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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.
IMPLEMENTASI MODEL PENGEMBANGAN SISTEM GDLC DAN ALGORITMA LINEAR CONGRUENTIAL GENERATOR PADA GAME PUZZLE Rio Andriyat Krisdiawan
NUANSA INFORMATIKA Vol 12, No 2 (2018)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (733.713 KB) | DOI: 10.25134/nuansa.v12i2.1634

Abstract

Puzzle games, are still in great demand by gamers, because of puzzle solving, mathematical calculations, and even included in educational games. In making the puzzle game, focus on how to make a challenging puzzle game to solve it so that it is not easily guessed / boring with the same pattern when played repeatedly. To answer the question in making the game, researchers conducted research, how to build games with appropriate game development models / methods and how to implement an algorithm in a puzzle game, so that the game becomes more challenging for gamers to solve. In this study, researchers used the GDLC (Game Development Life Cycle) development model, design using UML, and the Implementation of the LCG (Linear Congruental Generator) Algorithm for puzzle random generation in the game. The results of this study are the game development prototype model with GDLC and the implementation of the LCG algorithm for the puzzle generator optimally.Keywords: Games Puzzle, GDLC, UML, LCG
PENERAPAN MODEL PENGEMBANGAN GAMEGDLC (GAME DEVELOPMENT LIFE CYCLE )DALAM MEMBANGUN GAME PLATFORM BERBASIS MOBILE Rio Andriyat Krisdiawan; 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.
Rancang Bangun Alat Kendali Smart Building Berbasis Wemos Pada PT. Citra Solusi Pratama Tata Sutabri; Muhammad Bahrul Lutfianto; Yohanes Bowo Widodo; Rio Andriyat Krisdiawan
Jurnal Teknologi Informatika dan Komputer Vol 8, No 1 (2022): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v8i1.851

Abstract

Perkembangan teknologi informasi yang pesat mempengaruhi perkembangan industri elektronika. Perubahan sistem analog menjadi sistem digital merupakan salah satu hal yang menjadikan perkembangan perangkat elektronik menjadi sangat cepat. Salah satu perangkat elektronik yang berkembang pesat saat ini adalah perangkat elektorinik untuk smart building. Dari latar belakang tersebut peneliti tertarik untuk membuat alat kendali smart building dengan menggunakan Wemos D1 mini dan berbasis web kontrol. Smart building  dirancang dengan menggunakan perangkat keras seperti Wemos D1 mini, modul relay, kabel jamper, lampu serta laptop untuk menampilkan web kontrol monitoring lampu dan alat elektronik lainnya. Modul relay akan mengendalikan lampu yang akan dikontrol oleh Wemos D1 mini sebagai mikrokontrolernya. Selanjutnya dari Wemos D1 mini akan menyimpan program yang sudah dibuat untuk menjalankan relay dan lampu secara realtime dari laptop menggunakan media koneksivitas internet. Aplikasi smart building di laptop akan menampilkan dan menyimpan data yang telah diterima dari software arduino.
PELATIHAN PENGELOLAAN USAHA DENGAN TEKNIK PEMASARAN MARKETPLACE DI DESA JAMBUGEULIS KECAMATAN CIGANDAMEKAR KABUPATEN KUNINGAN Tito Sugiharto; heri Herwanto; Rio Andriyat Krisdiawan; erik Kurniadi
Indonesian Community Service and Empowerment Journal (IComSE) Vol 3 No 1 (2022): Indonesian Community Service and Empowerment Journal (IComSE)
Publisher : Divisi Pengabdian dan Pemberdayaan Masyarakat (DP2M) UNIKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (331.408 KB) | DOI: 10.34010/icomse.v3i1.5366

Abstract

Jambugeulis Village is one of the villages in Kuningan Regency whose people generally have a livelihood as farmers and day laborers. Apart from being farmers and daily laborers, the people of Jambugeulis village also have jobs as traders and home-made food makers. There are several types of home-cooked food produced by the people of Jambugeulis village, including moring (a type of small cracker made from tapioca flour), cassava tape food, and cuhcur cake. The people of Jambugeulis village in the process of marketing traditional food products still use conventional methods, namely by selling products directly to consumers and in collaboration with traditional food gift shops. The conventional sales process has several shortcomings/weaknesses including the marketing process of traditional food products is still limited only in Kuningan Regency, the profit of the Jambugeulis village community is slightly reduced from the normal selling price due to a reduction in distribution costs. The difficulty of access for consumers from outside the Kuningan Regency to buy/obtain traditional food products from Jambugeulis village. With this fact, the author feels compelled to carry out business management training with marketplace techniques by utilizing the latest developments in information technology. The methods implemented in this community service activity are the Lecture method, the Question and Answer method, and the Simulation method. From the results of the activities that have been carried out, participants are very enthusiastic about participating in the activities and understand the importance of business management by utilizing marketpalce. Key words: Training, business management, marketplace, Jambugeulis village
IMPLEMENTASI ALGORITMA LINEAR CONGRUENT METHOD (LCM) PADA MEDIA PEMBELAJARAN BAGIAN-BAGIAN BUNGA BERBASIS VIRTUAL REALITY (Studi Kasus : SMP Negeri 2 Ciawigebang) Rio Andriyat Krisdiawan; Heru Budianto; Tata Sutabri; Ade Kurniawan
NUANSA INFORMATIKA Vol 16, No 2 (2022)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (972.358 KB) | DOI: 10.25134/nuansa.v16i2.5899

Abstract

SMP Negeri 2 Ciawigebang is one of the schools that also uses books as the main source of learning references. The use of books has limitations, especially in the content of the existing 2-dimensional images, the images on the textbook will fade over time, which makes it difficult for students to understand and has limited visualization of the material. Learning that is carried out online due to the impact of the COVID-19 pandemic and books as independent learning media result in ineffective understanding of the material to students. Therefore, we need media with the use of technology that can visualize materials, visualizations and objects that help students understand in independent learning such as virtual reality (VR). Virtual reality is a sophisticated human-computer interface that simulates a realistic environment and allows the user to interact directly with the simulated object. To find out the extent to which students are able to absorb the material given, an evaluation is carried out in the form of the questions that are given, therefore a Linear Congruent Method algorithm is used to randomize the questions, so that there is no repetition of the same questions that are raised. While the system development method used is the Multimedia Development Life Cycle (MDLC) as the right method for developing AR-based learning media. The final result of this research is an application that is compatible with smartphone devices with a minimum Android operating system Nougat version. which displays objects in the form of 3-dimensional VR where users feel like they are in a virtual world and questions are given to evaluate the extent to which students can absorb the material. it is hoped that this application can facilitate the learning and teaching process through virtual reality media and make it easier for teachers when delivering material and conducting 3D visual-based evaluations. Keywords: Learning Media, Virtual Reality, Algorithm Linear Congruent Method (LCM)
Penerapan Algoritma Recursive Backtracking Sebagai Maze Generator Pada Game Labirin Aksara Sunda Rio Andriyat Krisdiawan; Aida Fitriani; Heru Budianto
Media Jurnal Informatika Vol 14, No 1 (2022): Media Jurnal Informatika
Publisher : Teknik Informatika Universitas Suryakancana Cianjur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35194/mji.v14i1.2326

Abstract

Aksara Sunda merupakan budaya masyarakat Sunda yang telah ada dari kurang lebih 2.000 tahun yang lalu. Dalam upaya untuk mencegah kepunahan aksara Sunda di Jawa Barat, berbagai upaya dilakukan oleh pemerintah, salah satunya yaitu melalui sekolah-sekolah di bawah naungan Dinas Pendidikan, siswa/siswi diwajibkan untuk mempelajari aksara Sunda dalam mata pelajaran muatan lokal bahasa sunda. Hal ini tercantum dalam Perda Propinsi Jawa Barat No.5/2003. SD Negeri 1 Jalaksana merupakan salah satu sekolah dasar di Kabupaten Kuningan, Jawa Barat yang ikut serta dalam melestarikan aksara sunda. Berdasarkan hasil observasi kepada guru dan siswa/siswi terdapat kesulitas dalam mempelajari aksara sunda. keterbatasan media pembelajaran dan sukar untuk dipelajari menjadi faktor siswa/siswi mengalami kesulitan dan kejenuhan dalam pembelajarannya. Buku paket yang terbatas dan pembelajaran di masa pandemic covid-19 yang menuntut siswa/siswi belajar mandiri. Dari permasalahan tersebut peneliti tertarik untuk membuat media pembelajaran yang menyenangkan dengan konsep belajar sambal bermain, yaitu dengan memanfaatkan perkembangan teknologi, salah satunya adalah teknologi games. Seiring berkembangnya zaman, game bukan hanya digunakan sebagai alat hiburan semata namun digunakan sebagai media pembelajaran. Tujuan penelitian ini adalah membuat game bergenre labirin dan edukasi yang dapat dijadikan media pembelajaran alternatif aksara sunda. Untuk memberikan konsep game yang menyenangkan, peneliti menggunakan algoritma recursive backtracking sebagai maze generator agar arena labirin bersifat dinamis dan tidak membosankan. Metodologi pengembangan game yang digunakan adalah GDLC (Game Development Life Cycle) dan pemodelan sistem berupa perancangan menggunakan diagram UML (Unified Modeling Language) dengan menerapkan algoritma Recursive Backtracking sebagai maze generator serta pengujian aplikasi game menggunakan UAT (User Acceptance Test). Berdasarkan pengujian UAT, game labirin aksara sunda dinilai menarik serta memiliki unsur belajar sambal bermain., Game yang dibuat dapat menjadi media pembelajaran alternatif yang untuk siswa/siswi sdn negeri 1 jalaksana dalam mempelajari aksara sunda secara menyenangkan.
Pengembangan Sistem Informasi Monitoring Progres Proyek Properti Berbasis Website Pada PT Peruri Properti Tata Sutabri; Tito Sugiharto; Rio Andriyat Krisdiawan; Muhammad Abd Azis
Jurnal Teknologi Informatika dan Komputer Vol 8, No 2 (2022): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v8i2.1204

Abstract

Teknologi dan informasi saat ini berkembang dengan sangat pesat. Perusahaan atau instansi harus menyesuaikan perkembangan teknologi yang sangat pesat ini sehingga dapat bersaing dengan perusahaan lain. Penelitian ini bertujuan untuk mengembangkan sebuah sistem monitoring yang terintegrasi antar karyawan, manajer serta direksi sehingga kinerja karyawan dapat efisien dan meningkat. Penelitian ini menggunakan dua metodologi yaitu metogologi pengumpulan data dengan wawancara serta observasi secara langsung dan metodologi pengembangan sistem atau yang sering disebut system development life cycle (SDLC) dengan model waterfall. Pengembangan sistem ini menggunakaan Framework CSS Bootsrap dengan PHP dan HTML dengan database MySQL. Dalam Sistem Monitoring Progres Proyek Properti Berbasi Website pada PT Peruri Properti ini mengusung konsep sistem yang terintegrasi antar divisi dan karyawan, sehingga memudahkan dan dapat di akses dari beberapa platform, mulai dari komputer, laptop, tablet dan handphone. Sistem ini dapat diakses dari manapun dan kapanpun selagi masih ada jaringan internet.