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VIDEO PENGAYAAN E- LEARNING POLIBATAM DALAM BENTUK ANIMASI Hutagalung, Charolinda; Amalia, Yessy Kusumah; Rahmi, Anis; Mu'minin, Amirul
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 6 No 01 (2023): Journal of Digital Education, Communication, and Arts (DECA)-Maret 2023
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v6i01.5735

Abstract

The development of technology today has taken many roles from various fields, one of which is in the field of education. At this time many educational institutions use internet technology to facilitate the learning process. The application of internet technology is implemented in the form of an online learning system or based on e-learning. With the development of this technology, it is necessary to have an information media that can make it easier for users to obtain information about how to use each feature in the learning system. One of the information media that is currently widely used is information media in the form of video in the form of animation. Submission of information in the form of animated videos will be more interesting and easy for users to understand. The purpose of this study is to create several 3D animated videos as information media regarding the use of features in the Politeknik Negeri Batam e-learning system. The research uses the method of designing or creating products consisting of several stages, namely pre-production, production, and post-production. The results of the research are in the form of four animated videos that contain the use of features in Politeknik Negeri Batam e-learning, each video lasting between 2-3 minutes. The results of this study are expected to provide information about the use of the learning features of Politeknik Negeri Batam so that the use of e-learning can make it easier for students and lecturers to carry out the learning process.
PENGEMBANGAN DAN IMPLEMENTASI SISTEM INFORMASI ORGANISASI PADA PIMPINAN CABANG MUHAMMADIYAH KECAMATAN BATAM KOTA Irmansyah Lubis, Ahmadi; Riyadi, Agung; Purnamasari, Dwi Amalia; Ardi, Noper; Mu'minin, Amirul; Suwarno, Suwarno; Ramadhan, Gilang Bagus
Journal of Community Service Vol 6 No 2 (2024): JCS, December 2024
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jcs.v6i2.275

Abstract

The management of an organization often has many obstacles such as less optimal management of organizational documents, news portals, financial reports, correspondence documentation, activity documentation or data collection of members of the organization. Therefore, a reliable management system is needed so that management in the organization can be carried out more optimally. Likewise with the management in the Muhammadiyah Branch Executive, Batam Kota District, a reliable system is also needed to support the movement of various activities in the organization. The website-based information system developed is an answer to this problem. This system can be used to manage various activities and monitor their progress as well as make it easier for administrators to collect data on their members. This system can also display various institutional news so that the public is more familiar with the Muhammadiyah Branch Executive of Batam Kota District as a community organization with Islamic nuances that also carries out da'wah activities to spread goodness. So this is an agenda in this community service activity for the development of information systems and assistance in the implementation of the system both for managers and users of the system, as well as as a concrete step for the contribution of Higher Education in empowering the community by applying scientific principles that are useful for the benefit of the community.
IMPLEMENTASI PEMBELAJARAN BERBASIS CHARACTER BUILDING BERWAWASAN LINGKUNGAN DI KELAS IV MI INSAN MUMAYAZ Mu'minin, Amirul; Fahri, Muhammad; Sa diyah, Maemunah
ATTA`DIB Vol. 5 No. 1 (2021): JUNI
Publisher : Program Studi PGMI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32832/at-tadib.v5i1.19597

Abstract

Penelitian ini bertujuan untuk mendiskripsikan pelbagai kendala yang dihadapi dalam implementasi pembelajaran berbasis character building berwawasan lingkungan di MI Insan Mumayaz. Penelitian ini merupakan penelitian deskriptif-kualitatif. Penelitian ini dilakukan di MI Insan Mumayaz, dengan subjek kepala madrasah, guru dan siswa. Data dikumpulkan melalui observasi, wawancara, dan dokumentasi. Pengambilan sampel dilakukan dengan metode purposive sampling. Dalam memvalidasi data, Penulis menggunakan teknik triangulasi. Hasil penelitian menunjukkan bahwa kendala utama dalam proses implementasi pembelajaran berbasis character building berwawasan lingkungan di MI Insan Mumayaz terdiri dari faktor internal maupun eksternal. Faktor internal adalah minimnya pengawasan dari guru sehingga menghambat proses pengawasan dan evaluasi. Sedangkan, faktor eksternal adalah minimnya kesadaran siswa untuk peduli akan lingkungan sekitar.
Penerapan Model Regresi Linear Untuk Memprediksi Overall Rating Kiper (GK) Dalam EA FC 25 Julianto, Faiza Muhammad; Tawakal, Iqbal; Mu'minin, Amirul; Anam, Misbakhul
Journal of Practical Computer Science Vol. 4 No. 2 (2024): November 2024
Publisher : DPPM Universitas Pelita Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37366/jpcs.v4i2.6070

Abstract

Player performance prediction in digital soccer games is a growing research topic, especially in supporting data-driven evaluation. In this study, the Overall Rating (OVR) of Goalkeeper (GK) players in EA FC 25 game is predicted using Linear Regression model. The main objective of this study is to evaluate the model's ability to predict OVR based on goalkeeper-specific attributes. The methodology used includes data collection, pre-processing, feature selection, model building, and model performance evaluation using Root Mean Squared Error (RMSE), R-squared (R²), and Mean Absolute Error (MAE) metrics. The evaluation results show that the model has an R-squared value of 0.99, RMSE of 0.72 and MAE of 0.57, indicating that the model is able to provide predictions with low error and high accuracy. These findings suggest that linear regression is effective in modeling the relationship between goalkeeper attributes and Overall Rating scores in the context of EA FC 25 game
Pemberdayaan UMKM Jeger Buana Melalui Pengembangan Produk Kripik Singkong dari Program Magang Industri PT. Vena Energy Rahmatullah, Fajar Iqbal Fatur; Mu'minin, Amirul; Agung Budi Muljono
Jurnal Pengabdian Magister Pendidikan IPA Vol 8 No 3 (2025): Juli-September 2025
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jpmpi.v8i3.12902

Abstract

PT Vena Energy is a company focused on the development of renewable energy, particularly in the field of Solar Power Plants (PLTS), and is part of the Asia-based Vena Energy Group, which is strongly committed to providing clean and sustainable energy solutions. Through its industrial internship program, PT Vena Energy also implements community empowerment initiatives aimed at improving local economic welfare. The Selong Solar Power Plant, located in Geres Village, Labuhan Haji District, East Lombok Regency, West Nusa Tenggara, has become the center of one such initiative, namely the development of a home-based cassava chip processing industry known as “Krupuk Jeger”, which is expected to enhance the economic quality of the local community by increasing the added value of local products. This study applies a qualitative method with data collected through direct interviews with business actors and supported by literature reviews from legislation, books, and relevant journals on SME production and development. The community has demonstrated active participation in both social activities and collaboration with local organizations and government, yet to further strengthen the development of Krupuk Jeger, it remains necessary to provide facilities or platforms that can accommodate workers and encourage their active involvement in business activities.
Rancangan Dinding Interaktif Vokasi Berbasis Human Centered Design dengan Pengukuran User Experience Questionnaire Tarihoran, Jeremy Amanda Putra; Mu'minin, Amirul
Jurnal Sosioteknologi Vol. 24 No. 1 (2025): MARCH 2025
Publisher : Fakultas Seni Rupa dan Desain ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/sostek.itbj.2025.24.1.1

Abstract

The Augmented Reality (AR)-based Vocational Interactive Wall is designed to showcase content from the Directorate General of Vocational Education, including profiles and innovative works through an interactive wall. This application aims to provide a more immersive and engaging experience, allowing visitors to play, learn, and have fun simultaneously using AR technology. The purpose of this research is to assist students and visitors in exploring the profile of the Directorate General of Vocational Education through an AR-based interactive medium. The study employs the Human-Centered Design (HCD) method for product development and the User Experience Questionnaire (UEQ) for evaluating user satisfaction. Data were collected from 20 respondents during the Vokasi Fest x Kampus Merdeka 2023 event. The analysis results indicate that the AR-based Vocational Interactive Wall application is deemed "suitable" for use, offering an engaging and interactive user experience. These findings highlight the application's potential as an innovative learning medium that effectively enhances engagement in educational settings.
Analisis Tingkat Kognitif dalam Tahap Awal Ideasi Logo E-Sport dari Desainer Mu'minin, Amirul
DeKaVe Vol 17, No 1 (2024): DeKaVe Vol. 17 No. 1 2024
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/dkv.v17i1.12568

Abstract

Penelitian ini menggali proses kognitif yang terlibat dalam tahap awal pembuatan ide desain logo, dengan tujuan mendapatkan wawasan tentang proses berpikir mendasar dalam mengamati dan mendefinisikan masalah konsep desain logo. Untuk mencapai hal ini, kami melakukan percobaan menggunakan protokol think aloud untuk menangkap pemikiran verbal, yang kemudian dianalisis menggunakan metode Associative Concept Network Analysis (ACNA) untuk membangun jaringan konsep. Kemudian dilakukan kategorisasi dan analisis mendalam melalui kamus Asosiasi USF untuk menemukan pesan laten oleh desainer. Temuan kami menunjukkan bahwa desainer logo cenderung berfokus tujuan utama proses perancangan, fungsi utama, bentuk dan ciri serta preferensi target audiens masalah desain yang tidak berwujud seperti konteks pertandingan (misalnya budaya intimidasi dalam game) dan preferensi afektif pengguna (misalnya bentuk naga digital, dan semangat kompetisi).
Analisis Pengaruh Soiling Loss Terhadap Performance Ratio (PR) Setiap String Pada Array Box 114 Di PLTS 7 MWp Sultan; Mu'minin, Amirul
JEITECH (JOURNAL OF ELECTRICAL ENGINEERING, INFORMATION TECHNOLOGY, CONTROL ENGINEERING, AND ROBOTIC) Vol. 3 No. 3 (2025): Edisi November 2025
Publisher : Depertment of Electrical Engineering University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The demand for electricity in Indonesia continues to increase, while dependence on fossil fuels poses significant environmental impacts. Solar energy offers a strategic solution, as the country benefits from high solar irradiation throughout the year. One of the factors affecting the performance of Solar Power Plants (PLTS) is soiling loss, which refers to the reduction of energy output due to dust accumulation on photovoltaic (PV) module surfaces. This study was conducted at a 7 MWp PLTS through field observations and mathematical calculations to analyze the influence of soiling loss on performance ratio (PR). The results showed that soiling loss ranged from 2.37% to 28.68%, with PR values varying between 87.20% and 61.97%. Graphical analysis revealed a negative correlation, where higher soiling loss corresponds to lower PR values. Therefore, effective maintenance strategies, such as routine module cleaning based on monitoring data and the application of anti-soiling technologies, are essential to maintain the efficiency and reliability of PLTS operations.
Latent Message Playing the Game Free Fire As a Celebrity Factor and Fan Among Students Mu'minin, Amirul; Rahmi, Anis; Mutiaz, Intan Rizky
Journal of Visual Art and Design Vol. 17 No. 2 (2025): In Progress
Publisher : ITB Journal Publisher, DRPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/j.vad.2025.17.2.2

Abstract

The use of digital applications, particularly online games on smartphones, increased significantly during the Covid-19 pandemic, especially in 2020. One popular game among students is Free Fire, a multiplayer game that enables virtual social interaction. This study aimed to identify latent messages emerging from the verbal and behavioral expressions of young players, as well as how digital figures like Rasyah Rasyid influence celebrity and fandom phenomena among high school students. This study employed virtual ethnography and Associative Concept Network Analysis (ACNA), using the University of South Florida (USF) association dictionary, to analyze Rasyah’s spontaneous speech during live-streamed gameplay. The findings revealed that the primary message emerging from Rasyah’s communication was the concept of ‘friend,’ which was the central node in the word association network, as it had the highest ODC score (0.24). These results indicate that communication within online games extends beyond technical or competitive functions and plays a crucial role in fostering emotional closeness and social bonds. Such interactions contribute to the development of parasocial relationships between online idols and their audiences. This study provides insight into how digital popular culture, game-based communication, and visual personas influence the identities and aspirations of high school students in the digital era.
Usability evaluation of an augmented reality application for ship design learning: Evidence from Nielsen’s Attributes of Usability Khairi, Muhammad Irsyad; Mu'minin, Amirul
Jurnal Pendidikan Vokasi Vol. 15 No. 2 (2025): June
Publisher : ADGVI & Graduate School of Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpv.v15i2.77223

Abstract

The rapid shift toward digital and immersive learning environments has encouraged the use of Augmented Reality (AR) as an instructional medium capable of visualizing complex objects. However, studies examining AR in maritime vocational contexts — particularly ship design — remain limited, and usability-driven development approaches are rarely documented. This study aims to design and evaluate the usability of the EV. Hadapera AR application for ship design learning, focusing on students’ user experience when interacting with immersive 3D learning content. The research adopted a Research and Development approach in combination with the Double Diamond design framework, while usability was assessed using Nielsen’s Attributes of Usability (NAU). A total of 30 students from the Ship Construction Engineering Technology program participated and completed a usability questionnaire following hands-on application use. Data were analyzed using validity and reliability testing, followed by descriptive calculations of usability scores. Results indicate excellent usability performance across learnability (87.6%), satisfaction (85.2%), efficiency (83%), and memorability (82.6%), with the error dimension rated good (79%), producing an overall usability level of 83.48%. These findings demonstrate that the application is intuitive, engaging, and supportive of interactive exploration of ship structures through mobile-based AR. This study contributes empirical evidence on usability-oriented AR design in maritime vocational education and highlights the relevance of NAU as an evaluation framework for immersive learning tools. Future research should expand to larger samples, include multi-device testing, and integrate learning-outcome measurements to complement usability results.