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Classroom Interaction in Teaching English for Mechanical Engineering Students Dharmawati Dharmawati
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol 8, No 1 (2020): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Litera
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v8i1.1316

Abstract

This descriptive qualitative research deals with classroom interaction in teaching English for mechanical engineering students. This research aims at finding out and describing the classroom interaction of mechanical engineering class at Universitas Harapan Medan. The purpose of this study is to figure out the patterns of classroom interaction in English teaching learning process for mechanical engineering class. The methods used in collecting data were observation and interview. The data were in the form of words, clauses, and sentences that carried out by video, and in-depth interview transcripts. The participants were an English lecturer and twenty two mechanical engineering students. The technique of data analysis used data collection, data diplay and drawing conclusion. The result of this research was dominated by the interaction between the teacher and students. The percentage of using English  between lecturer and students’ interaction is 40 %. It happened because the students had difficult to respon the lecturer’s question in English.
PERANCANGAN LEARNING GAME INTERAKTIF MENGGUNAKAN METODE LINEAR SEQUENTIAL BERBASIS ANDROID Dafid Kurniawan; Khairunnisa; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

The design of interactive games using the Android-based linear sequential method was aimed at students in grades 1 to 4 basic school. This game designing purposes to know various kinds of rare and unique animals that do not exist in their surroundings through quiz games, even in the garden, even the closest animal does not have a complete and unique animal. The designing of this interactive game is made by using 4 softwares, namely CorelDraw X4 software used to design gate, Adobe Photoshop to tidy up and change the .JPG format to .PNG, Construct 2 as the main software in design this game and the last one is Adobe PhoneGap Build which is a software online which functions to build files into .APK form so that this game can be played on android users. The process of design this game requires an idea and a sequence. The result of this game provide a new knowledge in order to add insight into various kinds of rare and unique animals that do not exist in the surrounding environment through a game where childern learn while playing.
PENERAPAN FUNGSI KURVA BAHU DAN SEGITIGA PADA METODE FUZZY SUGENO DALAM MENENTUKAN KELAYAKAN KONSUMEN DALAM MEMBELI PROPERTI Ema Wardiana; Rismayanti; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

Marketing is the spearhead in a company, whether it is engaged in services or products. One of the most important assets owned by a company in its efforts to maintain its viability,developing, the ability to compete and earn a profit. Therefore, marketing must minimize the possibility of offering products to targets that are not potential. Application of the decision support system for determining the target market by using the Sugeno fuzzy method aims to minimize potential targets. Based on the tests carried out, it can be seen that the representation of the membership function of the shoulder curve and triangle curve can produce the expected decisions. This application is built by using the C # programming language which is implemented by Visual Studio 2010 ands designed by unity 3D software.
Implementasi Kriptografi Triple Des Dan Blowfish Pada Pengamanan File Multimedia Video Aldi Wahyudi; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Sending a message, data and information are very important and requires a high level of security. Developing of information technology is so rapid where everyone will find it is easy to get a message, data and information, especially video. Video is one of the multimedia content often uses. Maintaining the confidentiality of the video is important so that unauthorized people cannot see the message contained in the video. One of the methods used to secure video is using the triple des and blowfish algorithms, both of these algorithms are cryptographic methods that use the concept of block cipher and symmetric cryptography. These two algorithms are used as a reference in making encryption and decryption software for video files and analyzing the performance of existing security systems, and implementing them by testing and measuring the system, in terms of processing time for video files encryption and decryption. The application designed by using Visual Basic 2010 which is a programming language based on OOP (Object Oriented Programming) that utilizes .NET technology which is used to create applications in a Windows-based work environment. This application is expected to be able to accept the implementation of triple des and blowfish cryptography in securing multimedia video files properly and carry out the encryption and decryption process according to the algorithm
Implementasi Media Interaktif Budidaya Kelapa Sawit Bagi Komuditas Tani Berbasis Android Ulul Azmi Harahap; Sumi Khairani; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Palm oil is an industrial plant / plantation used as a producer of vegetable oils, industrial oils and fuels. There are two types of oil palm, elaeis guineensis and elaei soleifera, which are used to produce palm oil in commercial agriculture. In fact, many communities (farmers) have failed or are still minimal in oil palm management. These factors include land conditions, knowledge of farming and insufficient experience. One way to provide knowledge to oil palm farmers is through socialization. Socialization which is equipped with media in accordance with technological developments will facilitate and greatly help the community. It will be easier for the community to obtain information about oil palm cultivation. The purpose of this study is to provide an attraction for oil palm cultivation. Then this research uses Unity 3D software by utilizing augmented reality technology. The results of this study are an android-based application about oil palm cultivation that has augmented reality technology. In the interactive media introduction of palm oil using Augmented reality technology, there are questionnaire results that conclude the first question questionnaire gets 62.6% results, the second question gets 64%, the third question gets 64%, the fourth question gets 64% and the last question 78.6%.
Aplikasi 2D untuk Pengenalan Tematik “Diriku” pada Pendidikan Anak Usia Dini (PAUD) dalam Bahasa Inggris dengan Metode Waterfall Fera Damayanti; Putri Harliana; Dharmawati Dharmawati; Annisa Annisa
JURNAL TEKNOLOGI DAN ILMU KOMPUTER PRIMA (JUTIKOMP) Vol. 1 No. 1 (2018): Jutikomp Volume 1 Nomor 1 April 2018
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jutikomp.v1i1.340

Abstract

Secara harfiah, bagian tubuh manusia terdiri dari dua bagian yaitu bagian luar dan bagian dalam. Pada kurikulum pendidikan anak usia dini pada tahun 2013, anak anak diwajibkan untuk mengenali bagian luar pada tubuh. karna alasan inilah penulis dari skripsi ini merancang suatu aplikasi program untuk membuat proses belajar dan mengajar dalam pembahahasan pengenalan bagian tubuh luar lebih mudah dan efisien untuk dimengerti. Penulis membuat program ini dengan menggunakan dua bahasa yaitu bahasa Indonesia dan Bahasa Inggris. Kedua bahasa ini juga akan berguna untuk mengembangkan bahasa para anak didik. Aplikasi ini dirancang menggunakan software Construct 2. Aplikasi ini hanya bisa dijalankan pada smartphone yang berbasis android. Hasil dari penelitian ini adalah aplikasi 2D yang digunakan untuk pengenalan tematik diriku. Metode yang digunakan dalam aplikasi ini adalah metode waterfall.
Pembelajaran Berbasis Komputer Menggunakan Ms. Office 2019 Pada Siswa Di Smk Dwitunggal 1 Tanjung Morawa Dharmawati dharmawati; Imran Lubis; Risko Liza
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2020): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v4i1.3751

Abstract

The work world related to office administration, mastery of Microsoft Office is needed as an office administration work tool that must be mastered by vocational students. However, students of SMK Dwitunggal 1 Tanjung Morawa hasn’t been maximal in mastering Microsoft Office 2019, especially in making mail merge on Ms. Word. They are only limited to know the use of Microsoft Office 2019 in the basic stages. Community Service Activity aimed to provide training on introduction of Microsoft Office 2019 computer applications in making mail merge on Microsoft Word to students of SMK Dwitunggal 1 Tanjung Morawa majoring in Office Management. The method used in this service activities were the tutorial, the question and answer, and the practical method. This activity was done well and gained the expected results. The result of this activity was students’ improvement in the ability and skills of making mail merge for letters, certificates and labels using Microsoft Office 2019. It hoped that Students of SMK Dwitunggal 1 Office Management Department understands to create mail for letters, certificates and labels, and if they follow Competency Test for their mail merge material, they can pass and get a Competency Certificate that is given by the State.
The Use of Zoom Application As Teaching Media To Improve Students’ Speaking Skill Dharmawati Dharmawati
IDEAS: Journal on English Language Teaching and Learning, Linguistics and Literature Vol 10, No 2 (2022): IDEAS: Journal on English Language Teaching and Learning, Linguistics and Liter
Publisher : Institut Agama Islam Negeri Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24256/ideas.v10i2.3164

Abstract

This study seeks to investigate the use of zoom application as teaching media to improve students’ speaking skill. Zoom application becomes the most popular tool in teaching learning process for pandemic era, especially in teaching speaking The main purpose of this study how to improve students’ speaking skill in English by using zoom application. It allows students and lecturer to make calls, send  messages and do video conferencing online. This study was action research by combining  quantitave and qualitative. The subject of this study was 25 second semester students of informatics department at Universitas Harapan Medan in the academic year of 2020/2021. The data were in the forms of qualitative and quantitative. The qualitative data were obtained by observing the teaching and learning process of speaking and interviewing and the quantitave data were acquired through pre-test and post-test. The result of the study showed the improvement the students’ score from 6.9 in pre-test to 13.29 in the post-test proved that teaching English using zoom application was able to improve their speaking skill. The procedure of improving speaking skill by using zoom application  consists of preparation, presentation, practice, evaluation and expansion.
Implementasi Algoritma Sequential Search Dalam Game Edukasi Penyusunan Kalimat Terstruktur Siddiq Alridho; Khairunnisa; Dharmawati
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.015 KB)

Abstract

The problem in this research is that it is difficult to learn structured sentences, especially in composing words, due to minimal knowledge, so this research aims to implement the Sequential Search algorithm in an educational game which aims to help users in composing structured sentences. The Sequential Search algorithm is used to search for and arrange words sequentially according to correct grammatical rules. This game is designed to help players, especially children, understand the concept of constructing sentences correctly in language. This research uses data originating from Indonesian language books. Through the implementation of this algorithm, it is hoped that players can develop their skills in constructing sentences correctly and effectively, as well as improve their understanding of grammar. This research combines the concept of learning through games (game-based learning) with an understanding of the Sequential Search algorithm in the context of language education. It is hoped that the results of this research can make a positive contribution in improving players' abilities in the field of composing structured sentences.
Implementasi Teknik Animasi Frame by Frame Pada Animasi 2D Sebagai Media Promosi Desa Surya Ramadan Hasibuan; Dharmawati; Rismayanti
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (558.912 KB)

Abstract

Now there are many kinds of promotions that have been made along with the times, animation itself can be used as a form of promotion. The types of promotions that are made are sometimes based on 2 dimensions and 3 dimensions. Various things are promoted, both products and the promotion of tourist objects. In the promotion of tourist objects, it is usual to take places that are rarely known to someone, such as underdeveloped villages but have tourism potential that can attract people's attention, such as culture, daily life, or customs of the place. For 2-dimensional animation itself, there are many methods, one of which is used in this study is frame by frame, where this method is a method that in moving objects must draw objects in each frame, the more objects that are drawn in each frame, the more objects are drawn in each frame. the smoother the resulting animation. The promotion produced in this study, it will be in the form of an animated video file that can be played in a video player application