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Rancang Bangun Game Edukasi Bermain Dan Belajar Bahasa Inggris Berbasis Mobile Untuk Anak Usia Dini Melati Rosanensi; Kartarina Kartarina; Wisnu Yunanda
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 1: April 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.846 KB) | DOI: 10.35889/jutisi.v11i1.764

Abstract

Abstrak. Pembelajaran Bahasa Inggris bagi anak usia dini pada PAUD Semai Harapan Bangsa, selama ini dilakukan secara langsung di kelas dengan metode bermain tebak lagu dan praktik percakapan langsung. Namun dengan adanya kebijakan pembatasan akibat Pandemi Covid-19, metode ini tidak dapat dilakukan, sehingga perlu metode pembelajaran alternatif agar pembelajaran dapat berlangsung secara efektif. Makalah ini mengusulkan model game edukasi bermain dan belajar Bahasa Inggris berbasis mobile bagi anak usia dini untuk mengefektifkan proses belajar di masa Pandemi Covid-19. Aplikasi dikembangkan dengan metode pengembangan perangkat lunak multimedia versi Luther Sutopo. Aplikasi dibuat menggunakan software Adobe Ilustrator CS6 untuk mendesai antar muka dan gambar lainnya, sedangkan audio menggunakan fitur Google Voice. MIT App Inventor merupakan platform yang digunakan dalam pembuatan aplikasi. Fitur fungsional dalam aplikasi Game yang diusulkan berupa fitur belajar dan fitur Hiburan berupa Tebak Lagu, Tebak Gambar, dan Ngobrol Santai. Interpretasi hasil uji coba lapangan berada dalam rentang nilai 3,33 – 4,16, yang berarti “Layak” untuk digunakan.Kata kunci: Aplikasi Multimedia; Multimedia Development Life Cycle; Luther Sutopo; Adobe Ilustrator Abstract. Learning English for early childhood at Early childhood education programs “PAUD Semai Harapan Bangsa”, has so far been carried out directly in the classroom using the guessing song method and direct conversation practice. However, with the policy of restrictions due to the Covid-19 pandemic, this method cannot be carried out, so alternative learning methods are needed so that learning can take place effectively. This paper proposes a mobile-based educational game model for playing and learning English for early childhood to streamline the learning process during the Covid-19 pandemic. The application was developed using the Luther Sutopo version of the multimedia software development method. The application is made using Adobe Illustrator CS6 software to design the interface and other images, while the audio uses the Google Voice feature. MIT App Inventor is a platform used in making applications. Functional features in the proposed Game application are learning features and entertainment features in the form of guessing songs, guessing pictures, and chatting casually. The interpretation of the results of field trials is in the range of values from 3.33 to 4.16, which means "Eligible" to be used.Keywords: Multimedia Application; Multimedia Development Life Cycle; Luther Sutopo; Adobe Illustrator
Netflix's Strategy to Dominate the World's Entertainment Media Market After the Death of Blockbuster Febriana Widia; Melati Rosanensi; Lela Rahmawati
JBTI : Jurnal Bisnis : Teori dan Implementasi Vol 12, No 3 (2021): December 2021
Publisher : Universitas Muhammadiyah Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18196/jbti.v12i3.13396

Abstract

Multinational corporations (MNCs) are non-state actors who have a significant role in international relations. Globalization has facilitated the development of MNCs as well as the transformation of media. It impacts the presence of multinational entertainment media companies operating with the SVOD (Subscription video-on-demand) system like Netflix and Blockbuster. Netflix chooses Indonesia as one of its potential markets. However, Netflix has to face new competitors and resolve several obstacles and regulations from other companies and governments in Indonesia. This research aims to find out and analyze the strategy of Netflix is dominating the Entertainment Media market in Indonesia with the concept of MNC, international strategy, and competitive advantages. This research used a qualitative approach with descriptive methods where the data collection came from secondary data such as books, academic literature, and news portals. In data analysis, the researcher reviews and draw an explanation regarding the phenomenon. The strategies and efforts made by Netflix can make Netflix become the number one choice for the SVOD platform in the Indonesian market based on the supremacy that Netflix has, especially in providing original content. By developing its strategy, Netflix can continue to internationalize its product services in the Indonesian market.
Hukum Teknologi Informasi; Karakteristik Cyberporn Anak Dalam Social Media Di Internet Melati Rosanensi; Lanang Sakti
Jurnal Fundamental Justice Volume 2 No 2 September 2021
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (396.828 KB) | DOI: 10.30812/fundamental.v2i2.1521

Abstract

Kemajuan teknologi membawa banyak perubahan polapola hidup dan nilai-nilai budaya di masyarakat. Teknologi informasi cenderung memberikan pengaruh yang berarti terhadap masalah gaya hidup masyarakat. Melalui inernet, dengan mudah menemukan tontontonan dan juga informasi yang berbau pornografi. Manfaat teknologi informasi selain memberikan dampak yang positif juga disadari memberi peluang untuk dijadikan sarana melakukan tindakan kejahatankejahatan baru, kejahatan baru tersebut di sebut dengan cyber crime. Cyber crime disebut juga dengankejahatan dunia maya yaitu jenis kejahatan yang berkaitan dengan sebuah teknologi informasi tanpa batas Bentuk kejahatan cyber crime yang menjadikan anak sebagai sasaran korbannya merupakan dampak negatif dari perkembangan teknologi komunikasi yang sangat memprihatinkan, sebab hal itu dapat mempengaruhi mental anak hingga kehidupan sosialnya. Salah satu penyalahgunaan internet yang dilakukan oleh oknum-oknum yang tidak bertanggung jawab yang melibatkan anak sebagai korban yaitu pelecehan dan pengeksploitasian seksual akibat dari kejahatan seksual. Rumusan masalah yang akan dibahasa dalam skripsi ini yaitu mengenai bagaimana pengaturan tentang tindak pidana pornografi melalui media internet menurut hukum pidana di Indonesia dan bagaimana pertanggungjawaban pidana terhadap pelaku pornografi anak melalui media internet. Penelitian skripsi ini merupakan penelitian hukum normatif yang menggunakan data sekunder yang diperoleh dari bahan hukum primer, bahan hukum sekunder dan bahan hukum tersier. Pengaturan tentang tindak pidana pornografi melalui media internet menurut hukum pidana di Indonesia diatur oleh Undang-Undang Nomor 11 Tahun 2008 Tentang Informasi dan Transaksi Elektronik dan Undang-Undang Nomor 44 Tahun 2008 Tentang Pornografi.
Sistem Monitoring Suhu dan Pemutaran Telur Secara Otomatis Pada Incubator Penetesan Telur Ayam Berbasis Website di Lombok Timur Widia Febriana; Defel Septian; Rizky Raharjo; Melati Rosanensi; Muhammad Haris Nasri
JCOMENT (Journal of Community Empowerment) Vol. 3 No. 1 (2021): DECEMBER - MARET 2022
Publisher : The Journal Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.262 KB) | DOI: 10.55314/jcoment.v3i1.229

Abstract

Perkembangan teknologi diberbagai bidang semakin hari semakin memperlihatkan peningkatan, hal ini dapat dilihat dari berbagai industri yang memanfaatkan teknologi untuk meningkat kapasitas produksinya. Pada bidang industri peternakan. Penetasan telur teknologi inkubator dimanfaatkan sebagai alat penetas telur dengan kapasitas besar. Hadirnya teknologi Internet of Things (IoT) potensial dimanfaatkan untuk solusi pemantauan tersebut. IoT merupakan teknologi yang memungkinkan benda - benda di sekitar kita terhubung dengan jaringan internet. Teknologi ini ditemukan oleh Kevin Ashton pada tahun 1999. Dimana aplikasi android sebagai media monitoring suhu dan kelembapan suatu ruangan pada inkubator penetas telur yang menggunakan NodeMCU ESP8266 sebagai mikrokontroler sekaligus modul wifi dan modul sensor DHT 11.
Media Pembelajaran Pengenalan Metamorfosis Sempurna Dan Tidak Sempurna Menggunakan Augmented Reality david kristian lado; Melati Rosanensi
Jurnal SASAK : Desain Visual dan Komunikasi Vol 2 No 1 (2020): SASAK
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (938.727 KB) | DOI: 10.30812/sasak.v2i1.752

Abstract

Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users.
Media Pembelajaran Reproduksi Tubuh Manusia Menggunakan Augmented Reality (Studi Kasus: SMAN 2 Selong) Subhan Hadi; Siti Soraya; Melati Rosanensi; Suriyati Suriyati; Baiq Chandra Herawati
Jurnal Bumigora Information Technology (BITe) Vol 3 No 2 (2021)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/bite.v3i2.1448

Abstract

Era modern saat ini memaksa manusia untuk memanfaatkan teknologi dalam berbagai bidang kehidupan, salah satunya dalam bidang pendidikan. Pada zaman modern seperti sekarang ini tidak sedikit sekolah yang masih memiliki keterbatasan atau kekurangan media pembelajaran, sehingga dibutuhkan teknologi untuk menunjang proses belajar agar lebih menarik. Penelitian ini bertujuan untuk membuat media pembelajaran berbasis Augmented Reality. Media pembelajaran yang dibuat merupakan aplikasi media pembelajaran alat reproduksi manusia dengan menampilkan objek 3 dimensi menggunakan android yang akan diterapkan pada buku paket Biologi dan akan digunakan oleh siswa/siswi Kelas XI IPA di SMA Negeri 2 Selong selama kegiatan belajar. Teknologi augmented reality memungkinkan penggabungan dunia maya dan dunia nyata secara realtime. Dengan diterapkanya teknologi ini diharapkan menjadi daya tarik siswa/siswi dalam belajar agar tidak bosan dengan media pembelajaran yang megggunakan buku saja. Metode yang digunakan dalam pengembangan aplikasi ini adalah Multimedia Development Life Cycle (MDLC) versi Luther-Sutopo. Dalam penelitian ini terdapat 22 orang responden dengan cara penyebaran kusioner. Berdasarkan analisis yang dilakukan maka diperoleh hasil bahwa aplikasi yang telah dibuat layak digunakan sebagai media pembelajaran di SMA Negeri 2 Selong pada mata pelajaran Biologi Kelas XI IPA dengan materi sistem reproduksi.
Penerapan Augmented Reality pada Wuling Motors Menggunakan Mobile Sebagai Pendukung Promosi Penjualan Phyta Rahima; Melati Rosanensi; Suriyati Suriyati
Target : Jurnal Manajemen Bisnis Vol 3 No 2 (2021)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/target.v3i2.1435

Abstract

The software development methodology used in this research is sourced from Luther and has been modified by Sutopo. The multimedia development methodology consists of six stages, namely concept, design, material collection, assembly, testing, and distribution. These six stages do not have to be sequential in practice, they can switch positions. The results or outputs achieved are the production of an application that can be run on electronic media such as mobile or Smartphone. . For employees or sellers, it can make it easier to promote the latest product results on Wuling Motors
Improving E-Commerce Effectiveness Using Augmented Reality Melati Rosanensi
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol 19 No 2 (2020)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (372.134 KB) | DOI: 10.30812/matrik.v19i2.659

Abstract

The research aims to increase the effectiveness of e-commerce using augmented reality so that it can be used for online sellers as an option for existing sales media. The target of the application of augmented reality kitchen tools such as plates, cups, bowls, and teapots which are small equipment are social media users (Instagram) such as housewives or career women who usually use smartphones. The approach taken to determine the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests conducted previously. The conversion process is carried out in the implementation of augmented reality-based e-commerce sales media by using the parallel conversion method, namely by implementing a new system alongside the old system. In this study using the reliability test method, normality test, and Wilcoxon different test paired samples. From the test results show that the data are in the area of ​​rejection of Ho then accept H₁ which means that changes occur before and after using augmented reality, with the conclusion that an increase in the effectiveness of e-commerce using augmented reality, for this augmented reality application can be used on e-sales media commerce instagram to enhance technological progress. The approach taken to find out the e-commerce sales model by applying augmented reality technology is to refer to the results of the system tests carried out previously. From the results of the questionnaire shows that there is an increase in effectiveness before and after using augmented reality, for this augmented reality application can be used on media e-commerce sales Instagram to improve technological progress. The conversion process carried out in the implementation of media sales of e-commerce based on augmented reality using the parallel conversion method, namely by applying a new system side by side with the old system. The process of selling e-commerce on Instagram using augmented reality and without augmenetd reality will still be done as a standard process in the kitchenzone sales process. The test results in this study used three methods, namely reliability testing with the results of data that is not realistic, normality test with abnormal data results, and different tests of Wilcoxon samples paired with the results of data in the Ho rejection area then accept H₁ which means changes before and after using augmented reality, with the conclusion that there is an increase in the effectiveness of e-commerce using augmented reality.
Pengembangan Kemampuan Sumber Daya Manusia melalui Pelatihan Komputer Microsoft Office Excel untuk Meningkatkan Kinerja Perangkat Desa Pungkang Lauk, Kecamatan Aikmel, Lombok Timur Widia Febriana; Lela Rahmawati; Melati Rosanensi; Zahrah Zahrah; Lanang Sakti
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 3 No 1 (2022): ADMA: Jurnal Pengabdian dan Pemberdayaan Masyarakat
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v3i1.1941

Abstract

In facing the era of globalization which is growing rapidly at this time, especially with the development of increasingly advanced science and technology, it is essential to have adequate skills to support the performance of village officials in Pungkang Lauk Village, Aikmel District, East Lombok. This is because in service activities to the community, the village apparatus of Pungkang Lauk, Aikmel District, and East Lombok still have not utilized their potential optimally in operating Microsoft Office programs. This condition certainly has an impact on the less than optimal performance of village officials in serving the community. The purpose of this Community Service is to provide training and improve and maximize the potential of human resources on how to operate computers in the Microsoft Office Excel program on the Pungkang Lauk Village device, Aikmel District, East Lombok, so that they can better serve the needs of the village community. Implementing Community Service activities is a method of training, practice, and question and answer. While the target audience is villagers, especially village officials in Pungkang Lauk Village, Aikmel District, and East Lombok who want to maximize the existing potential by operating computers better. By holding Community Service Activities through training in operating computers, especially village officials in Pungkang Lauk Village, Aikmel District, and East Lombok, can add insight and knowledge and improve the performance of village officials more optimally in providing services to the community as desired by the government.
ANALISIS TINGKAT KECANDUAN GAME ONLINE TERHADAP MANAJEMEN WAKTU DENGAN MENGGUNAKAN METODE CERTAINTY FACTOR DAN ALGORITMA K-NEAREST NEIGHBOR LOMBOK TENGAH Kartarina Kartarina; Melati Rosanensi; Muhammad Jayadi; Dian Syafitri
JISAMAR (Journal of Information System, Applied, Management, Accounting and Research) Vol 7 No 2 (2023): JISAMAR : May 2023
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisamar.v7i2.1040

Abstract

Saat ini bermain game online sangatlah popular dikalangan masyarakat baik itu anak-anak, remaja maupun orang dewasa. Game online pada aplikasi mobile biasanya berbasis android, mudah dimainkan, hanya menggunakan smartphone saja. dapat dijadikan hiburan atau untuk mengisi waktu luang namun sering disalah artikan dikalangan anak-anak, game online seringkali membuat mereka lupa waktu. Penelitian ini menggunakan kombinasi dua metode yaitu Certainty Factor dan Algoritma K-Nearest Neighbor, data-data yang dibutuhkan pada penelitian ini diantaranya adalah data gejala, dan data sampel hasil diagnosa. Data gejala didapatkan dari ahli pakar psikologi. Dataset yang digunakan adalah 100 data, dimana 70% sebagai data training dan 30% sebagai data testing. Dari semua dataset tersebut didaptkan 25 anak mengalami tingkat kecanduan Rendah, 34 anak mengalami tingkat kecanduan sedang dan 41 anak mengalami tingkat kecanduan Parah. Dari hasil penelitian ini didapatkan tingkat akurasi yang diuji menggunakan Rapidminer yaitu sebesar 80%. Pada Penelitian ini akan diaplikasikan dalam bentuk web yaitu menggunakan Laravel