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Rancang Bangun Aplikasi Pembelajaran Surat-Surat Pendek untuk Usia Dini Berbasis Multimedia Nukholis Abdul Majid; Dewi Tresnawati
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.19-2.1108

Abstract

The purpose of this research is to create a desktop-based short letters application. The development of information technology in recent years is very fast. One of the fields that has had a significant impact with this technological development is the field of education, in the process of learning the Koran we are taught to memorize the Koran from these Juz Amma letters. From this problem, the idea emerged to design a short letter learning application for an early age that aims to be a reference in learning and memorizing short letters (Al-Fatihah to Ad-Duha) and learning their meaning using a desktop platform that contains animation. and vocabulary recognition that uses multimedia content, using the Luther-Sutopo version of the Multimedia Development Life Cycle method, the stages used in this research are: Concept, Design, Material Collecting, Assembly and Testing. Data for this research were collected by questionnaire method. Testing of this application consists of Alpha testing, namely testing carried out in the developer environment and beta testing, namely testing by the target user. The results of the test obtained a coefficient value of 84.4 with a very good category. Therefore, this application helps in learning short letters for early childhood accompanied by animation and sound that is in accordance with material that has not been much before, as well as additional vocabulary and tajwid knowledge material by prioritizing visual uniqueness and multimedia features as attractive as possible.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
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.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Rancang Bangun Aplikasi Pembelajaran Surat-Surat Pendek untuk Usia Dini Berbasis Multimedia Nukholis Abdul Majid; Dewi Tresnawati
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.19-2.1108

Abstract

The purpose of this research is to create a desktop-based short letters application. The development of information technology in recent years is very fast. One of the fields that has had a significant impact with this technological development is the field of education, in the process of learning the Koran we are taught to memorize the Koran from these Juz Amma letters. From this problem, the idea emerged to design a short letter learning application for an early age that aims to be a reference in learning and memorizing short letters (Al-Fatihah to Ad-Duha) and learning their meaning using a desktop platform that contains animation. and vocabulary recognition that uses multimedia content, using the Luther-Sutopo version of the Multimedia Development Life Cycle method, the stages used in this research are: Concept, Design, Material Collecting, Assembly and Testing. Data for this research were collected by questionnaire method. Testing of this application consists of Alpha testing, namely testing carried out in the developer environment and beta testing, namely testing by the target user. The results of the test obtained a coefficient value of 84.4 with a very good category. Therefore, this application helps in learning short letters for early childhood accompanied by animation and sound that is in accordance with material that has not been much before, as well as additional vocabulary and tajwid knowledge material by prioritizing visual uniqueness and multimedia features as attractive as possible.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
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.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Image Classification On Garutan Batik Using Convolutional Neural Network with Data Augmentation Leni Fitriani; Dewi Tresnawati; Muhammad Bagja Sukriyansah
JUITA: Jurnal Informatika JUITA Vol. 11 No. 1, May 2023
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v11i1.16166

Abstract

In Indonesia, Batik is one of the cultural assets in the field of textiles with various styles. There are many types of batik in Indonesia, one of which is Batik Garutan. Batik Garutan has different motifs that show the characteristics of Batik Garutan itself. Therefore, to distinguish the features of Batik Garutan from another batik, a system is needed to classify the types of batik patterns. Classification of batik patterns can be done using image classification. In image classification, there are methods to increase the size and quality of the limited training dataset by performing data augmentation. This study aims to obtain an image classification model by applying data augmentation. The image classification process is carried out using the Deep Learning method with the Convolutional Neural Network algorithm, which is expected to be helpful as a reference for research and can be applied to software development related to image classification. This study generated models from several experiments with different epoch parameters and dataset proportions. A system obtained the investigation with the best performance with a data proportion of 9:1, resulting in an accuracy value of 91 percent.
Multiplayer Game Guessing Sunda’s Proverb Using Socket.Io And Node.Js Leni Fitriani; Dewi Tresnawati; M. Iqbal Ismail Safei Pamungkas
JUITA: Jurnal Informatika JUITA Vol. 11 No. 2, November 2023
Publisher : Department of Informatics Engineering, Universitas Muhammadiyah Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30595/juita.v11i2.16828

Abstract

Game development is currently quite rapid. Now games can be played by various groups, because many games now contain not just games, but there are also games with educational content. The educational game that will be made in this study is a website-based Sundanese proverb game, this type of game will be multiplayer so that players can compete with other players. The purpose of this research is to make a Sundanese proverb educational multiplayer game that can be played simultaneously with many players, so that it can introduce the regional language, namely Sundanese, to the wider community. The technology used in making this game is Socket.IO and Node.JS, using these technologies can make end users interact in real time. In making this game using the Game Development Life Cycle (GDLC) methodology with the stages of initialization, pre-production, production, testing, beta and release. The results obtained in this research are website-based Sundanese proverb educational games that can be used without taking up much space on the device.
Rancang Bangun Aplikasi Informasi Kehadiran dengan Teknologi Augmented Reality Satria, Eri; Tresnawati, Dewi; Apriadi, Ari
Jurnal Eksplora Informatika Vol 13 No 2 (2024): Jurnal Eksplora Informatika
Publisher : Institut Teknologi dan Bisnis STIKOM Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30864/eksplora.v13i2.733

Abstract

Informasi kehadiran merupakan hal penting untuk disajikan pada aktivitas organisasi. Penelitian ini bertujuan untuk merancang dan membangun sebuah aplikasi yang menampilkan informasi kehadiran secara visual dengan cara pendeteksian wajah berteknologi augmented reality. Bentuk sajian visual memberikan kemudahan menangkap informasi bagi penggunanya dan lebih menarik secara tampilan. Metode Research and Development digunakan untuk mengembangkan aplikasi, terdiri dari tahapan Preliminary, Protopyping Stage, Summative Evaluation, Systematic Reflection and Documentation. Penelitian dilakukan pada sebuah sekolah dengan melibatkan sepuluh guru sebagai sampel. Perangkat lunak pendukung yang digunakan yaitu Unity versi 5, Adobe Photoshop. Hasil Penelitian berupa aplikasi penyajian informasi kehadiran dengan cara pendeteksian wajah penggunanya. Aplikasi menggunakan teknologi augmented reality yang dijalankan pada perangkat mobile. Cara akses dengan pendeteksian wajah menjadi alternatif dalam kemudahan akses. Material yang dibutuhkan pada pembuatan fitur ini dengan opencv berupa pustaka perangkat lunak untuk pengolahan gambar dinamis secara real-time, banyak fitur pengenalan wajah, deteksi wajah, dan berbagai jenis metode artificial intelegence. Fitur augmented reality dengan penambahan fungsi, dimana kamera terarah ke subjek maka muncul informasi kehadiran. Hasil pengujian aplikasi dengan melibatkan ahli dan pengguna, aplikasi dapat diterima dengan baik dari sisi kemudahan mengoperasikan, tingkat toleransi kesalahan, kesesuaian dan desain visual. Penelitian selanjutnya diharapkan mengintegrasikan bukan hanya informasi kehadiran, tapi sajian informasi lainnya pada organisasi.
PENGEMBANGAN APLIKASI KOMIK HADITS BERBASIS MULTIMEDIA Tresnawati, Dewi; Satria, Eri; Adinugraha, Yudistira
Jurnal Algoritma Vol 13 No 1 (2016): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.13-1.99

Abstract

Komik adalah media komunikasi visual yang berisi suatu informasi, ide, pesan yang dituangkan ke dalam gambar semenarik mungkin. Perpaduan antara komik dan hadits cocok digunakan sebagai alternatif media dakwah karena terdapat pesan-pesan moral dan akhlak yang terkandung pada hadits. Permasalahan yang terjadi saat membaca komik yakni pada penyajiannya, kesalahan memilih urutan balon kata sering menjadi masalah yang umum terjadi, sehingga jalan cerita sulit dipahami oleh pembaca. Aplikasi komik hadits dibuat agar memudahkan pembaca dalam memahami isi cerita komik dan meminimalisir kesalah artian yang sering terjadi. Metode yang digunakan dalam membuat aplikasi adalah dengan menggunakan medode MDLC versi Luther–Sutopo. Aplikasi komik hadits memiliki fitur penyajian komik yang dikolaborasikan dengan animasi, hal ini dimaksudkan agar pengguna menyimak alur cerita komik secara benar dan berurutan sehingga meminimalisir kegagalan dalam memahami inti cerita. Aplikasi komik hadits disajikan dengan 3 kategori yaitu: aqidah, akhlak dan syariah yang masing-masing kategori terdiri dari 3 judul cerita. Aplikasi komik hadits disertai desain dan variasi warna yang atraktif membuat aplikasi menarik untuk digunakan terutama bagi kalangan remaja dan anak-anak.
PENGEMBANGAN APLIKASI SERATUS SATU HADIS TENTANG BUDI LUHUR BERBASIS MULTIMEDIA Tresnawati, Dewi; Satria, Eri; Silviadi, Diki
Jurnal Algoritma Vol 13 No 1 (2016): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.13-1.137

Abstract

Banyak sekali umat muslim yang kurang pengetahuannya mengenai hadis, padahal hadis itu penting sekali untuk dihafalkan sebagai pedoman kedua dari Alquran. Namun, perlu adanya pengetahuan untuk mengkaji hadis agar tidak terjerumus kepada hadis yang dhaif (lemah). Salah satu bentuk upaya agar umat muslim tertarik untuk memperbanyak hafalan hadis yang berkaitan dengan dunia dan akhirat yaitu mengembangkan aplikasi hadis dengan menerapkan basis Android agar hadis dapat digunakan dimanapun dan kapanpun, diharapkan dapat menarik perhatian kalangan muslim untuk memperbanyak hafalan hadis yang shahih. Metode yang digunakan dalam pengembangan aplikasi ini adalah metode pengembangan multimedia oleh Luther-Sutopo yaitu Multimedia Development Life Cycle. Aplikasi hadis ini telah berfungsi dengan baik dan telah didistribusikan kepada pengguna serta telah menarik perhatian umat muslim untuk memperbanyak menghafal hadis berdasarkan kuesioner kepuasan pengguna. Aplikasi ini dapat digunakan kapanpun dan dimanapun.
PENGEMBANGAN GAME EDUKASI PENGENALAN NAMA HEWAN DAN HABITATNYA DALAM 3 BAHASA SEBAGAI MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA Rahman, Ridwan Arif; Tresnawati, Dewi
Jurnal Algoritma Vol 13 No 1 (2016): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.13-1.184

Abstract

Game edukasi merupakan permainan yang dikemas untuk merangsang daya pikir dan termasuk salah satu cara untuk melatih meningkatkan konsentrasi penggunanya (anak-anak). Pemanfaatan teknologi Game edukasi pada proses belajar mengajar anak merupakan salah satu cara yang tepat, karena Game edukasi sebagai media visual memiliki kelebihan dibandingkan dengan media visual yang lain. Selain itu Game edukasi mengajak pemainnya untuk turut serta dan andil dalam menentukan hasil akhir dari Game tersebut. Metode pengembangan Game edukasi yang di gunakan dalam laporan ini menggunakan tahapan-tahapan Luther (1994). Pengembangan ini memiliki 6 tahapan, yaitu concept, design, material collecting, assembly, testing, dan distribution, Sutopo (2003) mengadopsi metodologi luther dengan memodifikasi (Binanto,2010. Game edukasi ini memiliki 3 menu yaitu: materi hewan, permainan, dan tentang, dimana di dalam setiap menu memiliki beberapa submenu. Game edukasi  disertai desain, animasi dan variasi warna yang atraktif membuat  menarik untuk digunakan bagi anak-anak di usia dini.
Co-Authors Ade Sutedi Ade Sutedi, Ade Adinugraha, Yudistira Agas Moch Fauzan Agung Gumelar Agung Khofidin Agus Nugraha Ahdan, Alfin Muhamad Ahmad Arif Budiman Ai Adhayani Aldi Nur Puadi Alfi Saeful Milah Alim, Ikbal Nur Alsi Linda Sari Andi Fauzi Andri Ikhwana Anita Nurvitrya Apriadi, Ari Ardiansyah, Ryan Arief Pinasti Nugraha Ary Akbar Sidiq Ary Setijadi Prihatmanto Asep Deddy Supriatna Asri Mulyani Asyah, Cha Cha Nisya Ayu Latifah Cecep Saepuloh Cecep Sahlan Ma'rup Chandra Wijaya Dauni, Popon Dede Kurniadi Deden Nurul Hakim Dhami Johar Dhamiri Diki Setiadi Diki Silviadi Dimitri Mahayana Dindin Sihabudin Ahmad Wardi Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Edi Hidayat Egi Ramdani Eko Retnadi Eneng Wildayanti Eri Satria Eri Satria Eri Satria Eri Satria Erwin Gunadhi Fahmi Ilham Ardiansyah Fahreza, Muhammad Fajar Haiqal Farida Nuraeni Fassa Fatmalasari, Intan Sri Fauzan, Wildan Ahmad Nur Fikri Fahru Roji Fitriani, Ranti Fitriyani, Ranti Garnisa, Sandra Budi Gugum Gumilar Setia Permana Handayani, Nanda Haniyah, Hani Hanna Qurrotul Aini Hariyana Sanjaya Hidayatno, Fachrul Ramdaniar Hidayattuloh, Yusuf Husni Mubarok I Putu Satwika Indri Tri Julianto Intan Fadzilatunnisa Iqbal Maulana Iqbal Setyawan Irgi Muhamad Albani Kamal, Muhammad Abyan Karti, Karti Khoerudin Yusuf Kresnapatty, Duva Kusumah, Rullyanto Angga Latifah, Ayu Leni Fitriani Leni Fitriani, Leni Lestari, Nina Lukman Hakim M. Iqbal Ismail Safei Pamungkas Maharani, Larasyla Putriana Maulana, Randi Muhamad Firzan Desfriansyah Muhammad Bagja Sukriyansah Muhammad Fauzy Muhammad Rikza Nashrulloh Mujakki, Akmal Muttaqin, Epwan Nurul Nahdi Hadiyanto nanang nanang Nasrullah, Muhammad Rikza Novitasari, Sinta Nugraha, Alwi Iswahyudi Nukholis Abdul Majid Nurahman, Gia Nurhidayanti, Shopi Nurhisyam, Fahmi Nurohmah, Novita Fitri Nurul Fitriyani Pardiansyah, Irgi Rahma Melati, Tri Rahman, Ridwan Arif rahmat Soleh Rendi Nurdian Rian Fardian Rizqi Ridwan Arif Rahman Ridwan Setiawan Ridwan Setiawan Rifa Ferdiansyah Rinda Cahyana Rinda Cahyana Riri Ratna Utami Risa Aisyah Riyad Sabilul Muminin Rizal Mustofa Rizwan Faiz Rojani Rozak Rahmat Rostilawati, Detila Rusdiawan, Mohamad Mihradi Salsabil, Ilham Sandy Mawardi sandy mawardi Sania Alvi Alviah Septiana Firdaus Setiawan, Asep Trisna Silviadi, Diki Sopiah, Dede Sri Rahayu SRI RAHAYU Sumarto Dian Waluyo Taufik Sapta Nugraha Widi Gumelar Yomi Guno Yosep Septiana Yudistira Adinugraha Yulia Nuriyanti Yusep Moch Yusup Zikrifah, Amelia