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Pembuatan Sistem Penjualan Aset 3D Blender berbasis Web menggunakan Metode Waterfall Mahesa Dzikri Kurniawan; Bagus Hardika; Daffarizqy Prastowiyono; Muhammad Adzka; Aditya Wicaksono; Muhammad Nasir
JASIEK (Jurnal Aplikasi Sains, Informasi, Elektronika dan Komputer) Vol. 7 No. 1 (2025): Juni 2025
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jasiek.v7i1.15694

Abstract

This research developed "3Dify," a web-based 3D Blender asset sales system, employing the Waterfall methodology. Its primary goal is to efficiently facilitate 3D asset acquisition, purchasing, and downloading for creators and users across diverse fields, including education and the creative industry. The development process encompassed needs analysis, UML-based design, implementation using Laravel and MySQL, and functional Black Box testing based on use cases. Implementation results confirm all features operate as expected, from administrator product management to user transactions and downloads. The system significantly enhances the efficiency of 3D asset search and distribution, demonstrating strong potential for future evolution into a digital asset e-commerce platform. Achieving a 90.91% success rate from 44 testing scenarios, this study validates the Waterfall approach's effectiveness in constructing a reliable and structured 3D asset sales system.
Perancangan dan Pengembangan Platform Kursus Coding Berbasis Digital untuk Mendukung Pembelajaran Teknologi Daffarizqy Prastowiyono; Muhammad Adzka; R. Bramaditya Ario Wirawisesa; Wien Kuntari
Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Vol. 2 No. 6 (2024): November : Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupiter.v2i6.639

Abstract

Mastering technology is essential in the digital age, particularly for building programming skills. However, a lack of access to good learning materials and adaptable learning systems remains a major challenge. This research intends to create a digital-based coding course platform that effectively and efficiently supports technical learning. To provide the best learning experience, the platform includes different features such as organized learning materials, hands-on exercises, and automated evaluations. The development methods used include analyzing user needs and implementing modern web technologies. Testing results indicate that the platform can enhance users' grasp of coding concepts and encourage them to keep learning. The platform is anticipated to offer innovative solutions for technology education for various groups, from students to professionals.