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Analisis Teknik Pengambilan Vidio Cinematic dan Proses Editing Menggunakan Filmora Pada Organisasi Pramuka SMAN 14 Medan Ramadhani, Cahaya; Harahap, Baginda; Syahputra, Dinur; Singarimbun, Roy Nuary; Haqki, Bay
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13835

Abstract

Teknik pengambilan vidio pada setia projek merupakan yang sangat perlu diperhatikan oleh vidiographer, sehingga akan memberikan kesan yang baik. 5 hal teknik vidio cinematic yaitu continuity, Shot, Angle Shot, Composision, lalu diselesaikan dengan tahapan Penyunting Video. Pada penelitian ini akan membahasa seputar mengenai pembuatan vidi di SMAN 14 Medan dalam kegiatan Pramuka. Untuk metode penelitian ini yaitu pembuatan video cinematic menggunakan aplikasi Filmora diharapkan dapat membantu meningkatkan minat siswa untuk mengikuti kegiatan organisasi sekaligus dapat meningkatkan keterampilan,cara beretika dengan baik, disiplin, pengetahuan, dan peduli terhadap alam. Desain penelitian tindakan organisasi diawali dengan perencanaan tindakan (planning), tindakan (action), observasi (observe)dan refleksi (reflect). pembuatan Video Cinematic dengan aplikasi Filmora ini dapat diterapkan agar mempermudah dan lebih efisien dalam pembuatan Video Cinematic. Kemudian, adakah peningkatan minat siswa dalam mengikuti organisasi Pramuka. Maka untuk mengetahui hal tersebut, peneliti mengimplementasikan aplikasi pembuatan Video Cinematic dengan masalah yang dihadapi siswa. Aplikasi yang dipakai yaitu aplikasi Filmora Video cinematic adalah medium visual yang menggunakan gambar bergerak untuk menceritakan cerita atau menyampaikan pesan. Biasanya melibatkan penggunaan berbagai elemen seperti sinematografi, skenario, akting, pengarahan, editing, dan suara untuk menciptakan pengalaman sinematik yang lengkap.
Rancang Bangun game 2D Pacman Menggunakan Aplikasi Greenfoot Pada Metode Rad Stye, Ine; Harahap, Baginda; Imam, Chairul
Jurnal Minfo Polgan Vol. 13 No. 1 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i1.13893

Abstract

Perkembangan teknologi dan game yang saat ini semakin pesat setiap waktunya, sehingga banyak muncul beraneka ragam jenis game. Era globalisasi masa kini ditandai dengan penggunaan teknologi komputer dan smartphone yang semakin meluas di semua bidang kehidupan. Dalam penulisan skripsi ini penulis ingin membuat salah satu game yang dulunya banyak dimainkan orang pada waktu itu ialah game Pacman. Pacman adalah sebuah permainan arkade yang dikembangkan Namco dan diterbitkan Midway; dirilis di Jepang pada 22 Mei 1980. Perancang permainan ini adalah Toru Iwatani, yang merupakan karyawan Namco. Pemain harus mengontrol tokoh berwarna kuning bernama Pacman dan membawanya mengelilingi lorong berlika-liku sambil "memakan" titik-titik kecil dan benda-benda khusus lainnya. Pada saat yang sama, terdapat empat "hantu" yang berkeliling di lorong tersebut yang bertugas menangkap Pacman. Untuk alat yang akan digunakan dalam merancang bangun sebuah game yang akan digunakan peneliti dalam pembuatan laporan skripsi ini yaitu Greenfoot, Greenfoot merupakan sebagai aplikasi yang akan digunakan dalam pembuatan. Ini semua dipilih karena aplikasi ini merupakan sebuah program yang dimana pemakai bisa membuat berbagai game berdasarkan kemampuan pembuat, dalam hal ini saya menggunakan aplikasi Greenfoot tersebut, Metode yang digunakan untuk perancang dalam membuat game Pacman ini adalah metode Rapid Application Development (RAD). yang dimana penulis sudah menentukan alur dalam pebuatan, baik itu dari sesi perancangan, sesi desain, sesi pemrograman yang akan digunakan dalam pembuatan game Pacman ini dalam bentuk laporan Skripsi.
Early childhood education learning revolution: the role of technology-based interactive methods in enhancing teacher creativity Zebar, A.; Sembiring, Putri Sari Ulfa; Harahap, Baginda; Habib, Muhammad Ranu Al
Cendikia : Media Jurnal Ilmiah Pendidikan Vol 16 No 1 (2025): September: Education Science
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/cendikia.v16i1.6567

Abstract

The rapid advancement of technology has transformed the landscape of early childhood education (ECE), urging educators to adopt innovative approaches in teaching. This study investigates the role of technology-based interactive methods in enhancing the creativity of ECE teachers. The sample size ranges from 30 to 50 ECE teachers, selected based on specific criteria such as teaching experience and the use of technology in the classroom. Using a quantitative descriptive-correlational method, data were collected through questionnaires from actively teaching ECE educators in Medan who utilize digital tools in the classroom. Multiple linear regression analysis revealed that components such as digital learning applications, interactive content development, technology-supported instructional design, and teacher-student digital engagement have a significant and positive effect on teacher creativity. The model demonstrated strong explanatory power, with an R² value of 67.2%. These findings highlight the potential of technology to not only enrich children's learning experiences but also to support teachers in developing more creative, engaging, and relevant teaching strategies. This research underlines the importance of digital literacy and training programs for ECE educators in the digital age.
Design of a Web-based Correspondence System Using the Codeigniter 3 Framework (Case study: Battuta University) Intan Pratiwi, Dea Balqis; Harahap, Baginda; Ruziq, Fahmi
Journal of Technology and Computer Vol. 1 No. 4 (2024): November 2024 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

In the digital age, technology plays an important role in educational institutions such as Battuta University, helping in streamlining administrative processes and data management. The current reliance on Microsoft Excel for document management at the university proved to be inefficient, leading to issues such as misplaced documents, tracking difficulties, and difficulties in archivist management. To address these challenges, the development of a web-based document management system using the Codeigniter Framework is proposed. By utilizing this system, users can easily access and manage documents from various devices. So that the implementation of such a system is expected to improve the process of handling, tracking, and archiving documents, thus benefiting the university, especially in the field of correspondence.
Design of a Website-Based Battuta University Employee Payroll System Nur Alisya, Siti; Harahap, Baginda; Wayahdi, M. Rhifky
Journal of Technology and Computer Vol. 1 No. 4 (2024): November 2024 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

Everything in this world is bound to change, including technological advancements. Technology will never stop developing. The exchange of data and information is now very fast, even in less than a second. At Battuta University, in processing employee salaries, they still use manual calculations and use the Ms. Excel application. This can cause errors in calculating employee salaries and the process of printing pay slips and employee payroll reports that take a long time. In solving this problem, the author designs a website-based employee payroll application. In designing the application, the author uses a system development methodology, namely the waterfall and qualitative methods, with the application program language made in PHP and MySQL database. The results of this design produce a computerized application program which will be used to process web-based employee salaries at Battuta University and it is hoped that the university will find it easier to input data, compile payroll reports faster and more efficiently.
Design of a Web-Based Information System for Battuta University Alumni Data Collection Aisy Nst, Rihadatul; Syahputra, Dinur; Harahap, Baginda
Journal of Technology and Computer Vol. 1 No. 4 (2024): November 2024 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Abstract

The role of alumni data in supporting institutional development and fostering stronger connections between alumni and their alma mater is significant. Battuta University currently lacks an efficient system for collecting and managing alumni data, which has led to a gap in communication and potential missed opportunities for collaboration. This study aims to design a web-based information system tailored for the systematic collection, management, and utilization of alumni data. Using the System Development Life Cycle (SDLC) methodology, this research outlines each stage of system development, from requirements analysis to deployment. The proposed system features a user-friendly interface, secure data storage, and versatile data retrieval options, allowing administrators to update, manage, and access information effectively. The implementation of this system is expected to facilitate a more structured approach to alumni engagement, enhance communication between the university and its graduates, and support data-driven decision-making processes. This web-based solution is projected to improve the efficiency and reliability of alumni data management, contributing to the university’s strategic goals.