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Journal : ITEj (Information Technology Engineering Journals)

The Use Effects of Interactive Multimedia Edutainment on The Achievement Improvements in Mathematics Saepudin, Ade; Saluky, Saluky; Misri, Muhammad Ali
ITEJ (Information Technology Engineering Journals) Vol 1 No 1 (2016): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i1.1

Abstract

The aim of this study was 1) to determine the students 'response to the use of interactive multimedia-based edutainment 2) the improvement of students' mathematics achievement 3) to determine the effect of the use-based interactive multimedia edutainment to increase student mathematics achievement. This research is a quantitative method used was experimental research design pretest posttest control group. The population in this study were students of class VII MTs.KHAS Kempek Cirebon 2015-2016 school year. Sample class VII E as the control class VII and class C as the experimental class. Data collection techniques in this study a questionnaire and tests. Based on the results of data processing, showed that students responded very well to the use of interactive multimedia-based edutainment. This is evidenced by the average percentage of each indicator by 84%. Mathematics achievement test results of students in the experimental class to change the value of an average of 48,75 while in the control group experienced changes in the average value of 34,04. Based on the results of regression testing using SPSS 21.00 correlation coefficient (r) = 0,777 which is included in the category of strong and coefficient of determination () = 0,603, or 603%. The regression equation is Y = -114,714 + 1,561X. This equation has a coefficient of linear regression direction (b) = 1,561 is positive, meaning that the response of students moved up one unit, then the student achievement in mathematics will increase 1,561 times. Statistical analysis showed that tcount> table = 8,273> 1,68. This means there is significant influence based interactive multimedia edutainment use to increase student mathematics achievement. The magnitude of effect was 60,3% and the rest influenced by other factors. Key Words: Based Interactive Multimedia Edutainment, Learning Achievement
Pengembangan Blueprint Sistem Informasi Akademik Terintegrasi (Studi Kasus : IAIN Syekh Nurjati Cirebon) Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 1 No 2 (2016): December
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v1i2.8

Abstract

The information system is used to present information for management decision making and running the activities involved in an organization. Blue Print of information technology essentially provides college's strategic plan to implement and build information systems in college which is a derivative of the Business Plan colleges where individual companies generally have a strategic plan. This study aims to create an enterprise architecture for IAIN Syekh Nurjati Cirebon, in the form of IT blueprint that could later be used by the enterprise to achieve its vision and mission. The planning is done by utilizing EAP methodology (Enterprise Architecture Planning). The means used is through the process of defining the enterprise architecture in the form of data architecture, application architecture, technology architecture, business architecture, as well as integration architecture. Once the rest of the enterprise architecture is defined, the result made implementation plan is a plan for the implementation of enterprise architectures in the future as a blueprint for the information technology IAIN Sheikh Nurjati Cirebon.
Pengaruh Penggunaan Media Pembelajaran dengan Software Prezi Terhadap Minat Belajar Matematika Siswa Alviyaturrohmah, Alviyaturrohmah; Saluky, Saluky; Muchyidin, Arif
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.12

Abstract

The use of media in learning activity can be a solution for teachers to overcome the problems that arise in learning. One of the problem is learning interest. It is important for teachers to cultivate students' learning interests. One of the media that can be used in learning is learning media with Prezi software. Learning media with Prezi software can be inserted with images, videos, music that can stimulate students' interest in learning. Population in this research is all class VIII SMP Negeri 4 Palimanan Kabupaten Cirebon while sampling using cluster random sampling technique and elected class VIII E as experiment class. Based on the results of the data obtained; the results of questionnaire analysis of students' responses to learning mathematics using Prezi software showed strong criteria with an average of 71% and the results of student interest in mathematics questionnaire analysis also showed strong criteria with an average of 80%. Based on the results of the hypothesis, it can be seen that the value of thitung > t_tabel, that is 4.546> 1.7011. Because t_hitung> t_tabel, then the decision to be taken is to reject H0 and accept Ha, it means that the hypothesis is accepted. The writer takes the conclusion that there is significant influence between learning media with Prezi software to the students' learning interest in mathematics.
Pengaruh Penggunaan Software Cabri 3D Terhadap Minat dan Hasil Belajar Matematika pada Pokok Bahasan Bangun Ruang Maulana, Ilham; Saluky, Saluky; Misri, Muhammad Ali
ITEJ (Information Technology Engineering Journals) Vol 2 No 1 (2017): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i1.14

Abstract

Advances in technology and information can not be separated from the scope of human life including in education. The quality of education will increase as technology completes education because education will grow in harmony with the development of the world. Therefore, it is necessary to hold learning using technology-based learning media, especially computers. Efforts to use instructional media in the classroom is to use the 3D Cabri Software. This study aims to: 1) To determine the student response to the use of 3D Cabri Software on the subject of wake up space. 2) To know interest and learning result of learning on the subject matter of waking up. 3) To find out how much influence the use of 3D Cabri Software to interest and learning outcomes on the subject of wake up space. Cabri 3D Software is a software geometry that is used for visualization and development of reason to build three-dimensional space, it is expected to be the main capital for learners in improving the intelligence of reasoning and visual spatial. The method used in this research is quantitative method with before-after type with purposive sampling sampling technique. The results showed that: 1) Student response to the use of 3D Cabri software has an average of 67% with good category 2) There is influence of the use of 3D Cabri Software to interest and learning result seen from t test, that is t calculate for learning interest equal to 10,600 And t arithmetic for learning result equal to 10,146 and t table equal to 2,048, then t count > from t table. The interpretation is that there is a significant influence on students' interest and learning outcomes. Student learning outcomes increased as seen from the mean score before using the 3D Cabri software obtained 77.38 and the mean score after using the 3D Cabri software was obtained 82.86. While interest in student learning increased seen from the change of questionnaire of student interest before and after that is equal to 4%. Based on this, the 3D Cabri Software is very feasible and helps to serve as a medium in learning mathematics.
Development of Enterprise Architecture Model for Smart City Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 2 No 2 (2017): December
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v2i2.17

Abstract

Population development is so fast and half within the city that it creates social problems. In addition, the city also has future challenges such as population growth, poverty, health, safety, energy needs, and pollution levels. The problems and challenges of the city must get the solution through the use of the smart city concept in managing the city. Smart City is a city with a development concept using existing resources effectively and efficiently and can be used to maximize the benefits of citizens through the use of information and communication technology. To build a smart city It takes enterprise architecture as a medium of communication by all the intelligent city stakeholders that can be achieved in accordance with predetermined goals. This research aims to develop the enterprise architecture model by using TOGAF to be used and provide solutions to the problems and challenges of the city through the development of enterprise smart city architecture. The results show that Smart City Enterprise Architecture developed using TOGAF can be used as a reference for smart city development.
Tinjauan Artificial Intelligence untuk Smart Government Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 3 No 1 (2018): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v3i1.22

Abstract

Higher population growth and urbanization to seek a better life keep the city's population increasing and if not controlled it is estimated that by 2030 it will reach 70% of the urban population. The higher the population then the service to the community must be further enhanced because the city's problems will be more complex. The ability of government to adapt to all changes requires artificial intelligence in order to process the data obtained, understand and provide effective and efficient actions in order to serve all its citizens. The result of this survey study is to present artificial intelligence techniques such as search, reasoning, planning, and learning. Artificial intelligence method that is widely used is an artificial neural network to solve the problem.
Penerapan IoT untuk Kota Cerdas Marine, Yoni; Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 3 No 1 (2018): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v3i1.24

Abstract

The Internet of Things (IoT) should be able to handle heterogeneous systems in a transparent and stable manner by providing open access to the selected data subset for the development of a large number of digital services. Building a common architecture for IoT is a very complex task, mainly because of the huge variety of devices, different technologies and services required. In this paper, we focus exclusively on large urban IoT systems. IoT's development is designed to support smart city’s vision to utilize the most advanced communications technologies to support value-added services for city administration and for citizens. The paper provides a comprehensive survey of technologies, protocols, and architectures that allow for urban IoT.
Moving Object Detection on CCTV Surveillance Using the Frame Difference Method Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 4 No 2 (2019): December
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v4i2.52

Abstract

In today's computer vision research, many build systems for observing humans and understanding their appearance, activities, and behaviour that provide sophisticated interfaces for interacting with humans, and create plausible human models for various purposes. This paper presents a simple algorithm for detecting moving objects from a static background based on frame differences. First, the first frame is captured via a static camera such as Closed Circuit Television (CCTV) after which a sequence of frames is taken periodically. Second, the absolute difference is calculated between successive frames and the difference in images is stored in the system. Third, the difference image is converted into a grey image and then translated into a binary image. Finally, morphological filtering is carried out to remove noise. In the last process, moving objects can be detected in conditions that do not change much apart from moving objects.
A Survey on Abandoned Objects Detection from CCTV Surveillance Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 5 No 2 (2020): December
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v5i2.53

Abstract

Computer Vision is an important and challenging area of ​​research in image processing applied to analytical video. Image data comes from CCTV surveillance which is spread in public places owned by the government, private sector and the public. Supervision is carried out to monitor anomalies in the surrounding environment such as abandoned objects, crowds, theft and others. An abandoned object is one of the anomalies that is important to monitor because it can be categorized as a danger and can also prevent theft of the object left behind, therefore automatic monitoring is needed to prevent adverse events from occurring. In the last decade, a number of publications have been presented in the field of intelligent visual surveillance to detect abandoned objects (AOD). In this paper, we present a state-of-the-art showing the overall progress of the detection of objects that were abandoned or removed from surveillance video in recent years. We include a brief introduction to the detection of abandoned objects with their problems and challenges. The aim of this paper is to provide a review of the literature in the field of recognition of abandoned objects of visual surveillance systems with a general framework for researchers in this field.
The Effect of Online Games on Learning Motivation and Learning Achievement Santinah, Santinah; Saluky, Saluky
ITEJ (Information Technology Engineering Journals) Vol 7 No 1 (2022): June
Publisher : Pusat Teknologi Informasi dan Pangkalan Data IAIN Syekh Nurjati Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24235/itej.v7i1.100

Abstract

Technological developments make online games increasingly known throughout the community as a means for entertainment and even serve as a sport. This study aims to determine the effect of online games on learning motivation and student achievement. The results of the study show that at a certain level online games can be used as motivation to learn, but at the level of addiction to online games, it is very disturbing for students in learning achievement.