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Gedhe Kauman Mosque Introduction Application Based On Mobile Augmented Reality Fadhlurrohman, Muhammad; Sekti Aji, Adam
Jurnal Indonesia Sosial Teknologi Vol. 5 No. 3 (2024): Jurnal Indonesia Sosial Teknologi
Publisher : Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jist.v5i3.936

Abstract

The Great Mosque of Yogyakarta, or better known as the Greatness of the Grand Mosque, is an integral part of the Yogyakarta Sultanate. The existence of this mosque confirms the existence in Yogyakarta as an Islamic kingdom. The gedhe mosque was built on the west side of the north square and southwest of the Beringharjo market, not far from the palace buildings. The Gedhe Mosque was founded on Sunday, May 29, 1773 M. or 6 Rabi'ul Akhir 1187 H. This research aims to design an Augmented Reality-based application that can make it easier for tourists to recognize history and objects in the Gedhe Kauman mosque. The application was built using the Unity 3D application. The Gedhe Kauman Mosque Introduction Application is used as an introduction and learning medium for the Gedhe Kauman mosque for tourists and the surrounding community. The use of this application is recommended to use android with version 8.1 (Oreo) and above.
Metode Agile untuk Digitalisasi Sistem Pemesanan Layanan Berbasis Mobile dengan Fitur Konsultasi dan Pembayaran Online Pandji Hatma Syahdinata; Sekti Aji, Adam
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.875

Abstract

The development of information technology has driven transformation in the service and trade sectors, including the online management of product and service orders. The ordering system at PT. Cahaya Gemilang Engineering (CGE) is inefficient and often experiences a backlog of purchase orders. This has become a major problem and has had an impact on sales. The development of a web-based and mobile service ordering system aims to make it easier for customers to place technical service orders more flexibly. Research has also been conducted on the digitization of the system. This has become a major problem and has impacted sales. The development of a web-based and mobile service ordering system aims to make it easier for customers to place technical service orders and be more flexible. Research has also been conducted on system digitization by integrating various key features, such as product and service management, order management, online consultation via chat, automatic payment systems, expense management, and financial reporting. This feature can overcome shopping queue backlogs and make the payment process more organized and efficient. The system flow was designed using Unified Modeling Language (UML) such as use case diagrams, activity diagrams, and sequence diagrams. The system was developed using the Laravel framework for the web platform and Flutter for the mobile application. The method used was the Agile Development approach. The black box method was also used to test the system. The test results showed that the system was able to provide efficiency in managing company services, improve the ease of interaction between customers and administrators, and produce accurate financial reports.
Level Up Your Learning: Pembelajaran Interaktif Berbasis Gamifikasi Pada E-Learning SMK Melalui Metode Prototype Vaneza Irvan Febriansyah; Sekti Aji, Adam
Bulletin of Computer Science Research Vol. 6 No. 1 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v6i1.878

Abstract

The digital transformation in education has encouraged the emergence of E-learning systems as flexible and adaptive learning media that can be accessed anytime and anywhere. However, low student motivation and participation remain major challenges in implementing online learning, particularly in Vocational High Schools (SMK), where a balance between theory and practice is essential. This study aims to develop a web- and mobile-based E-learning system that applies gamification techniques to enhance student engagement, motivation, and interactivity in the learning process. The research employs a Prototype approach, allowing iterative system development through design, evaluation, and refinement stages based on user feedback. The system is implemented using the Laravel framework for the web platform and Flutter for the mobile application to ensure optimal cross-platform integration. System testing involves black box testing, white box testing, and user acceptance testing (UAT) to verify reliability, functionality, and user satisfaction. The findings show that the integration of gamification elements such as points, badges, leaderboards, and progress bars significantly improves learning motivation, knowledge retention, and student interaction. Therefore, the developed system has the potential to serve as an innovative solution for digital learning in Muhammadiyah Muntok Vocational School and to support the advancement of technology-based education quality in the modern era.