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PENGEMBANGAN EVALUASI PEMBELAJARAN BERBASIS MULIMEDIA DENGAN FLASH, PHP, DAN MYSQL Sutopo, Hadi
Jurnal Informatika Vol 10, No 2 (2009): NOVEMBER 2009
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (386.802 KB) | DOI: 10.9744/informatika.10.2.79-85

Abstract

Computer-Based Testing (CBT) program was launched for years to give testtakers the options of taking computerized version of test. The application which genarate academic score is developed as a server-side with Adobe Flash. Flash is well known as a powerful and dynamic front-end for the Web. However, Flash is also great interface for server-side applications. PHP can launch server-side script using Flash as a front-end and pass variables back and forth between Flash and the PHP pages. Along with PHP, MySQL can be used to store data and later retrieve it. Using Flash as a front-end, data and variables are passed between the MySQL database, PHP, and Flash to enchance aplication's functionality in managing databases.
PENGEMBANGAN EVALUASI PEMBELAJARAN BERBASIS MULTIMEDIA DENGAN FLASH, PHP, DAN MYSQL Sutopo, Hadi
Jurnal Informatika Vol 11, No 1 (2012): MAY 2012
Publisher : Institute of Research and Community Outreach - Petra Christian University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (326.086 KB) | DOI: 10.9744/informatika.11.1.1-7

Abstract

Computer-Based Testing (CBT) program was launched for years to give test takers the options of taking computerized version of test. The application which generates academic score is developed as a server-side with Adobe Flash. Flash is well known as a powerful and dynamic front-end for the Web. However, Flash is also great interface for server-side applications. PHP can launch server-side script using Flash as a front-end and pass variables back and forth between Flash and the PHP pages. Along with PHP, MySQL can be used to store data and later retrieve it. Using Flash as a front-end, data and variables are passed between the MySQL database, PHP, and Flash to enhance application's functionality in managing databases.
Permainan Edukasi Operasi Hitung Matematika Berbasis Multimedia pada SD STRADA VAN LITH II Ceria, Natalia; Sutopo, Hadi
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 7 No. 1 (2020): Sains dan Teknologi
Publisher : Institut Teknologi dan Bisnis Kalbis

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Abstract

SD Strada Van Lith II is an elementary school that the early establishment of Strada societysince 1924, and has branches in central Jakarta, tangerang, bekasi and east jakata. SD Strada Van LithII is a branch of east jakarta, duren palm. The problems that occur are like using whiteboards, markers,guidebooks and others so that this study aims to provide a more enjoyable learning atmosphere in thegame world, especially games that are educative. The purpose of the study is to facilitate learning andproduce instructional media-based educational game in the form of software on mathematics subjectsthat can be used as an alternative media to play while learning. The research method used in thisresearch is Multimedia Development Life Cycle (MDLC). The results of this study are desktop-basedapplications, that this application can provide new solutions in terms of teaching and learning activitiesand provide positive feedback for SD Strada Van Lith II.
QR Code-based Bible Stories Development: Accessing Metaverse for Children Bible Learning Enhancement Sutopo, Hadi
International Journal of Educational Technology and Artificial Intelligence Vol. 4 No. 1 (2025): Education and Artificial Intelligence
Publisher : TOPAZART

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Abstract

This study aims to develop a learning prototype based on QR codes to enhance Bible learning in Sunday Schools, particularly by integrating mobile-accessible video, augmented reality, and metaverse-based Bible stories for children. Bible education, as a form of lifelong learning starting from early childhood, is traditionally delivered face-to-face in churches, schools, families, and Christian communities. However, engaging with the Bible is often perceived as tedious and abstract, posing a challenge for young learners. To address this, the study adopts the Research and Devel-opment (R&D) methodology outlined by Borg and Gall, which includes ten stages: need assess-ment, planning, early product development, initial testing, product revision, field testing, further revisions, operational testing, final revision, and implementation. Through this approach, the re-search identified the potential and challenges of using QR codes to support Bible learning. The need assessment stage gathered children’s informational needs, guiding the development of a QR code-based prototype. This prototype allowed students to access rich multimedia content—videos, augmented reality, and metaverse experiences—using their mobile devices. The findings suggest that QR code-based Bible learning can increase motivation, facilitate access to Bible stories anytime and anywhere, and support teachers by providing engaging digital resources tailored to children’s learning needs.
BAHAYA NARKOBA DAN STRATEGI PENCEGAHANNYA Bachtiar, Bachtiar; Anggraeni, RR Dewi; Susanto, Susanto; Soewita, Samuel; Santoso, Bambang; Raya, Loisa Diana; Sipayung, Mardin; Chrisputranto, Matheus Raditya; Rossi, Roberto; Sutopo, Hadi; Wahyono, Wahyono
Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat Vol 3 No 2 (2022): Abdi Laksana : Jurnal Pengabdian Kepada Masyarakat
Publisher : LPPM Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/al-jpkm.v3i2.20315

Abstract

Dewasa ini kasus narkoba sudah merebak ke seluruh komponen masyarakat tidak hanya golongan masyarakat kelas atas yang tinggal diperkotaan melainkan sudah sampai dipelosok daerah Indonesia yang sasarannya tidak pandang bulu, akibatnya makin banyak generasi muda yang terjerumus dalam narkoba dan kehilangan masa depan. Jumlah pengguna narkoba di Indonesia terus meningkat. sebagian besar penggunanya adalah para remaja. Dari masalah yang sudah banyak terjadi sekarang ini, banyak penyalahgunaan narkoba yang sering menyebabkan ketergantungan. Penggunaan narkoba ada berbagai alasan diantaranya untuk mengatasi stress, untuk bersenang-senang, atau untuk bersosialisasi.Penelitian ini bertujuan untuk memberikan keterangan yang sejelas-jelasnya tentang dampak dari penggunaan narkoba dengan cara yang tidak tepat, bahkan dapat menyebabkan kematian. Narkoba mempunyai dampak negatif yang sangat luas; baik secara fisik, psikis, ekonomi, sosial budaya hankam, dan lain sebagainya. Banyak cara digunakan agar pemakai narkoba dapat normal dan pulih kembali seperti biasanya.Sehingga kepada pemakai / pengedar dalam ketentuan hukum pidana nasional diberikan sanksi yang berat. Penelitian ini diharapkan dapat memberikan kontribusi yang sangat berarti. Kata Kunci: Narkoba, Penyalahgunaan, Pencegahan