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Implementation of the Multimedia Development Life Cycle (MDLC) in Solar System Application Design Aryani, Diah; Noviandi, Noviandi; Siti Fatonah, Nenden; Akbar, Habibullah
International Journal of Science, Technology & Management Vol. 5 No. 4 (2024): July 2024
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v5i4.1123

Abstract

Augmented Reality (AR) technology has had an impact on changes in the world of education, especially improving the quality of education which has positively influenced the learning and teaching process, with the use of tools in education it has proven effective in improving the learning and teaching environment in the classroom and even changing the way we view education. This research aims to design a solar system application as an alternative AR-based learning media by integrating 3D models, animation and video to improve the learning experience of students, especially students of SDN Larangan 5 Tangerang. This is based on the lack of student learning experience, especially regarding the solar system material which is still lacking and not yet varied because so far SDN Larangan 5 has not used technology, especially AR technology in the learning process and still uses book texts and videos. This research used the Multimedia Development Life Cycle (MDLC) method and usability testing was carried out using the System Usability Scale (SUS) method with a total of 33 respondents with a test result of 78 which indicates the level of user satisfaction with the solar system application that has been tested on the respondents.
APLIKASI RUKUN WARGA BERBASIS ANDROID DENGAN MENGGUNAKAN FRAMEWORK FLUTTER Anggoro, Sofyan Wahyu; Noviandi, Noviandi
Jurnal Sistem Informasi, Teknologi Informatika dan Komputer Volume 15 No 1, September Tahun 2024
Publisher : Universitas Muhammadiyah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24853/justit.15.1.260-272

Abstract

Proses administrasi pada rukun warga 09 saat ini masih bersifat manual, hal ini mengakibatkan kurang maksimalya proses administrasi yang berjalan pada RW  09. Berdasarkan latar belakang yang sudah disebutkan tujuan penelitian ini adalah untuk mengembangkan aplikasi rukun warga berbasis android dengan menggunakan flutter dan mengetahui performa state management Cubit dalam mengembangkan aplikasi rukun warga. Aplikasi ini akan dikembangkan untuk smartphone bersistem operasi android, dan dikembangkan dengan menggunakan framework Flutter, untuk state management yang digunakan adalah state management Cubit. Agile software developmenet digunakan untuk metode pengembangan aplikasi, sedangkan pengujian aplikasi ini menggunakan metode system usability scale (SUS). Hasil dari penelitian ini adalah aplikasi ini dapat berjalan baik di smartphone android dan fitur-fitur di dalam aplikasi ini dapat digunakan dengan baik. Pada pengujian SUS didapatkan rata-rata hasil atau skor SUS sebesar 70,83. Berdasarkan  tabel SUS skor yang didapatkan dari segi NPS, berada pada posisi “Passive”. Untuk segi acceptability, aplikasi ini berada pada posisi “Marginal” tepatnya marginal mendekati “Acceptable”, dan adjective rating berapa pada posisi “OK” yang mendekati “Good”, lalu aplikasi ini mendapatkan grade “C”.  Dalam pengujian performa state management Cubit, untuk ukuran aplikasi sebesar 26,7 MB, untuk penggunaan CPU didapatkan nilai rata-rata senilai 37%, dan konsumsi memori rata-rata sebesar 297,3 MB
Hoax News Detection Using Passive Aggressive Classifier And TfidfVectorizer Maulana Fajar Lazuardi; Renaldy Hiunarto; Kareena Futri Ramadhani; Noviandi Noviandi; Riya Widayanti; Muhamad Hadi Arfian
JURNAL TEKNIK INFORMATIKA Vol 16, No 2 (2023): JURNAL TEKNIK INFORMATIKA
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/jti.v16i2.34084

Abstract

Indonesia is one of the countries with the highest number of social media users. Million social media users in Indonesia reached 167 million in January 2023. These users are spread, across various social media, including Twitter with 24 million users. The high number of social media users on Twitter makes the information validation process even more neglected. Moreover, the trend of news interest read by social media users is only adjusted to their individual tastes. This phenomenon is evidenced by the large number of fake news (hoaxes) circulating in society which are spread through social media. Therefore, an accurate machine learning model is needed to classify "real" and "hoax" news. This study uses the TfidfVectorizer algorithm and Passive Aggressive Classifier for datasets that are shared through the Kaggle site. The contents of the dataset were sourced via social media Twitter over a span of 5 years, namely 2015-2020. At the preprocessing stage to making the Confusion Matrix, the machine learning model shows that it can work well as expected, namely getting Accuracy, Precision, and Recall scores of 82.44%, 80.66%, and 82.44%. In addition, the results of the confusion matrix show that in the dataset used, there is more "real" news than "hoaxes", that is, the model is able to predict 1059 real news and 211 hoax news, with actual conditions 1106 real news and 164 hoax news.
Explorasi Tingkat Kedisiplinan Mahasiswa Mengumpulkan Tugas Online Pembelajaran Bahasa Inggris yang Diselenggarakan oleh Arizona State University Linda Purnamasari; Youna Cathrine Bachtiar; Noviandi Noviandi
Jurnal Pendidikan Indonesia Vol. 5 No. 10 (2024): Jurnal Pendidikan Indonesia
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/japendi.v5i10.5903

Abstract

Kegiatan pembelajaran online untuk mata kuliah bahasa Inggris yang diselenggarakan oleh pihak Arizona State University sudah berlangsung dua tahun di Universitas Esa Unggul. Kali ini peneliti ingin mengeksplorasi kedisiplinan mahasiswa dalam mengumpulkan tugas yang diberikan oleh pihak Arizona State University setiap selesai pembelajaran online yang diselenggaraan setiap minggu dikarenakan tidak adanya penguncian akses tugas setiap minggunya yang seharusnya sebelum pertemuan selanjutnya di sesi minggu depan harus sudah tuntas dan dikunci oleh sistem. Dengan tidak adanya sistem penguncian akses tugas itu peneliti ingin melihat seberapa banyak mahasiswa yang tepat waktu (sebelum pertemuan sesi selanjutnya) dengan mahasiswa yang hanya menyerahkan tugas namun tidak tepat waktu. Penelitian ini didukung data primer yang dikumpulkan penulis dari kelas mata kuliah bahasa Inggris 2 semester genap 2023/2024 sebagai pengajar di kelas yang diteliti. Penelitian ini menggunakan metode kualitatif studi kasus terhadap permasalahan sejauh mana ketepatan mengirimkan tugas secara online pada mata kuliah bahasa Inggris 2 yang dikelola oleh provider dari luar yaitu Arizona State University berapa banyak mahasiswa yang mengumpulkan tugas tepat waktu dan berapa banyak mahasiswa yang hanya sebagai persyaratan kehadiran mereka mengerjakan tugas dan dilihat berapa lama mahasiswa yang terlambat mengerjakan tugas. Dengan adanya penelitian ini diharapkan ke depannya pihak penyelenggara mata kuliah bahasa Inggris ini bisa mengantisipasi tingkah pola mahasiswa dalam mengirimkan tugas
Applied WebQual 4.0 to Evaluate SMART System in RSAB Harapan Kita Noviandi, Noviandi
Journal of Intelligent Computing & Health Informatics Vol 2, No 1 (2021): March
Publisher : Universitas Muhammadiyah Semarang Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26714/jichi.v2i1.6963

Abstract

Website hospital applications are one of the technological developments that affect service quality. Therefore it is necessary to evaluate the quality of the information system provided in the hospital. The method used is webqual 4.0 with usability, information quality, and service interaction quality. Data collection was carried out used a questionnaire given to 232 health workers at RSAB Harapan Kita who interacted with the SMART application. The analysis technique used is descriptive analysis technique with a quantitative approach and cross-sectional research design. The results of this study were 74.1% stated that the quality of the application was good and 25.9% said that the quality of the application was not good, as much as 43.5% stated that the quality was sufficient when viewed from the usability dimension, 40.9% in the information quality dimension, and 40. 1% for the service interaction quality dimension. The SMART application at RSAB Harapan Kita does not yet contain clear instructions or references, does not perfectly present relevant information, and the officer states that they do not feel safe about personal information on the SMART application.
Game Edukasi Berbasis Augmented Reality (AR) Menggunakan Metode Marker-Based Tracking dalam Perancangan Aplikasi Tata Surya Aryani, Diah; Noviandi, Noviandi; Fatonah, Nenden Siti; Akbar, Habibullah
JUKI : Jurnal Komputer dan Informatika Vol. 6 No. 2 (2024): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2024
Publisher : Yayasan Kita Menulis

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

Abstract

Augmented Reality (AR) technology has had a positive impact on education, particularly in improving the quality of learning and creating an interactive learning environment. This research aims to design a solar system application based on AR as an alternative learning media that integrates 3D models, animations, and videos to enhance the learning experience of students, especially at SDN Larangan 5 Tangerang. The background of this research is the lack of variety in teaching the solar system material at the school, which still relies on textbooks and videos without utilizing AR technology. The method used in this study is Marker-Based Tracking, which involves the use of specific markers to detect objects and display information as well as 3D models of the planets in the Solar System on the device screen. By using this method, the application provides a more interactive and immersive learning experience. For usability testing, the System Usability Scale (SUS) method was used, involving 33 respondents, including teachers, students, and parents. The test results yielded a score of 78, indicating a high level of user satisfaction with the application. This study is expected to be a first step in the application of AR technology to support learning innovation, particularly in enhancing students' understanding of the solar system concept
Perancangan Sistem “Online Fashion Shop” Berbasis Android Menggunakan Metode Agile Jemmy, Jemmy; Noviandi, Noviandi
Jurnal Locus Penelitian dan Pengabdian Vol. 4 No. 9 (2025): : JURNAL LOCUS: Penelitian dan Pengabdian
Publisher : Riviera Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58344/locus.v4i9.4917

Abstract

Tujuan dari penelitian ini adalah untuk menentukan cara tercepat bagi pengguna untuk memasukkan dan mengambil barang. Hal ini akan memungkinkan pengecer dan penjual untuk mengambil barang lebih cepat dan mengikuti tren gaya dan jenis pakaian baru yang terus muncul di toko-toko LC Collection. Pelanggan yang ingin menanyakan tentang barang tertentu sebelum melakukan pembelian tetap harus menghubungi lokasi LC Collection melalui telepon atau email. Penjualan saat ini relatif lambat karena klien sering kali hanya bertanya tentang produk dan berhenti sebelum menyelesaikan pembelian. Pertanyaan berikutnya menyangkut catatan keuangan atau data konsumen, yang masih dimasukkan secara manual, yang sering kali menyebabkan ketidakakuratan dalam pembuatan laporan keuangan atau laporan transaksi. Para peneliti menggunakan pendekatan kualitatif dalam penelitian ini, memanfaatkan sumber data dari observasi, wawancara, dan tinjauan pustaka. Mereka mempelajari desain sistem ritel mode daring berbasis Android menggunakan metodologi Agile. Metode pengumpulan data yang digunakan oleh penulis melibatkan banyak teknik, salah satunya adalah identifikasi manual masalah sistem selama pengumpulan LC. Pengembangan prototipe merupakan pendekatan pengembangan perangkat lunak yang digunakan dalam penelitian "Merancang Sistem Toko Daring Berbasis Android Menggunakan Metode Agile". Aplikasi e-commerce yang dibuat penulis mampu memenuhi tuntutan LC Collection, seperti yang ditunjukkan oleh hasil penelitian. Selain itu, disajikan pula hasil pengujian 20 Test Case dengan menggunakan teknik Black Box Testing. Hasil yang diharapkan dari uji coba tersebut belum tercapai karena tidak ada satupun Test Case yang berstatus gagal.
SOSIALISASI TEKNOLOGI AUGMENTED REALITY DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA LINGKUP PENGAJARAN YANG TERINTEGRASI Aryani, Diah; Suharti, Dwi Sloria; Noviandi, Noviandi; Ariessanti, Hani Dewi
Universal Raharja Community (URNITY Journal) Vol. 4 No. 1 (2024): URNITY (Universal Raharja Community)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/urnity.v4i1.3047

Abstract

Because of its emphasis on superimposing virtual information on top of real environments, augmented reality (AR) technology in education has emerged as a cutting-edge and promising field in both research and practice. This sets learning in a different context from traditional learning and opens up a whole new creative realm for learning.. The gap between teaching methods and the technological environment is increasing as a result of students' disinterest and low motivation when using traditional teaching approaches as well as teachers' reluctance to implement learning with technology. The lack of knowledge and ability of teachers at SDN Larangan 5, Tangerang City in the use and use of integrated technology in classroom teaching is still limited, especially for Augmented Reality (AR) technology, so boredom and lack of variety in the disclosure of their teaching materials often occur, which has an impact on learning outcomes. which is not optimal. This community service activity aims to achieve knowledge transfer by socializing learning content by utilizing Augmented Reality (AR) technology using a smartphone or tablet which will later be used to see and observe objects from the markers that have been provided. This activity uses the Community-Based Participatory Action Research (CBPAR) method with three core stages of the CBPAR action cycle, namely: planning, implementation and evaluation. And the results of the analysis of this activity state that there has been an increase in knowledge and interest regarding the use of technology, especially Augmented Reality (AR) technology which is included in learning activities with analysis results of 50%. Keywords: Augmented Reality, Community Based Participatory Action Research (CBPAR), learning content
OPTIMIZING BRAND AWARENESS BY USING FACEBOOK ADS AT BINA POTENSI ANAK INDONESIAN SCHOOLS Hilmyansyah, Muhammad; Noviandi, Noviandi
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 4 No. 1 (2021): Jurnal Teknologi dan Open Source, June 2021
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v4i1.1367

Abstract

The development of social media today makes changes to marketing methods. Marketing using social media is a cheap solution and does not pose a high risk for the users. With social media, it can be used a way to increase brand awareness. An effective digital marketing media is needed to increase brand awareness, one of them is Facebook ads. In the education sector, facebook ads are still rarely used, generally schools use conventional marketing methods, this method has weaknesses, such as: limited scope and inefficient marketing costs. Marketing used conventional methods is considered ineffective, it occur at out by BPAI School in 2019 only 10% of potential consumers contacted the school. The small number of marketing effectiveness is the influence of the low brand awareness of the BPAI School, therefore innovation is needed in marketing to increase brand awareness, it is by using facebook ads. The results of the implementation of facebook ads at BPAI School for 5 days concluded that facebook ads had significant effect in increasing brand awareness
Clustering Villages Based on Distance and Accessibility to Health Facilities Using the K-Means Method Noviandi, Noviandi; Noviantika, Stefanny Amalia; Irawan, Bambang
JURNAL TEKNOLOGI DAN OPEN SOURCE Vol. 5 No. 1 (2022): Jurnal Teknologi dan Open Source, June 2022
Publisher : Universitas Islam Kuantan Singingi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36378/jtos.v5i1.2184

Abstract

There are 47 very underdeveloped and 63 underdeveloped villages in Melawi regency. More than 50% of the villages have no health facilities, and the percentage of road lengths with good condition is only 20.53% in Melawi County. One of the most important factors influencing health problems is the physical aspect such as the availability of health facilities. In addition, the distance and easy access to health facilities also influence how quickly people are treated and vaccinated during the Covid 19 pandemic. The objective of this study is to determine the degree of accessibility of health facilities in villages by forming village clusters that are likely to be important to the government in ensuring treatment and distribution of Covid 19 vaccine. The clustering method used is the K-Means method with Euclidean spacing to calculate the spacing of the data and the Elbow method to determine the optimal number of clusters on the data, and the Silhouette coefficient evaluation method to test the degree of accuracy of the model created with K-Means. The results of the Elbow method showed the optimal number of clusters to be 2 clusters. Based on the results of the K-Means algorithm process, the clusters that have a larger average distance and access is rated as difficult are cluster 1 with 92 villages in it, and cluster 1 has a smaller average distance and access is relatively easy with 77 villages in it. The result of the evaluation with the silhouette coefficient is 0.299.