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Animasi “Keluarga Aman” Sebagai Media Sosialisasi Pencegahan Penularan COVID-19 Suliswaningsih Suliswaningsih; Achmad Masruri; Ganang Eko Saputro; Anugerah Bagus Wijaya; Chyntia Raras Ajeng Widiawati
Infotekmesin Vol 14 No 1 (2023): Infotekmesin: Januari, 2023
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v14i1.1484

Abstract

Adaptation to new habits (new normal) must be implemented considering that people must continue their activities amidst the outbreak of Covid-19 transmission cases. Apart from the government and community organizations, awareness of prevention must be carried out by each individual even though they have been vaccinated. The purpose of this research is to create a 2D animation to socialize the application of the 5M health protocol used to prevent widespread transmission of Covid-19. The process of creating a 2D animation titled "Safe Family" is carried out in three stages. First, the pre-production stage includes defining ideas and concepts, writing scripts, storyboards, and audio recording. The production stage includes character creation, moving animation, inputting sound, and initial rendering (alpha test). The third step is the post-production stage, namely the final rendering. and evaluation (beta test). The results of the alpha test show the suitability of the idea, storyboard, and final rendering results. In addition, the results of beta testing show that on average 93.4% of respondents considered the 2D animation titled "Safe Families" to be appropriate for use as social media to prevent Covid-19 communication.
Peningkatan Pemahaman Literasi Digital melalui Pelatihan Aplikasi Website untuk Menentukan Penerima Bantuan Sosial Dana Desa Muhamad Awiet Wiedanto Prasetyo; Devi Yunita Saputri; Afilda Trisetya Riziana; Ika Romadoni Yunita; Gustin Setyaningsih; Suliswaningsih Suliswaningsih
Jurnal Komunitas : Jurnal Pengabdian kepada Masyarakat Vol 5, No 2: Januari 2023
Publisher : Institut Ilmu Sosial dan Manajemen Stiami

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31334/jks.v5i2.2702

Abstract

This is reflected in the various development programs that have been shown and intended to provide great concern for efforts to tackle economic problems, because basically the development carried out aims to improve people's welfare. The main requirements for receiving social assistance are being registered by the heads of neighborhood associations and neighborhood associations, loss of livelihood amid the Covid-19 pandemic and not being registered as recipients of other social assistance from the central government which has been described previously. However, when in the field it did not meet the expectations of the community, because it was considered not on target. There needs to be a re-evaluation regarding the assistance program so that it is more targeted because it is not in accordance with the government's previous plans. The solutions offered to overcome the above problems are implementing a website application-based decision support system, Decision Support Systems are not intended to automate decision making, but provide interactive tools that enable decision makers to carry out various analyzes using available models. The method is by coordinating with the village government as a community service partner, the team conducts interviews, observations and documentation to determine problems and appropriate solutions. With training events using the website application as a determination of village fund assistance for the community running smoothly, the obstacle faced is that only the village head and village officials can use the application more optimally, considering that each has a computer and laptop device while the head of the neighborhood association and Not all heads of neighborhood associations have these devices, but they can still use smartphone devices to access them. Comparison of the results of channeling village fund assistance using website application assistance, there are 5 to 11 residents who are not entitled to receive social assistance.
Aplikasi Belajar Matematika Sekolah Dasar Kelas V Berbasis Mobile Android Suliswaningsih Suliswaningsih; Aris Purnomo; Septi Fajarwati; Agung Prasetyo; Dani Arifudin
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 1 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i1.3250

Abstract

SD Negeri 3 Tugu uses the 2013 curriculum, which is an integrative thematic learning method, a scientific approach, and an authentic assessment. The method used is lecture, discussion, experiment, question and answer, skills, problem-solving, and assignments. Teachers at SD Negeri 3 Tugu use blackboards, notebooks, and textbooks as the media. Based on the results of interviews with fifth-grade students and teachers, it was stated that some students had difficulty understanding the mathematics material presented by the teacher in class. The number of formulas that must be understood by students, difficulties when doing assignments/Homework (PR) given by the teacher. This resulted in students getting poor grades in mathematics courses. The purpose of the research is to create an Android-based learning media application for grade V elementary school mathematics as an independent learning medium and help increase student interest in learning. The research uses the extreme programming method which includes the design stage to model the system from the application of mathematics learning media, the coding stage, namely the implementation of the system design using Microsoft Visual Studio software, and the testing stage using a questionnaire and involving material experts with an average of 84.28%, media experts as much as 91.42%, and student respondents as much as 84.28%. The results of the study indicate that the average respondent strongly agrees that the application is suitable for use as an Android mobile-based mathematics learning media.
Analisis aplikasi di Playstore berdasarkan Rating dan Type menggunakan Naive Bayes dan Logistic Regression Atmaja Jalu Narendra Kisma; Chyntia Raras Ajeng Widiawati; Suliswaningsih Suliswaningsih
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 10 No 2 (2023): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v10i2.4784

Abstract

The use of mobile applications is increasingly important in daily life in the digital era. However, the abundance of application choices in the Play Store makes it difficult for users to choose the right application according to their needs. Not only that, application developers also have difficulty finding the most liked ratings by users and the type of application that is widely downloaded. This research aims to find a solution to the problems of users and developers by comparing the performance of Naive Bayes and Logistic Regression algorithms in classifying Google Play Store application data based on ratings and the type of application that is most downloaded by users. The results show that both algorithms have a high level of accuracy, but Naive Bayes has a higher level of accuracy than Logistic Regression. Naive Bayes obtains an accuracy rate of 92.63% while Logistic Regression obtains an accuracy rate of 92.60%. This research provides guidance for users to choose the right algorithm in classifying Google Play Store application data. However, these results are based on the data used in a particular study, so they cannot be generalized to all situations and datasets. Other factors such as data quality and proper feature selection can also affect algorithm performance. In addition, this research also shows that the type of application that is most downloaded by users on the Google Play Store is a free application. This can be input for developers to develop types of applications that are favored by users. This research also shows the results of application ratings, where an application named Life Made WI-FI Touchscreen Photo Frame with the photo editing category gets a very high rating. These results can be input or references for application developers to create even better applications in the future..
Design Animation Video to Learning Tajweed Science for Children Luzi Dwi Oktaviana; Suliswaningsih Suliswaningsih; Shodiq Khalidy
Journal of Multimedia Trend and Technology Vol. 2 No. 1 (2023): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v2i1.28

Abstract

Tajweed science is one of the sciences that is used to learn how to read the Qur'an properly and correctly. So far, learning has been done by explaining it directly when children read the Qur'an, but not all children can understand it even though it has just been explained. so that learning media are needed as a means to improve teaching and learning processes. Video is an alternative choice that can be used as a learning medium so that students are more interested in and attracted to participating in learning. Therefore, the purpose of this research is to design an animated video as a medium for learning tajwid for children using the Multimedia Development Life Cycle (MDLC) method. The results of the study concluded that, after testing by media and material experts, animated videos were very suitable for use as learning media.
Model Rencana Pembelajaran Semester (RPS) Menggunakan Konsep Kurikulum Mandiri Pada Mobile Learning Anugerah Bagus Wijaya; Irfan Santiko; Suliswaningsih Suliswaningsih; Aulia Hamdi; Luky Rafi Anuggilarso; Salsa Billa Zulmi Zettira
CogITo Smart Journal Vol. 9 No. 1 (2023): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v9i1.446.145-155

Abstract

The curriculum is a guide for all students and students in carrying out the learning process in schools and tertiary institutions. The discussion in this article discusses the curriculum at the tertiary level. The sub-discussion that will be studied is about the Rwncana Pembelajaran Semester (RPS). A tertiary institution certainly has guidelines in curriculum development. This curriculum will be reduced to a standard that influences the teaching and learning process. The problem that occurs is that it is often found that learning plans do not always go according to the guidelines they have. This causes the teaching and learning process to be not in line with the goals to be achieved at the end of the lesson. In this article, we will review how to conceptualize a learning plan with the currently popular model, namely mobile learning or abbreviated as m-learning. In m-learning there is a pattern that is considered in accordance with the 5.0 era of society approach, namely running independently. This solution was provided based on the survey method given to a number of respondents who considered that learning would be more effective if there was an independent curriculum that was easily developed and adapted to current learning conditions.
Perancangan Sistem Presensi Siswa Dengan RFID Berbasis IoT Menggunakan NodeMCU ESP8266 Suliswaningsih Suliswaningsih; Nugie Dwitama; Anugerah Bagus Wijaya
Infotekmesin Vol 15 No 1 (2024): Infotekmesin: Januari, 2024
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v15i1.2053

Abstract

Dewantara Sumbang Vocational School has 4 majors, namely Business and Motorcycle Engineering, Multimedia, Graphic Design, and Sharia Banking and the current number of students is quite large, namely 537. The teacher keeps track of attendance for each topic in each class. The student attendance process is carried out manually, namely recording in the attendance book. Attendance book documents are susceptible to damage such as tearing, getting wet, and being lost. So it will cause difficulties during the recording process at the end of the semester and it requires many attendance book documents. Apart from that, it requires storage space for attendance documents. Using RFID in the design of an automatic attendance system to track students' attendance in class and Internet of Things (IoT) infrastructure is the solution to this issue. The study employs a Waterfall method approach, with steps starting with requirements analysis, and moving on to system design, testing, implementation, and maintenance. The research results are the design of an automated student attendance system based on IoT and RFID. The attendance system for 28 students in 1 class takes 16 minutes, 4 minutes faster than the manual attendance system, which is 20 minutes. Teachers can see the results of the attendance data recap through the website interface which includes information on subjects, classes, majors, academic year, semester, names of students present, KBM date, entry time, and class exit time.
Penerapan Multi-Palette Color untuk Pemberian Saran Pemilihan Warna Tema Desain Visual Vektor Suliswaningsih; Adam Prayogo Kuncoro; Ali Nur Ikhsan; Muhammad Thoriq Jamil; Syahrul Sani
Infotekmesin Vol 15 No 1 (2024): Infotekmesin: Januari, 2024
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v15i1.2081

Abstract

In graphic design, many creative applications offer many templates. This design platform is suitable for creative designers and hobbyists such as marketers, bloggers, social media managers, etc. In a design workflow, users select a template and replace elements with their resources. Instead of creating one color palette for all elements, researchers extract multiple color palettes from each visual element in a graphic document and then combine them into a set of colors. Researchers design sample color schemes to complement color sets and we recommend colors that might be determined based on the color context in a multi-palette. Researchers conducted model training and created a color recommendation system for a collection of vector visual designs. The proposed color recommendation method is targeted to be a color prediction medium, as well as a color recommendation system on vector media. The results of this study are in the form of color recommendations for vector graphic design based on a multi-palette of visual elements.
Implementasi Algoritma Random Walk untuk Procedural Generation dalam Genre Game Dungeon Crawler 2D Dani Arifudin; Dhipa Ringi Rizky; Andi Dwi Riyanto; Suliswaningsih
Infotekmesin Vol 15 No 2 (2024): Infotekmesin, Juli 2024
Publisher : P3M Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/infotekmesin.v15i2.2317

Abstract

The use of algorithms to produce content through procedural generation is an attractive alternative in game development. However, it should be noted that there are various types of algorithms with varying results, as well as their suitability for 2D/3D game types. Random walk is a simple algorithm that is often used in procedural generation. This algorithm works on discrete or continuous space, from an initial position and moves by taking a random direction at each step. The Dungeon Crawler game genre is a type of game that can utilize procedural generation. A game genre that developed from the RPG genre, focusing on the exploration of mazes or dungeons that are often randomized and full of various obstacles. This genre offers several interesting features, such as collecting exploration rewards, solving puzzles, and finding a way out. This research uses GDLC as a system development method based on Windows PC devices. The test results using the Black Box method can be said to be successful because the game succeeded in creating levels automatically by implementing the Random walk algorithm.
Meningkatkan Rasa Nasionalisme Siswa Melalui Game Base Learning Anugerah Bagus Wijaya; Suliswaningsih Suliswaningsih; Argiyan Dwi Pritama
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 19 No. 1 (2019)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v19i1.496

Abstract

The birth of Game Based Learning take a new prespective to learing method while using a Game for learning proccess. This is a good opportunity for lecturer and theacher to increas and update their learning instrument that can be used. Some studies about game founded the approach of through the medium of games of the match learning in a significant way capable of effecting the improve achievement , the motivation to study , and the level of satisfaction in the style of of students to study. This study focused on increasing students nationalism through the game base learning in learning procces for Senior high students where players trained to make a deccision, analyze, and decide own attitude in the games. This game based learning research apply for learning nationalism lessons consists of four phases, design phase, data collection stage, the analysis and discussion stage phase, the documentation and research results phase. To stage of game design base learning with learning and analysis mapping game mechanics for serious games analysis (LM-GM) as the mapping of learning in the game. The purpose through this game is learning from the game play can be shown that the approach proposed effectively gives understanding of learning that given. In addition, also found that game is can help students studies learning the history.