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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): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
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): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
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
Evaluating the Effectiveness of Interactive Multimedia in Boosting Brand Equity: A Case Study of Visual Communication Design Programs Purhita, Edy Jogatama; Rudjiono, Daniel
International Journal of Graphic Design Vol. 2 No. 2 (2024): IJGD : International Journal of Graphic Design
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/ijgd.v2i2.2109

Abstract

This study focuses on strengthening brand equity in the Visual Communication Design (VCD) study program at higher education institutions by implementing interactive multimedia. The background of the problem lies in the importance of branding innovation in addressing the increasing competition in the education sector. The purpose of this research is to evaluate the impact of interactive multimedia on four dimensions of brand equity: brand awareness, brand loyalty, perceived quality, and brand associations. The methodology employed involves a mixed quantitative and qualitative approach. Data was collected through a survey of 100 respondents using a Likert-scale-based questionnaire and in-depth interviews with relevant participants. A paired t-test was used to analyze changes in brand equity perceptions before and after implementing interactive multimedia. The results show a statistically significant increase in brand awareness by 20% (p < 0.01), brand loyalty by 25% (p < 0.01), perceived quality by 18% (p < 0.01), and brand associations by 19% (p < 0.01). These findings provide practical contributions to higher education institutions by demonstrating that interactive multimedia is not merely a communication tool but an effective strategy for building emotional engagement with audiences and enhancing institutional reputation. Furthermore, qualitative insights highlight the role of interactive multimedia in fostering deeper emotional connections and improving perceptions of quality. This research supports adopting technologies like Augmented Reality (AR) and Virtual Reality (VR) to enrich future learning experiences. Continuous implementation and innovation in interactive content are also necessary to remain relevant and competitive in the dynamic education market.
Prediction and Detection of Scam Threats on Digital Platforms for Indonesian Users Using Machine Learning Models Raharjo, Budi; Rudjiono; Fitrianto, Yuli
Journal of Technology Informatics and Engineering Vol. 3 No. 3 (2024): December (Special Issue: Big Data Analytics) | JTIE: Journal of Technology Info
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v3i3.208

Abstract

Scam threats on digital platforms continue to rise alongside the rapid adoption of technology in Indonesia. The unique characteristics of Indonesian digital users, such as low digital literacy and high social media usage, make them particularly vulnerable to various forms of scams, including phishing, impersonation, and emotional manipulation. This study aims to develop a machine learning-based model for predicting and detecting scams by identifying threat patterns within a local context. The methodology involves collecting a survey-based dataset from Indonesian digital users, capturing language patterns and user interaction behaviors. The dataset was processed through text-cleaning techniques, tokenization, normalization, and representation using TF-IDF and Word Embeddings. The machine learning models employed in this study are Random Forest and Support Vector Machine (SVM), evaluated using accuracy, precision, recall, and F1-score metrics. Hyperparameter tuning was conducted to optimize model performance, while k-fold cross-validation was utilized to minimize the risk of overfitting. The results indicate that the Random Forest model achieved the best performance, with an accuracy of 92.5%, precision of 90.7%, recall of 94.1%, and F1-score of 92.4%. The use of local datasets improved detection accuracy by 7.8% compared to global datasets, highlighting the critical importance of contextual representation in identifying scam patterns specific to Indonesia. The model was also effective in recognizing unique threat patterns, such as the use of informal language and manipulative phrases in scam messages. This study makes a significant contribution to the field of digital security by providing an effective machine learning-based approach to detecting scam threats in Indonesia. Moreover, the findings underscore the importance of developing local datasets and educating users as part of a holistic solution to enhance digital security. These insights emphasize the necessity of incorporating cultural and contextual factors into technology-driven approaches for combating scams in developing countries like Indonesia
In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT SD Islam Plus H.M Subandi Kabupaten Semarang Rudjiono, Rudjiono; Hadi, Andik Prakasa; Zainudin, Ahmad; Agus Priyadi; Agustinus Budi Santoso; Nugroho, Setiyo Adi; Kusumajaya, Robby Andika
Community : Jurnal Pengabdian Pada Masyarakat Vol. 3 No. 3 (2023): November : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/community.v3i3.413

Abstract

Dalam tahun tahun terakhir ini teknologi informasi dan komunikasi (TIK) telah memasuki seluruh elemen kehidupan, yang menyebabkan perubahan pada pola kehidupan sosial dan ekonomi, dan juga pada bidang pendidikan. TIK telah meresap memasuki kehidupan sehari-hari, dan penggunaannya menjadi persyaratan mendasar dalam proses pendidikan yang bermutu. Pendidikan yang bermutu sendiri akan terjamin oleh guru-guru yang berkompeten di bidangnya . IN HOUSE TRAINING (IHT) dalam rangka PENINGKATAN KOMPETENSI GURU pada lembaga SDIP H.M Subandi Kab. Semarang ditujukan dalam usaha peningkatan kinerja dan performa para guru di SDIP H.M Subandi Wilayah Kab. Semarang. Kegiatan ini didasarkan dari hasil observasi yang menunjukkan masih minimnya pengetahuan di bidang Teknologi Informasi yang dimiliki Kepala Sekolah setempat beserta Guru tentang teknologi informasi, khususnya terkait kesulitan dalam pembuatan soal-soal secara Online atau CBT. peserta pelatihan merasa terpuaskan dengan adanya Program In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT ini karena melalui program ini mereka telah dapat mempraktekkan dalam pelatihan dan telah menguasai pengaplikasian ilmu yang diperoleh dalam materi pelajaran dalam upaya meningkatkan skill dan performa guru dalam menggunakan Teknologi Informasi.
Bagaimana Teknologi Digital Mendukung Pendidikan Dasar: Pelatihan AI untuk Guru Andik Prakasa Hadi; Setiyo Adi Nugroho; Rudjiono Rudjiono; Agus Priyadi; Ahmad Zainudin
Nusantara: Jurnal Pengabdian kepada Masyarakat Vol. 5 No. 2 (2025): Mei: NUSANTARA Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/nusantara.v5i2.4607

Abstract

The advancement of artificial intelligence (AI) has opened new opportunities in education, particularly at the primary level. This article presents the outcomes of an AI training program for early childhood education (PAUD) teachers in Semarang Regency, aimed at enhancing their understanding and skills in integrating technology into teaching and administration. The study employed observations, interviews, post-tests, and focus group discussions. Findings reveal significant improvement in teachers’ abilities to use tools like ChatGPT and Canva, alongside increased confidence in adopting technology. However, infrastructure limitations and lack of post-training support remain key challenges. The study highlights the need for continuous and adaptive training to ensure successful AI integration in education.
Perancangan Sistem Informasi Penjualan Berbasis Web Pada UMKM Nata Nugros Singkong Tamam, Muhammad Zidan; Daniel Rudjiono; Yuli Fitrianto
Jurnal Ilmiah Sistem Informasi Vol. 3 No. 3 (2024): November : Jurnal Ilmiah Sistem Informasi
Publisher : LPPM Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/g20f7p94

Abstract

Dengan kemajuan teknologi saat ini, bisnis harus lebih kreatif dan inovatif dalam menjalankan operasi mereka. Sistem penjualan adalah salah satu contoh teknologi ini, yang dapat mengatur produksi dan mencatat transaksi penjualan. Usaha UMKM Nata Nugros Singkong memproduksi dan menjual produk olahan singkong seperti Gethuk Crispy, Gemblong Cotot, dan Singkong Keju. Lokasi bisnis ini adalah di Dusun Krajan, Desa Doplang, Kecamatan Bawen, Kabupaten Semarang. UMKM Nata Nugros Singkong menghadapi masalah dalam mengelola transaksi penjualan produk, memantau stok dan ketersediaan produk, dan membuat laporan dengan cara yang lebih konvensional atau berbasis kertas. Menurut pendapat kami, penerapan sistem informasi penjualan adalah langkah yang tepat untuk menyelesaikan masalah yang ada. Sistem informasi ini berbasis web menggunakan PHP dan MySQL.
SISTEM PAKAR DIAGNOSA PENYAKIT TANAMAN JAGUNG MENGGUNAKAN METODE FORWARD CHAINING BERBASIS WEB Rudjiono, Daniel; Setiyo Adi Nugroho; Agus Priyadi; Aprilia Ferawati Ndaumanu
Elkom: Jurnal Elektronika dan Komputer Vol. 17 No. 1 (2024): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i1.1889

Abstract

Abstract - Corn plants are one of the plants that are easy to grow and relatively fast to get results but also a plant that is vulnerable to pests and diseases. The symptoms that arise require an expert or agricultural expert to be able to diagnose. Limited time and expert labor is one of the causes of delayed diagnosis, causing a decrease in farmers' yields. This is the basis for making this expert system by adopting knowledge from agricultural experts about the symptoms of corn disease using the Forward Chaining method. To support the research conducted, researchers used the Research and Development (R&D) research method and the design used the Object Oriented Programming (OOP) method using the Unified Modeling Language (UML). Software is built using the PHP programming language, MySQL as a database, and Bootstrap as an interface design with a web-based system.