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Augmented Reality 3D Heart as Learning Media at Midwifery Lab University of 'Aisyiyah Surakarta Rahmad Ardhani; Sigit Setiyanto; Ita Permatahati
International Journal of Computer and Information System (IJCIS) Vol 3, No 1 (2022): IJCIS : Vol 3 - Issue 1 - 2022
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v3i1.53

Abstract

Abstract— Utilization of Information Technology (IT) in the process of delivering information has been developed rapidly. Currently, the latest technology used in the delivery of information is Augmented Reality (AR) technology.. Pada teknologi Augmented Reality (AR), pengguna dapat menvisualisasikan objek atau benda bersejarah dalam bentuk 3 dimensi. Augmented Reality (AR) has the advantage of being interactive and real time so Augmented Reality (AR) is widely implemented in the field of education as a medium to introduce historical objects which are cultural heritage or objects related to a science. Augmented Reality (AR) has the advantage of being interactive and real time, so Augmented Reality (AR) is widely implemented in various fields. Based on the explanation of the study, researchers are interested in conducting research using information technology in the health sector, by making Augmented Reality (AR) modeling to facilitate the community and midwifery students in providing learning about human organs, especially the heart which can be used digitally without having to dissect human organs and bringing him a modeling of the heart with the presence of a 3D heart organ provides convenience in learning to the public about the function and structure of the heart digitally.Keywords :3D, Augmented Reality, Heart 3D Design.
Optimalisasi Digital Marketing dengan Sosial Media Facebook Ismail Setiawan; Sigit Setiyanto
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 5, No 2 (2022): Mei 2022
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33633/ja.v5i2.409

Abstract

Warga kelurahan pucang sawit berdasarkan data e-sik.surakarta.go.id yang memiliki pekerjaan utama sebagai pedagang atau wiraswasta terbanyak ada di RT01 dan RT 06. setelah dilakukan wawancara ternyata mereka melakukan perdagangan konvensional atau tidak dan belum memanfaatkan internet sebagai media pemasaran. Kegiatan pengabdian ini mencoba memberikan peningkatan kemampuan warga yang melakukan kegiatan perdagangan untuk memarkan produk dan jasa mereka lewat internet. Facebook sebagai media social yang paling banyak penggunannya di Indonesia digunakan sebagai salah satu alat promosi online. Berdasarkan hasil pengamatan terhadap peserta peningkatan kemampuan promosi online dapat di nilai 100% dari mereka berhasil mengikuti langkah-langkah dalam pemasaran online. Merea berhasil memasarkan produk mereka dengan facebook advertising.
Rancang Bangun Sistem Informasi Perpustakaan Berbasis Mobile Pada Sekolah Tinggi Teknologi Dumai Sigit Setiyanto; Wing Wahyu Winarno; Armadyah Amborowati
JURNAL UNITEK Vol. 11 No. 1 (2018): Edisi Januari-Juni
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v11i1.25

Abstract

Perpustakaan merupakan tempat yang banyak digunakan mahasiswa untukmencari informasi didalam memecahkan suatu masalah yang ditemui pada prosespembelajaran. Pemanfaatan teknologi aplikasi berbasis android sangat membantuperpustakaan dalam memberikan pelayanan sirkulasi perpustakaan yang cepat,akurat, real time dan up to date. Metode yang digunakan untuk rancang bangunprototype perancangan sistem informasi sirkulasi perpustakaan berbasis mobilemenggunakan metode waterfall dan menggunakan pendekatan Structured SystemsAnalysis and Design Method (SSADM).Algoritma yang digunakan pada proses pencarian pustaka melalui teksmenggunakan algoritma boyer moore sehingga proses pencarian data akan menjadilebih cepat. Pengujian dilakukan dalam rangka melakukan verifikasi dan validasiperangkat lunak. Proses verifikasi dilakukan dengan melakukan pengujian white boxsedangkan proses validasi dilakukan dengan melakukan pengujian black box.Pengujian usabilitydigunakan untuk menentukan tingkat kegunaan dari sebuahaplikasi dan merupakan kunci keberhasilan sebuah produk dengan syaratpenerimaan pengguna. Pengujian usability pada penelitian ini mencakup 4 aspekutama learnability, flexibility, effectiveness, dan attitude.Penelitian yang dilakukan mampu menghasilkan perancangan sisteminformasi perpustakaan berbasis mobileandroid menggunakan metode waterfalldengan pendekatan Structured System Analysis and Design Method (SSADM). Fituryang ada pada sistem sangat memudahkan user dalam mendapatkan berbagaiinformasi mengenai pelayanan perpustakaan.
OPTIMALISASI DIGITAL MARKETING DENGAN SOSIAL MEDIA FACEBOOK DI KECAMATAN PUCANG SAWIT UNTUK MENINGKATKAN PENJUALAN PRODUK DAN MEMPERLUAS PASAR UMKM SECARA ONLINE Ismail Setiawan; Sigit Setiyanto
J-ABDI: Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 5: Oktober 2021
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53625/jabdi.v1i5.394

Abstract

Warga kelurahan pucang sawit berdasarkan data e-sik.surakarta.go.id yang memiliki pekerjaan utama sebagai pedagang atau wiraswasta terbanyak ada di RT01 dan RT 06. setelah dilakukan wawancara ternyata mereka melakukan perdagangan konvensional atau tidak dan belum memanfaatkan internet sebagai media pemasaran. Kegiatan pengabdian ini mencoba memberikan peningkatan kemampuan warga yang melakukan kegiatan perdagangan untuk memarkan produk dan jasa mereka lewat internet. Facebook sebagai media social yang paling banyak penggunannya di Indonesia digunakan sebagai salah satu alat promosi online. Berdasarkan hasil pengamatan terhadap peserta peningkatan kemampuan promosi online dapat di nilai 100% dari mereka berhasil mengikuti langkah-langkah dalam pemasaran online. Merea berhasil memasarkan produk mereka dengan facebook advertising.
PENINGKATAN KOMPETENSI GURU DALAM MEMNGEMBANGKAN MEDIA PEMBELAJARAN INTERAKTIG BERBASIS TATAP MUKA ONLINE MENGGUNAKAN CLASSPOINT DI SMA NEGERI 1 KARANGPANDAN KARANGNANYAR Ismail Setiawan; Sigit Setiyanto; Erna Kumalasari Nurnawati
Jurnal PkM Pemberdayaan Masyarakat Vol 4 No 1 (2023): Jurnal PkM Pemberdayaan Masyarakat
Publisher : LP3K Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56327/jurnalpkm.v4i1.84

Abstract

During the new normal transition period, parents or guardians of students continue to be involved in deciding the desired learning system, whether participating in online learning or face-to-face learning. Teachers should avoid catching up on information at once in the beginning when PTM is still being implemented. According to him, teachers were urged to develop students' moral character and a love of learning at the start of the start of school so that they would be mentally prepared. They make sure that our kids follow health rules because they are psychologically driven by health. Due to the limited amount of study time—only four hours a day—when the kids are in school, it will be simpler to manage. Initially, 84.61% of teachers were unaware of the Classpoint Application. However, after this training was put into practice, every teacher was familiar with the program. In the beginning, all teachers lacked the knowledge necessary to use the program; nevertheless, following training, 7.69% of training teachers attained level 3 comprehension, 19.23% at level 4, and 73.08% at level 5 understanding. Initially, all teachers lacked knowledge of the application's features; however, following training, 15.38% of training teachers had knowledge of those features up to level 3, 34.62% had knowledge up to level 4, and the remaining 50% had knowledge up to level 5.
PANDANGAN MAHASISWA DALAM PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATA KULIAH DOKUMENTASI KEBIDANANMENGGUNAKAN CLASSPOINT Sigit Setiyanto
Journal of Innovation And Future Technology (IFTECH) Vol 5 No 1 (2023): Vol 5 No 1 (February 2023): Journal of Innovation and Future Technology (IFTECH)
Publisher : LPPM Unbaja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/iftech.v5i1.2463

Abstract

Interactive Learning is a learning method or technique that can be applied with a two-way communication system which is characterized by the interaction between lecturers and students, students and students and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application tool from the company inknoe which can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase student engagement with the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach using a questionnaire. A total of 34 semester 3 students in the undergraduate midwifery study program, the faculty of health sciences at 'Aisyiyah University, Surakarta who took the Religious Education course were given a questionnaire containing 16 statement items representing aspects of motivation, usability, and cognitive and psychomotor aspects. The collected student data is presented using the percentage of perception questionnaire score criteria. The results showed that students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or a response percentage range of 86.40% to 94.67%. The positive response given to Classpoint media is due to several interesting features that support Classpoint's function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in class, specifically in increasing student motivation and activeness in learning.
Rancang Bangun Sistem Informasi Perpustakaan Berbasis Mobile Pada Sekolah Tinggi Teknologi Dumai Sigit Setiyanto; Wing Wahyu Winarno; Armadyah Amborowati
JURNAL UNITEK Vol. 11 No. 1 (2018): Januari-Juni
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v11i1.25

Abstract

Perpustakaan merupakan tempat yang banyak digunakan mahasiswa untukmencari informasi didalam memecahkan suatu masalah yang ditemui pada prosespembelajaran. Pemanfaatan teknologi aplikasi berbasis android sangat membantuperpustakaan dalam memberikan pelayanan sirkulasi perpustakaan yang cepat,akurat, real time dan up to date. Metode yang digunakan untuk rancang bangunprototype perancangan sistem informasi sirkulasi perpustakaan berbasis mobilemenggunakan metode waterfall dan menggunakan pendekatan Structured SystemsAnalysis and Design Method (SSADM).Algoritma yang digunakan pada proses pencarian pustaka melalui teksmenggunakan algoritma boyer moore sehingga proses pencarian data akan menjadilebih cepat. Pengujian dilakukan dalam rangka melakukan verifikasi dan validasiperangkat lunak. Proses verifikasi dilakukan dengan melakukan pengujian white boxsedangkan proses validasi dilakukan dengan melakukan pengujian black box.Pengujian usabilitydigunakan untuk menentukan tingkat kegunaan dari sebuahaplikasi dan merupakan kunci keberhasilan sebuah produk dengan syaratpenerimaan pengguna. Pengujian usability pada penelitian ini mencakup 4 aspekutama learnability, flexibility, effectiveness, dan attitude.Penelitian yang dilakukan mampu menghasilkan perancangan sisteminformasi perpustakaan berbasis mobileandroid menggunakan metode waterfalldengan pendekatan Structured System Analysis and Design Method (SSADM). Fituryang ada pada sistem sangat memudahkan user dalam mendapatkan berbagaiinformasi mengenai pelayanan perpustakaan.
PANDANGAN MAHASISWA TERHADAP PENGGUNAAN MEDIA PEMBELAJARAN INTERAKTIF CLASSPOINT PADA MATA KULIAH PENDIDIKAN AGAMA Sigit Setiyanto; Ismail Setiawan
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 1 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 1
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i1.1071

Abstract

Interactive Learning is a learning method or technique that can be applied with a two-way communication system characterized by interactions between lecturers and students, students and students, and with learning resources in supporting the achievement of learning objectives. Classpoint is an interactive learning application from the company Inknoe that can be integrated with the Microsoft Office PowerPoint presentation application and provides a number of features to create interesting learning materials so as to increase engagement between students and the subject matter. This study aims to determine student perceptions of the use of Classpoint interactive learning media in lecture activities. The approach method used in this research is a descriptive quantitative approach method using a questionnaire. A total of 75 first-semester students in 3 faculties at the University of 'Aisyiyah Surakarta who took the Religious Education course were given a questionnaire containing 16 statements that represented aspects of motivation, usefulness, and cognitive and psychomotor aspects. The student data collected were presented using the percentage of perception questionnaire score criteria. The results showed that the students gave a positive response to the Classpoint interactive learning media with the criteria of strongly agreeing or the response percentage ranging from 86,40% to 94,67%. The positive response given to Classpoint media is due to the presence of several interesting features that support the Classpoint function as an interactive learning medium. The implication of this research is that Classpoint interactive media can be used as a reference for learning media in the classroom, specifically in increasing students' motivation and activeness in learning.
EVALUASI KEPUASAN SISWA PADA APLIKASI ADOBE PHOTOSHOP MENGGUNAKAN METODE END USER COMPUTING SATISFACTION Sigit Setiyanto; Ilham Fatah Yasin; Ahmad Muhandis Nafiuddin
Jurnal Riset Sistem dan Teknologi Informasi Vol. 1 No. 2 (2023): Jurnal Riset Sistem dan Teknologi Informasi (RESTIA) Vol. 1 No. 2
Publisher : Universitas Aisyiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30787/restia.v1i2.1281

Abstract

This research is an activity to determine student satisfaction with Adobe Photoshop software using the end-user computing satisfaction (EUCS) method. This research aims to obtain application evaluation results regarding the level of student satisfaction as a user and recommendations for technical improvements to the Adobe Photoshop application into a better application. At the stage of the research analysis process, the quantitative descriptive analysis method was used. The results obtained from the student satisfaction survey in this study reached a satisfaction level of 66%. The results of the analysis are calculated from the analysis with attribute values, content value 73%, accuracy value 64%, format value 72%, ease of use value 54%, and timeline value 65%. The results of this survey in the end-user computing satisfaction (EUCS) assessment category, Adobe Photoshop software users expressed satisfaction. Adobe Photoshop software needs to improve several aspects to make it better, especially the editing tool selection feature that can make it easier to choose to select objects in detail and detail
PELATIHAN DESAIN GRAFIS SOFTWARE ADOBE PHOTOSHOP UNTUK MENINGKATKAN INOVASI DAN KREATIVITAS SISWA Sigit Setiyanto; Ilham Fatah Yasin; Ahmad Muhandis Nafiuddin
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 1 No 03 (2023): JUNI 2023
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Perkembangan era teknologi saat ini, desain grafis dapat dilakukan oleh setiap orang yang tertarik memahami seni desain selama mau belajar, karena sudah banyak aplikasi yang bisa membantu seseorang dalam menghasilkan sebuah karya yang menarik. Untuk itu tidak kurang banyak pengguna sosial media yang membutuhkan jasa edit foto seperti edit foto wisuda dan edit foto berwisata sehingga dapat dimanfaatkan sebagai peluang usaha di kalangan siswa. Melalui pengenalan ini para siswa/i juga diharapkan dapat mengenal tools-tools yang ada pada software adobe photoshop tentang pembuatan desain grafis. Pelatihan desain grafis menggunakan Software Adobe Photoshop yang dilakukan pada SMA Muhammadiyah 1 Surakarta bertujuan untuk membekali siswa agar lebih memahami dunia desain grafis. Hasil dari pelatihan ini peserta sangat antusias selama mengikuti pelatihan, menuangkan ide kreatifnya dalam editing dan manipulasi foto.