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Journal : Nuansa Informatika

RANCANG BANGUN APLIKASI MOBILE LEARNING BERBASIS J2ME UNTUK MATA PELAJARAN MATEMATIKA( MOBILE APPLICATION DESIGN BASED LEARNING J2ME FOR SUBJECT MATH ) Tito Sugiharto
NUANSA INFORMATIKA Vol 7, No 01 (2012)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/nuansa.v7i01.60

Abstract

This study is intended to produce a supplementary learning media for students in High School Mathematics for Mobile-Learning Application form. Target research to be achieved is the media to learn additional attractive and easy to use so as to enhance the learning and achievement of students in mathematics subjects.This research will explore how to design and develop applications based on J2ME Mobile Learning for Mathematics in order to run well on different mobile phones. This application was created to enable users to access a material / substance use mathematics Mobile Learning through mobile applications.Mobile Learning Application is an application J2ME-based alternative learning media independent and can be implemented on mobile phones that support java based CLDC 1.0 and MIDP 2.0.Keywords : Aplikasi Mobile Learning, Matematika , J2ME, Handphone, Learning Media
RANCANG BANGUN APLIKASI PENGGALANGAN DANA MENGGUNAKAN ALGORITMA REVERSE COLUSSI BERBASIS WEB Riki Yuspika; aah sumiah; tito sugiharto
NUANSA INFORMATIKA Vol 11, No 2 (2017)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (833.482 KB) | DOI: 10.25134/nuansa.v11i2.1213

Abstract

Along with the development era of ease in doing an activity is increasing, such as in fund raising for natural disasters that occur around the environment even in other environments. The fundraising process is commonly done conventionally or by way of direct descent into the street. The conventional fundraising process has a deficiency in terms of effectiveness because of the large number of members who have to go down the road and the lack of transparency of incoming funds due to no publication of reports, not yet computerized reports of fundraising results. Therefore it is necessary for a media that can assist in the process of fundraising to facilitate the conduct of fundraising. Website creation by implementing Algorithm can improve the function of the website, Revese Colussi Algorithm as String Matching Algorithm can be implemented in a search in website so that search can be more effective. Research methodology of software development used in this research is RUP (Rational Unified Process). In this peneliltian writer using PHP programming language with Dream Weaver as its editor, besides writer use PHP MySQL as database. And for the testing process using Black Box Testing and White Box Testing.Keywords: Fundraising, String Matching Algorithm, Reverse Colussi Algorithm, Rational Unified Process, PHP, PHP MySQL, Black Box Testing, White Box Testing
RANCANG BANGUN MEDIA INTERAKTIF TUNTUNAN SHALAT BERBASIS MULTIMEDIA UNTUK ANAK-ANAK SD DENGAN MENGGUNAKAN FLASH ( STUDI KASUS PADA SDN 1 WINDUHAJI ) Muhsin .; Tito Sugiharto
NUANSA INFORMATIKA Vol 7, No 02 (2012)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/nuansa.v7i02.63

Abstract

Pembelajaran tentang Tuntunan Shalat di sekolah-sekolah masih banyak menggunakan media sederhana. Media yang digunakan dalam pembelajaran Tuntunan Shalat masih menggunakan media buku dan media ceramah. Hal ini membuat gambaran tentang Tuntunan Shalat terbatas untuk ditangkap siswa-siswi. Diperlukan sebuah media interaktif yang dapat mengkomunikasikan pembelajaran Tuntunan Shalat lebih menarik.Masalah yang dikaji dalam penelitian ini adalah (1) bagaimana merancang dan mengimplementasikan tuntunan shalat berbasis multimedia untuk anak-anak sekolah dasar, (2) bagaimana caranya anak-anak menggunakan media interaktif untuk tuntunan shalat berbasis multimedia. Secara umum penelitian ini bertujuan untuk membuat suatu media pembelajaran interaktif dan mengajarkan cara penggunaan media tersebut.Aplikasi media interaktif tuntunan shalat ini dibuat dengan menggunakan software Adobe Flash, Adobe Premiere Pro, Adobe Audition, Adobe Photoshop. Output dari aplikasi ini berbentuk file exe, file swf dan file video.Kata KunciPembelajaran, Tuntunan Shalat, Media Interaktif, Adobe Flash, Multimedia.
RANCANG BANGUN PERMAINAN OTHELLO MENGGUNAKAN ALGORITMA MINIMAX Aldrine Barindra N.W; Sugeng Supriyadi; Tito Sugiharto; Rio Andriyat. K
NUANSA INFORMATIKA Vol 10, No 2 (2016)
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (526.583 KB) | DOI: 10.25134/nuansa.v10i2.992

Abstract