Walisongo Journal of Information Technology
Walisongo Journal of Information Technology publish article in the field of information technology, including : Computer Architecture, Parallel and Distributed Computer, Pervasive Computing, Computer Network, Embedded System, Human—Computer Interaction, Virtual/Augmented Reality, Computer Security, Software Engineering (Software: Lifecycle, Management, Engineering Process, Engineering Tools and Methods), Programming (Programming Methodology and Paradigm), Data Engineering (Data and Knowledge level Modeling
Articles
97 Documents
Pengenalan Deoxyribonucleic Acid (DNA) Dengan Marker-Based Augmented Reality
Nur’aini, Siti;
Mukaromah, Arnia Sari;
Muhlisoh, Siti
Walisongo Journal of Information Technology Vol 1, No 2 (2019): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2019.1.2.4531
Proses belajar yang baik harus memuat aspek interaktif, memotivasi, menyenangkan dan memberikan ruang bagi siswa untuk dapat mengembangkan kreativitas dan kemandirian. Siswa kadangkala merasa kesulitan pada saat mengillustrasikan isi pembelajaran yang berupa pengetahuan konsep dan prosedur. Dalam pelajaran biologi, materi terkait konsep dasar struktur Deoxyribonucleic Acid (DNA) merupakan materi yang bersifat teoritik dan abstrak. Pemahaman konsep seperti ini memerlukan penggambaran dan modelling yang lebih realistik agar mudah dipahami. Visualisasi dari sumber belajar dan media belajar yang ada sudah dapat membantu mempermudah pemahaman konsep, tetapi variasi media yang lebih nyata, menarik, dan kekinian diharapkan dapat lebih meningkatkan minat siswa. Pengembangan aplikasi Augmented Reality dapat menjadi salah satu alternatif media pembelajaran DNA. Aplikasi ini dikembangkan dengan metode ADDIE menggunakan Unity3D dan Vuforia. Hasil pengujian fungsional menunjukkan semua fitur dapat berjalan dengan baik sesuai dengan kebutuhan di berbagai versi sistem operasi android. Sedangkan pengujian usability menunjukkan kepuasan mahasiswa sebanyak  86% yang artinya aplikasi ini dapat membantu mahasiswa dalam memahami materi DNA.
Perancangan Stasiun Televisi Daring untuk Memperluas Jangkauan Siar WalisongoTV
Ulinuha, Masy Ari;
Maulana, Akmal Irfan;
Wijayanti, Sarah;
Rahmi, Amelia;
Ardliyan, Kholifatul
Walisongo Journal of Information Technology Vol 1, No 1 (2019): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2019.1.1.3991
WalisongoTV merupakan televisi kampus IAIN Walisongo yang telah dirintis oleh Fakultas Dakwah sejak tahun 2012. Walisongo TV dipersiapkan sebagai televisi komunitas yang melayani warga kampus IAIN Walisongo dan sekitarnya. Ketentuan perundang-undangan banyak memberikan pembatasan pada sebuah lembaga penyiaran komunitas, sehingga dikhawatirkan WalisongoTV tidak dapat beroperasi secara maksimal jika hanya mengandalkan siaran broadcast. Seiring dengan perkembangan teknologi informasi, WalisongoTV dapat memanfaatkan internet sebagai media penyiarannya. Dalam penelitian ini, dirancang sebuah stasiun televisi berbasis web untuk memancarkan siaran WalisongoTV. Dalam perancangannya, stasiun televisi yang dibuat memanfaatkan fasilitas webblog yang disediakan oleh Blogspot, menggunakan Ustream sebagai server streaming, dan memakai VLC Player sebagai pemutar video sekaligus mengatur tampilan layar WalisongoTV. Penelitian ini telah berhasil membuat laman web WalisongoTV serta berhasil memancarkan siaran WalisongoTV melalui fasilitas video live streaming.
Perancangan Game First Person Shooter 3D “Saving Islamic Kingdom†dengan Menggunakan Finite State Machine (FSM)
Wahyu Saputra, Muhammad Andryan;
Fadila, Juniardi Nur;
Nugroho, Fresy
Walisongo Journal of Information Technology Vol 2, No 2 (2020): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2020.2.2.6981
Video Game merupakan sebuah permainan dengan manifestasi sebuah visual atau gambar yang dapat memberikan reaksi balik kepada pengguna jika diberikan perintah - perintah tertentu yang terdapat pada alat kontrol sistem elektronik. Banyak inovasi teknologi yang dapat diterapkan dalam sebuah game salah satunya penerapan kecerdasan buatan atau artificial intelligence. Variasi game yang akan diterapkan salah satunya adalah game First Person Shooter (FPS). Game First Person Shooter (FPS) merupakan salah satu jenis game yang sering dimainkan menggunakan pangamatan orang pertama di mana player sebagai karakter utama dalam game. Kecerdasan buatan yang dikembangkan dengan menerapkan Finite State Machine (FSM) berfungsi untuk melihat respon perilaku Non Player Character (NPC) atau musuh untuk menyerang pemain utama. Hasil dari penelitian ini adalah game Saving Islamic Kingdom memberikan hasil kecerdasan buatan pada perilaku Non Player Character dengan mengimplementasikan algoritma Finite State Machine (FSM) sehingga musuh atau NPC dapat berperilaku sesuai dengan intruksi yang dilakukan oleh player.
Implementasi Dan Analisis Server Bigbluebutton Dalam Pemanfaatan Meeting Online Pada Masa Pandemic
Kusuma, Alan Budi;
Yusuf, Amir;
Hidayat, Alfian
Walisongo Journal of Information Technology Vol 2, No 1 (2020): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2020.2.1.5572
The need for video converence is something that cannot be ignored. Amid the Covid-19 pandemic outbreak all sectors must utilize this technology. Such is the case with Semarang Islamic State University Walisongo. Where UIN Walisongo requires all students, lecturers and education personnel to remain at home in an effort to comply with government regulations as an effort to prevent this outbreak. Therefore, to find a solution for communication to stay connected, a system for online meetings was built that could be used by students and lecturers as a medium of online learning, and the education staff and leaders to be able to always be connected in the midst of the covid outbreak.
Evaluasi Faktor-Faktor Yang Mempengaruhi Performa Implementasi SAP ERP Di Industri Retail
Bakhri, Syaiful
Walisongo Journal of Information Technology Vol 1, No 2 (2019): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2019.1.2.4528
This study aims to examine the factors that affect the performance of the ERP implementation. These factors are: the data migration, system documentation, knowledge transfer, system testing, and integration interfaces. These factors can increase the performance of the implementation of ERP software applications that are on retail industry. The case study method in this research is using interviews and direct observation, the object of the interview in this study is Functional modules of SAP ERP. Sources of data derived from primary data and secondary data. The results of this study indicate that factors influence on the performance of retail industry. Therefore, the factors to be considered in order to improve the success of SAP ERP project in the future. The theoretical implications and suggestions for future research are also discussed in the final part of this study. (SB)
Pengaruh Prinsip Technology Acceptance Model (TAM) Terhadap Kepuasan Pelanggan Aplikasi Ojek Online Xyz
Subowo, S.Kom., M.T.I., Moh Hadi
Walisongo Journal of Information Technology Vol 2, No 2 (2020): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2020.2.2.6939
The use of the online taxibike XYZ application is based on the Technology Acceptance Model (TAM) theory. The online taxibike XYZ application can be good if it has a good assessment based on the TAM variable. The purpose of this study is to obtain empirical evidence regarding the effect of the TAM principle on customer satisfaction. This study uses a quantitative causal research method to analyze the application of the Technology Acceptance Model (TAM) principle to online taxibike XYZ application customer satisfaction. The instrument in this study used a questionnaire instrument with a closed questionnaire type. The data analysis technique used three tests: data quality test, hypothesis test, and classical assumption test. All variables x, both reliability, flexibility, privacy, accessibility, ease to use, all positively influence customer satisfaction
Formulasi Model Perkuliahan Daring Sebagai Upaya Menekan Disparitas Kualitas Perguruan Tinggi
Mustofa, Mokhamad Iklil;
Chodzirin, Muhammad;
Sayekti, Lina;
Fauzan, Roman
Walisongo Journal of Information Technology Vol 1, No 2 (2019): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2019.1.2.4067
A one-step using network technology and information technology for the development of learning system in universities is online lecturing system. This learning system is assessed as highly efficient, because the same learning resources can be used by hundred people at the same time. So, college student that lives in isolated area can access the subjects of reputable universities in Indonesia. Hence, the quality disparity of universities will be decreased.This study is qualitative descriptive research. The object of this study is on website pditt.belajar.kemdikbud.go.id. This website is developed by the Ministry of Education and Culture Indonesia. The selection of that locus is because the website is an official website of government which collaborate with some reputable universities in Indonesia, such as University of Indonesia, Bandung Institute of Technology, Gajahmada University, Sepuluh November Institut of Technology, Aptikom, and Bina Nusantara University.The result showed that online lecturing system has positive contribution for pushing the quality disparity of universities in Indonesia. The indications such as 1) Minimize the limitation of access to higher education that have a certain quality. 2) Cut-off the limitation of facilities that had been cosidered as one of obstacles of the lower quality of higher education. 3) Eliminate the limitation of understanding to certain material. 4) Online lecturing system gives wide access to educational resources, especially in reputable universities.
Analisis Algoritma Apriori untuk Mendukung Strategi Promosi Perguruan Tinggi
kusumo, haryo;
sediyono, eko;
marwata, marwata
Walisongo Journal of Information Technology Vol 1, No 1 (2019): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2019.1.1.4000
Every company and organization that wants to survive needs to determine the effectiveness of the right promotion strategy. Determination of the right promotion strategy will be able to reduce the cost of promotion and achieve the right promotional goals. One way that can be done to determine the promotion strategy is to use data mining techniques. Data mining techniques used in this case are using the Apriori algorithm. A priori algorithm is one of the classic data mining algorithms. A priori algorithms are used so that computers can learn the rules of association, look for patterns of relationships between one or more items in a dataset. This study is conducted by observing several research variables that are often considered by universities in determining their promotion goals, namely school, region, and department. The results of this study are in the form of interesting patterns resulting from data mining which is important information to support the right promotion strategy in getting new students.
Implementasi Metode Path Finding dengan Penerapan Algoritma A-Star untuk Mencari Jalur Terpendek pada Game “Jumrah Launch Storyâ€
Mutaqin, Ghani;
Fadilah, Juniardi Nur;
Nugroho, Fresy
Walisongo Journal of Information Technology Vol 3, No 1 (2021): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2021.3.1.7042
Teknologi semakin berkembang dari waktu ke waktu seperti saat ini, khususnya perkembangan teknologi game. Pengembangkan teknologi dalam game agar game bisa menjadi seperti layaknya di dunia nyata. Untuk membuat game yang realistis tentunya mengimplementasikan artificial intelligence atau kecerdasan buatan pada perilaku NPC (non player character) / agen cerdas dalam game. Salah satu perilaku yang umum kita ketahui pada agen cerdas dalam game adalah path finding. Path finding merupakan salah satu konsep dasar algoritma yang digunakan untuk menggerakkan karakter dalam game. Dengan menggunakan metode path finding, agen cerdas bisa bergerak dengan cerdas layaknya dunia nyata. Hal ini lah yang membuat game bisa menjadi menjadi lebih menarik. Namun yang menjadi masalah adalah bagaimana agen cerdas dalam game bisa mencari jalur terpendek dari rute yang akan dilalui yang efisien. Pada penelitian ini kami menerapkan algoritma A-Star melalui metode path finding pada perilaku NPC didalam game. Hasil dari penelitian ini kami membuat game yang berjudul "Jumrah Launch Story".Â
TCT (Trash Can Talk) Berbasis Arduino dengan Sistem Solar Cell untuk Sarana Pembelajaran Anak
Afriliana, Ida;
Setiawan, Andi;
Taftazani, Andre Juan;
Navita, Heki Rahayu;
Bukhari, Imam
Walisongo Journal of Information Technology Vol 3, No 1 (2021): Walisongo Journal of Information Technology
Publisher : Universitas Islam Negeri Walisongo Semarang
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DOI: 10.21580/wjit.2021.3.1.5862
Sometimes, some people do not throw trash in their place because they are lazy, so it happens to children. Many children prefer to throw trash at anywhere and become one of the problems in the school or community environment. . This is a bad habit because there is no awareness to keep the environment clean. This research is to produce an Arduino-based TCT (Trash Can Talk) rubbish bin with a solar cell system for learning tools for orderly behavior of garbage disposal in children. TCT was made using an arduino uno R3 microcontroller, a PIR sensor to detect the presence of children so that the trash can emit 2 sounds from the DF mini mp3 player through the speaker alternately to attract the attention of children and "open" voice commands detected by the voice recognition sensor to open the trash can automatically and the "close" voice command to close the trash can then make a third sound from the DF mini mp3 player through speakers for children who have disposed of garbage in an orderly manner. The fourth sound from the DF mini mp3 player through the speaker as a full notification and the trash can can't open.