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Media Pembelajaran Interaktif Pengenalan Alat Pembuatan Kain Batik Berbasis Android Leni Fitriani; Dini Destiani Siti Fatimah; Larasyla Putriana Maharani
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1142

Abstract

Interactive learning media can be an information technology that can convey new learning techniques using Android devices that aim to increase motivation and interest in learning as well as solutions or problem solvers. This interactive learning media is designed for all people, especially in the general environment as a learning media that is packaged as an android application so that learning is more effective and efficient. Not only providing knowledge and learning, but can give a pleasant impression to users. Learning media has great motor skills because it can transmit new experiences so that the information stored in it can be conveyed and remembered by all users, most of whom have a great desire to understand everything around them, even whatever they have just seen. This interactive learning media aims to provide a clear picture for students about the introduction of batik cloth making tools, increase motivation and interest and can eliminate boredom in learning. This interactive learning media for the introduction of batik cloth making tools uses the Luther-Sutopo version of the MDLC (Multimedia Development Lifecycle) method which has 6 steps, namely concept, design, material collecting, assembly, testing and distribution. This research creates an application that displays interactive learning media for the introduction of batik cloth making tools that can be accessed anywhere.
Rancang Bangun Human Resource Information System Berbasis Web M Aldi Nugraha; Yosep Septiana; Dini Destiani Siti Fatimah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1189

Abstract

Clinics have human resources that aim to support the needs of health services to provide health services to patients. At the Medika Cempaka Garut Clinic, employee data management is ongoing using recording and archiving for each employee data and has not been computerized, using the archiving method in book form and written on paper data may be lost and carrying out data search activities takes a long time. takes a long time, and health services are felt to be lacking because of unskilled human resources and a lack of service to the wishes of patients, which can reduce trust and reduce the image of the clinic in the eyes of the public. Based on these problems the Human Resource Information System (HRIS) is a solution that can be applied to manage human resource information systems. So from these problems a system was created that could manage human resources for clinics, with the Human Resource Information System able to make an optimal contribution in terms of managing human resource data. In compiling this research for data collection conducting observations, interviews, and the Human Resource Information System information system using the Rational Unified Process method, this method has an empathic phase, namely inception, elaboration, construction and transition, where modeling is using the Unified Modeling Language, while for making applications using the PHP language along with the Yii2 framework and for the database using MySql. In the end, this research resulted in a Human Resource Information System application that can be accessed via a web browser. This application is expected to help the Cempaka Garut Medika Clinic for managing HR data.
Perancangan Media Pembelajaran Interaktif Pengenalan Bahasa Inggris untuk Pendidikan Anak Usia Dini (PAUD) Berbasis Android Leni Fitriani; Dini Destiani Siti Fatimah; Sinta Novitasari
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1140

Abstract

In the current era, early childhood is more influenced by games on the Android layer than other regional games. Information technology can be an intermediary to be able to provide new experiences on Android devices, namely interactive learning media. the hope of this observation is to make interactive learning media applications to introduce foreign languages ​​especially English for PAUD. The problem faced by teachers who teach in PAUD is that English children can easily be imitated by teachers who are not proficient in English, so learning media applications are needed such as pronunciation of numbers in English with audio, or singing, and to make it easier for teachers in teaching English in an interesting and not boring way to children from an early age. This learning application is designed to overcome the negative impact of smartphone use on children and introduce English from an early age as one of the learning materials. This interactive learning media is designed to help children sharpen their memory and increase their focus on learning services. Apart from providing knowledge and learning, it can also provide entertainment for users or children. This interactive learning media provides a clear picture of English from an early age, helps children master the introduction of English from an early age, and makes it easier for children to learn foreign languages, especially this introduction to English. Please understand at an early age. The design of interactive learning media for the introduction of English follows the MDLC methodology for multimedia development which consists of six stages including concept, design, material documentation, application development, testing, and delivery of the final application results using the Luther-Sutopo version. The prototype or purpose of this application is an interactive learning medium to introduce English to early childhood education.
Media Pembelajaran Interaktif Pengenalan Alat Pembuatan Kain Batik Berbasis Android Leni Fitriani; Dini Destiani Siti Fatimah; Larasyla Putriana Maharani
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1142

Abstract

Interactive learning media can be an information technology that can convey new learning techniques using Android devices that aim to increase motivation and interest in learning as well as solutions or problem solvers. This interactive learning media is designed for all people, especially in the general environment as a learning media that is packaged as an android application so that learning is more effective and efficient. Not only providing knowledge and learning, but can give a pleasant impression to users. Learning media has great motor skills because it can transmit new experiences so that the information stored in it can be conveyed and remembered by all users, most of whom have a great desire to understand everything around them, even whatever they have just seen. This interactive learning media aims to provide a clear picture for students about the introduction of batik cloth making tools, increase motivation and interest and can eliminate boredom in learning. This interactive learning media for the introduction of batik cloth making tools uses the Luther-Sutopo version of the MDLC (Multimedia Development Lifecycle) method which has 6 steps, namely concept, design, material collecting, assembly, testing and distribution. This research creates an application that displays interactive learning media for the introduction of batik cloth making tools that can be accessed anywhere.
Rancang Bangun Human Resource Information System Berbasis Web M Aldi Nugraha; Yosep Septiana; Dini Destiani Siti Fatimah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1189

Abstract

Clinics have human resources that aim to support the needs of health services to provide health services to patients. At the Medika Cempaka Garut Clinic, employee data management is ongoing using recording and archiving for each employee data and has not been computerized, using the archiving method in book form and written on paper data may be lost and carrying out data search activities takes a long time. takes a long time, and health services are felt to be lacking because of unskilled human resources and a lack of service to the wishes of patients, which can reduce trust and reduce the image of the clinic in the eyes of the public. Based on these problems the Human Resource Information System (HRIS) is a solution that can be applied to manage human resource information systems. So from these problems a system was created that could manage human resources for clinics, with the Human Resource Information System able to make an optimal contribution in terms of managing human resource data. In compiling this research for data collection conducting observations, interviews, and the Human Resource Information System information system using the Rational Unified Process method, this method has an empathic phase, namely inception, elaboration, construction and transition, where modeling is using the Unified Modeling Language, while for making applications using the PHP language along with the Yii2 framework and for the database using MySql. In the end, this research resulted in a Human Resource Information System application that can be accessed via a web browser. This application is expected to help the Cempaka Garut Medika Clinic for managing HR data.
Penerapan Finite State Machine pada Alpha Utopia Menggunakan Metode Game Development Life Cycle Dini Destiani Siti Fatimah; Eri Satria; Fujia Hermawan
Jurnal Algoritma Vol 20 No 1 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-1.1269

Abstract

Making games that use artificial intelligence can be a special attraction for players. Games can be used as learning media. Educational games suitable for children to play using a two-dimensional style/gameplay with lots of text or drag & drop. This research aims to make a game to introduce one of the characteristics of Indonesian culture by applying a finite state machine, an abstract machine which at a certain time can be in one of a number of finite states. A game was created and named Alpha Utopia. The game development life cycle method used consists of initiation, pre-production, production, testing, beta, release stages. The research results obtained a game with the theme of shooting objects. The design uses Unreal Engine 4 with a three-dimensional style, using Artificial Intelligence or often called Non-Player Character. Finite State Machine is implemented for making the application. Indonesian cultural elements in the form of a keris weapon are displayed on game objects as the main weapon used against enemies in the form of virus characters. The making of this game is expected to introduce Indonesian culture and serve as a learning medium for its users.
Pengaruh Bahan Kimia Tawas terhadap Nilai CBR Serta Penurunan Tanah Berdasarkan Pengujian Konsolidasi pada Tanah Lempung Dendi Yogaswara; Dini Destiani Siti Fatimah; Ayu Sri Rahayu
Jurnal Konstruksi Vol 23 No 1 (2025): Jurnal Konstruksi
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/konstruksi/v.23-1.1867

Abstract

This study was conducted precisely in Lebakjaya Village, Karangpawitan District, an area that will be traversed by the construction of the Gedebage-Tasikmalaya-Cilacap (Getaci) toll road. The soil in this location exhibits clay characteristics with a Plasticity Index (PI) value of 21.13%. The research aims to determine significant changes in CBR and consolidation values obtained from various mixture compositions.The methodology employed in this study was experimental, involving a series of laboratory tests for observation. These tests included physical soil property testing, CBR testing, and consolidation testing, all conducted to evaluate changes in soil bearing capacity and settlement behavior.The results showed that, according to the AASHTO classification system, the soil falls under group A6, indicating a clayey soil type with a high plasticity index. The CBR test demonstrated an optimum improvement at a 5% mixture variation, yielding a CBR value of 10.37%. Meanwhile, consolidation testing revealed that mixture variations of 5%, 10%, and 15% reduced the consolidation settlement (Sc), while the coefficient of consolidation (Cv) increased at 5% and 10% variations.These findings suggest that the use of aluminum sulfate (alum) as an additive is feasible. However, the selected mixture percentage must carefully consider the moisture content, as this significantly influences the chemical reaction between water and aluminum sulfate.
Implementasi Sistem Panic Button Terintegrasi Aplikasi Kawal Desa Dan Sirene Untuk Peningkatan Keamanan Desa Pangauban Dini Destiani Siti Fatimah; Kamila Lutfi Zakiah; Muhammad Nadhief Rahmat Firdaus; Ihsan Yafi Pirmansyah; Moch. Rifal Azril; Wilyandi Fajri; Kamilaeni; Fadilah Nur Fatimah; Destian Muhammad Lutfi; M. Fikri Akmaludin; Dzikra Ilham Ilahi; Meitha Amanda; Muhammad Fakhri Asy-syauqi; Ghiffari; Rafly Achmad Fauzan; Ray Faizi Muhammad Sumarno; Inayatul Ikrimah; Muhammad Naufal Abdul Tsany; Ipan Munigar Rohman; Muhamad Farhan
Jurnal PkM MIFTEK Vol 7 No 1 (2026): Jurnal PkM Miftek
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.7-1.3142

Abstract

The village of Pangauban in Cisurupan Subdistrict, Garut Regency, has experienced rapid progress. However, this village does not yet have an adequate integrated security system. This condition has resulted in ineffective communication between village officials and residents when dealing with emergency situations, causing a slow response to reports of important incidents. Therefore, technology-based innovations are urgently needed to facilitate coordination and accelerate response times, thereby enhancing the sense of security for the entire village community. Through the Thematic Community Service Program (KKN), we implemented a Panic Button/Emergency feature on the existing Kawal Desa application. This feature is designed to make it easier for residents to report important incidents, enabling village officials to respond quickly and efficiently. The methods used are quantitative and workshops. The stages of the activity include observation, socialization, and system implementation. The siren hardware is installed in the village office and then configured wirelessly with the Kawal Desa application. After that, socialization and training are provided to RT, RW, and residents on how to use the system, both manually and through the application.
Implementasi Augmented Reality untuk Pembelajaran Organ Tubuh Menggunakan Metode Multimedia Development Life Cycle Dini Destiani Siti Fatimah; Bobbi Dwitama Eden Akihary
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.2231

Abstract

Augmented reality technology offers innovations with great potential in the field of education by enriching the learning experience for students and teachers. In classroom teaching and learning activities, teachers use supporting learning tools such as textbooks and allow students to use smartphones, as well as projector facilities to deliver material to students. These classroom learning activities have not yet utilized educational teaching aids, so instruction that remains teacher-centered and relies on projectors to display 3-dimensional images is still a dominant characteristic of the learning process. As a result, students only experience Biology learning in a 2-dimensional form, whereas understanding the shape of body organs today also needs to be presented in 3-dimensional form. This study aims to develop a human body organ learning application using augmented reality (AR) technology with the Multimedia Development Life Cycle (MDLC) method. Data were collected through user needs analysis and the design of AR elements derived from junior high school science teaching materials. The results show that this application increases students’ curiosity toward science and supports the learning process interactively. The main contribution is an innovative multimedia-based technological solution for education.
Rancang Bangun Virtual Tour Sebagai Media Promosi Wisata Infinity Pool Di Agrowisata Tepas Papandayan (ATP) Berbasis Web Dini Destiani Siti Fatimah; Yeni Pariyatin; Dikri Ramadhan
Jurnal Algoritma Vol 23 No 1 (2026): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.23-1.3217

Abstract

Tepas Papandayan Agrotourism is one of the lesser-known natural tourist destinations in Garut Regency, largely due to a lack of informational and promotional materials capable of attracting tourists. This study aims to develop an informative promotional medium based on 360-degree virtual tour technology that can be accessed via a website, with the goal of providing an engaging and informative virtual exploration experience. The application was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, content gathering, development, testing, and distribution. Testing employed a black-box testing approach using decision tables with test cases to ensure all functions operate correctly without errors as per the design, followed by beta testing using User Acceptance Testing (UAT) with purposive sampling to ensure the application meets user needs. The results of this study indicate that the interactive virtual tour application is now accessible and provides tourism information, serving as a promotional tool. A survey of 139 prospective tourists revealed that 97.1% of those who used the application expressed interest in visiting.
Co-Authors Ade Sutedi Adi Susetyaningsih Agus Nugraha Ahmad Hilmi A. Ahmad Zulfikar Aji Pangestu Aldy Rialdy Atmadja Andri Ikhwana Annisa Nurul Fadhilah Anwar Abdullah Aprillia Andriyani Asep Deddy Supriatna Asep Hendar Rustiawan Asep Maulana Asep Saepulloh Ate Susanto Ayu Sri Rahayu Bambang Rustandi Bobbi Dwitama Eden Akihary Budi Mochamad Noviandi Cecep Reza Maulana Yusuf Cepy Slamet De Ari Firman Dede Kurniadi Dendi Yogaswara Destian Muhammad Lutfi Dewi Tresnawati Dhami Johar Dhamiri Dian Kardiansyah Dikri Ramadhan Dita Ainun Annisa Dzikra Ilham Ilahi Eko Retnadi Eko Walujodjati Eli Munawaroh Encep Fuad Aziz Eri Satria Erwin Gunadhi Fadilah Nur Fatimah Fahmi Amirulloh Fikri Sukmajaya Fujia Hermawan Ghiffari Ginan Nuriadi Hamdan Sidik Hermawan Nurdiawan Hilmi Aulawi Ihsan Yafi Pirmansyah Ikmal Muhammad Fadhil Imas Siti Munawaroh Inayatul Ikrimah Indri Wulandari Ipan Munigar Rohman Irpan Nurrohman Irwan Purwanto Kamila Lutfi Zakiah Kamilaeni Larasyla Putriana Maharani Leni Fitriani Leni Fitriani Lindawati Lindawati M Aldi Nugraha M. Fikri Akmaludin Meitha Amanda Moch. Rifal Azril Muhamad Farhan Muhammad Fakhri Asy-syauqi Muhammad Nadhief Rahmat Firdaus Muhammad Naufal Abdul Tsany Nurfikri Habibulloh Nurzaman Nurzaman Partono Partono Raden Erwin Gunadhi Rahayu Rafly Achmad Fauzan Rahayu Sunarya Ray Faizi Muhammad Sumarno Realistin Qulsum Resy Silvia Putu Sanusi Rexyco Geovani Rika Sofa Rinda Cahyana Saepul Barokah Sinta Novitasari Sopiah Herman Tedi Kurnia Tofik Purwanto Tubagus Rizal Abdul H Wenny Widiastuti Wilyandi Fajri Yeni Pariyatin Yogi Purwasandina Yosep Septiana Yosua Pandu Buana Yusuf Hidayat Zihan Melinda Zulvy Ariansyah