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Game Edukasi Pengenalan Gaya Gesek Pada Materi Fisika Siswa SMA Muhammad Luthfi Pratama; Nenna Irsa Syahputri; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Computer technology is one that is growing rapidly at this time, one of its impacts can be seen in the world of education. In every era of education there are always changes that lead to better progress. The world of education requires various changes and innovations for the sake of advancing the quality of education that does not focus on theory only, but also on practical matters. For the current COVID-19 pandemic, the teaching and learning process is carried out online or online from home. This can cause a problem, namely a lack of interest and interest in learning for students to take part in learning due to the lack of interaction between students and teachers. Therefore, a new learning method and an alternative learning method were created, namely by making an educational game. Here, the researcher makes an educational game introducing the friction force in physics by using a software called Adobe Flash CS6 and also using the ActionScript 3.0 programming language. A game is made that contains learning materials and also a game that has two styles of play, the first is a brain teaser game and the second is an essay test game. The brain teaser play model is in the form of multiple choice by being given several choices to answer, and the essay test playing model is in the form of a game of filling in answers in the column by being given a grid of questions to answer questions. It is hoped that with this educational game, teachers can be helped in providing more understanding to students, and can also help increase student interest in learning
Game Education (Media Interaktif Mengenalkan Ibu Kota Provinsi Berbasis Android) Menggunakan Unity Bagas Prayoga; Khairunnisa; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Currently Indonesia is officially divided into 34 provinces and each province has a capital city. Some children, especially elementary school level, still find it difficult to recognize the names of the capitals in each province in Indonesia. One of the reasons is because during the learning process at school, children still use books and teacher guidance so that it does not attract the attention of children to learn to recognize the names of capital cities in Indonesia. With interactive multimedia, children no longer feel bored in learning to recognize the names of capital cities in Indonesia. This research will produce an android-based application in recognizing the names of provincial capital cities in Indonesia. The purpose of this application is to make basic learning about the introduction of provincial capitals interesting and produce interactive media in introducing provincial capitals. This application is built using the C# programming language and Unity 3D software.
Perancangan Intelligent Tutoring System Sebagai Upaya Inovatif Pada Pembelajaran Algoritma dan Struktur Data Khairunnisa Khairunnisa; Nur Wulan
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 4, No 2 (2020): November 2020
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v4i2.8515

Abstract

Perkembangan teknologi komputer dan informasi ikut serta dalam membantu perkembangan dan memberikan solusi permasalahan di bidang lainnya, salah satunya di bidang pendidikan. Di bidang pendidikan, salah satu permasalahan yang diperhatikan adalah dalam hal pembelajaran. Setiap peserta didik memiliki kemampuan yang berbeda untuk memahami suatu materi yang diampuhnya. Salah satunya pada mata kuliah Algoritma dan Struktur data. Yang mana mata kuliah ini adalah salah satu materi dasar yang harus dipahami untuk mahasiswa fakultas teknik dan komputer. Didalam pelajaran Algoritma dan Struktur Data memiliki berbagai macam materi dasar pemrograman yang harus dipahami dengan jumlah pertemuan kuliah yang terbatas. Hal tersebut merupakan hambatan bagi para pengajar untuk menyampaikan seluruh materi berdasarkan kemampuan dan pemahaman peserta didiknya. Oleh karena itu dibutuhkanlah sebuah pembelajaran yang mampu membantu para peserta didik untuk belajar mandiri dengan efektif. Perkembangan IPTEK salah satu media komputer yang dimanfaatkan dalam pembelajaran saat ini. Karena media komputer sangat memberikan dampak positif bagi peserta didik yang ingin belajar mandiri. Intelligent Tutoring System (ITS) adalah suatu program aplikasi interaktif yang menerapkan metode dalam kecerdasan buatan yang dapat digunakan sebagai media penyampai informasi maupun sebagai media evaluasi dalam proses pembelajaran.Kata Kunci : Pembelajaran, Intelligent Tutoring System, Algoritma dan Struktur Data
PKM : Pembangunan Website Sekolah dan Penerimaan Siswa Baru Pada Sekolah Nur Nur Azizi Berbasis Content Management System (CMS) Yessi Fitri Annisah Lubis; Mufida Khairani; Nur Wulan
TRIDARMA: Pengabdian Kepada Masyarakat (PkM) Vol. 3 No. 1, Mei (2020): TRIDARMA: Pengabdian Kepada Masyarakat (PkM)
Publisher : Institute of Computer Science (IOCS)

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Abstract

Internet merupakan bagian dari teknologi informasi yang mendunia yang untuk mempermudah dan mempercepat komunikasi publik menyebabkan berbagai organisasi kemasyarakatan baik pemerintah dan swasta menyampaikan data dan informasi menggunakan media ini yang dikenal dengan Website. Website sekolah. biasanya berisi profil, kegiatan – kegiatan sekolah, sarana sekolah dan lain – lain. Website sebagai media yang digunakan untuk menggantikan aktifitas yang bersifat manual dan menghabiskan banyak waktu menjadi aktifitas komputerisasi. Sekolah Nur Nur Azizi, dalam penyampaian informasi sekolah belum menggunakan internet, sehingga dalam penyampain informasi ke lingkungan sekolah mulai dari staff sekolah, guru, siswa dan orang tua siswa tidak dilakukan dengan efektif dan efisien. Tujuannya agar sekolah tidak hanya dapat menyampaikan informasi pada lingkungan sekitar tetapi masyarakat luas sehingga dapat meningkatkan kompetisi yang positif sesama sekolah swasta yang ada di Sumatera Utara. Pembangunan Website untuk sekolah dapat dilakukan dengan menggunakan Content Management System atau dikenal dengan CMS. Cms dapat membantu menghasilkan website yang powerful, waktu yang singkat dalam pembuatannya dan kemudahan dalam penggunaannya.
Pelatihan Pembuatan Desain UI/UX Website UMKM Profile Labscarpe dengan Aplikasi Figma: Pelatihan Desain UI/UX Website UMKM Haida Dafitri; Erwin Panggabean; Nur Wulan; Abdul Jabbar Lubis; Sumi Khairani; Ade Putri Humaira
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 3 No. 2.2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara
Publisher : Cv. Utility Project Solution

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Abstract

The UI/UX (User Interface/User Experience) design is a design carried out to improve the branding of an online store to get a lot of attention from the public so that it can get a bigger share. UI/UX is one of the technological developments that can take advantage of digital means to introduce a product to be offered to customers. This research is intended to help improve the branding of a store, and to find out the performance of the website after using the UI/UX. It is hoped that the UI/UX design on the Lab.Scarpe website can improve the branding of the website and make it easier for users/customers to transact on the website.
Perancangan Aplikasi Mixed Reality Shagy (Sheila Art Gallery) Berbasis Android Menggunakan ARCore Lastri Pratiwi; Sumi Khairani; Nur Wulan
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

Along with the development of information and communication technology, there are more and more facilities that can facilitate a person in all things. One of the developing technologies is Mixed Reality. one of the arts that is currently in great demand is painting, but painting exhibitions in Medan City are still very minimal and not in demand so every time there is a painting exhibition there are very few visitors and that can cause quite large losses, then not all painters have the money to build their own art gallery. One application that uses Mixed Reality technology is an application for Sheila Art Gallery’s artwork, another name is Mixed Reality Shagy. With the Shagy (Sheila Art Gallery) application, art gallery application users can be more interested in the works of art on display, and can understand more about the background and meaning of the works of art. Researchers built a 3D model of the artwork on diplay at the Sheila Art Gallery. This Application is carried out the provide an alternative virtual art gallery experience to users. This application can help artists promote their work to the wider community through interactive experiences. This broadens the scope of art promotion and creates closer relationships between artist and users.
Game Edukasi Sebagai Media Pembelajaran Perhitungan Dasar Matematika Menggunakan Construct 2 Dengan Metode GDLC Victor Alwi Hura; Rismayanti; Nur Wulan
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

Educational games are a form of fun learning for children, where educational games can motivate the learning process and involve children so that the learning process is more enjoyable, where games play a role in fulfilling learning objectives, namely so that a child is interested and comfortable when learning. Mathematics is a lesson that discusses numbers, how to calculate and formulas that use logic. This research aims to change conventional learning methods into simulation learning methods with educational game applications and develop children's creativity, because educational games have elements of challenge, accuracy, reasoning power and ethics. In this game, elementary school students can enjoy educational games based on Android to increase their knowledge and learn to count by answering questions in this educational game such as addition, subtraction, multiplication and division. The research method used in this research is the Game Development Life Cycle (GDLC) method, which is a guide used to determine the steps and criteria that need to be considered in building a good quality game. Construct 2 is a 2D game engine for HTML5 developed by Scirra Ltd, a start-up company headquartered in London. This game engine was developed with the concept of behavior and event attachment so that logic in the game can be built without having to type a single line of coding, just drag and drop. The result of this research is the formation of an educational game for basic mathematical calculations using Android-based application media to help elementary school students learn basic mathematical calculations with an educational game.
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.
Analisis Implementasi Laravel 9 Pada Website E-Book Dalam Mengatasi N+1 Problem Serta Penyerangan Csrf dan Xss M. Mahdi Maulana Lubis; Tommy; Divi Handoko; Nur Wulan
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.v2i1.46

Abstract

In the current digital era, the use of websites is increasing rapidly, people like everything that is instant, even in terms of reading books, they prefer to read e-books rather than reading books conventionally. Therefore we need a website that is able to process data quickly so that readers will not wait long when they want to find the book or journal they want. In addition, the website also stores data for readers and stores it, but there are lots of irresponsible people who use their data illegally, so further security is needed for the convenience of readers, therefore researchers will analyze the solution to website security problems from xss attacks. and csrf and N+1 problems using Laravel whether it has an effect on the e-book website or not at all
Perancangan Film Animasi Pendek Sebagai Media Promosi  (Studi Kasus Rudang Hotel and Resort) Surya; Yunita Sari Siregar; Nur Wulan
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 2 (2023): Mei 2023
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v2i2.52

Abstract

The massive development of the animation world since the 2000s shows that local animation has not been able to compete with the existence of foreign animation. The development of information technology encourages the birth of promotional media that are increasingly attractive, creative, and innovative, such as promotional media in the form of animation. This research was conducted by designing an animated promotional video for hotels and resorts. In making animated promotional videos for Rudang Hotels and Resorts using the Adobe Animate application, researchers used UML (Unified Modeling Language), namely use case diagrams and activity diagrams. In designing animation there are 3 stages that must be done, namely the Pre-Production Stage, Production Stage and Post-Production Stage. Animated advertisements about Rudang Hotels and Resorts using Adobe Animate software and made into 2-dimensional animation. The design of promotional advertisements about Rudang Hotels and Resorts consists of text, studio, animation, and sound designs to invite the public to know more about Hotels and Resorts. With this promotional advertisement, it is hoped that hotels and resorts will benefit by attracting public attention. As a recommendation, for readers, I hope this thesis can be a reference for the design of promotional advertisements. This thesis includes the design and analysis of systems for making promotional advertisements. Rudang Hotels and Resorts can take advantage of this promotional advertisement as well as possible.