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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.
Impelementasi Metode Rapid Application Development Pada Rancang Bangun Sistem Informasi Berbasis Web dengan Framework W3.CSS Gunadi, Goldie
Informatik : Jurnal Ilmu Komputer Vol 17 No 3 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52958/iftk.v17i3.3891

Abstract

Pesatnya perkembangan teknologi informasi dan jaringan internet semakin memudahkan pengembangan aplikasi berbasis web untuk mendukung kegiatan administrasi dalam suatu organisasi. Permasalahan yang dihadapi oleh POUK Lenteng Agung saat ini adalah belum adanya sistem informasi yang terintegrasi untuk melakukan kegiatan administrasi seperti pengelolaan data anggota dan data transaksi pembayaran iuran anggota. Rancang bangun sistem informasi berbasis web di POUK Lenteng Agung menggunakan bahasa pemrograman PHP dan framework W3.CSS dengan metode Rapid Application Development (RAD. Hasil dari penelitian ini adalah sebuah sistem informasi berbasis web pada POUK Lenteng Agung yang dapat digunakan untuk mengelola data member dan transaksi pembayaran member dengan cepat dan mudah sehingga dapat meningkatkan kualitas pelayanan yang diberikan kepada seluruh anggota.
Pengembangan Media Pembelajaran Organ Gerak Hewan dan Manusia Berbasis Android Menggunakan Kodular Herlianus, Herlianus; Gunadi, Goldie
Informatik : Jurnal Ilmu Komputer Vol 18 No 1 (2022): April 2022
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52958/iftk.v17i4.4605

Abstract

Media pembelajaran merupakan sarana atau alat bantu pendidikan yang dapat digunakan sebagai perantara dalam proses pembelajaran untuk mempertinggi efektifitas dan efisiensi dalam mencapai tujuan pengajaran. Saat ini SDN Kebon Jeruk 15 masih menggunakan media pembelajaran konvensional yaitu menggunakan buku tematik dan semua pembahasan materi masih berpusat pada guru. Perkembangan teknologi informasi yang sangat pesat tentu saja memungkinkan bagi tenaga pendidik untuk menyediakan sarana pembelajaran alternatif bagi para siswa yang dapat diakses melalui perangkat telepon pintar. Penelitian ini bertujuan membuat aplikasi media pembelajaran interaktif berbasis Android untuk siswa kelas V SDN Kebon Jeruk 15 dengan topik pembelajaran organ gerak pada manusia dan hewan. Hal ini tentu saja sangat menyenangkan bila dibandingkan dengan media pengajaran yang masih bersifat konvensional. Metode pengembangan aplikasi mengacu pada siklus hidup pengembangan sistem dengan pendekatan berorientasi objek. Perangkat lunak pengembangan aplikasi yang digunakan adalah Kodular. Hasil dari penelitian ini menghasilkan media pembelajaran interaktif dan dapat meningkatkan antusias dalam belajar dan memudahkan pemahaman materi bagi para siswa.
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.
RANCANG BANGUN CHATBOT AKADEMIK BERBASIS FLOWISE DAN GOOGLE GENERATIVE AI (GEMINI 1.5 FLASH) UNTUK LAYANAN SKRIPSI Gunadi, Goldie; Fauzi, Abriel Rizq
Infotech: Journal of Technology Information Vol 11, No 2 (2025): NOVEMBER
Publisher : ISTEK WIDURI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37365/jti.v11i2.568

Abstract

This study aims to develop and implement an academic chatbot based on Flowise and Google Generative AI (Gemini 1.5 Flash) as an information service platform for thesis-related inquiries at the Faculty of Technology, ISTEK Widuri. Previously, academic information services were conducted manually, leading to issues such as delayed responses, high administrative workloads, and inconsistent information. The chatbot was developed using the Waterfall system development model, consisting of requirements analysis, system design, implementation, testing, and user evaluation stages. The system integrates Flowise AI for building interactive conversation flows and Gemini 1.5 Flash as a Large Language Model (LLM) to generate contextual and relevant responses. Black box testing results show that all chatbot functions operated as intended, providing accurate and responsive answers. User evaluations revealed improved information accessibility, faster response times, and higher satisfaction with academic services. The results demonstrate that integrating Flowise and LLM technologies effectively enhances academic service efficiency and can serve as a reference for implementing AI-based systems in higher education institutions.