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Journal : Bulletin of Information Technology (BIT)

Rancang Bangun Aplikasi Pembelajaran Desain Grafis Berbasis Multimedia Interaktif Yulyanto; Rika Nugraha
Bulletin of Information Technology (BIT) Vol 3 No 1: Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i1.258

Abstract

Abstract− This study aims to produce a graphic design learning media that is given to class XII students. The media is very effective in providing educational information to students, especially tutorial media. Because tutorial media is a visual interactive media tool to teach students to understand graphic design faster. In addition, at the high school / vocational school level, graphic design lessons have been given, but only use Corel Draw software, even though graphic design itself does not only use Corel Draw software. There are several examples of software used in graphic design, namely Photoshop, Adobe Illustrator. The results of this study obtained a new learning method that is ready to be used to teach graphic design material so that it can increase student motivation in the process of teaching and learning activities
Kampanye Konservasi Sungai Di Kuningan Melalui Animasi Pendek Yulyanto; Rika Nugraha; Abi M Rasul
Bulletin of Information Technology (BIT) Vol 3 No 1: Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i1.259

Abstract

The increase in population has also resulted in changes in the pattern of people's consumption of water sources, but today there are still many people who are still not aware of maintaining their water sources including rivers, in Kuningan, especially in the Kuningan village area, there are rivers that used to be clean slowly become dirty due to garbage and waste, the purpose of this research is so that the community, especially children, know more about the importance of protecting the environment, especially the rivers around it. The results of this study made a short animated film entitled Tirta & Yahsa "the river is not a trash can" which contains the importance of conserving or preserving rivers, as a media for campaigns and education for the community, especially children to raise awareness about the importance of conserving or preserving rivers. After it was published offline to elementary school children and online on the YouTube channel, it got a very positive response from children and the public in general liked the animation, even from the 26 children who were tested watching it offline 100% all of them liked this animation. and 77% or 20 children were directly affected by starting from small things around them such as cleaning their respective desks and not littering, while 23% or 6 children did not get a direct impact because their desks still looked unclean
Implementasi Metode Sobel pada Pengenalan Teknik Dasar Kendang Berbasis Augmented Reality Yulyanto; Hendric Gunawan
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.514

Abstract

Kendang or Gendang is a music instrument that form of a long wood, bladdery inside and the hole is covered up with leather to be beaten. Kendang has been known by the Indonesian people since the seventh century and the Sundanese people (West Java) only knew about Kendang around 1584. Kendang has now been used as a means of musical arts education at various school levels, from elementary school up to university. In learning musical arts at school, students are required to know and to play all gamelan instruments. Due to limited tools, the learning process is only by conveying the material without being accompanied by the instrument technique. The impact, students only guess the sound produced by the Kendang without understanding theoretically how the technique to produce sound colors on the Kendang instrument is. This research aims to build an Augmented Reality application to introduce the basic techniques of playing kendang by displaying 3D Kendang animations. The method used to develop system is the RUP (Rational Unified Process) method. The RUP stages include inception, elaboration, construction and transition. UML diagrams are used at the elaboration stage to design the Augmented Reality application that will be created. The Sobel method is used at the construction stage. The result of this research is an Augmented Reality application that displays information about basic kendang techniques with 3D objects. Based on the result of UAT (User Acceptance Test), it shows that this application is accepted by users with a percentage value of 77.2%.
Pengembangan Game Puzzle Find Grass Menggunakan Algoritma Backtracking Yulyanto; Tito Sugiharto; Fikri Maudia Arsyad
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.703

Abstract

Game like a tools of entertainment that is enjoyed and played by many grups ranging from children. teenagers and adults. With the rapid development of technology, games are becoming more practical. For example, nowadays we no need to buy a games console like Playstation to play a games. One of the games that has a good impact to users is a game in the form of education, from the explanation above, idea arises to take research to make a game entitled “Find Grass” based on 3D perspective android. That the concept of each level of the game, user must direct or control the player, namely a rabbit looking for a grass to get to the final destination poin with limited time. In making this game requires a Backtracking Algorithm that can find the fastest path to get to a certain destination poin and later will be applied to the help system in the game. The system development method is GDLC (Game Development Life Cycle) which has stages such as initiation, pre-production , production, beta, release. For application design using UML (Unified Modeling Language ). In addition , the application to create games uses Unity 3D. The final result of the application created is a game that is compatible on smartphone devices with an android operating system at least 5.0 (Lollipop). This game has several menus including the main menu, stage menu consisting of 3 stage guide menu and exit menu.
Rancang Bangun Game Pembelajaran Operasi Dasar Matematika Menggunakan Algoritma Fisher Yattes Yulyanto; Andriasnyah; Nunu Nugraha
Bulletin of Information Technology (BIT) Vol 4 No 2: Juni 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i2.704

Abstract

One of the lessons regarding basic mathematical operations is found in 2nd grade material of SD Negeri 2 Randusari. In the learning process the teacher has not maximized in utilizing existing technology, especially since grade 2 elementary school. The students still tend to like to play and mathematics is considered a difficult subject. Therefore it is necessary to utilize media to be able to attract students' interest with the learning while playing method. one of them with game media. In this game the researcher applies the Fisher Yattes algorithm to each question that comes out so that students are not monotonous in playing it. The Game Development Life Cycle (GDLC) is a guideline that regulates the process of making this game with development stages including initiation, pre-production, production, alpha testing, beta testing and release. The results of the UAT test on 14 students where this game can be accepted by users by getting an average percentage value of 89.64%. In its application the Fisher Yattes algorithm succeeded in generating random values in the game and no similar questions came out repeatedly at the same level.