Claim Missing Document
Check
Articles

Found 6 Documents
Search

Implementasi Augmented Reality Pada Pembelajaran IPA Siswa SMP Utomo, Suharjanto; Budiarto, Samsul; Iswanto, Iswanto; Ibnu Abdillah, Sofyan; Ilhamdi, Wilson
Bulletin of Information Technology (BIT) Vol 4 No 4: Desember 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i4.957

Abstract

In the learning process at the inclusive junior high school SMP Muhammadiyah 5 in the city of Cimahi, conventional methods are still employed, utilizing limited book resources, and students remain passive, merely listening to what the teacher imparts. Augmented Reality is a technology that combines the real world with digital or virtual elements, creating an engaging and interactive user experience. The purpose of this research is to develop a learning media using Augmented Reality technology that is engaging and interactive in the field of Science, thus facilitating both teachers and students in comprehending the material. The stages in this research employ the Multimedia Life Cycle method, which includes concept, design, data collection, creation, testing, and distribution. The research has successfully developed an Android-based application that has undergone black box testing. Survey results also indicate a 90% satisfaction rate, demonstrating that the application is easy to use, interactive, and engaging.
Implementasi Augmented Reality Stunting untuk Kader Aisyiyah Kota Cimahi Utomo, Suharjanto; Budiarto, Samsul; Iswanto, Iswanto; Ramdhani, Indiraki
Bulletin of Information Technology (BIT) Vol 5 No 4: Desember 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i4.1683

Abstract

The Regional Leadership of Aisyiyah Cimahi City has a new and excellent programme called “Cimahi City Zero Stunting to Welcome the Golden Generation” to assist the Cimahi government programme in reducing stunting rates. Aisyiyah stunting cadres in Cimahi city need to increase their capacity in understanding stunting, an approach with information technology is expected to be easier and more interesting. Augmented reality (AR) is a technology that combines the real world with digital or virtual elements generated, thus creating an interesting and interactive user experience. By implementing Augmented Reality in the form of Stunting education media, it is hoped that it will increase the understanding of Aisyiyah cadres in Cimahi city. The application developed can be run on an android phone so that it can be easily used by stunting cadres and the community.
Inovasi Produk Olahan Pangan Berbahan Oncom menjadi Brownies Oncom sebagai One Village One Product (OVOP) Kelurahan Pasanggrahan Baru Kecamatan Sumedang Selatan Purnomo, Albert Kurniawan; Banowati, Lies; Hidayat, Hidayat; Puspita, Heni; Rukayat, Yayat; Budiarto, Samsul; Kurniawan, Reza; Candra, Abel Bima; Perdana, Ferdian Yoga; Jaladhara, Aryo Paksi; Muharram, Bagus Adriyan; Sitohang, Daniel Pandapotan
Jurnal Abdimas Kartika Wijayakusuma Vol 6 No 2 (2025): Jurnal Abdimas Kartika Wijayakusuma
Publisher : LPPM Universitas Jenderal Achmad Yani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26874/jakw.v6i2.629

Abstract

Kegiatan KKN dengan Topik MBKM PTMGRMD di Kabupaten Sumedang memiliki beberapa program. Kegiatan KKN ini dilakukan di Kelurahan Pasanggrahan Baru, Kecamatan Sumedang Selatan. Salah satu program unggulannya adalah kewirausahaan, One Village One Product. Mahasiswa Universitas Nurtanio Bandung, dengan masukan dan saran para dosen, membuat produk inovasi berbahan dasar oncom. Produk inovasi yang diciptakan berupa brownies oncom. Berdasarkan penelitian, oncom mampu mengurangi potensi stunting. Hal ini diharapkan mampu mengurangi potensi stunting sekaligus juga bisa menciptakan lapangan pekerjaan. Luaran kegiatan ini adalah pembuatan kemasan untuk brownies oncom, pembuatan logo, dan pendaftaran akun untuk berjualan di platform jualan online. Kegiatan MBKM selama 4 bulan dari Februari sampai Juni 2024 dapat menjadikan warga Kelurahan Pasanggrahan Baru mandiri dan kreatif.
Purwarupa Mesin Penukar Sampah Botol Menjadi Poin Berbasis IoT Iswanto, Iswanto; Budiarto, Samsul
Jurnal Media Informatika Vol. 6 No. 3 (2025): Jurnal Media Informatika
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v6i3.5831

Abstract

This research aims to design and build a prototype of a bottle waste exchange machine into points based on the Internet of Things (IoT). The city of Bandung faces serious problems related to waste management, especially plastic bottle waste. Similar conditions occur in the Nurtanio University Bandung environment, low student awareness of the importance of environmentally friendly waste management worsens this situation. The prototype of the bottle waste exchange machine into points is expected to provide a solution by automating the process of waste identification, sorting and collection. This machine prototype uses a NodeMCU ESP8266 microcontroller as a control center. Inductive and capacitive proximity sensors are used to detect waste types. The IoT system allows real-time monitoring and management of the machine through a mobile application. In testing, the machine successfully identified plastic bottles, glass and cans with a high level of accuracy. The implementation of this Smart Recycling Machine is also equipped with a user-friendly web interface and mobile application, making it easier for users to operate and monitor exchange transactions. Data obtained from these sensors is sent to the server via a Wi-Fi network, then processed and displayed in the form of information that is easy for users to understand. In addition, this machine is also able to provide periodic reports on the amount and type of waste that has been exchanged by users, which can be used for further analysis purposes. The results of the study indicate that the use of IoT technology in waste management can increase the efficiency of the recycling process and provide ease of monitoring. It is hoped that the implementation of this machine can increase student awareness of the importance of good waste management and support environmental conservation efforts in the Nurtanio University Bandung environment.
Rancang Bangun Media Edukasi 3D Interaktif Pembelajaran IPA Berbasis Mobile Utomo, Suharjanto; Budiarto, Samsul; Iswanto; Hernawati; Fajar Sidik, Raihan
Bulletin of Information Technology (BIT) Vol 6 No 4 (2025): Desember 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i1.2258

Abstract

The rapid development of digital technology provides new opportunities to improve the quality of learning, particularly in science education. Conventional learning media such as textbooks and static images are considered less effective in conveying concepts that are highly visual and abstract. This study aims to design and develop an interactive 3D mobile-based educational media as a learning tool for science subjects, with a case study on the human digestive system at SMP Muhammadiyah 5 Cimahi. The application enables students to explore the digestive system organs through interactive 3D models supported by audio narration and explanatory texts. The development method employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The application was evaluated through alpha testing using the blackbox method and beta testing by distributing questionnaires to teachers and 14 eighth-grade students. The evaluation results indicate that the application is well-accepted and contributes positively to students’ understanding of the human digestive system. The questionnaire results showed a score of 4.37, indicating that the application is engaging, easy to use, and interactive. These findings highlight the potential of interactive 3D mobile-based educational media as an innovative alternative for more engaging and effective science learning.
Penerapan Algoritma Decision Tree Cart Dalam Analisis Sentimen Produk Kecantikan Lokal Studi Kasus Pada Somethinc Dan Wardah Sutjiningtyas, Sri; Budiarto, Samsul; Iswanto; Ilmiah, Rena Imanina
Jurnal Sains Informatika Terapan Vol. 5 No. 1 (2026): Jurnal Sains Informatika Terapan (Februari, 2026)
Publisher : Riset Sinergi Indonesia (RISINDO)

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

Abstract

Produk kecantikan terdiri atas dua kategori yaitu skincare dan make up. Penelitian ini bertujuan menganalisis sentimen dengan membangun pemodelan untuk memahami respons masyarakat terhadap produk kecantikan. Sentimen ulasan konsumen sebelumnya hanya berdasarkan perkiraan tanpa pemodelan ilmiah yang akurat, menyebabkan prediksi perusahaan sering meleset. Analisis sentimen menjadi solusi utama untuk mengkategorikan ulasan sebagai positif atau negatif, serta membantu perusahaan dalam pengambilan keputusan yang lebih baik. Dataset yang digunakan pada produk Somethinc berjumlah 2215 sedangkan pada produk Wardah 2098. Dalam penelitian ini, dilakukan up sampling karena ada ketidakseimbangan data dengan menyeimbangkan jumlah sampel model memiliki kesempatan lebih baik untuk belajar dari masing-masing kelas secara efektif. Penelitian ini menggunakan metode Decision Tree CART. Kedua produk Somethinc dan Wardah menunjukkan lebih banyak sentimen positif dibandingkan sentimen negatif. Ini menunjukkan bahwa kedua brand ini memiliki penerimaan yang baik di kalangan konsumen. Hasil penelitian dari kinerja model Decision Tree CART dalam mengklasifikasikan sentimen ulasan menghasilkan akurasi sebesar 80,13% untuk produk Somethinc sedangkan untuk produk Wardah menghasilkan akurasi sebesar 86,19%, yang berarti tingkat akurasi model yang di bangun sudah baik dalam mengklasifikasikan sentimen negatif dan positif terhadap produk Somethinc dan Wardah. Dengan menggunakan model ini sebagai referensi untuk mengevaluasi ulasan konsumen terhadap produk, perusahaan dapat menggunakannya sebagai masukan dalam pengambilan keputusan berikutnya.