Ahkam, Mizanul
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Rancang Bangun Virtual Reality Mesin Fruit Cages Interactive Sebagai Media Pembelajaran Teknologi Pengolahan Sawit Safwan, Safwan; Ahkam, Mizanul; Sumiati, Sumiati; Rizka, Muhammad
Jurnal Infomedia: Teknik Informatika, Multimedia, dan Jaringan Vol 9, No 1 (2024): Jurnal Infomedia
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jim.v9i1.5628

Abstract

Abstrak— Pembelajaran sistem kerja mesin Fruit Cages pada teknologi pengolahan sawit saat ini masih menggunakan buku berupa tulisan atau gambar dua dimensi (2D) seringkali membuat pelajar pasif dan kesulitan memahami serta mengimajinasikan materi yang disampaikan. Oleh karena itu, diperlukan peningkatan dalam metode pengajaran dengan menciptakan materi pembelajaran yang lebih menarik dan interaktif, seperti mengaplikasikan animasi 3D. Metode ini diharapkan dapat mempermudah mahasiswa dalam memahami pelajaran dengan baik. Penelitian ini bertujuan untuk mengaplikasikan teknologi animasi 3D dalam pendidikan melalui perangkat mobile berbasis Android menggunakan aplikasi Virtual Reality (VR). Aplikasi VR mesin Fruit Cages interactive sebagai media pembelajaran ini efektif untuk pembelajaran terkait proses kerja mesin fruit cages dan memungkinkan pelajar untuk memasuki dunia maya dan melakukan simulasi objek nyata yang diciptakan oleh komputer.Kata kunci: Virtual Reality, Android, Blender, Unity, Animasi 3D. Abstract— Learning the working system of the Fruit Cages machine in palm oil processing technology is currently still using books in the form of writing or two-dimensional (2D) images that often make students passive and have difficulty understanding and imagining the material presented. Therefore, an improvement in teaching methods is needed by creating more exciting and interactive learning materials, such as applying 3D animation. This method is expected to make it easier for students to understand the lesson well. This research aimed to apply 3D animation technology in education through Android-based mobile devices using Virtual Reality (VR) applications. VR application of interactive Fruit Cage machines as learning media is practical for learning related to the working process of fruit cage machines. It allows students to enter the virtual world and simulate natural objects computers create.Keywords: Virtual Reality, Android, Blender, Unity, 3D Animation
RANCANG BANGUN APLIKASI GAME EDUKASI MENYUSUN HURUF (SCRAMBLE LETTER) BAHASA INGGRIS BERBASIS ANDROID UNTUK MENINGKATKAN KOSAKATA TINGKAT SD Ahkam, Mizanul; Melisa, Anis; Kurniawati, Kurniawati; Umran, Munzir; Elfisa, Elfisa; Jakfar, Abu Bakar; Sara, Fahmi
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2394

Abstract

The limited mastery of English vocabulary among elementary school students often becomes a barrier to their language learning progress, highlighting the need for engaging and interactive learning media. This study aims to develop an Android-based educational game application named Scramble Letter as an alternative tool to support vocabulary acquisition. The application was developed using Unity with an attractive interface and progressive gameplay consisting of Easy, Medium, and Hard levels. The research employed an experimental approach through observation, functional testing on various Android devices, and questionnaires administered to 21 elementary school students. The results revealed that over 90% of respondents agreed the application increased their learning motivation, enriched vocabulary, and improved spelling comprehension. In addition, functional testing demonstrated that the game operated stably without significant technical issues. These findings indicate that the Scramble Letter game is feasible and effective as a technology-based learning medium to enhance English vocabulary mastery among young learners.
KOMPARASI PERFORMA INFRASTRUKTUR WORDPRESS PADA DIGITALOCEAN (CLOUD) DAN VMWARE WORKSTATION (ON-PREMISES) Ahkam, Mizanul; Bakar, Abu; Kurniawati, Kurniawati
Jurnal Teknik Informasi dan Komputer (Tekinkom) Vol 8 No 1 (2025)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v8i1.2398

Abstract

This study evaluates the performance of WordPress infrastructure on two different hosting platforms: DigitalOcean VPS (cloud) and VMware Workstation (on-premises). The research aims to compare key performance metrics including Time to First Byte (TTFB), Largest Contentful Paint (LCP), Fully Loaded Time, Cumulative Layout Shift (CLS), and overall page speed score. Identical WordPress installations (version 6.8.1, Twenty Twenty-Five theme, no caching plugins) were deployed on both platforms using Debian 12 and LAMP stack. Performance was tested using SpeedVitals (Jakarta, desktop), WebPageTest (Singapore, Chrome), and Google PageSpeed Insights (mobile). Results show that DigitalOcean significantly outperforms the local VMware setup: TTFB was 128 ms versus 256 ms, LCP was 0.5 seconds versus 1.2 seconds, and the performance score reached 100 compared to 87. The superior performance is attributed to faster network connectivity, SSD storage, and optimized cloud infrastructure. In contrast, the VMware setup experienced higher latency due to local internet constraints. The study concludes that DigitalOcean is more suitable for production environments requiring high performance, while VMware Workstation remains ideal for local development and testing. These findings provide practical guidance for developers and administrators in selecting appropriate hosting platforms based on performance needs and resource constraints.