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MULTIMEDIA INTERAKTIF MATEMATIKA MATERI PECAHAN PADA SDIT FAJAR ILAHI 2 Siahaan, Arta Uly; Fitri, Lailatul; Neta, Fandy
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 2 No 02 (2019): Journal of Digital Education, Communication, and Arts (DECA)-September 2019
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (614.724 KB) | DOI: 10.30871/deca.v2i02.1521

Abstract

The developmet of technology are increasingly advanced changing aspects of education for the students’ teaching and learning process. Based on the 2013 curriculum in mathematics learning for SDIT Fajar Ilahi 2 class IV there are fraction materials. The subject matter of mathematics learning in school is still less interesting with learning method such as lectures. This interactive multimedia fraction material is used as an alternative learning media equipped with fractions in the form of text, images, and animations. The interactive multimedia is made using the MDLC (Multimedia Development Life Cycle) method with 6 stages. Namely concept, design, material collecting, assembly, testing, and distribution. The interactive multimedia testing consists of validating media experts and material experts, testing normality, and testing paired sampel t-tests. The results of the interactive multimedia material fractions with the assessment of media experts get 89,7% percentage in the category of very decent. The assessment from material experts get a percentage of 94,81% in the very feasible category. While the paired sample t-test found a significance value of 0,000 < 0,05, the use of interactive multimedia fraction material is very useful in grade IV elementary school. It is clear that this product can achieve the objcetives of this research.
Developing Interactive Learning Multimedia Based on Simulation Model Arta Uly Siahaan; Winastra Andaga Marennanta; Afdhol Dzikri; Fandy Neta
Jurnal Pedagogy Vol 9 No 1 (2021): Pedagogy: Journal of English Language Teaching
Publisher : State Institute for Islamic Studies IAIN of Metro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32332/joelt.v9i1.2687

Abstract

The purpose of this research is to develop interactive multimedia namely Smile English that can be used as the media for learning reading especially for self-preparation on the Test of English for International Communication (TOEIC) material. This reading interactive media used a simulation model. This idea exploded after observing and collecting the data in the internal environment of Politeknik Negeri Batam Based on the placement test, it was found that about 540 (49,23%) of Polibatam students' test were categorized into the intermediate level and the rest were elementary and novice level. It means that the students need to improve their preparation before taking the test to an accomplished better score. Smile English was developed by using R and D research. In this case, the researcher followed the step of the Luther-Sutopo method which was started from concept, design, material collecting, assembly, testing, and distribution. It was designed using Adobe Flash software which in this software combined text, sound, and animation. The research result showed that the implementation of Smile English was successful to help the students in preparing themselves for the TOEIC test. Therefore, 60 students from Politeknik Negeri Batam had a good result in joining the TOEIC test, especially for the reading section.
EDUCATIONAL GAME DESIGN ASA 5S CONCEPT LEARNING TOOL AT PT. XYZ Fandy Neta; Ferdiansyah Himawan; Muhammad Nashrullah; Mira Chandra Kirana
Jurnal Ilmu Komunikasi Vol 3 No 1 (2020): Branding and Promotion in The Digital Age
Publisher : Progdi Ilmu Komunikasi UPN "Veteran" Jawa Timur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33005/jkom.v3i1.67

Abstract

The educational game is very interesting to develop because it has several advantages. Currently educational games can also be applied to companies that want to provide learning to employees in an interactive and different way, one of them is PT XYZ. 5S is a Japanese term that consists of Seiri, Seiton, Seisho, Seiketu, and Shitsuke. 5S was chosen as the topic of the game because it is a guideline for employees to create order, cleanliness, and safety, therefore the learning process requires its own challenges. Applications are built using the Multimedia Development Life Cycle method, which consists of six stages, namely concept, design, material collection, assembly, testing, and implementation. Alpha testing, testing the functionality of the application using the Blackbox testing method with the results of each application function running. Beta testing, testing of the Expert Test and Employee Sample Test to measure the level of effectiveness of the game as a learning medium at PT XYZ, provides excellent results on game effectiveness, namely: 5S 90% Material Expert Test Test Percentage, 90% Game Expert Test, and Sample Test Employees 94.66% all three are at very good intervals.
Pemberdayaan Masyarakat Kampung Rempang Cate Melalui Pelatihan Pemasaran Digital untuk Produk Unggulan Pasir Panjang Evaliata Br Sembiring; Fandy Neta; Muhammad Nashrullah; Adhitomo Wirawan; Liony Lumombo
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 1 No 2 (2019): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas.v1i2.1147

Abstract

Riau Islands, which are identical with the fishermen's profession for the people, has the potential to process marine products into superior products. One area that work as a fisherman is Kampung Rempang Cate. This village is located in Galang sub-district, Batam City. Fish catches are processed into food and souvenirs such as fish crackers, rose cakes, lung crackers, empek-empek and others. This village has internet so that people can access social media, but it has not been fully utilized in the economic field. Social media can be used as a media for promoting products and has the potential to improve the economy of the community. Bad weather sometimes happens, causing fishermen not possible to go to sea. When this happens, people can process resource from the sea into food or souvenir that can be sold to other regions such as Batam City through digital marketing. The purpose of this community engagement is to provide training on how to promote products from fish catches and other resources through digital marketing. The community no longer needs to sell processed products directly to Batam City, with no small costs and uncertain buyers. The current positive impact that has been seen is the increase in people's knowledge and insights into digital marketing and improving the community's economy from the implementation of activities.
Pemanfaatan Hasil Tangkap Ikan melalui Pelatihan Pembuatan Pempek di Kampung Rempang Cate Oktavianto Gustin; Arif Roziqin; Sudra Irawan; Luthfiya Ratna Sari; Muhammad Zainuddin Lubis; Wenang Anurogo; Uuf Brajawidagda; Metta Santiputri; Nur Cahyono Kushardianto; Nur Zahrati Janah; Mir’atul Khusna Mufida; Yeni Rokhayati; Ari Wibowo; Satriya Bayu Aji; Fandy Neta; Rizki Widi Pratama; Anis Rahmi; Dwiki Novri Ditya; Rivki Ryan Nugraha
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 1 No 1 (2019): Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam
Publisher : Pusat P2M Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/abdimas.v1i1.1180

Abstract

The number of tourists and the fame of a long sand beach is still lacking, therefore it is necessary to introduce to the public about the beauty and marine products that are owned on Pasir Panjang beaches. This service community was carried out to socialize the benefits of marine products through training in making Pempek in the Pasir Panjang Coastal Village. We have carried out this service with the Partner of RW 03 Pasir Panjang, Pasir Panjang Village, Rempang Cate District on Friday, July 27, 2018. The questionnaire results of Speaker questionnaire with a Likert Scale, equipment and Room were found that the interpretation score from all observation was all worth 100% and include in the interval category very well, which meant that it was rated very well by 18 respondents. While for the consumption questionnaire the interpretation of the score of the observations is worth 95.556% and is included in the interval category Very Well which means it is rated very well by 18 Respondents. The results of monitoring on October 22, 2018 were obtained information that there were residents who had made Pempek and sold in Pasir Panjang environments, while production and sales had stopped due to constraints Limited fishing results. The results of the questionnaire obtained the most suggestions for further training to hold Crafts, other input so that the training activities continued. The results of the questionnaire obtained the most suggestions for further training is handicraft, other input so that the training activities continued.
Penerapan Teknik Color Grading dan Musik Scoring pada Tahap Paska Produksi Film Horor "Waktu Terlarang" Dian Retno Ariani; Fandy Neta; Ihwan Mansur Munandar
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 5 No 1 (2021): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jamn.v5i1.2375

Abstract

Film is one of the modern and effective communication media as sending good information or messages, supporting interesting stories, clear sound, clearimages, and high-resolution video, and the film editing process will greatly help to make films clearer in realizing the purpose of the film to be made. Itsdevelopment is so fast, this happens in all aspects, both in terms of the story to its implementation. Along with the development of the current era, the filmalso experienced a development by having a lot of film genres circulating in the midst of the community, one of which is the genre of horror films that arelifted from a public trust that occurs in the surrounding environment, namely myths. This final project the author makes a short film that lifts the myth of sleepdeprivation at sunset and applies color grading techniques and music scoring as a solution for creating digital video quality. This issue is interesting todiscuss because it will help improve and provide new colors in Indonesian cinema.
Efektivitas Video Youtube “Mengubah Sampah Plastik Menjadi Sumber Daya Energi Berkelanjutan” Menggunakan Model Epic Prince Alvin Yusuf; Sandi Prasetyaningsih; Fandy Neta
Rekam : Jurnal Fotografi, Televisi, Animasi Vol 19, No 1 (2023): April 2023
Publisher : Institut Seni Indonesia Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24821/rekam.v19i1.5618

Abstract

ABSTRAKIndonesia merupakan negara penyumbang sampah plastik terbesar kedua di dunia dengan total sampah yang tidak terkelola dengan baik mencapai 3,22 juta ton per tahunnya. Hal ini tentu berdampak signifikan terhadap kerusakan lingkungan. Melalui penelitian ini digagaslah sebuah video yang bertujuan menginformasikan kepada masyarakat tentang permasalahan sampah yang ada di lingkungan sekitar dan bagaimana pengelolaan sampah yang sejauh ini sudah dilakukan di Indonesia. Melalui publikasi via Youtube, dilakukanlah analisis dengan menggunakan model EPIC yang dikembangkan oleh AC Nielsen untuk mengukur efektivitas video dalam mempengaruhi keputusan audiens dalam menyikapi penggunaan teknologi yang membantu dalam pengelolaan sampah plastik. Penelitian kuantitatif ini melibatkan 100 masyarakat Kota Batam sebagai populasi penelitian, adapun beberapa kategori masyarakat yang digunakan sebagai sampel penelitian, yaitu buruh, karyawan, pengajar dan pelajar. Penelitian ini mencakup variabel terikat yaitu keputusan audiens dalam menyikapi penggunaan teknologi pengelola sampah plasik, dan variabel bebas yang terdiri dari empathy, persuasion, impact, communication (EPIC). Penelitian ini melibatkan 100 responden dengan hasil kajian menyatakan bahwa EPIC rate Sangat Efektif yang menggambarkan keputusan audiens dalam merespons penggunaan teknologi yang membantu dalam mengelola sampah plastik, dengan nilai sebesar 4,26.  The Effectiveness of YouTube Video “Mengubah Sampah Plastik Menjadi Sumber Daya Energi Berkelanjutan” Using EPIC Model. As the second-largest contributor to plastic waste globally, Indonesia does not have a proper procedure to manage annual waste for about 3,22 million tones. It gives the significant damage for the environment. This study aims to give information to the audience about the waste problem as well as how Indonesia controls their waste. Youtube is utilized as a platform to publish the video in which several data from related publication will be analyzed using EPIC model. This method was used to observe how effective the video works on the audience’s decision in terms of deciding which kind of technology aids them on waste management. This quantitative study involved 100 respondents from people who live in Batam as the research population and there are several category of community, such as labor, employees, students, and teachers as the research samples. This study includes the dependent variable, namely the audience’s decision to use plastic waste management technology, and the independent variables that consist of empathy, persuasion, impact, and communication. The result of the study showed that within the scale of 4.26, the video is very effective to affect the audience’s decision on using the technology to assist the manage the waste.
SELF-ADAPTIVE GENETIC ALGORITHM (SAGA) UNTUK OPTIMASI PENJADWALAN MATA KULIAH: INTEGRASI FUZZY LOGIC DAN COOPERATIVE COEVOLUTION Hedy Pamungkas; Fandy Neta
Journal of Innovation Research and Knowledge Vol. 5 No. 2: Juli 2025
Publisher : Bajang Institute

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

Abstract

University course timetabling in Indonesian higher education represents an NP-hard combinatorial optimization problem with O(n!) complexity affecting 4,500+ institutions. This research develops Self-Adaptive Genetic Algorithm (SAGA) integrating fuzzy logic and cooperative coevolution to address conventional genetic algorithm limitations. SAGA implements cooperative coevolution engine, fuzzy inference system, local search module, and parameter history tracking. Experiments with 1,000 runs on dataset comprising 55 courses, 280+ classes, 44 rooms, and 40 lecturers demonstrate SAGA achieves best fitness 106.850 with 98.9% constraint satisfaction, outperforming Local Search GA by 9.8%. Significant trade-offs including 31-minute execution time and high variability (CV 8.59%) limit practical applications. Algorithm selection framework recommends SAGA for 5% critical cases and Local Search GA for 95% daily operations, demonstrating that algorithmic sophistication does not correlate linearly with practical applicability