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Pembuatan Game Edukasi Tata Krama untuk Santri TPA Baitussalam Sri Pemandang Berbasis Android Ermunanda, Eryshta Sevisca; Andriyanto, Sidhiq; Afriansyah, Riki
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.v2i2.192

Abstract

In the process of character building of early childhood, it is necessary to instill good attitudes and and be given a place to learn by utilizing technological developments in the learning process. Therefore, it is hoped that educational games can support the enthusiasm of children in learning to understand manners in accordance with Islamic law. Educational games can help educators both teachers and parents in providing manners education This research aims to develop educational games as a learning tool that suits the needs of TPA Baitussalam Sri Pemandang children. The method implemented is the Game Development Life Cycle (GDLC), designed using Unity application and Canva application. In this game there are three learning materials namely Manners, Asmaul Husna, and Prophet Stories. The game runs well and has been tested for functional features by experts. The results of application testing show that the material is in accordance with the source book used in Caberawit learning with a percentage of 95.71%. To calculate User Acceptance Testing, taken from testing to children Caberawit TPA Baitussalam Sri Pemandang get a final score of 85.9%. After doing the UAT calculation, it can be concluded that the manners educational game falls into the "Very Feasible" criteria.
Pembuatan Game Edukasi Bahasa Inggris Untuk Meningkatkan Kosakata Bagi Peserta Tidar Farhan Hanif, Muhammad; Andriyanto, Sidhiq; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (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.v2i1.193

Abstract

Technology is growing rapidly and has affected many aspects of life today. Technology is being used more and more frequently and the most utilized language is English. Tidar English Course provides tutoring for English, but Tidar 7th and 8th grade participants have difficulty in learning and memorizing English vocabulary. To overcome these problems, an application is made to help Tidar 7th and 8th-grade participants learn vocabulary with educational game media. Learning will be packaged into a crossword puzzle game so that it can train their vocabulary by finding the right answer in the crossword puzzle boxes that have been provided. The development method in this research is using Game Development Life Cycle (GDLC), and the testing method uses the User Acceptance Test (UAT). The system testing in this study uses black box testing. User Acceptance Test (UAT) testing submitted to the teacher gets 100% of Tidar 82.44% for grade 7 Tidar participants and 84.22% for grade 8 Tidar participants. It can be concluded that the results of the three User Acceptance Tests (UAT) get the criteria "Very Feasible"
Analisis dan Perancangan Aplikasi Penjualan Apotek Shafwan Farma Muntok Andriyanto, Sidhiq; Ramadhan, Muhammad; Fitriyani, Agus
Jurnal Sains dan Informatika Vol. 9 No. 2 (2023): Jurnal Sains dan Informatika
Publisher : Teknik Informatika, Politeknik Negeri Tanah Laut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34128/jsi.v9i2.538

Abstract

Pengguna ponsel pintar berbasis android saat ini sangat banyak. Karena android bersifat open source, banyak pengembang membangun aplikasi android untuk kebutuhan pengguna. Seperti aplikasi penjualan, inventori dan lainnya. Tujuan penelitian ini adalah menganalisa dan merancang aplikasi penjualan android di apotek Shafwan Farma Muntok. Kondisi saat ini masih menggunakan pencatatan manual dan sehingga pelayanan kepada pelanggan menjadi lambat dan tidak efektif. Pengumpulan data melalui wawancara dan observasi. Perancangan menggunakan use case diagram, activity diagram, dan antarmuka aplikasi. Metode pengujian menggunakan Black Box terhadap tampilan aplikasi. Hasil penelitian adalah rancangan tampilan aplikasi yang bisa digunakan untuk tahapan pengembangan berikutnya.
Pengembangan Game Edukasi Tentang Mata Menggunakan Metode Research And Development Untuk Kelas IIX Andriyanto, Sidhiq; Afriansyah, Riki; Syafiq, Ikmal
Manutech : Jurnal Teknologi Manufaktur Vol. 16 No. 02 (2024): Manutech: Jurnal Teknologi Manufaktur
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/manutech.v16i02.355

Abstract

Information technology-based learning has become a primary focus in improving the effectiveness of the educational process in various institutions. The background of this research is driven by the need of SMP Negeri 2 Parittiga to utilize information technology as an innovative and engaging learning tool for Grade IX students. This is due to the declining interest of students in learning science subjects at SMP Negeri 2 Parittiga. This research aims to develop an educational game application using the Research and Development (R&D) method with the Game Development Life Cycle (GDLC) as the development method. The GDLC method was chosen to ensure that the development of the educational game application is conducted in a structured and efficient manner. The design of user activities in the application uses activity diagrams, while the interface design utilizes Canva software. The development of this game application uses Unity 2D software. The result of this research is an educational game application that includes a sliding puzzle menu, materials, and practice questions for Grade IX students at SMP Negeri 2 Parittiga. The validation test using Aiken's method for content validation scored 0.9286, while media validation scored 0.8518. With these very high criteria, it can be concluded that the application is highly suitable for use by Grade IX students as a learning tool. It is hoped that this research can enhance the quality of learning at SMP Negeri 2 Parittiga.
Rancang Bangun Game Edukasi Math Whizzer Untuk Siswa UPTD SDN 08 Pemali Anjelia, Nisvina; Azzahra Rahmanda, Iffah; Andriyanto, Sidhiq; Setya Pratama, Muhammad
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 1 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i1.260

Abstract

Mathematics learning is often considered difficult by elementary school students, which has an impact on their low interest and learning achievement. To overcome this problem, an Android-based educational game called "Math Whizzer" was developed to increase students' interest and understanding in learning mathematics. The development of this application uses the Rapid Application Development (RAD) method, which consists of four main stages. In the first stage, observations and interviews were conducted with teachers at UPTD SDN 08 Pemali, which revealed that monotonous learning methods made it difficult for students to understand the material. The second stage, system design, involved the use of Blender and Canva applications to design attractive interfaces and visual elements. The third stage, development, was carried out by building the application using Unity. The final stage, implementation, involved testing the application at UPTD SDN 08 Pemali. The test results showed that this application was very feasible to use in mathematics learning, with a percentage of eligibility from teachers of 97,1% and students of 92,4%. Testing by media and material experts showed that the application features functioned well, and the material was presented clearly and effectively. This application also improves students' understanding and interest in mathematics, as evidenced by the increase in the average posttest score to 82,3 compared to the previous pretest score of 51,3.
Penerapan Aplikasi Augmented Reality pada Media Pembelajaran Bangun Ruang di Politeknik Manufaktur Negeri Bangka Julianti, Rima; Erianti, Agnes; Andriyanto, Sidhiq; Riezky Pratiwi, Indah
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 1 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i1.314

Abstract

The development of Augmented Reality (AR)-based learning media has become an innovative solution to enhance students' understanding of geometry, especially at Politeknik Manufaktur Negeri Bangka Belitung. This research aims to develop and test the 3DShape-AR application as a learning medium for geometry. The application was developed using the Rapid Application Development (RAD) method, which includes planning, design, implementation, and analysis stages. In addition to serving as a learning medium, the application is equipped with an educational game in the form of quizzes to increase student interactivity. Validation results show that this application is suitable for use, with a user satisfaction rate of 90.34%. These findings support the implementation of AR technology in mathematics learning for geometry at Politeknik Manufaktur Negeri Bangka Belitung.
Implementasi Sistem Informasi Berbasis Web untuk Pengelolaan Kedisiplinan Santri di Pondok Pesantren Muhammad, Muhammad; Sucipto, Sucipto; Muzaki, Muhammad Najibulloh; Andriyanto, Sidhiq
JSITIK: Jurnal Sistem Informasi dan Teknologi Informasi Komputer Vol. 3 No. 1 (2024): Desember 2024
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/jsitik.v3i1.529

Abstract

Latar Belakang: Pendidikan di pondok pesantren berperan penting dalam membentuk karakter dan kedisiplinan santri, Namun, pengelolaan data kedisiplinan yang masih dilakukan secara manual di Pondok Pesantren Mamba’ul Hisan Isyhar menyebabkan sejumlah kendala, seperti ketidakakuratan, ketidakefisienan, dan risiko kehilangan data. Tujuan Penelitian : untuk mengembangkan sistem informasi manajemen kedisiplinan berbasis teknologi. Metode: Penelitian ini menerapkan metode pengembangan sistem Waterfall yang mencakup analisis, desain, pengkodean, pengujian, dan pemeliharaan, didukung oleh observasi, wawancara, dan studi literatur. Pengujian dilakukan menggunakan metode Blackbox Testing untuk mengevaluasi fungsionalitas sistem. Hasil: Sistem pengelolaan data kedisiplinan untuk pencatatan pelanggaran dan prestasi santri serta meningkatkan transparansi informasi. Kesimpulan: Sistem informasi manajemen kedisiplinan berbasis teknologi ini memenuhi tujuan penelitian, manajemen kedisiplinan di pesantren, dan dapat menjadi model bagi institusi pendidikan lain dalam pengelolaan kedisiplinan berbasis digital.
PEMANFAATAN AUGMENTED REALITY SEBAGAI MEDIA PROMOSI KAMPUS POLITEKNIK MANUFAKTUR NEGERI BANGKA BELITUNG Nugraha, Estu; Septiandi, Recky; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 19 No. 2 (2025): Jurnal Teknologi Informasi : Jurnal Keilmuan dan Aplikasi Bidang Teknik Inform
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v19i2.22604

Abstract

The development of technology today is advancing at a rapid pace, particularly in the field of information technology. One of the latest advanced and modern information technologies, such as Augmented Reality (AR), has been widely used as a medium for creating 3D objects, such as objects and buildings. This study aims to explore the use of AR for creating promotional and campus introduction media that can accurately represent the physical forms of buildings and facilities at the Bangka Belitung State Polytechnic of Manufacturing, a vocational higher education institution in Indonesia specializing in manufacturing. This media is developed as an Android-based application and can be accessed via Virtual Reality. The method used in this study is the Multimedia Development Life Cycle (MDLC) method. The research results show that the feasibility test score obtained was 82.5%, categorized as highly feasible. Based on these results, it can be concluded that the application was successfully implemented using AR technology and functions effectively.
Pembuatan Game 2D Materi Bangun Datar Menggunakan Metode ADDIE Revika Aprillya, Zefanya; Andriyanto, Sidhiq; Pratiwi, Indah Riezky
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 2 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i2.323

Abstract

Educational games are games that contain learning content, including Mathematics learning. The Mathematics educational game development project aims to improve the ability of junior high school students in grade VII to understand basic Mathematics concepts in the field of Planar Buildings by incorporating Mathematics learning materials into educational games of the RPG (Role Playing Game) type. The research method used in this study is Research and Development, with the ADDIE development model. This development process includes several main stages, namely analyzing student needs by conducting interviews with grade VII Mathematics subject teachers, designing prototypes or game flows, developing educational game applications using Construct 2, testing involving material experts, and media, and direct testing on grade VII junior high school students. The validation results from material experts reached 84% and media expert validation reached 90% with valid criteria. Application testing with Black Box Testing on grade VII students of SMP Negeri 2 Sungailiat obtained an effectiveness level of 91.6%. Thus, the Datar Building educational game for grade VII junior high school students is declared valid and feasible.
Aplikasi Smarthome Berbasis IoT Menggunakan Android Studio Kurniawan, Ibnu; Andriyanto, Sidhiq; Dwisaputra, Indra
Jurnal Inovasi Teknologi Terapan Vol. 3 No. 2 (2025): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v3i2.326

Abstract

The Internet of Things (IoT) allows the integration of hardware with internet networks for remote control and regulation. IoT is a technology that allows various devices to connect and communicate with each other over the internet, thus enabling efficient automation. This research develops a Smarthome application called EDITH that operates based on IoT. The app allows control of the lighting device through a smartphone with additional features such as scheduling, energy monitoring, and usage history. The system uses the NodeMCU ESP32 as a microcontroller that is integrated with the Adafruit.io server. The test results show that EDITH can function effectively in controlling the lights remotely, with a user satisfaction rate of 84%.