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All Journal Information Technology and Telematics Dinamik Jurnal Ilmiah Informatika Komputer Elkom: Jurnal Elektronika dan Komputer Abdimas Jurnal Transformatika Proceeding SENDI_U Jurnal Informatika Upgris Jurnal Ilmiah KOMPUTASI Journal of Information Technology and Computer Science (JOINTECS) Jurnal Informatika Universitas Pamulang INTECOMS: Journal of Information Technology and Computer Science JURNAL EDUCATION AND DEVELOPMENT JOURNAL OF SCIENCE AND SOCIAL RESEARCH STRING (Satuan Tulisan Riset dan Inovasi Teknologi) JURNAL MAHAJANA INFORMASI Jurnal Informatika dan Rekayasa Elektronik Jurnal Informatika dan Rekayasa Perangkat Lunak Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) JATI (Jurnal Mahasiswa Teknik Informatika) JITU : Journal Informatic Technology And Communication Aiti: Jurnal Teknologi Informasi Infotek : Jurnal Informatika dan Teknologi Dinamika Informatika: Jurnal Ilmiah Teknologi Informasi Journal of Computer Networks, Architecture and High Performance Computing Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) Jurnal Program Kemitraan dan Pengabdian Kepada Masyarakat Computer Science (CO-SCIENCE) Jurnal Abdi Masyarakat Indonesia Jurnal Teknik Informatika dan Elektro (JURTIE) Jurnal Pengabdian Masyarakat Intimas (Jurnal INTIMAS): Inovasi Teknologi Informasi Dan Komputer Untuk Masyarakat STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Duta Abdimas: Jurnal Pengabdian Masyarakat Jurnal Pengabdian Pada Masyarakat Inspiration: Jurnal Teknologi Informasi dan Komunikasi Jurnal Informatika Polinema (JIP) Jurnal Informatika: Jurnal Pengembangan IT International Journal of Information Technology and Business
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Journal : Information Technology and Telematics

IMPLEMENTASI METODE COLLISION DETECTION PADA GAME WASIOR ADVANTURE MENGGUNAKAN CONSTRUCT 2 Krisnawati, Ela; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics

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ABSTRACT Game is one means to refresh the mind after a variety of routines that make fatigue, especially for those who need entertainment and limited time is expected this game in addition to be a means of refreshing also makes an option to improve agility in learning. This study aims to create a kind of Arcade Game that adventure genre with a short level, easy control, varied characters and increasing difficulty level. The research method used in this research is using coliision detection. The results of the study is a game that is expected to be entertainment and learning media for game users.
IMPLEMENTASI FISHER YATES SHUFFLE UNTUK MENGACAK OBJEK PADA PEMBELAJARAN VOCABULARI SISWA SD MENGGUNAKAN CONSTRUCT 2 Liswintiawati, Ida; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics

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ABSTRACT Along with the rapid development of this technology can not be denied that foreign language, especially English is very important. However, not a few students whose English learning achievement is adequate. especially with the method of learning is still manual while the development of technology now the kids are more interested in smartphone games, the impact of the English language values ​​of these children are not in accordance with the existing KKM. Therefore the author wants to make game "vocabulary learning" which is expected to be able to help elementary students meet the value of KKM and can reproduce about vocabulary. In making this educational game the author uses the Fisher Yates Shuffle method. This game there are three learning vocabulary namely: the name of the animal, the name of the fruit and the name of the object, in which there are images of objects and sound pronunciation in English. The results showed that educational games "Vocabulary Learning" created using Construct 2 can be run on mobile devices android platform easily by the user.Keywords: Game, Construct 2, android, Learning, Vocabulary
PENERAPAN METODE COLLISION DETECTION PADA GAME BERHITUNG UNTUK ANAK USIA TK Rahma, Salsabella; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics

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ABSTRACT The current technological development intensified, particularly in the technology game.In addition to means of entertainment games also serve as a medium of instruction. The game is the thing that can not be separated from the development of a child.This counting game implements the basic count of operations such as addition and subtraction.So the kids who play this game are expected to hone the ability to count quickly.Therefore the author wanted to make the game counting methods use collision detection. A method of collision detection, starting from the analysis of design, manufacture, testing and maintaenance. The game is a matter of calculation in the form of addition and subtraction, and ball game pantul. The making of the application using the counstruct 2. The final result of the development of the system is a game application that presents a counting game that is not only fun and entertaining, but also train the ability and memory players in counting.
RANCANG BANGUN GAME PENGENALAN HURUF MENGGUNAKAN METODE COLLISION DETECTION Khasanah, Uswatun; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics

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ABSTRACT Lately, the development of gaming technology has grown rapidly in line with the development of information technology. This is marked by the emergence of many game applications on smartphones. Therefore, the writer made a game application for letter recognition using the Collision Detection method. Creation of an Introduction Game This letter can guarantee children's learning resources in recognizing effective letters, because children need learning media that is interesting and educational in the delivery, and also so as not to create a sense of boredom in learning. The method of making this game is Collision Detection starting from the analysis of design, manufacture, testing and maintenance. The game model presented in the form of letters and baskets, and there are 3 levels, where each level has a different time and has a different speed. Tests carried out include, testing of android devices. The results showed that the game "Introduction to Letters" made using construct 2 can be run on mobile devices with Android platforms easily by the users.
APLIKASI AUGMENTED REALITY BANGUN RUANG SISI DATAR MENGGUNAKAN METODE MARKER BASED TRACKING PADA UNITY DAN VUFORIA Wijayanti Pujadi, Vera; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
Publisher : Information Technology and Telematics

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Abstract

Abstrak- augmented reality, salah satu teknologi yang dapat menggabungkan benda atau objek maya ke dalam dunia nyata. Selain itu, augmented reality merupakan perkembangan teknologi yang relatif baru di bidang komputer mobile. Berkembangnya teknologi, informasi dan komputer di berbagai bidang dan salah satunya pada bidang pendidikan. Banyak siswa-siswi SMP lebih memilih belajar menggunakan smartphone dan sulit memahami ketika pelajaran dimulai. Penelitian ini bertujuan untuk memudahkan proses belajar dan menarik minat siswa-siswi untuk belajar bangun ruang sisi datar. Penelitian ini merancang sebuah aplikasi augmented reality bangun ruang sisi datar menggunakan metode marker based tracking pada unity dan vuforia. Perancangan aplikasi dengan pembuatan objek 3D dari software blender, beserta animasi objek 3D. Kemudian di proses ke Unity 3D dengan tambahan Vuforia SDK sebagai perancangan utama aplikasi. Proses Unity 3D selanjutnya akan di build menjadi file apk dan dipasang ke perangkat android. Dari penelitian yang telah dilakukan dan pengamatan hasil aplikasi augmented reality bangun ruang sisi datar terbukti bahwa aplikasi ini membantu proses belajar dan menarik minat belajar siswa-siswi SMP.
Co-Authors Aji Supriyanto Ajie, Ach. Ridlo Bayu Aldri Frinaldi Alfiqhyanto, Damas Aprico, Fikky Apriyanti, Dewi Ardiyanto, Roni Budi Hartono Caesar, Yulius Bagus Cahaya, Agus Indra Chatarina Umbul Wahyuni Dian Kristiawan Nugroho Dinata, Benny Martha Edy Safriliyanto Edy Supriyanto Edy Supriyanto Edy Supriyanto Edy Winarno Eko Ariyanto Eko Nur Wahyudi EKO WAHYUDI Eksawati, Rini Endang Lestariningsih Feliatra Felix Andreas Sutanto Fitika Andraini Fitika Andraini Handoko, Widiyanto Hari Murti Hari Murti Hidayat, Suluh Imam Husni Al Amin Kirana, Heni Candra Krisnawati, Ela Kristianto, Taufik Fredy Kristiyono, Budi Kristophorus Hadiono Liswintiawati, Ida Luh Putu Ratna Sundari Murti, Hari Naomi Simatupang, Dameria Oktaviany, Fenny Fitria Okviandre Yoga Putra Palupi, Dian Penunjang Waruwu Perdana, Willy Yudha Prasetya, Febri Adi Prasetya Purwono R. Soelistijadi Rafidian Salmana Tamimi Raharjo, Fajar Rahma, Salsabella Rara Redjeki Rara Sri Artati Redjeki Redjeki, Rara Redjeki, Rara Sriartati Rizki Kurniawan, Alnando Rizqi Setyawan, Raffly S.Pd. M Kes I Ketut Sudiana . Safii, Mochamad Yunaidi Saputra, Roni Halim Saputro, Risky Wisnu Sariyun Naja Anwar Sarwo Edi, Sarwo Soelistijadi, Soelistijadi Sri Eniyati Supriyanto, Edy Supriyatno, Alfaruq Marsalsani SUTANTO, FELIX Sutrasno Andre Wibowo Sutrasno Andre Wibowo* Syahfiar, Nabil Theresia Dwiati Wismarini Veronica Lusiana W. T. Handoko W.T. Handoko Wahyudi, Eko Nur Wibowo*, Sutrasno Andre Widianto Tri Handoko Widiyanto Handoko Widiyanto Tri Handoko Wijayanti Pujadi, Vera Wijayanto, Wendhie Tri Wiratno, Amat Wismarini, Th Dwiati Wismarini, Theresia Wiwien Hadikurniawati WT Handoko Zuly Budiarso