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ANALISIS DAN PERANCANGAN SISTEM INFORMASI GEOGRAFIS UNIVERSITAS NEGERI MANADO BERBASIS WEB Sangkop, Ferdinan Ivan; Komansilan, Trudi
FRONTIERS: JURNAL SAINS DAN TEKNOLOGI Vol 1, No 3 (2018): DESEMBER 2018
Publisher : Universitas Negeri Manado

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Abstract

Universitas Negeri Manado sebagai salah satu perguruan tinggi Negeri di Sulawesi Utara, terletak di daerah pegunungan Kabupaten Minahasa dengan luas lahan 270 hektar terdiri dari berbagai fakultas, program studi, dan fasilitas lainnya yang tersebar di berbagai lokasi. Tidak tersedianya peta sebagai denah lokasi bangunan dan fasilitas di universitas menyulitkan banyak pengunjung dan civitas akademika dalam mencari suatu lokasi. Dibutuhkan sistem informasi geografis yang dapat memberikan informasi geografis Universitas Negeri Manado dengan menggunakan peta sebagai delivery channel alternatif dengan tampilan dan interaksi yang lebih menarik. Model pengembangan yang digunakan adalah model sekuensial linier dengan pengusulan pada pendekatan proses yang sistematik dan sekuensial. Pada penelitian ini akan dibuat analisa dan perancangan sistem informasi geografis Universitas Negeri Manado berbasis web, dengan menggunakan Qgis dan HTML.Kata kunci: Peta, Sistem Informasi Geografis, Denah Lokasi Universitas Negeri Manado
Sistem Pendeteksi Gerakan Berbasis Internet of Things (IoT) Filisia R. Terok; Ferdinan I. Sangkop; Kristofel Santa
JOINTER : Journal of Informatics Engineering Vol 1 No 01 (2020): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

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Abstract

In Indonesia, burglary is a high priority for the police officer. Security is very important aspect in human life. Every human need security in their house. The desire for better security have push technology boundary for more. The author has developed Motion Detection System Based on Internet of Things(IoT) to accommodate safer environment around the house. This project implement a Raspberry Pi Mini PC, camera and PIR sensor as a security System,making it easier for the homeowner to know the situation of their house when
Sistem Monitor Kelembaban Tanah Berbasis Internet of Things (IoT) Julianto Wira Mansa; Quido Conferti Kainde; Ferdinan Ivan Sangkop
JOINTER : Journal of Informatics Engineering Vol 3 No 01 (2022): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v3i01.40

Abstract

Abstract— Abstract- Soil moisture is a water content that partially or completely washes the soil pores. So far, the process of checking soil moisture is still done manually, where farmers have to come to the field directly. To assist the process of checking the soil, the researchers designed and built a soil moisture monitoring system based on the Internet of Things which aims to simplify the process of monitoring soil moisture without having to come to the field. In implementing the development of this monitoring system, the author uses the prototype system development method. This system implements an Arduino UNO microcontroller, ESP8266-01 WiFi transmitter, YL-69 soil moisture sensor, and LCD as part of the monitor system. Based on the results of the design and testing of this soil moisture monitoring system, it allows users to get information on the state of soil moisture levels without being limited by distance by using the internet network where Thingspeak and ThingView work as a monitoring media where this system is useful for helping farmers to know the level of soil moisture through smartphones and PC.
PENGARUH PENGGUNAAN MEDIA PEMBELAJARAN ONLINE TERHADAP HASIL BELAJAR SIMULASI DAN KOMUNIKASI DIGITAL SISWA SMK Sutari Nofrani Sumoked; Ferdinan Ivan Sangkop; Peggy Veronika Togas
Edutik : Jurnal Pendidikan Teknologi Informasi dan Komunikasi Vol. 1 No. 4 (2021): EduTIK : Agustus 2021
Publisher : Jurusan PTIK Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.871 KB) | DOI: 10.53682/edutik.v1i4.2078

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh penggunaan media pembelajaran online Edmodo terhadap hasil belajar simulasi dan komunikasi digital siswa kelas X SMK Negeri 1 Kakas. Populasi dalam penelitian ini adalah seluruh siswa kelas X SMK Negeri 1 Kakas sebanyak 92 siswa. Sampel dalam penelitian ini adalah kelas X TKJ yang berjumlah 20 siswa sebagai kelas eksperimen, dan kelas X TKR yang berjumlah 20 siswa sebagai kelas kontrol. Penelitian ini menggunakan metode penelitian eksperimen dengan jenis penelitian Pre-Test-Posttest Control Group Design. Metode analisis data menggunakan uji normalitas Liliefors diperoleh Fhitung=0.137 dan Ftabel = 0.19 dengan taraf signifikan 0.05, menunjukan data berdistribusi normal, uji Homogenitas menggunakan uji-F menunjukan sampel yang diteliti diperoleh Fhitung=1.55 dan Ftabel=2.17 berdasarkan kriteria pengujian Fhitung< Ftabel maka kelas eksperimen dan kelas kontrol memiliki Varians yang sama atau Homogen, dan uji hipotesis menggunakan uji-T diperoleh Thitung=7.13 dan Ttabel=2.20 berdasarkan kriteria pengujiannya thitung > ttabel menunjukan hasil belajar kelas eksperimen lebih besar dari hasil belajar kelas kontrol. Dengan demikian dapat disimpulkan bahwa terdapat pengaruh penggunaan media pembelajaran online Edmodo terhadap hasil belajar simulasi dan komunikasi digital.
PENGARUH MODEL PEMBELAJARAN STUDENT TEAMS ACHIEVEMENT DIVISIONS TERHADAP HASIL BELAJAR SIMULASI DAN KOMUNIKASI DIGITAL SISWA KELAS X SMK KRISTEN KAWANGKOAN Putri P. Watulingas; Ferdinan I. Sangkop; Jimmy Waworuntu
Ismart Edu: Jurnal Pendidikan Teknologi Informasi Vol. 1 No. 01 (2020): Juni
Publisher : Program Studi Pendidikan Teknologi Informasi dan Komunikasi, Universitas Negeri Manado

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Abstract

Penelitian ini memiliki tujuan untuk mengetahui pengaruh penggunaan model pembelajaran Student Teams Achievement Divisions terhadap hasil belajar Simulasi dan Komunikasi Digital Siswa Kelas X SMK Kristen Kawangkoan. Metode penelitian yang digunakan adalah metode penelitian eskperimen semu dengan menggunakan desain penelitian non-equivalent control-group design, sedangkan pengumpulan data penelitian dilakukan dengan menggunakan soal tes objektif. Populasi penelitian ini adalah seluruh siswa kelas X SMK Kristen Kawangkoan dan sampelnya adalah Kelas X Akutansi sebagaikelas kontrol dan Kelas X OTKP sebagai kelas eksperimen. Teknik analisis data menggunakan bantuan aplikasi Microsoft excel 2010 dan penghitungan Thitung dengan rumus varians berbeda. Berdasarkan Uji Normalitas dimana kedua data ini berdistribusi normal. Hasil uji Homogenitas dari kedua data tersebut dengan menggunakan uji-F sama-sama homogeny. Berdasarkan hasil uji hipotesis menggunakan uji-t Polled Varians dengan taraf signifikansi 5% diperoleh thitung < ttabel, maka Ho diterima dan Ha ditolak. Kesimpulan yang diperoleh pada penelitian ini yaitu ada pengaruh penggunaan model pembelajaran Student Teams Achievement Division terhadap hasil belajar Simulasi dan Komunikasi Digital siswa Kelas X SMK Kristen Kawangkaon.
Sistem Pengendali Perangkat Elektronik melalui Voice Assistant dengan Metode Rapid Application Development (RAD) Rina Nurain Mokodompit; Quido C Kainde; Ferdinan I. Sangkop
JOINTER : Journal of Informatics Engineering Vol 4 No 01 (2023): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v4i01.125

Abstract

The purpose of this research was to assist each householder controling electronic devices when traveling in a quite distance. Therefore, apply microcontroller technology in the form of an electronic device control system via voice commands was necessity in other that it can cover a wide distance when it was connected to the internet. In this research, Voice command was controlled through a voice assistant on the user's cellphone. The way to implement it was by using several microcontroller components, including the NodeMCU ESP8266 and ESP32-CAM modules which function as indoor surveillance camera. whereas other supporting components, used FTDI as a USB to connect the ESP32-CAM as the power source, relays as automatic switches that could supply or cut off current electric to the electronic devices, and jumper cables as a link to components. Then, the system was tested both software and hardware used to find out whether the system was running well as expected. The workflow of the electronic device control system through this voice assistant began with the user giving voice commands through the voice assistant to control electronic devices both to turn on and off devices and to open CCTV cameras. The results of research showed that the voice assistant can properly accepted the voice commands given with a time span of 1 second for each command to turn on or turn off electronic devices. Likewise with the camera from the ESP32-CAM which functioned properly so that the browser can displayed indoor live stream video. That's why, the electronic device control system via voice assistant had been successfully designed and running properly using all the components mentioned above. So that users can controled electronic devices even though they were far from home by utilizing the existing internet connection now.
APPLICATION OF AUGMENTED REALITY IN MOBILE BASED HIJAIYAH LETTER RECOGNITION APPLICATIONS USING MULTIMEDIA DEVELOPMENT METHODS LIFE CYCLE Fitria Lizati; Sondy C. Kumajas; Ferdinan I. Sangkop
Journal of Innovation And Future Technology (IFTECH) Vol 6 No 1 (2024): Vol 6 No 1 (February 2024): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v6i1.3131

Abstract

Islamic religious education is an important aspect of Muslim life, and learning Arabic and Hijaiyah letters is an integral part of Islamic education. The use of augmented reality (AR) technology in educational setting is rapidly increasing. This study aims to apply the AR concepts to the creation of mobile Hijaiyah letters using Multimedia Development Life Cycle (MDLC) methodology. The application of AR in this application allows users to interactively learn each hijaiyah letter. Through a mobile device camera, users can see hijaiyah letters that appear virtually on the device screen. The development of this application is based on the needs of users in understanding hijaiyah letters in a more attractive and interactive way. Thus, this application is expected to facilitate users, especially children, to learn hijaiyah letters more effectively.
APLIKASI FORUM TRANSLASI BAHASA INDONESIA-MANADO BERBASIS WEB MENGGUNAKAN METODE EXTREME PROGRAMMING Vivi Peggie Rantung; Abimanyu Marvie Dwisuprapto; Ferdinan Ivan Sangkop
CogITo Smart Journal Vol. 10 No. 1 (2024): Cogito Smart Journal
Publisher : Fakultas Ilmu Komputer, Universitas Klabat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31154/cogito.v10i1.530.451-463

Abstract

Manado language (Manadonese) is one of the languages that is registered in the ISO 639-3 standard system with the code of xmm and used by 3.320.000 users. In daily life, Manadonese is commonly used verbally. In its oral use, Manadonese becomes a low-resource language, meaning it lacks text-based resources, which makes it difficult to develop various linguistic-based technologies to preserve Manadonese. This research aimed to provide a data source to develop advanced linguistic-based technology. The methodology used for this research is extreme programming (XP). The result of this research is a Web-Based Application Of Indonesia-Manado Translation Forum with various functions, such as uploading Indonesian articles that will be translated into Manadonese, from this diverse amount of translation the best of it will be chosen to be processed every word and sentence that will be saved in the database. The application is tested with Acceptance Testing as an indicator and the result shows that the forum managed to accomplish the goal set up before.
Aplikasi Pemetaan Pertambangan Berbasis Web GIS (Geographic Information System) di Sulawesi Utara Christofel Owen Tendean; Ferdinan Ivan Sangkop; Vivi Peggie Rantung
GEOGRAPHIA : Jurnal Pendidikan dan Penelitian Geografi Vol. 4 No. 2 (2023): Desember
Publisher : Jurusan Pendidikan Geografi Universitas Negeri Manado

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/gjppg.v4i2.7327

Abstract

This research aims to apply GIS (geographic information system) to a website-based mining mapping application in North Sulawesi Province as a source of information that can be accessed to facilitate the monitoring of mining activities. The public can find out the location of mining areas and mining information. The method used to identify stages in the system is the waterfall method. The system was created using Sublime Text 3, PHP as a programming language, and a MySQL database. The research results show that the implementation and testing of the application are smooth, with every feature functioning optimally. Users get information from the website regarding mining coordinates (locations) and their distribution, as well as information from each mining location.
Website Mahasiswa Program Studi Teknik Informatika Menggunakan Metode Scrum Gideon Febri Tuuk; Ferdinan I. Sangkop; Vivi Peggie Rantung
Jurnal Penelitian Rumpun Ilmu Teknik Vol. 2 No. 2 (2023): Mei : Jurnal Penelitian Rumpun Ilmu Teknik
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juprit.v2i2.1933

Abstract

This research study uses the Scrum method. This method is a method related to how to conduct studies with agile software development. Scrum is a method whose evaluation can provide good results for the software processor on the computer to increase one's curiosity to always act as a user in the computer applications that are running. The activities carried out include the creation of product backlogs, sprint backlogs, daily scrums, sprint reviews, and sprint retrospectives. Scrum participates. Scrum owns the application being run, including the Scrum Master and the development team. The stages or steps that are carried out in Scrum are well managed and structured to achieve good results and are fun to use, use them effectively and efficiently so that it creates a feeling of pleasure for users when operating them and results that will be developed next can use existing systems and use things according to the evaluation or procurement according to the needs of the user. The findings from the activity of developing a Website-based Delivery Order application using the scrum method have proven that existing problems can be easily resolved by changing the requirements in the state of the system group, providing results that are in line with the desired needs realized by the user and direct assessments can be held shortly after using the held device.