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DETEKSI IRIS MATA MENGGUNAKAN WATERSHED DAN CIRCULAR HOUGH TRANSFORM Habib Ja'far; Andy Rachman
KERNEL: Jurnal Riset Inovasi Bidang Informatika dan Pendidikan Informatika Vol 3, No 1 (2022)
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.kernel.2022.v3i1.954

Abstract

Biometrik merupakan salah satu teknologi yang berkembang pesat saat ini,  yang memungkinkan komputer untuk mengidentifikasi seseorang berdasarkan salah satu bagian tubuh manusia yang dinilai unik dan tidak akan berubah-ubah. Salah satu bagian tubuh manusia yang bisa digunakan untuk proses pengenalan seseorang adalah iris mata. Untuk mendapatkan biometrik iris dengan hasil yang baik maka diperlukan proses deteksi iris mata. Pada penelitian ini diusulkan metode Watershed dan Circular Hough Transform. Data yang digunakan dalam penilitan ini didapatkan dari database Multimedia University (MMU). Dari hasil evaluasi yang dilakukan terhadap 50 citra mata tersebut diperoleh nilai rata-rata presisi sebesar 99,3494% dan recall sebesar 87,4795%. Serta rata-rata akurasi sebesar 98,6081%.
INCREASING STUDENT INTEREST AND MOTIVATION IN LEARNING WITH AUGMENTED REALITY TECHNOLOGY Andy Rachman; Alfiah, Agry; Cindhana Brilliananda, Cindy
International Journal of Teaching and Learning Vol. 2 No. 8 (2024): AUGUST
Publisher : Adisam Publisher

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Abstract

Augmented reality has opened a new window in the digital learning paradigm. Its presence in the realm of education has brought about a number of impressive benefits. In many educational domains, research and development are now centered on the use of augmented reality to boost students' motivation to learn. It has been demonstrated that integrating augmented reality (AR) into the classroom improves student engagement, enriches the educational process, and raises students' interest in learning. Students can have more efficient learning experiences with AR technology, interactive, and realistic learning. For example, the development of a virus learning application using AR technology has helped students learn microorganisms such as viruses better, as well as increasing students' interest in learning in studying human blood circulation. Thus, Students' interest and drive to learn can be heightened by the use of augmented reality (AR) technology in the classroom, which can offer an engaging, dynamic, and realistic learning environment. This shows the great potential of AR technology in creating a more interesting and effective learning environment for students.
THE LATEST TECHNOLOGY PARADIGM IN EDUCATION: THE ROLE AND CONTRIBUTION OF GAME-BASED LEARNING (GAMIFICATION) IN INCREASING STUDENT MOTIVATION Andy Rachman; Adi Purwanto, Buntara; Lestari, Tri Kurniah
International Journal of Teaching and Learning Vol. 2 No. 9 (2024): SEPTEMBER
Publisher : Adisam Publisher

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Abstract

One of the newest technological trends in education is game-based learning, or gamification. The use of game design features and principles in non-gaming situations, such education, to boost user motivation, engagement, and involvement is known as gamification. Gamification is a significant factor in making learning more engaging and fun for students in the setting of education. Gamification holds enormous promise for boosting student enthusiasm and involvement in the classroom. Gamification can be a useful tool in helping students have more meaningful and engaging learning experiences provided it is designed and implemented well. Student motivation and achievement can be significantly enhanced by the use of game-based learning. By creating interactive, immersive, and enjoyable learning experiences, this approach can stimulate student interest and improve the quality of their understanding of the subject matter. However, it should be remembered that the success of game-based learning lies in careful design, proper integration into the curriculum, and careful monitoring of student responses to ensure success in achieving learning objectives.
Implementasi Perpustakaan Digital untuk Menunjang Peningkatan Minat Baca Siswa di MTs. Nurul Hikmah Surabaya Rachman Arief; Andy Rachman; Prafianti, Rayinda Aseti
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 5 No. 4 (2024): Jurnal Pengabdian kepada Masyarakat Nusantara (JPkMN) Edisi September - Desembe
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jpkmn.v5i4.4751

Abstract

Minat baca adalah salah satu aspek vital dalam proses pendidikan. Minat baca memberikan dampak positif dalam pembelajaran dan pengembangan kognitif siswa. Minat baca siswa akan tumbuh jika siswa nyaman dalam kegiatan membaca. Misalnya, tersedianya ruang baca yang nyaman dan tersedianya berbagai macam buku bacaan. Namun, ada beberapa sekolah yang fasilitas ruang bacanya masih minim dan koleksi bukunya masih terbatas. Penulis tertarik untuk mengembangkan perpustakaan digital di MTs. Nurul Hikmah Surabaya karena luas ruang perpustakaan MTs. Nurul Hikmah Surabaya hanya 6.25 m2 sehingga hanya bisa menampung sedikit buku dan rata-rata koleksi bukunya terbitan lama. Kondisi tersebut menjadi salah satu penyebab rendahnya minat baca siswa di MTs. Nurul Hikmah Surabaya. Dengan adanya perpustakaan digital siswa MTs. Nurul Hikmah Surabaya dapat mengakses buku bacaan apa saja, dimana saja, dan kapan saja. Tujuan pengabdian kepada masyarakat ini adalah untuk merancang dan mengimplementasikan sistem perpustakaan digital di MTs. Nurul Hikmah Surabaya untuk menunjang peningkatan minat baca siswa. Dari sistem perpustakaan digital yang dikembangkan diperoleh bahwa terjadi peningkatan jumlah pengunjung dengan rata-rata 4 siswa tiap minggunya. Melalui perpustakaan digital juga diperoleh bahwa kategori buku Matematika yang paling banyak dibaca atau dipinjam siswa.