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Tingkat Kesulitan Dinamis Menggunakan Logika Fuzzy Pada Game Musik Tradisional Jawa Tengah Wisinggya, Kadhana Reya; Haryanto, Hanny; Sutojo, T.; Mulyanto, Edy; Dolphina, Erlin
Jurnal ELTIKOM : Jurnal Teknik Elektro, Teknologi Informasi dan Komputer Vol. 5 No. 2 (2021)
Publisher : P3M Politeknik Negeri Banjarmasin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31961/eltikom.v5i2.281

Abstract

ABSTRACT The culture in Indonesia is very diverse, one of which is traditional songs. However, knowledge of traditional songs is still small. Digital Games can spread knowledge about traditional songs, one of which is Central Javanese traditional songs. However, the Game that is made still has static difficulties, so the Game cannot follow the player's ability, resulting in the player feeling bored and not wanting to continue the Game. To generate dynamic difficulties, methods in artificial intelligence can be applied to Games, one of which is Fuzzy. So in this study proposed the application of dynamic difficulties using Fuzzy Logic in music Games / Rhythm Games. Fuzzy Logic is built based on mathematical values and represents uncertainty, where this logic imitates the human way of thinking. Fuzzy Logic can convert crisp input values into fuzzy sets by performing fuzzification. After the input value is converted, the input will be entered into the set of rules provided. Each rule produces a different output. After the process is complete, the output value will be converted back to the crisp output value. Based on the research conducted, it is found that Fuzzy Logic can be applied to music Games where the Game can follow the player's ability based on the given rules.
Penalaran Logika menggunakan Scratch pada SD Negeri Pendrikan Lor 03 Winarsih, Nurul Anisa Sri; Rohman, Muhammad Syaifur; Saraswati, Galuh Wilujeng; Mulyanto, Edy; Mardiantara, Naya Alifiah az Azar Putri
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 7, No 2 (2024): MEI 2024
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v7i2.2258

Abstract

Kemampuan berpikir kritis dan logis sangat penting untuk perkembangan kognitif siswa di era perubahan zaman yang cepat. Meskipun hasil Program for International Student Assessment (PISA) menunjukkan bahwa kemampuan berpikir kritis siswa di Indonesia masih rendah, namun potensi peningkatan dapat terlihat. Indonesia memiliki high equity meskipun berada pada kuadran low performance, menunjukkan kesempatan untuk pengembangan lebih lanjut. Kemampuan berpikir logis melibatkan analisis masalah secara sistematis, yang dapat ditingkatkan melalui model pembelajaran yang tepat. Dalam konteks ini, Scratch, sebuah platform pemrograman visual, ditunjukkan sebagai solusi yang menarik karena memadukan pengalaman belajar dengan aktivitas yang menyenangkan bagi anak-anak. Dalam penelitian ini, Scratch digunakan untuk melatih penalaran logika pada siswa sekolah dasar. Hasilnya para siswa dapat lebih baik mengaplikasikan konsep logika dalam menyelesaikan masalah melalui pembuatan game di Scratch. Oleh karena itu, pengenalan pemrograman komputer sejak dini melalui platform seperti Scratch sangat direkomendasikan sebagai upaya untuk mempersiapkan generasi mendatang dalam menghadapi perkembangan teknologi yang pesat.
Pendampingan Penggunaan Software Aplikasi Sebagai Pendukung Menjalankan Perilaku Hidup Sehat di Lingkungan Panti Asuhan Nurul Istiqomah Al Hira’ Salam, Abu; Rakasiwi, Sindhu; Paramita, Cinantya; Supriyanto, Catur; Octaviani, Dhita Aulia; Mulyanto, Edy
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 8, No 1 (2025): JANUARI 2025
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v8i1.2709

Abstract

The Clean and Healthy Lifestyle Program (PHBS) is an important program to encourage the implementation of a healthy lifestyle in maintaining, preserving, and improving health. Many diseases can be avoided if the community implements a healthy lifestyle. PHBS is ideal for implementation in school-age children, because they are included in the group at risk for health problems due to several factors. Technology in education has been proven to significantly change the way interaction and learning in the classroom, more efficiently, more easily accessible, and can build the skills needed in the current digital era and in the future. The use of digital applications as one of the products of technology has been widely used in both health and education, and are interrelated with each other where they complement each other. Information on health problems certainly requires the field of education to convey it, and vice versa, education cannot run smoothly if the environment is unhealthy. Thus, the role of technology in both fields is very important. Based on the things mentioned above, it is necessary to provide knowledge to students about PHBS. In addition to being given knowledge, students also need to be given guidance when practicing the PHBS material and including the role of technology in the form of digital applications so that learning can be more enjoyable and effective, where previously it was necessary to conduct socialization and training first regarding the use of the application to the caretakers of the Islamic boarding school. Based on the reasons stated, this time the team took the initiative to hold an activity in the form of Community Service with the theme of PHBS Assistance for Students with Digital Application Socialization, with a predetermined location, namely at the Nurul Istiqomah Al Hira 'Islamic Boarding School, so that PHBS can become a habit for students in their daily lives and can transmit these good habits to their environment.
AHP-SPIRE: Edukasi Pemilu Sehat dan Bertanggung Jawab Untuk Pemilih Pemula Fahmi, Amiq; Mulyanto, Edy; Sugiarto, Edi; Pramudi, Yuventius Tyas Catur; Budiman, Fikri
Jurnal Pengabdian Literasi Digital Indonesia Vol. 3 No. 2 (2024): December
Publisher : Puslitbang Akademi Relawan TIK Indonesia (ARTIKA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/abdimas.v3i2.120

Abstract

In Indonesia, general elections are a fundamental democratic process to elect leaders, both the President and Regional Heads, such as Governors, Mayors, and Regents. The selection of suitable and qualified leaders determines the success of a nation, state, and region in welcoming Golden Indonesia 2045. This community service program aims to provide healthy and responsible election education to permanent voters registered and verified by the KPU, especially novice voters with the right to vote. This community service proposes the application of the Analytic Hierarchy Process (AHP) with SPIRE (Spiritual, Physical, Intellectual, Relationship, and Emotional) criteria as an effective tool for selecting suitable and ideal leadership candidates, both President and Regional Head, among novice voters in grades XI and XII SMA. AHP-SPIRE is a multi-criteria method that allows structured and measurable decision-making based on consideration of various important factors for presidential, Governor, Regent, or Mayor candidates. Ultimately, novice voters, especially students in grades XI and XII, have better decision-making techniques based on the expected criteria.
Strategi Peningkatan Literasi Digital dalam Mencegah Judi Online di Kalangan Siswa: Perspektif dari Studi Kasus Siswa SMA At-Thohiriyyah Fahmi, Amiq; Sugiarto, Edi; Budiman, Fikri; Mulyanto, Edy; Widyatmoko, Karis
ABDIMASKU : JURNAL PENGABDIAN MASYARAKAT Vol 8, No 3 (2025): Vol 8, No 3 (2025): SEPTEMBER 2025
Publisher : LPPM UNIVERSITAS DIAN NUSWANTORO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62411/ja.v8i3.3040

Abstract

Kemajuan teknologi digital telah membawa banyak manfaat dalam bidang pendidikan dan akses informasi. Namun, kemudahan tersebut juga menghadirkan tantangan serius bagi generasi muda, khususnya maraknya praktik judi online yang memanfaatkan celah dalam literasi digital pelajar yang masih rendah. Penelitian ini bertujuan untuk mengevaluasi strategi peningkatan literasi digital sebagai upaya preventif terhadap risiko keterlibatan siswa dalam praktik judi online, dengan studi kasus di SMA At-Thohiriyyah Kota Semarang. Pendekatan penelitian yang digunakan adalah kualitatif deskriptif. Data dikumpulkan melalui survei pra dan pasca intervensi, wawancara mendalam, serta observasi partisipatif selama kegiatan pelatihan literasi digital. Fokus utama mencakup pemetaan pemahaman awal siswa, pengukuran tingkat literasi digital sebelum dan sesudah pelatihan, serta evaluasi perubahan sikap dan perilaku terhadap konten digital yang berisiko. Hasil penelitian menunjukkan peningkatan signifikan dalam kesadaran siswa terhadap dampak finansial, sosial, dan psikologis dari praktik judi online. Siswa juga menunjukkan kemampuan yang lebih baik dalam mengenali informasi kredibel, berpikir kritis terhadap konten manipulatif, serta memanfaatkan teknologi secara bijak dan bertanggung jawab. Temuan ini merekomendasikan pengembangan program literasi digital yang holistik, kontekstual, dan berkelanjutan dengan melibatkan sekolah, keluarga, serta pemangku kepentingan untuk menciptakan ekosistem digital yang aman dan suportif bagi peserta didik.