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Pengembangan Aplikasi Pembelajaran Kanji menggunakan MLKit Text Recognition, Text-to-Speech dan Kanji Alive API (Studi Kasus: Kun-Yomi pada JLPT N5-N3) Firmanda Mulyawan Nugroho; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Mobile App Learning Kanji is learning app that focus to learn Japanese Languange Provience Test (JLPT) at N5 to N3 levels. 5 Respondent give us the problem from interview we had held, that they were struggled to learn kanji, to solve that problem, we use Mobile App Pembelajaran Kanji. In its development, researcher use feature to give user list kanji from N5 to N3, feature to know the kanji's details like meaning, kun-yomi's writing, total stroke, reading with hiragana, example how to use it in everyday life, and kanjis's sounds using Text-to-Speech, all that detail data obtained from Kanji Alive API. Evaluation feature has quiz to know how much the user's knowledge. Support feature has MLkit Text Recognition to recognize the kanji with kamera and show meaning of that kanji. Result of this research in effectiveness side is all respondent give statement effective in aspect of learning, kanjis's meaning, and kanjis's example sentecence, but in evaluation aspect, 2 respondent want a enhancement and detailing. Usablity has result usefulness has 86.8 %, easy-to-learn has 81%, easy-to-use has 83.125% and satisfaction has 74.5 %.That result give us very agree point at first three aspect and agree at last point.
Pengaruh Media Pembelajaran Terhadap Minat Belajar dan Motivasi Belajar Yang Akan Berdampak Pada Hasil Belajar Peserta Didik Kelas XI Dalam Pembelajaran Produktif Jurusan Multimedia (Studi Kasus: SMK Negeri 11 Malang) Fadillah Eka Putri; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Learning media is always used by teachers to channel productive learning material while teaching class XI in Multimedia. But problems found in learning activities related to learning interest, learning motivation and learning outcomes. The purpose of this study is to analyze the effect of learning media on learning interest and motivation to learn which will have an impact on learning outcomes. For data collection, observations, interviews, questionnaires and collection of UTS values ​​were conducted. The sample in this study were 82 students. Data is processed using linear regression analysis, t-test and f-test and coefficient of determination. From the processing of data obtained results, namely: Learning media partially affects the interest in learning with the direction of positive influence, as evidenced from 9.420> t table 1.993 with a significance level of 5%; learning media partially influence learning motivation with the direction of positive influence, as evidenced from t count 9.012> t table 1.993 with a significance level of 5%; interest in learning partially does not affect learning outcomes with the direction of negative influence, as evidenced from t-count -0.656 <1.993 t table with a significance level of 5%; Partial learning motivation does not affect learning outcomes with a positive direction, as evidenced by 0.127 <1.993 t table with a significance level of 5%; and the interest in learning and learning motivation simultaneously did not affect the learning outcomes, as evidenced by the calculation of 0.775 <table 3.09 with a significance level of 5%.
Perbandingan Usability Learning Management System Edmodo dan Google Classroom Menggunakan Heuristic Walkthrough (Studi Kasus: SMKN 11 Malang) Sabhian Bagaspati Susilo; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 6 (2019): Juni 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The implementation of the Learning Management System (LMS) in Malang Vocational High School has encountered many problems in the display that is difficult to understand, users do not understand the features of the system so that problems arise in the aspects of Usability and Learnability. Because the teacher has difficulty choosing which LMS is good to use, the researcher evaluated the comparisons of the two LMSs used namely Edmodo and Google Classroom using the Heuristic Walkthrough which is a combination of two methods namely Heuristic Evaluation on Usability and Cognitive Walkthrough on Learnability. The respondents involved were four experts and five teachers in each LMS. The results of the study show that the Learnability factor Edmodo has a total of 14 problems and two 21 for the Google Classroom. In Usability results, Edmodo has 23 problems and has an average severity rating of 2.5 while Google Classroom has 9 problems and has an average severity rating of 2.7. From these results, Edmodo is recommended for new users because it excels in Learnability aspects while Google Classroom is recommended by experts because it excels in Usability.
Pengembangan Aplikasi Perangkat Bergerak Pembelajaran Pengenalan Buah-Buahan dalam Bahasa Inggris Menggunakan Speech Recognition (Studi Kasus : RA Al-Mawaddah) Rahma Nur Anggraeni; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Learning English for early childhood begins with an introduction to the environment. One of them is fruit material. Based on the observations of researchers in the RA Al-Mawaddah case study, teaching English in early childhood teachers was limited to providing material about listening and speaking. In this study explained the development of Android-based English learning applications by utilizing Android Speech recognition. Android Speech Recognition is a library provided by Android to identify sounds by digitizing words and matching the digital signals with a pattern stored in the database. The use of Android Speech Recognition for the development of English learning media will facilitate the process of learning activities by both teachers and students. Based on the results of testing validation, and usability, it was found that the functional requirements expected from the application were valid. Based on the results of usability testing the results obtained 81.56%, ie the application is valid which means the system is easy to learn, efficient, easy to remember, errors easily overcome, and satisfy the user. For the accuracy test results produce a score of 100% where the appraisal is in accordance with or the same as the assessment by the teacher.
Pengembangan Media Pembelajaran Berbasis Multimedia Interaktif Pada Materi Desain Jaringan Lokal (LAN) Dengan Model Pembelajaran Problem Based Learning (Studi Kasus : DI SMK Negeri 3 Malang) Kurnila Putri Islamawati; Satrio Hadi Wijoyo; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 7 (2019): Juli 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Interactive learning media is a learning tool that can be used to convey learning content interestingly by adding a learning model that empowers students to think critically about a problem and identify problems. However, at State Vocational High School 3 in Malang, the media used for learning activities uses only power points and material descriptions with lectures and questions, making learning less effective and less interesting. This trend also reduces the learning achievements of the students. Based on these issues, researchers want to develop interactive multimedia learning media using problem-based learning (PBL) learning models to promote a lively classroom atmosphere, which also increases the quality of students learning outcomes. The development model used is ADDIE with stages (1) analysis; (2) design; (3) development; (4) implementation; (5) evaluation. The media has been validated by media experts and material experts to determine the feasibility of testing. The study was conducted on TKJ 2 grade 10 students in SMKN 3 Malang, which corresponded to 37 students. The results of the study show: (1) Creating Adobe Flash CS6-based learning media for computer topics and basic networks. (2) The results of the evaluation of several experts: (a) media expert I and media expert II, both with 78.7% and in the category good. (b) Results of the Evaluation of Materials Expert I and Material Experts II, both 92% and 91% in the Excellent category. (3) Preliminary test results 29.8% of the students had completed. after students get treatment with learning media, the test showed that 83.8% of the students had completed the standard given by the school, so the use of Interactive Multimedia had an impact on student learning.
Pengembangan Game RC Car Simulator Menggunakan Augmented Reality Herdianto Tri Setyaji; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Implementation of Augmented Reality in game development has a great impact on user experience (UX). In development game with the simulation genre by implementating of marker-based Augmeted Reality is the main goal of this study. A game with Radio Control Car (RC) Simulator's theme has an description simulate the games as on the real world. The main target of this game itself is to produce a new user experience by increasing user experience and interaction with RC Car Simulator games without the presence of physical objects directly and without thinking of a large place to play it. In this study the selection of frameworks using the MDA framework as an appropriate concept in the development of RC Car Simulator games. In this game development is done by using a paper prototyping and followed by digital prototyping until all the elements of development that fit to the digital games. Play testing process that has been completed in this study is obtained from the use of Augmented Reality can be achieved with the existence of virtual objects displayed in the real world can provide user experience on aspects of usability testing, where almost 80% agree with what is expected by the developer where the results are satisfactory and a lot of feedback is obtained during the testing.
Pengembangan Media Pembelajaran Interaktif Materi Pengenalan Komponen PC pada Siswa Kelas X TKJ SMK Negeri 5 Malang Suryo Utomo; Hanifah Muslimah Az-Zahra; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

When implementing PPL at State Vocational High School 5 Malang, many students find it difficult to take lessons in the introduction of Personal Computer (PC) components because class X is still unfamiliar with the components of Personal Computer (PC) devices that when they were in middle school they had not learned about any components that are in the Personal Computer because of the limited facilities and infrastructure. So that these deficiencies can be overcome and covered, an Interactive Learning Media (MPI) product is created using the APPED model. This APPED model consists of 5 systematic and logical steps, namely: Initial Analysis and Research, Design, Production, Evaluation, Dissemination. Based on the respondents 'pre tes results, students' completeness is determined by KKM. Completeness of the pre tes scores of two respondents, 70 with the category "complete". But for the other three respondents, the results obtained from the pre tes are still below the KKM so that it falls into the "unfinished" category. For the total number of respondents' pre tes results of 310 with an average rating of 62. While in the post tes results, the five students get a complete score in accordance with the KKM value and above the KKM so that it can be categorized as "complete". From the results above, it can be seen the difference from before and after the respondent is given interactive multimedia-based learning. For the total number of respondents' post tes results of 400 with an average rating of 80. MPI learning proved to be effectively used in learning in class X students of TKJ Negeri 5 Malang.
Optimasi Game AI Pada Game Strategi dengan Menggunakan Algoritme Genetik Tio Allin Subiantoro; Wibisono Sukmo Wardhono; Issa Arwani
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 8 (2019): Agustus 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Artificial Intelligence in video games is made to offer a challenge for the players. However, most of the AI only use simple rules to decide where to move. Those simple rules are the distance between the other opponent's unit, attack range, unit's power, etc. This kind of behavior is usually predictable and tend to be exploited easily. Genetic algorithm is an algorithm that provides various solutions to a certain problem. Thus, in this research, we use a genetic algorithm to control the unit movements. The algorithm will evaluate various factors before it is going to decide on where to move. These factors are the potential damage, potential loss, the distance of each unit to the midpoint, and the distance to the enemy main headquarter. Based on the research result, we can conclude that using a genetic algorithm as an artificial intelligent agent prove that the movement pattern of the units are less predictable. Additionally, they will still try to satisfy the goal given to them.
Penggabungan Natural User Interface dengan Joypad pada Role Playing Video Game (RPG) Sandhi Wistara; Wibisono Sukmo Wardhono; Muhammad Aminul Akbar
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

Game with RPG as it's theme is placing player in world created with rule and story for player to experience. In this theme player given skill or magic based on rule in the world that created. The game with this kind of theme usually met in computer device. While consol device need adjustment to accommodate it's lack of input. To tacle this problem an outside input is needed to provide joypad lack of input. In this research Kinect is used that came with new X-box. This device use to capture human body joint to create data from it. From capture picture kinect turn it into bunch of data that can be manipulated and use. The type of data used in this research is head coordinate, left hand coordinate and right hand coordinate. Head coordinate is used to pin point user position. Right hand and Left hand is used to make input. The distance between both hand is used to decide whenever user making input or not. If by certain threshold the hand is far from each other kinect will wait till player making Lasso Form in one of the Hand. After Lasso is formed then it will became Function as Trigger. Trigger is used to decide the kind of input hand is making. From this research eight input is made with four on each hand.
Pengembangan Aplikasi Pembelajaran Membaca Aksara Jawa Menggunakan Speech Recognition (Studi Kasus : SDN Tulusrejo 1 Malang) Mohamad Ilham; Agi Putra Kharisma; Wibisono Sukmo Wardhono
Jurnal Pengembangan Teknologi Informasi dan Ilmu Komputer Vol 3 No 9 (2019): September 2019
Publisher : Fakultas Ilmu Komputer (FILKOM), Universitas Brawijaya

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Abstract

The Javanese have a unique writing culture called Javanese script or hanacaraka. However, few Indonesian people, especially the Javanese who know and can read Javanese script. The role of the East Java Provincial Government is to establish Javanese subjects that will be used as local content subjects in madrasas and schools to preserve them based on the East Java Provincial Governor Regulation number 19 in 2014. In this study developing applications for learning to read Javanese script using speech recognition that is implemented on smartphones that utilize the Android speech recognition library that functions to convert sound into text. SDLC prototyping will be used in the development of the application. Then the features available in the application are learning and training features so students can know and be able to read Javanese script. The results of validation testing are that all system requirements are in accordance with functional requirements. Then in accuracy testing the system gets a value of 85% which means the answer will be the picture that was tested on the problem in accordance with the Javanese script material. In usability testing, the average value of testing is 71.79, which means that this application has acceptable user acceptance, has a good rating, and grade C.
Co-Authors Abdul Azis Abdul Hakim Adam Hendra Brata Adji Reno Muhammad Admaja Dwi Herlambang Admaja Dwi Herlambang Agan Philothra, Gerry Agi Putra Kharisma Agung, Albertus Wisnu Alfian Darmawan Amelia Achsandini Puteri Amminul Akbar Ananda Widya Pratama Anindita Setyamurti Anis Wardlatul Ulfa Wahidah Annisa Hestiningtyas Ari Bayu Prasetyo Arifaldi Jayaputra Aristyo Pramana Ary Budi Laksono Aryo Pinandito Aswin Suharsono Bagus Setiawan Beril Sanda Billawal Nadipa Pelealu Cristina Pravitasari Dany Muhammad Darin Nadhifah Desi Fatmawati Dicky Pujakesuma Dimas Setyo Utomo Ellya Kusna Aura Dewi Eriq M. Adams Jonemaro Eriq Muh. Adams Jonemaro Eriq Muhammad Adams Jonemaro Eriq Muhammad Adams Jonemaro Fachri Rachmanda Fadillah Eka Putri Fajrian Muchtar fakhri, abdullah hasan mufid Firly Wahyudi Firman Syah, Mohammad Firmanda Mulyawan Nugroho Fransnesa Fransnesa Galih Muhammad Gayus Reinaldy Manere Sulli Danan Gunawan, Muhammad Vikriyadi Hanifah Muslimah Az-Zahra Hanifatul &#039;Izza Haris Mahmudi Herdianto Tri Setyaji Herman Tolle Hermawan Wijaya Hernindya Annisa Rahayu Hrizto Hanie Del Piero Indriadi Setiawan Irfan Noor Agdhian Irsyad Fauzan Noor Issa Arwani Issa Arwani Kurnila Putri Islamawati M. Rizkiyan Zaka Riawan Maya Dwi Wijayanti Mikhanael Mual Parsaulian Simanjuntak Moch Meidhike Wirazitanra Jayadi Mochamad Chandra Saputra, Mochamad Chandra Mochammad Hafidz Moh. Faiz Fanani Moh. Laksamana Adhitama Mohamad Faisal Amir Mohamad Ilham Monel Lindu Sagala Muh. Fadhil Fathi Rizal Muhammad Aminul Akbar Muhammad Hasbi Rahman Muhammad Syarifuddin Muhammad Wahyu Pamengas Muhammad Yudha Yusi Putra Muthia Rifdah Mardatillah Nurul Fikriyah Pradhana Hafiizh Bachtiar Qonita Rahmawati Rahma Nur Anggraeni Rakha Hasan Pramudito Ramadhan Rizki Arga Putra Ratih Kartika Dewi Renno Andika Syawaludin Retno Indah Rokhmawati Rizal Darmawansyah Rizaldy Ilham Akbar Rizky Afwan Austin Ryan Edbert Jeremiah Sabhian Bagaspati Susilo Sandhi Wistara Satrio Agung Wicaksono Satrio Hadi Wijoyo Sendi Rachmat Fadillah Septian Pratama Widianto Setia Khoirunisa&#039; Shena Star Sarwodi Suryo Utomo Tahmidya Kamila Putri Nicahya Tibyani Tio Allin Subiantoro Tri Afirianto Tri Afirianto Unggar Salsabila HSS Vio Cesar Melano Yonanta Viqi Hanada Yanitra Dwi Luthansyah Yanuardi Firmansyah Yudha Hadi Pratama Yuki Pradana Zaky Nur Abyan