Claim Missing Document
Check
Articles

Found 2 Documents
Search

MODEL PENGEMBANGAN APLIKASI MOBILE E-DAKWAH DI MASA PANDEMI COVID-19 DENGAN METODE PROTOTYPING Syahrizal Dwi Putra; Tiara Fanny Eldiana; Diah Aryani
Journal of Information System, Informatics and Computing Vol 4 No 1 (2020): JISICOM : Volume 4, Nomor 1, Juni 2020
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (685.566 KB)

Abstract

Pada masa pandemi COVID-19 (Coronavirus Disease) saat ini, banyak terjadi perubahan dalam berbagai aspek kehidupan sosial termasuk dalam kegiatan dakwah. Perkembangan dan keberadaan internet dan media sosial serta pembatasan berbagai kegiatan keagamaan di masa pandemi COVID-19 menjadi tantangan dan peluang dalam kegiatan dakwah. Pemanfaatan teknologi informasi dalam kegiatan dakwah memunculkan konsep e-dakwah. Penerapan e-dakwah dalam kegiatan keagamaan merupakan adaptasi kebiasaan baru yang harus segera dimulai oleh masjid. Model pengembangan aplikasi e-dakwah perlu dikembangkan untuk memberikan solusi bagi masjid agar dapat tetap menjalankan aktifitasnya melalui daring. Metode pengembangan aplikasi ini menggunakan metode prototyping. Hasil penelitian ini merupakan suatu aplikasi mobile e-dakwah untuk kegiatan dakwah dengan fitur-fitur seperti jadwal kajian serta materi, info kegiatan, doa-doa, hadits-hadits, video, kisah nabi, cerita inspirasi dan quote yang dapat diakses dimanapun dengan bantuan internet dan perangkat mobile android.
Aplikasi Augmented Reality Geometri Sekolah Dasar Untuk Bangun Datar dan Ruang Menggunakan Metode Marker Based Tracking Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan; Verdi Yasin
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5281

Abstract

Geometry is an important part of students' mastery of mathematics. In its application, students are still constrained in imagining objects abstractly. It takes the right learning media that is used by teachers and keeps abreast of current technological developments. This study aims to describe flat and spatial geometric objects in teaching geometry using augmented reality learning media based on Android applications so that learning becomes more interesting, concrete and visual equipped with a quiz game feature that contains quizzes that are puzzle games. This application was built using Unity3D and Vuforia SDK and 3D objects created using Blender. This application utilizes the marker method used to determine the point of emergence of 3D objects. The results of application testing using the black box method state that the detection of markers on objects, features and the speed level of devices using the application is running well. The Marker Based Tracking method can be used to recognize flat object markers and spatial planes very well.