Susanto, Fx. Guntur Putra
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Membangun Aplikasi Media Pembelajaran “JALIBOARD” Berbasis Augmented Reality Majid, Iqbal Abdul; Susanto, Fx. Guntur Putra; Fadlan, Nizar Izzuddin Yatim; Haryani, Prita
INFORMAL: Informatics Journal Vol 9 No 3 (2024): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v9i3.52260

Abstract

This research aims to build an Augmented Reality (AR) based "Jaliboard" learning media application by focusing on several problems that need to be overcome in the development of AR applications. The main problem faced is designing an attractive and entertaining application and explaining how to play to users. The method used by the author is the GDLC (Game Development Lifecycle) method which includes the concept design, design, implementation, testing, and deployment phases. In the concept design phase, the author makes an initial design of the AR game and compiles hardware and software requirements for making applications. The design phase involves making interface designs, usecase diagrams and application flow diagrams. Things such as assets, environment, AR markers, and finalization of the application are done in the implementation phase. The testing phase is carried out to ensure the quality of the application. The test results using blackbox testing show that the application can be run on three different devices namely Redmi Note 10, Samsung S8 and Redmi Note 11 and marker detection is successfully carried out at a certain distance, with a maximum detection distance limit of up to 30cm.. In the deployment phase, the app was launched with an effective marketing strategy through G-Drive. By applying GDLC and paying attention to the test results, the problems can be overcome by designing the application using a clear flow chart, as well as optimizing the content in the application.
Comparative Analysis of Nextcloud and Owncloud Performance as Infrastructure as a Service (IaaS) Based Cloud Storage Haryani, Prita; Ariyana, Renna Yanwastika; Majid, Iqbal Abdul; Susanto, Fx. Guntur Putra
Compiler Vol 13, No 2 (2024): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28989/compiler.v13i2.2667

Abstract

Physical data storage using flash drives or local computer storage continues to be used for document archiving in database laboratories. Archived documents include laboratory inventory modules, practical course modules, practitioners' attendance cards, and students' task and response files. Utilizing cloud storage has emerged as a solution to these issues, enabling data to be easily accessed from anywhere via an internet connection. Numerous cloud storage applications now feature advanced functionalities; however, each cloud storage company varies regarding access speed, storage capacity, security, and costs. This study aims to analyze the performance of two cloud storage applications, Nextcloud and Owncloud, using throughput as a parameter. Test results demonstrated that Nextcloud's performance in file upload throughput was higher at 1065 bps compared to Owncloud's 850 bps. Similarly, in file download throughput, Nextcloud exceeded Owncloud's throughput of 2960 bps against 2564 bps. These results indicate that Nextcloud's performance surpasses Owncloud's in both file upload and download operations
Pengembangan Soal Evaluasi Berbasis Game dengan Menggunakan Aplikasi Wordwall Sholeh, Muhammad; Hamzah, Amir; Basuki, Untung Joko; Susanto, FX. Guntur Putra
JMM - Jurnal Masyarakat Merdeka Vol 5, No 2 (2022): NOVEMBER
Publisher : Universitas Merdeka Pasuruan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51213/jmm.v5i2.108

Abstract

Penggunaan teknologi informasi dalam mendukung proses pembelajaran sudah menjadi salah satu kebutuhan yang harus dipersiapkan para guru. Guru harus menyesuaikan perkembangan teknologi informasi. Guru harus beradaptasi dan menyesuaikan dengan anak-anak yang lebih banyak menggunakan teknologi informasi dan lebih pintar dalam menggunakan smartphone. Banyak aplikasi yang dapat digunakan dalam mendukung proses pembelajaran berbasis teknologi infomasi. Salah satu aplikasi yang dapat digunakan dalam pembuatan soal online adalah dengan menggunakan aplikasi Wordwall. Tujuan dari kegiatan ini diantaranya memberikan alternatif kepada para guru dalam penggunaan aplikasi untuk membuat latihan soal online. Pemilihan aplikasi Wordwall dengan pertimbangan aplikasi tersebut mudah digunakan dan soal yang disajikan ke siswa dapat dipilih dalam bentuk permainan. Dengan mengemas dalam permainan diharapkan siswa merasa senang dalam mengerjakan soal. Metode dalam kegiatan dilakukan dengan memberikan pelatihan dan mempraktikkan secara langsung. Penggunaan metode praktik ini diharapkan para guru dapat langsung mengimplementasikan pembuatan soal. Hasil dari kegiatan ini, para guru mampu mengembangkan soal online dan membentuk luaran soal dengan berbagai bentuk permainan dan mendistribusikan soal ke siswa