Tito Pinandita
Program Studi Teknik Informatika, Universitas Muhammadiyah Purwokerto

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Identifikasi Epilepsi Dengan Segmentasi 5 S Pada Klasifikasi Extreme Learning Machine Siswandari Noertjahjani; Yanuarita Tursinawati; Tito Pinandita
Jurnal ICT: Information Communication & Technology Vol. 22 No. 2 (2022): JICT-IKMI, December 2022
Publisher : LPPM STMIK IKMI Cirebon

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

Abstract

Epilepsi adalah penyakit tidak menular yang ditandai dengan kejang akibat pelepasan listrik episodik tidak wajar atau banyak dari sel saraf dengan bermacam etiologinya. EEG adalah alat untuk merekam gelombang otak epilepsi. Perekaman EEG yang terlalu lama akan membutuhkan biaya tinggi dan membosankan. Pembacaan data EEG yang banyak juga akan melelahkan dan bisa terjadi kekeliruan. Dengan pengolahan sinyal digital yang baik maka penelitian ini menggunakan metode dengan data yang disegmentasi sinyal 5 s di daerah Temporal (T3) kemudian setelah disegmentasi dihitung ciri mean, varian, standar deviasi, kurtosis, dan skewness. Data yang digunakan pada penelitian ini adalah 75 epilepsi dan 75 normal. Untuk mencapai akurasi yang tinggi maka klasifikasi yang digunakan Extreme Learning Machine (ELM) pada sinyal di filter dengan konvolusi least square linier phase FIR. Hasil akurasi yang diperoleh 99,8 % dengan ciri standar deviasi dengan sensivity 93,3 % dan spesitivity 96,3% kemudian ciri varian dengan akurasi 82,2% , sensitivity 80,6% dan spesitivity 81,4%.
Implementasi Augmented Reality Sebagai Media Pembelajaran Untuk Pengenalan Buah-Buahan Rahman Nur Syam; Sigit Sugiyanto; Tito Pinandita; Feri Wibowo
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 3 (2025): August
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i3.805

Abstract

Innovative and interactive teaching strategies have emerged as a result of the development of communication and information technology. One of the most promising and rapidly expanding educational technologies is augmented reality. By displaying virtual things in three dimensions in a real-world setting in real time, Augmented Reality can make studying more engaging and joyful for students Augmented reality can display virtual objects in three dimensions in real time, creating a more engaging and enjoyable learning experience for students. This research aims to develop and implement Augmented Reality-based fruit recognition learning media as an alternative to conventional, static and unengaging media for elementary school students, helping them visualize the concepts being learned. The Multimedia Development Life Cycle (MDLC), which has six stages concept, design, gathering materials, assembly, testing, and distribution the development methodology. This application is designed to display various types of fruit as 3D objects that can be scanned through markers using the camera on an android device. Each fruit is equipped with its own name and information to improve student knowledge. Testing is carried out through black box testing to evaluate system functions, and user feasibility testing using a Likert scale questionnaire given to 15 grade students. According to the results of black-box testing, there were no system or functional issues and the application operated as planned. It received an 84.86% feasibility score, placing it in the "very feasible" range. Thus, it can be said that this AR-based fruit recognition app works well to boost students' curiosity, involvement, and comprehension of the material.
Pengembangan Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Klasifikasi Hewan Vertebrata dan Invertebrata Menggunakan Metode GDLC Muhammad Iqbal Hidayahtullah; Sigit Sugiyanto; Tito Pinandita; Dimara Kusuma Hakim
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 4 (2025): November
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i4.849

Abstract

This study introduces an innovative Augmented Reality (AR)-based learning media for teaching ani-mal classification, specifically visualizing vertebrates and invertebrates in interactive three-dimensional form. Developed using Unity 3D and Vuforia with the Game Development Life Cy-cle (GDLC) waterfall model, the application offers an engaging learning experience through mark-er-based scanning that displays 3D animal objects, instructional materials, and evaluative quizzes. The novelty of this research lies in the integration of 3D visualization and interactive learning that enables students to explore and test their understanding in real time. Functional testing using the Black Box method confirmed that all features operated correctly, while field trials involving 20 students from SD Negeri Karanggintung 04 showed a high satisfaction rate of 88.75% (strongly agree category). Fur-thermore, post-test results demonstrated a significant improvement compared to pre-test scores, with students’ performance increasing from the 2–3 range to 4–5. With its visual and interactive approach, this AR-based learning media effectively enhances student comprehension and engagement, offering a promising and innovative solution for biology education at the elementary level.
Game Edukasi Ilmu Pengetahuan Sosial (IPS) Berbasis Android menggunakan Metode R&D 4D di SMP Negeri 2 Rawalo Annas Ridwan Pangestu; Sigit Sugiyanto; Tito Pinandita; Dimara Kusuma Hakim
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 2 (2026): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i2.990

Abstract

Technological advancements have had a significant impact on the world of education, particularly in accelerating and simplifying the learning process for Social Studies (IPS) courses. This study aims to design an Android-based educational game for 9th-grade students at SMP Negeri 2 Rawalo using the Research and Development (R&D) method and the 4D model (define, design, develop, disseminate). This game was designed using the Construct 3 application and named “Society in A Game: Game of Social Changes and Digital Economy Growth.” The study involved 20 students, and the research utilized pre-tests and post-tests to measure improvements in learning outcomes as well as an application evaluation test using the System Usability Scale (SUS) based on a 1–4 Likert scale. The average pre-test score of 57.8 increased to 77.6 on the post-test, representing a 34.2% increase. Additionally, the average SUS score of 74.5 falls into the “Acceptable” category. The research results indicate that Android-based educational games can serve as an interactive learning medium while introducing the use of technology in the field of education.