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Meta-Analysis the Effect of Combination Oral Contraceptive on the Risk of Venous Thromboembolism and Stroke in Family Planning Acceptors Sari, Putri Yunita; Pamungkasari, Eti Poncorini; Murti, Bhisma
Journal of Maternal and Child Health Vol. 6 No. 2 (2021)
Publisher : Masters Program in Public Health, Universitas Sebelas Maret, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (34.288 KB)

Abstract

Background: The global percentage of con
Implementasi Teknologi Augmented Reality Pada Game Beat Saber di Game Blink Padang Kurniasih, Kurniasih; Sari, Putri Yunita; Prihamdani, Ferju; Maideshinta, Tri Kurnia; Rinaldi, Muhammad; Fiddaraini, Hasana; Putri, Harmida Gusnia; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5952

Abstract

This research aims to explore and implement Augmented Reality (AR) technology in the Beat Saber game at Game Blink Padang. Augmented Reality is a technology that combines the real world with virtual objects to create an immersive interactive experience for users. Beat Saber is a musical rhythm game that is popular among game lovers, where players have to cut incoming blocks according to the rhythm of the music being played. It is hoped that the implementation of AR in this game can improve the playing experience by adding more interesting and realistic visual and interaction elements. This research involves evaluating the user experience of the AR version. Research methods include data collection through surveys and direct observation by playing the Blink Padang Game. The research results show that the use of AR in Beat Saber significantly increases player satisfaction and engagement. Players report a more fun and challenging gaming experience, as well as improvements in immersion and interactivity. The implementation of AR technology opens up new opportunities in the development of music rhythm games and can become a model for the integration of AR in other games in the future.
Pengembangan Metode PBL Menggunakan Media Interaktif Berbasis Web (Canva) Untuk Siswa Kelas XII RPL SMKN 2 Padang Anaperta, Megasyani; Sari, Putri Yunita; Wingsky, Monica; Sari, Umi Kurnia; Zalukhu, Yasona
Journal of Computer Science and Information System(JCoInS) Vol 4, No 4: JCOINS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i4.5284

Abstract

Based on the results of interviews and observations of Database learning at SMKN 2 Padang, it shows that the learning process is good and teachers teach according to the curriculum. The media used are textbooks and presentation media using Power Point. Package books are used when the class does not have time to borrow infocus due to the limited number of infocus and not all students have laptops and there are problems with the computer laboratory being inadequate or unusable. The power point presentation media used is still monotonous or does not use interactive media, even though internet services such as Wifi are already available at schools. This research aims to produce interactive, valid, practical and effective media to use in helping students learn the hierarchical structure of databases. Learning media is created using Web-based Canva so that it can be used using each smartphone. The method used is R&D (Research and Development) with a 4D development model (Define, Design, Development and Deseminate) and using the Problem Based Learning Method. The research results show that this interactive learning media is said to be valid by validators and is considered practical by teachers and students based on the results of questionnaire responses. This shows that Web-based interactive learning media is declared effective in the learning process to improve the quality of student learning.
PELESTARIAN TRADISI PESTA LAUT DI KELURAHAN KUALA SAMBOJA, KECAMATAN SAMBOJA, KABUPATEN KUTAI KARTANEGARA MELALUI PODCAST BUDAYA: Preserving Pesta Laut Tradition in Kuala Samboja Ward, Samboja Subdistrict, Kutai Kartanegara District through Culture Podcast Masrur; Ariani, Setya; Purwanti; Pratama, Zamrud Whidas; Lina, Ester; Fahdilla, Nur; Sari, Putri Yunita; Zenita, Rifkia
Jurnal Ruhui Rahayu: Jurnal Pengabdian Masyarakat Ilmu Humaniora Vol 1 No 1 (2022)
Publisher : Program Studi Sastra Indonesia Universitas Mulawarman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30872/ruhuirahayu.v1i1.40

Abstract

Abstract: Pesta Laut is an annual tradition held by society as a way of expressing gratitude for the ocean wealth. As a form of preserving the tradition by utilizing social media, culture podcast uploaded on Youtube platform becomes the main product of Community Service Program. This report covers information regarding Pesta Laut tradition created in the form of culture podcast.  The method was case study with focus group discussion to collect the data. Three members of society participating directly in the ritual of Pesta Laut were invited as informants of culture podcast to describe information about this tradition. The podcast production involved three stages: pre-production, production, and post-production. The culture podcast is expected to give contribution to preservation of local culture through easy access of information in the digital era. Keywords: community service program; cultural preservation; pesta laut; podcast.   Abstrak: Pesta Laut merupakan sebuah tradisi tahunan yang diselenggarakan oleh masyarakat sebagai bentuk rasa syukur atas kekayaan hasil laut. Sebagai bentuk pelestarian tradisi dengan memanfaatkan media sosial, podcast budaya yang diunggah pada laman Youtube menjadi produk utama kegiatan Pengabdian Kepada Masyarakat. Laporan ini memaparkan informasi mengenai tradisi Pesta Laut yang dikemas dalam bentuk podcast budaya.  Metode yang diterapkan adalah studi kasus dengan pengumpulan data melalui wawancara kelompok (focus group discussion). Tiga anggota masyarakat yang berpartisipasi langsung dalam ritual Pesta Laut diundang menjadi narasumber podcast budaya untuk memaparkan informasi terkait tradisi ini. Dalam proses produksi podcast budaya terdapat tiga tahapan:  pra produksi, produksi dan pasca produksi. Podcast budaya diharapkan mampu memberi kontribusi terhadap pelestarian budaya lokal dengan kemudahan akses informasi di era digital saat ini. Keywords: pengabdian kepada masyarakat; pelestarian budaya; pesta laut; podcast.