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RANCANGAN MOTIF KAIN POLA GARIS SIMETRIS MODEL FRAKTAL DENGAN EMPAT DAN LIMA KOMPONEN COLLAGE GARIS DAN PERSEGI-EMPAT Resta Ari Sandi; Tommy Irsyad Najib; Tedjo Darmanto
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 11 No 1 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v11i1.989

Abstract

The motif pattern of cloths can be designed in fractal form based on Collage components composition by means of the iterated function system (IFS) encoding algorithm to encode the design position into a code and decoding algorithm to decode the code and to display the fractal object. In this paper, two kinds of Collage component composition in straight lines and self-similarity feature are discussed. The first model consists of four lines and one square shape of Collage component. The second model consists of three lines and one square shape of Collage component. The composition is made in a such way, that there are several closed planes to be colored later. The IFS code generated by the IFS encoding algorithm is normalized to ensure that the straight lines are crossed to one or two neighbor lines in the right position and the self-similarity feature is also fitted to fill the void and integrated with the lines
SIMULASI TRANSISI METAMORFOSIS BENTUK CITRA MODEL FRAKTAL DENGAN LIMA KOMPONEN KOLASE ARAH RADIAL DAN VERTIKAL Rizki Zaki; Tedjo Darmanto; Riki Ramdan
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 11 No 1 (2024)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v11i1.998

Abstract

Metamorphic as a keyword has several implementations in digital era. The basic implementation is in image processing that can be extended to other fields. The metamorphic process in image processing as a series transition visualization of two source images can be simulated in fractal model. As long as a pair of fractal objects of the iterated function system model uses the affine coefficients as a result of transformations in initial state, so it can be transformed to other states easily just applying gradually manipulation on each set of coefficients based on the interpolation values between the source and destination objects. In this paper there are two kinds of metamorphic transition effects on two pairs of fractal objects with five collage components discussed. The first model exhibits the metamorphic transition effect in radial direction and the second one exhibits the metamorphic transition effect in vertical direction between the pair of similar objects.
Identifikasi Motivasi Belajar Anak Didik Pra-sekolah Melalui Game Pengenalan Bentuk Geometri Akbar, Arbi Fadilah; Darmanto, Tedjo; Azhari, Azhari
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 12 No 1 (2024)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v12i1.934

Abstract

Pembelajaran berbasis game yang berkaitan dengan bentuk geometri dapat dikategorikan sebagai seious game yang dapat dipergunakan untuk meningkatkan motivasi belajar anak didik pra-sekolah. Pada penelitian ini pembelajaran dilakukan melalui game tentang pengenalan obyek berbentuk geometri dan dapat dipilih yang ditampilkan dengan warna-warni yang dapat diubah secara acak dengan urutan tertentu. Motivasi belajar dapat diidentifikasi berdasarkan kriteria pemilihan obyek yang dijadikan acuan pemilihan obyek lainnya agar menjadi serupa.
Identifikasi Kreatifitas Siswa Sekolah Dasar Berdasarkan Pembelajaran Urutan Angka Melalui Game Sorting Darmanto, Tedjo; Saputra, Rama Adi; Fadhil, Raden Muhammad
JURNAL PENDIDIKAN DAN KEWIRAUSAHAAN Vol 12 No 1 (2024)
Publisher : STKIP PGRI SITUBONDO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/pkwu.v12i1.935

Abstract

Pembelajaran berbasis game yang berkaitan dengan angka seperti bagaimana melakukan pengurutan angka dapat meningkatkan minat belajar melalui metoda pembelajaran gamifikasi melalui permainan game sorting. Bermain tentang bagaimana mengurutkan angka yang dibuat permainan game dapat meningkatkan motivasi belajar melalui reward sebagai pemenang permainan yang juga dapat digunakan sebagai sarana identifikasi kreatifitas siswa sekolah dasar kelas satu berdasarkan cara melakukan langkah-langkah permainan. Strategi pemenangan permainan dapat dipersingkat melalui pemilihan antara urut angka menaik atau menurun sebagai moda permainan.
Implementation of point of sales at Kopi Lentera using agile methods and scrum framework Darmanto, Tedjo; Syaepulloh, Rizal; Rahayu, Ayu Sri; Fauzi, Luthfi Ahmad; Nasrullah, Yusron Fauzan; Ibadurrahman, Gibran Farras
Keynesia : International Journal of Economy and Business Vol. 3 No. 2 (2024): Keynesia: International Journal of Economics and Business
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/keynesia.v3i2.1246

Abstract

Implement Point Of Sales (POS) at Kopi Lentera using Agile and Scrum Framework methods to improve transaction efficiency and accuracy and customer service quality. The purpose of this research is to improve efficiency in the transaction process, reduce errors, and improve customer relations by offering more responsive services through the design of a web-based POS system. The Agile method and Scrum Framework are utilized for managing the development process to ensure speed and adaptability to change. The data collection process is carried out by observation, interview, and literature study. Then the implementation of the device will be tested with the System Usability Scale (SUS) conducted on 10 respondents through a questionnaire. The study concludes that applying the agile-scrum method can result in the development of a POS system that meets the needs with a shorter development time. The implementation results show an increase in the efficiency of recording and transactions, as well as improving the quality of customer service.
PEMBUATAN APLIKASI ONLINE MANAGER UNTUK MEMFASILITASI PERENCANAAN KEGIATAN HARIAN DAN KEUANGAN BAGI INDIVIDU BERBASIS WEB MENGGUNAKAN METODE RESEARCH AND DEVELOPMENT Nur, Siti; Juansyah, Egy; Darmanto, Tedjo
PENDIDIKAN SAINS DAN TEKNOLOGI Vol 12 No 3 (2025)
Publisher : STKIP PGRI Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47668/edusaintek.v12i3.1998

Abstract

Pada era digital yang terus berkembang, kebutuhan akan pengelolaan waktu dan keuangan digital yang efisien menjadi semakin penting, terutama bagi individu dengan rutinitas yang padat. Penelitian ini bertujuan untuk merancang dan mengembangkan sebuah aplikasi berbasis web yang mengintegrasikan fitur pengelolaan kegiatan harian dan pengelolaan keuangan digital pribadi dalam satu platform. Aplikasi ini dilengkapi dengan fitur penjadwalan aktivitas harian, kalender, pembuat tugas harian, serta pencatatan pemasukan dan pengeluaran yang dikategorikan secara sistematis. Dengan memanfaatkan teknologi, aplikasi ini diharapkan mampu membantu pengguna dalam meningkatkan produktivitas, disiplin waktu, serta kesadaran terhadap kondisi keuangan pribadi. Metode pengembangan yang digunakan adalah model R&D dengan tahapan analisis kebutuhan, perancangan sistem, implementasi, pengujian, dan evaluasi. Hasil pengujian menunjukkan bahwa aplikasi ini dapat berpotensi memberikan manfaat nyata bagi pengguna dalam mengelola waktu dan keuangan secara efektif dan efisien. Aplikasi ini juga memiliki potensi untuk dikembangkan lebih lanjut.
Implementation of point of sales at Kopi Lentera using agile methods and scrum framework Darmanto, Tedjo; Syaepulloh, Rizal; Rahayu, Ayu Sri; Fauzi, Luthfi Ahmad; Nasrullah, Yusron Fauzan; Ibadurrahman, Gibran Farras
Keynesia : International Journal of Economy and Business Vol. 3 No. 2 (2024): Keynesia: International Journal of Economics and Business
Publisher : ARKA INSTITUTE

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55904/keynesia.v3i2.1246

Abstract

Implement Point Of Sales (POS) at Kopi Lentera using Agile and Scrum Framework methods to improve transaction efficiency and accuracy and customer service quality. The purpose of this research is to improve efficiency in the transaction process, reduce errors, and improve customer relations by offering more responsive services through the design of a web-based POS system. The Agile method and Scrum Framework are utilized for managing the development process to ensure speed and adaptability to change. The data collection process is carried out by observation, interview, and literature study. Then the implementation of the device will be tested with the System Usability Scale (SUS) conducted on 10 respondents through a questionnaire. The study concludes that applying the agile-scrum method can result in the development of a POS system that meets the needs with a shorter development time. The implementation results show an increase in the efficiency of recording and transactions, as well as improving the quality of customer service.