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Journal : INTEGER: Journal of Information Technology

Implementasi Model Incremental Pada Pengembangan Aplikasi Pengenalan Rempah-Rempah Berbasis Game Andy Rachman; Yanuar Efendi; Hendro Nugroho; Sulistyowati Sulistyowati; Pratama Sandi Alala; Nanang Fakhrur Rozi
INTEGER: Journal of Information Technology Vol 8, No 1: Maret 2023
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2023.v8i1.3762

Abstract

Currently, technology is the most important part of human life, especially for the people of Indonesia. Its existence is very helpful in resolving any existing shortcomings. The fields of energy that utilize Information and Communication Technology include business and services, government, tourism, and education. The use of technology in education can be seen in the current state of education in Indonesia, starting from the use of the internet, the development of online learning applications, the availability of digital books, and the development of game-based educational media. Researchers develop game-based learning applications in introducing spices in Indonesia. The focus of the users in this study were elementary school students in Grade 6. The researcher applied an incremental model in developing an educational game application for the introduction of spices. The Students at Gempolkerep State Elementary School, Ngudikidul Village, Gedek District, Mojokerto, East Java, have implemented an Educational game application. The application has also been assessed by 44 respondents consisting of 34 elementary school students and ten application development expert teams. Respondents must answer twelve questions to evaluate the usefulness of educational game applications. Assessment of application usability uses a Likert Scale based on the Usability Factor of ISO 9126-3. The effectiveness of the application developed by the researcher for Gempolkerep State Elementary School students is 83% and gets an assessment from the expert team of 77%.
Implementasi Model Incremental Pada Pengembangan Aplikasi Pengenalan Rempah-Rempah Berbasis Game Rachman, Andy; Efendi, Yanuar; Nugroho, Hendro; Sulistyowati, Sulistyowati; Alala, Pratama Sandi; Rozi, Nanang Fakhrur
INTEGER: Journal of Information Technology Vol 8, No 1 (2023): Maret
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2023.v8i1.3762

Abstract

Currently, technology is the most important part of human life, especially for the people of Indonesia. Its existence is very helpful in resolving any existing shortcomings. The fields of energy that utilize Information and Communication Technology include business and services, government, tourism, and education. The use of technology in education can be seen in the current state of education in Indonesia, starting from the use of the internet, the development of online learning applications, the availability of digital books, and the development of game-based educational media. Researchers develop game-based learning applications in introducing spices in Indonesia. The focus of the users in this study were elementary school students in Grade 6. The researcher applied an incremental model in developing an educational game application for the introduction of spices. The Students at Gempolkerep State Elementary School, Ngudikidul Village, Gedek District, Mojokerto, East Java, have implemented an Educational game application. The application has also been assessed by 44 respondents consisting of 34 elementary school students and ten application development expert teams. Respondents must answer twelve questions to evaluate the usefulness of educational game applications. Assessment of application usability uses a Likert Scale based on the Usability Factor of ISO 9126-3. The effectiveness of the application developed by the researcher for Gempolkerep State Elementary School students is 83% and gets an assessment from the expert team of 77%.
Perbandingan Metode Perbaikan pada Citra Jalan Berlubang Indriyani, Tutuk; Sitoresmi, Anggun Ardana; Lubabsyah, Ahmad Naufal; Putri, Rahmi Rizkiana; Rozi, Nanang Fakhrur
INTEGER: Journal of Information Technology Vol 10, No 2 (2025): September
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.0.v10i2.8287

Abstract

Perbaikan kualitas gambar pada jalan berlubang sangat diperlukan pada tahap awal proses. Karena sering kali gambar yang akan diolah memiliki kualitas buruk yaitu terlalu terang atau terlalu gelap yang disebabkan oleh pengambilan data yang tidak sempurna.  Sehingga akan mempengaruhi pada tahap proses selanjutnya kalau tidak dilakukan perbaikan atau preprosessing sebelumnya. Dalam penelitian ini akan dilakukan analisa dari lima metode perbaikan kualitas citra yang  terdiri dari  metode brightness, contrast, kombinasi brightness dan contrast, improve brightness dan pemetaan nonlinier. Lima metode peningkatan kualitas gambar tersebut akan diterapkan di sepuluh data gambar jalan berlubang. Analisa pada lima metode tersebut menggunakan pengukuran nilai Means Square Error (MSE) dan Peak Signal to Noise Ratio (PSNR).  Hasil pengujian yang diperoleh dari penelitian ini adalah nilai rata- rata MSE brightness 2.500 dB, MSE gabungan 107 dB, MSE contrast 5.633dB, MSE nonlinier 2.883,1 dB dan MSE improve brightness 537,1 dB. Nilai rata- rata PSNR brightness 32,6 dB, PSNR contrast 24 dB, PSNR gabungan 74,6 dB, PSNR nonlinier 34,6 dB dan, PSNR improve brightness 52,1 dB. Analisa dari hasil pengukuran tersebut didapatkan metode kombinasi brightness dan contrast yang merupakan metode terbaik untuk perbaikan kualitas gambar jalan berlubang. karena menghasilkan nilai rata rata MSE yang paling kecil, dan nilai rata rata PSNR paling besar.