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Analytical Hierarchy Process (AHP) untuk Zona Kerentanan Tanah Longsor di Daerah Gumelar Reza Fahmi Pahlevi; Hakim, Dimara Kusuma; Tito Pinandita; Muhammad Hamka
Jurnal E-Komtek (Elektro-Komputer-Teknik) Vol 9 No 2 (2025)
Publisher : Politeknik Piksi Ganesha Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37339/e-komtek.v9i2.2556

Abstract

Landslides are geological disasters that frequently occur in areas with steep topography and minimal vegetation, including in Gumelar Subdistrict, Banyumas Regency. This study aims to map landslide vulnerability zones using a multi-criteria approach with the Analytical Hierarchy Process (AHP) method integrated into a Geographic Information System (GIS). Four main parameters analyzed include slope gradient, rainfall, lithology, and land cover, with weights determined through a pairwise comparison matrix by experts. The results indicate that slope gradient (49.2%) and rainfall (30.9%) are the dominant factors in determining vulnerability levels. The resulting vulnerability map shows the distribution of areas with low, moderate, and high risks, validated using field landslide event data. This study provides an accurate spatial basis for landslide disaster mitigation planning in the study area
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Klasifikasi Hewan Vertebrata dan Invertebrata Menggunakan Metode GDLC Hidayahtullah, Muhammad Iqbal; Sugiyanto, Sigit; Pinandita, Tito; Hakim, Dimara Kusuma
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.849

Abstract

This study introduces an innovative Augmented Reality (AR)-based learning media for teaching ani-mal classification, specifically visualizing vertebrates and invertebrates in interactive three-dimensional form. Developed using Unity 3D and Vuforia with the Game Development Life Cy-cle (GDLC) waterfall model, the application offers an engaging learning experience through mark-er-based scanning that displays 3D animal objects, instructional materials, and evaluative quizzes. The novelty of this research lies in the integration of 3D visualization and interactive learning that enables students to explore and test their understanding in real time. Functional testing using the Black Box method confirmed that all features operated correctly, while field trials involving 20 students from SD Negeri Karanggintung 04 showed a high satisfaction rate of 88.75% (strongly agree category). Fur-thermore, post-test results demonstrated a significant improvement compared to pre-test scores, with students’ performance increasing from the 2–3 range to 4–5. With its visual and interactive approach, this AR-based learning media effectively enhances student comprehension and engagement, offering a promising and innovative solution for biology education at the elementary level.