges were identified, such as the limitations of human creativity, the risk of misinterpretation by AI, and the need for content verification.