Dedy Hendryadi
Sistem Komputer ITEB Bina Adinata

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RANCANG BANGUN ALAT PENAKAR DAN PENGEMAS GULA PASIR BERBASIS ARDUINO UNO Agustina Damayanti; Dedy Hendryadi; Nurwahid Syam
journal Informatika, Multimedia, dan Informasi Vol 1 No 1 (2023): Hal 1-75
Publisher : CV. LAJAGOE PUSTAKA

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Abstract

This study aims to: (1) Design a valid Arduino Uno-based sugar measuring and packaging tool. (2) Knowing the user's response to the Arduino Uno-based sugar measuring and packaging device. The research method used is Research and Development (Research and Development) is a research method to develop and test products that will later be developed in sugar packaging designs that can assist users in measuring and packing granulated sugar. R&D research methods: Identification of potential problems, information gathering, product design, tool validation, product revision, small group trial, product revision 1, large group trial, product revision 2. Based on the results of this study, it can be concluded that: (1) The design product of the measuring device and packaging for granulated sugar that has been designed based on the assessment of experts and practitioners has been declared valid, with the following profiles, the design of the measuring device and packaging for granulated sugar starts from seeking information through the literature , then do the collection of materials and tools. After the tools and materials have been collected, a product design is carried out to determine a series of component positions, the product that has been designed is made and then validated. The validation results are used as a benchmark for implementation and revision. (2) The user's perception of the arduino uno-based sugar measuring and packaging tool which gets an average value of 81.1% or very positive where this tool is capable of measuring and packing granulated sugar and can be used at the Ical Jaya shop
MEDIA PEMBELAJARAN PENGENALAN SUARA HEWAN BERBASIS ANDROID DI TK PERTIWI BORONGGANJENG Nur Asima; Dedy Hendryadi; Andi Nurul Faizah
journal Informatika, Multimedia, dan Informasi Vol 1 No 1 (2023): Hal 1-75
Publisher : CV. LAJAGOE PUSTAKA

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Abstract

This study aims to: (1) design a learning media application for animal speech recognition, especially for TK Pertiwi Borongganjeng using android. (2) implementing an android-based animal voice recognition learning media application at Pertiwi Borongganjeng Kindergarten. (3) increase knowledge and interest in learning for students in learning Animals or Animals, especially knowing the surrounding environment. This study uses the Multimedia Development Life Cycle (MDLC) method. This multimedia development model consists of six stages, namely concept, design, collecting material, assembly, testing, and distribution. From the results of data processing and discussion conducted, this research resulted in the conclusion that the learning media created can increase interest in learning and increase student knowledge and can be implemented. Based on this research, using an instrument in the form of a questionnaire to determine the success rate of application and student learning. Then on the aspect of student knowledge, it can be known by giving a quiz after using the application. From the questionnaire that was distributed after using the application, an average of 53% was obtained in the "Medium" category. This shows that students' interest in learning increases and students' knowledge increases. From these data, it can be concluded that the learning media made was successful and could increase students' interest in learning and knowledge in learning animal voice recognition and can be used as a learning medium for animal voice recognition for TK Pertiwi Borongganjeng.