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Contact Name
Nizirwan Anwar
Contact Email
nizirwan.anwar@esaunggul.ac.id
Phone
+6281314410170
Journal Mail Official
jurnal.alu@ubm.ac.id
Editorial Address
Jl. Ancol Barat IV, RT.12/RW.2, Ancol, Kec. Pademangan, Kota Jkt Utara, Daerah Khusus Ibukota Jakarta 14430
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Kota tangerang,
Banten
INDONESIA
Jurnal Algoritma, Logika dan Komputasi
ISSN : 2620620X     EISSN : 26219840     DOI : http://dx.doi.org/10.30813/j-alu.v1i1.1107
Jurnal Algoritma, Logika dan Komputasi (Jurnal ALU) adalah jurnal Program Studi Teknik Informatika, yang berisikan kumpulan hasil penelitian dosen, penelitian dosen dan mahasiswa, penelitian mahasiswa yang disusun dalam bentuk artikel penelitian. Jurnal Algoritma, Logika dan Komputasi(Jurnal ALU) adalah jurnal Program Studi Teknik Informatika, yang berisikan kumpulan hasil penelitian dosen, penelitian dosen dan mahasiswa, penelitian mahasiswa yang disusun dalam bentuk artikel penelitian.
Articles 6 Documents
Search results for , issue "Vol 6, No 2 (2023): Jurnal ALU, September 2023" : 6 Documents clear
PERANCANGAN VISUALISASI ANIMASI 2D INTERAKTIF SIKLUS PANJANG HIDROLOGI BERBASIS LAZARUS Virginia, Stella
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.4421

Abstract

Technological advances have had a positive impact on various aspects, including education and understanding of natural phenomena. One natural phenomenon that is important to understand is the long cycle of the hydrosphere which involves changes in the phase of environmental water. The main goal of this design is to create a visualization that can clearly and comprehensively depict the long cycle of the hydrosphere. The design methods used include literature analysis, user interface design, hydrosphere cycle modeling, and implementation of interactive animation using Lazarus. The data and information needed to produce this animation were collected from trusted sources and verified by experts in the field of hydrology. Users can easily understand various aspects and processes of the hydrosphere cycle through interesting and informative animations. Lazarus, a Free Pascal-based software development environment, because it offers high flexibility and affordability in developing interactive 2D animation rendering applications. The result of this design is an interactive 2D animated visualization application that gives users an idea of how to explore the long cycle of the hydrosphere using interactive controls. Users can see the changes that occur at each stage and monitor the progress of the steps according to their wishes. It is hoped that this visualization will contribute to education and understanding of the hydrospheric cycle and will be a useful tool for teachers and students in interactive learning. Apart from that, the development of this application can be the basis for developing other visualizations related to natural phenomena.Keywords: 2D animated visualization, interactive, long cycle of the hydrosphere, Lazarus, Education
VEHICLE LICENSE PLATE DETECTION USING YOLO ALGORITHM Nugraha, Kenneth Christoper; Sipayung, Evasaria Magdalena
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.4739

Abstract

Urban population growth has created challenges in efficient parking space management. Manual data collection is time-consuming and error-prone, especially at night. Modern technology-based solutions are urgently needed. This research focuses on an innovative parking management system using YOLO for real-time object detection, including license plates. The objective is to assess the YOLO algorithm's accuracy in license plate detection. The methodology follows software development best practices, utilizing Python and Tkinter GUI for an intuitive interface. YOLO and EasyOCR enable object detection and character recognition. Results show high accuracy: 88.8% for HD and 86.3% for sub-HD resolutions. YOLO proves reliable for license plate data collection, reducing manual intervention and enhancing parking management.
PENERAPAN GAME EDUKASI TERHADAP BIMBINGAN BELAJAR MATEMATIKA UNTUK KELAS 2 SD Himawan, Lucky; Suryantara, I Gusti Ngurah
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.4747

Abstract

Perkembangan teknologi yang semakin pesat juga berdampak pada proses pembelajaran di sekolah dasar. Di kalangan siswa Kelas 2 SD Infinite Bimbingan Belajar, siswa merasa bosan terutama dari segi waktu dan durasi, karena media tradisional masih digunakan untuk pembelajaran. Oleh karena itu, perlu dirancang suatu permainan edukasi matematika tentang waktu dan durasi. Game ini bergenre kuis dimana pemain akan menguji pengetahuannya melalui pertanyaan-pertanyaan terkait waktu dan durasi. Tujuan dari permainan edukasi ini adalah untuk membantu siswa memahami materi waktu dan durasi yang disajikan melalui gameplay yang sederhana dan menyenangkan. Pada pengujian black box terlihat bahwa game edukasi ini dapat berjalan dengan baik tanpa adanya bug. Gunakan mesin game Unity untuk membuat game bertema kuis matematika sekolah dasar. Dalam skripsi ini, dijelaskan langkah-langkah pembuatan game tersebut dan penjabaran script-script yang digunakan dalam game. Game yang dibuat memiliki fitur score dari hasil jawaban quiz tersebut. Tulisan ini juga membahas cara memindahkan data dari satu scene ke scene lainnya di Unity, sehingga memudahkan dalam membuat game dengan banyak scene dan tidak hilang saat game sedang berjalan dan game harus dipindahkan dari satu scene ke data lainnya. Hal ini mengurangi risiko kesalahan.
ANDROID-BASED DEVELOPMENT OF INTERACTIVE MULTIMEDIA LEARNING APPLICATION SYSTEMS FOR CHILDREN Krisno, Reynaldo; Rarasati, Dionisia Bhisetya
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.4742

Abstract

Technological developments have progressed very rapidly, marked by progress in the field of technology and information. Information technology has now spread to almost all aspects of life, one of which is that it has entered the educational aspect which is used as an interesting learning medium, because it is able to provide new colors in the learning process, and can use a learning while playing approach so that the learning process can feel happy, so that later students are able to express themselves maximally in the learning process. In education there are many things that need to be considered in child development so as to avoid various obstacles in the learning process, such as color blindness, speech delays, and other pre-school abilities by introducing cognitive education to children such as recognition of numbers, letters, colors. And according to IDAI this cognitive recognition period is recommended for children aged 2 -5 years. Researchers developed an Android-based interactive multimedia learning system for children with the aim of providing facilities to parents for children in introducing cognitive aspects with new colors, namely in the form of interactive multimedia applications. The development method used is MDLC (Multimedia Development Life Cycle), because the application being developed involves various media such as sound, images and text. The development of this application also applies quiz content to maximize children's learning media. Through testing using Black Box Testing, the WARUKA Education application that was developed managed to achieve good results. All the features contained in the application run well and as expected. In the User Acceptance Testing test using a questionnaire, the WARUKA Education application gets positive results, with a user satisfaction percentage of 94.167%. Based on this percentage, the WARUKA Education application can be categorized as very good, indicating very high acceptability for users.
PERANCANGAN WEB EDUKASI KRIPTOGRAFI DASAR Octavianus, Jaeson; Hakim, Lukman
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.3689

Abstract

Cryptography is a science or art that is useful for maintaining the confidentiality of letters by converting messages into forms that are no longer understood (Simargolang, 2017). Many students feel that the dissemination of cryptographic information that is disseminated is still ineffective, because there are still many students who do not really understand cryptography so they have to surf the internet, read books, etc. to find additional information. The purpose of this research is to create applications that are effective and can be a medium for disseminating information for students about cryptography to develop their level of knowledge of cryptography and to disseminate additional information about cryptography through cryptography educational applications. The data collection technique used in this research is by conducting a literature study and collecting primary data. The data used is obtained from conducting a survey using google form and is used to determine decisions in making the "EduKripto" application. With the high level of student desire to learn cryptography, 41.2% enthusiasts and 11.8% tentative, it can be concluded that this application can help students learn cryptography coupled with the application accuracy level in running algorithms and getting the right output is 100% during trials on the "EduKripto" application, as well as the data obtained indicate that after using "EduKripto" the level of understanding of students with less understanding changed from 44.5, 50% and 72,2% to 5.6%, 5.6% and 22.2% and the level of understanding of students with more than average understanding increased from 55.5%, 50%, 27.8%  to 94.4%, 94.4% and 77.8%, so it can be concluded that the use of the "EduKripto" application can help in developing the level of understanding of cryptography.Kriptografi merupakan ilmu atau seni yang berguna untuk menjaga kerahasiaan surat dengan cara mengubah pesan menjadi bentuk yang tidak dipahami lagi (Simargolang, 2017). Banyak pelajar merasakan bahwa penyebaran informasi kriptografi yang disebarkan  masih kurang efektif, dikarenakan masih banyaknya siswa yang tidak terlalu memahami kriptografi sehingga harus menjelajah internet, membaca buku, dll untuk mencari informasi tambahan. Tujuan dari penelitian ini adalah untuk membuat aplikasi yang bersifat efektif dan dapat menjadi media penyebaran informasi bagi mahasiswa mengenai kriptografi untuk mengembangkan tingkat pengetahuan kriptografi serta menyebarkan informasi tambahan mengenai kriptografi melalui aplikasi edukasi kriptografi. Teknik pengumpulan data yang dilakukan dalam penelitian ini yaitu dengan melakukan studi literatur dan pengumpulan data primer, Data yang digunakan didapat dari melakukan survey dengan menggunakan google form dan digunakan untuk menentukan keputusan dalam membuat aplikasi “EduKripto”. Dengan tingginya tingkat keinginan siswa untuk mempelajari kriptografi, sebesar 41.2% peminat dan 11.8% tentatif , dapat disimpulkan bahwa aplikasi ini dapat membantu siswa dalam mempelajari kriptografi ditambah dengan tingkat akurasi aplikasi dalam menjalankan algoritma dan mendapatkan output yang tepat adalah 100% selama dilakukan uji coba pada aplikasi “EduKripto”, serta data yang didapat mengindikasikan bahwa setelah menggunakan “EduKripto” tingkat pemahaman mahasiswa dengan pemahaman kurang berubah dari 44.5%, 50% dan 72.2% menjadi 5.6%, 5.6% dan 22.2% dan tingkat pemahaman mahasiswa dengan pemahaman lebih dari rata-rata meningkat dari  55.5%,50% dan 27,8% menjadi 94.4%, 94.4% dan 77.8%, sehingga dapat disimpulkan bahwa penggunaan aplikasi “EduKripto” dapat membantu dalam pengembangan tingkat pemahaman kriptografi.
PENGARUH USER INTERFACE RESPONSIVE MOBILE WEBSITE TERHADAP JUMLAH VISITOR WEBSITE PANDANHOUSE.COM Sinata, Frans
Jurnal Algoritma, Logika dan Komputasi Vol 6, No 2 (2023): Jurnal ALU, September 2023
Publisher : Universitas Bunda Mulia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30813/j-alu.v6i2.4771

Abstract

The Human Centered Design (HCD) method is one of the methods in design and development that focuses on users according to their needs, habits and capabilities. The problem that is often faced is to access information on the pandanhouse website in terms of appearance that does not yet support the appearance of responsive web design on smartphone devices. The initial stages in this method start from the observation stage which aims to find out the problems faced by users in accessing the pandanhouse.com website to the testing stage to find out if the solutions provided can be understood and easily used by users. At the testing stage, the user is given tasks to interact directly with access to information on the Pandanhouse website through a smartphone device, as the final result of the test, it is expected that the user is sufficiently familiar and user friendly on the website on the responsive mobile website feature.

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