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Perancangan Media Pembelajaran Matematika Menggunakan Teknologi Augmented Reality Leonardo Yang; Wilda Susanti; Alyauma Hajjah; Yulvia Nora Marlim; Gusrio Tendra
Edukasi: Jurnal Pendidikan Vol 20, No 1 (2022): Edukasi: Jurnal Pendidikan
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/edukasi.v20i1.3830

Abstract

AbstrakPenelitian bertujuan  menghasilkan  rancangan media pembelajaran matematika siswa kelas 2 sekolah dasar untuk pengenalan bangun ruang dan bangun datar menggunakan teknologi Augmented Reality (AR).  Metode penelitian mengikuti tahap Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Subjek penelitian adalah siswa kelas 2 Sekolah Dasar Pelita. Teknik pengumpulan data berdasarkan studi pustaka atau literatur. Software yang digunakan adalah Unity untuk membuat objek 2D atau 3D dengan memasukkan gambar marker ke database Vuforia. Pengujian aplikasi di perangkat Android dilakukan dengan blackbox testing untuk menilai kebutuhan dan spesifikasi software. Hasil rancangan berupa media pembelajaran interaktif yang dilengkapi dengan materi dan kuis. Hasil temuan menunjukkan teknologi AR pada media pembelajaran matematika kelas 2 sekolah dasar dapat dirancang dengan visual yang interaktif. AbstractThe research aimed to produce a design for mathematics learning media for second-grade elementary school students for the introduction of geometric shapes and flat shapes using Augmented Reality (AR) technology. The research method followed the Multimedia Development Life Cycle (MDLC) stage consisting of six stages, namely concept, design, collecting material, assembly, testing, and distribution. The research subjects were second-grade students of Pelita Elementary School. Data collection techniques were based on literature or literature studies. The software device used Unity to create 2D or 3D objects by entering marker images into the Vuforia database. Application testing on Android devices was carried out by black-box testing to assess software requirements and specifications. The results of the design produced interactive learning media equipped with materials and quizzes. The findings showed that AR technology in the second-grade elementary school mathematics learning media can be designed with interactive visuals.
Aplikasi Panic Buton Untuk Keamanan Warga Berbasis Android Torkis Nasution; Wilda Susanti; Yandri Armi; Rangga Rahmadian Yuliendi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5127

Abstract

Citizens highly expect environmental security, but criminality is inevitable. The level of crime in the community brings unrest and discomfort, so a security system is needed that is connected with the officers concerned. This study aims to build a security system application connected to environmental security officers. This system can help the public provide reports quickly through the panic button application embedded in Android. System development using the spiral model method. A spiral model is an evolutionary software process model assembling the interactive nature of the prototype using control and systematic aspects of a linear sequential model. Meanwhile, the system design stage uses the Unified Modeling Language (UML). The application is in Android Studio for the design stage, a unique Integrated Development Environment (IDE) that runs on the Android platform. The panic button application is a security system designed to assist the public in providing reports and make it easier for security officers to follow up on the messages given. Accelerate the follow-up process of crimes because it is based on Android.
ANALISIS KORESPONDENSI HUBUNGAN STRATEGI PEMBELAJARAN DENGAN HASIL BELAJAR MAHASISWA Wilda Susanti; Ambiya Ambiya
PROSIDING SEMINASTIKA Vol 1 No 1 (2018): 1st SEMINASTIKA 2018
Publisher : Universitas Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Tujuan penelitian adalah untuk mengetahui ada tidaknya hubungan antara metode pembelajaran dengan hasil belajar dengan menggunakan analisis korespondensi. Analisis korespondensi merupakan salah satu analisis statiska deskriptif yang di rancang untuk menganalisis tabel kontingensi dua arah atau multi arah. Yang bertujuan untuk mengetahui hubungan antara dua variabel atau lebih. Bila hubungan variabel-variabel ini di modelkan dalam bentuk rumus matematika, maka dapat di gunakan untuk keperluan peramalan atau pengklasifikasian. Dengan analisis korespondensi dapat dilihat bahwa metode mengajar dosen pada matakuliah pemorograman Metode Proyek, Metode Problem Solving dan Metode Latihan dapat mempengaruhi hasil belajar dari mahasiswa.
Implementasi TOPSIS pada Rekomendasi Kopi Hendra Ibaraki; Wilda Susanti; Yermias Duha
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2022: SNTIKI 14
Publisher : UIN Sultan Syarif Kasim Riau

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Abstract

Kopi memiliki karakteristik rasa kopi yang berbeda-beda dikarenakan varietas dan iklim kopi tersebut tumbuh. Terdapat berbagai macam jenis kopi, di antaranya kopi Gayo, kopi Mandailing, kopi Jawa, kopi Toraja, kopi Lintong, dan  kopi Papua. Sehingga, pemilik UMKM kesulitan memilih jenis kopi yang akan distok dan memberikan rekomendari kepada pecinta kopi. Tujuan penelitian ini adalah membantu para pecinta kopi dalam eksplorasi rasa kopi yang terpersonalisasi berdasarkan kriteria yang ada. Rekomendasi kopi berdasarkan lima kriteria yaitu,  aroma, rasa, kepekatan, kemanisan dan keasaman.  Metode penelitian yang digunakan adalah metode TOPSIS. Metode ini merupakan metode analisis keputusan multikriteria.  Hasil dari penelitian ini adalah rekomendari dari hasil perankingan dari 7 varietas kopi yang terdapat dalam sistem. Hasil perakingan  tertinggi terpilihlah salah satu jenis kopi  yang direkomendasikan. Sehingga sistem yang dibangun dapat memudahkan pecinta kopi dalam memilih kopi sesuai dengan seleranya.
Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android David David; Gusrio Tendra; Wilda Susanti; Gusrianty Gusrianty; Dwi Oktarina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13000

Abstract

Chemistry is a relatively new material for Xth grade high school students, but many high school students still do not understand the basic concepts of chemistry and the lack of use of technology. The purpose of this research is to design and build learning media to make it easier for students to get to know chemistry using the Android platform. The method used in building this application is the SDLC (System Development Life Cycle) method, which starts by collecting data for system testing. Data collection was carried out around the Kalam Kudus Christian High School school environment in Pekanbaru with 40 students as research subjects. The system design is designed so that every high school student can use the application independently using a personal account. The tests used are black box testing and mean opinion score (MOS) testing. The result of black box testing is that the display or menu can run smoothly. while for MOS results, around 95% state that the application that was built gets very decent results from high school students. So that this application is used in accordance with the needs of high school students in helping to recognize basic chemical concepts.
The Inquiry Collaborative Learning Design Virtual Laboratory Based And Remote Virtual Wilda Susanti; Gusrio Tendra; Rangga Rahmadian Yuliendi; Arden Simeru; Johan Johan; Rudi Mulya
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.77292

Abstract

This study investigated the design of learning in a virtual laboratory through collaborative inquiry and its effect on student knowledge. Learning design produces learning models that are measured based on validity, practicality, and effectiveness. The research method uses research and development that produces products and product effectiveness. The trial results were conducted on a small scale on eight students to measure the quality of student learning. To test the validity of the product through expert assistance, all the answers of the validator were calculated using Aiken's V validity coefficient. Further findings implied that students have begun to accept technology as a learning tool and provided opportunities for universities in learning development.
Pelatihan Pengelolaan Limbah Pelepah Sawit Menjadi Pupuk Kompos dan Pakan Ternak untuk Pemberdayaan Ekonomi Kepada Masyarakat Wilda Susanti; Ramalia Noratama Putri; Fadrul Fadrul; Gusrio Tendra; Herman Herman; Suandi Daulay; Jean Riko Kurniawan Putra; Rinaldy Rinaldy
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 3 (2023): GERVASI: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i3.6714

Abstract

Tujuan pengabdian pada masyarakat (PkM) ini adalah untuk meningkatkan pengetahuan dan keterampilan mitra dalam mengolah limbah pelepah sawit menjadi pupuk kompos dan pakan ternak. Metode pengabdian yaitu workshop dan pelatihan. Mitra kegiatan pada pengabdian kepada masyarakat kosabangsa tahun 2023 ini adalah Kelompok Tani Bangkit dan BUMKep Maju Bersama Kepenghuluan Teluk Bano 1. Langkah kegiatan meliputi observasi, sosialisasi, implementasi dan evaluasi. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan mitra sebesar 66% dan peningkatan keterampilan sebesar 64,9 setelah dilakukan kegiatan. Keberlanjutan program kosabangsa perlu dilakukan dengan baik agar mitra dapat merasakan manfaat dari pelatihan pengelolaan limbah pelepah sawit dan menjadi unit usaha bagi desa Teluk Bano 1.
Media Pembelajaran Interaktif Budaya Melayu Riau berbasis WebGL Rivaldo Famren Silaen; Wilda Susanti; Gusrio Tendra; Yenny Desnelita; Gustientiedina Gustientiedina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22553

Abstract

Currently, people in Riau province, children and adults, lack knowledge about Riau Malay culture, about traditional costumes, traditional dances, traditional houses, and traditional weapons. The introduction of Malay Riau culture into preschool has not been done properly, has not been integrated into the school curriculum, and existing media are still limited in expressing 2D images. The purpose of this study is to create interactive learning materials using web-based WebGL technology in order to help children get to know Riau Malay culture. This research uses the waterfall approach, which consists of needs analysis, system design, implementation or code writing, and system testing using the Black Box System. Data collection techniques by making observations at the Sang Nila Utama Museum. The result of this study is a learning medium to help early childhood learners get to know Riau Malay culture. The test results showed that all functional systems worked well, and this learning medium was accepted by all 7 respondents with a satisfaction level of 87.6% through user acceptance. Based on the test results and the level of respondent satisfaction, it was concluded that this system can be accepted by many users, and it is expected that this system can be integrated with the existing curriculum.
The Role of Artificial Intelegensia Technology in Improving the Quality of Education Susanti, Wilda; Widi, Rahma; Nasution, Torkis; Johan, Johan; Verawardina, Unung
Journal of Applied Business and Technology Vol. 6 No. 1 (2025): Journal of Applied Business and Technology
Publisher : Institut Bisnis dan Teknologi Pelita Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35145/jabt.v6i1.178

Abstract

The future of education is aligned with advances in artificial intelligence (AI) technology that significantly change how we learn, teach, and manage educational systems. This article reviews the critical role of AI technology in improving the quality of education in the digital era. AI technology allows for better personalization of education according to each student's needs and interests and changes how teachers teach and students learn. By using machine learning algorithms and data analysis learning algorithms and data analysis, education systems can identify patterns in student learning behavior, predict individual needs, and provide timely interventions. The article also highlights the challenges and opportunities in implementing AI technology in schools, including data privacy concerns, digital divides, and new skills required by educators. By understanding AI technology's role in improving education quality, we can design a more inclusive, responsive, and effective education system for a better future.
Aplikasi Sistem Pakar Mendeteksi Kerusakan Mobil Berbasis Web William, Peter; Wilda Susanti
The Indonesian Journal of Computer Science Vol. 12 No. 6 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i6.3508

Abstract

Kurangnya pengalaman mekanik baru untuk mengidentifikasi dan memperbaiki kerusakan mobil konsumen sehingga tidak maksimalya pelayanan ke konsumen. Tujuan penelitian merancang sistem pakar untuk mendeteksi kerusakan mobil dari gejala yang diberikan konsumen. Metode yang digunakan adalah forward chaining dan certainty factor. Forward chaining adalah suatu metode pencarian yang dimulai dengan fakta yang diketahui sedangkan certainty factor adalah suatu metode untuk perhitungan kemungkinan kerusakan berdasarkan gejala yang dipilih. Sistem yang dibangun menggunakan metode waterfall dimulai dari pembuatan sistem, analisis sistem, desain sistem, implementation sistem, testing sistem, dan maintenance sistem. Hasil yang diperoleh berupa nilai bobot kemungkinan kerusakan yang terjadi dan persentase kerusakan mobil melalui gejala yang dipilih. Maka dari hasil uji coba black box sistem disimpulkan bahwa sistem dapat membantu mekanik baru dalam mendeteksi kerusakan mobil.