Claim Missing Document
Check
Articles

Found 24 Documents
Search

PENGEMBANGAN GAME EDUKASI MOBILE
MAKHLUK HIDUP KELAS REPTILIA UNTUK SISWA SMP Rizalni, Risya Listya; Trisnadoli, Anggy; Zul, Muhammad Ihsan
Jurnal Nasional Pendidikan Teknik Informatika (JANAPATI) Vol 8, No 2 (2019)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (757.829 KB) | DOI: 10.23887/janapati.v8i2.17880

Abstract

Kelas reptilia merupakan bagian dari materi klasifikasi makhluk hidup yang terdapat pada mata pelajaran Biologi untuk siswa-siswi SMP kelas VII. Dalam proses belajar mengajar, media pembelajaran merupakan salah satu unsur terpenting selain metode pembelajaran. Manfaat media pembelajaran adalah melancarkan interaksi antara guru dengan siswa sehingga kegiatan pembelajaran akan lebih efektif dan efisien. Penyampaian materi pelajaran ini masih menggunakan sistem tradisional, sehingga kreativitas siswa kurang berkembang. Selain itu, untuk memahami ciri-ciri hewan kelas reptilia hanya dilihat dari gambar yang ada pada buku pelajaran. dan siswa sering mendapatkan nilai buruk bahkan harus melakukan remedial pada materi pelajaran tersebut. Oleh karena itu, dibangun sebuah game edukasi dengan tampilan model hewan 3D untuk pembelajaran materi klasifikasi makhluk hidup kelas reptilia. Berdasarkan pengujian manfaat belajar yang telah dilakukan ke siswa SMP kelas VII, didapatkan bahwa siswa yang menggunakan aplikasi game mengalami peningkatan pemahaman sebesar 40.5%.  Pada pengujian fungsional, didapatkan bahwa fungsi pada aplikasi dapat berjalan sesuai dengan hasil yang diharapkan. Serta berdasarkan pengujian umpan balik pengguna dapat disimpulkan bahwa game edukasi ini dapat membantu siswa dalam memahami materi perbedaan makhluk hidup berdasarkan ciri-ciri makhluk hidup kelas reptilia.
Sistem Pemilah Topik Diskusi pada Forum Diskusi Mahasiswa PCR Berbasis Web Menggunakan Algoritma KNN Panjaitan, Yoel; Zul, Muhammad Ihsan; Surya, Ibnu
JUSTIN (Jurnal Sistem dan Teknologi Informasi) Vol 7, No 3 (2019)
Publisher : Jurusan Informatika Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (390.17 KB) | DOI: 10.26418/justin.v7i3.27465

Abstract

Sarana yang digunakan oleh mahasiswa Politeknik Caltex Riau untuk berdiskusi atau memberikan informasi saat ini yaitu email, melalui mailing list allmhs@pcr.ac.id. Berdasarkan survei pertama yang dilakukan kepada seluruh mahasiswa PCR terkait pengunaan mailing list melalui kuisioner pada google form, dari 147 responden yang mengisi, 73% menganggap bahwa pesan yang dikirim ke mailing list allmhs@mahasiswa.pcr.ac.id sering tidak digunakan sebagaimana mestinya. Berdasarkan survei kedua yang dilakukan kepada seluruh mahasiswa PCR terkait kebutuhan forum diskusi dan pemberi informasi melalui kuisioner pada google form, dari 91 responden yang mengisi, 93% menyatakan bahwasanya mahasiswa membutuhkan sebuah forum diskusi berbasis web yang dapat mengkategorikan diskusi. Oleh karena itu dibangun sebuah forum diskusi berbasis web untuk mahasiswa PCR yang juga dapat memilah topik diskusi secara otomatis menggunakan algoritma k-nn. Dilakukan uji coba terhadap sistem, hasil uji cross validation dengan menguji 25 data training didapatkan akurasi sebesar 80%, pengujian juga dilakukan menggunakan k-fold cross validation untuk mendapatkan nilai k terbaik yang menghasilkan akurasi tertinggi dari nilai k yang lainnya.
Real Time Face Recognition using Eigenface and Viola-Jones Face Detector Jacky Efendi; Muhammad Ihsan Zul; Wawan Yunanto
JOIV : International Journal on Informatics Visualization Vol 1, No 1 (2017)
Publisher : Politeknik Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1225.551 KB) | DOI: 10.30630/joiv.1.1.15

Abstract

Authentication is the process of verifying one’s identity, and one of its implementation is in taking attendances in university’s lectures. Attendance taking is a very important matter to every academic institution as a way to examine students’ performance. Signature based attendance taking can be manipulated. Therefore it has problems in verifying the attendance validity. In this final project, a real time eigenface based face recognition is implemented in an application to do attendance taking. The input face image is captured using a webcam. The application itself is built in C#, utilizing EmguCV library. The application is developed using Visual Studio 2015. Face detection is done with Viola-Jones algorithm. The eigenface method is used to do facial recognition on the detected face image. In this final project, a total of 8 testings are done in different conditions. From the testings, it is found that this application can recognize face images with accuracy as high as 90% and as low as 6.67%. This solution can be used as an alternative for real-time attendance taking in an environment with 170 lux light intensity, webcam resolution of 320 x 240 pixel, and the subject standing 1 meter away while not wearing spectacles. The average recognition time is 0.18125 ms.
Deteksi Aktivitas Mencurigakan Peserta Computer Based Test Menggunakan IP Camera Muhammad Ihsan Zul; Dzaky Kurniawan; Rahmat Suhatman
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 3 (2019): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i3.52

Abstract

Common surveillance device that used to monitor an area is known as CCTV. The CCTV will provide results in the form of video recordings, which can then be accessed by wireless communication. In its use, CCTV needs humans to monitor the real condition of the area/place. Then the use of CCTV becomes less efficient when used to oversee a place where the room rarely has movement. Because CCTV cannot detect or identify suspicious actions automatically. This research aim to develop a method that can be used to identify the activity (irregular movements) automatically. In this case, the change to be determined was the activities towards the Politeknik Caltex Riau Computer Based Test (CBT) participants. The CBT room has been employed by the IP Camera to identify participant activities. The IP camera captures the image and the image is then processed by the feature extraction method. Proposed feature exctraction method are background subtraction and pixel mapping. Pixel mapping is a method that maps objects based on specified ratio data. There are 18 ratio data generated by this feature extraction process. The determination of the illegal activities done by using the k-Nearest Neighbor. The Algorithm detects the illegal movement by using 502 datasets, and the accuracy obtained was between 98% - 98.4% with an average accuracy of 98.2% for the value of neighborliness = 3. The result can conclude that the method can identify the illegal activities of a CBT participant in the CBT room
Sistem Pakar Untuk Mendiagnosis Penyakit Stroke Hemoragik dan Iskemik Menggunakan Metode Dempster Shafer Jansen Kanggeraldo; Rika Perdana Sari; Muhammad Ihsan Zul
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 2 No 2 (2018): Agustus 2018
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (464.858 KB) | DOI: 10.29207/resti.v2i2.268

Abstract

Stroke is a disease that associated with bloodstreams to the brain. Usually, stroke is caused by the presence of broken blood vessels or obstructed by a blood clot. According to basic health research data by Health Research and Development Agency of Indonesia Ministry of Health (2013), stroke has become one of the deadliest diseases in Indonesia. One effort made to prevent stroke is to create a system that can diagnose stroke. Based on Indraswari's (2015) research, it was found out that stroke can be diagnosed by risk factor criterion. However, to get the data, the patient must check to the hospital or laboratory first To overcome these problems, the authors create an expert system that can diagnose stroke without having to consult directly with the doctor. This expert system adopts the expertise of a neurologist. The result of this system diagnosis’ is the type of desease and the percentage of the probability value of stroke. After the black box testing, it was found that all system functionality has been met. Then, based on the white box testing results, the value of cyclomatic complexity after the optimization of the program code is 8, it shows the program code of Dempster Shafer method is simple program code without much risk. The level of expert system accuracy is 97% so that the system can be used as an alternative for patients to make a diagnosis of stroke
Sistem Pendukung Keputusan untuk Pembelian Smartphone Menggunakan Metode Simple Additive Weight dan Fuzzy Associative Memory Marrina Marrina; Muhammad Ihsan Zul; Satria Perdana Arifin
Jurnal Komputer Terapan  Vol. 2 No. 1 (2016): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (802.502 KB)

Abstract

Tingkat perkembangan penggunaan teknologi informasi di Indonesia semakin canggih dan tidak dapat dihindari. Semakin bertambahnya zaman, smartphone hadir dengan spesifikasi tinggi dan harga yang dapat dijangkau oleh masyarakat di Indonesia. Sehingga kurangnya informasi tentang spesifikasi smartphone sangat mempengaruhi pemilihan smartphone yang digunakan. Berdasarkan permasalahan tersebut, maka dibangunlah Sistem Pendukung Keputusan untuk pemilihan sebuah smartphone yang sesuai dengan kebutuhan konsumen. Sistem ini dibangun menggunakan metode Simple Additive Weight (SAW) dan metode Fuzzy Associative Memory (FAM). Terdapat dua pengujian yang dilakukan yaitu pembandingan perhitungan manual dengan perhitungan yang dilakukan sistem. Hasilnya tidak ada perbedaan antara metode manual dan system. Pengujian terakhir dilakukan dengan menggunakan kuesioner terhadap responden riil. Hasilnya responden sangat setuju terhadap sistem dirancang dapat membantu konsumen dalam pemilihan smartphone.
Rancang Bangun Aplikasi Data Mining untuk Memprediksi Hasil Belajar Siswa Sekolah Menengah Atas Berbasis Web dengan Algoritma K-NN (Studi Kasus: SMKN 2 Pekanbaru) Okta Riveranda; Muhammad Ihsan Zul; Maksum Rois Adin Saf
Jurnal Komputer Terapan  Vol. 2 No. 2 (2016): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (452.289 KB)

Abstract

Curriculum 2013 (K-13) was first announced in 2014 which has been applied to number of schools. Preparation of this new curriculum by the government aimed at making education in Indonesia is not only focused on cognitive aspects or skills possessed, but also at students' interest and motivation. Unfortunately, behind the goal, there are issues occured in the school during the application of K-13. Those are input process and values conversion that takes relatively much time. The things are caused by the dissimilarity of the standards and the assessment scale between current curriculum with the previous one. Meanwhile, the academic system running in schools is still pretty conventional. Therefore, this research will construct an application which have capability to handle the things. Beside those additional features, this research is build an application in order to apply the data mining with k-NN algorithm to predict students learning outcomes based on certain subjects. Data source that used in this research were consisted into 500 data training that covered up all classes or labels. Testing methods which have been applied are black box testing and confusion matrix. There are 3 techniques of black box testing that applied in order to test the system functionality according to its input values. Those are equivalence class partitioning, boundary value analysis and decision table based testing. Meanwhile in confusion matrix, it has been done 3 times testing according by k value in k-NN algorithm. With k-5 acquired accurate rate 79.34%, k-10 with accurate rate 62.67%, then k-15 with accurate rate 64%. Thus, information that can conluded from those testing methods is the algorithm with k-5 is more accurate than any others.
Sistem Terintegrasi untuk Mendeteksi Perubahan Lingkungan dengan Algoritma Frame Difference dan Dynamic - Adaptive Template Matching menggunakan Raspberry Pi dan Virtual Private Network (VPN) Ardianto Wibowo; Muhammad Ihsan Zul; M Arif Fadly Ridha; M Mahrus Zain
Jurnal Komputer Terapan  Vol. 6 No. 2 (2020): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (904.018 KB) | DOI: 10.35143/jkt.v6i2.3598

Abstract

Theft of empty houses and rampant illegal parking is a problem that often occurs in the community, causing anxiety. For this reason, a solution that can provide alarms / notifications automatically if such conditions occur to registered users is needed. This research develops an integrated system that has the ability to detect changes in environmental conditions, such as the occurrence of illegal parking or the presence of strangers in the house, through monitoring of connected IP cameras. The image captured through an IP camera is processed using the Frame Difference algorithm, to further be decided whether it includes an environmental condition changes or not. Compared to conventional IP cameras or IP cameras that include motion detection features, this research system has advantages in terms of notification form flexibility and internet connection flexibility.
PENGEMBANGAN GAME EDUKASI MOBILE
MAKHLUK HIDUP KELAS REPTILIA UNTUK SISWA SMP Risya Listya Rizalni; Anggy Trisnadoli; Muhammad Ihsan Zul
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 8 No. 2 (2019)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v8i2.17880

Abstract

Kelas reptilia merupakan bagian dari materi klasifikasi makhluk hidup yang terdapat pada mata pelajaran Biologi untuk siswa-siswi SMP kelas VII. Dalam proses belajar mengajar, media pembelajaran merupakan salah satu unsur terpenting selain metode pembelajaran. Manfaat media pembelajaran adalah melancarkan interaksi antara guru dengan siswa sehingga kegiatan pembelajaran akan lebih efektif dan efisien. Penyampaian materi pelajaran ini masih menggunakan sistem tradisional, sehingga kreativitas siswa kurang berkembang. Selain itu, untuk memahami ciri-ciri hewan kelas reptilia hanya dilihat dari gambar yang ada pada buku pelajaran. dan siswa sering mendapatkan nilai buruk bahkan harus melakukan remedial pada materi pelajaran tersebut. Oleh karena itu, dibangun sebuah game edukasi dengan tampilan model hewan 3D untuk pembelajaran materi klasifikasi makhluk hidup kelas reptilia. Berdasarkan pengujian manfaat belajar yang telah dilakukan ke siswa SMP kelas VII, didapatkan bahwa siswa yang menggunakan aplikasi game mengalami peningkatan pemahaman sebesar 40.5%.  Pada pengujian fungsional, didapatkan bahwa fungsi pada aplikasi dapat berjalan sesuai dengan hasil yang diharapkan. Serta berdasarkan pengujian umpan balik pengguna dapat disimpulkan bahwa game edukasi ini dapat membantu siswa dalam memahami materi perbedaan makhluk hidup berdasarkan ciri-ciri makhluk hidup kelas reptilia.
Workforce Development Program untuk Pengembangan Masyarakat di Wilayah Operasi PT Chevron Pacific Indonesia Muhammad Ihsan Zul; Meliza Putriyanti Zifi; Hamid Azwar; Retno Tri Wahyuni
Majalah Ilmiah UPI YPTK Vol. 29 (2022) No. 1
Publisher : Universitas Putra Indonesia YPTK Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35134/jmi.v29i1.97

Abstract

Workforce Development Program (WFD) is a community service program implemented by Politeknik Caltex Riau funded through a cost recovery mechanism by SKK Migas and PT. Chevron Pacific Indonesia (CPI). The background of this program relates to the unemployment rate condition in Riau Province (6.32%). This fact aggravated when Covid-19 hits the world and has an impact on laborers/workers lives, especially in Riau. There are workers who got termination as employment, some of them being laid off directly. WFD aims to provide additional skills and certificates for the workforce in Riau to have higher competitiveness index. The WFD program is implemented through the training and certification activities in the fields of Occupational Safety, Health and Safety Experts (AK3), Oil and Gas Occupational Safety, Health and Safety Operators, and Dump Truck Operators. The stages of the implementation program include socialization, recruitment, opening program, training, and certification (online, offline and blended training), and closing. There are 103 participants who pass as WFD 2021 beneficiaries. There are 101 participants who have passed the certification. The graduation achievement of the 2021 WFD Program is 98.06% (101/103). Based on the results of alumni tracing conducted 1 month after the training and certification phase, there were 25% of participants stated that the competencies they had when participating in WFD were able to increase their income.