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Media Pembelajaran Berhitung Interaktif Menggunakan Augmented Reality Sriwinar Sriwinar; Iqbal Iqbal; Iskandar Zulkarnaini; Miftahul Jannah
Asimetris: Jurnal Pendidikan Matematika dan Sains Vol 5 No 2 (2024): Asimetris: Jurnal Pendidikan Matematika dan Sains
Publisher : Pendidikan Matematika Universitas Almuslim

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51179/asimetris.v5i2.3045

Abstract

Tujuan penelitian ini adalah untuk dapat merancang media pembelajaran berhitung untuk pendidikan dasar dengan menggunakan Augmented Reality sehingga pembelajaran dapat di akses dengan media komputer, laptop atau smartphone. Metode penelitian ini menggunakan pengamatan atau observasi terhadap informasi yang akan dibutuhkan dalam pembuatan aplikasi. analisis kebutuhan sistem lalu dilakukan perancangan system dengan menggunakan perancangan sistem aplikasi  dengan Unified Modeling Language (UML).   Hasil dari sistem yang telah dibangun dan dapat membantu pengajar dan peserta didik dalam proses belajar dan mengajar pengenalan angka dan berhitung. Aplikasi yang telah di buat hanya dapat dijalankan dengan marker yang telah ditentukan. Teknik AR dengan metode marker based tracking membutuhkan gambar penanda yang terdeteksi oleh sistem, sehingga dapat menampilkan objek 3D.    
Penerapan Teorema Bayes Pada Sistem Pakar Untuk Mendiagnosa Penyakit Ayam Berbasis Web Sri Winar; Hannan Asrawi; Rekha Audina; Riyadhul Fajri
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 9 No. 1 (2025): Sisfo: Jurnal Ilmiah Sistem Informasi, Mei 2025
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v9i1.22135

Abstract

Teknologi mempunyai peranan penting yang tentunya tidak terlepas kaitannya dengan Teknologi Informasi (TI). Komputer merupakan satu bagian paling penting dalam peningkatan Teknologi Informasi, dengan menyimpan infomasi aturan penalaran yang memadai, memungkinkan komputer memberikan kesimpulan atau pengambil keputusan yang kualitasnya sama dengan kemampuan seorang pakar bidang ilmu pengetahuan tertentu. Salah satu cabang ilmu Teknik Informatika yang dapat mendukung tersebut adalah sistem pakar. Sistem pakar adalah salah satu bidang kecerdasan buatan yang menggabungkan pengetahuan dan penelusuran data untuk memecahkan masalah secara normal memerlukan keahlian manusia. Sampai saat ini sudah ada beberapa hasil perkembangan sistem pakar dalam berbagai bidang sesuai dengan bidang kepakaran seseorang, misalnya bidang kedokteran, pendidikan ataupun pertanian dan peternakan. Hasil penelitian ini untuk bidang peternakan seperti yang diusulkan dalam didasarkan atas banyaknya peternak ayam yang mengalami kerugian karena tidak mengetahui penyakit apa yang menjangkiti ternaknya, khususnya peternak pemula yang masih awam dibidang peternakan.
Optimasi Algoritma SHA-256 dan Metode Salt Untuk Pengamanan Akun Calon Santri Baru Pesantren Almuslim Syauqa Mardhatillah; Sri Winar; Dedy Armiady
Jurnal Ilmu Komputer Aceh Vol 2 No 3 (2025): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

This is due to the various techniques used by unauthorized parties to gain access to account information. Therefore, protecting passwords must be a top priority, including in the management of prospective student accounts at Almuslim Islamic boarding school. This study aims to design and implement a login system for online student registration by securing user accounts using the SHA-256 hashing algorithm combined with the salt method. The security process is carried out by hashing the password after adding a unique salt, ensuring that the stored data is not in plain text. The results of testing show that the system is able to securely store account data and successfully verify users during login through hash and salt matching
Prototipe Kamera Pengawasan Berbasis YOLOv5 untuk Deteksi Benda Tajam Secara Real-Time dengan Notifikasi Telegram Vanessa Shakila; Imam Muslem; Sriwinar Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 1 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

This study aims to design and develop a prototype surveillance camera system based on the You Only Look Once version 5 (YOLOv5) algorithm for real-time detection of sharp objects, namely knives and scissors, integrated with Telegram notifications. The dataset consists of 2000 images (1000 images per class), annotated via Roboflow and trained in Google Colab. The methodology includes data collection, preprocessing, model training, model conversion, and real-time detection implementation using Python in PyCharm. Evaluation results show a mean Average Precision (mAP@0.5) of 0.88 and mAP@0.5:0.95 of 0.577. The scissors class achieved higher precision and recall (0.934 and 0.88) compared to knives (0.808 and 0.795). Real-time testing produced an average confidence score of 0.445 and an average Frame Per Second (FPS) of 0.56, indicating hardware limitations. Confusion matrix analysis revealed a 58% misclassification rate of knives as background, higher than scissors (42%). This study confirms the effectiveness of YOLOv5 for sharp object detection in security applications, with potential for improvement through hardware optimization and dataset diversification
Implementasi Metode MAUT dalam Sistem Pendukung Keputusan Penentuan Bibit Udang Vaname Unggul Mustafa Kamal; Iskandar Zulkarnaini; Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

The success of whiteleg shrimp cultivation depends heavily on the selection of high-quality seeds. However, the seed selection process in the field is often subjective and based solely on intuition. This study aims to design and implement a Decision Support System (DSS) using the Multi-Attribute Utility Theory (MAUT) method to help farmers objectively determine superior whiteleg shrimp seeds. The MAUT method was chosen because of its ability to convert the values of various criteria into a uniform utility scale that can be compared mathematically. The criteria used in the assessment include body color, active movement, body shape, full intestines, fluffy tail, and bright eyes. The results showed that the developed system can provide the best seed recommendations based on the highest preference value. Based on testing, the SPF Global Gen Vannamei Shrimp Seed alternative obtained the highest score (1.0000) and became the main recommendation in seed selection.
Implementasi Game Edukasi 3D dalam Pembelajaran Bahasa Jepang pada Mahasiswa Universitas Almuslim dengan Unity Engine Menggunakan Metode Multimedia Development Life Cycle (MDLC) Sarah Nadia; Riyadhul Fajri; Sriwinar
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

This study aims to develop a 3D educational game as an interactive learning medium for Japanese language learning at Universitas Almuslim using the Multimedia Development Life Cycle (MDLC) method and Unity Engine. The research employs six MDLC stages: concept, design, material collecting, assembly, testing, and distribution. The game, entitled "Nihongo Quest," presents N5-level Japanese vocabulary and characters (Hiragana and Katakana) within an interactive 3D environment. The development utilized Blender for 3D asset modeling, Visual Studio Code for C# scripting, and Universal Render Pipeline (URP) for visual optimization. System testing was conducted using black box testing across 10 functional features. The results show that all tested features passed successfully, demonstrating that the game functions as intended. The game provides an interactive and engaging learning experience, making it a viable alternative learning medium for students who struggle with traditional Japanese language instruction.  
Klasifikasi Smartphone Berdasarkan Performa dan Harga Menggunakan Metode Algoritma K-Nearest Neighbor (KNN) Dian Safitri; Sriwinar; Hannan Asrawi; Imam Muslem
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

The rapid development of smartphones has led to a wide variety of specifications and price ranges, making it difficult for consumers to choose devices objectively. Performance differences influenced by hardware specifications and pricing require a data-driven classification approach. This study aims to classify smartphones based on performance and price using the K-Nearest Neighbor (KNN) algorithm. The dataset consists of 981 smartphone records obtained from Kaggle, including attributes such as processor speed, number of cores, RAM, internal storage, battery capacity, camera resolution, rating, and price. Data preprocessing includes handling missing values and feature normalization using StandardScaler. Smartphones are categorized into three classes: Budget, Midrange, and Flagship. The model evaluation uses confusion matrix, accuracy, precision, recall, and F1-score. Experimental results show that the KNN algorithm achieves an accuracy of 92%, indicating that it is effective for smartphone classification problems.
Sistem Pendukung Keputusan Pemilihan Smartphone Terbaik Menggunakan Metode Copras (Complex Proportional Assessment) Riska Silvia; Sriwinar; Hannan Asrawi
Jurnal Ilmu Komputer Aceh Vol 3 No 2 (2026): Jurnal Ilmu Komputer Aceh
Publisher : Fakultas Ilmu Komputer Universitas Almuslim

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Abstract

The rapid development of the smartphone industry has resulted in a wide variety of products with different specifications and prices. This condition often makes consumers confused when determining the best smartphone that suits their needs. Therefore, a decision support system is needed to assist users in selecting smartphones objectively based on several technical criteria. This study aims to develop a Decision Support System (DSS) for selecting the best smartphone in the price range of IDR 3–5 million using the Complex Proportional Assessment (COPRAS) method. The research evaluates several smartphone alternatives based on twelve criteria consisting of ten benefit criteria and two cost criteria. The COPRAS method processes the data through normalization, weighting, and utility value calculation to determine the ranking of each alternative. The results of the study show that the proposed system is capable of providing objective recommendations based on the utility value of each smartphone alternative. The system can assist users in making rational and data-driven decisions when selecting smartphones. In addition, the developed model can also be applied to other product selection problems involving multiple criteria.
Aplikasi Hadist Shahih Berbasis Android sriwinar sriwinar; Qamar Syafawi; Muslem
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 9 No. 2 (2025): Sisfo: Jurnal Ilmiah Sistem Informasi, Oktober 2025
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v9i2.25072

Abstract

Hadits yang dapat dijadikan panduan adalah hadits yang diyakini kebenarannya. Salah satu hadits yang paling diyakini kebenarannya adalah hadits shahih. Hadits shahih dapat ditemukan di dalam kitab-kitab hadits shahih seperti Shahih Al-Bukhari, Shahih Muslim, dan kitab ahli hadits abad ini yang di susun oleh Syaikh Al-Albani. Pada aplikasi ini penulis mengambil 40 hadist pada kitab al-‘Arba’in an-Nawawiyah. Hadits perkataan, perbuatan, ketetapan dan persetujuan dari Nabi Muhammad shallallahu alaihi wa sallam yang dijadikan sebagai sumber hukum Islam kedua setelah Al Qur’an. Mempelajari hadits adalah salah satu hal yang sangat penting dalam Islam. Aplikasi hadist shahih ini merupakan 2 dimensi dan bersifat single player terdapat 4 pilihan menu yang terdiri dari kata pengantar, hadist yang berisi 40 hadist shahih arbain nawawiyah, game atau kuis. Berdasarkan hasil pengujian menggunakan metode blackbox yang terdiri dari pengujian alpha dan beta dapat disimpulkan bahwa pembuatan aplikasi hadist shahih ini dapat membantu meningkatkan pengetahuan pengguna.
Multimedia-Based Learning Media for I'tikad 50 at Dayah Darusysyari'ah sriwinar sriwinar; Qamar Syafawi; Cut Rahmawati; Fitri Rizani
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 10 No. 1 (2026): Sisfo: Jurnal Ilmiah Sistem Informasi, Mei 2026
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v10i1.26946

Abstract

This study aims to develop and test the effectiveness of interactive multimedia-based learning media on the I'tikad 50 material in Islamic boarding schools. The background of this study is the dominance of conventional learning methods in delivering aqidah material, making it less interesting and making it difficult for students to understand abstract concepts. The learning media developed is interactive multimedia based on Adobe Flash that combines various elements such as material text, audio narration, interactive animation, and evaluation quizzes with direct feedback. This media is designed with an attractive and interactive display to increase student involvement in the learning process. The results of validation by material experts and media experts indicate that the developed learning media is in the very feasible category. The results of trials with students show an increase in understanding of the I'tikad 50 material, which is seen from the increase in learning outcomes. In addition, this media is also able to increase students' interest and motivation to learn. The solution offered in this study is the use of Adobe Flash-based media is effective in increasing students' understanding and motivation to learn, and can be used as an innovative alternative to overcome the limitations of conventional learning methods in Islamic boarding schools. Thus, the use of interactive multimedia based on Adobe Flash has proven effective as an innovative learning media in Islamic boarding schools.