Muhammad Rinov Cuhanazriansyah
Pendidikan Teknologi Informasi, IKIP PGRI Bojonegoro

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Implementasi Pembelajaran Teknologi Informasi Berbasis Augmented Reality di Sekolah Menengah Kejuruan Muhammad Rinov Cuhanazriansyah; Yuniana Cahyaningrum; Dea Ayu Nurul Qolby
JRTI (Jurnal Riset Tindakan Indonesia) Vol. 8 No. 1 (2023): JRTI (Jurnal Riset Tindakan Indonesia)
Publisher : IICET (Indonesian Institute for Counseling, Education and Therapy)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/30032909000

Abstract

 Augmented Reality (AR) is a technology that combines virtual objects with real objects. One of the fields that uses AR technology is the field of education, especially for learning information technology, computer installation materials. used as a learning aid to make students better understand the material provided. This study describes the use of AR technology in learning about the human excretory system using AR technology while aiming to increase students' digital literacy and optimize the use of digital media in the learning process. In making learning applications using the AR method, the authors use the Marker Based Tracking AR method. The purpose of this research is to make it easy for students to learn and understand the material, so that learning becomes more interesting and not boring. In this application each object is displayed with a visual image in 3D using animation, sound and attractive colors. The research methods in this study are literature studies, field studies, and sample calculations. The results of this study are mobile applications that are used as a supporting tool to assist the learning process.
Implementasi Game Based Learning (GBL) Monopoli Digital (MonDig) dalam pembelajaran mahasiswa IKIP PGRI Bojonegoro Yuniana Cahyaningrum; Muhammad Rinov Cuhanazriansyah; Adam Hendrawan; Nurun Nafi'ah
JRTI (Jurnal Riset Tindakan Indonesia) Vol. 8 No. 1 (2023): JRTI (Jurnal Riset Tindakan Indonesia)
Publisher : IICET (Indonesian Institute for Counseling, Education and Therapy)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29210/30032935000

Abstract

Implementasi Game Based Learning (GBL) dalam proses pembelajaran pada mahasiswa IKIP PGRI Bojonegoro dilaksanakan selama 6 bulan, diawali dengan survey kebutuhan, membuat proposal penelitian, pelaksanaan kegiatan penelitian dan diakhiri dengan pembuatan laporan akhir penelitian. Proses pembuatan aplikasi GBL ini dilakukan tiga minggu sebelum pelaksanaan pelatihan. Setelah aplikasi sudah jadi dan siap digunakan maka selanjutnya dilakukan penginstalan aplikasi GBL melalui smartphone, para mahasiswa sebagai subjek pengguna dapat melihat petunjuk penggunaan aplikasi. Selanjutnya para siswa mulai melakukan praktik penggunaan aplikasi GBL dalam smartphone yang telah terinstall aplikasi tersebut. Dengan adanya pelatihan penggunaan aplikasi GBL ini, diharapkan siswa tidak merasa jenuh dan bosan dalam kegiatan pembelajran melainkan merasa senang dan termotivasi selayaknya sedang bermain game. Selain itu juga, penelitian ini dapat menjadi pendorong dalam masa pemulihan materi yang kurang efisien pasca pembelajaran Aplikasi berbentuk ini berbentuk permainan monopoli yang dapat memberikan kontribusi yang baik dalam perkembangan kebutuhan teknologi dan meningkatkan motivasi dalam belajar. Sasaran dari pengabdian ini adalah mahasiswa IKIP PGRI Bojonegoro.
Optimalisasi Performa Sistem Operasi melalui Integrasi Arsitektur Heterogen dan Virtualisasi di Era Komputasi Awan Muhammad Rinov Cuhanazriansyah; Shelomita Putri Agustina; Sigit Gilang Pamungkas Raharjo; Achmad Sultoni Ichwana
JIKOMTI : Jurnal Ilmiah Ilmu Komputer dan Teknologi Informasi Vol. 2 No. 2 (2025): JIKOMTI: DESEMBER 2025
Publisher : Universitas Sains Indonesia Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

As cloud computing continues to grow, more stable and efficient operating systems are required to manage increasingly complex workloads. To improve system performance and flexibility, the integration of virtualization technology and heterogeneous architectures such as CPUs, GPUs, and FPGAs is essential. To determine how effective the applied optimization techniques and architectures are, this study employs qualitative and quantitative methods using literature analysis, interviews, and surveys. The findings indicate that dynamic virtual machine consolidation and memory optimization can enhance data center resource utilization and reduce latency by up to 25%. Technologies such as edge and fog computing also improve response speed and service availability. Overall, the combination of virtualization and heterogeneous architectures serves as an effective strategy for maximizing operating system performance in cloud computing environments.
Revolusi Desain Sistem Berbasis AI Generatif dalam Transformasi Kreativitas dan Inovasi Teknologi Modern Muhammad Rinov Cuhanazriansyah; Edy Sutanto; Karin Setia Ningrum; Engga Alwi Shihab Alzubair
Jurnal Pendidikan Teknologi Informasi dan Vokasional Vol 7, No 2 (2025): Jurnal Pendidikan Teknologi Informasi dan Vokasional
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/%x

Abstract

This study aims to descriptively examine the influence of generative Artificial Intelligence (AI) on efficiency and creativity in system design in Indonesia, as well as its implications for the field of Computer Architecture and Organization (CAO). A qualitative descriptive method was employed, using data sources from 16 recent journals and scientific publications discussing the application of generative AI in various fields such as graphic design, product design, digital education, and information systems. The results of the study indicate that the implementation of generative AI has a significant positive impact on design processes and technological learning. On average, time efficiency increased by 56.3%, while creativity improved by 47.8%. This technology not only accelerates production processes and idea exploration but also strengthens collaboration between humans and machines in creating innovative works. In the context of CAO education, generative AI helps students understand computer system concepts through adaptive simulations and interactive visualizations, making learning more dynamic and applicable. However, the study also identifies ethical challenges and copyright issues that require serious attention. Therefore, digital literacy, regulation, and ethical policies are needed to ensure responsible use of AI. Overall, this research concludes that generative AI serves as a key catalyst for transforming design and technological learning in Indonesia, with great potential to enhance efficiency, creativity, and innovation quality in the modern digital era.Kata kunci: Artificial Intelligence, AI Generatif, Desain Sistem,  Efisiensi, Kreativitas, Arsitektur dan Organisasi Komputer