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Perancangan Pengenalan Hewan Laut Berdasarkan Zona Kedalaman Menggunakan Teknologi Augmented Reality Eri Satria; Ayu Latifah; Rifaldi Prasusetyo
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (390.356 KB) | DOI: 10.33364/algoritma/v.19-1.1073

Abstract

Pembelajaran pengenalan materi hewan laut disampaikan melalui buku atau gambar. Perlu alternatif pembelajaran melalui penyajian yang menarik sehingga memberi pengalaman baru kepada siswa. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran pengenalan hewan laut berdasarkan zona kedalaman menggunakan teknologi augmented reality. Penelitian dilakukan dengan menggunakan metodologi Research & Development yang terdiri dari tahapan analisis potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, hasil produk dan publikasi produk. Adapun hasil dari penelitian ini merupakan berupa produk aplikasi pengenalan hewan laut yang digunakan sebagai media pembelajaran untuk siswa Sekolah Dasar dengan teknologi terbaru yaitu menggunakan augmented reality dan dilengkapi dengan suara materi objek pada setiap hewan laut sehingga lebih menarik. Penelitian ini diharapkan mampu menjadi alternatif media pembelajaran bagi siswa sekolah dasar dengan nuansa media alat peraga pembelajaran terbaru.
Aplikasi Perakitan Komputer untuk Media Ajar Menggunakan Teknologi Virtual Reality Berbasis Android Ayu Latifah; Eri Satria; Fajar Shidiq Gimnastiar
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.19-2.1178

Abstract

In Vocational High School Education, especially in the field of computers. Computer subject is one of the compulsory subjects while still in vocational high school. Computer material seems difficult to understand and also sometimes students cannot pay close attention when the teacher is practicing because sometimes the lack of available computer tools makes students unable to fully understand practice, making it difficult to catch up on the material that has been taught. One alternative way of learning that can be done is to study independently. From these problems by developing learning media using Virtual Reality Technology, which is a technology that can display things that are close to the reality around us. This is an alternative way for students to learn independently. The completion method used in making this application is the Multimedia Development Life Cycle (MDLC) with stages starting from concept, design, material collecting, assembly, testing, and finally distribution. The results of this study are in the form of educational applications for assembling computers that have features, Virtual Reality menus, materials, settings, about applications, and making applications using the 3D unity engine. With this application, it is hoped that it will make it easier for students in terms of understanding computer assembly using Virtual Reality so that both students and the public are interested in independent learning.
Penerapan Augmented Reality untuk Informasi Denah Kampus Institut Teknologi Garut Ayu Latifah; Eri Satria; Ari Hermawan
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.19-2.1233

Abstract

There is no information showing the layout of the facilities on the Garut Institute of Technology campus. The purpose of this study is to create an Android-based application with the application of Augmented Reality which displays information on the layout of facilities virtually. The Research and Development (RnD) method with ADDIE development is used consisting of analyze, design, develop, implement and evaluate stages. Unity 3D software is used in the application development process. The results of this study describe campus facilities virtually, starting from an overview of security posts, parking, front office rooms, lecture classes, libraries, laboratories, halls, service rooms. Users can see real facilities with the help of virtual robots and background music in exploring each location. The results of application satisfaction testing from users show very good acceptance. Future research is expected to add a location search feature and reduce the file size of the resulting application.
Rancang Bangun Role Playing Game Cerita Rakyat Asal Usul Pulomas Berbasis Android Ayu Latifah; Eri Satria; Alwi Iswahyudi Nugraha
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.19-2.1234

Abstract

Indonesia has a lot of cultures, language and history as well as folklore. Folklore can hone creativity and imagination because folklore contains educational values ​​that can educate morals and character in the younger generation. This research aims to make a Role Playing Game genre game that can introduce folklore, especially on the origins of Pulomas. The story comes from the region of western Java. In this development using the Game Development Life Cycle methodology. The results of this study are in the form of games that utilize the Role Playing game genre in the introduction of folklore which can be accessed using smartphones for teenagers. It is hoped that this game can provide a new experience in introducing folklore to users and can increase user interest in learning folklore in Indonesia.
Aplikasi Perakitan Komputer untuk Media Ajar Menggunakan Teknologi Virtual Reality Berbasis Android Ayu Latifah; Eri Satria; Fajar Shidiq Gimnastiar
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.19-2.1178

Abstract

In Vocational High School Education, especially in the field of computers. Computer subject is one of the compulsory subjects while still in vocational high school. Computer material seems difficult to understand and also sometimes students cannot pay close attention when the teacher is practicing because sometimes the lack of available computer tools makes students unable to fully understand practice, making it difficult to catch up on the material that has been taught. One alternative way of learning that can be done is to study independently. From these problems by developing learning media using Virtual Reality Technology, which is a technology that can display things that are close to the reality around us. This is an alternative way for students to learn independently. The completion method used in making this application is the Multimedia Development Life Cycle (MDLC) with stages starting from concept, design, material collecting, assembly, testing, and finally distribution. The results of this study are in the form of educational applications for assembling computers that have features, Virtual Reality menus, materials, settings, about applications, and making applications using the 3D unity engine. With this application, it is hoped that it will make it easier for students in terms of understanding computer assembly using Virtual Reality so that both students and the public are interested in independent learning.
Penerapan Augmented Reality untuk Informasi Denah Kampus Institut Teknologi Garut Ayu Latifah; Eri Satria; Ari Hermawan
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.19-2.1233

Abstract

There is no information showing the layout of the facilities on the Garut Institute of Technology campus. The purpose of this study is to create an Android-based application with the application of Augmented Reality which displays information on the layout of facilities virtually. The Research and Development (RnD) method with ADDIE development is used consisting of analyze, design, develop, implement and evaluate stages. Unity 3D software is used in the application development process. The results of this study describe campus facilities virtually, starting from an overview of security posts, parking, front office rooms, lecture classes, libraries, laboratories, halls, service rooms. Users can see real facilities with the help of virtual robots and background music in exploring each location. The results of application satisfaction testing from users show very good acceptance. Future research is expected to add a location search feature and reduce the file size of the resulting application.
Rancang Bangun Role Playing Game Cerita Rakyat Asal Usul Pulomas Berbasis Android Ayu Latifah; Eri Satria; Alwi Iswahyudi Nugraha
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.19-2.1234

Abstract

Indonesia has a lot of cultures, language and history as well as folklore. Folklore can hone creativity and imagination because folklore contains educational values ​​that can educate morals and character in the younger generation. This research aims to make a Role Playing Game genre game that can introduce folklore, especially on the origins of Pulomas. The story comes from the region of western Java. In this development using the Game Development Life Cycle methodology. The results of this study are in the form of games that utilize the Role Playing game genre in the introduction of folklore which can be accessed using smartphones for teenagers. It is hoped that this game can provide a new experience in introducing folklore to users and can increase user interest in learning folklore in Indonesia.
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.
Analisis Data Pemahaman Anggota Komunitas Japan Club 6 Garut Tentang Bahaya dan Dampak Dari Ujaran Kebencian Eri Satria; Arif L Hakim; Ciptaraka N Hawari; Miftah Y Azwardhi; Muhamad Faturrahman; Taupik Rahman
Journal of Digital Literacy and Volunteering Vol. 1 No. 2 (2023): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v1i2.95

Abstract

Hate speech is a behavior that based on hatred to some tribes, religions, races, ethnic, skin color, believes, or faiths, Hate speech could be a worst impact to individual or social human beings and can be founded in various media. So in that case, social community must be given knowledge aboout impact and dangerous of hate speech. IT volunteers provides educational presentation to anticipating the impact and dangerous of hate speech for partnership that has been cooperated with IT volunteers. The community that has been appertain to do partnership is the community that have interest in culture and technology in focus to country of Japan, this community centered in SMAN 6 Garut highschool that called by Japan Club. For making sure that the educational presentation of the dangerous and impact of hate speech has been delivered successfully to the community, IT volunteers provides a socialitation with different session and a test. Then, statistical hypothesis test conducted by the IT volunteers on purpose for measuring the community knowledge after the socialitation done by every respondent that present in that presentation done by IT volunteers. In conclusion, that result of the dangerous and impact of hate speech presentation has been succesfully understood by the object.