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Media Pembelajaran Mengenal Hewan Dalam Bahasa Inggris Berbasis Multimedia Interaktif Ayuningtyas, Indri; Fadhilah, Muhammad Arief; Arifin, Rita Wahyuni
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol 6 No 1 (2018): Maret 2018
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v6i1.1403

Abstract

Abstract The purpose of this instructional media design is to help teachers and students especially primary school children aged six and seven years in understanding the introduction of animal world in English. Animal introduction learning materials in English are used to be done without props, making it difficult for students to name the animals in English with good and correct spelling. Based on these problems then designed an interactive learning media as a companion of learning to be able to assist the process of acceptance of materials at school. Multimedia learning material development model used is Model Luther (Multimedia Development Life Cycle) is a model model developed through six stages are as follows: (1) concept, (2) design, (3) Material Collecting, (4) Assembly, (5) Testing, and (6) Distribution. But in this design is only new until the Assembly stage has not completed the stages of Testing and Distribution. Companion learning media is created using Adobe Photoshop, Adobe Illustrator and Adobe Flash CS 6. Keywords: Media Learning, Interactive Multimedia, Luther Model. Abstrak Tujuan dari perancangan media pembelajaran ini adalah membantu para guru dan murid khususnya anak sekolah dasar usia enam dan tujuh tahun dalam memahami pengenalan dunia satwa dalam bahasa inggris. Materi pembelajaran pengenalan hewan dalam bahasa inggris terbiasa dilakukan tanpa alat peraga sehingga menyulitkan bagi siswa dalam menyebutkan nama hewan dalam bahasa inggris dengan ejaan yang baik dan benar. Berdasarkan permasalahan diatas maka penulis mencoba membuatkan sebuah media pembelajaran interaktif dalam membantu proses pembelajaran pengenalan Hewan dalam bahasa Inggris. Model pengembangan materi pembelajaran multimedia yang digunakan adalah Model Luther (Multimedia Development Life Cycle) yaitu Model yang dikembangkan melalui enam tahap antara lain sebagai berikut: (1) concept, (2) design, (3) Material Collecting, (4) Assembly, (5) Testing, dan (6) Distribution. Namun dalam perancangan ini hanya baru sampai tahap Assembly dan belum menyelesaikan tahapan Testing dan Distribution. Media pembelajaran pendamping ini dibuat menggunakan Adobe Photoshop, Adobe Ilustrator dan Adobe Flash CS6 Kata kunci: Media Pembelajaran, Multimedia Interaktif, Model Luther
Media Pembelajaran Tahfidz Surat-Surat Pendek Kelas IV Pada Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol Mellinia, Mellinia; Arifin, Rita Wahyuni
Jurnal ICT : Information Communication & Technology Vol 20, No 1 (2021): JICT-IKMI, Juli 2021
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v20i1.342

Abstract

Abstract-Currently technology is developing so rapidly that it often forgets the purpose of life in this world, gadgets have been attached to almost everyone, especially children who still abuse gadgets. The role of parents is very important in supervising children's activities in playing gadgets to make it more useful because most of them are only for playing games every day, plus the current condition of the teaching and learning process is online so that students and students are obliged to use gadgets. The problem behind the creation of instructional media is that grade IV students at Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol have difficulty memorizing short letters in the Al-Qur'an. Not a few of them often forget the order of the verses in short letters. The background factors include not using learning media that are attractive to students. This learning media contains material, Multiple Choice Quizzes, Puzzles and Profile Maker. The method used in the design of this learning media is the Multimedia Development Life Cycle (MDLC) where this method is structured based on 6 (six) stages, namely concept, design, obtaining content material, assembly, testing, and distribution. With the creation of this learning media, it is hoped that this learning media will be able to make it easier for students and students to memorize short letters with correct recitation of recitation and the memorization process will be smoother and more enjoyable.Abstrak- Saat ini teknologi berkembang sangat pesat sehingga sering melupakan tujuan hidup di dunia ini, gadget sudah melekat hampir kepada setiap orang, terutama anak-anak yang masih menyalahgunakan gadget. Peran orang tua sangatlah penting dalam mengawasi kegiatan anak dalam bermain gadget agar lebih berguna karena kebanyakan hanya untuk bermain game di setiap harinya, ditambah lagi dengan kondisi proses belajar mengajar saat ini adalah daring sehingga siswa dan siswi wajib menggunakan gadget. Permasalahan yang melatarbelakangi dibuatnya media pembelajaran adalah siswa kelas IV Pada Madrasah Ibtidaiyah (MI) Hidayatul Athfal Jonggol yang mengalami kesulitan untuk menghafal surat-surat pendek dalam Al-Qur’an. Tidak sedikit dari mereka seringkali lupa akan urutan ayat dalam surat-surat pendek. Faktor yang melatarbelakangi antara lain belum digunakannya media pembelajaran yang menarik bagi siswa. Media pembelajaran ini berisi mengenai materi, Quiz Pilihan Ganda, Puzzle dan Profil Pembuat. Metode yang digunakan dalam perancangan media pembelajaran ini adalah Multimedia Development Life Cycle (MDLC) dimana metode ini tersusun berdasarkan 6 (enam) tahapan yaitu concept, design, obtaining content material, assembly, testing, dan distribution. Dengan adanya pembuatan media pembelajaran ini diharapkan media pembelajaran ini mampu memudahkan siswa dan siswi dalam menghafal surat-surat pendek dengan bacaan tajwid yang benar serta proses menghafal menjadi lebih lancar dan menyenangkan.
Pengembangan Aplikasi E-UKM Berbasis Android Untuk Mendukung Era Digitalisasi Badan Eksekutif Mahasiswa Universitas Bina Insani Arifin, Rita Wahyuni; Apriani, Rika; Wicaksono, Harjunadi; Prameswara, Andhika; Nabila SO, Khairunisah; Romlah, Siti
TEMATIK Vol 10 No 1 (2023): Tematik : Jurnal Teknologi Informasi Komunikasi (e-Journal) - Juni 2023
Publisher : LPPM POLITEKNIK LP3I BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/tematik.v10i1.1344

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Abstract Student Activity Units (UKM) are student organizations where students with similar interests, hobbies, creativity, and orientations for extracurricular activities on campus gather. In the recruitment process of UKM members, it is currently conducted manually, where biodata forms are distributed to prospective members and collected by the UKM committee. The function of E-UKM BIU is to assist students and UKM committee members in facilitating the recruitment process of new members by utilizing E-UKM BIU. As it evolves, data from each UKM in Universitas Bina Insani is required. Additionally, there is also student data involved in the registration process, where the input data will be stored in a database and retrieved for the registration process conducted by the students. The software used in developing BIU E-UKM is Android Studio and Java, while the database utilizes SQLITE. Keywords: Android, Digitalization, Student Activity Unit (UKM), Prototype Abstrak Unit Kegiatan Mahasiswa (UKM) adalah organisasi kemahasiswaan tempat para mahasiswa yang memiliki minat, hobi, kreativitas, dan orientasi yang sama untuk kegiatan ekstrakurikuler di kampus berkumpul. UKM dalam proses rekrutmen anggota masih dilakukan secara manual dimana dengan menggunakan biodata yang dibagikan kepada calon anggota dan dikumpulkan kepada pengurus UKM. Fungsi E-UKM BIU adalah untuk membantu mahasiswa dan pengurus UKM dalam memfasilitasi proses rekrutmen anggota baru dengan memanfaatkan E-UKM BIU. Dalam perkembangannya dibutuhkan data dari setiap UKM yang ada di Universitas Bina Insani, selain itu juga terdapat data mahasiswa dalam proses pendaftaran dimana data input akan disimpan dalam database dan data tersebut akan diambil untuk proses pendaftaran yang dilakukan oleh mahasiswa. Perangkat lunak yang digunakan dalam pengembangan BIU E-UKM adalah Android Studio dan Java, sedangkan database menggunakan SQLITE. Kata Kunci : Android, Digitalisasi, Unit Kegiatan Mahasiswa, Prototipe
Media Informasi Tata Cara Pendaftaran Mahasiswa Baru Berbasis Video Pada Universitas Bina Insani Arifin, Rita Wahyuni; Setio Bekti, Gilang Mukti
TEMATIK Vol. 10 No. 2 (2023): Tematik : Jurnal Teknologi Informasi Komunikasi (e-Journal) - Desember 2023
Publisher : LPPM POLITEKNIK LP3I BANDUNG

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

Abstract

The development of information and communication technology is currently growing very rapidly. With technological developments, major changes have also occurred in the field of education. Bina Insani University accepts many students every year. Of course, the large amount of public interest in the programs offered by Bina Insani University has had an impact on increasing the registration of prospective new students at Bina Insani University. Information regarding new student admissions is currently still through brochures, banners, marketing visits to SMA/K schools, and also through social media. This was done as an effort to increase the number of new student registrants, however information regarding registration procedures is still presented in text form. Of course, this still makes it difficult for registrants to understand the correct order or registration. To overcome this problem, interactive information is needed that explains the procedures or procedures for registering new students at Bina Insani University. Based on the background of this problem, interactive information media is needed in the form of videos that explain the procedures for registering new students at Bina Insani University. By using the Multimedia Development Life Cycle (MDLC) method. This video can be accessed via the link listed on the official Bina Insani University website. It is hoped that with this research, prospective new students at Bina Insani University will no longer have difficulty getting information about the procedures for registering new students at Bina Insani University.
Pemanfaatan Media Pembelajaran Audio Visual Berbasis Aplikasi Canva Alfian, Ari Nurul; Putra, Mardi Yudhi; Arifin, Rita Wahyuni; Barokah, Agung; Safei, Ahmad; Julian, Novan
Jurnal Pengabdian kepada Masyarakat UBJ Vol. 5 No. 1 (2022): January 2022
Publisher : Lembaga Penelitian Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/mwdwxy87

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The ability to master technology and information, especially learning media for educators in mastering the concept of learning media is very necessary. The problems faced by educators from HIMPAUDI are still not utilizing learning media in the learning process. In addition, they still don't understand how to make learning media using the Canva application. The solution to the problems above is to create learning media and learning videos using Canva. The method in implementing this Community Service activity with the main target being educators at HIMPAUDI, West Bekasi District where there are 2 resource persons, 2 moderators and 2 technical support people. PkM was held on Saturday, December 22, 2021. PkM was conducted by providing training and demonstrations to participants in using Canva applications with the support of online media in the form of zoom, YouTube and Google Drive links. The outputs of this PkM are YouTube Streaming and a draft of the BRIN Sinta Ristek Indexed PkM Journal.
Comparison of Latent Semantic Analysis (LSA) and Doc2Vec Algorithms of Thesis Similarity Detection Arifin, Rita Wahyuni; Putra, Mardi Yudhi; Putri, Dwi Ismiyana
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 12 No. 2 (2024): September 2024
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v12i2.9954

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This study aims to develop a system for detecting similarities in thesis titles and content to prevent plagiarism and support student originality. The high level of similarity in final projects is a significant concern in academic environments. Two text vectorization methods, Latent Semantic Analysis (LSA) and Doc2Vec, were compared to measure document similarity. Results showed that LSA achieved a very high cosine similarity (99.94%) due to dimensionality reduction that preserved semantic correlations. In contrast, Doc2Vec produced lower similarity scores, with 7.17% for PV-DM and 39.07% for PV-DBOW, indicating richer text representations. This study adopted the CRISP-DM model, which includes Business Understanding, Data Understanding, Data Preparation, Modelling, and Evaluation. The model is expected to strengthen academic integrity and encourage valuable scientific contributions.
Implementasi Metode Mobile D pada E-Posyandu berbasis Android sebagai Alat Literasi dalam Mencegah Stunting Anak Usia Dini Arifin, Rita Wahyuni; Nurul Alfian, Ari; Inayah Ainina Mawardi
TEMATIK Vol. 11 No. 1 (2024): Tematik : Jurnal Teknologi Informasi Komunikasi (e-Journal) - Juni 2024
Publisher : LPPM POLITEKNIK LP3I BANDUNG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38204/tematik.v11i1.1886

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Stunting is a worldwide health problem that impacts children's physical growth and development. According to the latest Indonesian Nutrition Status Survey (SSGI), the stunting rate in Indonesia will reach 21.6% by 2022. Due to its high prevalence, stunting is a major concern. This condition can affect the future of society, the quality of life and the productivity of children. Among the factors causing stunting are inadequate nutrition, unhealthy pregnancies, improper feeding methods, lack of hygiene and sanitation, economic and social factors, infections and chronic diseases, lack of access to health services, and lack of knowledge about the importance of maintaining health for growing children. To solve this problem, an Android-based application is needed that can be accessed anywhere. In this research, the method used is Mobile D consisting of five phases: exploration, Initialization, Production, Stabilization, and System Testing and Fix. It is hoped that the E-Posyandu Application can improve community access to basic health services. With this application, the danger of stunting can be avoided because pregnant women, mothers of toddlers, and other posyandu members can easily access information about child growth and development info, immunization info at each developmental period, info on the location of the nearest RSIA, and complementary food information for toddlers over the age of 6 (six).
UI/UX Development Using Figma based on Inclusive Design Kimseng, Ngov; Kurnia, Dian Ade; Vuthy, Ith; Arifin, Rita Wahyuni; Setiyadi, Didik
JINAV: Journal of Information and Visualization Vol. 4 No. 2 (2023)
Publisher : PT Mattawang Mediatama Solution

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/454RI.jinav2257

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The existence of User Interface (UI) and User Experience (UX) Designer has been highly increasing and needed in recent times. One of the reasons is that many companies are starting to use Website and Mobile Application all of these actions occurred in a convincing way that attracted users, however, each of them support the objective of business development. In answering this problem, knowledge of UI/UX is needed in terms of conduction for using it. Therefore, needed designer must use several processes in the research method that the author uses, namely empathize, define, ideate, prototype, and test. The purpose for designers, there are many resources to fulfil the lack of education and to prevent working hard, it assists designers in working and creating for all frameworks and inclusive design. Also, the contributes to designers with a practical framework, aligning with industry standards, and fostering a user-centric approach. It ensures digital products are inclusive, promoting diversity, and advancing design in the technology industry. In addition, how a designer can incorporate their unique ideate for building Websites and Mobile Applications. The result of the Design Thinking method in this research is to expertly improve the user’s experience better than before. And the result application was efficient based on the participants rate are successful effective. Satisfying based on overall rate 98.4% after see this and when using the application.
Machine Learning Predictive Model for Analyzing the Influence of Academic Performance on Course Completion in Algorithms and Programming Arifin, Rita Wahyuni; Safitri, Nadya; Farisi, Imam
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 13 No. 2 (2025): September 2025
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v13i2.11463

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The success of students in core computer science courses such as Algorithms and Programming is a critical factor in their academic journey, as it reflects both mastery of fundamental concepts and readiness for more advanced studies. Academic performance in this course is not only shaped by grades but also by behavioral and psychological attributes that influence learning outcomes. This study investigates the influence of academic performance on graduation in Algorithms and Programming using a predictive machine learning approach. The dataset includes 106 student records encompassing academic variables (attendance, average grades, assignment scores), psychological factors (motivation, anxiety toward examinations), and behavioral indicators (discussion participation, AI tool usage, online learning activities). The research adopts the SEMMA methodology, consisting of sampling, exploration, modification, modeling, and assessment. Several classification algorithms were tested, and Random Forest was selected as the primary model due to its strong performance and interpretability. The results indicate that academic achievement variables, particularly average grades and attendance, significantly influence graduation. Additionally, non-academic factors such as motivation, discussion activity, and exam anxiety contribute to predictive outcomes. The model achieved an accuracy of around 91% and an AUC score of 0.93, confirming its reliability in distinguishing between students who passed and those who did not. These findings highlight that academic performance influences success in algorithm and programming courses.
Pentingnya Audit Sistem Informasi Bagi Organisasi atau Perusahaan Arifin, Rita Wahyuni; Solikin, Solikin; Wicaksono, Harjunadi; Prameswari, Ayu Medina; Atikah Sari, Rizky Putri
Abditeknika Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2021): Oktober 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v1i2.590

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Persoalan yang dihadapi mitra adalah mahasiswa dari prodi sistem informasi semester 3, 5, dan 7 saat ini belum ada matakuliah audit sistem informasi, dan ingin menambah pemahaman terdapat  konsep IT governance, pentingnya Audit SI  bagi organisasi atau perusahaan, serta kerangka kerja dalam audit Sistem Informasi. Mahasiswa sebagai generasi penerus bangsa yang akan menjadi pelaku dalam menjalankan roda perekonomian baik dalam suatu perusahaan maupun organisasi maka perlu memahami konsep IT Governance dan mengapa kegiatan audit sistem informasi harus dilakukan. Berdasarkan penjelasan diatas maka dilaksanakan kegiatan PkM dengan kolaborasi antara Fakultas Informatika Universitas Bina Insani dengan Fakultasi Teknologi Informasi Universitas Flores, dosen-dosen prodi Sistem Informasi melakukan sharing ilmu pengetahuan terkait materi audit SI. Metode PkM ini dilaksanakan secara daring melalui link zoom, dan YouTube. Hasil dari feedback kegiatan mengenai korelasi materi yang dibutuhkan mahasiswa terhadap topik audit SI hasilnya sebesar 54% baik sekali, harapannya melalui kegiatan ini dapat memenuhi kebutuhan mahasiswa dalam pengenalan audit IT dan konsep IT Governance, dan menjadi masukan bagi mitra untuk menambahkan matakuliah audit sistem informasi pada struktur kurikulum dimasa yang akan datang.