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Game Edukasi “Nihongo Kurabu” Belajar Bahasa Menggunakan Unity 2d Berbasis Android Eka Wisnu Ramadhona; Tio Prasetya; Ade Irma Purnamasari; Arif Rinaldi Dikananda; Odi Nurdiawan
INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management Vol 6 No 1 (2021): INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS (DES 2021)
Publisher : Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/imbi.v6i1.1684

Abstract

Japan is one of the largest economies in the world and a developed country in the fields of technology and communication as well as industry. Many of our people are already interested in the Land of the Rising Sun, one of which is studying a foreign language, namely Japanese. Japanese is a language that is very much in demand by the people of Indonesia, many Indonesian people really like Japanese Pop Culture (Japanese Culture) such as Harujuku, Cosplay, J-Pop Music, Manga & Anime. However, due to the lack of learning media, some people still find it difficult to learn the language. For this reason, researchers created a 2D Nihongo Kurabu mobile game where this game consists of learning Japanese to make it easier for users to learn basic things and everyday language in Japanese. The research in this development uses the Waterfall method, in making 2D object game designs using the Paint Tool Sai v2 Software and Adobe Photoshop CC 2020, to continue the development stage of making games using Unity Software using the C# language. The trial of this game was carried out on SMK children in Cirebon. In the development of this game will produce an educational game on the Android Platform. The game consists of recognizing Hiraga-Katakana letters, everyday language, arranging words to find out the meaning of the word and the pronunciation of the word. In making this game using data collection techniques by conducting library research observations and interviews. It is hoped that this game educational application can make it easier for many people to learn Japanese. As a result, this game is a good solution in overcoming the problems of learning Japanese at SMK 1 Kedawung, where students can be motivated to learn Japanese anywhere and anytime.
PENGEMBANGAN GAME EDUKASI TEBAK SURAH PENDEK UNTUK MENGASAH DAYA PIKIR SISWA MENGGUNAKAN METODE RESEARCH AND DEVELOPMENT Musofi Musofi; Nana Suarna; Arif Rinaldi Dikananda
Jurnal informasi dan komputer Vol 10 No 2 (2022): Jurnal Sistem Informasi dan Komputer yang terbit pada tahun 2022 pada bulan 10 (
Publisher : STMIK Dian Cipta Cendikia Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35959/jik.v10i2.313

Abstract

Game edukasi sangat berperan bagi perkembangan otak dan mengasah logika seseorang. Tetapi game yang berkembang saat ini hanya bersifat menghibur. Untuk mengatasi hal itu, dibutuhkan game yang mengandung unsur pendidikan yang dapat menunjang pembelajaran, seperti mengasah logika berpikir dan menghafal. Oleh karena itu, game edukasi sangat menarik untuk dikembangkan sebagai media pembelajaran dan pendekatan yang mudah diterima untuk memberikan pendidikan agama bagi siswa, salah satunya melalui media permainan yang mendidik melalui menghafal surah-surah pendek. Permasalahannya adalah bagaimana membangun aplikasi game yang menarik yang dapat meningkatkan motivasi belajar hafalan surah pendek bagi siswa dan bagaimana mengaplikasikan metode Research & Development dalam pengembangan game edukasi tebak surah pendek. Tujuan penelitian ini adalah membangun game edukasi tebak surah pendek serta membuktikan dengan adanya game ini dapat meningkatkan daya pikir siswa. Metode dalam pembuatan game sesuai dengan analisa desain aplikasi dan metode Research & Development untuk melakukan skenario game yang meliputi menentukan interior dan eksterior, dekor, pemain, studio, serta pembuatan trik, dan dalam desain dokumen ada ketentuan program game, grafik, tokoh, animasi, suara, dan musik. Hasil penelitian yang diperoleh adalah terciptanya game edukasi tebak surah pendek dengan hasil pengukuran sebesar 4,6 yang dapat diartikan sangat baik, sehingga dapat menunjang pembelajaran dalam meningkatkan kemampuan mengasah logika berpikir sekaligus meningkatkan minat belajar siswa yang dapat disalurkan melalui teknologi komunikasi.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN PEMAHAMAN MATERI ANATOMI TUBUH BAGI SISWA SD MENGGUNAKAN METODE RESEARCH AND DEVELOPMENT Moch Feri Izulhaq; Ade Irma Purnamasari; Arif Rinaldi Dikananda
Jurnal informasi dan komputer Vol 10 No 2 (2022): Jurnal Sistem Informasi dan Komputer yang terbit pada tahun 2022 pada bulan 10 (
Publisher : STMIK Dian Cipta Cendikia Kotabumi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35959/jik.v10i2.314

Abstract

Di masa pandemi Covid-19 seperti saat ini, masyarakat terutama anak-anak sangat menyukai suatu hiburan yang bernama game. Perkembangan game yang lumayan cepat membuat game memiliki daya tarik tersendiri hingga siapapun dapat memainkannya. Hal ini membuat game tidak hanya digunakan sebagai hiburan melainkan sebagai alat bantu atau media untuk pembelajaran, karena media pembelajaran yang digunakan saat ini kurang menyenangkan dan menarik sehingga membuat siswa menjadi jenuh dan kesulitan dalam memahami materi anatomi tubuh pada pelajaran Ilmu Pengetahuan Alam. Dengan adanya game edukasi ini membuat kegiatan belajar mengajar menjadi praktis dan bermanfaat untuk meningkatkan pemahaman materi, meningkatkan minat belajar siswa SD pada pelajaran Ilmu Pengetahuan Alam khususnya materi anatomi tubuh dan memudahkan guru pada proses belajar mengajar dan menyampaikan materi. Tujuan dari penelitian ini mengembangkan game edukasi yang menarik dan menyenangkan untuk memotivasi belajar siswa dan meningkatkan pemahaman materi anatomi tubuh pada pelajaran Ilmu Pengetahuan Alam bagi siswa SD. Metode yang digunakan pada penelitian ini metode Research and Development yang dikenal sebagai pengembangan. Tahapan pada penelitian ini yaitu tahap analisis, desain, pengembangan, implementasi, dan evaluasi. Kemudian dilakukan pengujian black box dan pengujian kuesioner oleh para guru dan orang tua siswa sebagai responden. Hasil yang didapat dari penelitian ini ialah terciptanya Game Edukasi Anatomi Tubuh yang mendapatkan nilai rata-rata 4,3 dengan kategori Sangat Layak. Dengan demikian dapat disimpulkan bahwa Game Edukasi Anatomi Tubuh ini sangat layak digunakan untuk memudahkan Siswa Kelas IV SD Negeri 4 Jungjang dalam meningkatkan pemahaman materi Anatomi Tubuh pada pelajaran Ilmu Pengetahuan Alam.
Perancangan Media Pembelajaran Cari Kata Menggunakan Metode Addie Berbasis Android Pada SDN 2 Warugede Aria Pratama; Dyana Fitri; Ega Salsa Nugraha; Arif Rinaldi Dikananda; Odi Nurdiawan
INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS : Journal of Information Management Vol 6 No 2 (2022): INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS (JUNI 2022)
Publisher : Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/imbi.v6i2.1797

Abstract

Di era industry 4.0 ketika ini, penggunaan teknologi sebagai media informasi berkembang pesat. salah satunya ialah penggunaan teknologi Berbasis Android. Media Pembelajaran merupakan suatu mediator yang bermanfaat untuk memudahkan proses belajar. persoalan yg terdapat pada Sekolah Dasar Negeri 2 Warugede adalah kurangnya Media Pembelajaran yg menarik sebab hanya terfokus pada buku dan kertas-kertas, sebagai akibatnya siswa-siswi merasa bosan dan mengakibatkan kurangnya minat belajar. Media Pembelajaran Cari kata digunakan sebagai Media Pembelajaran Bahasa Indonesia kepada peserta didik-siswi kelas I-III Sekolah Dasar Negeri 2 Warugede. Penelitian ini bertujuan untuk mengembangkan media pembelajaran berbentuk Permainan Edukasi Cari kata, serta mengetahui kelayakan Permainan Edukasi Cari kata sebagai media pembelajaran berdasarkan penilaian siswa di uji coba perorangan, peserta didik di uji coba kelompok kecil serta siswa di uji coba lapangan, pengajar Mata Pelajaran Bahasa Indonesia di SD.Penelitian ini adalah penelitian dan pengembangan (Research and Development) yang mengadaptasi model pengembangan ADDIE. Subjek pada penelitian ini merupakan peserta didik SD Negeri 2 Warugede kelas I-III serta praktisi pembelajaran Bahasa Indonesia SD serta objek penelitian artinya pengembangan media pembelajaran berbentuk Permainan Edukasi Cari kata. Pengumpulan data pada penelitian menggunakan survey skala 5 dengan analisis data yang digunakan buat mengetahui kelayakan media pembelajaran Permainan Edukasi Cari kata merupakan deskriptif kuantitatif menggunakan persentase. berdasarkan hasil penelitian pengembangan media pembelajaran Permainan Edukasi Cari kata dengan Analysis, Design, Development, Implementation serta Evaluation (ADDIE) dan dua) hasil kelayakan uji coba perorangan termasuk kategori Baik serta Sangat Layak (83,49%), uji coba kelompok kecil termasuk kategori Baik dan Sangat Layak (87,74%), uji coba lapangan termasuk kategori Baik serta Sangat Layak (81,14%), Praktisi pembelajaran Bahasa Indonesia SD termasuk kategori Baik serta Sangat Layak (85,92%). berdasarkan hasil penilaian dari keenam tahapan maka media pembelajaran Permainan Edukasi Cari kata dinyatakan Sangat Layak (86.31%) untuk digunakan sebagai media pembelajaran Bahasa Indonesia SD Negeri 2 Warugede. Kata kunci: Media Pembelajaran, Permainan Edukasi, Cari Kata
RANCANG BANGUN SISTEM INFORMASI PENDATAAN INVENTARIS BERBASIS WEB PADA SERVER PT JASA MARGA (PERSERO) TBK. CABANG PALIKANCI nur syarief abdullah; Arif Rinaldi Dikananda; Saeful Anwar; Odi Nurdiawan
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.464

Abstract

PT Jasa Marga (Persero) Tbk. The Palikanci branch is a toll gate support company, but computer Inventory Data Collection which includes servers and is still considered manual data collection so that it consumes a lot of paper and is very vulnerable to being lost and takes a lot of time to collect lost or torn data. To emphasize and learn in understanding the problems as described, the formulation of the problem that researchers can explain is to design a computerized information system for data collection of Jasa Marga's server inventory, create a database for data collection of server inventory items for managers to carry out their work. The purpose of the research is to find out, develop and create an ongoing asset collection application system into the PHP and HTML programming language using the MySQL database. So that researchers can draw conclusions in processing inventory data collection server by implementing applications that have been designed and built in a systematic and structured manner, so that the level of damage in the process of carrying out data collection for seafarers can be resolved.
IMPLEMENTASI DATA MINING PADA KETEPATAN PENGIRIMAN BARANG DENGAN MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBORS Arif Rinaldi Dikananda; Nurjana Adi Wijaya; Mulyawan Mulyawan; Ahmad Faqih
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.472

Abstract

Abstract The development of digital technology E-commers is increasing, online shop goods delivery services are needed to support daily needs. The delivery man is in charge of sending goods to customers, with the delivery of goods applications can monitor delays in delivery of goods to customers so as to obtain data on delays in delivery of goods or called Over SLA. However, in processing the data, they still use manuals with Microsoft Excel so that they are lacking in providing more accurate information such as the accuracy of the accuracy of the delivery of goods, grouping of data on delays in the delivery of goods. The method used in this study by utilizing data mining using the K-Nearest Neighbors or KNN algorithm to classify or group data on delays in shipping goods. This method is used in data mining using Rapidminer machine learning applications. This study aims to classify data on delivery of goods and grouping data on timeliness of delivery so that data can be processed properly so as to produce information about the accuracy of delivery of goods by delivery man, to be more effective and faster in presenting data and classifying data. Keywords: Data mining, Classification, K-Nearest Neighbor (KNN).
RANCANG BANGUN APLIKASI SISTEM INFORMASI PENDATAAN PELAUT BERBASIS WEB Arif Rinaldi Dikananda; Saefullah Fasa; Irfan Ali; Gifthera Dwilestari
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.473

Abstract

PT. Abdi Marine is one of the companies that has not used a web-based information system in the marine data collection section, where the data processing system is still manual. It often happens that seafarers' registration and flight date research takes up a lot of paper and seafarer data storage space, the calculation of the date is less accurate and making reports of incoming and outgoing seafarers' data takes a lot of time. To emphasize and learn in understanding the problems as described, the problem formulation that researchers can explain is to design a computerized marine crew data collection information system, create a database of data services for managers to carry out their work. The purpose of this research is to find out, develop and create an ongoing data collection application system into the PHP and HTML programming language using the MySQL database. So that researchers can draw conclusions in processing sailor crew data collection by implementing applications that have been designed and built in a systematic and structured manner, so that the level of damage in the process of implementing sailor crew data collection can be resolved.
RANCANG BANGUN SISTEM INFORMASI PERSEDIAAN BARANG BERBASIS WEB PADA PT PARAGON FURNITAMA INDUSTRY Arif Rinaldi Dikananda; Shofian Yunus; Saeful Anwar; Odi Nurdiawan
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.474

Abstract

PT. Paragon Furnitama Industry is one of the companies engaged in the production of fabric and leather sofas, back seats, and chair cushions, at this time the inventory process is still done manually because it still uses records in books and Microsoft Excel, the process sometimes finds several problems including data redundancy, discrepancies in stock of goods with records, and providing long reports because data validation is needed first. So that the information received by the parties concerned is very difficult to obtain quickly. To emphasize and study the problems as described, the problem formulation that researchers can explain is to design an inventory information system so that the company's performance is getting better. The Design and Build of this Goods Inventory Information System is built based on a website. The design of the information system uses the Software Development Life Cycle (SDLC) with the waterfall method so that this design system is expected to improve performance and performance, especially those related to processing inventory data to making inventory reports at PT. Paragon Furnitama Industry.
RANCANG BANGUN SISTEM INFORMASI PENDATAAN INVENTARIS BERBASIS WEB PADA SERVER PT JASA MARGA (PERSERO) TBK. CABANG PALIKANCI nur syarief abdullah; Arif Rinaldi Dikananda; Saeful Anwar; Odi Nurdiawan
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.464

Abstract

PT Jasa Marga (Persero) Tbk. The Palikanci branch is a toll gate support company, but computer Inventory Data Collection which includes servers and is still considered manual data collection so that it consumes a lot of paper and is very vulnerable to being lost and takes a lot of time to collect lost or torn data. To emphasize and learn in understanding the problems as described, the formulation of the problem that researchers can explain is to design a computerized information system for data collection of Jasa Marga's server inventory, create a database for data collection of server inventory items for managers to carry out their work. The purpose of the research is to find out, develop and create an ongoing asset collection application system into the PHP and HTML programming language using the MySQL database. So that researchers can draw conclusions in processing inventory data collection server by implementing applications that have been designed and built in a systematic and structured manner, so that the level of damage in the process of carrying out data collection for seafarers can be resolved.
IMPLEMENTASI DATA MINING PADA KETEPATAN PENGIRIMAN BARANG DENGAN MENGGUNAKAN ALGORITMA K-NEAREST NEIGHBORS Arif Rinaldi Dikananda; Nurjana Adi Wijaya; Mulyawan Mulyawan; Ahmad Faqih
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3: Jursima Vol.10 No.3
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i3.472

Abstract

Abstract The development of digital technology E-commers is increasing, online shop goods delivery services are needed to support daily needs. The delivery man is in charge of sending goods to customers, with the delivery of goods applications can monitor delays in delivery of goods to customers so as to obtain data on delays in delivery of goods or called Over SLA. However, in processing the data, they still use manuals with Microsoft Excel so that they are lacking in providing more accurate information such as the accuracy of the accuracy of the delivery of goods, grouping of data on delays in the delivery of goods. The method used in this study by utilizing data mining using the K-Nearest Neighbors or KNN algorithm to classify or group data on delays in shipping goods. This method is used in data mining using Rapidminer machine learning applications. This study aims to classify data on delivery of goods and grouping data on timeliness of delivery so that data can be processed properly so as to produce information about the accuracy of delivery of goods by delivery man, to be more effective and faster in presenting data and classifying data. Keywords: Data mining, Classification, K-Nearest Neighbor (KNN).