Andi Nurul Faizah
Sistem Komputer ITEB Bina Adinata

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PROTOTYPE LARANGAN PENGENDARA MELEWATI ZEBRA CROSS DI TRAFFIC LIGHT BERBASIS ESP32 CAM A Muh Idham; Adi Candra; 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 research aims to: 1 ) Designing a prototype prohibiting motorists from a zebra crossing at a traffic light based on esp32 cam. 2) Implemented a prototype prohibiting motorists from crossing a zebra crossing at an esp32 cam based traffic light. This study uses action research methods (action research) with planning steps (plan), action (action), and observation. Data collection is done a way : observation, interview, literature riview, documentation. Based on the results of this study it can be concluded that: 1) The Esp32 Cam-Based Zebra Cross Passing prototype in Traffic Light was designed and built using Esp32 Cam, Loop Detector, Relay, Speaker, Dev mini, Cables Jumper, and Blynk. 2) Implementation of the Zebra Cross Based Esp32 Cam at Traffic Light can work well where if the sensor detects a vehicle, the speaker will sound and we can see or monitor it through the Blynk.
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.