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Aplikasi Media Pembelajaran Anak Usia Dini Menggunakan Teknologi Augmented Reality Berbasis Android Nur Abidin; Ahmad Fajrul Haq
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 1 (2023): Februari 2023
Publisher : Program Studi Teknik Informatika, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i1.5807

Abstract

Abstrak— Penelitian ini berupaya menerapkan teknologi Augmented Reality (AR) pada aplikasi pembelajaran buah-buahan, hewan, dan anggota tubuh manusia berbasis Android. Dengan adanya AR bembelajaran pastinya akan lebih menyenangkan bagi anak usia dini yang mulai bosan dengan gambar, karena AR akan membuat akan membuat gambar yang sebelumnya 2D menjadi 3D. Dalam perancangan sistem menggunakan metode waterfall, rancangan aplikasi ini berbasis android. Perancangan sistem aplikasi juga didukung Unified Modelling Language (UML) sebagai rancangan alur aplikasi secara terperinci. Pengujian aplikasi akan dilakukan menggunakan metode blackbox. Penelitian ini bertujuan untuk menerapkan proses pembelajaran yang interaktif menggunakan AR berbasis android. Setelah itu, dilakukan survei mnggunakan kuesioner dengan 10 responden dari guru dan wali murid sehingga mendapatkan nilai kepuasan 94,80 dari perhitungan skala Likert dan menunjukkan bahwa tujuan pembuatan aplikasi AR dengan tujuan memberikan pembelajaran lebih menarik dan interaktif telah tercapai.Kata kunci: Media Pembelajaran, Augmented Reality, Android. Abstract - This study seeks to apply Augmented Reality (AR) technology to Android-based learning applications for fruits, animals, and human limbs. With AR learning, it will certainly be more fun for early childhood who are getting bored with pictures, because AR will make images that were previously 2D become 3D. In designing the system using the waterfall method, the design of this application is based on Android. The application system design is also supported by the Unified Modeling Language (UML) as a detailed application flow design. Application testing will be carried out using the black box method. This study aims to implement an interactive learning process using Android-based AR. After that, a survey was conducted using a questionnaire with 10 respondents from teachers and student's parents so that it got a satisfaction score of 94.80 from the Likert scale calculation and showed that the goal of making AR applications the aim of providing more interesting and interactive learning has been achieved.Keywords—  Learning Media, Augmented Reality, Android
EVALUASI TINGKAT KEAMANAN INFORMASI SEBAGAI UPAYA PENINGKATAN KEAMANAN SISTEM INFORMASI AKADEMIK DI SEKOLAH TINGGI TEKNIK QOMARUDDIN GRESIK MENGGUNAKAN INDEKS KEAMANAN INFORMASI Nur Abidin; Mohamad Hariyadi
NJCA (Nusantara Journal of Computers and Its Applications) Vol 5, No 2 (2020): Desember 2020
Publisher : Computer Society of Nahdlatul Ulama (CSNU) Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36564/njca.v5i2.198

Abstract

Penelitian ini bertujuan untuk mengevaluasi keamanan sistem informasi akademik di Sekolah Tinggi Teknik Qomaruddin Gresik menggunakan indeks keamanan informasi (KAMI). Penggunaan Indeks keamanan informasi dikarenakan telah memenuhi kelengkapan dan kematangan yang sesuai dengan Standar Nasional Indonesia (SNI). Penelitian ini dilakukan dengan menggunakan metode survei, interview serta observasi langsung. Berdasarkan hasil evaluasi tersebut telah didapatkan tingkat kesiapan penerapan pengamanan sebesar 187 dari total 645, atau sekitar 28,99%. Sedangkan tingkat kematangannya I s/d I+
Pengembangan Sistem Informasi Manajemen Keuangan Sekolah berbasis Web menggunakan Whatsapp Gateway Nur Abidin; Anwar Aini; Muhammad Izzuddin
Jurnal Informatika Terpadu Vol 9 No 2 (2023): September, 2023
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v9i2.797

Abstract

The rapid development of information and communication technology supported by adequate and competent human resources is expected to create an information technology capable of solving school administration problems. The school financial management system at Mamba’ul Ihsan Banyuurip Vocational School still uses a recording system on payment cards and then manually recapitulates payment data in books. This causes the process to take quite a long time and has a risk of data loss or damage. This study aims to develop an information system to facilitate school finance parties in transactions and managing school financial data. In addition, the information system created can provide notifications to student guardians for notifications. System design is based on object-oriented programming (OOP) using UML (Unified Modeling Language). The information system development method uses the waterfall method. The development of the system uses the Codeigniter 4 Framework. In the case of automatic Whatsapp sending to student guardians, Node.JS is used as the Whatsapp API Gateway. Development of a school financial management information system with notifications using the Whatsapp API (application programming interface) that has been made for use by the school and is working as planned with the suitability of the effectiveness and efficiency of completing work by 100% and ease of operation by 96%.
Aplikasi Media Pembelajaran Anak Usia Dini Menggunakan Teknologi Augmented Reality Berbasis Android Nur Abidin; Ahmad Fajrul Haq
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 1 (2023): Februari 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i1.5807

Abstract

Abstrak— Penelitian ini berupaya menerapkan teknologi Augmented Reality (AR) pada aplikasi pembelajaran buah-buahan, hewan, dan anggota tubuh manusia berbasis Android. Dengan adanya AR bembelajaran pastinya akan lebih menyenangkan bagi anak usia dini yang mulai bosan dengan gambar, karena AR akan membuat akan membuat gambar yang sebelumnya 2D menjadi 3D. Dalam perancangan sistem menggunakan metode waterfall, rancangan aplikasi ini berbasis android. Perancangan sistem aplikasi juga didukung Unified Modelling Language (UML) sebagai rancangan alur aplikasi secara terperinci. Pengujian aplikasi akan dilakukan menggunakan metode blackbox. Penelitian ini bertujuan untuk menerapkan proses pembelajaran yang interaktif menggunakan AR berbasis android. Setelah itu, dilakukan survei mnggunakan kuesioner dengan 10 responden dari guru dan wali murid sehingga mendapatkan nilai kepuasan 94,80 dari perhitungan skala Likert dan menunjukkan bahwa tujuan pembuatan aplikasi AR dengan tujuan memberikan pembelajaran lebih menarik dan interaktif telah tercapai.Kata kunci: Media Pembelajaran, Augmented Reality, Android. Abstract - This study seeks to apply Augmented Reality (AR) technology to Android-based learning applications for fruits, animals, and human limbs. With AR learning, it will certainly be more fun for early childhood who are getting bored with pictures, because AR will make images that were previously 2D become 3D. In designing the system using the waterfall method, the design of this application is based on Android. The application system design is also supported by the Unified Modeling Language (UML) as a detailed application flow design. Application testing will be carried out using the black box method. This study aims to implement an interactive learning process using Android-based AR. After that, a survey was conducted using a questionnaire with 10 respondents from teachers and student's parents so that it got a satisfaction score of 94.80 from the Likert scale calculation and showed that the goal of making AR applications the aim of providing more interesting and interactive learning has been achieved.Keywords—  Learning Media, Augmented Reality, Android
Evaluasi Sistem Penagihan Pembayaran WiFi Berbasis Web dengan Pendekatan Finite State Machine Nur Abidin; Erwin Choirul Anif
BRILIANT: Jurnal Riset dan Konseptual Vol 11 No 1 (2026): Volume 11 Nomor 1, Februari 2026
Publisher : Universitas Nahdlatul Ulama Blitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28926/briliant.v11i1.2419

Abstract

Web-based WiFi billing management requires consistent invoice status and timely delivery of payment notifications to customers. Frequent problems in billing systems are inconsistent invoice status changes and late notification delivery, which impact the effectiveness of service management and customer satisfaction. This study aims to evaluate the implementation of a Finite State Machine (FSM) in managing invoices and WhatsApp notifications in a web-based WiFi billing application developed using the Laravel framework. The research method used is an evaluative study with a case study approach. The research stages include a literature review, analysis of the existing billing system, evaluation of the FSM flow in managing invoice status, and analysis of the results of the WhatsApp notification implementation. FSM is implemented to manage invoice status transitions from draft, sent, due, paid, to isolated in a structured manner. The evaluation results show that the implementation of FSM can improve the consistency of invoice status management, reduce status transition errors, and improve the accuracy of WhatsApp notification delivery to customers. Thus, FSM is proven effective as a process flow control model in a web-based WiFi billing application.