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DESIGNING 3D ANIMATION FOR DENTAL HEALTH CARE USING MDLC METHOD Bayu Syahputra; Jimmy Pratama; Vinson, Vinson
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1432

Abstract

Health education is one of the most important thing to be learn since early age like washing hands and brushing teeth. But because of the lack of education a lot of people in the community don’t know the ways to take care of their own teeth. The consequence of lack of education create a problem for a a lot of people in the community which is tooth ache. The effort that could be done to fix the problem is to create a learning media that is easy to understand and have the capability to share information widely. Because of that, animation 3D become a choice for this research to educate people in the community about dental health and how to take care of it. The method that the researcher use in this research is qualitative interview, researcher will do an interview with a dentist to get information about how to take care of your teeth. After getting the information it will then be used to create animation 3D. the method that is being used to create animation 3D is MDLC (Multimedia Development Life Cycle) which has 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution after the animation is finished its being shared to social media such as Youtube and Instagram. Keywords: MDLC, Animation 3D, Qualitative Interview
Perancangan media informasi pengenalan budaya kelenteng berbasis video dokumenter terhadap Gen-Z di Batam Anweidri Chai; Jimmy Pratama; Bayu Syahputra
INFOTECH : Jurnal Informatika & Teknologi Vol 5 No 2 (2024): INFOTECH: Jurnal Informatika & Teknologi (In Progress)
Publisher : LPPMPK - Sekolah Tinggi Teknologi Muhammadiyah Cileungsi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37373/infotech.v5i2.1454

Abstract

Budaya kelenteng di Batam memiliki nilai sejarah dan spiritual yang mendalam, namun keberadaannya semakin terancam oleh kurangnya minat dari generasi Z. Perubahan gaya hidup dan pesatnya perkembangan teknologi serta globalisasi menyebabkan generasi muda cenderung lebih tertarik pada budaya populer, mengabaikan nilai-nilai tradisional yang ada. Penelitian ini bertujuan untuk mengembangkan video dokumenter yang efektif dalam mengenalkan budaya kelenteng kepada generasi Z di Batam. Metode yang digunakan dalam penelitian ini merupakan model 4D, yang mencakup tahapan Define, Design, Develop, dan Disseminate. Data dikumpulkan melalui wawancara dengan perwakilan generasi Z untuk menggali nilai budaya yang dianggap penting serta preferensi media yang lebih menarik bagi mereka. Hasil penelitian menunjukkan bahwa video dokumenter yang dirancang dengan visual yang menarik, narasi yang informatif, serta format yang sesuai dengan preferensi generasi Z dapat meningkatkan pemahaman dan minat mereka terhadap budaya kelenteng. Penelitian ini menegaskan bahwa penggunaan metode 4D dan wawancara sebagai pendekatan yang efektif dalam memperkenalkan serta melestarikan budaya kelenteng di kalangan generasi Z di Batam.
Penerapan Sistem Manajemen Keselamatan Dan Kesehatan Kerja (SMK3) Terhadap Tingkat Kecelakaan Kerja Di PT. Sarana Agro Nusantara Syahputra, Bayu; Marikena, Nita
Journal Technology and Industrial Engineering (JTIE) Vol. 2 No. 1 (2023): September: Technology and Industrial Engineering
Publisher : Research Institute of Science, Technology and Art (RISTecArt)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59840/jtie.v2i1.223

Abstract

Penelitian ini bertujuan untuk mengetahui tingkat risiko kecelakaan kerja dari yang ekstrim sampai yang rendah dengan metode Hazard Identification and Risk Assesment (HIRA) di PT. Sarana Agro Nusantara. Teknik pengumpulan data menggunakan kuesioner penelitian dan ringkasan data perusahaan tahun 2019 sampai 2021 yang didapatkan dari laporan bulanan. Pengambilan sampel dalam penelitian sebanyak 50 karyawan PT. Sarana Agro Nusantara dan menggunakan pendekatan kualitatif. Pengujian tingkat reliabilitas menggunakan Cronbach Alpha dan data diolah dengan Analisis Mantriks Risiko. Analisis data yang digunakan adalah analisis matrik resiko dengan persamaan High = L x C, likehood (L) dan consequences (C). Hasil ini menunjukkan bahwa 7 risiko kecelakaan dengan skala 16 dinyatakan tinggi sehingga perlu dilakukan perbaikan dalam 1 bulan ke depan seperti yang terlihat pada tabel 3.6 tentang indeks prioritas tindakan perbaikan dan 2 risiko kecelakaan lainnya berada pada tingkat sedang (medium) dan 1 risiko berada dalam rendah (low) sehingga prioritas perbaikannya dapat dilakukan dalam 1 tahun ke depan.
Order Vehicle Washing Online System Design Based On Android System Sama, Hendi; Zulkarnain; Tjahyadi, Surya; Syahputra, Bayu; Siahaan, Mangapul; Muhamad Dody Firmansyah; Hendi Che; Deli
Journal of Information System and Technology (JOINT) Vol. 5 No. 3 (2024): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v5i3.9997

Abstract

This study aims to design an android-based online vehicle washing order application on mobile that aims to increase ease in placing orders. The application is designed using the sublime code editor using the react native framework. The backend part of this application is designed using the basic PHP language and uses the laravel framework to speed up and simplify development. The medium used to connect between the application and the system is using a JSON-based web service. This research and design produce an android-based mobile system. The results of this design shorten the user's time in placing orders and produce a user satisfaction level of 77.5%.
Pengaruh Harga Dan Kualitas Terhadap Kepuasan Konsumen Pada Produk Pulpen Kenko (Studi Kasus Mahasiswa Umsu) Fakultas Ekonomi Dan Bisnis Universitas Muhammadiyah Sumatera Utara Ika, Nadia; Syahputra, Bayu; Harahap, Seprida Hanum
Jurnal AKMAMI (Akuntansi Manajemen Ekonomi) Vol. 5 No. 2 (2024): SEPTEMBER
Publisher : CERED Indonesia Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tujuan penelitian ini adalah untuk mengetahui dan menganalisis pengaruh harga dan kualitas terhadap kepuasan konsumen pada produk pulpen kenko baik secara parsial maupun secara simultan. Pendekatan yang digunakan dalam penelitian ini adalah pendekatan asosiatif. Populasi dalam penelitian ini adalah seluruh mahasiswa fakultas ekonomi dan bisnis Universitas Muhammadiyah Sumatera Utara yang menggunakan pulpen merek kenko. Sampel dalam penelitian ini berjumlah 98 orang mahasiswa fakultas ekonomi dan bisnis Universitas Muhammadiyah Sumatera Utara yang menggunakan produk pulpen kenko. Teknik pengumpulan data dalam penelitian ini menggunakan teknik wawancara, observasi, dan angket. Teknik analisis data dalam penelitian ini menggunakan Uji Analisis Regresi Liner Berganda, Uji Hipotesis (Uji t dan Uji F), dan Koefisien Determinasi. Pengolahan data dalam penelitian ini menggunakan program software SPSS (Statistic Package for the Social Sciens) versi 29. Hasil penelitian ini membuktikan bahwa secara parsial dan simultan harga dan kualitas terhadap kepuasan konsumen pada produk pulpen kenko.
Experimental Study: Acceptance of Student Moral Developing Through Games Education with Expectation Confirmation Theory Wibowo, Tony; Lijaputra , Delphy; Marcellino, Marcellino; Syahputra , Bayu
JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING Vol. 8 No. 2 (2025): Issues January 2025
Publisher : Universitas Medan Area

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31289/jite.v8i2.13204

Abstract

Students' moral development is an important aspect of education, especially in the digital era, where media plays a significant role in the formation of moral values. Video games as interactive media have become a potential tool for developing ethical and moral decision-making abilities. Video games offer a simulated environment that allows students to confront complex moral dilemmas, which have previously been shown to hone critical thinking skills. This study explores the acceptance of video games as a tool for developing students' moral reasoning, using the Expectation Confirmation Theory (ECT), Technology Acceptance Model (TAM), and DeLone and McLean Information System Success Model (D&M). Involving 150 students, the study measured constructs such as perceived usefulness (PU), perceived ease of use (PEOU), information quality (IQ), system quality (SQ), user satisfaction (US), intention to use (IU), and user behavior (UB). Results from SEM analysis showed that while perceived usefulness and ease of use positively influenced intentions to use, actual user behavior did not always align with these intentions after confirmation. However, user satisfaction remained a strong predictor of continued engagement. This emphasize the need for better alignment between user expectations and experiences. These findings highlight the potential of video games in moral education and suggest avenues for improving their design and implementation to enhance educational outcomes
Analisis Dan Perancangan Program Inventori Pada Lucky Com Sama, Hendi; Siahaan, Mangapul; Syahputra, Bayu; Sabariman; Adi
Journal of Information System and Technology (JOINT) Vol. 6 No. 1 (2025): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v6i1.10372

Abstract

Lucky Com is a company where this company is engaged in the distribution of mobile phone accessories such as earphones, power banks, chargers, cables and so on. There are many types of goods available at Lucky Com so that there is a problem in recording stock which is done manually an error occurs. The author would like to provide input with the hope that it can be useful to overcome this problem by creating a web-based inventory system that can facilitate recording stock and goods transactions. The web-based inventory system can be processed by utilizing the PHP programming language and using hosting as a storage space that can be accessed online so that the system can be accessed online as well, and the author also uses a domain as the website address that will be created
Implementasi Metode WASPAS Untuk Menentukan Pengawas Vendor Terbaik Pada PT Sumber Mutiara Indah Perdana Syahputra, Bayu; Sellyana, Ari; Desriyati, Welly
Jurnal Teknologi Komputer dan Informasi Vol. 13 No. 1 (2025): Januari - Juni 2025
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v13i1.764

Abstract

PT Sumber Mutiara Indah Perdana is a factory that operates in the industrial sector, namely building a sugar factory located on Jl. Pelintung, Dumai, Riau. Every month the company always gets a project tender to collaborate with anothercompany, the company always gives opportunities to employees who are trusted to handle a project. However, the problem faced by the company is that many employees want to take over a project, because if an employee succeeds and wins the project, the employee will get a bonus, so the company is very confused about choosing who will be the vendor supervisor if they get a new project. The company only uses Excel or a performance evaluation form to assess the performance of employees who will be trusted to handle a project. So far, companies only assess the performance of employees who are close to managers, who always get good ratings, resulting in gaps between employees and becoming an obstacle for companies to be able to develop a company's business. For this reason, a computerized system is needed that can help companies minimize the emergence of jealousy between fellow employees in becoming supervisors of vendors on a project.
PENGEMBANGAN ANIMASI 2D SEBAGAI MEDIA PEMBELAJARAN BAHASA KOREA UNTUK LEVEL DASAR (A1 - A2) maria, dulcie; syahputra, bayu
JURNAL INFORMATIKA DAN KOMPUTER Vol 9, No 2 (2025): Juni 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/jiko.v9i2.1872

Abstract

Kemajuan teknologi dalam sektor pendidikan telah mendorong inovasi dalam cara pembelajaran, termasuk penerapan animasi 2D untuk medukung pemahaman Bahasa asing. Penelitian ini bertujuan untuk mengembangkan animasi  2D sebagai media pembelajaran Bahasa Korea untuk level dasar (A1-A2) yang dirancang untuk membantu pemula dalam memahami huruf Hangeul dan tata Bahasa dasar dengan lebih interaktid dan efektif. Pendekatan yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahapan : Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Adobe Animate 2021 berfungsi sebagai software  utama dalam pembuatan animasi. Animasi yang dihasilkan kemudian dipublikasikan ke Youtube agar dapat diakses secara luas oleh masyarakat. Hasil dari penelitian menunjukkan bahwa 85% pengguna merasa lebih termotivasi dan memahami materi lebih baik dibandingkan metode konvensional. Temuan dari penelitian ini menunjukkan penggunaan animasi 2D dalam pembelajaran Bahasa korea mampu meningkatkan efektivitas dan dayya Tarik pembelajaran bagi pemula. 
Analisis Pengaruh Elemen Desain Grafis dan Atribut Kemasan terhadap Minat Beli Konsumen:Studi Kasus Kemasan Mie Instan Raymond; Deli; Bayu Syahputra
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 10 No 1 (2025): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/cy5zbz34

Abstract

Graphic design on product packaging plays an important role in shaping consumer perceptions and influencing purchasing decisions, especially for daily necessities such as instant noodles. This study aims to analyze the influence of graphic design elements (color, typography, images, shapes) and packaging attributes (brand, MUI logo, label) on consumer purchasing interest. The method used is a quantitative approach with the MDLC (Multimedia Development Life Cycle) model to design the research instrument and process. Data were collected through questionnaires distributed to 110 housewives in Batam City as the main respondents. The results of the regression analysis showed that graphic design elements and packaging attributes simultaneously had a significant effect on purchasing interest (F count = 30,871; sig. = 0,000). Partially, graphic design elements (sig. = 0,001) and packaging attributes (sig. = 0,004) also showed a significant influence. These findings emphasize the importance of visual strategies in product packaging to increase consumer appeal and trust. This study recommends that manufacturers optimally integrate visual elements and information in packaging to increase purchasing interest, especially from the housewife segment.