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Pengembangan Sistem Informasi Pencatatan Pembayaran SPP Dan Tabungan Berbasis Website Agus Priyadi; Daniel Rudjiono; Ahmad Zainudin; Siti Sohiroh
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 3 No. 1 (2023): Maret : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/teknik.v3i1.1884

Abstract

Advances in technology encourage many agencies to be able to maximize the use of technology. One of the institutions affected is the educational institution. The payment transaction process that is still widely used in educational institutions is a manual transaction. Recording transactions manually raises several problems, one of which is transparency in recording. A web-based information system for paying tuition fees and student savings was developed to maximize the use of existing technology. This research resulted in a system for recording tuition fees and student savings which can be easily used and has good transaction recording transparency. This web-based system was developed using the R&D method. Based on the results of the validation carried out, it shows that the system is good and ready to use.
PERANCANGAN MEDIA PEMBELAJARAN UNTUK MATA PELAJARAN ANIMASI BLENDER KELAS XII SMK KANAAN UNGARAN Rudjiono, Daniel; Setyo Adi Nugroho; Agus priyadi; Krisna Danu Aji Saputra
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1515

Abstract

The aim of this research is to create flash-based animation learning media for students at Kanaan Ungaran Vocational School, as well as increasing students' interest in learning animation. The method used is Research and Development, namely a method that develops a particular product such as animation-based learning media. This research was motivated by the discovery of a lack of media for learning animation at Kanaan Ungaran Vocational School, especially in class XI Multimedia animation lessons. Due to the lack of learning media, this creates students' interest and motivation in learning animation, so the author can conclude that students need a media that can generate learning motivation. The result of this research is an application from Adobe Flash CS6 which is an application that contains interactive animations that can be played by
Perancangan Video Motion Graphic Sebagai Media Marketing Studi Kasus di PT. Bakool Nusantara Rudjiono, Rudjiono; Setiyo Adi Nugroho; Agus Priyadi; Akhmad Cholif Agung Yuliyanto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1978

Abstract

PT. Bakool Nusantara is a startup that provides fresh vegetable products with an online BTB and BTC business concept. This research aims to enhance brand recognition and introduce the Bakool Apps application to PT. Bakool Nusantara customers through the design of motion graphic videos as a marketing medium. The company has encountered challenges in effectively introducing the Bakool Apps brand and application to customers, thus requiring innovation in marketing strategy. This study employs a case study method at PT. Bakool Nusantara to gain a comprehensive understanding of the company's challenges. Subsequently, the research focuses on the design of motion graphic videos as a solution to enhance brand recognition and introduce the Bakool Apps application. The use of motion graphic techniques is expected to provide an engaging and effective visual experience in conveying information to customers. The validation results from expert assessments of the motion graphic video product obtained a score of 4.7 out of 5, indicating high validity. Similarly, expert assessments of content validity yielded a score of 4.7 out of 5, suggesting high validity as a marketing media tool. User validation results also scored 4.652 out of 5, indicating high effectiveness for use. Thus, based on expert and user validation results, the produced video product is deemed valid and suitable for production as a product. Keywords: Motion Graphic, Video, Media Marketing
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD Ahmad Zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1979

Abstract

Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
Pelatihan Pemanfaatan Teknologi Multimedia Untuk Membuat Media Pembelajaran Agus Priyadi; Ahmad Zainudin; Andik Prakasa Hadi; Rudjiono Rudjiono; Setiyo Adi Nugroho; Priyadi Priyadi; Robby Andika Kusumajaya; Danang Danang
Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat Vol. 1 No. 3 (2023): Juli : Pandawa : Pusat Publikasi Hasil Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/pandawa.v1i3.54

Abstract

The results of observations, efforts to improve the quality of education, SDIP Haji Muhammad Subandi need tools or media to convey lessons as a substitute for teaching aids, describe an incident, and provide examples. Computers and projectors are only used to display text using Microsoft Word and Power Point application software. Animation, sound and video are never used. Multimedia has many variations in appearance so that learning activities become more interesting, effective and efficient. The development of multimedia technology, one of which is the website, provides many tools for making various media such as images, converters, sound, animation, and video, which can be used to facilitate the creation of multimedia-based learning media. Canva on its website mentions its mission so that people can design and publish anywhere and anytime. This training was held for teachers at SDIP Haji Muhammad Subandi so that teachers have additional knowledge and alternative options for teaching students using Canva's easy-to-use and complete tools..
Workshop on Utilizing Artificial Intelligence (AI) for Teachers as a Learning Aid at Bina Insani Elementary IT School Semarang Hadi, Andik Prakasa; Rudjiono; Zainudin, Ahmad; Nugroho, Setiyo Adi; Priyadi, Agus
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v4i2.2872

Abstract

The utilization of technology has influenced many aspects of life, and one of the fields affected is education. Basic education must adapt to the evolving era influenced by technology. The implementation of a workshop on the utilization of AI as a learning tool is based on observations and interviews with the headmaster of SD IT Bina Insani Semarang. This workshop introduces AI technology to the teachers of SD IT Bina Insani, along with its advantages and disadvantages. During the workshop, participants not only receive theoretical material but also engage in practical exercises in utilizing AI, guided by the team from PPM Universitas STEKOM Semarang. The evaluation of participants' understanding of the material on the use of AI is conducted directly during the practical sessions, considering the participants' active involvement throughout the workshop.
Workshop on Utilizing Artificial Intelligence (AI) for Teachers as a Learning Aid at Bina Insani Elementary IT School Semarang Andik Prakasa Hadi; Rudjiono; Ahmad Zainudin; Setiyo Adi Nugroho; Agus Priyadi
KREATIF: Jurnal Pengabdian Masyarakat Nusantara Vol. 4 No. 2 (2024): Juni : Jurnal Pengabdian Masyarakat Nusantara
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/kreatif.v4i2.2872

Abstract

The utilization of technology has influenced many aspects of life, and one of the fields affected is education. Basic education must adapt to the evolving era influenced by technology. The implementation of a workshop on the utilization of AI as a learning tool is based on observations and interviews with the headmaster of SD IT Bina Insani Semarang. This workshop introduces AI technology to the teachers of SD IT Bina Insani, along with its advantages and disadvantages. During the workshop, participants not only receive theoretical material but also engage in practical exercises in utilizing AI, guided by the team from PPM Universitas STEKOM Semarang. The evaluation of participants' understanding of the material on the use of AI is conducted directly during the practical sessions, considering the participants' active involvement throughout the workshop.