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Journal : Computer

PERANCANGAN GAME EDUKASI MENYUSUN HURUF NAMA HEWAN BERBASIS ANDROID Kie, Kennard; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 6 No 3 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

This research aims to find out the results of the development of educational games as an educational means to improve learning outcomes for primary school students in first grade and to find out the response of students using games as an educational means with the introduction of basic animal names。 blot Research method is development or known as research method and development。 The classification in this process is analysis, drawing, development, implementation and testing。The test is in the form of confirmation by an expert or media expert and is very informative. The media was then tested by the students. Upon validation, the media meets the corresponding interactive standards, and testing or research is required to determine qualifications in the field. The study was conducted at SD Negeri 001, Batam, and involved 38 students. In this study, the results of educational games that fall into this category are highly applicable. Easy to use for every student. It can therefore be concluded that the educational medium of learning games for the preparation of the alphabet of animal names for primary school grade one is beneficial as a means in the learning process.
APLIKASI INFORMASI HARGA MATERIAL BANGUNAN DI TOKO SINAR JAYA DENGAN KODE QR BERBASIS ANDROID Pardede, Uly; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 6 No 3 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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ABSTRACTInformation is a service of data or facts that have been processed until it becomes something that easy to understand and can be useful for recipients as knowledge and decision makers. This information is a combination of technology where this activity uses technology to support operations and management.Material is finished building materials, which is ready to be used. Implementation of this material price information can be used to find out a material price when shopping. The application that will be designed is an application that uses a barcode scanning system to obtain information on the price of an item and will later be developed according to user needs. QR code stands for quick response code which is a two-dimensional barcode that can provide various types of information directy. The QR code consist of black dots and white spaces in the shape of a box. Android is an operating system or mobile-based operating system that is very popular today, especially on smartphones.The method used is the waterfall method,which means one type of application development model and is included in the classical life cycle which emphasizez systematic and sequential phases. In this study, blackbox testing was also carried out. Black box testing is a software testing method that tests functionality without looking at its internal structure or workings. This test method can be applied virtually to any level of software testing.Keywords: Android, Black box testing, Kode QR, Material
PERANCANGAN GAME EDUKASI COVID-19 BERBASIS GODOT ENGINE DENGAN METODE MDLC Roni; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 6 No 3 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Covid-19 virus on 06 August 2021, the number of cases affected by the corona virus was 3,607,863, and on 29 August 2021, the number of cases affected by the corona virus was around 4,213,414, which is about the next 23 days the increase in corona in Indonesia on a large scale and cannot be taken lightly with the corona case. As time goes on, the increasing number of Covid-19 will make it dangerous to infect children, it can be difficult for children to learn about coronavirus through media, social networks, from parents, other people and their environment. As a result, children in their current state are simply anxious, stressed, and upset. So the author wants to make educational games easier to understand, especially for children. The utilization method used is MDLC, with the Godot application it can run the application that the author wants to make. Testing the covid-19 educational game application by utilizing black box testing. Then the programming language used used is GDScript, the design used by the author in this application is limited to problem identification, problem formulation, objectives, data analysis needed, testing application conclusions.
PERANCANGAN APLIKASI MEDIA INFORMASI LOWONGAN KERJA PERUSAHAAN BAGI PENCARI KERJA BERBASIS ANDROID Yanto, Indra Yanto; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 6 No 4 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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Work is an activity carried out by both parties, namely the employer and the recipient of work which aims to meet the needs of employees. However, not everyone has the opportunity to get a job. Batam's high unemployment rate causes economic growth to slow down. In looking for a job, information is needed in the form of job vacancies that are guided by today's times. This job vacancy application will make it easier for job seekers to get a decent job.
RANCANG BANGUN ALAT PENDETEKSI KEBAKARAN UNTUK TUNARUNGU BERBASIS ARDUINO Suhaili; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 7 No 1 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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Fire is a disaster that causes material losses, but can take lives. The cause of fires can be caused by human carelessness and also nature. Several preventions are carried out by utilizing technology to detect one of which is the Internet of Things. Fire detectors are designed for normal people, but difficult for the deaf. This research makes a tool that is more practical, faster and can be used by the deaf. The design in the form of a bracelet equipped with an ESP8266 can be connected via internet for notifications like vibrations and flashing lights if it occurs after a fire. Using Arduino Uno as a fire control and sensor, MQ-2 gas sensor, DHT 22 sensor to detect room conditions then it will be processed into data which will later be sent to the cloud server, namely Thingspeak. Functions as data storage and is read by the bracelet to provide notifications. The test includes the average time (ms) of the sending is temperature which 4.46, humidity 4.48, gas content 4.93, fire 4.21 and 4.16 and reading data is temperature which 3.55, humidity of air 3.53, gas content 3.72, fire 3.35 and 3.62.
PERANCANGAN PEMBUATAN VIDEO DAUR ULANG BAN KENDARAAN MENGGUNAKAN AUGMENTED REALITY DENGAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE Anggara, Kevin; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 7 No 1 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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Tires are a component of two-wheeled and four-wheeled vehicles, such as cars, motorcycles, and bicycles. Tires have a role that is so that the vehicle can move. Tires can also be used to reduce vibration caused by road irregularities, protecting the wheels in a vehicle from damaged or uneven roads. Some vehicle tires can be damaged or punctured if they hit a sharp object such as a nail or thorn. In addition to being exposed to sharp objects, vehicle tires can also thin out if the tires are used for very long time, so it can no longer be used on any vehicle. Therefore, vehicle tires that are not suitable for use can be reused by recycling, one example is being used as plant pots. Therefore, vehicle tires that are not suitable for use can be reused by recycling, one example is being used as plant pots. So with that, researchers will create a software that can explain a way to recycle vehicle tires into plant pots with software, namely Augmented Reality. To design and implement a video of vehicle tire recycling using Augmented Reality with the Multimedia Development Life Cycle method. The method of the Multimedia Development Life Cycle consists of 6 stages, namely Concept, Design, Material Collection, Presentation, Experiment, and Distribution. The result of the end of this research is a video in the form of Augmented Reality to learn how to recycle vehicle tires into plant pots in the form of Augmented Reality
PERANCANGAN APLIKASI PEMBELAJARAN GRAMMAR DAN LISTENING BAHASA INGGRIS toni, toni; simanjuntak, pastima
Computer Science and Industrial Engineering Vol 7 No 7 (2022): Comasie
Publisher : LPPM Universitas Putera Batam

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ABSTRACT English is the official language in various countries in Europe, America, and Africa, therefore official English is considered as the first international language in the world. This is the main reason English is a compulsory subject in schools. Based on an article published by the UKI English Education Department, it states that there are several factors that hinder students in learning English including, namely the lack of student motivation and students rarely practice English outside of class hours and the English language material available at school is of course limited due to lack of Learning hours at school are a maximum of only four hours a week. The purpose of this study is to design an application for learning English grammar and vocabulary on the Android platform and the method used is the Rapid Application Development method. This application is designed using Smart Apps Creator, Microsoft PowerPoint, and Adobe Photoshop. With the creation of an application design for learning English grammar and listening, it is hoped that it can increase the knowledge and insight of students or users of this application and correct grammatical errors in English. Keywords: English; Smart App Creator; Android Platform;
IMPLEMENTASI APLIKASI PENGELOLAAN GUDANG WAREHOUSE MENGGUNAKAN QR KODE BERBASIS ANDROID Febry harlian hasibuan; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 8 No 3 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

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PT. Simatelex is engaged in the industry of household electrical appliances and electric heaters. This company has several lots or buildings that are used as warehouses A, B, C, D. In sending goods from one building to another, they still use manual methods, so there are buildings that experience overstock of goods due to invalid data. The number of goods requested at the store by production is often excessive or lacking. Goods in each building are often overstocked and data reports sent to superiors often experience delays. The purpose of this study is to design and implement a warehouse warehouse management application using an Android-based Qr Code. By using Android Studio software and MySQL database. The program can be used for Android version 10. These results can be useful to help employees, especially the store section, to make their work easier. In designing a warehouse warehouse management application using a display design that is easy for users to understand and by using barcode scans, users will easily get appropriate information and do not need to spend a lot of time finding the goods needed.
ANALISIS DAN PERANCANGAN APLIKASI E-LIBRARY SEKOLAH BERBASIS WEB MENGGUNAKAN METODE SCRUM Abimayu, Fajri; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 9 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i2.7582

Abstract

With advances in information technology, searching and accessing data can be done quickly, efficiently and accurately, one of which is in the library. With current technological developments, it is necessary to have an information system that handles library administration. The information system is related to book data management, member data management, book lending circulation data management. Likewise with cases of problems experienced with the Batam 19 State High School library system. However, so far the library at SMA N 19 Batam still uses a manual management system with all book borrowing transaction processes written in an archive. The lack of use of technology to facilitate access and management of the library at the school can result in too much data being entered using paper and making it difficult for librarians to manage it. Thus causing the level of accuracy of search and storage to be less attention. Therefore researchers are interested in conducting research entitled "Analysis and Design of Web-Based School E-library Applications Using the Scrum Method", to improve the quality and efficiency of designing e-library applications in meeting the needs of the SMA N 19 Batam library. Keywords: scrum methods, e-library, web based.
APLIKASI PENGENALAN PERANGKAT KERAS KOMPUTER BERBASIS ANDROID MENGGUNAKAN AUGMENTED REALITY Dalimunthe, Hery Fadly; Simanjuntak, Pastima
Computer Science and Industrial Engineering Vol 9 No 2 (2023): Comasie
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v9i2.7624

Abstract

In the Information and Communication Technology (ICT) learning system in elementary schools there are various kinds of material, namely regarding the introduction of computers in general. There is something that often becomes a problem when teaching, namely at this time in the current era of development, children have been introduced as early as possible to laptops, which are lighter and more practical than computers. Augmented Reality (AR) is a technology that is combined with a 3D object into a real form using an intermediary medium, namely the camera on Android. The markerless method is a method with the latest features that almost resemble Markerless based tracking so that users are not required to print markerless books to be able to display digital elements. Markerless development is influenced by the development of mobile-based supporting devices in the form of sensors and cameras. Android is an operating system based on mobile Linux and provides an open platform for developers to create their own applications so that they can be used by a variety of mobile devices. The results of this study are to produce computer hardware recognition applications in the form of 3D Argumented Reality.
Co-Authors Abimayu, Fajri Ade Novit Syahputra Akhmad Jayadi Alex Alfandianto Alfisyahri, Suciani Anggara, Kevin Asnawati Azwanti, Nurul brantaricke Cecep Sugianto Dalimunthe, Hery Fadly Daris Purba David Pranata Desrini Ningsih Dewa Kurniawan Nusantoro Dewi Kartika Sari Dicky Prayoga Eko Suharyanto, Cosmas Elisa, Erlin Ellbert Hutabri, Ellbert Fajrin, Alfannisa Annurrullah Febry harlian hasibuan Ferdy Santoni Fernandes, Fadli Gulo, Michael Joakson Gultom, Mitha Serlina Handoko, Koko Handoko, Koko Hendra Suprapto Hendri Kremer Humairani, Ayunda Annisa Imam Asyarie Indra, Yanto Kang, Jetlie Khairiyah, Riri Kho, Willy Kie, Kennard Koko, Koko Handoko Kurnia Cahyana, Muhammad Angga Lase, Devi Chrisman Liska sumarni Manurung, Sesi Susanti Marubah Siringo, Anggiat Maslan, Andi MAULI SIAGIAN Muhammat Rasid Ridho Nanito Nasruji, Nasruji Nurma Dhona Handayani Nurma Dhona Handayani Nurma Dhona Handayani, Nurma Pangaribuan, Hotma Pardede, Uly Prayoga, Dicky Prima, Elsa Adam Alvin Priska Napitu Realize, Realize Riri Khairiyah RONI Rosida V Nainggolan RR. Ella Evrita Hestiandari Sianturi, Apoan Toni Corline Sibarani, Sarina Sihombing, Joel Simatupang, Enjelina Siska Damayanti Sitohang, Sunarsan Sri Zetli Steffi Adam Suhaili Suharyanto, Cosmas Eko Suprapto, Hendra Suratman Syastra, Muhammad Taufik Tampubolon, Dumayanti Tarigan, Armando Muhsirada Teddy Santya Toni, Toni Vernando, Veron Wasiman Wasiman Wasiman, Wasiman Yanto, Indra Yanto Yohanni Syahra Zara Tania Rahmadi Zetli, Sri Zetly, Sri