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Identifying The Criteria of Designing Augmented Reality for Vocabulary Learning in Primary School Imam Santosa; Neni Nurkhamidah; Rossy Wulandari
JISIP: Jurnal Ilmu Sosial dan Pendidikan Vol 5, No 4 (2021): JISIP (Jurnal Ilmu Sosial dan Pendidikan)
Publisher : Mandala

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36312/jisip.v5i4.2634

Abstract

The ease of implementing Augmented Reality in the classroom makes AR as a useful learning medium for educators. AR can be used to be teaching media for vocabulary learning. The purpose of this study was to identify criteria in developing a prototype design for educational games based on AR for teaching English vocabulary for elementary school students. this research will also describe the procedures that are followed in designing the educational game design. This procedure is contained in a process called the successive approximation model (SAM). In order to identify the performance gap of present condition, three categories of questionaries were utilized; the activities used to teach vocabulary, the difficulties in teaching vocabularies, and the need and suggestion on teaching vocabulary. The participant of the study is 24 teachers of primary school in the Area of Jabodetabek. The findings of the research revealed that grammar translation method is the most activities used by teacher which indicated the teacher tranquil in the old method in teaching vocabulary. Moreover, the teachers mostly had difficulties on uninteresting activities and lack motivation by the student in learning vocabulary. Additionally, the result of the study emphasizes the need of criteria in choosing vocabulary inside the Augmented reality-based teaching media for vocabulary learning. There criteria of designing augmented reality for vocabulary learning are the use of approach that actively encourage the student to join the activity, which is communicative language teaching and the content of vocabulary in the augmented reality program based on the control of following measures; Word frequency, Structural value, Universality, Subject range, Definition words, Word-building capacity and Style of primary school level
PENGOLAHAN AIR LIMBAH SAMPAH (LINDI) DARI TEMPAT PEMBUANGAN AKHIR SAMPAH (TPA) MENGGUNAKAN METODA CONSTRUCTED WETLAND Sarip Usman; Imam Santosa
Jurnal Kesehatan Vol 5, No 2 (2014): Jurnal Kesehatan
Publisher : Politeknik Kesehatan Tanjung Karang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (64.898 KB) | DOI: 10.26630/jk.v5i2.39

Abstract

Sarip Usman1)Imam Santosa1) 1)Jurusan Kesehatan Lingkungan Poltekkes Kemenkes Tanjungkarang Abstract: Waste Water Treatment  (Leachate) From Waste Final Disposal Method Using Constructed Wetland. Leachate from the landfill is waste water that has a high content of pollutants. The high content of pollutant impacts on public health and the ecosystem around the location of waste disposal (landfill). It is therefore important to leachate treatment before being discharged into water bodies. Method one way Constructed Wetland used for leachate treatment that utilizes symbiotic microorganisms in the soil and plant roots. This method does not require high costs in operations and maintenance due to take place naturally, so it can be a solution to the constraints of cost, technical and operational system of conventional processing. The purpose of this study is the objective of this study is to obtain the ability of Constructed Wetland method in reducing the content of COD, BOD and nitrite from Leachate. Experimental research is conducted, the research design is experimental observations before the experiment (Pre Test) and after the experiment (Post Test). The results showed a decrease in the concentration of COD, BOD, nitrite and pH leachate using a horizontal flow medium flowing over the surface are 28%, 27%, 46%, and 4%, using  a horizontal flow medium flows through  are 64%, 64%, 93%, and 5%, and decrease in concentration ability of COD, BOD, nitrite and pH in the reactor that uses flow constructed Wetland plants pass through the media more compared the ability of Constructed Wetland decrease in reactor that uses flow medium flowing over the surface of the plant. Keywords : Method, Constructed Wetland Abstrak : Pengolahan Air Limbah Sampah ( Lindi ) Dari Tempat Pembuangan Akhir Sampah ( TPA ) Dengan Menggunakan Metoda Constructed Wetland.Lindi dari TPA adalah air limbah yang memiliki kandungan pencemar tinggi. Tingginya kandungan pencemar berdampak pada kesehatan masyarakat dan ekosistem di sekitar lokasi tempat pembuangan akhir sampah (TPA). Oleh karena itu penting dilakukan pengolahan lindi sebelum dibuang ke badan air. Metoda Constructed Wetlandsalah satu cara yang digunakan untuk pengolahan lindi yang memanfaatkan simbiosis mikroorganisme dalam tanah dan akar tanaman. Metoda ini tidak memerlukan biaya yang tinggi dalam operasional dan pemeliharaannya karena berlangsung secara alamiah, sehingga dapat menjadi solusi untuk kendala biaya, teknis dan operasional sistem pengolahan konvensional. Tujuan penelitian ini adalah Tujuan penelitian ini adalah diperolehnya kemampuan Metoda Constructed Wetland dalam menurunkan  kandungan COD, BOD dan N dari air Lindi.  Penelitian yang dilakukan bersifat Eksperimen, dengan rancangan penelitian bersifat  eksperimen  melakukan observasi sebelum eksperimen (Pre Test) dan sesudah eksperimen (Post Test). Hasil penelitian memperlihatkan penurunan  kosentrasi COD, BOD, Nitrit dan pH air lindi dengan menggunakan aliran horizontal mengalir di atas permukaan media tanaman adalah  28 %, 27 %, 46 %, dan 4 %, aliran horizontal mengalir melewati media adalah  64 %, 64 %, 93 %, dan 5 %, dan kemampuan penurunan kosentrasi COD, BOD, Nitrit dan pH pada reaktor aliran melewati media tanaman lebih tinggi dibandingkan kemampuan penurunan reaktor Constructed Wetland  yang menggunakan aliran mengalir di atas permukaan media tanaman. Kata Kunci : Metoda, Constructed Wetland
Kajian Interaksi dan Persepsi Visual pada Game Cut The Rope dan Angry Birds untuk Mengetahui Challenge Based Immersion Elizabeth Elizabeth; Intan Rizky Mutiaz; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 5 No. 1 (2013)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1013.92 KB) | DOI: 10.5614/jkvw.2013.5.1.6

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Technological progress supports the development of digital game, so that, through people's lifestyle that relies more and more on wireless devices, games become mobile, easy to access, likable and popular. Accordingly, the purpose of this study is to find the relation between games and its players in regards to the communication process and interactive pattern that exist in Cut The Rope and Angry Birds as mobile physics game.This research is an explorative field analysis that uses Creswell case study divided into literature study, case identification, primary data collection and interpretation as the synthesis of the whole. The result of this research is focused on the visual perception and interaction between players and two researched objects.The result shows that visual element, game play, puzzle-like character and sound effect are the most influential aspects of the games since they are considered suitable to the condition and the ability of the casual game players. Besides that, it is known that visual perception is a representation of the function of a common-theme-object with its interpretation that fits the context in a game. Therefore, visual interaction between the players and the researched games are based on four crucial factors: theme, game play, physics movement and simplified presentations of the visual elements. Through the perceptive process, similar kind of games would create a bonding, called challenge based immersion experience, in which this involvement demands the players to understand rules of the games. Such interaction is not influenced by playing time duration and usually does not cause an addiction to the games. Hence, it is clear that the concept of a mobile game has to be understandable through the games' highly comprehensible way, rules, and purpose.This research is mostly focused on the study of the visual aspect of a mobile game, so others still have the chance to do deeply study of the other three crucial aspects of the mobile game: game play, puzzle-like character, and sound effect.
Konsep Plesetan sebagai "Visual Pun" Lokal pada Media Promosi Luar Ruang Usaha Kuliner Masyarakat Yogyakarta Sudjadi Tjipto; Imam Santosa; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 2 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3852.832 KB) | DOI: 10.5614/jkvw.2012.4.2.2

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In Yogyakarta form of humor in communicating called the (language) plesetan. Interesting phenomenon occurs when plesetan that was originally a lingua franca is then used as an advertising concept culinary business. Actors’ culinary business with the help of graphic design utilizing digital printing technology in producing a media campaign with the concept of a plesetan. The research methods used in this study play purely descriptive phenomenology methodology pioneered by Edmund Husserl. Data was collected through field observations by documenting the work of the media campaign culinary business in Yogyakarta and surrounding areas. Interviews were conducted to reveal the informant lived experience of a first person perspective. With this method are expected to be found in the explanation of the concept of Javanese plesetan culture. Then also sought various forms of plesetan in the media and the promotion of outdoor culinary business in Yogyakarta. From the initial observations that have been made assumed plesetan performed by the high level of culinary competition. Found an interesting proof of the theory that good plesetan will continue spoofed.
Perancangan Permainan Digital Kisah Dewa Ruci sebagai Media Pengenalan Wayang bagi Remaja Miki Tjandra; Irfansyah Irfansyah; Imam Santosa
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1457.136 KB) | DOI: 10.5614/jkvw.2012.4.1.3

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Teenagers today are more interested in modern western cultures and have gradually loosing respects for their own traditional cultures. Many of them have already started to forget the stories and arts of wayang. One form of modern culture that is increasingly favored by teenagers is digital game that presents diverse contents and ease of access as it can be played on a variety of electronic devices. This project is trying to reintroduce Indonesian wayang culture in the form of digital game to regain the interest of the teenagers. The story introduced in the game design is based on the legend of Dewa Ruci from the myths of wayang purwa. The story resolves around Bima and his journeys to find the water of life. The design method incorporates data collecting, data analysis and game design process. Fullerton's iteration method is applied in the process of game development. The methods used for data mining are based on the descriptive methods, implementing researches on the narratives and characters found in Dewa Ruci story both visually and philosophically, along with the substances of the story respectively. Data collections are derived from literatures and interviews. Information gathered such as Bima's heavy coarse features and his vicious Pancanaka, attributes such as Bima's poleng cloth and Candrakirana armlets, sacred mantras such as Jalasengsara and Bayu Braja, and Bima's adversaries confronted along the paths in finding the water of life are analyzed and developed into various visual assets in the game. The model of the game which is being developed is an action adventure side-scrolling platformer with a distinctive iconic character style, utilizing visual concepts derived from traditional shadow puppet's performance.
Kajian Emotional Branding dan Budaya Etnik Sunda pada Restoran Tradisional Sunda (Studi Kasus: Restoran Sindang Reret dan Restoran Bumbu Desa) Monica Hartanti; Imam Santosa; Alfonso Ronald Koapaha
Wimba : Jurnal Komunikasi Visual Vol. 4 No. 1 (2012)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1005.428 KB) | DOI: 10.5614/jkvw.2012.4.1.4

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Emotional Branding is an incorporated four strategic key factors, such as relationship, sensory experience, imagination, and vision. These four key factors create a "dialogue" among one brand and its consumer which fulfill their needs as well as their desires. This research aim for a determination of the branding strategies used in two Sundanese restaurants. The analysis focused on the corporate identities from two Sundanese restaurants as well as their tangible and intangible identities that regarded to the Sundanese culture. Data were collected through several observations, evaluations, and interview completed through a Focus Group Discussion. Afterward, the data were compiled and analyzed through the theory of Emotional Branding and the study of Sundanese culture. Therefore, this research is considered as a Qualitative Descriptive Analysis research. The findings of this research show that the a corporate identities of these two restaurants has been using the Sundanese ethnic culture for a while till today. A local ethnic culture considered as one of the trends in the branding design which involve several parties (especially designers) to process the design components in such a way that the local ethnic culture is not turned into a merely "cosmetic" of brand identity. Through Emotional Branding, someone could make Sundanese's culinary as a lifestyle by promoting the authenticity of its tradition supported by the four factors that exist in Emotional Branding.
Simbol dan Makna Bentuk Naga (Studi Kasus: Vihara Satya Budhi Bandung) Harry Pujianto Yoswara; Imam Santosa; Naomi Haswanto
Wimba : Jurnal Komunikasi Visual Vol. 3 No. 2 (2011)
Publisher : KK Komunikasi Visual & Multimedia Fakultas Seni Rupa dan Desain Institut Teknologi Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1518.004 KB) | DOI: 10.5614/jkvw.2011.3.2.2

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Vihara Satya Budhi merupakan salah satu peninggalan artefak budaya Cina yang memiliki bentuk arsitektur Cina . Sistem Hongshui dan konsep YinYang merupakan kunci dalam membangun tempat ibadat. Naga yang merupakan ornamen terpenting dalam klenteng memiliki kedudukan yang tinggi, bahkan posisi naga pada atap menjadi identitas bangunan Cina, karena memberikan makna bahwa bangunan tersebut merupakan bangunan penting, seperti istana dan kuil peribadatan. Kedudukan dan posisi naga pada kuil peribadatan merupakan satu hal yang menarik untuk diteliti. Penelitian ini mencoba melihat bentuk naga yang ada pada Vihara Satya Budhi, Bandung melalui telaah historis dan budaya untuk mencari dan untuk mengetahui kedudukan simbol dan makna bentuk naga yang ada pada Vihara Satya Budhi. Adanya migrasi masyarakat Cina ke Indonesia turut memberikan pengaruh dan perubahan pada visualisasi naga, namun hal ini tidak berdampak kepada bangunan klenteng yang tetap berpegang teguh pada ketentuan yang telah ditetapkan oleh leluhur bangsa Cina. Naga merupakan simbol kekuasaan karena sejak dulu sudah disamakan dengan kedudukan kaisar. Selain kekuasaaan, naga juga merupakan simbol kebaikan dan keberuntungan. Temuan penelitian ini adalah kedudukan naga pada atap bangunan klenteng merupakan simbol identitas dari bangunan peribadatan Cina. Selain pada atap posisi naga pada tiang merupakan bentuk yang sering dijumpai. Hal ini merupakan gambaran bahwa masyarakat Cina diharapkan tidak melupakan kebudayaan leluhur. Dan posisi naga pada tempat dupa juga memiliki arti bahwa naga sebagai pemberi keberuntungan kepada umat manusia patut disembah.
EKSTRAKSI ABU KAYU DENGAN PELARUT AIR MENGGUNAKAN SISTEM BERTAHAP BANYAK BERALIRAN SILANG Imam Santosa; Endah Sulistiawati
CHEMICA: Jurnal Teknik Kimia Vol 1, No 1 (2014): Juni 2014
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (156.315 KB) | DOI: 10.26555/chemica.v1i1.504

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As an agricultural country, Indonesia has natural resources are very abundant, one of which is wood. Wood ash from household and industrial waste has not been used, whereas according to Pitman high potassium content. The solubility of potassium carbonate in high water, so effective when extracted with water. However, high humidity in Indonesia drying wood for fuel so low that allegedly affect the quality of the ash obtained. In this research, the extraction of wood ashes with water using a solvent system gradually many wing cross.The experimental study was conducted in a laboratory of Universitas Ahmad Dahlan, Yogyakarta. The procedure used is the extraction of wood ash 200, 300, and 400 grams with 1000 ml of solvent water for 5 minutes using a glass beaker, filtering with the aid of a vacuum pump, and acidi alkalimetri analysis using 0.1 N HCl residual solids by filtration and then in water contacted again and so do the same thing 5 times. Raw materials are derived from wood ash combustion for drying of the wood cutting industry and water used in the form aquadestilata.Extract wood ash derived from the combustion for drying small normality sawmill industry. The results of the analysis can be made curve that describes the operating line and curve logarithmic form of the equation of equilibrium in the form of linear equations. Moreover, it can be made a graph illustrating a series of 5 stages of operation which is a combination of single phased extraction.
Peran Bahasa Indonesia Sebagai Pemelihara Perbatasan Wilayah Negara Imam Santosa
Kibas Cenderawasih : Jurnal Ilmiah Kebahasaan dan Kesastraan Vol. 5 No. 2 (2009)
Publisher : Balai Bahasa Provinsi Papua

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1680.374 KB) | DOI: 10.26499/kc.v5i2.40

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Indonesia-PNG border poeple consist of some etnict. They lives on the good relation without friction or conflict. Language is used by them is Indonesian language, it uses on interaction between etnic. On the other word, Indonesian language in the borser of Indonesian-PNG can role as the keeper of the border zone can grow their nationality to Indonesian.
Pengaruh Perilaku Budaya Generasi Milleniial Menghadapi Revolusi Industri Terhadap Ruang Hunian Pribadi Dengan Studi Kasus ‘One Room Living’ Mahasiswa Dwi Sulistyawati; Imam Santosa
Jurnal Desain Indonesia. Vol 1 No 1 (2019): Jurnal Desain Indonesia
Publisher : Aliansi Desainer Produk Industri Indonesia (ADPII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52265/jdi.v1i1.6

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Setiap individu atau pribadi sedang menghadapi konflik ketika menghadapi Revolusi Industri yang sedang berkembang saat ini, yaitu antara Das Sein (apa yang kenyatanya terjadi atau realita) dan Das Sollen (apa yang seharusnya terjadi atau yang diharapkan) dalam memahami nilai budaya nasional akibat berubahnya fasilitas berupa seting fisik, dimana pribadi atau individu tersebut melakukan aktivitas dan berperilaku pada hunian ruang ataupun seting fisik dapat merubah perilaku penggunanya. Demikian halnya Mahasiswa sebagai individu atau pribadi pada posisi generasi millennial yang merupakan generasi pada usia produktif yang termasuk lahir pada tahun 1982-2004 (Howe & Strauss) hadir pada pada masa kini. Karena Perkembangan budaya masa kini khususnya bagi mahasiswa generasi Millennial bisa membawa dampak yang cukup signifikan. Sehingga memiliki fenomena budaya yang terjadi dan dialami pada fase kehidupan mereka dalam mempengaruhi kualitas hidup dan lingkungannya dimana dia berada, oleh sebab itu penelitian yang bertujuan untuk mengetahui pola perilaku beraktivitas mahasiswa sebagai pengguna dari latar belakang generasi Millenial dalam perananannya sebagai individu atau pribadi dalam merespon ruang berupa One Room Living ini menggunakan metode Triangulasi dengan sumber, yaitu membandingkan dan mengecek balik derajat kepercayaan suatu informasi yang diperoleh melalui waktu dan alat yang berbeda dalam penelitian kualitatif. Ada dampak kemajuan teknologi pada revolusi industri yang berkembang dan menyebabkan perubahan karakter dan perilaku, karena dimanjakan oleh teknologi maka generasi Millennial mempunyai karakter yang instan, melakukan beberapa kegiatan dalam waktu bersamaan/multi talent. Dengan adanya perubahan karakter dan perilaku masyarakat pada generasi Millennial, maka dibutuhkan sarana dan prasarana sebagai wadah beraktifitas di ruang hunian yang compact dan multi fungsi. Every individual or person is facing conflict when facing the Industrial Revolution that is developing at the moment, namely between Das Sein (what is true or reality) and Das Sollen (what should or should be expected) in understanding national cultural values due to changing facilities in the form of physical settings, where the individual or individual conducts activities and behaves in space occupancy or physical settings can change the behavior of its users. Likewise, students as individuals or individuals in the position of the millennial generation who are the generation of productive age, including those born in 1982-2004 (Howe & Strauss) who are present at present, can have a significant impact so that they have cultural phenomena occurring and experienced in the phase of their lives in influencing the quality of life and the environment in which he is, therefore research that aims to determine the pattern of student activity behavior as users of the Millennial generation background in their role as individuals or individuals in responding to the space in the form of "One Room Living" uses Triangulation method with sources, namely comparing and checking back the degree of trust of information obtained through different time and tools in qualitative research. There is an impact of technological progress on the industrial revolution that develops and causes changes in character and behavior, because it is spoiled by technology, the Millennial generation has instant characters, performs multiple activities at the same time / multi talent. With the change in the character and behavior of the people in the Millennial generation, facilities and infrastructure are needed as a place for activities in a "compact" and multi-functional residential space.