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Pendampingan dan Pelatihan Metodologi Penelitian Kuantitatif Bagi Mahasiswa Pusat Studi MGM Agung Prasetyo; Arum Vika Ndari; Armeyta Putri Tanzilla; Rujianto Eko Saputro; Anugerah Bagus Wijaya; Aulia Hamdi; Suliswaningsih Suliswaningsih
Jurnal Pengabdian Mitra Masyarakat (JPMM) Vol 5, No 2: Oktober (2023)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jpmm.v5i2.2820

Abstract

AMIKOM University in Purwokerto, through its 6 study centers, requires and trains each student to write scientific papers, such as scientific reports, articles, theses, and scientific journals. The survey results agreed upon by the partners highlight several issues in this program. These issues include students' lack of understanding regarding the core issues in research, insufficient preparedness in creating suitable materials, theories, and references before designing a research proposal, and ambiguity in formulating research problems. Students also lack understanding of the research methodology they will use and are not accustomed to writing and citing scientifically. Many students still do not understand research methodology and are less skilled in designing research proposals. The learning process in lectures often feels monotonous because they are dominated by speeches and Q&A sessions, and students are not actively involved enough in searching and digging for information or theories. Only a few students get the opportunity to participate in guided exercises in formulating problems, selecting theories relevant to the problem, and choosing research methodology. This becomes a challenge that must be addressed in this program. The solution to these problems is to conduct training and mentoring for students to improve the quality of student research. In implementing this service, we use the Direct Action Method. This method includes several steps, namely Diagnosing, Action Planning, Action Taking, Evaluating, and Learning. These steps refer to the diagnostic process, action planning, action implementation, evaluation, and learning. This service has been successful in increasing the capacity of student human resources and students' abilities in research, which will benefit students in the future.
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.