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Augmented Reality Sebagai Media Pelatihan Penanganan Kebakaran Hutan Bagi Warga Desa Pasir Panjang Batam Ahmad Hamim THohari; Hamdani Arif; Dwi Ely Kurniawan; Muchammad Fajri Amirul Nashrullah; Maidel Fani; Nelmiawati Nelmiawati; Heru Wijanarko; Rizky Pratama Hudhajanto; Rina Yulius; Mira Chandra Kirana; Uuf Brajawidagda; Muhammad Nashrullah; Nur Cahyono Kushardianto; Dodi Prima Resda; Finkye Priya Gunadi
Jurnal Pengabdian kepada Masyarakat Politeknik Negeri Batam Vol 3 No 2 (2021): 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 polibatam.v3i2.2899

Abstract

The dry season in Batam brings the threat of drought. The dry season has an impact in the form of the threat of fires in settlements and protected forests in the Rempang and Galang Islands, Batam. Based on the survey and analysis activities in 2018, it is known that residential areas in Pasir Panjang Village often experience fires, however, residents do not yet have the knowledge and ability to handle early fire disasters. In the 2018 community service activities, socialization was carried out with the Batam City Fire Service, but it had not yet reached the technical realm. Fire handling training is required for residents with fire extinguishers, however, residents' access to this tool is still limited and the price is quite expensive. This activities has produced an application prototype based on augmented reality to simulate the use of a fire extinguisher as a media for educating citizens. The application prototype has been tested and can serve as a training medium for residents. In addition, this community service program also provides training and assistance in handling in a fire disaster.
Implementasi dan Analisis Gamifikasi pada Aplikasi Manajer Keuangan Pribadi Rina Yulius; Muchamad Fajri Amirul Nasrullah
JOURNAL OF APPLIED MULTIMEDIA AND NETWORKING Vol 3 No 2 (2019): Journal of Applied Multimedia and Networking
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (269.365 KB) | DOI: 10.30871/jamn.v3i2.1812

Abstract

This study aimed to design a gamification-based personal financial application and investigate the relationship between self-determination motives and user engagement. Data of 152 participants were collected through online questionnaire. The participants consisted of users who have Android-based smartphone and use the personal financial application, EasySaku, at the same time. Simple linear regression analysis and multiple linear regression analysis were used to test the hypotheses. The results show that there is a significant relationship between self-determination motives and user engagement. The relationship is partially mediated with gamified app, EasySaku.
Pemanfaatan Aplikasi berbasis Android Untuk Layanan Informasi Lokasi Stategis di Kota Payakumbuh Arif Rizki Marsa; Rina Yulius
Prosiding SISFOTEK Vol 1 No 1 (2017): SISFOTEK 2017
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.166 KB)

Abstract

Kota Payakumbuh dengan luasnya ±80.43 km², memiliki 5 kecamatan yang tersebar di wilayah tersebut, gis merupakan data spasial yaitu sebuah data yang berorientasi geografis dan merupakan lokasi yang memiliki sistem koordinat tertentu, mobile gis bukan hanya trend semata melainkan kebutuhan manusia yang akan bepergian dan belum mengetahui informasi daerah tujuannya, Payakumbuh merupakan kota pendidikan dan budaya yang terkenal dengan keseni, kuliner, dan lokasi penting lainnya dimana banyak turis manca negara maupun lokal yang berdatangan di kota ini. Dalam penelitian ini dibangun sebuah Aplikasi berbasis Android Untuk Layanan Informasi Lokasi Stategis di Kota Payakumbuh untuk mempermudah dan mempercepat pencarian lokasi-lokasi penting di wilayah payakumbuh. Aplikasi ini dibangun dengan metodologi penelitian berupa metode ilmiah dengan pendekatan berorientasi objek dengan tahapan dentifikasi, analisis, perancangan, pemrograman, dan pengujian. Fitur-fitur pada aplikasi ini yaitu dapat mengetahui daftar lokasi berdasarkan kategori, koordinat lokasi yang dituju, koordinat lokasi user, informasi (gambar, nama tempat, alamat, nomor telepon, web lokasi, deskripsi, jarak lokasi berdasarkan posisi user dengan lokasi yang dituju), dan petunjuk arah lokasi. Kategori lokasi strategis pada sistem meliputi Swalayan, Hotel, Rumah Sakit, Masjid, Gereja, Kuliner, Stadion, SPBU, Pasar, Perguruan Tinggi, Toko oleh-oleh, Stasiun Kereta Api,Terminal Bus, dan Lokasi Lain. Aplikasi ini dibangun menggunakan Google Map API utuk menampilkan peta, SDK Android, Android Studio sebagai editor, Java sebagai bahasa pemrograman untuk membuat aplikasi client, dan ponsel android sebagai alat pendukung. Dengan adanya informasi ini diharapkan masyarakat pendatang maupun yang sedang berwisata di wilayah kota payakumbuh dapat mengetahui lokasi strategis yang berada di wilayah tersebut langsung dari ponsel yang bersistem operasi android.
Analisa Pengaruh Aplikasi Hafalan Al-Quran Juz 30 Berbasis iOS Terhadap Motivasi Pengguna Menggunakan Model MSLQ Hamidah, Dewi Nurul Hamidah; Rina Yulius
MULTINETICS Vol. 10 No. 1 (2024): MULTINETICS Mei (2024)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v10i1.6672

Abstract

Indonesia is a country with the largest Muslim population in the world, but the number of Qur'an memorizers in Indonesia is still relatively small. One of the main obstacles faced is the lack of motivation in memorizing the Qur'an. One approach that can help increase motivation in memorizing is an approach through application media, considering the use of gadgets in Indonesia continues to increase, the application media approach is a potential solution. Through the application, the memorization process can become more interactive by utilizing surprising and delightful techniques. This research is limited to Al-Qur'an Juz 30 which is the final part of the Al-Qur'an. In addition to building the Qur'an memorization application, this research also analyzes the effect of the iOS based Juz 30 Qur'an memorization application on user motivation using the Motivated Strategies for Learning Questionnaire (MSLQ) model. The measurement results show that there is an influence between the Al-Qur'an memorization application and user motivation in memorizing. The Al-Qur'an memorization application has an influence of 26.2% on user motivation, while 73.8% of memorization motivation is influenced by other factors outside the study. Thus, it can be concluded that the Al-Qur'an memorization application has an influence on user motivation in memorizing, but there are still other factors that also affect this motivation.