cover
Contact Name
Indra Ava
Contact Email
pixel@stekom.ac.id
Phone
+628526460045
Journal Mail Official
pixel@stekom.ac.id
Editorial Address
Jl. Majapahit 605 Semarang
Location
Kota semarang,
Jawa tengah
INDONESIA
Pixel : Jurnal Ilmiah Komputer Grafis
ISSN : 19790414     EISSN : 26216256     DOI : https://doi.org/10.51903/pixel.v14i1
Core Subject : Education,
Arjuna Subject : -
Articles 354 Documents
PERANCANGAN MEDIA PEMBELAJARAN MATERI BILANGAN BERBASIS MULTIMEDIA DENGAN METODE MIND MAPPING PADA SISWA KELAS VII SMPN 35 SEMARANG Setiyo Prihatmoko; Sumaryanto Sumaryanto; Langga Jaya Herlansyah
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.690

Abstract

This research is motivated by the problem of lack of motivation and attention of students in following the teaching and learning process in the classroom because teaching and learning activities still use conventional methods. This makes students have difficulty in understanding the material being studied so that basic competencies and KKM are not achieved. This study uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potential and problems, data collection, product design, design validation, design improvement and product testing. In this study, researchers used multimedia with the Mind Map method as an interesting learning medium by using a computer that can display text, images, video, and audio so that the learning process is more enjoyable for students. The results of this study are multimedia-based learning media using the Mind Map method. The validity value of media experts is 3.6 which is declared feasible, while the validity value of material experts is 3.8 which is declared feasible, and increases students' understanding and interest as users from 61% initially to increase to 86.11%.
Perancangan Company Profile Interaktif Berbasis Multimedia Sebagai Sarana Informasi Dan Promosi Di LSM SAIN-Sayang Anak Indonesia GGBI Jakarta Pusat Rudjiono Rudjiono; Yosua Mika; Budi Santoso
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.695

Abstract

LSM-SAIN GGBI is moving agency onfield service child and church. CompanyInteractive profile is a multimedia based program that can used for support information andpromotion already there is on the SLM-SAIN GGBI. SAIN already do promotion with stage ToT (Training of trainers) as much three times, however even then not yet can reach whole region GGBI services, Year 2017-2020 ( before pandemic ) still a little churches involved in Movement Dear Indonesian children, so hinder achievement SAIN 's vision and mission for reach out , disciple and give socialization to children and churches. LSM-SAIN GGBI needs a medium for help serve information and more promotions interesting and effective in reach children and churches, protect those who are still must keep going socialized as well as educating, without must do activity physical, that is with company profileinteractive.Interactive company profile could used for develop system information based on the website on the LSM -SAIN GGBI and could serve more view interesting for used children. Results planning this in the form of company profile the interactive containing information and promotion of LSM-SAIN GGBI, Education, Socialization, and Games. Results from study this based onfrom test validation media expert is 37, from expert Theory is 36. Criteria this is atbetween 31-40 i.e belong to in valid category and results test try effectiveness product is 27. Criteria this are between 21 – 30 are classified as in category effective. So that toolhelp interactive company profile this could declared valid and effective as well as worthy for used.
Sistem Marketplace Pencarian Lapangan Futsal Menggunakan Metode Haversine Berbasis Android Muhamad Jamaris; Hendra Saputra; M. Khairul Anam; Khusaeri Andesa; Rahmaddeni Rahmaddeni
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.712

Abstract

Futsal is a soccer game played indoors, this game itself is played by two teams, each team consisting of five people. At this time futsal is very much in demand from various groups ranging from children to adults, so there are many futsal field rental places, especially in the city of Pekanbaru. However, the problem that occurs is that it is still difficult for tenants to find out where there is a futsal field and the nearest futsal field from where the tenant is located, including price information and field facilities. Therefore, we need a system that can make it easier for tenants to find out where there is a futsal field and the nearest futsal field from the tenant's location. This system is made based on Android so that it can make it easier for users to use this system. The method used in making this system is the Haversine method. The results obtained are a marketplace system that can make it easier for users to find out where there is a futsal field, find the nearest field and it is also easy to find out all information related to the field and can make it easier to rent a futsal field through the marketplace system.
Pengukuran Kualitas Penggunaan Website Sistem Pakar Diagnosa Awal Mental Illness Psikosis Dengan Metode WebQual Khairan AR; Rahmat Musfikar; Robbi Amanda Ilham; Bustami Yusuf
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.713

Abstract

A mental illness is a syndrome, psychological, or behavioral disorder in which a person is dysfunctional at work. The problem is that medical personnel or doctors who are professionals in the field of psychology are not comparable to mental illness, especially teenagers. The initial diagnosis by web based and using the Extreme Programming (XP) method. Meanwhile, the main objective of the research is to determine the quality of the web system based on the perceptions of respondents, namely Darul Ihsan Vocational High School students. Measuring the quality of an expert web system using the WebQual instrument. There are three aspects of WebQual that will be measured, namely: usability, information, and interaction quality. Based on the questionnaires distributed to respondents, the expert web system was developed to fulfill the three aspects of WebQual (usability, information, and interaction, with a score of 83.78%, 80%, and 82.97% in the good category.
Desain DESAIN USER INTERFACE PADA TOKO ONLINE HELM INDONESIA BERBASIS WEB Teguh Khristianto; Isworo Nugroho; Dwi Agus Diartono; R.Soelistijadi R.Soelistijadi
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.721

Abstract

The growth rate of internet users in recent years has increased very rapidly and is growing rapidly. This triggers the creation of a new business model in the form of a marketplace that is used to buy and sell goods. This study aims to load an online store that is simple and lightweight but can meet the needs of sellers who use this website. Application development uses methods while the prototype in modeling the application uses use case diagrams, class diagrams, activity diagrams, and sequence diagrams. The research is expected to produce a web-based marketplace application that facilitates the transaction process of consignment providers and consumers at the Indonesian Helmet Shop. Furthermore, the design of this messaging service application prototype still needs to be developed in terms of user interface and user experience so that consumers can be more comfortable in transacting.
Transformation Of The Traditional Dance Choreography Of Molapi Saronde Gorontalo Siska udilawaty; Risti Puspita Sari Hunowu
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.726

Abstract

This study discusses the change in the choreography of the traditional Molapi Saronde dance to the Saronde Kreasi dance in the city of Gorontalo. This research will focus on the changes that occur in the choreography of the Molapi Saronde dance, the creation of the Saronde dance, because along with the times, the dance which was usually only performed at traditional weddings among kings (nobles) has now become a public dance that can be held for entertainment events such as welcoming guests. The purpose of this research is to find out the changes that exist in the traditional Molapi Saronde dance to the creation of the Saronde dance and to analyze further about the changes in the choreographic movement of the Molapi Saronde dance related to the traditional values ​​that exist in Gorontalo. this research is qualitative. Benefits This research provides new knowledge to the millennial generation and tourists who want to know the meaning of each choreographic change in the Molapi Saronde dance and the Saronde Kreasi dance. The results of this study determine the changes and differences in the traditional dance from the Molapi Saronde to the Saronde Kreasi dance.
Desain Pembelajaran Alam Semesta Anak TK Menggunakan AR Dengan Tehnik Markerless R_Soelistijadi R_Soelistijadi; Endang Lestariningsih; Agung Royhans
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.732

Abstract

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.
Game Edukasi Interaktif Pengenalan Tata Surya Berbasis Animasi 2D untuk Siswa Kelas 6 SD Nur Budi Nugraha
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.741

Abstract

The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game
DESAIN SISTEM INFORMASI PERPUSTAKAAN UNIVERSITAS STIKUBANK SEMARANG BERBASIS WEB Hersatoto Listiyono; Diah Laila Sani; Teguh Khristianto; R. Soelistijadi
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.742

Abstract

Libraries are part of learning resources that must be owned by every school or college. Because students easily find information or knowledge through the library. With the development of technology, people think to be able to work more effectively and efficiently. The purpose of this study is to create an information system to overcome these limitations in order to improve services to library users and expedite the administrative process to be faster and more accurate. The design of a web-based library information system is expected to improve maximum library services and errors in data processing. The library information system includes member registration, search books, book data, borrowing books, books, and fines for late payment of books.
Deteksi Dini Varian Covid-19 Dengan Metode CBR-AHP Dan Sorgenfrei Mohamad Riza Darmawan; Setyawan Wibisono
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 1 (2022): Vol 15 No 1 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i1.747

Abstract

The case fatality rate caused by Covid-19 in Indonesia is around 2.9%. The death rate by age group is from all Covid-19 patients who died, including 0.5% aged 0-5 years, 0.5% aged 6-18 years, 2.8% aged 19-30 years, 12.7 % were aged 31–45 years, 36.8% were aged 46–59 years, and 46.7% were aged 60 years and over. With the large number of cases that occurred in Indonesia, it turned out to be due to the lack of proper handling of the early symptoms of the Covid-19 virus. To overcome this, it is needed as a tool for early detection of the Covid-19 variant by using the CBR-AHP expert system with the Sorgenfrei algorithm. The results of the consultation for the early detection of the Covid-19 variant were obtained from the highest similarity value of Sorgenfrei. Of all the variants found above, the highest similarity value of Sorgenfrei is Omicron with a similarity of 1,000. Omicron has the highest value because it has a value of a, which is the same symptom between old cases and large new cases.

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