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EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM Andik Prakasa Hadi; Setiyo Adi Nugroho; Rudjiono Rudjiono; Sugiarto Sugiarto
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.748

Abstract

Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media. The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa. The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25. This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG Setiyo Adi Nugroho; Andik Prakasa Hadi; Rudjiono Rudjiono; Ahmad Zainudin
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.765

Abstract

The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
Pemanfaatan Metode Joyfull Learning Dalam Multimedia Pembelajaran Interaktif Bahasa Inggris Daniel Rudjiono; Khoirur Rozikin; nuris setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.538

Abstract

Perkembangan ilmu pengetahuan dan teknologi semakin mendorong upaya-upaya pembaruan dalam proses belajar mengajar, guru dituntut agar mampu menggunakan maupun membuat media pembelajaran yang lebih inovatif. SMP IT Cahaya Ummat Karangjati merupakan salah satu lembaga pendidikan Islam yang dalam proses pembelajaran masih menggunakan metode konvensional. Hal ini menyebabakan siswa mengalami kebosanan dan kurang aktif dalam proses pembelajaran, sehingga perlu dibuatnya inovasi baru dalam hal media pembelajaran. Solusi yang ditawarkan pada penelitian ini adalah sebuah media pembelajaran interaktif dengan metode Joyfull Learning. Metode Joyfull Learning adalah metode yang sangat baik di gunakan untuk melibatkan peserta didik dalam mempelajari materi yang telah disampaikan mengingat siswa kurang aktif dalam proses pembelajaran. Hasil penelitian ini dirancang untuk memberikan inovasi pembelajaran khususnya mata pelajaran Bahasa Inggris kelas VII semester 2 SMP IT Cahaya Ummat Karangjati. Selain itu, dengan adanya media pembelajaran interaktif diharapkan peserta didik menjadi lebih aktif dalam proses pembelajaran dan dapat meningkatkan motivasi belajar sehingga membuat hasil belajar meningkat.
Pemanfaatan Metode Moving Average Dalam Sistem Informasi Pendukung Keputusan Pembelian Barang Berdasarkan Peramalan Penjualan Dengan Berbasis Web Fujiama Diapoldo Silalahi; Khoirur Rozikin; Daniel Rudjiono; Nuris Dwi Setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.540

Abstract

CV. Ida Ayu adalah sebuah perusahaan yang bergerak di bidang perdagangan umum seperti tas rapat dan blocknote. Tujuan dilakukannya penelitian ini adalah untuk merancang sistem informasi pendukung keputusan pembelian barang yang dapat menghasilkan informasi yang valid, cepat dan akurat dan untuk mengetahui bagaimana membangun sistem informasi pendukung keputusan pembelian barang yang efektif dalam peramalan penjualan. Sulitnya administrasi untuk merancang suatu sistem informasi pendukung keputusan pembelian barang yang valid berdasarkan peramalan penjualan dan membuat sistem informasi pendukung keputusan pembelian barang yang efektif dalam meramalkan penjualan pada CV. Ida Ayu Semarang. Pada aplikasi peramalan ini metode yang digunakan adalah metode moving average. Metode ini diperoleh melalui penjumlahan dan pencarian nilai rata-rata dari sejumlah periode tertentu, setiap kali menghilangkan nilai terlama dan menambah nilai baru. Hasil penelitian diharapkan dapat menunjukan bahwa perancangan sistem informasi pendukung keputusan pembelian barang berdasarkan peramalan penjualan berbasis web dapat membantu karyawan (administrasi) untuk meminimalkan terjadinya kesalahan pembelian barang dengan mempertimbangkan penjualan yang terjadi dalam periode tertentu. Jadi semua kegiatan penjualan serta pembelian barang di CV. Ida Ayu dapat berjalan secara efektif dan efisien.
Perancangan Media Pembelajaran Interaktif Mata Pelajaran Tematik Bahasa Indonesia Untuk Siswa Kelas 1 Studi Kasus di SDN Leyangan Daniel Rudjiono; Ester Dian Santoso
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 1 (2023): Vol 16 No 1 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i1.1192

Abstract

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively. The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.
Pemanfaatan Metode Joyfull Learning Dalam Multimedia Pembelajaran Interaktif Bahasa Inggris Daniel Rudjiono; Khoirur Rozikin; nuris setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.538

Abstract

Perkembangan ilmu pengetahuan dan teknologi semakin mendorong upaya-upaya pembaruan dalam proses belajar mengajar, guru dituntut agar mampu menggunakan maupun membuat media pembelajaran yang lebih inovatif. SMP IT Cahaya Ummat Karangjati merupakan salah satu lembaga pendidikan Islam yang dalam proses pembelajaran masih menggunakan metode konvensional. Hal ini menyebabakan siswa mengalami kebosanan dan kurang aktif dalam proses pembelajaran, sehingga perlu dibuatnya inovasi baru dalam hal media pembelajaran. Solusi yang ditawarkan pada penelitian ini adalah sebuah media pembelajaran interaktif dengan metode Joyfull Learning. Metode Joyfull Learning adalah metode yang sangat baik di gunakan untuk melibatkan peserta didik dalam mempelajari materi yang telah disampaikan mengingat siswa kurang aktif dalam proses pembelajaran. Hasil penelitian ini dirancang untuk memberikan inovasi pembelajaran khususnya mata pelajaran Bahasa Inggris kelas VII semester 2 SMP IT Cahaya Ummat Karangjati. Selain itu, dengan adanya media pembelajaran interaktif diharapkan peserta didik menjadi lebih aktif dalam proses pembelajaran dan dapat meningkatkan motivasi belajar sehingga membuat hasil belajar meningkat.
Pemanfaatan Metode Moving Average Dalam Sistem Informasi Pendukung Keputusan Pembelian Barang Berdasarkan Peramalan Penjualan Dengan Berbasis Web Fujiama Diapoldo Silalahi; Khoirur Rozikin; Daniel Rudjiono; Nuris Dwi Setiawan
Elkom : Jurnal Elektronika dan Komputer Vol 14 No 2 (2021): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v14i2.540

Abstract

CV. Ida Ayu adalah sebuah perusahaan yang bergerak di bidang perdagangan umum seperti tas rapat dan blocknote. Tujuan dilakukannya penelitian ini adalah untuk merancang sistem informasi pendukung keputusan pembelian barang yang dapat menghasilkan informasi yang valid, cepat dan akurat dan untuk mengetahui bagaimana membangun sistem informasi pendukung keputusan pembelian barang yang efektif dalam peramalan penjualan. Sulitnya administrasi untuk merancang suatu sistem informasi pendukung keputusan pembelian barang yang valid berdasarkan peramalan penjualan dan membuat sistem informasi pendukung keputusan pembelian barang yang efektif dalam meramalkan penjualan pada CV. Ida Ayu Semarang. Pada aplikasi peramalan ini metode yang digunakan adalah metode moving average. Metode ini diperoleh melalui penjumlahan dan pencarian nilai rata-rata dari sejumlah periode tertentu, setiap kali menghilangkan nilai terlama dan menambah nilai baru. Hasil penelitian diharapkan dapat menunjukan bahwa perancangan sistem informasi pendukung keputusan pembelian barang berdasarkan peramalan penjualan berbasis web dapat membantu karyawan (administrasi) untuk meminimalkan terjadinya kesalahan pembelian barang dengan mempertimbangkan penjualan yang terjadi dalam periode tertentu. Jadi semua kegiatan penjualan serta pembelian barang di CV. Ida Ayu dapat berjalan secara efektif dan efisien.
PENGEMBANGAN ALAT BANTU PENGEDITAN VIDEO DAN MULTIMEDIA BERBASIS ARDUINO USB MIDI Setiyo Adi Nugroho; Andik Prakasa Hadi; Rudjiono Rudjiono
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 1 (2023): Januari : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i1.860

Abstract

The extensive use of multimedia technology in the film and television industry has greatly enhanced the aesthetics and artistry of film and television works, thereby fundamentally driving the development of the film and television industry. This development of needs in video and multimedia directly impacts the needs in the video editing process. Therefore, in the big video era, changes in the way video is used in various media including social media have had a big impact on editing video content. In speeding up the performance of video and multimedia editing, a shortcut method is needed, usually using a keyboard shortcut. keyboard shortcuts are obviously very helpful in the editing process but despite the fact that it usually takes half the time to issue commands to a computer application using those keyboard shortcuts, most people issue certain commands by clicking on icons on a toolbar or by selecting commands from a pull-down menu. In this study, a tool was designed by utilizing an Arduino microcontroller in the form of a midi controller which makes it easier to access shortcuts to help speed up the process of editing video and multimedia content.
Perancangan Media Pembelajaran Interaktif Mata Pelajaran Tematik Bahasa Indonesia Untuk Siswa Kelas 1 Studi Kasus di SDN Leyangan Rudjiono, Daniel; Andik Prakasa Hadi; Ahmad Zainudin; Ester Dian Santos
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol 2 No 2 (2023): Mei : Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v2i2.1668

Abstract

This Study aims to design interactive learning media in indonesian subjects, especially theme 2 sub-theme 4 lesson 5. Based on the identified students, that there are still students who are still not able to read and write fluently. This is due to factors from within the students themeselves such as the willingness and ability of the child. This type of research is a research and development research and development (R&D) method. This study uses six stages: (1) Potential and problems, (2) gathering information, (3) product design, (4) design validation, (5) design revision, (6) product trial, (7) product revision. Validation was carried out by media experts (lecturers) and material experts (teachers). The subjects of the research trial consisted of grade 1 students at SDN Leyangan. The trial was conducted by 5 students. Data collected by interviews, documentation, and questionnaires (questionnaires). The data are the results of an assessment of product quality and suggestions for revising the product, which are then analyzed descriptively. The results showed that interactive learning media for Indonesian thematic subjects as a media tool designed to be suitable for use in learning theme 2 sub-theme 4 lesson 5 class 1 SDN Leyangan. This is shown by (1) the assessment of the media expert (lecturer) included in the very good criteria with a score of 37, (2) the assessment of the material expert (teacher) included in the very good criteria with a score of 36, and (3) in the trial use included in the very good criteria with a score of 36.
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.