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Control of a Movable Robot Head Using Vision-Based Object Tracking Moh Khairudin; G.D. Chen; M.C. Wu; R. Asnawi; Nurkhamid Nurkhamid
International Journal of Electrical and Computer Engineering (IJECE) Vol 9, No 4: August 2019
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.661 KB) | DOI: 10.11591/ijece.v9i4.pp2503-2512

Abstract

This paper presents a visual tracking system to support the movement of the robot head for detecting the existence of objects. Object identification and object position estimation were conducted using image-based processing. The movement of the robot head was in four directions namely  to the right, left, top, and bottom of the robot head. Based on the distance of the object, it shifted the object to many points to assess the accuracy of the process of tracking the object. The targeted objects are detected through several processes, namely normalization of RGB images, thresholding, and object marking. The process of tracking the object conducted by the robot head varied in 40 various object points with high accuracy. The further the object’s distance to the robot, the smaller the corner of the movement of the robot produced compared to the movement of the robot head to track an object that was closer even though with the same distance stimulant shift object. However, for the distance and the shift of the same object, the level of accuracy showed almost the same results. The results showed the movement of the robot head to track the object under the head of the robot produced the movement with a larger angular error compared to the movement of the robot head in another direction even though with the stimulant distance of the same object position and the distance shift of the same object.
The Use of Ethnomathematics Learning Media Based on Augmented Reality for Madrasah Students Ahmad Anis Abdullah; R Richardo; T Rochmadi; A Wijaya; Nurkhamid Nurkhamid
AL-ISHLAH: Jurnal Pendidikan Vol 14, No 1 (2022): AL-ISHLAH: Jurnal Pendidikan
Publisher : STAI Hubbulwathan Duri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (955.863 KB) | DOI: 10.35445/alishlah.v14i1.1140

Abstract

This study presents Augmented Reality (AR) implementation for learning geometry mathematics with a cultural approach in junior high schools. The research method used was ADDIE (analysis, design, development, implementation, and evaluation) by limiting it to (1) exploration analysis, (2) design, (3) development, and (4) implementation. Applying the AR concept to the mathematics learning method with a cultural approach is hoped to create an interesting and fun mathematics learning atmosphere. This is because the application of AR concepts in mathematics learning can help students towards abstract mathematical concepts with the help of 3D objects and improvisation of appropriate sounds and images. The research results are an AR application prototype for learning geometric mathematics with a cultural approach in junior high schools, which can be used for geometry material in junior high schools for both classroom and online learning.
E-MODULE DEVELOPMENT FOR THE SUBJECT OF MEASURING INSTRUMENTS AND MEASUREMENT IN ELECTRONICS ENGINEERING EDUCATION Nuryake Fajaryati; Nurkhamid Nurkhamid; Ponco Wali Pranoto; Muslikhin Muslikhin; Athika Dwi W
Jurnal Pendidikan Teknologi dan Kejuruan Vol 23, No 2 (2016): (October)
Publisher : Faculty of Engineering, Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (251.312 KB) | DOI: 10.21831/jptk.v23i2.13187

Abstract

This study aims to develop an e-module as a medium of learning for the practice course of Measuring Instruments and Measurement in the Department of Electronics Engineering Education of Yogyakarta State University and to determine the feasibility of the e-module. This study employed a method of research and development. The development process was conducted through four phases by using the model of Lee and Owens which consisted of analysis phase, design phase, developing and implementation phase, as well as evaluation phase.The evaluation was conducted in several stages. Firstly, an alpha test for product validation was conducted by the experts on material and media. After that, a beta test was conducted by testing the product in small group users. The subjects of this study were the students of Electronics Engineering. The instruments used to collect the data were a validation sheet and questionnaires. The results of qualitative data were then modified into quantitative data with a range of 1 to 5, then they were converted with a rating scale to determine the feasibility of the medium. The results showed that based on the alpha test, the medium was in a very high quality. Meanwhile, in the beta test of the instructional aspect, in terms of material and evaluation and the multimedia aspect the e-module was respectively considered feasible and quite feasible. The four indicators namely text, image, animation and video were all generally considered feasible. In terms of usage aspect, the e-module was considered feasible where its two indicators, namely instructions and navigation, were generally regarded as very feasible by all respondents.
Development of activity of daily living modules based on behavioral approaches for moderate intellectual disability Noorita Dwi Sulistyaningrum; Mumpuniarti Mumpuniarti; Nurkhamid Nurkhamid
Jurnal Prima Edukasia Vol 9, No 1 (2021): January 2021
Publisher : Asosiasi Dosen PGSD dan Dikdas Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jpe.v9i1.32857

Abstract

Moderate intellectual disability requires a specific behavioral approach of learning Activity of Daily Living (ADL). This study aims to develop an appropriate and effective ADL module for moderate category intellectual disabilities in a special program instruction based on behavioral approaches. This research is a Research and Development (RD) using the Dick and Carey development model. The Dick and Carey development model consists of 10 steps of development, namely identifying needs in setting goals, analyzing learning, analyzing learners and context, developing learning objectives, developing assessment instruments, developing learning strategies, developing and selecting learning materials, designing and implementing formative evaluations, improving learning, designing and conducting the summative assessment. The module was implemented in the Special School of PGRI Sentolo and the Special School of Ma'arif Bantul through individual trials involving one subject, a small group trial involving six subjects, and a field test involving 15 subjects. Data collection was carried out using interviews, observations, questionnaires, and performance tests. The results of the study are that the ADL module is feasible and effective to use. The module was designed according to a behavioral approach, including the objectives were arranged from simple to complex, the presentation of the material was based on task analysis, verbal positive reinforcement was presented by the flap lift, and rewards are provided as star stickers available in the module.
Pengembangan Aplikasi Kuis Interaktif Untuk Membantu Proses Evaluasi Hasil Belajar Peserta Didik SMK Negeri 2 Yogyakarta Berbasis Android Rifaldi Iqbal Bachtiar; Nurkhamid
Journal of Information Technology and Education (JITED) Vol. 1 No. 1 (2023): March 2023
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v1i1.48

Abstract

The purpose of this research are: (1) Developing an android-based quiz application as a media evaluation assessment in learning implementation activities, (2) Testing application quality standards according to ISO 25010 with the characteristics of functional suitability, usability, compatibility, and performance efficiency. The method used is Research and Development (R&D) with the Rational Unified Process (RUP) application development procedure which consists of 4 phases, inception, elaboration, construction, and transition The results of this research are (1) Android application "QuizQuy" was developed with RUP model, and (2) application has met the ISO 25010 testing standard in aspects of (a) functional suitability features can run 100%, (b) usability with score 91.73%, (c) compatibility 100% in terms of coexistence, and various operating systems also devices, (d) performance efficiency gets a good score with an average CPU usage of 22.5% , memory usage of 203.65 MB and time behaviour of 0.02 seconds/thread without any force close or memory leak in the application.
Perancangan User Interface Pada Website Organisasi Kemahasiswaan di Fakultas Teknik Universitas Negeri Yogyakarta Dengan Pendekatan Design Thinking Muhammad Gizka Setiawan; Nurkhamid; Ratna Wardani
Journal of Information Technology and Education (JITED) Vol. 1 No. 2 (2023): September 2023
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v1i2.81

Abstract

This study aims to design a User Interface on the student organization's website as a support for the convenience of Student Organizations of the Faculty of Engineering, UNY in terms of organizing activities. Based on previous research, the creation of the SI ORMAWA website was not tested on the User Interface that was developed. So this raises the problem that the existing User Interface does not suit the user's needs. The subjects of this research were the 2022 Faculty of Engineering UNY Ormawa. This research was conducted in several stages using the design thinking method. In the process, design thinking creates an understanding of the user's needs and the steps taken to achieve the user's goals as well as the process of empathizing with the user. The stages of the design thinking process carried out are empathy to produce empathy maps, define to produce user personas, ideas to produce user goals and flows, prototypes to produce low and high fidelity prototypes and finally testing using Usability Testing. This study uses Usability Testing with the Single Ease Questions (SEQ) and System Usability Scale (SUS) methods. In the SEQ results the user's response has three values, namely 5 (quite easy) 2%, 6 (easy) 11% and 7 (very easy) 87% on the Likert scale and the SUS results get Acceptable results with a value of 84.5.
Pengembangan Web Direktori Karya Mahasiswa Dengan Implementasi Data Versioning Gagas Akar Ilalang; Handaru Jati; Nurkhamid
Journal of Information Technology and Education (JITED) Vol. 1 No. 2 (2023): September 2023
Publisher : Department of Electronics and Informatics Engineering Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jited.v1i2.83

Abstract

Penelitian ini bertujuan untuk (1) Mengembangkan produk web direktori karya yang memiliki komponen data versioning, (2) Menjamin kualitas produk yang dikembangkan sesuai standar kualitas ISO/IEC 25010:2011. Pengembangan produk dilaksanakan mengikuti model pengembangan Rational Unfied Process. Pengujian kualitas produk menggunakan 6 dari 8 aspek product quality model ISO/IEC 25010:2011. Hasil dari penelitian ini adalah: (1) Sistem berbasis web yang dikembangkan, bernama Fineprint, telah memenuhi kebutuhan platform showcase karya dan pencatatan data karya dengan fitur data versioning. (2) Sistem telah teruji dengan ISO/IEC 25010:2011 pada masing-masing aspek sebagai berikut: functional suitability 98% (sebagian besar fitur berhasil diimplementasikan); performance efficiency sub- aspek performa 88% (baik/cepat), sub-aspek struktur 96% (sangat baik); usability 85% (sangat layak); reliability 82% (sangat layak) dan 98% tahan tekanan; security 0 celah keamanan (sangat aman); maintainability menunjukkan bahwa source code sedikit kompleks dengan skor CCN 14,16 namun masih relatif mudah dipelihara dengan skor MI 91,96, Halstead 0,39, dan Kan’s defects 0,86.
Pelatihan Pengelolaan E-Learning dan Konten Digital Untuk Guru SMP 12 Yogyakarta Dalam Mendukung Inovasi Pembelajaran di Kampung Emas Yogyakarta Nurkhamid Nurkhamid; Agus Qomaruddin Munir; Ramadhana Setiyawan; Zaenal Mustofa; Ratna Wardani
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/52khtz43

Abstract

SMPN 12 Yogyakarta telah berupaya untuk meningkatkan kualitas pembelajaran dengan memanfaatkan teknologi informasi dan komunikasi (TIK), meskipun peran guru masih dominan dalam metode ceramah. Meskipun mayoritas guru dan siswa telah terbiasa menggunakan perangkat bergerak seperti smartphone, banyak guru yang belum sepenuhnya mengadopsi metode pembelajaran interaktif. Penting bagi guru untuk memilih strategi pembelajaran yang sesuai dengan kondisi siswa dan memanfaatkan perkembangan teknologi untuk menciptakan proses belajar yang lebih menarik dan efektif. Siswa cenderung lebih memilih menggunakan internet untuk akses materi pembelajaran dibandingkan buku teks, namun pemanfaatan perangkat untuk pembelajaran masih rendah. Beberapa guru mengalami kesulitan dalam mengintegrasikan TIK, dan lebih sering menggunakan alat presentasi seperti PowerPoint. Dengan kemajuan TIK, diharapkan guru dapat lebih aktif dalam pembelajaran online, yang menawarkan fleksibilitas dan efisiensi waktu. SMPN 12 Yogyakarta juga berkontribusi dalam inovasi pembelajaran di Kampung Emas dengan mengembangkan konten digital yang interaktif, seperti video pembelajaran dan platform e-learning. Inovasi ini bertujuan untuk meningkatkan keterlibatan siswa dan menjadikan pendidikan lebih inklusif serta berdaya saing di era digital.
Pelatihan Pengelolaan LMS Untuk Meningkatkan Efektivitas Pembelajaran Di SMAN 2 Temanggung Agus Qomaruddin Munir; Nurkhamid Nurkhamid; Ramadhana Setiyawan; Zaenal Mustofa; Ratna Wardani
Jurnal Masyarakat Madani Indonesia Vol. 4 No. 4 (2025): November
Publisher : Alesha Media Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59025/n1e58r88

Abstract

SMAN 2 Temanggung merupakan salah satu sekolah pelopor dalam penerapan Ujian Nasional Berbasis Komputer (UNBK) dengan dukungan infrastruktur yang memadai, termasuk laboratorium komputer modern dan jaringan internet yang stabil. Meskipun mayoritas guru dan siswa telah terbiasa menggunakan perangkat digital seperti smartphone berbasis Android, hasil observasi menunjukkan bahwa proses pembelajaran masih didominasi oleh metode ceramah. Kondisi ini menyebabkan siswa kurang memperoleh kesempatan untuk membangun pengetahuan secara mandiri. Pemanfaatan Teknologi Informasi dan Komunikasi (TIK) dalam pembelajaran masih terbatas, sering kali hanya sebatas penggunaan PowerPoint sebagai media presentasi. Di sisi lain, siswa lebih banyak menggunakan perangkat digital untuk hiburan daripada kegiatan akademik. Tantangan ini menegaskan perlunya peningkatan kompetensi guru dalam mengintegrasikan TIK melalui pelatihan dan pengembangan perangkat pembelajaran yang inovatif. Dengan penerapan strategi pembelajaran interaktif berbasis teknologi, diharapkan guru dapat menciptakan lingkungan belajar yang lebih fleksibel, menarik, dan efektif, sehingga mampu meningkatkan motivasi serta hasil belajar siswa di era digital