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Media Pembelajaran Pengenalan Budaya Pesisir (Sibolga) Melalui Game Interaktif Pada Anak Sekolah Dasar Ananda; Munjiat Setiani Asih; Yessi Fitri Annisah Lubis
Jurnal Komputer Teknologi Informasi dan Sistem Informasi (JUKTISI) Vol. 1 No. 2 (2022): September 2022
Publisher : LKP KARYA PRIMA KURSUS

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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
GAME EDUKASI BAHASA JEPANG MENGGUNAKAN ALGORITMA SUFFLE RANDOM BERBASIS ANDROID Widia Sari Arezda Purba; Yuyun Dwi Lestari2; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Games are widely used as a learning medium for children so that they are not boring and can create an effectiveand interesting atmosphere. In the field of education, games are used as a forum for games to hone thinking andmemory in the learning process. The use of games in the learning process involving computers can increaseachievement and learning motivation. One of them is games with educational genres that can have a pleasantimpact on learning and games are useful because they have good visualizations and are not boring. This researchutilizes Japanese language education games to be a solution to the problem of difficulty in learning Japanese bythe Indonesian people due to differences in accent and cultural diversity. This educational game is built usingunity 3D software, where this research will aim to produce an android-based Japanese language education gameand implement a random suffle algorithm on the question feature. where the game will display random questionsto hone memory in the game.
Analisis Perbandingan Sistem Pendukung Keputusan Pada Rentang Kelompok Usia Pasien Di Puskesmas Menggunakan Metode Weight Product Dan Topsis Rizky Ainul Prasetio; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The range of patient age groups is the age category of the population based on their welfare group. Age group aims to look at certain welfare groups that are dominated by relatively productive age groups or dominated by non-productive age groups, for example, children or the elderly. There are several criteria used to calculate the decision support system, namely age range, type of activity, and number category. In this case the researcher wants to design and make a decision support system application using the comparison of the WP method and the topsis method which aims to determine the age group of patients who visit the most health centers. Researchers will conduct research at the Old Village Health Center with the title "Comparative Analysis of Decision Support Systems in the Range of Patient Age Groups in Health Centers Using Weight Product and Topsis Methods".
ANALISIS PENGARUH CITRA GELAP TERHADAP KINERJA METODE HIGH BOOST FILTERING DAN ADAPTIVE HISTOGRAM EQUALIZATION Muhammad Fitra Hanafiah; Rismayanti; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The Images taken with a digital camera at night with minimal lighting will produce a dark image and it is difficultto recognize objects in it. The image results obtained appear black and the details in the image are not clearlyvisible. In such conditions, it is necessary to improve the image (image enhancement) which aims to get the imagedisplay with a better form of visualization. This study aims to examine the effect of dark images on the performanceof the High boost Filtering method and the Adaptive Histogram Equalization method in improving image quality,especially the types of dark images taken from smartphone cameras at night so that they can provide solutions inthe form of applications and information on how to improve image quality on dark images so that detailed imageinformation can be seen visually. The test results using three dark images in bitmap format (*.bmp) taken from asmartphone camera at night with different lighting affect the performance of the High boost Filtering and AdaptiveHistogram Equalization in improving image quality, meaning that it gets darker. Image object then the result isalso not good and vice versa. The best results use the High boost Filtering method. The High boost Filteringmethods produces an image histogram that is evenly distributed so that detailed image information can be seenvisually.
Prototipe Alat Pakan Ternak Ayam Otomatis Dua Sisi Berbasis Mikrokontroler Evi Triana; Ade Zulkarnain Hasibuan; Arnes Sembiring; Yessi Fitri Annisah Lubis
Jurnal Komputer Teknologi Informasi dan Sistem Informasi (JUKTISI) Vol. 1 No. 2 (2022): September 2022
Publisher : LKP KARYA PRIMA KURSUS

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Abstract

Ayam pedaging adalah jenis spesies unggulan yang sangat baik yang dibuat dari keturunan ayam yang sangat produktif, terutama dalam produksi ayam.Bagi peternak ayam khususnya usaha kecil menengah yang memiliki sejumlah besar ayam memberi pakan setiap 8 jam sehingga terjadi Permasalahan yaitu petani harus berjalan menyusuri keramba yang relatif luas pada pukul 08.00 wib pagi dan pukul 16.00 wib sore, serta menggunakan tangan untuk menabur pakan jika peternak tidak sempat memberi makan maka akan berpengaruh pada pertambahan bobot ayam Pada penelitian ini penggunakan internet of things digunakan dalam memberi pakan otomatis yang dapat mengontrol dari jarak jauh metode yang digunakan yaitu metode manual Dengan penggunaan sistem otomatis sehingga jadwal pemberian pakan dapat diatur dengan lebih mudah dan peternak tidak perlu khawatir dengan perjalanan jarak jauh karena sistem dapat dikontrol dari jarak jauh dengan menggunakan internet sebagai penghubung antara sistem dan perangkat kontrol. Hasil dari penelitian ini berupa prototipe yang dapat memberikan pakan ayam secara otomatis.
Optimasi Keamanan Hasil Enkripsi Algoritma Playfair Cipher ke dalam Kode Morse Eko Prasetyo; Yessi Fitri Annisah Lubis
JITEKH Vol 11 No 1 (2023): Maret 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jitekh.v11i1.703

Abstract

Improving the security of cryptosystems is a challenge that attracts many researchers to propose and develop new cryptosystems to achieve cryptographic goals. In addition to implementing new cryptographic algorithms, the way that can be done is to modify, combine algorithms or even add other methods to improve existing cryptographic algorithms. Playfair Cipher is a cryptographic algorithm that has long been known and is still widely used and studied today. To optimize or strengthen the confidentiality of data from encryption (ciphertext) using the Playfair Cipher algorithm, research will be carried out by adding reverse operations and conversion into Morse code. This research produces a desktop-based application that can be used in optimizing the security of the encryption results of the Playfair Cipher cryptographic algorithm. From the test results on 10 data samples, it shows that the frequency of characters from the results of reverse and encryption (ciphertext) changes in value constantly along with the addition of the number of characters in the test text. However, after being converted into Morse code, it does not show any pattern of connection between the results of the Morse code conversion and plaintext. This proves that the encryption results after being converted into Morse code can increase (optimize) the security of the Playfair Cipher algorithm, because it will produce more random text and will not show patterns of connection between the results of the conversion into Morse code and the original text (plaintext).
Sistem Pendukung Keputusan Untuk Menentukan Stok Kue Menggunakan Forward Chaining Di Toko Cookies YARR Nurul Fajrina; Mufida Khairani; Yessi Fitri Annisah Lubis
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Advances in information and communication technology make it easier for humans to manage data and information, so there is no need to waste a lot of time, effort and money. Technology is useful in various fields, one of which is in the field of small business economics, namely sales stock. In order to make it easier for the owner to make incoming and outgoing stock reports, it is necessary to implement computerized sales data in one web application, which includes information on incoming and outgoing stock of cookies that are still available at the YARR Cookies shop. Stages in Decision Support System research using the Forward Chaining method which will collect facts and end with conclusions. And the end result of this web application can be run properly and is also useful for the owner of the YARR cookie shop.
IMPLEMENTASI ASSOCIATION RULES DENGAN ALGORITMA FP-GROWTH UNTUK MENINGKATKAN PENJUALAN BARANG Yessi Fitri Annisah Lubis; Yuyun Dwi Lestari
Jurnal Tekinkom (Teknik Informasi dan Komputer) Vol 6 No 2 (2023)
Publisher : Politeknik Bisnis Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37600/tekinkom.v6i2.1038

Abstract

This research aims to help the Ayaa Fashion Store improve its sales strategy by understanding customer shopping patterns. This research was carried out by utilizing the FP-Growth algorithm to analyze consumer purchasing patterns based on sales transaction data at the Ayaa Fashion Store which operates in the sales of women's clothing, mukenas and headscarves. The data collection method is carried out through daily sales transaction information, with a total of 365 transactions recording goods purchased by consumers. The use of the FP-Growth Algorithm allows identifying events that frequently occur in the dataset, producing association rules that describe consumer shopping patterns. The analysis is carried out by paying attention to the support and confidence values, as well as using the lift ratio to assess the strength of the association rules. Data processing was carried out using RapidMiner software. The research results include 12 association rules and 20 itemsets of goods that are often purchased by consumers. The results of this research evaluation show that the FP-Growth algorithm is effective in analyzing sales transaction data, providing valuable guidance for designing sales strategies, and optimizing the supply of goods for Ayaa Fashion Stores.
Media Pembelajaran Praktikum Jaringan Komputer Berbasis Augmented Reality dengan Metode Marker Based Tracking Wulandari, Suci; Dafitri, Haida; Lubis, Yessi Fitri Annisah
Explorer Vol 5 No 1 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v5i1.1719

Abstract

This study aims to create a learning media for computer network practicum based on Virtual Lab simulation using Augmented Reality (AR) technology that can be used by Istiqlal Vocational High School students to direct computer networks anytime and anywhere. This learning media is created to help students understand the basic concepts of 3D object computer networks that appear in the real world through mobile devices in a more interactive and interesting way. The method used in this study is Marker Based Tracking. This learning media utilizes markers to display 3D learning objects that can be interacted with by students, thus helping them understand the material more deeply and practically. The results of the study showed that the use of AR with the Marker Based Tracking method was effective in improving students' understanding of computer network material. Students were more interested and active in practicums, and were able to apply theories in real 3D object simulations, which increased the effectiveness of learning. Based on the results of trials on 23 respondents, most users gave positive responses to the 3D objects provided, with 91.7% of users assessing the 3D objects presented as good quality, and 75% felt that this application increased interest in learning. In addition, 83.3% of respondents felt helped in understanding the material.
PELATIHAN APLIKASI PENGOLAH VIDEO BAGI PROMOSI PRODUKSI BARANG JADI PADA UNIT DAGANG ROSNANI CHAN Budiman, Arief; Yuyun Dwi Lestari; Irwan, Dedy; Yessi Fitri Annisah Lubis
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 1 No 2 (2022): Oktober 2022
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v1i2.65

Abstract

Pesatnya perkembangan teknologi saat ini sangat dirasakan oleh semua kalangan, baik kalangan pengusaha terutama unit usaha kecil ataupun unit kegiatan mikro. Banyaknya ilmu pengetahuan saat ini bisa didapatkan dari banyak sumber, baik dari buku, internet bahkan mengikuti kursus pelatihan. Adapun tujuan dari mempelajari ilmu pengetahuan tersebut adalah sebagai bekal dalam mendapatkan dan mengembangkan unit usaha tersebut. Dimana salah satu ilmu pengetahuan tersebut adalah editing video. Banyaknya aplikasi editing video yang dapat digunakan sebagai media promosi namun masih banyak yang belum paham dalam penggunaannya. Unit Dagang Rosnani Chan merupakan unit usaha yang memproduksi pembuatan sepatu. Biasanya hasil produksi tersebut akan dipajang pada toko dan didistribusikan kepada rekanan. Kurangnya Pemasaran kepada khalayak luas membuat barang yang di produksi tidak banyak dikenal oleh pembeli. Untuk itu Unit Dagang Rosnani Chan ingin membuat bagaimana pembeli dapat melihat produk mereka dalam bentuk visualisasi seperti pembuatan video promosi terhadap produk tersebut. Untuk itu Tim Pengabdian Kepada Masyarakat membuat pelatihan kepada karyawan dan pemilik Unit Dagang Rosnani Chan dalam pembuatan video promosi terhadap pengenalan produk sepatu menggunakan aplikasi VlogNow (VN). Aplikasi VlogNow (VN) merupakan aplikasi editing video yang bisa di jalankan pada smartphone, sehingga pengguna bisa lebih mudah dalam melakukan proses editing video. Hasil dari kegiatan pengabdian kepada masyarakat ini menghasilkan video promosi dari produk sepatu Unit Dagang Rosnani Chan yang kemudian di upload ke dalam Sosial Media Instagram agar produk tersebut dapat dikenal oleh masyarakat luas.