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Penerapan Augmented Reality pada Game Edukasi Tumbuhan Lumut untuk Siswa SMP Negeri 2 Parittiga Hidayat, Hidayat; Andriyanto, Sidhiq; Rindri, Yang Agita
Jurnal Teknologi dan Informasi (JATI) Vol 14 No 1 (2024): Jurnal Teknologi dan Informasi (JATI)
Publisher : Program Studi Sistem Informasi, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jati.v14i1.11837

Abstract

Kemajuan teknologi yang pesat di era saat ini memberikan peluang yang sangat baik untuk mengintegrasikan inovasi dalam sektor pendidikan. Keterlibatan teknologi dalam pembelajaran tidak hanya meningkatkan efisiensi proses belajar mengajar, tetapi juga membuka peluang untuk menciptakan pengalaman pendidikan yang lebih interaktif dan menarik bagi para siswa. Pemanfaatan augmented reality dan game edukasi diharapkan dapat membantu guru dalam memvisualisasikan benda yang berbentuk abstrak serta para siswa dapat bermain sambil belajar, sehingga mudah dijelaskan dan dimengerti oleh para siswa serta memberikan pengalaman belajar yang menarik sehinga dapat menumbuhkan motivasi belajar siswa. Penelitian ini memiliki tujuan untuk merancang aplikasi augmented reality dan permainan edukatif mengenai tumbuhan lumut yang disesuaikan dengan pembelajaran dan kebutuhan siswa SMP Negeri 2 Parittiga. Aplikasi ini akan menyediakan pengalaman belajar yang interaktif dan menyenangkan, meningkatkan motivasi belajar siswa tentang tumbuhan lumut, dan memberikan kontribusi positif terhadap kualitas pendidikan di sekolah ini. Metode pengembangan aplikasi yang digunakan adalah Game Development Life Cycle (GDLC). Pengembangan aplikasi game menggunakan Unity dengan bahasa pemrograman C# dan perancangan objek 3D dan 2D menggunakan aplikasi Blender dan Adobe Ilustrator. Berdasarkan hasil pengujian dari ahli materi mendapat hasil 92,22% yang menunjukkan aplikasi sudah menggunakan materi yang sesuai dengan pembelajaran, sedangkan untuk User Acceptance Testing yang dilakukan kepada para siswa SMP Negeri 2 Parittiga mendapat persentase kelayakan sebesar 91,53%, aplikasi berjalan dengan baik dengan tanpa adanya masalah validitas fungsi-fungsi aplikasi yang ditemukan.
Game Edukasi Bahasa Mandarin untuk Siswa SD Bakti Parittiga Berbasis Android Dewayani, Rossa Julia; Andriyanto, Sidhiq; Josi, Ahmat
Jurnal Teknologi dan Informasi (JATI) Vol 14 No 2 (2024): Jurnal Teknologi dan Informasi (JATI)
Publisher : Program Studi Sistem Informasi, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jati.v14i2.11838

Abstract

Bahasa Mandarin saat ini ditetapkan sebagai Bahasa yang digunakan paling banyak di seluruh dunia setelah Bahasa Inggris. Hal ini membuat Bahasa Mandarin kini menjadi salah satu pilihan mata pelajaran Bahasa Asing di sekolah, salah satunya di SD Bakti Parittiga. Hasil wawancara dengan guru Bahasa Mandarin kelas 4 SD Bakti Parittiga menunjukkan bahwa metode pengajaran yang monoton serta kurangnya penggunaan media berbasis teknologi informasi menyebabkan kesulitan pada siswa dalam memahami materi dan menimbulkan rasa bosan. Pembuatan aplikasi game edukasi ini kemudian diusulkan guna membuat pembelajaran menjadi lebih menarik bagi siswa. Pelaksanaan pembuatan aplikasi ini direpresentasikan menggunakan bagan alir yang meliputi tahapan pengumpulan data, analisis data, pembuatan dan pelaporan. Pengembangan aplikasi dilakukan menggunakan metode Game Development Life Cycle (GDLC). Penelitian ini bertujuan untuk merancang serta membangun aplikasi game edukasi Bahasa Mandarin untuk kelas 4 SD Bakti Parittiga serta membuat proses pembelajaran Bahasa Mandarin menjadi lebih menyenangkan. Kesesuaian materi yang dimuat dalam game adalah 100%, artinya materi yang dimuat pada game ini sangat valid. Hasil penelitian ini juga menunjukkan bahwa tingkat kelayakan aplikasi ini adalah sebesar 96,28% yang telah dihitung menggunakan metode User Acceptance Test (UAT) dan diisi oleh 33 siswa kelas 4 SD Bakti Parittiga sehingga dapat disimpulkan bahwa aplikasi ini diterima oleh pengguna dan sangat layak digunakan dalam proses pembelajaran.
Sistem Informasi Pembayaran SPP Siswa Terintegrasi WhatsApp Gateway di MA Nurul Falah Lestari, Janika Ayu; Andriyanto, Sidhiq; Rindri, Yang Agita
Jurnal Teknologi dan Informasi (JATI) Vol 14 No 2 (2024): Jurnal Teknologi dan Informasi (JATI)
Publisher : Program Studi Sistem Informasi, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jati.v14i2.11864

Abstract

Penelitian ini bertujuan mengembangkan sistem informasi pembayaran SPP siswa yang terintegrasi WhatsApp gateway di MA Nurul Falah. Saat ini, metode konvensional yang digunakan dalam aktivitas perbendaharaan menyebabkan keterlambatan informasi, kesalahan data, dan ketidakjelasan terkait tunggakan SPP kepada orang tua siswa. Dalam upaya meningkatkan efisiensi dan mengurangi risiko kesalahan, sistem informasi pembayaran SPP Berbasis Website diterapkan agar dapat memudahkan aktivitas perbendaharaan. Proses pengumpulan data melibatkan teknik wawancara, observasi, dan studi literatur. Metode prototype digunakan dalam pengembangan sistem, yang mencakup analisis kebutuhan, perancangan sistem, pengujian prototype, dan pengkodean sistem dengan PHP dan framework CodeIgniter. Uji sistem dilakukan menggunakan metode User Acceptance Testing dan pengujian fungsional. Hal ini menandakan bahwa sistem tidak hanya berjalan sesuai dengan fungsinya, tetapi juga dapat diterapkan dan digunakan secara efektif. Sistem ini diharapkan memberikan kemudahan dalam pengelolaan data pembayaran SPP dan penyampaian informasi tunggakan SPP siswa di MA Nurul Falah. Dengan demikian, penelitian ini berhasil menghasilkan solusi yang dapat membantu mengatasi kendala metode konvensional, dan meningkatkan efisiensi dalam manajemen pembayaran SPP di institusi ini.
PELATIHAN PENGEMBANGAN PEMBELAJARAN DENGAN LEARNING MANAGEMENT SYSTEM DAN EXAM VIEW BAGI GURU SMPN 2 SUNGAILIAT Agita Rindri, Yang; Silalahi, Parulian; Andriyanto, Sidhiq; Fadlilah, Husnul; Pidaryani, Pidaryani
Jurnal Pengabdian Masyarakat Polmanbabel Vol. 4 No. 01 (2024): DULANG : Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/dulang.v4i01.319

Abstract

Information and Communication Technology (ICT) has a very important role in the world of education. Apart from being used as educational infrastructure, ICT can be used as a learning tool and facility so that it can provide alternative learning experiences that are more innovative, efficient, and enjoyable if used properly. One of the implementations of ICT in the world of education is the use of the Learning Management System (LMS) and Examview which can be used to help manage online-based learning. This Community Service aims to provide training to teachers at SMP Negeri 2 Sungailiat in using LMS and Examview as an effort to improve Information and Communication Technology (ICT) skills for SMP Negeri 2 Sungailiat teachers in the current era of digitalization. The service methods carried out include: 1) Designing and creating an LMS for SMP Negeri 2 Sungailiat, 2) Providing training on LMS management and using Examview for 3 days, and 3) Assisting teachers in managing the LMS. The result of this Community Service activity is an increase in teacher skills in managing learning using LMS and Examview as shown by the results of the observation that has been carried out. From the observation results, it was found that there was an increase in teacher skills in developing learning with LMS and Examview. Eighty Percent (80%) of teachers had succeeded in developing learning in the LMS that had been provided by the team and used the LMS to help the learning process at SMPN 2 Sungailiat.
PEMBERDAYAAN KARANG TARUNA DESA KEMUJA DALAM PENGEMBANGAN AGRIBISNIS BERBASIS DIGITAL MENGGUNAKAN CANVA Muharani, Laily; Silalahi, Parulian; Andriyanto, Sidhiq; Yulianto, Yulianto; Agasti, Albi; Raihan Asshadqi, Muhammad
Jurnal Pengabdian Masyarakat Polmanbabel Vol. 4 No. 02 (2024): DULANG : Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/dulang.v4i02.389

Abstract

This community service activity aims to empower the karang taruna of Kemuja village through digital marketing training for agricultural products using Canva. Kemuja village still faces challenges in effectively developing their agribusiness. To address this issue, we conducted a training program focused on enhancing digital graphic design skills and marketing strategies using Canva. The training was held at the Kemuja village office, involving 11 Karang Taruna members as primary participants. The program included theoretical sessions on the basics of digital marketing and hands-on practice using Canva to create promotional materials such as posters, brochures, social media content, and more. The training methods included lectures, group discussions, and practical exercises, with the goal of enabling participants to optimally use Canva to expand their product promotions in the digital market. The evaluation of the training activity was conducted using a Likert scale-based instrument with 20 items, where the scale values are: 1. Strongly Disagree; 2. Disagree; 3. Neutral; 4. Agree; 5. Strongly Agree. The average score of participant satisfaction was 4.58 out of 5, indicating that the participants found the training very beneficial and relevant for their agribusiness development. In conclusion, the empowerment of the karang taruna of Kemuja village through Canva training has proven effective in enhancing their digital skills and marketing capacity, ultimately supporting the development of digital-based agribusiness in the village.
Sistem Informasi Perwalian Adopsi MBKM di Polman Negeri Babel Fitri, Salsabilah; Rissinta, Rissinta; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.28

Abstract

The guidance process and credit claims in Polman Negeri Babel are still carried out manually, where each guardian lecturer must retrieve and process student data without using an information system that makes the results inaccurate. Because of this, we build Website-based independent adoption guardianship information system for independent campus learning (MBKM). The result achieved is the use of a Website-based information system that can facilitate guidance and claim credits. The output which is produced in this system is a summary of the semester guidance results and reports at the guardian lecturers.
Rancang Bangun Sistem Ujian Online Pada MTs Al-Istiqomah Belinyu Anggelia, Bela; Andriyanto, Sidhiq; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.42

Abstract

In the digital era today, information technology is becoming very important in various fields, one of which is in the field of education. In the field of education, information technology can be used to facilitate the learning and teaching process. One of them is by using online examination system. In this research, we tried to design and develop an online examination system at MTs Al-Istiqomah Belinyu. This system was developed using PHP and MySQL as programming language and database, using Codeigniter 4 and Bootstrap 5 as framework. The system has features such as login, online examination, and examination results. In addition, the system also has features to manage student and teacher data, manage examination questions and manage examination results. This system is expected to facilitate the examination process and increase time efficiency for teachers and students. In addition, this system is also expected to improve the quality of the examination and the learning results of students. Examination results obtained from this system can also be used as evaluation material for teachers and schools in improving the quality of education.
Rancang Bangun Sistem Informasi Inventaris Barang Pada SMKN 1 Parittiga Sundara, Ayu; Andriyanto, Sidhiq; Pratama, M. Setya
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.51

Abstract

This research aims to design and build a web-based goods inventory system at SMKN 1 Parittiga to assist the goods inventory section in submitting goods, information on incoming and outgoing goods and the condition of the goods. The research method used is a descriptive qualitative method and the data collection method is the method of observation, interviews, literature and documentation and uses the waterfall method as a software development method. This web-based inventory information system at SMKN 1 Parittiga was built using sublime text PHP, Bootstrap, CI, database, and MySQL programming languages. The goods inventory information system at SMKN 1 Parittiga makes it easy for admins to submit goods, information on incoming and outgoing goods, and information on the condition of goods. For this reason, in this project, analysis and design of the system have been carried out, with the final result that this inventory information system has proven to facilitate and greatly assist the performance of the inventory section.
Rancang Bangun Sistem Informasi Promosi Pariwisata Kecamatan Lepar Pongok Kabupaten Bangka Selatan Zuhri, Zuhri; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.77

Abstract

Lepar Pongok District has 8 tourist attractions but what can be displayed on the website are 6 tourist attractions, information about tourist attractions in Lepar Pongok District is still lacking, due to the lack of information about tourism in Lepar Pongok District, so with this the author is interested in making "Design of a Tourism Promotion Information System in Lepar Pongok District, South Bangka Regency". The aim of this final project is to design and build a Tourism Promotion Information System for Lepar Pongok District, South Bangka Regency as an effort to promote tourism in Lepar Pongok District. In the tourism promotion information system research in the Lepar Pongok sub-district, the data collection method used was the interview, documentation, observation, and literature study. And the method used in designing a tourism promotion information system website in Lepar Pongok district, the district is the waterfall method. The results of research on the tourism promotion information system website in the Lepar Pongok sub-district, district based on the tests that have been carried out, get a percentage value of 83% so this application is feasible to use. The conclusion from research on the tourism promotion information system website in Lepar Pongok sub-district, South Bangka district is that this website can make it easier for potential tourists to find out which tourism destinations are in Lepar Pongok sub-district and are feasible to use.
Implementasi Game Edukasi Pengenalan Budaya Bangka Belitung untuk Anak SD (Studi Kasus : SDN 13 KOBA) Sonya, Sonya; Andriyanto, Sidhiq; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.187

Abstract

Bangka Belitung is an area that has a variety of cultures. However, as time goes by, especially children at elementary school are less exposed to local culture. Due to the limited availability of instructional tools or learning media to practice the existing material, especially in the current era where the use of gadgets among children is increasing; however, these gadgets are predominantly utilized for playing non-educational games. Therefore, learning media is needed as a bridge to introduce local culture in order to increase children's knowledge and maintain the culture. The media that is suitable to overcome this problem is an Android-based educational game that introduces Bangka Belitung's culture. The method used in developing is GDLC (Game Development Life Cycle). This method has six stages, namely initiation, pre-production, production, testing (alpha), testing (beta) and release. With white box and black box testing, it's obtained that according to white box results that it is very good for use and according to black box method of user acceptance testing, test from the teachers obtained a percentage of 100% and for students 93.55% which means it is very suitable for use.