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Journal : Bulletin of Information Technology (BIT)

Game Edukasi Bahasa Sumbawa Indonesia Untuk Anak Usia Dini Berbasis Android Erwin Mardinata; Nora Dery Sofya; Shinta Esabella; Fatihhurroyyan; Bayu Fajar Pratama
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.444

Abstract

The Android-based Sumbawa Early Childhood Education Game was successfully built using Adobe Illustrator for graphic design, Unity for the game engine, and Visual Study Code as a text editor. This educational game has two main menus, namely the learning menu with nine sub-category menus and the second main menu, namely the quiz menu. Games that are designed with attractive images and interactive audio are built using prototype software development methods and application testing using black boxes. Based on the results of application testing, all the features contained in the application run well and according to their functions. Interactive applications such as educational games are a means that can be optimized to improve children's motor development. Thus, this Sumbawa Indonesian learning educational game can be a means for parents to introduce Sumbawa language to children and become an interactive learning tool for teachers to students at school. Therefore, having an Android-based Sumbawa Indonesian educational game for early childhood is one way to introduce and preserve the local language
Sumbawa University Of Technology Infomatrix : Enhancing University Engagement Through An Intelligent Chatbot System T. Ndomaina, David; Esabella, Shinta; Widiarta, I Made; Dery Sofya, Nora
Bulletin of Information Technology (BIT) Vol 5 No 1: Maret 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i1.1125

Abstract

The aim of this research is to design and implement the chatbot system "Universitas Teknologi Sumbawa Infomatrix", which by utilizing the capabilities of Artificial Intelligence (AI) and Natural Language Processing (NLP) produces an interactive and efficient platform for students, facilitating access to comprehensive information about the university and helping makes it easier for students to get the right information to support their academic process on campus. Built web-based chatbot application, developed using the PHP programming language with the Laravel framework, integrated with a MySQL database, and utilizing Dialogflow cloud integration for machine and user conversation chat systems. This research methodology follows Angie Method and in system design, uses a structured design method that combines Context Diagrams, Data Flow Diagram (DFD), and Entity Relationship Diagram (ERD). The system testing uses a beta testing approach. With the presence of this Institutional Chatbot Application, it can make it easier for students to obtain UTS university data and information and become an effort to increase involvement at Sumbawa University of Technology through AI-based interactions.
Design and Construction Application Electronic Learning of Sumbawa Language Esabella, Shinta; Susilawati, Tri; Hidayatullah, Muhammad; Dery Sofya, Nora; Akhir Putra, Juniardi; Gunawan
Bulletin of Information Technology (BIT) Vol 5 No 3: September 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i3.1527

Abstract

Preservation of Sumbawa Regional Language (Basa Samawa) through E-Learning Platform in Learning Innovation for Teenagers is an application that has been successfully created using the Rapid Application Development (RAD) software development method which includes the requirement planning phase, use design phase, construction phase, and cutover phase. The design model used in developing the application is the Data Flow Diagram (DFD). This application can be optimized for use by the Sumbawa Regency Education and Culture Office (DIKBUD), teachers, and students in the Sumbawa Regency area. The use of the application can be maximized by teenagers to learn the Sumbawa language according to the learning model available in the application. The learning models include batuter (storytelling), maca ke nulis (reading and writing), aksara, lawas (poetry), balawas (rhyming), basakeco (developing poetry), speeches and writing short stories in Samawa or Sumbawa language. All Sumbawa language materials are available in the application which is also equipped with learning videos. To be able to access the material presented, users must first register and then be able to take part in learning, quizzes and post-tests. After the testing process was carried out on the application using black box testing on three actors, namely the Dikbud admin, teachers and students, it was stated that all application functionality in the twelve tables could function properly.
Portal Belajar Tarian Sumbawa Berbasis Augmented Reality Untuk Pelestarian Seni Budaya Kepada Generasi Muda Nora Dery Sofya; Esabella, Shinta; Putra, Ardiansyah; Sari, Nikmata; Hasanuddin; Fithriati
Bulletin of Information Technology (BIT) Vol 6 No 3: September 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v6i3.2179

Abstract

Abstrak- Tujuan dari penelitian ini untuk merancang, membuat dan mengembangkan tari Sumbawa kedalam portal belajar berbasis augmented reality sebagai upaya pelestarian kepada generasi muda dengan menggunakan metode Mutimedia Development Life Cycle (MDLC) menggunakan basis web dan android dengan objek penelitian diakukan di Kabupaten Sumbawa, Nusa Tenggara Barat. Proses perancangan, pembuatan dan pengembangan portal belajar berbasis augmented reality dilakukan dengan enam tahap yang dimulai dari tahap konsep untuk menentukan tujuan pengguna, tahap desain untuk membuat spesifik arsitektur program, tahap material collecting untuk pengumpulan bahan aplikasi, tahap assembly untuk pengkodean aplikasi, tahap testing untuk pengujian aplikasi dan tahap distribution untuk penyajian aplikasi pada halaman web dan android. Portal belajar berbasis augmented reality berhasil dibuat dengan php framework laravel dan database MySQL. Sementara untuk desain menggunakn 3D designer blender dan aplikasi augmented reality menggunakan unity serta marvelous designer. Portal belajar berbasis augmented reality berhasil diuji coba menggunakan model back box testing yang dilakukan oleh ahli informatika, budayawan dan generasi muda. Ragam fitur yang dihasilkan menampilkan tarian sumbawa dalam bentuk augmented reality dengan tiga tarian yang dilengkapi dengan pakai adat dari masing-asing tari serta instrumen pendukung. Pada laman web menampikan sejarah, musik pengiring, makna dari setiap gerakan dasar, informasi tarian, dan makna dari kostum tradisional yang digunakan. Dengan adanya aplikasi berbasis augmented reality diharapkan generasi muda dapat mempelajari dan mempraktikkan tarian Sumbawa dengan teknologi dan visual yang lebih menarik serta melestarikan tarian Sumbawa yang merupakan warisan kebudayaan.