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MONITORING ELDERLY HEART RATE BASED ON OXIMETER SENSORS Endang Retnoningsih; Syahbaniar Rofiah; Sendi Rifa Arofah
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 2 (2025): JITK Issue November 2025
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i2.6970

Abstract

Heart rate check is an important step in preventing heart attacks that is often not realized by the elderly. However, independent heart rate checks by the elderly have not utilized technology, especially Android. This study design a heart rate detector using the Max30102 Oximeter Sensor integrated with Android device from the elderly aged 60 to 75 years and displays the results of the heart rate per minute (BPM) along with normal or abnormal status on the Android application. The prototype method involves the stages of development, testing, and evaluation of the tool. The results of the study showed that this heart rate detector was able to provide data on heart rate per minute (BPM) that was accurate and easily accessible to the elderly, so that the elderly could check their health independently. The test results indicate a detection accuracy of 97% with a standard deviation of 1.19 BPM, which is higher compared to studies using the Max30100. Thus, this tool is expected to help increase the independence of the elderly in monitoring heart health and reduce the risk of heart attack through routine monitoring
DEVELOPMENT OF THE SWARA AUGMENTED REALITY APPLICATION FOR WASTE SORTING EDUCATION IN ELEMENTARY SCHOOLS Syahbaniar Rofiah; Endang Retnoningsih
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 11 No. 4 (2026): JITK Issue May 2026
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v11i4.7459

Abstract

The prevailing issue of suboptimal waste management significantly contributes to environmental pollution. While early environmental education is crucial for instilling the habit of waste sorting, conventional methods often fail to engage elementary school students. To address this, this study developed an innovative learning medium integrating Augmented Reality (AR) to provide a more interactive and enjoyable learning experience. This research employed using the ADDIE model (Analysis, Design, Development, Implementation, Evaluation). Initial Analysis identified user needs, leading to the Design of an application incorporating AR for interactive visualization for waste classification and marker creation. This development resulted in the "Smart Waste Sorting Augmented Reality" (SWARA) learning medium. Implementation involved trials in elementary schools in Bekasi Regency, with sampling determined by simple random sampling and the Slovin formula. The developed SWARA application features three waste marker categories: organic, Inorganic, and hazardous waste. Trial results demonstrated that the application successfully improved students' waste sorting accuracy and enhanced their knowledge of recycling. Evaluation using the User Experience Questionnaire (UEQ) across six main scales (Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Novelty) showed an overall average result in the "Good" category. The highest scores were for Perspicuity (1.78) and Efficiency (1.74), while the lowest was Novelty (1.15), though still within the good range. The findings demonstrate that AR based learning significantly enhances students’ conceptual understanding, engagement, and practical skills in waste sorting compared to conventional learning methods.
Media Pembelajaran Anak TK Dengan Metode CBI (Computer Based Instruction) Didik Setiyadi; Syahbaniar Rofiah
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 6 No. 2 (2018): September 2018
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v6i2.1503

Abstract

Abstract Current information technology can make many aspects of life, one of which is the aspect of education. The educational aspect requires an efficient learning media and interesting to attract interest from the students learning. Learning media applications for kindergarten can assist students in understanding the material taught in kindergarten, which typically use long sentences and illustrations that are difficult to understand. Learning for KINDERGARTEN children who do currently still using media learning accounting, so as to make students less interested to follow the learning. The learning model as it is expected to be replaced by a more active learning model, creative, effective and fun, in order to increase interest in learning students and improve learning results students. Research conducted is with the method of utilization of computer in education, known as computer-assisted learning, or better known as CBI (Computer Based Instruction) that are expected to change into the atmosphere a more active learning, creative, effective and fun. Keywords: Black Box testing, CBI, Kindergarten, Media learning, Waterfall Method, Abstrak Teknologi informasi saat ini dapat mempermudah banyak aspek kehidupan, salah satunya adalah aspek pendidikan. Aspek pendidikan memerlukan media pembelajaran yang efisien dan menarik untuk menarik minat belajar siswa-siswi. Aplikasi media pembelajaran untuk anak TK ini dapat membantu siswa-siswi dalam memahami materi yang diajarkan pada anak TK, yang biasanya menggunakan kalimat-kalimat yang panjang dan ilustrasi yang sulit dimengerti. Pembelajaran untuk anak TK yang dilakukan saat ini masih banyak yang menggunakan media belajar konvesional, sehingga membuat para siswa kurang berminat untuk mengikuti pembelajaran tersebut. Model pembelajaran seperti ini diharapkan dapat diganti dengan model pembelajaran yang lebih aktif, kreatif, efektif dan menyenangkan, agar dapat meningkatkan minat belajar siswa-siswi dan meningkatkan hasil belajar siswa-siswi. Penelitian yang dilakukan adalah dengan metode pemanfaatan komputer dalam pendidikan yang dikenal dengan pembelajaran dengan bantuan komputer atau lebih dikenal dengan sebutan CBI (Computer Based Instruction) yang diharapkan dapat merubah menjadi suasana pembelajaran yang lebih aktif, kreatif, efektif dan menyenangkan. Kata Kunci: Anak TK, Black Box testing, Media pembelajaran, Metode CBI, Waterfall.
Pembelajaran Interaktif Dasar Pengelompokan Hewan Dengan Metode Computer Based Intruction Didik Setiyadi; Mutia Khoirunnisa; Syahbaniar Rofiah
PIKSEL : Penelitian Ilmu Komputer Sistem Embedded and Logic Vol. 7 No. 1 (2019): Maret 2019
Publisher : LPPM Universitas Islam 45 Bekasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33558/piksel.v7i1.1665

Abstract

Abstract Children are more interested in playing mobile games than reading books. Therefore mobile devices can be utilized in the learning process and learning tools in the interactive learning applications based on Android mobile devices. Computer-based learning or often called Computer Based Instruction, provides a clearer and more understandable understanding of the material with a variety of appropriate simulations. In this study, an interactive learning application was designed by applying the Computer Based Instruction method, also this application can be used to learn the types of animals based on the basics of grouping with a combination of graphics, text, sound, video and animation. This interactive learning app also provides some interactive games. This interactive Android-based learning applications could help children in learning basic animals grouping materials. Keywords: Computer Based Instruction, Interactive Learning, Basic Animal Grouping, Adobe Flash CS6, Android. Abstrak Remaja saat ini lebih tertarik bermain mobile game dari pada membaca buku pelajaran. Untuk itu, perangkat mobile dapat dimanfaatkan dalam proses belajar anak salah satunya adalah dengan menyediakan sarana belajar berupa aplikasi pembelajaran interaktif berbasis Android pada perangkat mobile. Pembelajaran berbasis komputer atau yang sering disebut Computer Based Instruction, memberikan pengertian materi yang lebih jelas dan mudah dipahami dengan berbagai macam simulasi yang sesuai. Dalam penelitian ini, peneliti merancang aplikasi pembelajaran interaktif dengan menerapkan metode Computer Based Instruction dimana aplikasi ini dapat di gunakan untuk mempelajari jenis-jenis hewan berdasarkan dasar-dasar pengelompokannya dengan kombinasi grafik, teks, suara, video, dan animasi. Aplikasi pembelajaran interaktif ini juga menyediakan beberapa permainan interaktif. Dengan adanya aplikasi pembelajaran interaktif berbasis Android ini, diharapkan dapat membantu anak dalam mempelajari materi dasar- dasar pengelompokan hewan. Kata kunci: Computer Based Instruction, Pembelajaran Interaktif, Dasar Pengelompokan Hewan, Adobe Flash CS6, Android.
Sistem Informasi Pembayaran Berbasis Web Pada Rumah Makan Padang Sederhana Minang Dengan Metode Scrum Reynaldi Nugraha Riztanto; Syahbaniar Rofiah
Journal of Students‘ Research in Computer Science Vol. 5 No. 1 (2024): Mei 2024
Publisher : Program Studi Informatika Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/d231kb29

Abstract

Technology increasingly advanced and developing rapidly, on the other hand technology plays a very important role at this time, especially in the field of entrepreneurship. Minang Simple Padang Restaurant currently does not yet have restaurant information media that can integrate restaurant business processes. In terms of providing restaurant information, so far it tends to be slow, the business process of payment and restaurant financial reporting is not going well. Overcoming the above problems requires a payment information system that can change the concept of payment, financial reports, and data storage in an effective and efficient manner, especially restaurant payment information systems that are centered on restaurant staff. This study uses the scrum model as a software development model. Payments made are integrated with Midtrans, the programming language used is PHP and uses the codeigniter framework that supports MCV (model, view, and controller), and the database uses MySQL. With this website, it makes it easier for customers to make cash and non-cash payments using QRIS.
Sistem Monitoring Kekeruhan Air Berbasis Arduino Pada Tangki Penampungan Air Imas Sofia Umul Fathin; Endang Retnoningsih; Syahbaniar Rofiah
Journal of Students‘ Research in Computer Science Vol. 5 No. 2 (2024): November 2024
Publisher : Program Studi Informatika Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/6adkxy39

Abstract

Water is the main human need in daily life. Every house has a storage container (water tank). Water that is stored for a long period of time can change the quality of the water in the water tank. Therefore, the aim of the research is to make it easier to control water in water tanks by using an Arduino-based circuit so that water storage remains clean and does not cause disease. The research uses the Prototype methodology for system development including needs analysis, system design, implementation and system testing. The Arduino-based water turbidity monitoring system is designed with a 16x2 i2c LCD module. The results of research on an Arduino-based water turbidity monitoring system make it easier to control water in water tanks. This system also helps to determine the condition of the water tank, where generally controlling water turbidity and checking water quality is still done manually.
Rancang Bangun Tempat Sampah Otomatis Menggunakan Sensor HC-SR04 Berbasis Arduino Uno Marsharani; Syahbaniar Rofiah; Endang Retnoningsih
Journal of Students‘ Research in Computer Science Vol. 6 No. 1 (2025): Mei 2025
Publisher : Program Studi Informatika Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/z94b2304

Abstract

The research on automatic trash bins aims to create an innovative solution for maintaining environmental cleanliness by designing an Arduino-based trash bin. This automatic trash bin is expected to reduce the negative impact of a dirty environment on human health and surrounding cleanliness. The trash bin consists of two main components: hardware and software. The hardware includes an ultrasonic sensor that detects objects at a certain distance and a servo motor that operates the lid of the trash bin. The software uses Arduino IDE to control and manage the functions of the hardware. This research employs a Prototype method, which allows for better control over the design and development process. With this method, researchers can quickly iterate and make improvements based on testing results and feedback. The results show that the automatic trash bin functions as expected. When the ultrasonic sensor detects an object at a distance of 20 cm, the Arduino instructs the servo motor to automatically open the trash bin lid. Conversely, if the object is no longer detected, the lid will close again. The implementation of this Arduino-based automatic trash bin is expected to be an effective step in creating a cleane.