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Perancangan Sistem Aplikasi Pembelajaran Bahasa Inggris Berbasis Virtual Reality dan Augmented Reality Indah Purnama Sari; Al-Khowarizmi Al-Khowarizmi; Mandra Saragih; Al Hamidy Hazidar; Asrar Aspia Manurung
sudo Jurnal Teknik Informatika Vol. 2 No. 2 (2023): Edisi Juni
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v2i2.249

Abstract

Media pembelajaran berbasis buku teks membuat suasana belajar menjadi kurang menarik bagi siswa, khususnya bagi siswa - siswa sekolah dasar. Hal ini menyebabkan transfer ilmu menjadi terhambat. Kemajuan dalam informasi teknologi telah merambah dunia pendidikan yang menerapkan teknologi informasi sebagai alat bantu dalam pengajaran dan kegiatan pembelajaran seperti animasi visual termasuk teknologi augmented reality. Realitas yang diperbesar teknologi dalam aplikasi pembelajaran bahasa inggris menjadi solusi untuk menarik minat anak SD. Aplikasi ini memiliki dua fitur utama yaitu pembelajaran dan kuis. Pertama, siswa diberikan pengenalan tentang benda-benda di sekitar rumah dalam bahasa Inggris, kemudian diminta untuk mengerjakan soal dalam lingkungan teknologi augmented reality dan virtual reality. Aplikasi ini melakukan beberapa proses yang meliputi pembacaan simbol marker menggunakan kamera, kemudian melakukan tahap pre-processing yaitu adalah proses segmentasi untuk perbandingan penanda simbol. Jika simbol penanda adalah gambar yang memiliki kemiripan dengan data referensi, citra hasil pengenalan akan digunakan untuk menampilkan 3 dimensi obyek. Hasil uji coba menunjukkan bahwa fitur aplikasi ini berjalan dengan baik, dan siswa mempersepsikannya baik membantu untuk memiliki aplikasi ini untuk belajar bahasa Inggris.
Rancangan UI/UX Aplikasi Analytics pada Toko Online Wao Sneakers Menggunakan Figma Berbasis Mobile Indah Purnama Sari; Fanny Ramadhani; Andy Satria; Dicky Apdilah; Mhd Basri
Factory Jurnal Industri, Manajemen dan Rekayasa Sistem Industri Vol. 1 No. 3 (2023): Edisi April
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/factory.v1i3.265

Abstract

Media sosial Instagram digunakan wao.sneakers sebagai media untuk memasarkan produk dan bertujuan untuk memudahkan konsumen atau calon pembeli dalam mencari informasi tentang produk yang akan dibeli dan juga bertujuan untuk memudahkan transaksi. Posting produk dan jumlah pengikut, merupakan salah satu indikator yang dapat mempengaruhi kepercayaan dan minat beli suatu konsumen. Tujuan dari penelitian ini adalah untuk merancang sebuah desain yang menarik, mudah digunakan dan UI/UX modern untuk aplikasi analitik untuk wao.sneakers. Sehingga bisa meningkat engagement yang berdampak pada peningkatan kepercayaan dan minat beli konsumen. Data yang dibutuhkan dalam merancang desain UI/UX diperoleh dengan melakukan wawancara langsung dengan pemiliknya yaitu Chathrine. Dalam mendesain UI/UX ini, Software editing yang digunakan adalah Figma. Dengan adanya penelitian ini diharapkan dapat memudahkan wao.sneakers dalam mendesain aplikasi analitik berbasis mobile.
IMPROVING CRITICAL THINKINGABILITY THROUGH GUIDED DISCOVERY METHODS ASSISTED BY CABRI 3D SOFTWARE Ismail Hanif Batubara; Indah Purnama Sari
International Journal of Economic, Technology and Social Sciences (Injects) Vol. 2 No. 1 (2021): May 2021
Publisher : CERED Indonesia Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.684 KB) | DOI: 10.53695/injects.v2i1.411

Abstract

This research proves that the use of knowledge of software programs such as Cabri 3D improves college students' Critical Thinking competencies compared to those with the software program's help. This evidence is accomplished to reach the development of college students' numerical thinking capacities instructed to use guided disclosure gaining knowledge of strategies assisted with the aid of using Cabri 3D with the guided discovery gaining knowledge of approach without a Computer program. This lesson experimental research takes a look at a populace of 122 people. Randomly instructions are decided on from the to be had guides divided into pattern instructions. The first experimental magnificence changed into given remedy with the aid of using Guided Discovery gaining knowledge of Method assisted with the support of using an Cabri 3D software program, at the same time as some other degree changed into given remedy with the aid of using guided discovery gaining knowledge of approach without Cabri 3D software program. The tool used on this take a look at changed into a check. Then the check effects are examined through the use of the t-check with the assist of SPSS. The check standards are rejected H0 if the table of t is smaller than the t count. Effects confirmed rely on changed into 2,785 simultaneously as the t desk changed into 2,000. The college students taught with the aid of using the guided discovery gaining knowledge of approach assisted with using Cabri 3D (First experiment) are better than without software.
SENSITIVITY OF OBTAINING ERRORS IN THE COMBINATION OF FUZZY AND NEURAL NETWORKS FOR CONDUCTING STUDENT ASSESSMENT ON E-LEARNING Indah Purnama Sari; Ismail Hanif Batubara; Al-Khowarizmi Al-khowarizmi
International Journal of Economic, Technology and Social Sciences (Injects) Vol. 2 No. 1 (2021): May 2021
Publisher : CERED Indonesia Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.333 KB) | DOI: 10.53695/injects.v2i1.412

Abstract

Utilization of information technology in the midst of the covid-19 pandemic, including in the field of education, namely by holding On-line Classes. The development of information technology is also growing rapidly, especially in the field of education. Distance learning facilities via the Internet allows maha students undertake independent learning so as to facilitate the learning process. In addition, with the development of the system, it is hoped that this facility will be able to direct the ongoing learning process, so that the learning process that occurs resembles the learning process in the classroom. In conducting an assessment, a lecturer/teacher must pay attention to the rules of assessment. However, because there are no clear rules in conducting the assessment, the assessment process must be designed adaptively to adjust its calculations to the assessment rules of the lecturers / instructors who use the system. In this study, the fuzzy logic method approach and the artificial neural network method were used in calculating the assessment of learning outcomes.
User Interface Information System for Using Account Services (Joint Account) WEB-Based Indah Purnama Sari; Ismail Hanif Batubara
International Journal of Economic, Technology and Social Sciences (Injects) Vol. 2 No. 2 (2021): October 2021
Publisher : CERED Indonesia Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (621.522 KB) | DOI: 10.53695/injects.v2i2.533

Abstract

Rekber Services (Joint Account) is a method of payment or transactions made online. This method is considered safer than having to transfer directly to the seller's account. Abroad, the account is known as Escrow Service. Not only abroad, the Indonesian banking world is also known as ES (Escrow Service). 
Combination of Analytic Hierarchy Process (AHP) Method and Profile Matching Method with Matrix Decomposition in Determining Olympiad Candidates ismail Hanif Batubara; Indah Purnama sari
International Journal of Economic, Technology and Social Sciences (Injects) Vol. 2 No. 2 (2021): October 2021
Publisher : CERED Indonesia Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (385.977 KB) | DOI: 10.53695/injects.v2i2.536

Abstract

One of the government's programs in improving the quality of human resources is by organizing the selection of candidates for the Olympics which aims to improve general knowledge. To be able to take part in the selection of prospective participants for the Olympics, the participants have general knowledge, achievements, behavior and experience in following closely at the high school level.There are several problems in the selection of students at the school level, including teachers or principals in selecting students only based on the value of the lessons obtained, even though the Olympics are held at the district, provincial and national levels, other factors are needed including knowledge, achievement and experience in participating in the competition. previous olympics so the results were not optimal.Therefore, it is necessary to design a decision support system using the AHP (Analytical Hierarchy Process) and Profile Matching methods which are expected to assist decision makers in obtaining information for selecting the right students to participate in the Olympics.After testing and analysis involving manual calculations, it can be seen that the results obtained from system calculations are the same as manual calculations. So that this system can be used to help schools or teachers to select students in participating in the Olympics at the High School (SMA) level.
Implementation of Data Classification Using K-Means Algorithm in Clustering Stunting Cases Indah Purnama Sari; Al-Khowarizmi Al-Khowarizmi; Oris Krianto Sulaiman; Dicky Apdilah
Journal of Computer Science, Information Technology and Telecommunication Engineering Vol 4, No 2 (2023)
Publisher : Universitas Muhammadiyah Sumatera Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jcositte.v4i2.15765

Abstract

Stunting is still a serious public health problem in Indonesia, where the prevalence of this condition is 37.2%, up from 35.6% in 2019 and 36.8% in 2020. The length or height of a child who is short (dwarf) is below average for his age. Stunting has a negative impact on IQ deficiencies, infectious diseases, mental health problems, and child development. Toddlers with stunting cases are detected when their growth and development does not match their age, but currently there is no data grouping based on these criteria that is of concern to parents and posyandu cadres. Data can be grouped using the K-Means data mining technique. The K-Means algorithm is often used by researchers as a grouping procedure to ascertain whether children are stunted or not. 395 datasets are used in this research data. The Knowledge Discovery In Databases (KDD) approach, a comprehensive nontrivial procedure for detecting and recognizing patterns in data, underlies this research. Based on the variables of age, weight and height, this study aims to identify groups or clusters of stunting status in children under five. The best number of clusters with K = 2 was determined by the findings of this investigation. There are 392 children in cluster 0-Shanum, Rizka, Nurjanah, and others-and three toddlers in cluster 1-Ezra, M. Abidza, and Abd Mahmud. With a total of 287 stunted toddlers and 108 toddlers with normal development, the most ideal DBI value is 0.007 which is close to 0, this shows that the clusters under review provide quality clusters.
Web-Based Offline Game Suit Design: A Model Overview Indah Purnama Sari; Al-Khowarizmi Al-Khowarizmi; Aulia Jannah; Adila Mawaddah Meuraxa; M. Iqbal Tanjung
Journal of Computer Science, Information Technology and Telecommunication Engineering Vol 4, No 2 (2023)
Publisher : Universitas Muhammadiyah Sumatera Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jcositte.v4i2.15334

Abstract

The rapid development of information and communication technology has made it easier for people to complete work. To keep up with the times in the game world, information technology students learn about the HTML (Hyper Text Mark Up Language), CSS (Cascading Style Sheet), and PHP (Hypertext Preprocessor) programming languages to create website-based games. Using qualitative research methods, IT students create website-based games with the HTML, CSS, and PHP programming languages that can be accessed via the XAMPP localhost. Students can play this Game Suit game with a computer offline. So that with this website-based game it will make it easier for people to access it and do not require storage such as downloading game applications.
Perancangan Sistem Pengaturan Suhu Ruangan Otomatis Berbasis Hardware Mikrokontroler Berbasis AVR Indah Purnama Sari; Al-Khowarizmi Al-Khowarizmi; Dicky Apdilah; Asrar Aspia Manurung; Mhd Basri
sudo Jurnal Teknik Informatika Vol. 2 No. 3 (2023): Edisi September
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/sudo.v2i3.327

Abstract

Ruang server adalah ruang di mana server, peralatan komunikasi jaringan termasuk sakelar dan router, dan peralatan operasional lainnya disimpan. Semua perangkat akan berperilaku berbeda di ruang server dengan suhu dan kelembapan tinggi, oleh karena itu penting untuk menjaga kondisi tersebut tetap stabil untuk mencegah kerusakan peralatan yang mudah. Akibatnya, bisnis harus menerapkan standar untuk melindungi fungsionalitas perangkat yang disimpannya. Sebuah gadget yang dapat mengatur dan memantau suhu dan kelembapan secara otomatis telah dibuat untuk mengatasi masalah tersebut. Sistem dibangun dengan menggunakan sensor suhu dan kelembaban yang melacak kondisi suhu di dalam ruangan dan menampilkannya pada website yang dapat dilihat melalui koneksi internet. Hasil dari penelitian ini untuk melacak kondisi suhu di dalam suatu ruangan.
Implementasi Pengolahan Citra Digital dalam Pengenalan Wajah menggunakan Algoritma PCA dan Viola Jones Indah Purnama Sari; Fanny Ramadhani; Andy Satria; Dicky Apdilah
Hello World Jurnal Ilmu Komputer Vol. 2 No. 3 (2023): Edisi Oktober
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56211/helloworld.v2i3.346

Abstract

Wajah merupakan bagian tubuh manusia yang memiliki karakteristik tersendiri, sehingga dapat membedakan dan mengenali seseorang secara adil dengan meilhat wajah mereka. Sampai saat ini mahasiswa belum mendalami penelitian tentang sistem biometrik karateristik manusia dengan wajah otomatis yang dikenali pada sistem komputer. Teknologi berkembang pesat dalam beberapa tahun terakhir dalam mengembangkan hal hal pesat, karena teknologi ini telah mendominasi visi komputer maka dalam hal ini proses pelacakan wajah disorot dan dua algoritma dibuat untuk memperjelas peran program matlab dalam menciptakan sistem sederhana untuk pengenalan dan deteksi wajah. Algoritma yang bisa digunakan dalam melakukan hal ini adalah salah satunya Principal Component Analysis, dan untuk mendeteksi suatu citra yang terdapat dalam wajah manusia atau tidak menggunakan algoritma Viola Jones.