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Journal : Nuansa Informatika

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
PEMBANGUNAN APLIKASI SEBAGAI MEDIA PEMBELAJARAN BANGUN RUANG TINGKAT SD/SMP DENGAN MENGGUNAKAN METODE MARKER AUGMENTED REALITY Nur Alamsyah; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (662.697 KB) | DOI: 10.25134/nuansa.v15i1.3847

Abstract

Nowadays, the development of technology is growing so rapidly and the development can not be stopped. With a lot of advanced technology that popping up, various kinds of human work can be done in more innovative way. One of the example is in the field of education. Right now, there is a lot variety of learning media based technology, one of them is learning media using Augmented Reality technology or often shortened become AR. Application Development as Solid Shape Learning Media for Elementary School/Junior High School Level Using Marker Augmented Reality Method is one of utilization of the AR technology in the field of education, especially as learning media. By making solid shape learning media based Augemented Reality technology, students are expected to understand learning materials easily, and student’s learning interest can increased because the solid shape objects are build in attractive design colorful, and interactive to avoid boredom. Based on it, then this research become one of the new breakthrough in education field that utilizing the advancement of technology and help the teacher provide more interesting learning media. Meanwhile, the result of this research is an AR application and a solid shape mathematic book (handbook).Keywords : : Augmented Reality, Marker Augmented Reality, Learning Media, Solid Shape
PEMBUATAN GAME EDUKASI SEJARAH KERAJAAN SRIWIJAYA MENGGUNAKAN RPG MAKER MV Tri Ramdhany; Indraguna BAS; Diki Pahrilah; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 15, No 2 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.881 KB) | DOI: 10.25134/nuansa.v15i2.4220

Abstract

AbstrakGame saat ini banyak diminati oleh kalangan anak anak, remaja hingga dewasa dan menjadikan media hiburan. Role Playing Game (RPG) adalah Pemain game akan terlibat dalam alur cerita yang kompleks sehingga pemain game akan merasa seperti tokoh dalam game tersebut .Game ini dibuat bertujuan untuk media pembelajaran mengal sejarah kerajaan di Indonesia dengan menggunakan RPG Maker MV. Game ini berkisah mengenai sejarah kerajaan sriwijaya  dan mengambil salahsatu kisah Raja yang terkenal yaitu Raja Balaputradewa Berita mengenai Raja Balaputradewa awal diketahui dari catatan Prasasi Nalanda. Raja Balaputradewa menjabat sekitar abad ke-9, pada masa kekuasaannya, kerajaan Sriwijaya berkembang cepat menjadi kerajaan besar dan menjadi sebuah pusat agama Buddha di Asia Tenggara. Kata Kunci : Game, RPG, Kerajaan Sriwijaya 
IMPLEMENTATION OF THE RSA CRYPTOGRAPHIC ALGORITHM IN THE QR-CODE ANDROID-BASED BUILDING PERMIT CHECKING APPLICATION Darsanto Faiz; Rio Andriyat Krisdiawan; Dias Eka Prayuda
NUANSA INFORMATIKA Vol 15, No 1 (2021)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.825 KB) | DOI: 10.25134/nuansa.v15i1.3895

Abstract

The investment office and one-stop integrated service (DPMPTSP) of Kuningan regency issues various kinds of permits, one of which is a building permit (IMB) issued by the investment office and one-stop integrated service on the applicant's side. Research is motivated by the vulnerability of counterfeiting permits that have been granted by the investment service and one-stop integrated services. The purpose of this research is to create a system or information technology that can help to make it easier to check building permits, one of which is by using QR-Code technology. This system can scan code that has been encrypted with the RSA algorithm so that the code created is not easily faked or read with similar applications. RSA Cryptography Algorithm, an algorithm used to encrypt and decrypt data. The RSA algorithm itself is an asymmetric algorithm, so it has a public key and a private key. RSA has a basic encryption and decryption process in the concepts of prime numbers and modulo arithmetic. The decryption and encryption keys are both integers. The encryption key is not kept secret and is known to the public so that the encryption key is also known as the public key, but the key for decryption is secret.Keywords: DPMPTSP, QR-Code, RSA Cryptrographic Algorithm
RANCANG BANGUN GAME TREASURE OF LABYRINTH DENGAN ALGORITMA BACKTRACKING BERBASIS ANDROID Rio Andriyat Krisdiawan; Ramdoni Ramdoni; Aji Permana
NUANSA INFORMATIKA Vol 14, No 1 (2020)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (692.544 KB) | DOI: 10.25134/nuansa.v14i1.2442

Abstract

Games are one of the entertainment media which is the choice of almost everyone to get rid of boredom or just fill in spare time, there are also games used as hobbies and moreover games are now used as electronic sports (e-sports). Currently the game has many types of games, one of which is a type of puzzle game (puzzle). One puzzle game is a maze game. The labyrinth is a puzzle that has a complex branching form and has many dead ends. At the moment there are many labyrinth type games, but rarely are labyrinth games equipped with characters, enemies and a dynamic maze that can change if the game is repeated. To create a labyrinth game that has a dynamic labyrinth arena requires a labyrinth generator or can be called a labyrinth generator by utilizing the backtracking algorithm. This algorithm is powerful enough to be used in some problem solving and also to provide artificial intelligence in the game. The software methodology used in making games is the GDLC (Game Development Life Cycle). GDLC is a game development model that adopts an iterative approach consisting of 6 development phases, starting from the innitiation, pre-production, production, testing, beta and realese phases. for the generation of the labyrinth arena using the Backtracking algorithm while for testing this game uses the UAT (User Acceptment Test). The results of this study in the form of an adventure game based on a maze puzzle that is applied to mobile android. This game is played to train players in problem solving and entertainment facilities.Keywords: Puzzle Game, GDLC (Game Development Life Cycle), Backtracking Algorithm, Android
RANCANG BANGUN GAME KUMBANG KUM OID MENGGUNAKAN ALGORITMA A* (STAR) BERBASIS ANDROID Dede Sunarto; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (762.162 KB) | DOI: 10.25134/nuansa.v11i2.1124

Abstract

PERANCANGAN E-LEARNING DENGAN METODE COOPERATIVE LEARNING Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 8, No 1 (2013)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (848.583 KB) | DOI: 10.25134/nuansa.v8i1.1316

Abstract

Cooperative Learning is a learning strategy that is interconnected and interconnected in tasks. E-Learning is learning and learning that uses electronic circuits (LAN, WAN, or Internet) to deliver lessons, interactions, or guidance. E-Learning design method used is Unifield Software Development Process (USDP) and phase work done in this research is inception and elaboration phase. The results of this study in the form of designing and planning the implementation of E-Learning System SMK Muhammadiyah 2 Brass with Cooperative Learning model.Keywords: Learning, Cooperative Learning, E-Learning, Unifield Software Development Process (USDP)
IMPLEMENTASI ALGORITMA FLOYD WARSHALL PADA APLIKASI PENGADUAN MASYARAKAT BERBASIS ANDROID Regita Novianti; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 13, No 1 (2019)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1067.502 KB) | DOI: 10.25134/nuansa.v13i1.1644

Abstract

Public complaints are complaints from the public, Government Agencies or other parties verbally or in writing containing information, complaints, dissatisfaction or irregularities in the performance of the National Police that require further handling and settlement. In conducting complaints, the community usually uses short messages (sms) or telephone so that the community must have a personal contact number of the police member who can be contacted. To make it easier for the public to make complaints, a complaint application is needed to find out the policeman to be contacted. Application that will be developed based on preliminary research that took place at Kuningan Police Station. Mobile-based applications that are needed a lot in searching for police and the location of traffic accidents and providing a description of pastoral events. The application that is created only shows the location of the accident in Kuningan Regency. In finding the nearest route, it will be displayed in the form of maps. The police can choose directions from the details of the complaint, then the system will display the results in the form of a route on maps. In this application there is also a service to find out the location of the community by using GPS technology. And the author uses the Floyd Warshall algorithm to determine the nearest police station and determine the route from the location of the police station to the scene. As well as in storing data in this application the author uses MySQL or phpMyAdmin as a web server in storing event data and police data, notifications and reports concerned with the complaint application. And in the development of this application is based on client-server.Keywords: Floyd Warshall Algorithm, GPS, Kuningan Regency, Mobile, MySQL, Police station, phpMyAdmin, Web Server, Community
IMPLEMENTASI ALGORITMA DIJKSTRA PADA APLIKASI WISATA KUNINGAN BERBASIS ANDROID Elda Candra Galih; Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 12, No 1 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (807.175 KB) | DOI: 10.25134/nuansa.v12i1.1344

Abstract

Kuningan Regency is one of the tourist destinations that is quite popular among tourists. Kuningan has many potential tourism object whether it is natural tourism, history, jiarah, and artificial. To find tourism destinations, tourists are usually looking at search engine applications or tourist maps so it takes a long time. To facilitate tourists in finding tourist destinations, it needs an application. The application that will be developed based on preliminary research held at Dinas Pemuda Olahraga dan Pariwisata Kabupaten Kuningan. Mobile-based application is needed in finding the location of tourissm objects and it provides descriptions of attractions, and facilities that exist in the tourism object. It is created only to show the location of existing tourism object in Kuningan Regency. In finding the closest route, it will be displayed in the form of maps. Tourists can choose the location of tourist attractions and initial location of tourists, then the system will display the results of the existing route on the maps. And in this application is also available services to find the location of tourists using GPS technology. And the author uses Dijkstra algorithm to determine the shortest route in finding the route from the initial location to the desired location of the object of tourism. And in the data storage in this application, the author uses MySQL or Apache as a web server in storing data objects and data node,, destination and route concerned with searching the location of the tourist attraction. And on the development of this application he uses client server. Keywords: Dijkstra Algorithma, Nearest Order, Mobile-based Application, Kuningan District, Tourism Object.