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Media Pembelajaran Pengenalan Tumbuh-Tumbuhan Langka Berbahasa Inggris Berbasis Android Untuk Anak SD Menggunakan Unity 3D Mutiara Putry; Ummul Khair; Munjiat Setiani Asih
Router : Jurnal Teknik Informatika dan Terapan Vol. 3 No. 2 (2025): Juni: Router : Jurnal Teknik Informatika dan Terapan 
Publisher : Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/router.v3i2.419

Abstract

The rapid advancement of technology in the field of education has provided numerous opportunities to enhance the learning experience. This study focuses on the development of an Android-based learning media for introducing rare plants, specifically designed for elementary school students. The application utilizes Unity 3D to create an engaging and interactive learning environment. By integrating English language learning with botany education, the application aims to enrich students' knowledge about rare plants while simultaneously improving their English language skills. This phase is followed by the design and development stages, where Unity 3D is used to create 3D models and interactive features. The application is designed to provide an interactive and enjoyable learning experience for elementary school students to explore rare plants. By using the Android platform and Unity 3D technology, the application allows students to discover various plant names in English. Results from a trial with 20 respondents on the Android-based learning media for introducing rare plants showed that 49.35% strongly agreed, 49.25% agreed, 1.37% were unsure, 0% disagreed, and 0% strongly disagreed.
Smart Neighborhood Alert System Berbasis IoT dan Aplikasi Android untuk Meningkatkan Respons Warga terhadap Kejadian Darurat Hasibuan, Ade Zulkarnain; Asih, Munjiat Setiani
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.700

Abstract

Keamanan lingkungan perumahan merupakan aspek penting yang masih menghadapi berbagai tantangan, terutama dalam penyebaran informasi darurat yang lambat dan kurang terkoordinasi. Sistem keamanan konvensional seperti CCTV atau patroli Siskamling belum mampu memberikan peringatan dini secara cepat dan menyeluruh kepada warga. Penelitian ini mengembangkan Smart Neighborhood Alert System, yaitu sistem peringatan darurat berbasis Internet of Things (IoT) yang terintegrasi dengan aplikasi Android dan Firebase Realtime Database untuk meningkatkan kecepatan respons warga terhadap kejadian darurat di lingkungan perumahan. Sistem dibangun menggunakan mikrokontroler ESP32 sebagai perangkat IoT yang berfungsi untuk menerima sinyal darurat dan mengaktifkan alarm suara, sedangkan aplikasi Android digunakan untuk mengirim laporan kejadian secara real-time. Metode penelitian meliputi kajian pustaka, identifikasi kebutuhan sistem, analisis, desain, implementasi, pengujian, dan evaluasi. Hasil pengujian menunjukkan bahwa seluruh fitur sistem berjalan dengan tingkat keberhasilan 100% pada uji fungsional. Pada pengujian kinerja, sistem mampu mengirim peringatan dengan waktu respons rata-rata 2,59 detik, sedangkan keandalan notifikasi mencapai 96% dari total 50 pengujian. Sistem ini terbukti mampu menyebarkan informasi darurat secara lebih cepat, efisien, dan serentak kepada seluruh warga, sehingga dapat meningkatkan koordinasi dan tindakan kolektif dalam menghadapi situasi darurat.
Media Pembelajaran Pengenalan Budaya Pesisir (Sibolga) Melalui Game Interaktif Pada Anak Sekolah Dasar Ananda; Setiani Asih, Munjiat; Annisah Lubis, Yessi Fitri
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 1 No. 2 (2022): September 2022
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v1i2.27

Abstract

Di Sibolga pengenalan budaya pesisir (Sibolga) masih belum ada, akibatnya banyak generasi muda belum mengetahui budaya asli mereka, untuk itu perlu adanya media pembelajaran untuk pengenalan budaya pesisir (Sibolga) agar generasi muda mengenali budaya asli mereka. Media pembelajaran yang di gunakan yaitu media pembelajaran berbasis game interaktif agar anak usia sekolah dasar dapat melakukan PBM (proses belajar mengajar) dengan semangat karena mereka dapat bermain dan belajar dalam waktu bersamaan. Aplikasi pengenalan budaya Sibolga di implementasikan dengan tools atau software unity 3D. Berdasarkan dari hasil penelitian 25 responden umum pada pertanyaan ketiga mengenai pengaruh media pembelajaran ini dalam meningkatkan minat belajar anak-anak, 84% memilih “Ya bias” dan 16 memilih mungkin. Penelitian ini menghasilkan kategori sangat baik dan penelitian ini menghasilkan bahwa media pembelajaran ini dapat menigkatkan minat belajar anak-anak
Implementasi Algoritma Kriptografi RSA Dalam Aplikasi Sistem Informasi Perpustakaaan Maria SD. Dairi; Munjiat Setiani Asih; Khairunnisa
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 1 (2023): Januari 2023
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v2i1.44

Abstract

The library is an institution or agency that collects printed and recorded knowledge, manages it in a special way to meet the intellectual needs of its users. a library has data that may be known by certain parties, therefore the library must maintain data confidentiality by using security techniques only on its information system. The data security technique used is a cryptographic algorithm, which is a technique for converting data into certain codes so that the stored information cannot be read by anyone except the authorized person. The RSA cryptographic algorithm used is the RSA cryptographic algorithm. The RSA algorithm was created by 3 researchers from MIT (Massachussets Institute of Technology) in 1976, namely: Ron (R)ivest, Adi (S)hamir and Leonard (A)dleman. The security of the RSA algorithm lies in the difficulty of factoring large numbers into prime factors. In the RSA cryptographic algorithm, there are three processes, namely the process of generating public and private keys, the encryption process, and the decryption process.
Pengembangan Algoritma Vigenere Cipher Berbasis Kunci Dinamis Dalam Pengamanan Pesan Teks Munjiat Setiani Asih; Rismayanti Rismayanti; M Imam Fadhlurahman; Ade Zulkarnain Hasibuan
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.178

Abstract

This research aims to develop a dynamic key-based Vigenère Cipher algorithm as a solution to improve the security of text messaging. Vigenère Cipher is one of the classical cryptographic methods that has a weakness against frequency analysis, especially when the key used is static. In this study, we propose a new approach by implementing a dynamic key that changes every time a message is sent. This dynamic key is generated through a pseudorandom algorithm that considers the time of transmission and the characteristics of the message. The research methodology includes analyzing cryptography theory, algorithm implementation, and testing the effectiveness and efficiency in encrypting and decrypting messages. The test results show that the developed algorithm not only improves message security through higher key complexity, but also maintains the speed of encryption and decryption processes. In addition, analysis of various message delivery scenarios shows that the algorithm is able to overcome frequency analysis attacks that are often a threat in traditional cryptographic methods. With these results, this research makes a significant contribution to the development of more secure and practical text message security systems, and opens up opportunities for further applications in the field of modern cryptography.
Penyuluhan Keamanan Siber untuk Siswa-Siswi Kursus dalam Menghadapi Ancaman Dunia Digital Surya, Maulidina Rahmawati; Ramadhan, Febriyansyah; Novianti, Nia; Abdy, Sahara; Asih, Munjiat Setiani
Jurnal Pengabdian Masyarakat Berdampak Vol. 2 No. 2 (2026): Mei 2026
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/jupemba.v2i2.133

Abstract

Perkembangan teknologi digital yang pesat meningkatkan risiko ancaman keamanan siber, terutama pada kalangan siswa yang aktif menggunakan internet namun memiliki literasi keamanan yang masih rendah. Kegiatan pengabdian ini bertujuan untuk meningkatkan pemahaman dan kesadaran siswa terhadap keamanan siber dalam menghadapi ancaman dunia digital. Metode yang digunakan meliputi penyuluhan dengan pendekatan ceramah interaktif, diskusi, dan simulasi kasus, yang melibatkan 30 siswa kursus sebagai peserta. Evaluasi dilakukan menggunakan instrumen pre-test dan post-test untuk mengukur peningkatan pemahaman peserta secara kuantitatif. Hasil kegiatan menunjukkan adanya peningkatan rata-rata nilai dari 48,2% pada pre-test menjadi 83,6% pada post-test, dengan persentase peningkatan sebesar 35,4%. Hasil ini menunjukkan bahwa kegiatan penyuluhan efektif dalam meningkatkan literasi keamanan siber peserta. Selain itu, terjadi perubahan perilaku peserta dalam penggunaan teknologi yang lebih aman, seperti peningkatan kewaspadaan terhadap phishing dan penggunaan password yang lebih kuat. Dengan demikian, kegiatan ini memberikan dampak positif secara kognitif dan perilaku, serta berpotensi mengurangi risiko kerugian akibat kejahatan siber. Kegiatan ini direkomendasikan untuk dilaksanakan secara berkelanjutan guna memperkuat kesiapan generasi muda dalam menghadapi tantangan digital.
Development of a Real-Time Smartphone Based Drowsiness Detection System Using MobileNet and Google ML Kit Hasibuan, Ade Zulkarnain; Asih, Munjiat Setiani
JiTEKH Vol. 14 No. 1 (2026): March 2026
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jitekh.v14i1.1374

Abstract

The rapid development of smartphone technology has increased the duration of device usage, which can lead to eye fatigue, decreased concentration, and drowsiness. Many users continue using smartphones despite experiencing signs of fatigue, potentially affecting health and productivity. Therefore, this study aims to develop a real-time drowsiness detection system for smartphone users based on Android using Google ML Kit and MobileNetV1. The system utilizes Google ML Kit for face detection and MobileNetV1 for classifying eye conditions into open and closed states. The dataset used is a combination of a public dataset from Kaggle (dataset_B_Eye_Images) and additional data collected independently to improve model generalization. The model was trained and further optimized through a fine-tuning process. Experimental results show that the model achieved an accuracy of approximately 96%, with balanced precision, recall, and F1-score values. The confusion matrix analysis indicates improved performance after fine-tuning. In real-time implementation, the system operates at 6.0–7.3 FPS with a latency of 60–72 ms per frame and a notification response time of less than 1 second. The system demonstrates robustness under varying lighting conditions, achieving accuracy up to 100% in bright conditions, 98% in normal conditions, and 95% in low-light conditions. However, performance decreases when users wear glasses due to reflection interference. Overall, the results indicate that MobileNetV1 is effective for real-time drowsiness detection on mobile devices, although further improvements are needed to enhance system robustness under diverse user conditions