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All Journal Teknologi dan Kejuruan: Jurnal teknologi, Kejuruan dan Pengajarannya INOTEKS : Jurnal Inovasi Ilmu Pengetahuan, Teknologi, dan Seni JINOP (Jurnal Inovasi Pembelajaran) SMATIKA Journal of Animation & Games Studies Fountain of Informatics Journal Jurnal Ilmiah KOMPUTASI Math Didactic: Jurnal Pendidikan Matematika Jurnal Pendidikan Informatika dan Sains JIEET (Journal of Information Engineering and Educational Technology) Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Jurnal Informatika Universitas Pamulang Technomedia Journal Journal of Education Technology JURIKOM (Jurnal Riset Komputer) Surya Abdimas JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Jurnal Teknologi Dan Sistem Informasi Bisnis Generation Journal Jurnal Tekinkom (Teknik Informasi dan Komputer) Jifosi Academia Open Indonesian Journal of Cultural and Community Development JURPIKAT (Jurnal Pengabdian Kepada Masyarakat) EXPLORER Indonesian Journal of Innovation Studies Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) PELS (Procedia of Engineering and Life Science) Procedia of Social Sciences and Humanities JOINCS (Journal of Informatics, Network, and Computer Science) Prosiding SEMNAS INOTEK (Seminar Nasional Inovasi Teknologi) Physical Sciences, Life Science and Engineering Indonesian Journal of Applied Technology Journal of Technology and System Information IJHCS
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Online Assignment Submission System untuk Efisiensi Pengelolaan Tugas Mahasiswa Mohammad Suryawinata; Nuril Lutvi Azizah; cindy taurusta
JIEET (Journal of Information Engineering and Educational Technology) Vol. 2 No. 1 (2018)
Publisher : Universitas Negeri Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26740/jieet.v2n1.p34-40

Abstract

Dalam sebuah proses pendidikan, mahasiswa akan mengikuti beberapa tahap. Mulai dari perkuliahan, mengerjakan tugas-tugas, dan mengikuti ujian, baik itu tengah semester maupun akhir semester. Proses ujian akhir semester secara  tertulis masih banyak dilakukan pada matakuliah yang tidak menerapkan proyek akhir berupa perancangan sebuah system, produk atau karya tulis. Banyak dosen  di Universitas Muhammadiyah Sidoarjo selama ini masih menggunakan kertas untuk proses penugasan mahasiswa seperti membuat makalah atau portofolio. Evaluasi dalam merupakan satu hal yang tidak bisa dipisahkan dari proses pendidikan. Banyak istilah yang digunakan untuk melakukan evaluasi pendidikan antara lain tes, asesmen, ujian, dan lain sebagainya. Evaluasi digunakan untuk mengetahui sejauh mana peserta didik memahami dan mempelajari materi. Selain itu evaluasi juga digunakan untuk mengetahui sejauh mana peserta didik  mencapai tujuan pembelajaran. Penugasan atau pemberian tugas merupakan salah satu cara evaluasi dalam proses belajar mengajar dengan memberikan tugas pada peserta didik. Dalam penelitian ini, peneliti akan melakukan pengembangan sistem pengumpulan tugas secara online dengan mempertimbangkan efektifitas waktu dan biaya yang bisa diminimalisir. Pengumpulan tugas secara online ini penting karena dapat membantu mahasiswa dalam pengumpulan tugas agar tidak saling menunggu dengan mahasiswa lain. Serta untuk dosen, manfaat dari sistem ini diharapkan bisa menghemat waktu dalam mengorganisir tugas dan juga mengetahui urutan mahasiswa yang mengumpulkan tugas dari awal hingga akhir deadline. Hasil penelitian menunjukkan bahwa waktu pengumpulan tugas dan pengelolaan tugas oleh dosen menjadi lebih efektif.
Rancang Bangun Game Algoritma dan Struktur Data Berbasis Role Playing Game (RPG) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo Cindy Taurusta; Yulian Findawati
Kinetik: Game Technology, Information System, Computer Network, Computing, Electronics, and Control Vol 2, No 3, August-2017
Publisher : Universitas Muhammadiyah Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (122.827 KB) | DOI: 10.22219/kinetik.v2i3.167

Abstract

Berdasarkan hasil survey yang dilakukan peneliti pada Mahasiswa/i Teknik Informatika semester 5 sebanyak 41.9% dan semester 7 sebanyak 24.2%, diperoleh hasil bahwa dari beberapa pelajaran pemrograman dasar di Jurusan Teknik Informatika, mata kuliah Algortima dan Struktur Data yang memiliki presentasi tingkat kepahaman paling rendah, yaitu 11.5% dan tingkat kesukaan/minat hanya 8.2%. Maka dari itu peneliti membuat Rancang Bangun Game Algoritma dan Struktur Data Berbasis Role Playing Game (RPG) Sebagai Media Pembelajaran Mahasiswa Teknik Informatika Universitas Muhammadiyah Sidoarjo. mayoritas mahasiswa lebih suka bermain game sambil mengungkapkan misi yaitu sebesar 85,7%. Dan didapat bahwa sebesar 61,9% koresponden mengatakan bahwa game algoritma dan struktur data “Fun with ALGOS” ini sudah dapat dikatakan sangat efektif, bagus, dan menyenangkan. Sedangkan hasil apakah game ini perlu diterapkan dalam metode pengajaran algoritma dan struktur data, didapat sebesar 66,7% mahasiswa mendukung metode ini diterapkan di seluruh Universitas. Sedangkan dari sisi Ahli Materi, sebesar 100% mengatakan bahwa perlu ada metode pengajaran baru. Dan ketika peneliti menanyakan apakah metode pembelajaran baru itu berupa game, maka kedua ahli meteri tersebut juga seluruhnya yaitu 100% mengatakan setuju, karena memberikan warna baru dalam dunia pengajaran. Namun untuk materinya sendiri masih kurang sesuai penyampaian dalam setiap misinya, maka perlu ditingkatkan kepahaman materi dengan misi yang harus diselesaikan pemain. Dari segi ahli media sendiri mengatakan bahwa sebesar 100% mengatakan bahwa game ini menarik untuk dimainkan begitu pun dari segi storyboard. Namun dari segi grafisnya seluruh ahli media yaitu 100% mengatakan cukup menarik dan dari segi karakternya masih kurang dan monoton. Sedangkan dari segi ketertarikan seluruh aspek koresponden mulai dari mahasiswa, ahli materi, dan ahli media terdapat rata–rata 3.67 (sangat baik) yang membuktikan bahwa game ini sudah membuat pemainnya tertarik untuk memainkan. Dari segi pemahamannya bernilai 4 (sangat baik) dimana dari hasil kuesioner juga membuktikan bahwa dengan memainkan game ini mereka tidak hanya mengingat kembali namun juga semakin paham dengan setiap materi yang diajarkan pada mata kuliah algoritma dan struktur data.  Dan dari segi Kesesuaian materi dengan misinya memperoleh nilai 3.33 (baik) karena banyak yang berpendapat kurang penjelasan lebih dalam lagi terkait misinya.
Implementasi Virtual Reality Desain Arsitektur Perumahan 3D Sebagai Media Promosi Bisnis Investasi Properti Berbasis Android Faisyal Rochimul Amri; Cindy Taurusta
Explorer Vol 1 No 1 (2021): Januari 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (332.432 KB) | DOI: 10.47065/explorer.v1i1.39

Abstract

The consumer is the target of all companies to offer the goods and services they have. Various kinds of promotions are carried out in order to attract the interest of consumers so the company can get maximum sales figures. Until now there are still many companies that do not maximize technology for media promotion, especially in the media promotion of residential architecture design. The research entitled "Implementation of Virtual Reality in 3D Housing Architecture Design as a Media for Promoting Android-Based Property Investment Business" was conducted to provide a solution on how to utilize Virtual Reality 3D residential architecture design as a marketing medium for property business entrepreneurs. Researchers hope that the results of this study can provide solutions on how to use Virtual Reality technology to become one of the promotional media, especially the promotion of residential architecture design
Perancangan Game Aksi “Mengejar Kebangsaan” Menggunakan Unity 3D Berbasis Dekstop Cholifatur Rohman Dimi Saputra; Cindy Taurusta
Prosiding Seminar Nasional Teknik Elektro, Sistem Informasi, dan Teknik Informatika (SNESTIK) 2022: SNESTIK II
Publisher : Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (586.019 KB) | DOI: 10.31284/p.snestik.2022.2620

Abstract

Game aksi adalah permainan yang menekankan di tantangan fisik, kecepatan refleks, serta pertarungan/peperangan tempo cepat. Sebagian orang menganggap bermain game mampu menghilangkan stres dan menyenangkan. Agar bermain game tidak hanya untuk bersenang – senang, maka dalam game ini ditambahkan sedikit edukasi tentang wawasan kebangsaan untuk penggunanya. Game ini diperuntukan untuk anak usia sembilan sampai tiga belas tahun, dimainkan menggunakan pc atau berbasis dekstop tanpa memerlukan jaringan internet. Game ini bertema lari melewati rintangan dan menjawab kuis bertema wawasan kebangsaan. Semoga pesan yang ada dalam game ini dapat tersampaikan kepada pengguna dan menambah wawasan kebangsaan. Hasil dari pengujian Black-Box Testing menunjukan semua fungsi bekerja dengan baik sedangkan hasil dari pengujian dengan metode kuisoner menunjukan bahwa nilai ketertarikan dan manfaat yang didapatkan cukup tinggi. Game ini selain digunakan untuk bersenang – senang dapat juga digunakan sebagai media pembelajaran tentang wawasan kebangsaan.
Application of Data Mining on Sales of Leather Handicrafts in Sidoarjo with Apriori Algorithm to Help Marketing Strategy Muhammad Alfin Firdiansyah; Yulian Findawati; Cindy Taurusta; Ade Eviyanti
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (970.594 KB) | DOI: 10.21070/pels.v1i2.946

Abstract

Sidoarjo is one of the regencies that is developing in a forward direction. This is known by the increase in the tourism sector and Small and Medium Enterprises. One of them is Sidoarjo leather handicraft. UD Qory Jaya is a business actor in the leather retail industry. Orders that continue to increase make the turnover of goods uneven resulting in a buildup of stock in stores. Due to these problems the compilers took the initiative to deliver messages by carrying out a method of processing data using the Apriori algorithm. This method is used to maximize the sales potential of a combination system of goods so that the target item for sale is appropriate. From the results of research conducted by testing a minimum support of 15% and a minimum of 20% confidence, the association rules are produced if you buy a slingbag then buy men's leather shoes and vice versa. And from the test results with a minimum support of 70% and a minimum confidence of 70% an association rule is not generated because the existing data does not exceed the minimum value of support and minimum confidence. With the implementation of this method, researchers hope to have a better impact for developing future marketing strategies based on previously researched data.
Application of Augmented Reality for Gypsum Marketing Using Vuforia, Sketchup and Unity 3D Ifaldi Danang Septiawan; Cindy Taurusta
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (347.622 KB) | DOI: 10.21070/pels.v1i2.972

Abstract

The development of technology and information is currently progressing very rapidly, marked by advances in the field of information and technology. One of the most popular technologies today is gadgets. This is revealed by research conducted by Strategy Analytics. The author took the initiative to create an android-based augmented reality technology that is useful for marketing a gypsum product. The method used by researchers is quantitative. The results that have been achieved from this research are adding insight into the latest technology and promotional media.
Design and Build 3d Educational Game "Motorized Millennials" for Indonesian Teenagers Mochammad Iwan Ardiansyah; Cindy Taurusta
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (309.783 KB) | DOI: 10.21070/pels.v1i2.1012

Abstract

Traffic signs are one of the things road equipment which consists of symbols, numbers, letters, sentences or a combination of them serves for prohibitions, orders, warnings, and instructions for road users. The younger generation often neglects even many who do not obey the traffic rules, as a result, accidents often occur. From a research Rahmi concluded that 84.5% of students ride motorbikes to school and get 56.8% respondents and have criteria for less safe actions in two-wheeled driving and 43.3% safe criteria including driving while communicating with a mobile phone 51% (Rahmi, 2009 ). An innovation that is suitable for Indonesian youth in studying traffic signs is the game method. Because teenagers tend to like to play and learn. so the game method with game media is very suitable to be applied to make it easier for teenagers to learn about traffic signs. Therefore, the purpose of this research is one of them can attract the interest of the younger generation to be able to learn to recognize traffic signs in order to reduce accidents while driving. The data collection methods that we use in this study include: Interviews, Field Observations, Functional Requirements Analysis, System Design, System Testing, Application Testing Design. We have carried out the results of testing this educational game starting from testing all buttons, displaying questions, displaying scores, and displaying every available menu. The results of research that have been carried out are displaying menus in motorized millennial games including: first we install the apk, bring up the application icon, display the game start page starting from: how to play, start and exit.
Design and Build Animated Procedures for Praying in Mosques During a Pandemic Rian Septiawan; Cindy Taurusta
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (225.171 KB) | DOI: 10.21070/pels.v1i2.1031

Abstract

The world is currently shocked by the presence of a new type of outbreak, namely the Corona virus, which has now troubled human health, an educational animation has been made so that it can convey health protocol information to be conveyed to the public in a more interesting way. This research method using observation is a data collection by observing mosque visitors who often ignore health protocols. The results of this study indicate the importance of implementing health protocols and procedures for carrying out health protocols, especially for mosque congregants who will pray.
2D Based Puppet Character Introduction Game Using Construct 2 Siska Dyah Pertiwi; Cindy Taurusta; Mohammad Suryawinata; Yulian Findawati
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (854.224 KB) | DOI: 10.21070/pels.v1i2.1040

Abstract

Indonesia has a very diverse culture. As in Java, many people still use Javanese language and have their own special art namely wayang. Many people now do not know about who the puppet characters, education has an important role to develop the potential and character of children. Fun learning media is needed by students. This research uses library study methods and interview to elementary school teachers. This game covers Javanese language subjects in grade 3-5, especially discussing material about puppet characters. Materials used under the 2013 Curriculum. This game has 3 level stages. In each game, players must collect 3 puppet after which the player will get the final score and also information about the puppets material adjusted to the level of Class. Also conducted 4 test with an average percentage of 98% and get a good response.
Learning Media Applications and Introduction of Javanese Gamelan Musical Instruments Based on Android Muchammad Sofyan Ariefbillah; Cindy Taurusta
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.63 KB) | DOI: 10.21070/pels.v1i2.1129

Abstract

The role of technology, especially information technology, is very helpful in people's lives, from the aspects of education, business, to the health sector. In this day and age, many modern musical instruments have begun to shift the existence of traditional music, especially this typical Javanese musical instrument, namely Gamelan. With the development of the times, the public's interest in this traditional Gamelan instrument is decreasing. So that this application has a problem formulation, namely how to design and create an android application that concerns the introduction and learning of various types of gamelan musical instruments. This study aims to produce an application for the introduction of an Android-based gamelan instrument that can be used by all groups to be more familiar with and interested in learning and preserving gamelan instruments. This research was conducted with a survey method to obtain data or opinions to test this application. Based on the research that has been done, a conclusion can be drawn with this research which results in an application that can help and make it easier for people to know the various types of Javanese gamelan.
Co-Authors Abdul Muhid, Abdul Achmad Zainudhin Zainudhin Ade Eviyanti Ade Eviyanti Afnizar Maulana Asiddiq Afnizar Maulana Asiddiq Ahmad Muflih Aidin Fajar Shodiq Agusman Aisha Hanif Al Fayyadh, Muhammad Zaid Alvito Dian Pratama Putra Amir, Mohammad Faisal Andre Pramanta Widianto Anis Farihah Arifudin, Muchamat David Asrofi, Maulana Muhamad Astutik, Ika Ratna Indra Aulia Nur Yasinta Azmuri Wahyu Azinar Bachtiar, Ilham Wisnu Bandono, Adi Burhan, Norhapizah Binti Mohd Busono, Suhendro Cholifatur Rohman Dimi Saputra Cindy Cahyaning Astuti Desy Anjarsari Dharma, Feri Adhi Dian Amalia Dimas Radito Hibatullah Putra Dini Nurul Hidayah Eko Fahmi Rosyada Eni Fariyatul Fahyuni Errindha Brilliana Karuniansyah Fadillah, Lucky Johan Faisyal Rochimul Amri Fajar Muhammad Ferry Adhi Dharma Filsa Okta Ari Putri Fira Arma Atus Solicha Fitria Nur Hasanah Fitriani, Arif Senja Hafizh As Shoqri Hamzah Setiawan Helen Rindy Affikasari Hindarto Ichsan, Muhammad Nurul Ida Rindaningsih, Ida Ifaldi Danang Septiawan Ihsana El Khuluqo Ika Ratna Indra Astutik Ika Ratna Indra Astutik Illusyia Insyiroh Indira Sari Irwan Alnarus Kautsar Javier, Gomes Noor Kaleksanan Dwi Ranjis Kartika Puspita Sari Lorin, Emelin Yuan Makarim, Achmad Fauzi MARIA BINTANG Maulana, Muhammad Fahri Mauliana, Metatia Intan Metatia Intan Mauliana Moch Ifan Fadilah Fadilah Mochamad Alfan Rosid Mochamad Eza Foriansyah Foriansyah Mochammad Iwan Ardiansyah Moh Rizal Ihsanuddin Mohammad Faisal Amir Mohammad Suryawinata Muchammad Bagus Sasmita Muchammad Sofyan Ariefbillah Muhamad Sarwo Edy Muhammad Alfin Fikri Muhammad Alfin Firdiansyah Muhammad Husnul Khuluq Muhammad Ibnu Affan Muhammad Nur Kholis Muhammad, Utut Novi Nur Malaita Sari Novia Ariyanti nu Azizah Nur Aieni, Ika Nuril Lutvi Azizah Priyo Wahyu Setiyo Aji Puspitasari Putri Pambayun Putra, Dicky Andrey Cholisyah Rafhani Rosyidah Rahmania Sri Untari Ramadhan, Aldo Reghan Retno Tri Hariastuti, Retno Tri Rian Septiawan Rindiani Rindiani Rizky Eka Febriansah Rohman Dijaya RR. Ella Evrita Hestiandari Rusminudi, Muhammad Rifaldi Sandi Wahyu Maulana Senja Fitrani, Arif Shafa Hayu Apsari Shiddqy Hidayat, Syahril Siska Dyah Pertiwi Sugyono, Ramadhani Sumarno Sumarno Sumarno Suprianto Suprianto Suprianto1 Suwarta, Nyoman Teddy Yodantius Tegar Mahendra Nur Hidayat Timur, Dimas Maulana Tri Mulyo Atmojo Vini Rahmawati Widya Intan Amilya Wiwit Ardiansyah Yulian Findawati Yunianita Rahmawati Yunianita Rahmawati, Yunianita Zudha Surya Dilaga Putra