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PENGEMBANGAN SISTEM INFORMASI BERBASIS WEBSITE UNTUK PENINGKATAN POTENSI DESA JEMIRAHAN Astuti, Cindy Cahyaning; Mulyanto, Angga Dwi; Wiguna, Akbar; Hasanah, Fitria Nur; Untari, Rahmania Sri; Nugroho, Oktavianto Ashror
JRCE (Journal of Research on Community Engagement) Vol 5, No 2 (2024): Journal of Research on Community Engagement
Publisher : Universitas Islam Negeri Maulana Malik Ibrahim Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18860/jrce.v5i2.26238

Abstract

Village website development is the process of designing, creating and maintaining a website specifically to represent and serve the needs of a village. Websites generally aim to provide an information and communication platform that can be accessed by members of the village community as well as other people interested in the village. . On the Jemirahan Village website, there are several menus, including village structure notifications, news information linked to Facebook, and a suggestion and complaint box menu. In the complaints menu, Jemirahan village residents can provide suggestions or criticism regarding the services provided by Jemirahan village officials. Creating a website for village communities brings various significant benefits, both in social, economic and educational aspects. The website is not only a communication tool, but also a strategic platform for development and empowerment of village communities in various fields.
Implementation of Project-Based Visual Programming Modules on Problem-Solving Skills Information Technology Education students to Support the SDG’s Fitria Nur Hasanah; Akbar Wiguna; Noly Shofiyah; Nuri Fitri Handayani
Edu Komputika Journal Vol. 11 No. 1 (2024): Edu Komputika Journal
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/edukom.v11i1.10804

Abstract

Students in the Information Technology Education program need to master programming languages as an essential part of their competencies to support educational goals. One of the courses that require programming proficiency is Visual Programming or desktop-based programming. Problem-solving skills are crucial in the development of desktop-based applications.  This study aims to analyze the visual programming problem-solving abilities of PTI students in supporting the SDGs through the implementation of the project-based visual programming module. This research employs a quantitative approach with a pre-experimental design of the One-Group Pretest-Posttest type. The sampling technique used is purposive sampling, involving 15 students currently taking the object-oriented programming course. The data used in this study consists of the test results of problem-solving abilities through the final project. Based on the analysis, the project-based visual programming module has been proven effective in improving students' problem-solving skills, as indicated by the paired sample t-test with a significance value of 0.002 < 0.05. In conclusion, there is a significant difference in students' problem-solving abilities before and after using the project-based module. The improvement in students' problem-solving skills through this module is considered high, with an N-Gain score of 0.839.
Development of the Android-based "Misi Gimako" Game as a Class High School Learning Media: Pengembangan Game “Misi Gimako” Berbasis Android Sebagai Media Pembelajaran SMA Sofi, Angelia; Hasanah, Fitria Nur
Inquest Journal Vol. 2 No. 1 (2023): November
Publisher : Wadah Inovasi Indonesia

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

Abstract

This research explores the potential of Android-based educational games in enhancing learning experiences for high school students, focusing on informatics subjects. Employing the ADDIE development model—comprising Analysis, Design, Develop, Implement, and Evaluate—the study aims to assess the efficacy of these games as learning media. Research involves 10 randomly selected students, evaluating both randomly chosen and expert-validated educational games. Utilizing the Cocket as the research instrument, the findings aim to bridge existing knowledge gaps in educational technology, offering insights into optimizing technology for educational purposes.
Analisis Implementasi Kurikulum Merdeka dalam Proses Pembelajaran Kegiatan P5 Berbasis Teknologi Informasi dan Komunikasi di SMK Negeri 2 Buduran Dwi Alfina, Irma Agustin; Hasanah, Fitria Nur
Physical Sciences, Life Science and Engineering Vol. 1 No. 2 (2024): Maret
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/pslse.v1i2.195

Abstract

Kurikulum mandiri diperkenalkan untuk mengatasi krisis belajar (learning loss) akibat pandemi Covid-19. Tujuan dari penelitian ini adalah untuk implementasi kurikulum merdeka dalam proses pembelajaran kegiatan P5 berbasis teknologi informasi dan komunikasi, dan tingkat kepuasan peserta didik terhadap kurikulum merdeka dalam kegiatan Projek Penguatan Profil Pelajar Pancasila (P5). Penelitian ini merupakan jenis penelitian deskriptif kuantitatif dengan menggunakan variabel tunggal yaitu pelaksanaan kurikulum merdeka kegiatan P5. Populasi penelitian ini mencakup seluruh peserta didik kelas X SMK Negeri 2 Buduran. Dalam menentukan jumlah sampel penelitian ini, penulis menggunakan rumus slovin kemudian dihitung didapatkan jumlah sampel sebanyak peserta didik 189 dan fasilitator 14, dengan menerapkan teknik simple random sampling. Teknik pengumpulan data yang digunakan dalam penelitian ini adalah angket, wawancara, dan dokumentasi. Teknik analisis data yang digunakan adalah analisis deskriptif dengan persentase menghitung jawaban responden dengan menggunakan program komputer yaitu excell. Hasil penelitian ini adalah pemanfaatan teknologi komunikasi dan informasi (TIK) dapat meningkatkan kualitas pengajaran, kualitas peserta didik, minat peserta didik, dan serentak menaikkan nilai pendidik dibidang kemajuan teknologi. Kepuasan peserta didik tentang kegiatan P5 (Projek Penguatan Profil Pelajar Pancasila) yaitu menunjukkan bahwa 89% peserta didik sangat puas dengan adanya kurikulum merdeka memberikan kesempatan kepada peserta didik untuk mengembangkan, bakat dan minat mereka secara lebih luas dan terbuka sesuai prinsip perbedaan individu.
Penerapan Teknologi Real Time Computer Vision pada Robot Cerdas Penyeleksi dan Pemungut Bola Berdasarkan Warna Hasanah, Fitria Nur; Dzikrillah, Ahmad Rizal; Wiranata, Ade Davy; Rahardjo, Rafi Diandra Dani
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 16, No 1 (2025): JURNAL SIMETRIS VOLUME 16 NO 1 TAHUN 2025
Publisher : Fakultas Teknik Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24176/simet.v16i1.13722

Abstract

Visi komputer merupakan salah satu teknologi terbaru dalam kecerdasan buatan yang banyak digunakan dalam bidang otomasi, deteksi objek, dan robotika. Penelitian ini bertujuan untuk mengembangkan robot cerdas berbasis visi komputer real-time yang mampu mendeteksi, memilah, dan memungut bola berdasarkan warna pada kontes ABU Robocon 2024. Sistem robot ini dirancang dengan menggunakan kamera Pixy CMUCam5 yang dilengkapi algoritma Color Connected Component (CCC) untuk mendeteksi objek berwarna merah dan biru sesuai dengan standar bola kontes. Robot beroda yang dikendalikan oleh mikrokontroler Arduino Uno, memanfaatkan roda mechanum untuk manuver, sementara mekanisme pemungut bola menggunakan silinder karet yang digerakkan motor DC. Pengujian dilakukan melalui dua skenario: deteksi bola yang bergerak dan pengambilan bola yang diam di beberapa jarak. Hasil penelitian menunjukkan bahwa robot mampu mendeteksi dan merespon objek berwarna dalam jangkauan tertentu. Namun, kamera Pixy memiliki keterbatasan dalam mendeteksi bentuk atau pola objek, hanya mendasarkan seleksi pada warna. Penelitian ini berhasil menunjukkan implementasi algoritma deteksi warna berbasis visi komputer pada robot cerdas, meskipun masih perlu peningkatan dalam kemampuan pengenalan bentuk.Computer vision is one of the latest technologies in artificial intelligence, widely used in automation, object detection, and robotics. This study aims to develop an intelligent robot based on real-time computer vision that can detect, sort, and pick up balls based on color for the ABU Robocon 2024 contest. The robot system is designed using the Pixy CMUCam5 camera, equipped with a Color Connected Component (CCC) algorithm to detect red and blue objects according to the contest's ball standards. The wheeled robot, controlled by an Arduino Uno microcontroller, utilizes mechanum wheels for maneuvering, while the ball-picking mechanism uses rubber cylinders driven by DC motors. Testing was conducted through two scenarios: detecting moving balls and picking up stationary balls at various distances. The results indicate that the robot can detect and respond to colored objects within a certain range. However, the Pixy camera has limitations in detecting the shape or pattern of objects, only basing selection on color. This study successfully demonstrates the implementation of a color-detection algorithm using computer vision in an intelligent robot, although improvements in shape recognition are still needed.