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PERANCANGAN E-LEARNING DENGAN METODE COOPERATIVE LEARNING KRISDIAWAN, RIO ANDRIYAT
NUANSA INFORMATIKA Vol 8, No 1 (2013)
Publisher : NUANSA INFORMATIKA

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Abstract

Cooperative Learning merupakan strategi pembelajaran dengan pengelompokan secara heterogen dan saling bekerjasama dalam menyelesaikan tugas.E-Learning yaitu pengajaran dan pembelajaran yang menggunakan rangkaian elektronik (LAN, WAN, atau Internet) untuk menyampaikan isi pembelajaran, interaksi, atau bimbingan.Metode perancangan E-Learning yang digunakan yaitu metode Unifield Software Development Process (USDP) dan fase yang dikerjakan dalam penelitian ini yaitu fase inception dan elaboration. Hasil dari penelitian ini berupa perancangan dan perencanaan implementasi sistem aplikasi berupa Sistem E-Learning SMK Muhammadiyah 2 Kuningan dengan model Cooperative Learning.Keyword: Pembelajaran, Cooperative Learning, E-Learning, Unifield Software Development Process (USDP)   
PENERAPAN ALGORITMA FISHER YATES PADA GAMES EDUKASI PENGENALAN HEWAN BERBASIS MOBILE Krisdiawan, Rio Andriyat
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (111.213 KB)

Abstract

Technological developments are growing today is very useful, especially in the use of mobile devices. One of the utilization of this mobile technology especially for children more use in game or game. With the rapidly growing game development, many games are more focused on entertainment and entertainment alone. There are still few games that provide education that is useful for the development of childrens education. In this case the author took the initiative to create an educational game that is able to provide benefits and provide an educational value. In the design of game puzzles, a randomization algorithm is required that can give good results in the randomization. The algorithm used in this research is yates algorithm. That is an algorithm that uses random, which can be implemented by a fisherman algorithm capable of providing biased results (results of randomization by fishermen that are difficult to predict the pattern of the results). This game development using RUP (Rational Unified Process) system development method. With system design based on UML object (Unified Modeling Language) and programming language to be used is programming language based on mobile android.Keywords: Games, Algorithms, Fisher Yates, Mobile Android, Puzzle Games, Educational Games
IMPLEMENTASI METODE BINET SIMON DAN METODE FUZZY LOGIC PADA APLIKASI TES KEMAMPUAN IQ (INTELLIGENCE QUOTIENT) DAN TIPE KECERDASAN (MULTIPLE INTELLIGENCE) UNTUK ANAK TUNARUNGU BERBASIS ANDROID (Studi Kasus : SLB C YPALB Perwari Ancaran Kuningan) Krisdiawan, Rio Andriyat; Sanhari, Yogi
BUFFER INFORMATIKA Vol 2, No 1 (2016)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v2i1.590

Abstract

AbstractThe first intelligence known by man is intelligence or intellectual acumen. Intelligence is mind intelligence, the intelligence function of thought can be used to solve a problem or situation quickly and precisely. Until now, many parents think that intelligence relates to calculations or any form of subjects that are difficult and challenging. However, in fact people have many forms of intelligence called intelligence type or multiple intelligences. This intelligence can be detected through psychological examination with measuring tools given in the form of the problems created by the psychologists to distinguish the person's behavior with others, improving self understanding, self evaluation, and self-acceptance. Intelligence is defined by IQ (Intelligence Quotient) which is grouped based on a comparison between the level of mental abilities (mental age) with age (chronological age). Based on test results, the android based application of IQ and multiple intelligence using Binet Simon method and Fuzzy Logic method for deaf children at SLB C YPALB Perwari Ancaran Kuningan can be done quickly, accurately, and the child's attention so that tests of IQ and multiple intelligence can be done more effective so that it can improve cognitive abilities and emotional, as well as the ability of intelligence of students, especially children with hearing impairment.Keywords   : IQ test, multiple intelligence, deaf children, binet simon method, fuzzy logic method, based android.
APLIKASI PRESENSI PERKULIAHAN DENGAN FINGERPRINT BERBASIS WEB DAN SMS GATEWAY (Studi Kasus Universitas Kuningan) Krisdiawan, Rio Andriyat; Irawan, Dede
BUFFER INFORMATIKA Vol 4, No 2 (2018)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v4i2.1468

Abstract

The process of attendance at the Kuningan university environment greatly influences the lecture process for students, payroll for lecturers, and the process of quality services for the brass university lectures. The process of presence in the Kuningan university is still done manually, namely by writing and attending the Student and Lecturer Attendance List (DHMD). The process still has many shortcomings, such as there are still students who leave attendance in the form of signatures on DHMD, there is still a need to do a prescription when reporting data, and easily damage / lose DHMD when managing data. In addition, students sometimes cannot know directly the information on the attendance calculation of lectures that have been conducted. Based on the description above, the researcher will build a lecture presence application using fingerprint as a tool used in the presence input process, and create an effective and efficient presence management application to assist attendance management, as well as service sms gateway as notification of attendance calculation information to students and lecturers will be built with the PHP programming language with MySQL databases. As well as the concept of client server networks where all attendance data centers will be stored on the computer server that will provide the service sms gateway. The implementation will be carried out in accordance with the courses, lecturers, classes, rooms, and lectures at the University of Kuningan, specifically at the Faculty of Computer Science, Kuningan University. And testing is carried out on presence data inputted with a fingerprint scanner through applications and databases that have been built.Keywords: SMS Gateway, Fingerprint, Presence, Lecture, PHP and MySQL
PERANCANGAN APLIKASI PENGARSIPAN BERKAS DSO GURU BERBASIS WEB (STUDI KASUS: SMK MUHAMMADIYAH 2 KUNINGAN) Krisdiawan, Rio Andriyat
BUFFER INFORMATIKA Vol 1, No 1 (2015)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v1i1.581

Abstract

AbstractInside An organization / institution in which there are labor / employee are important documents of the employees in it. Activity in school SMK Muhammadiyah 2 Kuningan could not be separated with the activities of labor / employee in it, including the documentation of the teaching force, be it filing certificate, decree, until the letter of assignment and a seminar attended by the teaching staff. Archiving documents (DSO) is usually done manually stored and managed by the administrative staff. The archiving process is still manual that cause a variety of problems that often occur as the number of the document to be archived, the time required in the search process files, up to a lecturer who did not report the files relating to the institution, such as education and seminars have been followed. Application design data file on a web-based school teacher SMK Muhammadiyah 2 Kuningan provides applications to manage, store and search the data files of teachers in SMK Muhammadiyah 2 Kuningan. In this application the faculty will be given access rights to login to update your personal file with upload to the system in the form of image format scanning results. Further, the application was built to help manage the archiving process data file teachers become more effective and efficient. This application is designed to use web-based programming language that is PHP and the MySQL database, to be accessible to all faculty anywhere and anytime. System development method used in this application development using RUP (Rational Unified Process). Keyword: Archiving DSO, SMK Muhammadiyah 2 Kuningan, web programming, php, MySQL
RANCANG BANGUN SISTEM INFORMASI JUDUL DAN PEMBIMBING SKRIPSI /TUGAS AKHIR FKOM UNIKU Krisdiawan, Rio Andriyat
BUFFER INFORMATIKA Vol 4, No 1 (2018)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v4i1.1135

Abstract

AbstrakFakultas Ilmu Komputer adalah salah satu fakultas yang terdapat di Universitas Kuningan. Fakultas tersebut memiliki 4 Program studi yaitu Teknik Informatika S1, Sistem Informasi S1, Manajement informatika D3, dan Teknik Informatika D3. Dalam proses mencetak lulusan-lulusan di bidang computer yang unggul, mahasiswa harus dapat menentukan ide yang sesuai dengan perkembangan teknologi dan kebermanfaatan yang luas untuk diajukan dalam judul skripsi dan tugas akhir. Begitu juga dalam proses penentuan pembimbing skripsi yang sesuai dengan kompetensi dari judul yang diajukan harus sesuai dengan kompetensi dosen yang dipilih sebagai dosen pembimbing. Dari proses pengajuan judul, dan pengajuan dosen pembimbing yang dilakukan oleh mahasiswa, memerlukan pelayanan informasi yang terupdate dari Program studi dan Fakultas Ilmu Komputer, sebagai salah satu pelayanan agar mahasiswa tersebut mudah dalam menentukan judul dan menentukan pembimbing skripsi/tugas akhir. Sistem informasi yang akan Perancangan aplikasi di buat dengan metodologi pengembangan sistem RUP (Rational Unified Process). Aplikasi yang akan dibuat menggunakan bahasa pemrograman berbasis WEB dengan bahasa pemrograman PHP dan database MySQL.Kata Kunci : FKOM UNIKU, Pembimbing Skripsi/Tugas Akhir, RUP, PHP dan MySQL.
PEMBUATAN GAME RUNAWAY FROM CULIK DENGAN ALGORITMA FUZZY MAMDANI Krisdiawan, Rio Andriyat; Rohmana, Muhamad Faza; Permana, Aji
BUFFER INFORMATIKA Vol 6 No 1 (2020)
Publisher : TI S1 FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/buffer.v6i1.2623

Abstract

The game comes from an English word that has the basic meaning of the game. Games have a type or can be called a genre, the function of the game genre is used to classify a game based on how the interaction of the game. Endless runner is a genre in the game. Endless runner games generally have a game system where players must avoid an obstacle and get as many scores as possible. At this time many games are endless runners, but there are no endless runner games with a kidnapper theme and a speed system that uses algorithms. Mamdani fuzzy algorithm is a Fuzzy inference method for rules represented in the form of If-Then where the system output is not a Fuzzy set but a constant or linear equation. In this study, the Mamdani fuzzy algorithm is applied to the conditions at which obstacles appear. With the Mamdani fuzzy algorithm a speed system can be made. In making games a game development method is also needed, so that the stages of development are clearer and as expected. For this research, the game development method used is the Game Development Life Cycle (GDLC) development model. GDLC is a game development process that adopts an iterative approach consisting of 6 development phases, starting from the initialization / concept making phase, preproduction, production, Testing (Alpha testing, Beta testing), and realease. From the 6 phases it can be grouped into 3 main processes, namely: Initialization Process which consists of concepts and designs, Production process consists of Pre Production, Production, and Testing consisting of Alpha Testing and Beta Testing, the last is Realease.Keywords: Games, Endless runner, Fuzzy Mamdani Algorithm, Game Development Life Cycle (GDLC).
PENINGKATAN KEMAMPUAN MEMBUAT VIDEO CUT OUT ANIMATION BAGI SANTRI PONDOK PESANTREN ROUDLOTUL MUDARITSIN KUNINGAN Yulyanto, Yulyanto; Supriyadi, Sugeng; Krisdiawan, Rio Andriyat; Lesmana, Iwan; Rasul, Muh Abi
Empowerment Vol. 3 No. 02 (2020): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v3i02.3032

Abstract

The Community Disablement activity was carried out against the background of lack of knowledge about computer science, especially in the field of video animation among boarding school students. With this activity, it is expected to be able to improve their abilities in the field of animation and video editing, especially cut-out animation so that the students can develop their artistic spirit. The cut out animation video created is expected to be a means of conveying positive messages to the public. As we know lately a lot of irresponsible information that contains violence, hatred and heresy, this activity is expected to stimulate students to make videos or positive information content, to counteract the large amount of irresponsible information, with the ability making this animated video also expected students to package their da'wah becomes more interesting. This Community Service was conducted at the Raoudlotul Mudaritsin Islamic Boarding School in Sukamukti Village, Jalaksana District, Kuningan Regency and was attended by 30 students. Where the final result of this devotion is to make a cut-out animated video product created by the students. Thus, the students have the knowledge and experience step by step to make an animated cut-out videoKegiatan Pengabidan Masyarakat ini dilakukan dengan latar belakang minimnya pengetahuan mengenai ilmu komputer khususnya dalam bidang animasi video dikalangan santri pondok pesantren. Dengan adanya kegiatan ini, diharapkan dapat meningkatkan kemampuannya dibidang animasi dan video editing khususnya cut out animation sehingga para santri dapat mengembangkan jiwa seni yang dimilikinya. Video animasi cut out yang dibuat diharapkan dapat menjadi sarana menyampaikan pesan-pesan positif kepada masyarakat. Sebagaimana kita ketahui akhir-akhir ini banyak sekali informasi yang tidak bertanggungjawab yang berisikan kekerasan, kebencian dan ajaran sesat, kegiatan ini diharapkan dapat merangsang para santri untuk membuat video atau konten informasi  yang positif, guna menangkal banyaknya informasi yang tidak bertanggung jawab tersebut, dengan kemampuan membuat video animasi ini diharapkan juga santri dapat mengemas dakwahnya menjadi lebih menarik. Kegiatan Pengabdian ini dilakukan di Aula Pondok Pesantren Raoudlotul Mudaritsin Desa Sukamukti Kecamatan Jalaksana Kabupaten Kuningan dan diikuti oleh 30 santri. Dimana hasil akhir dari kegiatan pengabdian ini adalah membuat produk video animasi cut out hasilkarya para santri. Sehingga, para santri memiliki pengetahuan dan pengalaman langkah demi langkah membuat video animasi cut out
PELATIHAN PEMANFAATAN INTERNET DIBIDANG E-COMMERCE DALAM MENINGKATKAN JANGKAUAN PEMASARAN PRODUK UMKM DESA PAMULIHAN KECAMATAN SUBANG Krisdiawan, Rio Andriyat; Yulyanto, Yulyanto
Empowerment Vol. 3 No. 02 (2020): Empowerment
Publisher : Program Studi Ilmu Hukum Fakultas Hukum Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/empowerment.v3i02.2341

Abstract

UMKM (Micro, Small and Medium Enterprises) are productive businesses that are needed by individuals and business entities that have fulfilled the criteria as micro businesses. UMKM are distributed in full, each covering micro, small and medium enterprises according to law No. 20 of 2008. When the economic conditions in the village are developed and independent, the community will prosper. Pam Recovery Village has good potential, approved yields, agriculture, and animal husbandry. The economic condition of the pamovery village is supported by market activities and the release away from shipping is less strategic in marketing products. The development of the internet and technology, such as marketing media, known as e-commerce. How can the potential of villages that have been managed in the presence of UMKM be known to the wider community, one of them by utilizing e-commerce media. The focus of community service in the Pam Recovery village in the Kuningan regency that helps and provides assistance in using e-commerce media for UMKM to improve MSME marketing products that are broader, creative and innovative, can improve the livelihoods of the people of the recovery village.Keywords: UMKM (Micro, Small and Medium Enterprises), e-commerce
PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE Andriyat Krisdiawan, Rio; Darsanto
TEKNOKOM Vol. 2 No. 1 (2019): TEKNOKOM
Publisher : Department of Computer Engineering, Universitas Wiralodra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.897 KB) | DOI: 10.31943/teknokom.v2i1.33

Abstract

Permainan atau yang sering disebut games merupakan salah satu aktivitas yang sering dilakukan oleh kebanyakan orang dalam mencari hiburan dan kesenangan. Perkembangan games dari masa kemasa semakin beragam jenis dan aktivitasnya. Mulai dari games tradisonal yang dilakukan secara konvensional sampai dengan games yang dilakukan dengan teknologi.Dilihat dari perkembangan teknologi, games bukan lagi sebagai aktivitas yang sulit untuk dimainkan, games dapat dimainkan dimana saja melalui perangkat teknologi apapun.Perkembangan games selain dari teknologi, juga sangat berkembang dari segi jenis/genre dari games itu sendiri, yang menyesuaikan dengan kebutuhan pengguna/player. Berbagai genre game pun muncul, seperti genre action, adventure, RPG, simulasi, strategi dan lainnya.Pada penelitian kali ini peneliti berfokus kepada subgenre games action yaitu platform games. Beberapa platform games yang terkenal yaitu Mario bros, Jumping Flash, Donkey Kong. Games yang ringan tetapi memiliki unsur kesenangan dan menantang bagi yang memainkannya. Peneliti merasa tertarik dalam meneliti bagaimana membangun sebuah game platform dengan teknik pengembangan game GDLC (Game Development Life Cycle), dengan model perancangan game menggunakan model UML(Unifield Modeling Language). Game yang akan dikembangkan yaitu game platform yang merupakan subgenre dari genre actiongames yang dapat dijalankan pada perangkat mobile phone berbasis android.