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RANCANG BANGUN PERMAINAN UNTUK MELATIH MOTORIK DAN PENGETAHUAN ANAK TERHADAP BUAH DAN SAYUR BERBASIS COMPUTER VISION Istiqomah Sumadikarta; Fikhri Fadhilah
JURNAL SATYA INFORMATIKA Vol. 9 No. 2 (2024): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v9i2.676

Abstract

With the advancement of current technological developments, it accelerates the development of various aspects of life, one of which is the development of education. Children at an early age need a way to help their learning process by playing to train their motor skills and knowledge about fruits and vegetables using educational games with Computer Vision technology. The creation of Educational Games to train children's motor skills and knowledge about fruits and vegetables based on computer vision is designed using python, PyCharm, OpenCV, Mediapipe, and PyGame. This research produces a multimedia application as a game-based learning environment for children. With this educational game, it is hoped that it can be an alternative game-based learning environment that can attract children's interest in learning by playing. Based on the results of functional testing, this educational game can run as it should. Based on the test results, this educational game based on Computer Vision technology can be played at a distance of 1 meter, 1.5 meters, and 2 meters so that the response from the hand can be properly detected by fruit and vegetable objects.
RANCANG BANGUN PROTOTIPE ALAT PENERIMA PAKET DARI KURIR EKSPEDISI Istiqomah Sumadikarta; Alfisyahrin Alsya; Hernalom Sitorus; Bosar Panjaitan
JURNAL SATYA INFORMATIKA Vol. 10 No. 1 (2025): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v10i1.704

Abstract

Technological advances have driven the development of package delivery systems, particularly in e-commerce. However, challenges such as package loss and damage remain due to the lack of a secure receiving system. This study aims to design and build a prototype of an Internet of Things (IoT)-based package receiving device that can be accessed in real-time using the Telegram application. The research methods used include needs analysis, hardware and software design, and system testing. The hardware used includes an Arduino Uno as the main microcontroller, an ESP8266 as an IoT communication module, an ultrasonic sensor for package detection, a servo motor for the box opening and closing mechanism, and a push button for manual operation. The software was developed using the Arduino IDE and configured with a Telegram Bot to provide notifications to users. Test results show that this system is capable of performing well in receiving packages automatically, securing packages until they are picked up by the owner, and sending real-time notifications to users. Thus, this tool can be a solution in improving package receiving security in the digital era.
PERANCANGAN SISTEM INFORMASI UNTUK DATA BASE KEPENDUDUKAN WARGA MENGGUNAKAN METODE WATERFALL (STUDI KASUS PADA RW 01 KELURAHAN CIPULIR KECAMATAN KEBAYORAN LAMA JAKARTA SELATAN) Nauli, Sukarno Bahat; Sumadikarta, Istiqomah; Priambodo, Agung; Julhidani, Achmad Fajri
SENTRI: Jurnal Riset Ilmiah Vol. 3 No. 3 (2024): SENTRI : Jurnal Riset Ilmiah, Maret 2024
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/sentri.v3i3.2482

Abstract

Kepengurusan RW 01 Kelurahan Cipulir Kecamatan Kebayoran Lama ini mempunyai eknik informasi masih dalam bentuk manual dan belum terotomatisasi sehingga lambat dalam proses penambahan, perubahan maupun penghapusan data serta pendataan-pendataan penduduk lainnya. Tujuan membuat eknik informasi data base kependudukan warga menggunakan metode waterfall berbasis web ini agar dapat membantu memberikan eknik tive pemecahan masalah di kepengurusan lingkungan RW 01 Kelurahan Cipulir. Metode dalam penelitian ini memanfaatkan eknik-teknik tertentu dan dilakukan dengan penggunaan metode waterfall dengan harapan dapat membantu pihak kepengurusan RW 01 menentukan perbedaan klasifikasi data warga. Berdasarkan pengelompokan dari beberapa atribut yaitu : Penduduk Tetap Berdomisili, Penduduk Tetap Tidak Berdomisili, dan Penduduk Tidak Tetap Berdomisili dengan menggunakan metode waterfall maka akan menghasilkan Informasi yang ter grouping atau terklasifikasi dengan tepat dan akurat, sehingga memudahkan dalam melakukan pencarian data. Hasil dari penelitian ini adalah seperangkat aplikasi Sistem Informasi Pendataan Warga pada Kepengurusan RW 01 Kelurahan Cipulir, Kecamatan Kebayoran Lama. Kesimpulan dari penelitian ini bahwa dalam perancangan Sistem Informasi ini memberikan banyak kemudahan dalam proses pengolahan data warga.
PELATIHAN APLIKASI MICROSOFT PROJECT UNTUK KARANG TARUNA KELURAHAN PONDOK AREN Nauli, Sukarno Bahat; Panjaitan, Bosar; Priambodo, Agung; Sibarani, Riama; Sumadikarta, Istiqomah; Sianturi, Heriston; Kholiq, Abdul; Haji, Wachyu Hari
Jurnal Pengabdian Masyarakat Nasional Vol 4, No 2 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/pemanas.v4i2.30480

Abstract

Karang Taruna di Republik Indonesia merupakan generasi penerus bangsa yang akan menggantikan generasi orang tua mereka. Oleh karena itu, Karang Taruna perlu dilengkapi dengan keterampilan dalam pemanfaatan teknologi informasi. Salah satu bagian penting dari teknologi informasi tersebut adalah aplikasi Microsoft Project. Selain belajar di sekolah, Karang Taruna di Pondok Aren, yang terdiri dari siswa setingkat SMA dan mahasiswa di wilayah kelurahan Pondok Aren, perlu memanfaatkan waktu luang dengan kegiatan produktif melalui media daring. Salah satu kegiatan yang bermanfaat dan sangat dibutuhkan adalah mengikuti Pelatihan Aplikasi Microsoft Project. Setelah menyelesaikan pelatihan ini, peserta diharapkan mampu membuat Gantt chart, melakukan penjadwalan kerja, menyelesaikan proyek, serta menggunakan seluruh toolbar dan menu yang tersedia di Microsoft Project
IMPLEMENTASI KOMPUTER VISION PADA GAME EDUKASI BANGUN RUANG UNTUK ANAK USIA DINI Istiqomah Sumadikarta; Bayu Akbar Nugroho; Febriyansyah Ramadhan; Elnandi Nur
JURNAL SATYA INFORMATIKA Vol. 10 No. 2 (2025): JURNAL SATYA INFORMATIKA
Publisher : FAKULTAS TEKNIK

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jsk.v10i2.748

Abstract

Learning two-dimensional shapes in early childhood education often faces challenges due to the limitations of conventional learning media, which are static in nature. Teachers typically use physical aids such as wooden puzzle pieces, but these materials are easily damaged and often lose parts. This study proposes the development of an educational game based on computer vision that enables interaction through real-time hand movements, making the learning process more interactive and engaging. The research method uses the System Development Life Cycle (SDLC), which includes needs analysis, system design, implementation using Python, OpenCV, MediaPipe, and Pygame, testing, and evaluation. The system is designed to recognize users’ hand movements and allow them to move two-dimensional shape objects to the designated target area (drop zone). Testing conducted with students at TK Tunas Satria shows that the game improves understanding of two-dimensional shape concepts, achieving an average score of 4.3 out of 5. The engaging interface and gesture-based interaction help students more easily recognize and differentiate geometric shapes. The main challenges lie in the need for good lighting conditions and specific hardware requirements. The findings demonstrate that the game effectively serves as an interactive learning tool, receiving positive reception from both children and educators. The integrated hand tracking technology successfully facilitates intuitive and captivating user interactions.
PELATIHAN DIGITAL MARKETING BAGI GURU TAUD EL-HIMMAH UNTUK PENGUATAN BRANDING SEKOLAH Sumadikarta, Istiqomah; Chafid, Nurul
JURNAL SINERGI Vol. 7 No. 2 (2025): SINERGI
Publisher : FT-USNI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/sinergi.v7i2.751

Abstract

Program Pengabdian Masyarakat (PKM) ini bertujuan untuk meningkatkan kapasitas guru di TAUD El-Himmah dalam memanfaatkan konsep pemasaran digital untuk pengelolaan konten media sosial yang organik dan terstruktur. Metode yang digunakan adalah sesi pelatihan selama 3 jam tanpa segmen praktik, yang mencakup materi tentang persona audiens, strategi konten berbasis funnel marketing, persiapan kalender konten, dan SOP media sosial. Evaluasi dilakukan melalui pre-test dan post-test. Hasil kegiatan menunjukkan peningkatan pemahaman peserta tentang strategi pemasaran digital berbasis konten organik, serta kesadaran akan pentingnya membangun citra sekolah melalui media sosial. Disimpulkan bahwa pelatihan ini berhasil meningkatkan literasi digital guru, meskipun pendampingan dan sesi praktik berkelanjutan diperlukan dalam kegiatan selanjutnya.