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Journal : Prosiding Snastikom

Pemanfaatan AR Sebagai Media Pembelajaran Pengenalan Jenis Tanaman Air Pelajaran IPA SMPN 13 Medan Dara Adistia Ayuna; khairunnisa; Siti Sundari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Learning media is one of the methods used for success in the teaching and learning process. Utilization of learningmedia can be more effective with more interaction between teachers and students. The learning method for thestudents of SMP Negeri 13 Medan still uses learning media such as books and explanations from the teacher afterit is recorded by the students. Learning media is always evolving following existing technology, one of which isinteractive learning media using technology such as animation and audio-visual. The purpose of this study was todevelop learning media at SMP Negeri 13 Medan by making interactive learning media applications. Thisinteractive learning media uses Augmented Reality technology, Augmented reality is a technology that combinestwo-dimensional and or three-dimensional virtual objects into a real three-dimensional environment and thenprojects these virtual objects in real time. The application development method uses the Multimedia DevelopmentLife Cycle (MDLC) method. MDLC is a method for designing and developing media applications that combineimages, sound, video, animation, and other media. The results of the research based on the questionnaire weregiven to students who had used interactive media applications by giving opinions about the applications used.
PERANCANGAN LEARNING GAME INTERAKTIF MENGGUNAKAN METODE LINEAR SEQUENTIAL BERBASIS ANDROID Dafid Kurniawan; Khairunnisa; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

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Abstract

The design of interactive games using the Android-based linear sequential method was aimed at students in grades 1 to 4 basic school. This game designing purposes to know various kinds of rare and unique animals that do not exist in their surroundings through quiz games, even in the garden, even the closest animal does not have a complete and unique animal. The designing of this interactive game is made by using 4 softwares, namely CorelDraw X4 software used to design gate, Adobe Photoshop to tidy up and change the .JPG format to .PNG, Construct 2 as the main software in design this game and the last one is Adobe PhoneGap Build which is a software online which functions to build files into .APK form so that this game can be played on android users. The process of design this game requires an idea and a sequence. The result of this game provide a new knowledge in order to add insight into various kinds of rare and unique animals that do not exist in the surrounding environment through a game where childern learn while playing.
Implementasi Metaverse Dalam Menciptakan Produk Fashion Design Berbasis Android Graciella Hutahaean; Khairunnisa; Nenna Irsa Syahputri
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Fashion has an important role in judging a person based on their appearance and daily style. Fashion, such as clothing and accessories, is growing rapidly in Indonesia with models changing every year. Therefore, the current fashion design process is done digitally using information technology, with the aim of producing good quality and satisfying customers in choosing and making their choices.The application used to design this fashion is Unity, a software that allows the creation of a fashion metaverse in 3D using the Marker Based Method. This method utilizes images as markers to bring up fashion in 3D in existing data. The purpose of this research is to create an Android-based metaverse fashion design application with AR technology that can facilitate a person in determining the desired fashion model by using a smartphone as a search tool. The results showed that most respondents, around 90%, strongly agreed with this application, indicating that this application is very useful in making it easier to select the desired fashion model.
Game Education (Media Interaktif Mengenalkan Ibu Kota Provinsi Berbasis Android) Menggunakan Unity Bagas Prayoga; Khairunnisa; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Currently Indonesia is officially divided into 34 provinces and each province has a capital city. Some children, especially elementary school level, still find it difficult to recognize the names of the capitals in each province in Indonesia. One of the reasons is because during the learning process at school, children still use books and teacher guidance so that it does not attract the attention of children to learn to recognize the names of capital cities in Indonesia. With interactive multimedia, children no longer feel bored in learning to recognize the names of capital cities in Indonesia. This research will produce an android-based application in recognizing the names of provincial capital cities in Indonesia. The purpose of this application is to make basic learning about the introduction of provincial capitals interesting and produce interactive media in introducing provincial capitals. This application is built using the C# programming language and Unity 3D software.
Perancangan Aplikasi Pembelajaran Hukum Kepler Dengan Metode Integlligent Tuttoring System Berbasis Android Nadya Putri Rizkia; Khairunnisa
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Along with the development of the times, the teaching methods carried out by teachers have changed, students are not only objects but also subjects, namely by reading, listening, and practicing, but it turns out that this condition can only be done in schools. Based on this research, a material that takes too long or a teaching model that is less practical, and does not attract students' attention. At times like this, a teaching model is needed, one of which is ITS learning using Adobe Flash. With this application, it is possible to know the shape and changes of the orbit by using interesting simulations so that students are more interested and understand Kepler's law more clearly.
Perancangan Aplikasi Pembelajaran Iqro’ dan Hukum Tajwid Dengan Metode SDLC Siti Aisyah Rambe; Khairunnisa; Putri Harliana
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

The widespread use of computers, especially in the field of education, is increasing day by day, both users and their uses, This makes multimedia facilities an important supporting tool in all fields, especially in the field of information and communication technology. Along with the development of increasingly sophisticated technology, the development of education must also be more sophisticated. one of them in learning Iqro’ and the law of recitation. Currently, there are still many Muslims who have not been able to read the Qur'an, both children and adults. Iqro 'is a book that contains guidelines for learning the Qur'an in which it is taught how to read good and correct Arabic letters. At this time, Iqro' in book form is still widely used, so it feels less interactive and makes you quickly bored to learn it. Looking at current developments, there is a great need for an Iqro learning application that is even more interesting. Subjected to conventional learning is less effective in its use compared to the media. Media is able to foster children's interest in learning absorption. Therefore, a renewal method is needed in the application of the management of tajwid so that children can more easily understand learning recitation of recitation. The design of the Iqra and Tajweed Law Learning Applications with the SDLC method uses Adobe Flash CS6 software. the results of the design of learning 1qra and the law of recitation with the SDLC method can facilitate children in the process of reading the Qur'an through the iqro' method and the law of recitation.
Pembuatan RPG Horror Survival Game Sejarah Pahlawan Nasional Indonesia Menggunakan Unity Dan C# Kharisma Saga Lyrananda; Nenna Irsa Syahputri; Khairunnisa
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

One of the popular entertainments carried out by young people in today's era is video games, which is video gamehas an educational nature or is just entertainment, usually a video game only focuses on the storyline andmechanics of the game. Many times we find video games that come from foreign products where they incorporateelements of behavior and culture from their country into the game storyline that can result in players in Indonesiagetting to know foreign cultures better than their own cultures. The game that I want to create is a role playingfirst person game that is very interactive and has a tense storyline, accompanied by having a simple educationthat makes the players understand the knowledge of the history of Indonesian Heroes, such as remembering theyear on an event that can continue the storyline, and develop the player's instincts about what kind of strategy canwin this game. Basically, the animation processing in this game uses various programs including: Unity 3D, orUnreal Engine, assisted by supporting applications such as Blender for making 3D models and using the C#programming language. The result of the game created is in the form of a .exe file which will later be compatiblewith a Personal Computer (PC) device. Based on the results of tests that have been carried out, this educationalmedia is enough to help the introduction of the history of Indonesian Heroes, and also creates a tense atmospherein the process of playing
Implementasi Algoritma Sequential Search Dalam Game Edukasi Penyusunan Kalimat Terstruktur Siddiq Alridho; Khairunnisa; Dharmawati
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

The problem in this research is that it is difficult to learn structured sentences, especially in composing words, due to minimal knowledge, so this research aims to implement the Sequential Search algorithm in an educational game which aims to help users in composing structured sentences. The Sequential Search algorithm is used to search for and arrange words sequentially according to correct grammatical rules. This game is designed to help players, especially children, understand the concept of constructing sentences correctly in language. This research uses data originating from Indonesian language books. Through the implementation of this algorithm, it is hoped that players can develop their skills in constructing sentences correctly and effectively, as well as improve their understanding of grammar. This research combines the concept of learning through games (game-based learning) with an understanding of the Sequential Search algorithm in the context of language education. It is hoped that the results of this research can make a positive contribution in improving players' abilities in the field of composing structured sentences.
Penerapan Algoritma K-Medoids Dalam Klasterisasi Penyebaran Tempat Ibadah Di Sumatera Utara Didik Maulana; SIti Sundari; Khairunnisa
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

A place of worship is a public facility built to meet the needs of religious people in carrying out the obligation to worship God Almighty. Places of worship in North Sumatra Province include mosques, churches, monasteries, temples, and temples. The increasing number of congregations can result in inadequate capacity for places of worship so that people have to find other places of worship. Until now, the government and the surrounding community have been trying to determine the location of the construction of a strategic place of worship, which can be used by tourists in terms of worshipping God. Considering that the government has not carried out mapping to find out which areas have been built or have not been places of worship. In order for the process to be more objective, of course, tools are needed, namely an information system that can process existing data into information.The technique used in data processing is data mining. The method used is K-Medoids. Implementation of the k-medoids algorithm that is performed by using Microsoft Visual Basic 2010 The results obtained that data on the distribution of places of worship in North Sumatra for 2011 to 2020 which were divided into 5 clusters where in cluster 1 there were 44 members, cluster 2 totaled 23 members, cluster 3 amounted to 49 members, cluster 4 amounted to 64, and cluster 5 amounted to 150.Keywords: Cluster, K-Medoids, Worship Place, Microsoft Visual Studio