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Aplikasi Game Sejarah Perang Dunia II di Sausapor Papua Barat: World War II History Game Application In Sausapor West Papua Vincent Manemi; Arthur M. Rumagit; Yuri V. Akay
Jurnal Teknik Informatika Vol. 19 No. 02 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i02.52252

Abstract

History is a series of significant events or occurrences in the past that have influenced the development of a civilization, nation, state, or the world. There are many historical stories that have been adapted into works of art such as paintings, monuments, films, games, and more. It is through these adaptations that history serves as a medium of learning for individuals who seek to understand the world's past. Therefore, an engaging learning approach is needed, especially for the younger generation. By designing a game that integrates historical events, particularly the struggle for independence, we can enhance the interest of the youth in learning history through an exciting and enjoyable method. The objective of this research is to develop a First Person Shooter (FPS) warfare game set in Sausapor in the year 1944, which will be used as an educational tool to increase public interest in learning history. The game development process will utilize Unreal Engine as the game engine, combined with the Game Development Life Cycle (GDLC) methodology. Based on the research objectives and outcomes, it is anticipated that this game will enhance the enthusiasm for learning history and improve understanding of the events surrounding World War II in Sausapor in 1944.
Pengembangan Multimedia Interaktif Pembelajaran Bahasa Inggris Sekolah Dasar Kelas 6: Development Of Interactive Multimedia In English Learning For Primary Schools Class 6 Sangian, Frisly Mariany; Kaunang, Sumenge T.G.; Rumagit, Arthur M.
Jurnal Teknik Informatika Vol. 19 No. 03 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i3.52582

Abstract

Abstract — English, which is an international language as a language for communicating almost all over the world, must be one of the lessons that must be taught to elementary school students, because the importance of introducing foreign languages from an early age is expected to make it easier for elementary school students to adapt to foreign languages, especially English. Media is a medium for delivering messages by utilizing existing technological devices, learning by using or utilizing technology has changed the paradigm in learning, learning that was initially conventional becomes interactive and fun learning. This research was conducted to develop interactive multimedia learning media which is expected to create a more interesting learning process for students so that they can be more effective in delivering learning when learning English in class and create new ways of learning. Of course it makes it easier for students to learn English. and make it easier for teachers to provide English learning. This learning multimedia application was built using the Multimedia Development Life Cycle (MDLC) which has stages, namely: Concept, Design, Material Collection, Creation, Testing and Distribution.Keywords — Learning, English, Interactive Multimedia, Development, Elementary Schools, MDLC.Abstrak — Bahasa Inggris yang merupakan Bahasa internasional sebagai bahasa untuk berkomunikasi hamper diseluruh dunia harus menjadi salah satu pembelajaran yang wajib diajarkan untuk siswa sekolah dasar, karena pentingnya peneganalan bahasa asing sejak dini diharapkan nantinya akan membuat siswa sekolah dasar untuk lebih mudah beradaptasi dengan bahasa asing khususnya bahasa inggris. Media merupakan media penyalur pesan dengan memanfaatkan perangkat teknologi yang ada, pembelajaran dengan menggunakan atau memanfaatkan teknologi telah merubah paradigma dalam pembelajaran, pembelajaran yang awalnya konvensional menjadi pembelajaran yang interaktif dan menyenangkan. Penelitian ini dilakukan agar dapat mengembangkan media pembelajaran multimedia interaktif yang diharapkan dapat menciptakan proses pembelajaran yang lebih menarik bagi siswa sehingga dapat lebih efektif dalam menyampaikan pembelajaran ketika pembelajaran bahasa Inggris di kelas dan menciptakan suasana belajar yang baru. Tentu saja memudahkan siswa dalam belajar bahasa Inggris. dan memudahkan guru dalam memberikan pembelajaran bahasa Inggris yang ada. Aplikasi multimedia pembelajaran ini dibangun dengan menggunakan Multimedia Development Life Cycle (MDLC) yang mempunyai tahapan yaitu: Konsep, Perancangan, Pengumpulan Materi, Penciptaan, Pengujian dan Distribusi .Kata kunci — Pembelajaran, Bahasa Inggris, Multimedia Interaktif, Pengembangan, Sekolah Dasar, MDLC.
Pengembangan Platform Internet Of Things (IoT) menggunakan komunikasi WebSocket: Internet Of Things (IoT) Platform Development using WebSocket communication Kojansow, Charles William; Manembu, Pinrolinvic D. K.; Rumagit, Arthur M.
Jurnal Teknik Informatika Vol. 19 No. 03 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35793/jti.v19i3.53680

Abstract

This research focuses on developing a website-based Internet of Things (IoT) platform specifically for Sam Ratulangi University. The main objective is to design and develop a real-time IoT platform that can be accessed by students and university lecturers, with a limited scope of use for the Sam Ratulangi University academic community. This research identifies the need for developing a website-based IoT platform and effective ways to achieve real-time communication. The technology used includes Websocket for real-time data communication, a combination of REST API and WebSocket for communication efficiency, as well as the use of SQL and NoSQL databases tailored to the type of data to increase application performance. The results of this research show that the IoT platform developed runs smoothly and efficiently, with good data communication between devices and clients. The application of the selected technologies and methods has proven effective in supporting dynamic interactions between IoT devices and systems, as well as in achieving application development goals quickly and flexibly. This research contributes to enriching educational and research resources at universities, especially in the field of IoT technology.
Augmented Reality Storytelling Pengenalan Benda Bersejarah di Minahasa Selatan: South Minahasa's Historical Object in Augmented Reality Storytelling Lengkong, Gerry Riko; Lumenta, Arie S.M.; Rumagit, Arthur M.
Jurnal Teknik Informatika Vol. 19 No. 04 (2024): Jurnal Teknik Informatika
Publisher : Universitas Sam Ratulangi

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Historical objects are cultural assets that contains historical value which provides knowledge and overview about what happened in the past. Indonesia itself is a country that has various historical objects, Especially South Minahasa Regency ini North Sulawesi Province. South Minahasa Regency has numerous of historic relics such as Benteng Portugis, Veldbox Tumpaan, Waruga Popontolen, Menhir Lelema, and Lesung Batu Lutau Tondei. The rapid development of technology makes us more enjoyable to learn about those historical objects, for example using the Augmented Reality method. This research was conducted with the aim of making educative application that can introduce historical objects within South Minahasa Regency which developed using the MDLC (Multimedia Life Cycle) method. Based on the research and the results of the questionnaires that have been distributed, it can be concluded that there's an increase about user knowledge, and the introduction of historical objects can become more interactive to learn. Keywords: Augmented Reality, Historical Objects, South Minahasa.