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Information Technology and Telematics
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Articles 1,350 Documents
PENERAPAN DATA MINING MENILAI KEBERHASILAN SISWA SMK PETRA TIMIKA MENGGUNAKAN METODE NAIVE BAYES CLASSIFIER Kogoya, Erminus; Zuliarso, Eri
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstrak - SMK Petra Timika merupakan sekolah menengah kejuruan yang berada di Kabupaten Mimika Papua. SMK Petra Timika memilik 504 siswa dan 3 jurusan yang terdiri dari TKJ, perkantoran dan akutansi. Siswa merupakan salah satu aspek penting dalam evaluasi keberhasilan penyelenggaraan program studi pada suatu SMK Petra Timika. Pemantauan siswa yang masuk, peningkatan kemampuan siswa, prestasi yang dicapai siswa, rasio kelulusan terhadap jumlah total siswa dan kompetensi lulusan harus mendapatkan perhatian yang serius untuk memperoleh kepercayaan masyarakat Timika khususya dalam menilai dan menetapkan penggunaan lulusannya. Penerapan data mining menilai keberhasilan siswa SMK Petra Timika menggunakan metode Naive Bayes Classifier menggunakan data siswa TKJ sebanyak 30 data siswa. Siswa yang dinyatakan berhasil adalah siswa dengan nilai Naive Bayes Classifier > 0,1 sebanyak 20 siswa dengan prosentase 20/30 * 100 % = 67 %sedangkan siswa yang dinyatakan gagal adalah siswa dengan nilai Naive Bayes Classifier <= 0,1sebanyak 10 siswa dengan prosentase 10/30 * 100 % = 33 %.
APLIKASI GAME PETUALANGAN “ENYONG KENCOT” MENGGUNAKAN CONSTRUCT 2 BERBASIS ANDROID Dwi Farizki, Kukuh; Hartono, Budi
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract Enyong Kencot is an adventure platformer game where the Enyong will adventure after school, down the obstacles while collecting snacks and food. This game is inspired by the desire to introduce Purbalingga's unique cuisine to children through smartphone games. Players must play as enyong and look for 3 food items at each level. After getting 3 pieces of food, the star item will appear. After the player takes a star, the player must answer questions about Purbalingga's typical food and if they are correct they will get a snack bonus and food info. Snacks are collected as much as possible in order to achieve the highest score.
PERANCANGAN PEMBUATAN BALANCING ROBOT DENGANARDUINO DAN GYRO SENSOR Aji Mulyono, Dewantoro; Budiarso, Zuly
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRAK balancing a robot called a robot that has two wheels on both sides and will not be stable without good control. When balancing a two-wheeled stereo robot forward or tilted to the right, what needs to be done is that the motor will turn the clock from the two-wheeled robot balancing to rotate in the front direction. The style used to balance the results of the wheel rotation. The use of Arduino Uno as the main controller, DC motor as a mechanical drive output, Sharpgp GP11 proximity sensor to detect objects. The information signal along with the Accelerometer and Gyroscope sensors on the MPU6050-based IMU Sensor is read by an ATMEGA16 AVR microcontroller via I2C communication. The results of reading the IMU data through I2C communication show the Self-Balancing Robot activity in the measurement of Pitch and Roll data parameters is 0 degree.
APLIKASI GAME PENGENALAN WISATA KOTA SEMARANG DENGAN METODE COLLISION DETECTION FADHLULLOH, KHOLED; TH.D, Wismarini
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract The city of Semarang can be classified as a metropolitan city in Central Java Province. With a status as a metropolitan city filled with interesting attractions, the city of Semarang is one of the tourist destinations of local and foreign tourists. Semarang has many tourist attractions to be proud of, one of which is a historic building. Historic buildings are heritage buildings from our ancestors. Historic buildings generally have unique characteristics so they can be admired and preserved. Along with the times, therefore, this study aims to find out how to make applications for Android-based "Building Tours" Games that are expected to be used in the process of introducing historic buildings to children so that they can always maintain inheritance from existing ancestors. The method used in this research is coillision detection, used to detect collisions between objects in the game, this game has a map based on the city area of ​​Semarang that is made like a forest, in the game there are 4 historic buildings including young monuments, supporting , mixed church, and sewu lawang. Tests are carried out using 2 android devices with different specifications. The results showed that the game "building tour" made using construct 2 can be run on a mobile device with an Android platform easily by users.
SISTEM INFORMASI SERVICE MOBIL DI BENGKEL SUN SEMARANG Chandra Devi, Bella; Mariana, Novita
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract: Sun Car Repair Shop is a business engaged in car repair services. Every day many customers come to repair cars. Every day many customers come to repair cars. But even though there are quite a lot of customers coming in, the provision of service information needed by customers is still very lacking. Customers get the service information needed if they ask directly to the workshop by telephone or the workshop itself is contacting the customer. Data recording about service is also still done by using manual recording in a normal book. From this problem, Sun's workshop requires a web-based car workshop information system. With this system, it is expected that customers can get the required data service information such as car damage, completion time, photos when repairing, service details. While the Admin can do data collection to the system and can check service history. Admin can make monthly reports for the owner. In designing this system using the PHP programming language. System development method uses the waterfall method. System design tools using DFD and ERD.
IMPLEMENTASI FISHER YATES SHUFFLE UNTUK MENGACAK OBJEK PADA PEMBELAJARAN VOCABULARI SISWA SD MENGGUNAKAN CONSTRUCT 2 Liswintiawati, Ida; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Along with the rapid development of this technology can not be denied that foreign language, especially English is very important. However, not a few students whose English learning achievement is adequate. especially with the method of learning is still manual while the development of technology now the kids are more interested in smartphone games, the impact of the English language values ​​of these children are not in accordance with the existing KKM. Therefore the author wants to make game "vocabulary learning" which is expected to be able to help elementary students meet the value of KKM and can reproduce about vocabulary. In making this educational game the author uses the Fisher Yates Shuffle method. This game there are three learning vocabulary namely: the name of the animal, the name of the fruit and the name of the object, in which there are images of objects and sound pronunciation in English. The results showed that educational games "Vocabulary Learning" created using Construct 2 can be run on mobile devices android platform easily by the user.Keywords: Game, Construct 2, android, Learning, Vocabulary
PERANCANGAN PEMBUATAN BALANCING ROBOT DENGANARDUINO DAN GYRO SENSOR BAYU PRASETYO, OKY; Budiarso, Zuly
Information Technology and Telematics Vol 8 No 2 (2018)
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Abstract

ABSTRAK balancing a robot called a robot that has two wheels on both sides and will not be stable without good control. When balancing a two-wheeled stereo robot forward or tilted to the right, what needs to be done is that the motor will turn the clock from the two-wheeled robot balancing to rotate in the front direction. The style used to balance the results of the wheel rotation. The use of Arduino Uno as the main controller, DC motor as a mechanical drive output, Sharpgp GP11 proximity sensor to detect objects. The information signal along with the Accelerometer and Gyroscope sensors on the MPU6050-based IMU Sensor is read by an ATMEGA16 AVR microcontroller via I2C communication. The results of reading the IMU data through I2C communication show the Self-Balancing Robot activity in the measurement of Pitch and Roll data parameters is 0 degree.
PENERAPAN TEKNOLOGI AUGMENTED REALITY TENTANG ANATOMI TUBUH MENGGUNAKAN METODE MARKER BASED TRACKING UNTUK SISWA KELAS VII SMP/MTS Tahta Febri P, Gilar; Lusiana, Veronica
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Augmented Reality is the incorporation of real and virtual objects in the real environment that run effectively in real time. This merger is possible with appropriate technology, interactive which through certain input devices and its integration requires effective tracking. By utilizing AR technology that uses marker based tracking method, it is a method that raises objects with tracking markers that have been converted, creating an Arnatomy which is an application about the anatomy of the human body. This study implements the information obtained in the form of an application which of course can be used as learning and recognition of body organs to junior high school students.
PENERAPAN METODE COLLISION DETECTION PADA GAME BERHITUNG UNTUK ANAK USIA TK Rahma, Salsabella; Ardhianto, Eka
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT The current technological development intensified, particularly in the technology game.In addition to means of entertainment games also serve as a medium of instruction. The game is the thing that can not be separated from the development of a child.This counting game implements the basic count of operations such as addition and subtraction.So the kids who play this game are expected to hone the ability to count quickly.Therefore the author wanted to make the game counting methods use collision detection. A method of collision detection, starting from the analysis of design, manufacture, testing and maintaenance. The game is a matter of calculation in the form of addition and subtraction, and ball game pantul. The making of the application using the counstruct 2. The final result of the development of the system is a game application that presents a counting game that is not only fun and entertaining, but also train the ability and memory players in counting.
SISTEM PAKAR UNTUK MENDIAGNOSA PENYAKIT IKAN NILA MENGGUNAKAN BAYES Adi Nugroho, Hermawan; Lusiana, Veronica
Information Technology and Telematics Vol 8 No 2 (2018)
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ABSTRACT Tilapia is one type of freshwater fish has been cultivated because of abundant benefits. However, due to the lack of knowledge of farmers about the disease in tilapia resulted in the lack of crops from these fish. Consultation of fish diseases to a specialist of course very reliable, because an expert always mastered the field he was based on the science and experience. The goal to be achieved is to create an expert system application that is useful as a tool to get information in diagnosing tilapia disease. The result of this research is expert system to diagnose tilapia disease using bayes algorithm to solve the problem of tilapia fish disease diagnosis, because it can give diagnosis result with probability value occurrence of each kind of disease.

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