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Augmented Reality 3D Heart as Learning Media at Midwifery Lab University of 'Aisyiyah Surakarta Rahmad Ardhani; Sigit Setiyanto; Ita Permatahati
International Journal of Computer and Information System (IJCIS) Vol 3, No 1 (2022): IJCIS : Vol 3 - Issue 1 - 2022
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v3i1.53

Abstract

Abstract— Utilization of Information Technology (IT) in the process of delivering information has been developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology.. Pada teknologi Augmented Reality (AR), pengguna dapat menvisualisasikan objek atau benda bersejarah dalam bentuk 3 dimensi. Augmented Reality (AR) has the advantage of being interactive and real time so Augmented Reality (AR) is widely implemented in the field of education as a medium to introduce historical objects which are cultural heritage or objects related to a science. Augmented Reality (AR) has the advantage of being interactive and real time, so Augmented Reality (AR) is widely implemented in various fields. Based on the explanation of the study, researchers are interested in conducting research using information technology in the health sector, by making Augmented Reality (AR) modeling to facilitate the community and midwifery students in providing learning about human organs, especially the heart which can be used digitally without having to dissect human organs and bringing him a modeling of the heart with the presence of a 3D heart organ provides convenience in learning to the public about the function and structure of the heart digitally.Keywords :3D, Augmented Reality, Heart 3D Design.
Rekayasa Kebutuhan Perangkat Lunak E-Marketplace Gerobak Kopi Yohanes Aryo Bismo Raharjo; Fachruddin Edi Nugroho Saputro; Martina Endah Pratiwi; Teguh Ansyor Lorosae; Rahmad Ardhani; Fendi Sumanto; Farid Fitriadi; Ema Utami
E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Vol 6 No 1 (2017): e-jurnal JUSITI
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

E-marketplace merupakan salah satu pengembangan e-commerce dimana e-marketplace menjadi media perantara yang mempertemukan antara penjual dan pembeli. E-Marketplace memungkinkan pembeli untuk menemukan berbagai jenis barang dan jasa yang ditawarkan dari berbagai penjual yang berbeda. E-marketplace juga menyediakan fasilitas bertransaksi yang aman dan mudah bagi penjual maupun pembeli. Metode dan tahapan penelitian terdiri atas Pengumpulan data dan informasi, Perancangan sistem, dan selanjutnya dikembangkan dengan metode model Waterfall. Hasil dari perancangan e-marketplace ini dapat menampilkan semua informasi mengenai produk-produk kopi dan memberikan kemudahan bagi para pelaku usaha dalam memperluas jangkauan dalam melakukan pemasaran baik produk maupun jasa sehingga lebih tepat sasaran dan akan lebih cepat mendapatkan respon dari khalayak ramai. Selain itu, juga mempermudah pelanggan dalam pencarian produk, dikarenakan dalam e-marketplace terdapat banyak penjual. Sistem E-marketplace memiliki fitur-fitur yang memberikan kemudahan bagi pengunjung, mempunyai kontribusi dalam menyelesaikan masalah untuk memberikan jaminan layanan informasi yang lebih pada konsumen. Menampilkan informasi-informasi yang mengarahkan pengunjung, calon pembeli juga dapat melakukan pemesanan, pembayaran, dan konfirmasi pembayaran. Hal ini dapat memperluas pangsa pasar dan menumbuhkan daya saing karena sistem penjualannya tidak lagi terbatas pada ruang dan waktu
Virtual Reality Sebagai Media Promosi Wisata Kuliner Halal Di Solo Baru Sukoharjo Aisyah Mutia Dawis; Murhadi Murhadi; Rahmad Ardhani
INTEK : Jurnal Informatika dan Teknologi Informasi Vol. 6 No. 1 (2023)
Publisher : Universitas Muhammadiyah Purworejo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37729/intek.v6i1.3161

Abstract

Nowadays technology is increasingly advanced and modern. Virtual Reality (VR) is starting to be used as a medium for promoting halal culinary tourism to be relevant and important. Virtual reality (VR) is a technology that allows users to interact with a digital environment that is created in such a way that it feels real. By using VR, potential travelers can experience eating at a halal restaurant or cafe in a more immersive and realistic way before they actually visit the place. In addition, VR can also be used to introduce the menu and promote the various halal culinary dishes available. With the use of virtual reality technology, tourists or the general public can easily identify which food places are halal clearly, because currently in Solo Baru Sukoharjo there are several places to eat that are not halal because they contain non-halal food ingredients that have begun to spread, besides that tourists can also experience halal culinary experiences directly and learn about the process of making and cleaning food that is explained in de-tail. This experience can be an added value that allows the promotion of halal culinary tourism to be more effective and efficient. Through this research, it is hoped that the promotion of halal culinary tourism in Solobaru Sukoharjo can become wider and reach more tourists.
PENERAPAN METODE WATERFALL DALAM PERANCANGAN SISTEM INFORMASI E-LEARNING BERBASIS WEB PADA MADRASAH TSANAWIYAH (MTS) AL-WUSHO RUMAH SETIA RUMAH SETIA Rahmad Ardhani; Muhammad Misbahul Munir; Aisyah Mutia Dawis
Journal of Innovation And Future Technology (IFTECH) Vol 5 No 2 (2023): Vol 5 No 2 (August 2023): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v5i2.2754

Abstract

Education is one of the benchmarks for the progress of a nation. One way to advance education is to follow technological developments. And technological developments are currently developing so rapidly, one of the technologies that exist in the world of education today is E-Learning. E-Learning is a form of technological progress that can be utilized effectively and efficiently for the learning process. E-Learning is an education system that uses electronic applications to support the development of teaching and learning activities using internet media. (1) Madrasah Tsanawiyah (MTs) Al-Wusho Rumah Setia is one of the schools in Sukoharjo Regency. At Madrasah Tsanawiyah (MTs) Al-Wusho Rumah Setia the learning process is still traditional, namely the teaching and learning process between teachers and students is only carried out in class meetings and attendance using manual recording. Based on these conditions, an information system is needed that can facilitate the attendance process and can monitor teachers so that they can produce accurate reports. Utilization of information technology today can be used as a solution to overcome these problems. Therefore, as a solution to the problems above, this research provides a solution for making E-learning Information System Design. The National Training and Simulation Association reports that retention of material after learning through e-learning can reach 25-60%, whereas through classical learning it is only around 8-10%.
Rahmad Ardhani Utilization of Augmented Reality Technology as a Kidney Organ Learning Media for Hospital Administration Study Program, 'Aisyiyah University Surakarta Rahmad Ardhani Ardhani; Muhlizardy Muhlizardy
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1073

Abstract

AR (augmented reality), is a technology that combines two-dimensional and or three-dimensional virtual objects into a real environment and then projects these virtual objects in reality in real time. Augmented reality applies to all senses, including hearing, touch, and smell. Apart from being used in fields such as health, the military, the manufacturing industry and the world of education. This AR technology can insert certain information into the virtual world and display it in the real world with the help of equipment such as webcams, computers, Android cellphones, or special glasses. Learning media is a modern technology that can be used between educators and students in teaching and learning activities. which can connect, convey information and channel messages so as to create effective and efficient teaching and learning activities. Learning media can make communication between educators and students in the learning process. Learning media causes communication between educators and students in the learning process. Technology is currently developing very fast, including in the field of education such as augmented reality. AR learning media can visualize abstract concepts for understanding and the structure of an object model enabling AR as a more effective medium according to the objectives of the learning media. This study aims to: (1) design and build Augmented Reality learning media on the lungs; (2) knowing the performance and feasibility of Augmented Reality as a learning medium. Keywords: augmented reality, Learning Media, Learning Media
Penerapan Metode Heuristic Evaluation Pada Sistem Informasi Kontrasepsi Rasional (SIKONTRAS) Ita Permatahati; Rahmad Ardhani
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 2 No. 1 (2024): FEBRUARI : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v2i1.1628

Abstract

The SIKONTRAS application is a web-based application that has previously been used to socialize contraceptives to support government programs in broadcasting family planning programs, however, with technological developments and the large number of user demands who want comfort and ease in accessing information with attractive visuals, especially in terms of system appearance. used, the author took the initiative to carry out an evaluation of the SIKONTRAS application by going through the initial stages, namely distributing questionnaires to SIKONTRAS users and experts in the field of information system development, then from the results of the assessment, they will then be analyzed using the heuristic evaluation method. The research method is heuristic evaluation, method to identify design problems in user interfaces. The evaluator assesses the design based on a set of guidelines (called heuristics) that make the system easy to use. This Heuristic Evaluation is used to obtain usability testing results from SIKONTRAS. Testing was carried out on 5 respondents in the IT sector and the process included the following stages in carrying out the test. Based on the results of data analysis using heuristic evaluation, it can be concluded that the evaluation results of the SIKONTRAS system contained the greatest value in the flexibility and efficiency of use variable indicators, which means SIKONTRAS is flexible in using the system and easy for new users to understand, but development recommendations are still given based on comments and input by respondents, where respondents have professions in the field of information systems.
Pelatihan Desain untuk Media Promosi Online dan Meningkatkan Daya Jual Produk di SMA Muhammadiyah 1 Surakarta Rahmad Ardhani; Muhammad Misbahul Munir; Nutfah Ailul Ulun
ALKHIDMAH: Jurnal Pengabdian dan Kemitraan Masyarakat Vol. 2 No. 1 (2024): Januari : Jurnal Pengabdian dan Kemitraan Masyarakat
Publisher : Sekolah Tinggi Ilmu Syariah Nurul Qarnain Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59246/alkhidmah.v2i1.737

Abstract

Technological developments, especially in the field of graphic design, have had a significant impact on the world of marketing. Graphic design can be a more interesting and unique communication medium because it has images and text with colors that are very beautiful to look at. More and more business people are using graphic design as their marketing medium, such as posters, banners, logos, etc. (1) Lack of knowledge regarding the use of graphic design applications means students have limited abilities, so it will be difficult to compete with others in the world of work later. Students of Sma Muhammadiyah 01 Surakarta are not yet familiar with and use the Canva application, but this is not evenly distributed across all Sma Muhammadiyah 01 Surakarta. Lack of knowledge regarding the use of graphic design applications means students have limited abilities, so it will be difficult to compete with others in the world of work later and there is a lack of marketing knowledge in the field of digital marketing. Providing material or socializing about the other side of the Canva application is expected to stimulate and motivate students at Sma Muhammadiyah 01 Surakarta to further explore material regarding Graphic Design quickly, reliably and easily. (5) and it is hoped that it can increase the skills of high school students and students. Muhammadiyah 01
Sosialisasi Sistem Informasi Kontrasepsi Rasional (SIKONTRAS) Pada Warga Kelurahan Kerten, Laweyan, Solo Ita Permatahati; Rahmad Ardhani
MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat Vol. 1 No. 6 (2023): Desember : MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat
Publisher : Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mengabdi.v1i6.273

Abstract

The need for education regarding the types of contraceptives will have an impact on increasing knowledge and choice of contraceptives in women. At the same time, adjustments to technological developments also need to be made, so the team designed a mobile web-based of Sistem Informasi Kontrasepsi Rasional (SIKONTRAS) which is intended for the wider community in ease of obtaining information related to contraceptives. This socialization activity resulted in two things, namely an increase in knowledge related to contraception and an increase in skills in using the SIKONTRAS Application resulting from the questionnaire at the point "The application is easy to use", out of 21 participants, 18 participants chose "strongly agree", so it can be said that the application is easy to use. use
Pelatihan Pembuatan Website Dengan CMS (Content Management System) Di Smk Muhammadiyah Karanganyar Rahmad Ardhani; Ita Permatahati; Faiq Fadhil
Jurnal Pengabdian Masyarakat Sains dan Teknologi Vol. 1 No. 3 (2022): September : Jurnal Pengabdian Masyarakat Sains dan Teknologi
Publisher : Fakultas Teknik Universitas Cenderawasih

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (727.669 KB) | DOI: 10.58169/jpmsaintek.v1i3.21

Abstract

Smk Muhammadiyah 02 Karangayar is one of the schools that follows technological developments by visiting schools through the website. SMK Muhammadiyah 02 Karangayar has a bold business and marketing major so that every student needs expertise in website creation as a form of keeping up with technological developments in the digital marketing era. Smk Muhammadiyah 02 Karangayar requires supporting training that improves students' ability to create websites.
Pengembangan Aplikasi Mobile Learning Dengan Metode Design Thiking Untuk Effektivitas Pembelajaran Bahasa Arab "Studi Kasus Pondok Pesantren Rumah Setia" Rahmad Ardhani; Muhammad Misbahul Munir; Aisyah Mutia Dawis
Jurnal IT UHB Vol 5 No 2 (2024): Jurnal Ilmu Komputer dan Teknologi
Publisher : Universitas Harapan Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35960/ikomti.v5i2.1520

Abstract

Penelitian ini bertujuan untuk mengidentifikasi kebutuhan dan tantangan pembelajaran bahasa Arab di pondok pesantren. Penelitian ini menggunakan kombinasi metode observasi, wawancara, dan kuesioner untuk mengumpulkan data dari santri, guru, dan staf pondok pesantren. Selain itu, penelitian ini juga menerapkan metode design thinking dalam prosesnya. Metode design thinking melibatkan lima tahap, yaitu empathize (mengumpulkan wawasan dari para pemangku kepentingan melalui observasi dan wawancara), define (mengidentifikasi kebutuhan dan tantangan utama berdasarkan data yang dikumpulkan), ideate (mengembangkan berbagai solusi kreatif melalui brainstorming), prototype (membuat model atau prototipe dari solusi yang diusulkan), dan test (mengujicobakan solusi pada pengguna untuk mendapatkan umpan balik). Hasil penelitian menunjukkan bahwa santri membutuhkan media pembelajaran yang lebih menarik dan interaktif, guru membutuhkan pelatihan untuk meningkatkan kemampuan penggunaan teknologi dalam pembelajaran, dan staf pondok pesantren mendukung pengembangan aplikasi mobile learning untuk pembelajaran bahasa Arab. Berdasarkan temuan penelitian, terdapat beberapa peluang penelitian selanjutnya, seperti mengembangkan aplikasi mobile learning yang sesuai dengan kebutuhan santri, guru, dan staf pondok pesantren, meneliti efektivitas penggunaan teknologi dalam pembelajaran bahasa Arab di pondok pesantren, dan meneliti strategi pembelajaran bahasa Arab yang tepat untuk santri di pondok pesantren. Penelitian lebih lanjut tentang pembelajaran bahasa Arab di pondok pesantren sangat diperlukan untuk meningkatkan kualitas pendidikan bahasa Arab di Indonesia.