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Implementasi Metode Reynolds menggunakan Simulasi Kerumunan Bebek Andriyanto, Sidhiq; Suyanto, M.; Sukoco, Sukoco
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 1 No 2 (2017): Vol. 1 No. 2 Agustus 2017
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (906.14 KB) | DOI: 10.29407/intensif.v1i2.788

Abstract

"Simulation of Duck Crows Using Reynolds Method" is a study with the aim to find out the behavior of duck breeding crowd. The next goal is to make a crowd simulation using the Reynolds method. Limitations of this research variable is the object of research on adult duck Turi, the method used is Reynolds method. The simulations are made using Unity3D software in the form of 3D and the animation provided is just a running gesture. The method of analysis of this research is using research and development method. The result of the research is the data of duck walking in the crowd to be applied in 3D animation. The end result of the study is a simulation of duck crowds that run on flat fields. Destination directions are affected by mouse input and can avoid obstacles when walking. This simulation uses Reynolds basic rules of cohesion, alignment and separation.The conclusion of the research is that there is a similarity between the simulation of the crowd with the movement of the original duck crowd and the Reynolds method can be applied in the simulation of the duck crowd in 3D. Research produces 3D animation of duck crowds that are given the ability to avoid obstacles and target goals determined by mouse input.
Pemanfaatan Augmented Reality Sebagai Media Pembelajaran Di Perpustakaan SDN 12 Jebus Bangka Barat Andriyanto, Sidhiq; Pratama, Muhammad Setya; Dewayani, Rossa Julia
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 7 No 1 (2023): Volume 7 Nomor 1 Tahun 2023
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v7i1.17754

Abstract

Augmented reality technology is often used for student learning media. The use of augmented reality technology is expected to increase the relatively few library visitors at SD Negeri 12 Jebus. Therefore, it is necessary to train library managers to use augmented reality to improve their competence. The tools used are smartphones and markers. training activities consist of material explanation, demonstration, and practice. The result is that participants can use augmented reality applications correctly according to the procedures in the usage module. Learning activities using augmented reality are expected to make students more interested in visiting the library.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN MOTORIK HALUS ANAK PRASEKOLAH BERBASIS ANDROID Aryo Prasetya; Novramdan Ilham Alan; Ahmat Josi; Sidhiq Andriyanto
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.242

Abstract

Fine motor skill development in early childhood is a critical aspect requiring precise stimulation, yet current preschool educational challenges reveal limitations in skill development media. This research aims to develop an Android-based educational game called GELANG (Gerak Gemilang) to improve preschool children's fine motor skills. The research method employed the Game Development Life Cycle (GDLC) with six stages: initialization, pre-production, production, alpha testing, beta testing, and release. The game was designed using Unity Game Engine with three game types: puzzle, maze, and coloring, each featuring three difficulty levels. Data collection was conducted through questionnaires and observations at PAUD Kemuning Kecamatan Koba, involving 14 preschool children. Testing results showed the game achieved 92% expert validation, categorized as "Very Valid". Blackbox testing confirmed all game functions operated optimally, while beta testing indicated the game effectively enhances children's fine motor skills. GELANG has proven capable of creating an engaging interactive learning medium that supports hand-eye coordination development and stimulates children's creativity in an enjoyable manner.
Perancangan Digitalisasi Transaksi pada UMKM Nyemil Beauty Berbasis Aplikasi Android Point of Sale Mulyani, Laras Niti; Andriyanto, Sidhiq; Islamaya, Adinda; Rati, Rati; Rachmadianti, Fionalita
JSITIK: Jurnal Sistem Informasi dan Teknologi Informasi Komputer Vol. 4 No. 1 (2025): Desember 2025
Publisher : Cipta Media Harmoni

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53624/jsitik.v4i1.746

Abstract

Latar Belakang: Nyemil Beauty tergolong Usaha Mikro, Kecil, dan Menengah (UMKM) yang bergerak di bidang penjualan produk kuliner kontemporer. Usaha ini menghadapi tantangan akibat pencatatan transaksi penjualan secara manual yang juga tidak efisien. Tujuan: Penelitian ini bertujuan untuk merancang dan mengembangkan aplikasi Point of Sale (POS) berbasis Android yang dapat membantu UMKM dalam mengelola transaksi penjualan, data produk, dan laporan penjualan otomatis dan terstruktur.  Metode: pengembangan yang digunakan adalah Agile, yang memungkinkan pengembangan sistem dilakukan secara bertahap dan fleksibel sesuai kebutuhan pengguna. Hasil: Aplikasi yang dikembangkan memiliki fitur utama berupa pencatatan data produk, transaksi penjualan, serta pembuatan laporan penjualan dalam bentuk digital. hasil pengujian terhadap pengguna menunjukkan bahwa 41,875% responden memberikan nilai sangat baik, 55,25% baik, dan 2,5% cukup terhadap aplikasi ini. Aplikasi POS berbasis Android ini telah berhasil memenuhi kebutuhan pengguna dalam meningkatkan efisiensi dan akurasi transaksi penjualan di Nyemil Beauty. Sistem ini terbukti mudah digunakan dan dapat diandalkan untuk menyimpan data produk, mencatat transaksi, serta menghasilkan laporan secara otomatis.
RANCANG BANGUN APLIKASI MOBILE LAYANAN TERPADU PMI PROVINSI KEPULAUAN BANGKA BELITUNG Maharani, Ana; Andriyanto, Sidhiq; Putri, Vivin Mahat
Technologia : Jurnal Ilmiah Vol 17, No 1 (2026): Technologia (Januari)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i1.20625

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Palang Merah Indonesia (PMI) Provinsi Kepulauan Bangka Belitung memiliki peran penting dalam memberikan layanan kemanusiaan seperti donor darah, laporan bencana, dan ambulans. Proses manual sebelumnya menimbulkan kendala berupa lambatnya koordinasi, keterlambatan verifikasi, serta kurangnya transparansi informasi kepada masyarakat. Untuk mengatasi hal tersebut, dikembangkan aplikasi mobile berbasis Android yang ditujukan bagi masyarakat sebagai sarana terpadu dalam mengakses layanan PMI. Fitur utama mencakup pendaftaran donor darah, pengajuan ambulans, serta pelaporan bencana yang terhubung dengan GPS. Hasil validasi menunjukkan aplikasi berjalan sesuai skenario, sementara uji penerimaan pengguna (UAT) memperoleh nilai kepuasan 84,7% dengan kategori sangat baik. Aplikasi ini terbukti mampu mempercepat respon layanan, meningkatkan efisiensi, serta memberikan kemudahan akses informasi bagi masyarakat secara digital.
RANCANG BANGUN WEB ADMIN LAYANAN TERPADU PMI DENGAN METODE AGILE SCRUM Maharani, Ana; Andriyanto, Sidhiq; Putri, Vivin Mahat
Technologia : Jurnal Ilmiah Vol 17, No 1 (2026): Technologia (Januari)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v17i1.20646

Abstract

Palang Merah Indonesia (PMI) berperan penting dalam layanan kemanusiaan, namun sistem administrasi manual sering menimbulkan keterlambatan informasi, pengelolaan data kurang efisien, dan respons darurat yang lambat. Untuk mengatasi hal tersebut, penelitian ini bertujuan mengembangkan sistem web admin layanan terpadu PMI Provinsi Kepulauan Bangka Belitung sebagai solusi digital guna meningkatkan efektivitas pengelolaan data dan koordinasi internal. Metode yang digunakan adalah Agile Scrum melalui tahapan scope, product backlog, design, dan sprint execution. Hasil pengembangan menghasilkan fitur login multilevel, dashboard statistik, manajemen donor dan stok darah, validasi laporan bencana, verifikasi ambulans, serta integrasi panggilan via WhatsApp. Berdasarkan pengujian User Acceptance Test (UAT) dengan responden petugas PMI, sistem memperoleh skor 82,8% dan dinyatakan layak digunakan. Dengan demikian, sistem ini mampu meningkatkan kualitas administrasi, mempercepat validasi layanan, serta memperkuat peran PMI dalam pelayanan kemanusiaan di Provinsi Kepulauan Bangka Belitung.
Implementing the Flutter Educational Game "Bubble Math" to Improve Fifth Grade Students' Understanding of Arithmetic Operations Rahmat Lionza; Sidhiq Andriyanto; Tri Agusti Farma
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.643

Abstract

Mathematics learning in elementary schools generally still uses conventional methods, resulting in low student interest and understanding of arithmetic concepts. This research was conducted to develop an interactive learning medium in the form of an Android-based educational game called Bubble Math, designed for 5th-grade Public Madrasah Ibtidaiyah students. The game was developed using the Flutter framework. The game employs a drag and drop mechanic to train students’ accuracy and speed in solving basic arithmetic operations, including addition, subtraction, multiplication, and division. The development process followed the Game Development Life Cycle (GDLC) method, which consists of six stages: Initiation, Pre-production, Production, Testing (Alpha), Testing (Beta), and Release. The test results showed a 22.3% increase in Pretest-Posttest scores, with a User Acceptance Test (UAT) score of 91.09% from students. Therefore, Bubble Math is proven to be a feasible and effective medium for arithmetic learning in elementary schools.
Integrasi Sistem Akuaponik IoT Dengan Aplikasi Mobile Untuk Pemantauan Jarak Jauh Aulia Sabila; Dwi Jaka Pratama; Febry Yansha; Indra Dwisaputra; Sidhiq Andriyanto
BETRIK Vol. 16 No. 03 (2025): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/t1dabj51

Abstract

The 79.93% growth of the urban population and the decline of agricultural land in Indonesia demand efficient, sustainable agricultural solutions. Aquaponics systems traditionally require intensive manual monitoring of environmental parameters such as pH, temperature, and nutrient levels, which is impractical for time-constrained urban farming. Conventional approaches face several constraints, including delayed detection of critical parameter changes, the risk of human error in manual sensor readings, inconsistent maintenance schedules, and the mobility limitations of users who must always be physically present on-site. This research aims to design and implement an integrated Internet of Things (IoT)-based aquaponics system with an Android mobile application as a solution to overcome these limitations through real-time remote monitoring and control. The Extreme Programming (XP) method was used to support rapid iteration and active user involvement in system development. The system was built using pH, temperature, nutrient, and water level sensors, along with an automatic fish feeder, connected to an Arduino Mega and ESP32. Data is transmitted to Firebase and displayed via a Kotlin-based Android application. Black-box testing confirmed the system's 100% validity for all functions (login, real-time monitoring, actuator control, and history). Sensor accuracy testing showed success rates between 94.40% and 99.54%, proving the system operates stably and accurately for remote monitoring, making it an innovative, digitally-managed aquaponics solution that successfully addresses all limitations of conventional systems
Penerapan Augmented Reality Pada Media Pembelajaran Sains di Sekolah Dasar Swasta Sidhiq Andriyanto; Parulian Silalahi; Fateh Tikal Zamzami
Bulletin of Computer Science Research Vol. 5 No. 6 (2025): October 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i6.801

Abstract

This research focuses on developing an interactive augmented reality learning media to address the problem of low learning interest and understanding of science concepts at SDS Maria Goretti Sungailiat, particularly on the topics of photosynthesis, energy transformation, states of matter, and force effects. The augmented reality application was developed through six stages of MDLC - concept, design, material collecting, assembly, testing, and distribution - using Unity 3D and Vuforia as the AR development platform, Canva for graphic design, and Autodesk Maya for 3D object modeling. After undergoing functionality and compatibility testing, the application was confirmed to work properly. Subsequent User Acceptance Testing (UAT) with 34 fourth-grade students at SDS Maria Goretti showed that this media successfully improved students' understanding by 87.4%, proving that the use of AR can be an effective solution for visualizing abstract science concepts to make them easier to comprehend.
RANCANG BANGUN APLIKASI GAME EDUKASI OPERASI HITUNG BERBASIS GAMIFIKASI UNTUK SISWA SMP Fadil Julianto; Sidhiq Andriyanto; Better Swengky
KHARISMA Tech Vol 21 No 1 (2026): KHARISMATech Journal
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55645/kharismatech.v21i1.654

Abstract

This study aims to develop a gamification-based educational game application that supports learning arithmetic operations for junior high school students. The application was developed through several stages, including needs analysis, system design using an Activity Diagram, implementation using Flutter and Laravel, and evaluation through Black Box Testing and User Acceptance Testing (UAT). The application integrates structured learning materials, interactive quizzes, and an educational Snakes and Ladders Math Game designed to enhance students’ motivation and conceptual understanding. The Black Box Testing results indicate that all system functions operate properly and as intended. Meanwhile, the UAT results involving 18 seventh-grade students achieved an average feasibility score of 88.51%, categorized as highly feasible. The highest score was obtained in the game responsiveness aspect, demonstrating that the application provides a smooth and engaging learning experience. Overall, this application is considered effective as an alternative digital learning media that improves students’ understanding of arithmetic operations and supports the digitalization of mathematics learning in junior high schools.