Burhan, Rifaatul Mahmudah
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Penerapan Sensor Warna Gy-31 Sebagai Alat Bantu Tuna Netra Untuk Mengenali Uang Kertas Rupiah Berbasis Arduino Joni Eka Candra; Ade Firmanto; Burhan, Rifaatul Mahmudah
The Indonesian Journal of Computer Science Vol. 12 No. 5 (2023): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v12i5.3420

Abstract

Money is a common means of buying and selling transactions in use around the world. Most human needs can be obtained by using money. Because of the huge human need for money, many irresponsible parties use it to produce and distribute counterfeit money. A blind person has difficulty in reading and distinguishes between real money and counterfeit money. Required a tool that can help blind people to solve this problem. Rupiah money have a color difference on every nominal and hidden image that will glow if irradiated with ultra violet. It can be used to read nominal and authenticity. With Arduino microcontroller that combine with GY-31 color sensor and BH1750 light sensor can be used to create tool that will help the blind people to read and distinguish real money and counterfeit money. This tool is expected blind people will be spared from fraud related to counterfeit money and miss-reading the nominal.
Participatory Design in Developing Gamification on Introducing Renewable Energy to Teenage Students Burhan, Rifaatul Mahmudah; Rante, Hestiasari; Arini, Nu Rhahida; Hasnaoui, Abir
The Indonesian Journal of Computer Science Vol. 10 No. 2 (2021): The Indonesian Journal of Computer Science
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v10i2.3002

Abstract

The Covid-19 pandemic has had an impact on all sectors, including the world of education. Learning that has been done using traditional methods such as books has turned to virtual media such as zoom, google meet, and social media. This makes students less interested and feel bored. In addition, the current use of energy sources continues to increase which results in the depletion of energy sources. this is due to a lack of knowledge and awareness regarding renewable energy and energy sources. In this study, we used a participatory design method that involved teachers and students in collecting data that was relevant to everyday life. We also conducted interviews and asked students and teachers about their study habits and the meaning of renewable energy and their daily life related to energy, the impressions they have of attending classes, and any opinions for further improvement.This method is proven to help provide outstanding results in decision-making to build gamification applications as learning media that can attract interest and motivation to learn for students, especially junior high school students. As a result of the analysis of students' understanding and concern about renewable energy, it was analyzed as "enough" with a percentage of 57.1%. Based on the results of research and student opinions, we would like to suggest that there must be the development of learning methods or alternative media such as gamification for junior high school students.