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Pemanfaatan Pemrograman Visual Sebagai Sarana Pengenalan Pemrograman Komputer Untuk Pembuatan Game Edukasi
irsyadi, fatah yasin;
Gunawan, Dedi
Emitor Vol.15 No.02 September 2015
Publisher : Universitas Muhammadiyah Surakarta
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Visual programming is a tools in computer programming which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.            Visual programming gives advantages to develop any kind of application software such as game and application related to education that are the most common applications. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visual programming in terms of creating an animation and game education.           Several approach has been conducted in this research. The first is surveying the knowledge in computer programming of the research object by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of study. Based on the questioners data, it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do.
PEMANFAATAN PEMROGRAMAN VISUAL SEBAGAI ALTERNATIF PEMBUATAN MEDIA BELAJAR BERBASIS GAME DAN ANIMASI
Gunawan, Dedi;
Al Irsyadi, Fatah Yasin
WARTA WARTA Volume 19, Nomor 1, Maret 2016
Publisher : Universitas Muhammadiyah Surakarta
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Visual programming is the one programming technique in computer Science which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.Visual programminggives advantages to develop any kind of application software such as game and application related to education. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visualprogramming in terms of creating an animation and game education.Several approach has been applied in this research. The first is surveying the knowledge in computer programming by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of learning accuisiton.Based on the questionerâs data,it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do. Furthermore, some of the participants are able to create simple education game
PEMANFAATAN PEMROGRAMAN VISUAL SEBAGAI ALTERNATIF PEMBUATAN MEDIA BELAJAR BERBASIS GAME DAN ANIMASI
Gunawan, Dedi;
Al Irsyadi, Fatah Yasin
WARTA WARTA Volume 19, Nomor 1, Maret 2016
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/warta.v19i1.1984
Visual programming is the one programming technique in computer Science which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.Visual programminggives advantages to develop any kind of application software such as game and application related to education. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visualprogramming in terms of creating an animation and game education.Several approach has been applied in this research. The first is surveying the knowledge in computer programming by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of learning accuisiton.Based on the questionerâs data,it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do. Furthermore, some of the participants are able to create simple education game
Pemanfaatan Pemrograman Visual sebagai Sarana Pengenalan Pemrograman Komputer untuk Pembuatan Game Edukasi
Gunawan, Dedi;
Irsyadi, Fatah Yasin Al
Emitor: Jurnal Teknik Elektro Vol 15, No 2: September 2015
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/emitor.v15i2.2061
Visual programming is a tools in computer programming which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language. Visual programming gives advantages to develop any kind of application software such as game and application related to education that are the most common applications. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visual programming in terms of creating an animation and game education. Several approach has been conducted in this research. The first is surveying the knowledge in computer programming of the research object by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of study. Based on the questioners data, it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do.
Pemanfaatan Pemrograman Visual Sebagai Sarana Pengenalan Pemrograman Komputer Untuk Pembuatan Game Edukasi
Gunawan, Dedi;
Al irsyadi, Fatah Yasin
Emitor: Jurnal Teknik Elektro Vol.15 No.02 September 2015
Publisher : Universitas Muhammadiyah Surakarta
Show Abstract
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Visual programming is a tools in computer programming which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.            Visual programming gives advantages to develop any kind of application software such as game and application related to education that are the most common applications. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visual programming in terms of creating an animation and game education.           Several approach has been conducted in this research. The first is surveying the knowledge in computer programming of the research object by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of study. Based on the questioner data, it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do.
Evaluasi Performa Pemecahan Database dengan Metode Klasifikasi Pada Data Preprocessing Data mining
Gunawan, Dedi
Khazanah Informatika Vol. 2 No. 1 Juni 2016
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/khif.v2i1.1749
Database transaksi merupakan rekaman dari hasil transaksi yang dilakukan oleh konsumen ketika mereka membeli produk baik di toko, mall ataupun tempat lainnya. Data transaksi ini akan sangat bermanfaat ketika pemilik bisnis akan melakukan analisa terhadap transaksi yang dilakukan konsumen. Secara umum data transaksi akan dianalisis menggunakan teknik data mining seperti classification, clustering, ataupun prediction agar bisa memberikan informasi yang bernilai lebih kepada pemilik data. Analisis data transaksi akan menjadi tidak mudah jika ukuran data yang dimiliki sangat besar sehingga perlu dilakukan data pre-prosesing terlebih dahulu. Salah satu teknik data pre-prosesing untuk mengatasi ukuran database yang besar adalah dengan membagi database menjadi beberapa bagian sehingga akan mempercepat proses scanning data saat algoritma data mining diterapkan. Database bisa dipartisi menjadi beberapa bagian berdasarkan kasifikasi jenis item dari transaksi yang dilakukan oleh konsumen ataupun partisi secara otomatis dengan membagi beberapa bagian tanpa melihat item di dalamnya. Dalam penelitian ini kami akan membandingkan hasil kinerja dari kedua jenis model partisi database tersebut. Hasil perbandingan kinerja dikukur dari waktu komputasi dan jumlah memori yang terpakai dalam proses partisi database
ANALISIS KELAYAKAN INVESTASI USAHA IKAN NILA ORGANIK BERBASIS TEKNOLOGI AQUAPONIK (STUDI KASUS PADA KOLAM FAKULTAS PERIKANAN DAN ILMU KELAUTAN UNIVERSITAS HALU OLEO)
Gunawan, Dedi;
Nadia, La Ode Abdul Rajab;
Rosmawati, -
Jurnal Sosial Ekonomi Perikanan Vol 5, No 4 (2020): JURNAL SOSIAL EKONOMI PERIKANAN
Publisher : UNIVERSITAS HALU OLEO
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DOI: 10.33772/jsep.v5i4.15698
ABSTRAKPenelitian dilakukan di Fakultas Perikanan dan Ilmu Kelautan Universitas Halu Oleo Kendari pada bulan Juni sampai Oktober 2019. Tujuan penelitian adalah untuk mengetahui kelayakan usaha budidaya ikan nila organik berbasis teknologi aquaponik. Penelitian ini menggunakan metode studi kasus dengan jumlah responden 1 orang. Data diperoleh melalui wawancara menggunakan kuesioner, observasi, dokumentasi, dan studi literature. Data yang dikumpulkan meliputi total biaya yang dikeluarkan, jumlah produksi dalam dua siklus, harga jual. Data dianalisis secara deskriptif kuantitatif. Analisis Biaya dihitung dengan rumus TC = (TFC + TVC), Penerimaan dihitung dengan rumus TR = P.Q sedangkan Keuntungan dihitung dengan rumus π = TR – TC. RC rasio dihitung dengan  rumus (RC) = TR/TC. Total biaya pada usaha budidaya aquaponik adalah sebesar Rp27.267.789 . Sedangkan total penerimaan dari usaha budidaya aquaponik sebesar Rp38.590.000/siklus. Keuntungan pembudidaya aquaponik sebesar Rp11.322.211 /siklus. Berdasarkan analisis R/C rasio diperoleh 1.41 sehingga usaha budidaya ikan nila berbasis teknologi aquaponik di Kolam Fakultas Perikanan dan Ilmu Kelautan Universitas Halu Oleo Kendari layak untuk dilanjutkan.Kata Kunci : Kelayakan Usaha, Budidaya Aquaponik, Ikan Nila
PEMANFAATAN PEMROGRAMAN VISUAL SEBAGAI ALTERNATIF PEMBUATAN MEDIA BELAJAR BERBASIS GAME DAN ANIMASI
Dedi Gunawan;
Fatah Yasin Al Irsyadi
WARTA LPM WARTA Volume 19, Nomor 1, Maret 2016
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/warta.v19i1.1984
Visual programming is the one programming technique in computer Science which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language.Visual programminggives advantages to develop any kind of application software such as game and application related to education. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visualprogramming in terms of creating an animation and game education.Several approach has been applied in this research. The first is surveying the knowledge in computer programming by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of learning accuisiton.Based on the questioner’s data,it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do. Furthermore, some of the participants are able to create simple education game
Pemanfaatan Pemrograman Visual sebagai Sarana Pengenalan Pemrograman Komputer untuk Pembuatan Game Edukasi
Dedi Gunawan;
Fatah Yasin Al Irsyadi
Emitor: Jurnal Teknik Elektro Vol 15, No 2: September 2015
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/emitor.v15i2.2061
Visual programming is a tools in computer programming which aims to give easy understanding in writing code program. The main users of visual programming are students and people who have no experiences in making computer code and lack of computer programming language. Visual programming gives advantages to develop any kind of application software such as game and application related to education that are the most common applications. This research was conducted to the teachers who teach Al-Quran for children learning in order to know the benefit of using visual programming in terms of creating an animation and game education. Several approach has been conducted in this research. The first is surveying the knowledge in computer programming of the research object by using questioners. Following that, we provide a training of using visual programming and the last is conduction survey in order to know the progress of study. Based on the questioners data, it can be found that visual programming is very useful to introduce computer programming for people who have limited computer background. The data shows that 60% respondent believe that the visual programming is easy to follow, while the rest says it is hard to do.
Evaluasi Performa Pemecahan Database dengan Metode Klasifikasi Pada Data Preprocessing Data mining
Dedi Gunawan
Khazanah Informatika Vol. 2 No. 1 Juni 2016
Publisher : Department of Informatics, Universitas Muhammadiyah Surakarta, Indonesia
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DOI: 10.23917/khif.v2i1.1749
Database transaksi merupakan rekaman dari hasil transaksi yang dilakukan oleh konsumen ketika mereka membeli produk baik di toko, mall ataupun tempat lainnya. Data transaksi ini akan sangat bermanfaat ketika pemilik bisnis akan melakukan analisa terhadap transaksi yang dilakukan konsumen. Secara umum data transaksi akan dianalisis menggunakan teknik data mining seperti classification, clustering, ataupun prediction agar bisa memberikan informasi yang bernilai lebih kepada pemilik data. Analisis data transaksi akan menjadi tidak mudah jika ukuran data yang dimiliki sangat besar sehingga perlu dilakukan data pre-prosesing terlebih dahulu. Salah satu teknik data pre-prosesing untuk mengatasi ukuran database yang besar adalah dengan membagi database menjadi beberapa bagian sehingga akan mempercepat proses scanning data saat algoritma data mining diterapkan. Database bisa dipartisi menjadi beberapa bagian berdasarkan kasifikasi jenis item dari transaksi yang dilakukan oleh konsumen ataupun partisi secara otomatis dengan membagi beberapa bagian tanpa melihat item di dalamnya. Dalam penelitian ini kami akan membandingkan hasil kinerja dari kedua jenis model partisi database tersebut. Hasil perbandingan kinerja dikukur dari waktu komputasi dan jumlah memori yang terpakai dalam proses partisi database