Claim Missing Document
Check
Articles

Pengembangan Media Pembelajaran Peralatan Multimedia berbasis Augmented Reality dengan Outfit Marker di SMK Hayam Wuruk Mojokerto Mei Mukti Wardana; Tri Afirianto; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 10 (2021): Oktober 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

There are limitations in accessing multimedia equipment props due to the pandemic conditions imposed by distance or online learning at SMK Hayam Wuruk Mojokerto. Not all students have teaching aids to be used as learning media. Therefore, an augmented reality-based Android application was created to provide a real picture of the props. This study uses the waterfall model and unified modeling language (UML) when designing an Android application. The development was carried out using Unity and Vuforia to produce an augmented reality based learning media. Android application testing is carried out to determine whether the application will have minimal errors or is feasible to use by using two techniques, namely black box testing and usability testing. Validation of media application is carried out by media expert, teacher and students using usability testing and a Likert scale of 1-5 through a questionnaire. Usability testing that has been tested by media experts, teachers and students shows that this application has "Good" criteria to be used as additional learning media. From the test results, it can be concluded that the augmented reality Based Learning Media Development of Multimedia Equipment with Outfit Marker can be said to be suitable for use as learning media.
Perbedaan Hasil Belajar Siswa Kelas X Jurusan Multimedia pada Pembelajaran Meaningful Instructional Design (MID) dan Discovery Learning pada Mata Pelajaran Komputer dan Jaringan Dasar di SMK Negeri 2 Singosari Malang Salma Berliana Putri; Admaja Dwi Herlambang; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Understanding the concept during learning activities is very important, because it will affect the acceptance of the next material and learning outcomes that have an impact on skills. Student learning outcomes that are less than optimal also occur in class X students at SMKN 2 Singosari Malang in Computer and Basic Network subjects. The cause of the less than optimal learning outcomes is because students are burdened with subjects with conceptual material. To maximize the understanding of the material, an appropriate learning model is needed to improve the understanding of concepts in students. This study aims to determine the comparison of student learning outcomes before and after using the Meaningful Instructional Design Learning Model and the Discovery Learning Model and to determine whether there is an increase in grades after using the two learning models. This research is a quantitative research with the type of experimental method with a sample of 50 students. The data obtained and has been processed can be concluded that the learning outcomes of students in the Computer and Basic Network subjects, namely those obtained from the Lavene's Test value are not significant, because p = 0.632 > 0.05 which means the variance in both groups is the same. Next, look at the value of Sig.(2-tailed) in the first line, which is 0.856 > 0.05, which means that there is no significant difference in learning outcomes between classes with the Meaningful Instructional Design Learning Model and the Discovery Learning Model.
Evaluasi Gameplay pada Game Arknights menggunakan Metode Analisis Mechanics, Dynamics and Aesthetics (MDA) Framework Yuan Edo Ramadhana; Eriq Muhammad Adams Jonemaro; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

There are quite a lot of video games published in various genres in this age, with one of the genres being strategy games. Strategy games rely on the player's ability to think critically while formulating a strategy in order to reach the game's goal. Strategy games are divided into several sub-genres, including tower defense. One of the tower defense video game available to download at the moment is Arknights. Currently Arknights has a positive reception from various users, scoring 4.6 stars at Google Play. However, a lot of players also had difficulties while playing, citing level difficulty and lack of resources received as main issues. Based on aforementioned issues, author conducts an analytic research using MDA Framework method, which refers to the analysis over the mechanic, dynamic and aesthetic aspects of a video game. This method is done by doing a solo testing and a playtesting session with several respondents, then conducting interviews with aforementioned respondents. Based on the analysis results from conducted interviews, recommendations that can be propsed to Arknights includes raising the possibility to obtain resources, accelerating automatically refilled resource refills, reducing resource consumption on several levels, and balancing the properties owned by enemy agents.
Pengembangan Kecerdasan Buatan Objek NPC pada Micro-Games: Karting menggunakan Finite State Machine Unity Muhammad Azzam Al-Ghifari Habiburrahman; Muhammad Aminul Akbar; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 11 (2021): November 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Video game development is a process of making a video game through many ways, and one of them is through game engine. Game engine is a tool to develop a video game without building its foundation first, because in many game engine, there is already many function that developer can easily understand and use. One of the most used and most popular game engine is Unity. Unity can provide a way to develop a video game through a template that fasten the development process. One of this template is Micro-Games Karting that can be downloaded directly at Asset Store Unity. This template already has many assets that developer can use, but there is still not available artificial intelligence to use for the non-playable character (NPC) model. To overcome the said problem, therefore the development of airtificial intelligence employing Finite State Machine decision making method is being developed. The artificial intelligence is a representation of the behavior of the drivers in racing in the real world. The artificial intelligence is tested with two type of tests, namely functional testing with the black box method and performance testing. The functional test results show that the artificial intelligence developed for NPCs using the Finite State Machines method has functionalities that are all valid in black box testing, and the performance test results shown by the NPCs when run have a good performance related to the ability to avoid collisions.
Perancangan Antarmuka Pengguna Sistem Informasi Monitoring dan Evaluasi Prakerin berbasis Website menggunakan Metode Human Centered Design (Studi Kasus: SMKN 2 Sragen): User Interface Design of Website-Based Industrial Work Practice Monitoring and Evaluation Information System Using Human Centered Design Method (Case Study: SMKN 2 SRAGEN) Wiwit Susilo Ningsih; Hanifah Muslimah Az-Zahra; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 5 No 12 (2021): Desember 2021
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Industrial work practices (prakerin) are one of the efforts to prepare vocational school students to enter the world of work. Prakerin at SMKN 2 Sragen is supported by an information system that has just handled the organizing function so that it does not cover implementation, monitoring, and evaluation. Therefore, these functions are still carried out manually. The Prakerin Monitoring and Evaluation Information System (SIMEP) is present to complement the existing system in SMKN 2 Sragen. The development of a system requires an interactive user interface design and one of the design methods is Human Centered Design (HCD) which involves humans in every process. HCD is able to produce an interface that is able to answer the needs of users and stakeholders. The resulting user interface design, namely the internship information website, admin dashboard, students, supervisors, and industry supervisors. Interface design, apart from focusing on the appearance of a product, is also related to usability. Usability evaluation using the Heuristic Walkthrough method allows researchers to identify usability problems in the system carefully and generate few false positives. The results of usability testing on the SIMEP interface by domain experts and usability experts found a total of 21 problems and 14 suggestions for improvement from the evaluator
Evaluasi Perbandingan Pengalaman Pengguna pada Google Classroom dan LMS SMKN 3 Malang di Masa Pandemi Covid-19 menggunakan Metode Tuxel 2.0 Elfi Atus Zahroh; Hanifah Muslimah Az-Zahra; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Due to the Covid-19 pandemic, the government recommends that students take distance learning processes. One solution to achieve learning objectives. The teacher of SMKN 3 Malang said that in the learning process two LMS were used, namely the LMS of SMKN 3 Malang and Google Classroom. However, teachers use Google Classroom more often than LMS SMKN 3 Malang because it is easier to use and looks simpler. Therefore, this study aims to determine user experience on Google Classroom, LMS SMKN 3 Malang, and compare the two LMS. As well as providing recommendations on the use of LMS SMKN 3 Malang and Google Classroom. For this reason, researchers evaluate User Experience using the Technique for User eXperience Evaluation in e-Learning (TUXEL) which consists of three aspects, namely general usability, pedagogical usability, and User Experience. The results of this study on the general usability aspect, Google Classroom found 11 problem items, compared to LMS Masterweb with 12 problem items. In the pedagogical usability aspect, 15 problem items were found in Google Classroom, while the LMS Masterweb found 18 problem items. In the User Experience aspect, Google Classroom indicates three codes consisting of: (1) support; (2) easy; (3) interesting. LMS SMKN 3 Malang also indicated four codes, namely: (1) complicated; (2) clear; (3) practical; (4) does not meet expectations
Pengembangan Aplikasi Android Rekomendasi Tempat Gym di Kota Malang yang menerapkan Protokol Kesehatan Covid-19 Asrina Fitri; Ratih Kartika Dewi; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 1 (2022): Januari 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In December 2019, there was a phenomenon that made people all over the world restless, namely the corona virus outbreak (Covid-19). The Indonesian government has made various efforts to prevent the spread of this virus. In the process of implementing it, there are many pro and con responses from the community, one of which is doing sports in the gym. This is due to the closed condition of the room and the number of people in the room (Setyaningrum and Yanuarita, 2020). This study aims to help restore people's confidence to do sports in the gym again by creating a recommendation application system as desired by the user, so that users can apply the important points of PHBS, namely exercising. This recommendation application system adopts the Location Based Service (LBS) concept by utilizing the Google Maps API and the SAW calculation method, the community can make decisions about gym places that have implemented the Covid-19 health protocol in Malang City. The results of testing the system from the recommendation application for a gym in Malang City that applies the Covid-19 health protocol using 3 types of tests, namely Black-box testing with 100% valid functional test validation results, algorithm validation testing with 100% valid results, and usability testing to application users with the SUS approach get 83.5 results, namely grade B (good) at grade scale, then acceptable at acceptability, and excellent at adjective rating (Ependi, et al., 2017).
Pengembangan Media Pembelajaran berbasis Gim Puzzle dan Quiz pada Pelajaran Pemrograman Dasar menggunakan Metode ADDIE Ngurah Pradipta Surya Mandala; Tri Afirianto; Retno Indah Rokhmawati
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Basic programming is an important subject to be passed by Vocational High School students whose majors are technology and computer based. In basic programming itself, there are several basic competitions that students must understand, starting with students being required to know various types of programming languages, followed by writing program syntax, understanding data types and constant variables, etc. Learning basic programming requires a lot of practice which can train students to directly engage in programming, as was experienced by SMK National Media Center Malang who found the problem of lack of time to practice due to the Covid-19 pandemic. During the pandemic all teaching and learning activities are always carried out online. Online learning activities like this usually take place assisted by video call media. The existence of this distance constraint means that this learning path will be different from direct learning activities in class, in terms of the flow of material delivery or students' interest and motivation in receiving material.I develop a media that can help students understand Basic Programming lessons. This media will later be in the form of a game based on Android, with a puzzle quiz game style and a material module. This game media was designed using the ADDIE method of Analysis, Design, Development, Implementation, Evaluation. Game media testing will be carried out using 3 methods, namely, using Blackbox testing for the performance of game media functionality, followed by User Acceptance Testing (UAT) to measure the level of user acceptance with the media, and finally a Motivation Questionnaire to measure the level of student learning motivation after using the media.
Pengembangan Sistem Rekomendasi Barbershop di Kota Malang yang Menerapkan Protokol Kesehatan Covid-19 Muhammad Rifqi Ramdhani; Ratih Kartika Dewi; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 4 (2022): April 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

In this millennial era, self-care, especially in the hair area, is the main factor that is often considered by men in terms of appearance. Coupled with the rise of the barbershop business which is very much in demand by men today (Safa'at & Muttaqien, 2015). During this pandemic, people are worried and afraid when they want to cut their hair. The reason is the high rate of transmission of Corona Virus Disease (COVID-19) and the unexpected way of transmission. There are many barbershop locations in Malang City that are still open during this pandemic. Some of these places have complied with the health protocol following Decree of the Minister of Health Number HK.01.07/MENKES/382/2020 for hair care services and the like. However, some are still open even without complying with health protocols. Therefore, the development of a barbershop recommendation system is needed to assist users in choosing a barbershop in Malang City that applies health protocols. This recommendation system was developed using the Simple Additive Weighting method as a decision-making system. In the use of the SAW method, there are criteria used, namely distance, price, assessment, and the value of health protocols. The test for this barbershop recommendation system uses black-box testing to test the level of functionality with 100% valid results, then algorithm validation testing with a comparison of manual calculations that obtain 100% valid results, and usability testing with the System Usability Scale (SUS) approach by obtaining an average value of 77,5 or can be converted as Grade B in the Grade Scale category, Acceptable in the Acceptability Ranges category, and Good in the Adjective Rating category.
Implementasi Gamifikasi dengan Animasi Lottie pada Aplikasi Media Belajar IPA SMPN 1 Sumberrejo Muhammad Farhan Abdur Rosyid; Lutfi Fanani; Tri Afirianto
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 6 No 5 (2022): Mei 2022
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

SMPN 1 Sumberrejo is one of the schools that implements online learning. The learning media platform currently used is considered less effective in supporting the learning process of students which has an impact on decreasing student interest in learning. The development of learning applications with the implementation of gamification and Lottie animation can help the learning process with the online method applied to groups of students at SMPN 1 Sumberrejo. This research was carried out by adopting the Rapid Application Development (RAD) development method. Concepts and needs analysis resulted from the need discovery process that involved students directly. The system design is obtained through the interpretation of the needs analysis which is carried out repeatedly to get the concept that is in accordance with what the user wants. The implementation of the design on the learning application is carried out in 2 parts, namely the user design stage which allows changes to occur and the finalization stage to optimize the algorithm and write code. The first test is black box testing to ensure that the functional system runs according to the design, which results in 100%. The second test is a safety-runtime test which proves that the application does not force-close when it is run. The usability test got a learnability value of 100%, an efficiency of 0.0478 goal/sec, and an error of 0 or no error. Testing with the SUS approach to get a satisfaction score obtained 93.4 results with criteria A (90-100). User participation testing resulted in 81% of students doing assignments on time which increased from the previous 53% with a correlation of increasing student learning outcomes obtained from an average score of 68.8 which previously was 62.9.
Co-Authors Abdul Azis Abdul Waris Achmad Fauzi Harismawan Ade Darmawan Ade Suluh Novriananda Aditya Yudha Agung N Adji Reno Muhammad Admaja Dwi Herlambang Afandi, Yosi Agi Putra Kharisma Akbar Ilham Alfin Noor Afyuddin Alva Yonara Puramandya Andini Ayu Larasati Anindita Setyamurti Arda Satata Fitriajie Asrina Fitri Bariq Najmi Rizqullah Kartiko Putro Bella Nemesias Prasetiyani Billawal Nadipa Pelealu Budi Darma Setiawan Dany Muhammad Dave Putra Radin Davin Benaya Dessy Amri Raykhamna Dinda Ayu Ludfiana Safitri Drajat Khoirul Muslim Dwi Prasetyo Edwar Budiman Edy Santoso Eko Cahyo Wahyudi Elfi Atus Zahroh Eriq Muh. Adams jonema Eriq Muhammad Adams Jonemaro Ervin Winardo Toepak Ezar Chrisdinan Diass Fathurrahman Annafabi Fikri Ihsan Ahmad Fitra Wahyuda Fransnesa Fransnesa Gifary Dhimas Fadhillah Guidita Suryani Hakky Affandy Latief Hanifah Muslimah Az-Zahra Hawim Mahfudah Herman Tolle Hrizto Hanie Del Piero Ikrar Amalia Sholekhah Ilham Rachmad Zunaidi Indi Rachmah Winona Intan Sartika Eris Maghfiroh Iqbal Firmansyah Issa Arwani Isthofi Aslim Sofyan Iwan Prasetiyo Hakiki Kadek Dwitya Arya Sujaya Kevin Maulana Komang Candra Brata Kresna Rizka Carisfian Laras Krisnayuwati Suwardi Liya Suci Kurniawati Luh Putu Novita Budiarti Lutfi Fanani M Kevin Pahlevi M. Abdul Algoniu M. Ali Fauzi M. Rizkiyan Zaka Riawan Maskur Maskur Mei Mukti Wardana Mikhanael Mual Parsaulian Simanjuntak Mochamad Halim Moh. Faiz Hidayatulloh Mohammad Alauddin Mohammad Daffa Saifullah Mokhamad Zukhruf Mifta Al Firdaus Muhammad Aminul Akbar Muhammad Anang Mufid Muhammad Azzam Al-Ghifari Habiburrahman Muhammad Dikri Robinsyah Muhammad Farhan Abdur Rosyid Muhammad Fhadli Muhammad Haikal Fisabilillah Muhammad Rifqi Ramdhani Muhammad Vidi Mycharoka Muhammad Wahyu Pamengas Nanang Yudi Setiawan Naufal Rizky Akbar Ngurah Pradipta Surya Mandala Niken Hendrakusma Wardani Nisriinaa 'Aaliyah Nurul Hidayat Oktaviani Dwi Nur Aini Panji Yodantara Pradhana Hafiizh Bachtiar Primananda Kurnia Santoso Putra Aditya Primanda Putra, Firnanda Al Islama Achyunda Ratih Kartika Dewi Retno Indah Rokhmawati Reza Saputra Rezza Ananda Yoanko Rizal Darmawansyah Rizaldy Ilham Akbar Royan Krisnanda Tiony Ryan Aristo Salma Berliana Putri Satrio Agung Wicaksono Satrio Hadi Wijoyo Septian Pratama Widianto Steven Willy Sanjaya Vio Cesar Melano Yonanta Wibisono Sukmo Wardhono Winny Ardhian Septiko Wiwit Susilo Ningsih Yahya Sahaja Yoga Sadewa Yuan Edo Ramadhana Yulfa Hadi Wicaksono Zahrotul Indah Mulyasari