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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.
IMPLEMENTASI ALGORITMA BLUM BLUM SHUB PADA KUIS SANDI SEMAPHORE BERBASIS AUGMENTED REALITY Ridwan Alamsyah; Erlan Darmawan; Rio Andriyat; Yulyanto; Suseno, Endra
NUANSA INFORMATIKA Vol. 17 No. 2 (2023): Volume 17 No 2 Tahun 2023
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v17i2.33

Abstract

Semaphore is a way to send and receive news by using a flag, paddle, trunk, bare hands or gloves. The semaphore learning at School at this time still uses the Scout's manual and it is only in the form of 2D images and it is also delivered by the Scout coach. So that students tend to get bored in learning the semaphore movement and lack of understanding and education in the learning process in this modern era. From the existing problems, the semaphore movement learning application and semaphore quiz were built using augmented reality technology based on android to provide interesting and interactive learning. This application was built by adding the Blum-Blum Shub (BBS) algorithm for the randomization process which functions to generate random numbers in a mathematical process with the resulting output is a series of binary numbers. Application created uses Unity 3D, and developed uses the RUP (Rational Unifed Process) method. With this application, it can make easier for students to understand the material in semaphore learning
PEMANFAATAN TEKNOLOGI QR MONEY DALAM MENINGKATKAN TATA KELOLA USAHA DI BUMDES BINA BERSAMA Rio Priantama; Tito Sugiharto; Yulyanto
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 6 No 3 (2023): APTEKMAS Volume 6 Nomor 3 2023
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36257/apts.v6i3.7020

Abstract

BUMDes as a supporter of village economic resilience has been rolled out and regulated in various laws and regulations, such as Regulation of the Minister of Villages, Development of Disadvantaged Regions, and Transmigration of the Republic of Indonesia No. 4 of 2015 concerning Establishment, Management and Management, and dissolution of Village-Owned Enterprises and as well as No. 22 of 2015 2016 concerning Priority Setting for the Use of Village Funds for 2017. BUMDes Bina Bersama Desa Bojongnegara has problems one of which is accountability for the management of BUMDes funds. Discrepancies between reports and activity implementation, disbursement of funds that are not supported by evidence, and verification of reports that are not carried out every month, are indications that accountability has not been going well. One alternative solution as an effort to overcome this problem is to utilize QR Money technology in business management at BUMDes Bina Bersama, Bojongnegara Village, Ciledug District, Cirebon Regency. This community service aims to provide an understanding of the use of information technology, especially QR Money as a financial management mechanism for various sources of income. This service activity in the form of mentoring and training obtained measurable results and benefits in the form of the level of understanding of BUMDES administrators and the community about BUMDES Governance Indicators after utilizing QR Money technology in maximizing financial governance and sources of income.
THE EFFECTIVENESS OF THE JOLLY PHONICS METHOD ON LETTER RECOGNITION ABILITY IN 5-YEAR-OLD CHILDREN THROUGH LETTER CARD MEDIA Yulva Mayarita; Prianggi Amelasasih; Yulyanto Yulyanto
Jurnal Impresi Indonesia Vol. 3 No. 2 (2024)
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/jii.v3i2.4640

Abstract

Children aged 0-6 years are a fundamental educational period because development at this age determines development at the next age, which is determined by various stimuli provided from an early age. This research aims to determine the effectiveness of the jolly phonics method in improving the ability to recognize letters in five year old children using letter cards at TK X Surabaya. This type of research is experimental research in the form of Single Subject Research (SSR) using an ABAB design. The subject of this research was one of the TK X students in Surabaya. Data collection techniques in this research used pretest and posttest. The data obtained was analyzed using comparative descriptive. The results of the research show that the grades obtained by children have increased from before. At the first baseline the score was 2, and after the first intervention the child's score increased to 4. At the second baseline measurement the child obtained a score of 6, and after the second intervention the child's score increased to 8. Based on the research results, the use of the jolly phonics method is efficacious in improving children's letter recognition skills through letter cards for Kindergarten X Surabaya children.
DEVELOPMENT OF RESPIRATORY SYSTEM RPG GAME USING UNITY WITH A* (A STAR) ALGORITHM Yulyanto, Yulyanto; Nugraha, Rika; Kusuma, Sigit Setya
Jurnal Pilar Nusa Mandiri Vol. 20 No. 2 (2024): Pilar Nusa Mandiri : Journal of Computing and Information System Publishing Pe
Publisher : LPPM Universitas Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/pilar.v20i2.5911

Abstract

This research addresses the need for more engaging and interactive methods to improve elementary students' understanding of complex scientific concepts, particularly the respiratory system. To overcome the limitations of traditional teaching methods, an educational Role-Playing Game (RPG) incorporating the A* (A-Star) algorithm was developed for optimal game navigation. The study followed the ADDIE development model, which involves Analysis, Design, Development, Implementation, and Evaluation. During the analysis phase, learning needs were determined through interviews and classroom observations. The design phase involved creating game scenarios and integrating educational content with interactive elements. The A* algorithm was applied during development to ensure efficient navigation. The game was implemented in a 5th-grade classroom in Kuningan, and its effectiveness was evaluated using pre-tests, post-tests, and student questionnaires. Results demonstrated a significant increase in students' understanding, with average post-test scores rising from 58 to 85. Feedback from both students and teachers was very positive, with the game receiving a 94.2% acceptance rate. The study suggests that RPG-based educational games with intelligent algorithms like A* can greatly enhance science education by offering a more engaging and effective learning experience, contributing to advancements in technology-based learning and setting a standard for future educational game development.
Implementasi Algoritma Fisher Yates Suffle Pada Game Things Bedroom Pratama, Asep Sabilah; Krisdiawan, Rio Andriyat; Yulyanto
Digital Transformation Technology Vol. 4 No. 1 (2024): Periode Maret 2024
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v4i1.3753

Abstract

SDN 2 Ciwiru menerapkan Kurikulum Merdeka yang memberikan keleluasaan kepada pendidik untuk menciptakan pembelajaran berkualitas yang sesuai dengan kebutuhan dan lingkungan belajar peserta didik. Materi Pengenalan Things Bedroom merupakan bagian dari materi Bahasa Inggris yang dipelajari oleh siswa kelas 4. Pembelajaran materi pengenalan things bedroom dengan menggunakan buku teks bergambar dan juga LKS yang terbatas, sehingga siswa kurang tertarik dan juga interaktif dalam pembelajaran yang menyebabkan sebanyak 75% siswa mengikuti remedial. Solusi dibuatkan media alternatif pembelajaran yang dapat manrik minat belajar siswa. Metode yang digunakan pada penelitian ini yaitu menggunakan metode Rational Unified Process (RUP). Penelitian ini bertujuan untuk membuat game pengenalan things bedroom dengan menggunakan algoritma fisher yates suffle. Penerapan algoritma fisher yates pada penelitian ini untuk pengacakan kosakata dan soal. Pengujian terhadap game pengenalan things bedroom ini menggunakan blackbox testing, whitebox testing, dan UAT yang hasilnya sebanyak 94% siswa lulus dan 6% siswa mengikuti remedial.
Pengembangan Pasar Lokal Tenun Gadod Majalengka Dalam Upaya Peningkatan Ekonomi Masyarakat Melalui Visual Approach Nugraha, Rika; Yulyanto, Yulyanto; Ahdiyat, Azhar Natsir
Jurnal Pengabdian Masyarakat Bangsa Vol. 2 No. 3 (2024): Mei
Publisher : Amirul Bangun Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59837/jpmba.v2i3.870

Abstract

Pasar lokal tenun Gadod  masih belum berkembang secara optimal,oleh karena itu pengembangan pasar lokal tenun Gadod Majalengka perlu dilakukan dalam upaya meningkatkan ekonomi masyarakat. Pengembangan pasar lokal membantu meningkatkan kesejahteraan masyarakat sekitar, membuka peluang kerja dan meningkatkan pendapatan.Dengan adanya pengembangan pasar lokal, diharapkan tercipta lingkungan ekonomi yang berkelanjutan, membantu meningkatkan kesejahteraan masyarakat. Melalui visual approach, luaran yang ditargetkan:Meningkatkan visualisasi dan promosi produk tenun Gadod melalui media sosial, website, dan material promosi visual lainnya, sehingga produk tenun Gadod lebih dikenal dan diminati oleh konsumen.Kegiatan Pengabdian Kepada Masyarakat difokuskan pada urgensi pengembangan pasar lokal tenun Gadod Majalengka berupa peningkatan kualitas desain dan visualisasi produk tenun Gadod, sehingga dapat menarik minat konsumen dan meningkatkan daya saing produk di pasar lokal maupun internasional mengingat kain tenun Gadod menjadi bagian dari identitas budaya masyarakat setempat.Tujuan dari pengembangan pasar lokal tenun Gadod Majalengka adalah meningkatkan keterlibatan masyarakat dalam proses produksi dan promosi produk tenun Gadod melalui media sosial dan platform visual lainnya, memperluas jangkauan pemasaran produk tenun Gadod melalui platform e-commerce dan media visual serta berbasis akses digital.
Penguatan Kapasitas Pengelolaan Informasi Pegiat Desa dan Tata Kelola Sistem Informasi di Jalaksana Kabupaten Kuningan Yulyanto; Rio Andriyat Krisdiawan; Rio Priantama
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 1 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i1.35

Abstract

Workshop yang kami lakukan bersama ini adalah workshop pelatihan yang bertujuan untuk membantu perangkat desa di Kecamatan Jalaksana Kabupaten Kuningan untuk meningkatkan kinerja dan pengetahuan serta keterampilan dalam penggunaan dan pemanfaatan teknologi informasi. File sharing tersedia di desa secara online sehingga dokumen dan arsip pengurus desa, kecamatan dan kabupaten khususnya masyarakat dan lembaga pemberdayaan desa dapat bekerja lebih baik lagi. Selain itu, diharapkan dengan adanya workshop ini dapat meningkatkan pemahaman dan keterampilan pengelolaan website, sehingga website desa yang digunakan dapat menjadi lebih menarik dan mempromosikan potensi desa ke seluruh dunia, dan juga diharapkan setelah pelatihan ini semua Desa dapat mengembangkan dengan menggunakan teknologi yang ada di desa. Agar website desa dapat digunakan sebagai sarana pelaporan kemajuan dan hasil pembangunan desa berbasis web. Berperan sebagai alat komunikasi dan transmisi informasi kepada masyarakat, sumber informasi dan pengetahuan yang lengkap tentang desa dan alat untuk menyimpan informasi desa yang penting, panduan untuk perencanaan pembangunan desa, dan juga dapat berfungsi sebagai pengawasan administrasi. administrasi di desa.
Workshop Desain Kemasan Produk UMKM di Desa Jambar Kecamatan Nusaherang Kabupaten Kuningan Ahdiyat, Azhar Natsir; Rahajaan, Jerry Dounal; Yulyanto; Nugraha, Rika
Journal of Innovation and Sustainable Empowerment Vol. 3 No. 2 (2024)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) Universitas Kuningan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/jise.v3i2.45

Abstract

Kemasan (packaging) adalah sebuah identitas bagi suatu produk dan akan selalu terkait dengan nilai jual dan citra produk. Kemasan (packaging) memiliki peran penting untuk menentukan visual dari produk dan merupakan salah satu ujung tombak penjualan suatu produk. Nilai jual ini meningkat ketika produk yang dihasilkan mendapat nilai tambahan dari kemasan yang menarik dan unik. Sedangkan citra produk terkait dengan kesan yang melekat dalam benak konsumen. Pelatihan langsung (workshop) desain kemasan produk untuk pelaku UMKM di Desa Jambar ini bertujuan memberikan pengetahuan/wawasan terkait desain dan kemasan yang membuat produk menjadi lebih bernilai, menarik dan aman. Pada kenyataannya, di Desa Jambar masih banyak yang belum menyadari itu dan belum memiliki kemasan yang dikemas secara baik. Berkenaan dengan itu maka perlu sebuah upaya dalam mewujudkan hal tersebut, salah satunya melalui praktik langsung (workshop). Metode yang digunakan dalam kegiatan ini adalah metode presentasi mengenai pengenalan bentuk, fungsi, jenis bahan kemasan dan desain packaging. Serta memberikan contoh kemasan yang baik disesuaikan dengan produk yang diproduksi oleh UMKM. Pelatihan ini mendapatkan respon yang cukup baik dari peserta UMKM sehingga hasil dari kegiatan ini adalah meningkatnya keterampilan peserta dalam pembuatan kemasan produk untuk menunjang nilai jual dari suatu produk UMKM.