cover
Contact Name
M. Miftach Fakhri
Contact Email
fakhri@unm.ac.id
Phone
+6285656227888
Journal Mail Official
fakhri@unm.ac.id
Editorial Address
JL. Daeng Tata Raya, Kel. Parangtambung, Kec. Tamalate, Kota Makassar , Kode Pos 90244
Location
Kota makassar,
Sulawesi selatan
INDONESIA
Jurnal MediaTIK
ISSN : 26561247     EISSN : 27155919     DOI : https://doi.org/10.59562/mediatik
Jurnal MediaTIK is published by the Informatics and Computer Engineering Education Study Programme of Makassar State University in collaboration with Phinisi Skyline Indonesia. The Media TIK journal is published periodically three times a year, containing articles on research results and / or critical studies in the field of Informatics and Computer Engineering Education from students, lecturers, and practitioners from universities or research institutions. Jurnal MediaTIK already has a print version ISSN with the number 2656-1247 in 2019 and an online version ISSN with the number 2715-5919. MediaTIK Journal contains articles on informatics and computer engineering education in particular: Instructional Technology and Vocational Multimedia Learning, E-learning or blended learning, Information System, artificial intelligence dan robotics, embedded expert system, big data dan machine learning, software dan network engineering
Arjuna Subject : Umum - Umum
Articles 43 Documents
Search results for , issue "Volume 7 Issue 2, Mei (2024)" : 43 Documents clear
Rancang Bangun Antena Yagi 578 MHz Sebagai Penerima TV Digital Labusab; Muhammad Akil; Wahyudi
Jurnal MediaTIK Volume 7 Issue 2, Mei (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Televisi merupakan salah satu media massa yang sangat efektif dan dapat dinikmati secara luas oleh seluruh lapisan masyarakat. Seiring perkembangan zaman, berkembang pula teknologi televisi. Pada beberapa tahun kebelakang televisi akan berganti dari televisi akan berganti ke televisi analog menjadi televisi digital. Proses perpindahan ini terjadi karena teknologi analog dianggap boros frekuensi. Antena adalah salah satu perangkat yang digunakan untuk mengirim serta menerima gelombang elektromagnetik. Hal ini memungkinkan untuk merancang sebuah penerima siaran televisi yang lebih efesien untuk mnangkap siaran televisi diantaranya adalah Antena Yagi dengan frekuensi 578 MHz. Antena yagi merupakan antena pengarah yang memiliki pola radiasi direksional yang dapat menerima daya pada satu arah yang lebih baik dari yang lain.Pada perancangan antena yagi terdapat empat buah antena yagi yang dipasang secara parallel dengan Driven, Reflector, dan Director yang mengarah ke 4 sisi. Pembuatan antena yagi penerima siaran televisi 578 MHz berhasil di rancang dan di implementasikan dibuktikan dengan siaran televisi yang dapat di terima.
Enhancing Chinese Character Mastery: The Role of Digital Apps in Teaching Stroke Order to Foreign Language Learners Annisa Syauqina Kadar; Muthia Mutmainnah Darmuh; Jusriana Sartika Sumule; Winda Ayu Utami Rhamadanty
Jurnal MediaTIK Volume 7 Issue 2, Mei (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Learning Chinese characters, a fundamental aspect of mastering the Chinese language, presents unique challenges due to its logographic nature and the critical importance of stroke order. Traditional methods of teaching stroke order, often through repetitive writing drills, can be monotonous and less engaging. This study explores the effectiveness of digital applications in teaching stroke order to Chinese-as-a-Foreign Language (CFL) learners, specifically focusing on the "Learning Program for Stroke Order of Chinese Characters" developed by Taiwan's Ministry of Education (MOE). Utilizing a mixed-methods research design, 17 university students with proficiency levels comparable to Hanyu Shuiping Kaoshi (HSK) 1 were assessed through semi-structured interviews, focus groups, surveys, and assessments. Quantitative findings revealed significant improvements in stroke order accuracy, with average accuracy rising from 40% to 85% after a semester of using the digital apps and retention rates remaining high at 80% three months post-intervention. Qualitative data indicated high engagement and perceived benefits from the apps' interactive features, though challenges such as technical issues and user interface difficulties were noted. The study underscores the potential of digital apps to enhance Chinese character learning through increased engagement and effective practice. It suggests that integrating these tools with traditional methods can cater to diverse learning preferences, improving overall language proficiency. Future research should address the limitations of the current study, including the small sample size and short duration, to provide a more comprehensive understanding of the long-term impacts and broader applications of digital learning tools in language education.
Penerapan Algoritma Minimax Pada Game Fun Math Aulia Rahmawati
Jurnal MediaTIK Volume 7 Issue 2, Mei (2024)
Publisher : Jurusan Teknik Informatika dan Komputer

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Abstract

Maraknya penggunaan kecerdasan buatan pada disiplin ilmu saat ini, membuat orang berlomba untuk menerapkan kecerdasan buatan pada lini kehidupan seperti kesehatan, rumah tangga, pendidikan bahkan hiburan. Salah satu hiburan yang menarik segala usia adalah game (permainan). Pemanfaatan kecerdasan buatan pada game umumnya dengan menggunakan algoritma minimax, finite state machine, a star dan fuzzy logic. Pada penelitian ini mencoba menerapkan algoritma minimax pada fitur single player game Fun Math sebagai bentuk penerapan kecerdasan buatan pada ranah permainan digital. Algoritma minimax dipilih karena algoritma tersebut cocok diterapkan pada gameplay Fun Math yang berkonsepkan zero-sum. Fitur single player game Fun Math berhasil dirancang menggunakan algoritma minimax dan komputer mampu memenangkan 25 kali sesi permainan.