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Penerapan Augmented Reality Pada Media Pembelajaran Sains di Sekolah Dasar Swasta Andriyanto, Sidhiq; 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.
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

Abstract

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.
Aplikasi Smarthome Berbasis IoT Menggunakan Android Studio Kurniawan, Ibnu; Andriyanto, Sidhiq; Dwisaputra, Indra
Jurnal Inovasi Teknologi Terapan Vol. 4 No. 1 (2026): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v4i1.350

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%.
Aplikasi Test Pengajaran Bahasa Inggris Di Laboratorium Bahasa Polman Babel Alghifari, Raihan; Andriyanto, Sidhiq; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 4 No. 1 (2026): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v4i1.384

Abstract

This study aimed to develop a mobile-based English teaching test application used in the language Laboratory of Polman Babel. Before this study was conducted, the evaluation process of English learning still used paper-based tests, which required a long correction time and carried a risk of scoring errors. The developed application provided a solution by offering a digital testing system that displayed questions, received student answers, and automatically generated results. The research applied the Research and Development (R&D) method with a waterfall approach consisting of requirement analysis, system design, implementation, testing, and evaluation. The application was developed using the Flutter framework for the user interface and Laravel for data management on MySQL. The testing results showed that the application functioned properly and improved the efficiency of the assessment process while reducing correction errors. Therefore, this application was expected to serve as an innovative alternative to support the digitalisation of English learning assessment in higher education institutions