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Penerapan Animasi 3D Pada Saat Melakukan Gerakan Wourkout Menggunakan Metode Pose To Pose Prayuda, Angga; Khairani, Sumi; Dharmawati, Dharmawati
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 5 No 1 (2023): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v5i1.696

Abstract

Workout is an activity that someone does to improve or maintain body fitness. Workout does require moving the body with good concentration and coordination so that the results are maximized, if you lose your focus even a little during your workout, the consequences can range from minor to serious injuries. One way to overcome this problem is to take advantage of the existing information and communication technology, namely by making the stages of the process of how to move properly and correctly with an animated display. The purpose of this animated video is to provide direction and an overview of how to make it easier by following the stages simulated in 3D animation. This study discusses one of the methods related to the basic principles of animation, namely the pose to pose method. The discussion of the method is carried out by applying 3D animation when doing workout movements using 3D figure objects to demonstrate the workout movements. The design of the animation in this study was carried out through three stages, namely pre-production, production and post-production using the Blender application. This research succeeded in implementing human movement during workouts in the form of 3D animation.
Pemanfaatan Animasi Motion Graphic Sebagai Edukasi Tentan Psychological First Aid (PFA) Pada Anak Broken Home Utami, Tri Widya; Khairani, Sumi; Syahputri, Nenna Irsa
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 7 No 1 (2025): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v7i1.1115

Abstract

Children from Broken Homes are a vulnerable group often experiencing emotional disturbances due to family disharmony, such as divorce or prolonged conflict. The lack of public understanding regarding early psychological intervention for these children can worsen their mental condition. Therefore, an effective and easily understandable educational medium is needed to deliver information about Psychological First Aid (PFA). This study explores the use of motion graphic animation as an educational medium that presents PFA information in a visually engaging and communicative manner. The development process includes psychological concept research, storyboard creation, character design, and animation planning to the audience's characteristics. Evaluation results show that motion graphic animation can enhance the audience’s understanding of the importance of providing early psychological support to children from Broken Homes. The study concludes that motion graphic animation is an effective medium for conveying psychological education in a simple yet meaningful way and can serve as an alternative solution for public awareness and outreach. This data is seen from the results of testing with a questionnaire where from a total of 15 respondents, 40% or 6 people stated that they strongly agree. While 60% or 9 people stated that they agree and no one answered disagree or disagree.
Pengembangan Game Edukasi Puzzle Tentang Makhluk Hidup (Hewan dan Tumbuhan) Berbasis Android Fadly, Rahmad; Khair, Ummul; Khairani, Sumi
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2420

Abstract

Pengembangan teknologi Android menghadirkan peluang untuk menciptakan media pembelajaran interaktif. Penelitian ini bertujuan mengembangkan game edukasi berbasis Android bertema makhluk hidup (hewan dan tumbuhan) untuk siswa SD kelas 4 menggunakan metode Research and Development (R&D) dengan model Game Development Life Cycle (GDLC). Game ini dirancang dengan fitur puzzle drag and drop serta kuis interaktif menggunakan Unity 3D. Hasil uji coba menunjukkan game ini mudah digunakan, menarik, dan meningkatkan pemahaman siswa, dengan tingkat kepuasan mencapai 87%. Game ini terbukti efektif sebagai media pembelajaran alternatif yang menggabungkan hiburan dan edukasi, menciptakan pengalaman belajar yang menyenangkan dan mandiri