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Pendampingan Dan Pelatihan Pembuatan Media Pembelajaran Daring Di Era Pandemi Covid-19 Sebagai Upaya Optimalisasi Kegiatan Belajar Mengajar Pada SMK Pharmaca Medan Ari Usman; Nilsya Febrika Zebua; Vriezka Mierza; Ika Julianti Tambunan; Meutia Indriana
ABDIMASKU : Jurnal Pengabdian Masyarakat UTND Vol 1 No 1 (2022): Januari 2022 - Juni 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Tjut Nyak Dhien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (284.077 KB) | DOI: 10.36490/abdimasku.v1i1.232

Abstract

Pada kegiatan belajar mengajar, media pembelajaran yang ideal untuk diterapkan pada masa new normal ini adalah media Daring. Salah satu aplikasi yang dapat digunakan yaitu Google Classroom dan Google meet. Kegiatan pengabdian masyarakat ini dilaksanakan oleh team dari Pengabdian Kepada Masyarakat Universitas Harapan medan berkolaborasi dengan Universitas Tjut Nyak Dhien. Metode yang digunakan adalah pendampingan dan pelatihan menggunakan aplikasi Google Classroom dan Google Meet yang diharapkan dapat memaksimalkan belajar-mengajar sehingga materi dapat tersampaikan dengan baik. Hasil dari kegiatan pengabdian kepada masyarakat ini selain mendapatkan pelatihan langsung para guru juga akan dibekali dengan panduan praktis dan sederhana berupa pedoman bagi guru SMK Pharmaca Medan untuk paham dan mengerti menggunakan aplikasi online tersebut.
Implementation of the Fisher Yates Shuffle Algorithm in Medical Equipment Learning Applications with Augmented Reality Technology Novi Airmawani; Ari Usman; Sarudin Sarudin
Journal of Computer Science, Information Technology and Telecommunication Engineering Vol 3, No 2 (2022)
Publisher : Universitas Muhammadiyah Sumatera Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30596/jcositte.v3i2.11657

Abstract

At this time there are more and more types of medical devices which include goods, instruments or other tools including each component, part or equipment produced. Basically, many people have not been able or are still minimal in knowing medical equipment. One way to provide knowledge to the community is through socialization. Socialization equipped with media that is in accordance with technological developments will facilitate and greatly help the community, namely smartphone media using Augmented Reality technology using the Marker Based Tracking method. This research will build an application for the introduction of medical devices that will combine Augmented Reality technology and the Marker Based Tracking method with the Fisher Yates Shuffle algorithm. The purpose of this research is to produce an application for the introduction of medical devices based on Android and apply the Marker Based Tracking method in Augmented Reality technology with the Fisher Yates Shuffle algorithm in making random questions. The results of this study are in the form of applications that apply augmented reality technology and the Fisher Yates Suffle algorithm in introducing medical devices.
PELATIHAN FORMULASI SEDIAAN SABUN PADAT AROMATERAPI DENGAN BAHAN DASAR MINYAK KELAPA BAGI SISWA/i SMK KESEHATAN GALANG INSAN MANDIRI BINJAI - SUMATERA UTARA Muharni Saputri; Nilsya Febrika Zebua; salmah handayani Lubis; Nurul karima; ari usman
ABDIMASKU : Jurnal Pengabdian Masyarakat UTND Vol 1 No 2 (2022): Juli - Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Tjut Nyak Dhien

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (304.181 KB) | DOI: 10.36490/jpmtnd.v1i2.301

Abstract

Kegiatan pelatihan formulasi sediaan sabun padat aromaterapi dengan menggunakan bahan dasar minyak kelapa dilakukan oleh tim Pengabdian Kepada Masyarakat (PKM) dari Universitas Tjut Nyak Dhien. Kegiatan dilaksanakan di SMK Kesehatan Galang Insan Mandiri dengan peserta 45 orang siswa-siswi. Kegiatan pelatihan bertujuan untuk memberi pengetahuan dan penjelasan tentang sabun padat aroma terapi, menjelaskan manfaat pengolahan minyak kelapa menjadi sabun aroma terapi, serta mampu membuat sabun padat dengan bahan dasar minyak kelapa menggunakan bahan tambahan jeruk (citrus) sebagai pewangi bagi siswa–siswi SMK Kesehatan Galang Insan Mandiri. Hasil kegiatan menunjukkan bahwa penyuluhan mengenai formulasi sediaan sabun dan bahan dasar minyak kelapa dapat memberikan informasi dan pengetahuan bagi siswa-siswi SMK Kesehatan Galang Insan Mandiri, serta mampu memanfaatkan pengolahan minyak kelapa menjadi sabun aromaterapi dan dapat memformulasi sabun dengan bahan dasar minyak kelapa.
Digital Marketing Communication Innovation: A Gender Bias on @Mbasiticom Instagram Content I Gede Arya Pering Arimbawa; Muh. Najib Husain; Nurhayati; Ari Usman; Dendi Pratama
Jurnal Komunikasi Profesional Vol. 7 No. 4 (2023)
Publisher : Fakultas Ilmu Komunikasi Universitas dr. Soetomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25139/jkp.v7i4.6594

Abstract

Marketing innovation recently occurred and had well growth in social media due to digital marketing efficiency and social media’s spread in producing informative content. Household servant industry is part of it with the content of @Mbasiticom Instagram account frequently produce content of their services that show a new change in marketing and also an innovation in marketing field, However, as household servant industry is known as exploitative in their respective field, @mbasiticom doesn’t escape this system which causing harmful stigma between women and society. With the content analysis, a new perspective is discovered upon the industry, how women and gender equality study is still relevant even to this day.
Perancangan Aplikasi Augmented Reality Untuk Meningkatkan Berbahasa Batak Toba Pada Siswa Sekolah Dasar Dengan Metode Pembelajaran Gamefication Heryanto Marpaung; Ari Usman; Arif Budiman
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 (651.289 KB)

Abstract

Many Indonesian cultures have changed in the current generation because they are considered ancient and ignore cultural customs. Unfortunately, the culture that has changed is one of the Batak cultures in the North Sumatra region. Even though the Batak culture originates from North Sumatra, there are still many children of the current generation who do not understand how to use the Batak language, let alone use the Batak language properly and correctly around us. This research created an application based on Augmented Reality (AR) which provides understanding and learning of Toba Batak culture and language as well as learning about Batak culture and Batak cultural customs. Augmented Reality is a technology that combines real-time computer-generated digital content with the real world. This research uses the gamification learning method used in this application to make learning the Toba Batak language culture more enjoyable in learning about Toba Batak culture and language properly and correctly and understand how to use the Toba Batak language well by providing a quiz game that involves the use of the language. Toba Batak can be understood well by children, children participate more actively in learning and experience an increase in Toba Batak language skills. In the end, a Toba Batak language culture learning application was created which aims to learn and know the Toba Batak language well and correctly which will be used by today's generation and improve the ability to speak the Toba Batak language well and correctly
IMPLEMENTASI AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PENGENALAN MAKANAN KHAS MANDAILING Feriza Kholbi Amsya Nasution; Ari Usman; Sarudin
PROSISKO: Jurnal Pengembangan Riset dan Observasi Sistem Komputer Vol. 12 No. 3 (2025): Prosisko Vol. 12 No. 3 November 2025
Publisher : Pogram Studi Sistem Komputer Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/prosisko.v12i3.10892

Abstract

Augmented Reality (AR) merupakan teknologi yang memungkinkan melihat dunia nyata dengan bendabenda maya yang dimasukan secara real time dengan dunia nyata. Augmented Reality (AR) dapat dimanfaatkan dalam berbagai bidang, salah satunya dapat digunakan untuk pengenalan makanan Khas Mandailing.Tujuan dari perancangan aplikasi ini adalah untuk mempermudah masyarakat atau mahasiswa dalam mencari referensi karya ilmiah yang telah selesai di buat oleh para peneliti pendahulu dalam sebuah aplikasi mobile android. Proses perancangan aplikasi dilakukan dengan menggunakan aplikasi SketchUp  dan unity 3D. Hasil penelitian ini adalah berupa rancangan aplikasi Augmented Reality (AR) berbasis android yang dapat diakses oleh seluruh masyarakat dan mahasiswa dengan sangat mudah. Dengan dirancangnya aplikasi ini diharapkan dapat mempermudah dalam mencari informasi yang diinginkan pada makanan Khas Mandailing. Dalam perancangan aplikasi ini menggunakan aplikasi sketchUp dalam perancangan 3D dan Perancangan aplikasi Android menggunakan unity 3D yang memungkinkan pengguna dapat menampilkan halaman utama. sehingga mampu memberikan pengalaman baru yang menarik dan interaktif bagi masyarakat, karena objek makanan Khas Mandailing yang ditampilkan berupa objek 3D.
Implementasi Augmented Reality Pembelajaran Bahasa Batak pada Pengenalan Perabotan Dapur Menggunakan Aksara Batak bagi Anak-Anak dengan Algoritma Fast Corner Detection Roni Pardede; Ari Usman; Nur Wulan
Journal on Education Vol. 7 No. 2 (2025): Journal on Education: Volume 7 Nomor 2 Tahun 2025 In Progress (Januari-Februari
Publisher : Mathematics Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/joe.v7i2.8374

Abstract

This research aims to develop an augmented reality (AR) learning system which aims to introduce the Toba Batak language to children while understanding the use of Batak script in the context of kitchen furniture. The application of the Fast Corner Detection algorithm is used to improve corner detection capabilities in the resulting AR images. This research consists of several stages, including collecting Toba Batak script data, developing 3D models of kitchen furniture, and implementing the Fast Corner Detection algorithm in an AR environment. The research results show that the application of AR in learning the Toba Batak language can increase children’s interest and understanding of Batak language and culture. In addition, the use of the Fast Corner Detection algorithm provides sufficient corner detection results to ensure good visual quality in AR experiences. It is hoped that this research can contribute to the development of innovative educational technology to preserve regional language and culture, especially the Toba Batak language, while providing an interesting learning experience for children.