40 research outputs found
Penerapan Metode Rapid Application Development (RAD) Dalam Perancangan Media Pembelajaran Multimedia
Multimedia learning media is one of the learning media used in the teaching-learning process. Based on the results of observations made on simulation subjects and digital communication shows several obstacles in the learning process such as the level of student understanding of subject matter is still low, the level of student activity and the media used are still less varied because the learning process is still fixated with books and not available media multimedia learning in simulation subjects and digital communication. The method used is the RAD (Rapid Application Development) method with object oriented approach and uses UML as a tool for media development. Based on the results of the trial, the media designed can attract the attention of students when studying, and in hrapakan can increase student grades in simdig subjects
RANCANG BANGUN APLIKASI PENCARIAN TEMPAT KOST DAN KONTRAKAN BERBASIS WEB DI KOTA BATAM
Batam is known as one of the places visited by many foreigners, because Batam City has many job opportunities so it is not surprising that in Batam City there are many boarding/rental businesses. Currently the availability and information about boarding houses/rentals tend to be inaccurate and relevant, just sticking a banner in front of it provides minimal information. there are those who inform only with the word there is an empty boarding house and there are also those who notify with complete data but not with the cost of the boarding house. As a result, it must take a long time to find a place to live in accordance with his wishes. So the author designed a residence search application with complete data so that places of residence can be done easily and quickly and to be able to promote the right owner in this application. This application is made using the waterfall method
Validitas Media Pembelajaran Multimedia Pada Mata Pelajaran Simulasi Dan Komunikasi Digital
Multimedia learning media are all tools used in learning activities. Through observations that have been made on simulation subjects and digital communication, problems were found, namely the ability of students to understand the material presented by the teacher is still low, while the activity and use of media that has not varied because learning is still focused on textbooks and the absence of learning media that multimedia in this subject. The method in this research is development research, with the procedure adopted using a 4-D model. Based on the results of data processing, it is stated that (1) User ease gets a validity value of 83.33%, with valid criteria, while for aspect (2) attractiveness of the display is 84.00%, with valid criteria, and the third aspect (3) Language and legibility with a value 80.00%, declared valid. In general, the media validator assesses the media designed to be 82.44% with valid criteria, while material experts assess the level of achievement of the material objectives as 85.64%, which is valid. Overall, the media and material expert validators rated the media as valid with a value of 83.24%. So that the designed media can be used in learning
PENERAPAN METODE KANO DALAM ANALISIS TINGKAT KEPUASAN MAHASISWA TERHADAP PENEREPAN SISTEM INFORMASI AKADEMIK BERBASIS WEB
Academic information system is designed for data processing purposes academic. With the advanced information technology academic process can be managed into useful information in the Management college and decision making for top management in the college environment. Academic information system can be presented in the form of a website. Which contains features related to academic purposes. To see the effectiveness of the use of the website needs to be held evaluation. Evaluation can be done by measuring the level of user satisfaction to the features presented. The level of satisfaction can be measured with Kano method. Kano method is a method that aims to categorize the attributes of the products or services based on how well the product or service is able to satisfy its customers. This research is motivated by the use of web-based academic information system at the FKIP of University Muhammadiyah West Sumatra that does not satisfy the user. This study aimed to a) know how to Kano method in the application of the method to measure the level of student satisfaction, b) to determine student satisfaction toward web-based information systems academic using Kano, c) evaluating the lack of information systems in accordance with the needs of students, d) provide recommendations on UMSB management if there is dissatisfaction of students to academic web-based information systems. The results showed the level of satisfaction of students on the use of web-based information system as follows. First, there are two features in the website are in use is very satisfying for students. Secondly, six feature generates satisfied at the level of the student as user. Third, two features used students generate sufficient levels of satisfaction. Fourth, the features are less satisfied at the level of usage by student
RANCANG BANGUN PELACAK KENDARAAN BERMOTOR BERBASIS ANDROID MENGGUNAKAN ARDUINO
Sepeda motor merupakan alat transportasi yang banyak digunakan di Indonesia, didukung dengan harga yang terjangkau, kemudahan pengoperasian dan fleksibilitas yang tinggi. Di Kepulauan Riau khususnya Kota Batam merupakan kawasan industri sehingga peran sepeda motor sebagai alat transportasi sangat dibutuhkan karena mobilitas masyarakat yang tinggi. Total kendaraan bermotor menurut Badan Pendapatan Daerah Provinsi Kepulauan Riau mulai tahun 2022 mencapai 1.172.725 unit. Pesatnya jumlah kendaraan bermotor berbanding lurus dengan banyaknya kasus pencurian. Sistem keamanan kendaraan bermotor seperti kunci ganda dan alarm masih dapat dirusak sehingga kurang aman. Kemudian dirancang alat yang lebih efisien yaitu membangun alat dengan IoT menggunakan dua perangkat kontrol arduino dan nodemcu. Aplikasi android ini memuat beberapa fitur dengan kecepatan rata-rata menyalakan sepeda motor yaitu 6,37 detik, sirine yaitu 5,86 detik, menyalakan klakson, 6,61 detik, menyalakan lampu sein yaitu 5,91 detik, mengunci sepeda motor , starting adalah 6,66 detik dan pelacakan real time dari Global Position System untuk mengetahui posisi lokasi sepeda motor
RANCANG BANGUN GAME AUGMENTED REALITY BERBASIS ANDROID SEBAGAI PEMBELAJARAN KEDISIPLINAN ANAK INDONESIA
Education nowdays become a hard material to teach to children aspecially discipline, but now with the help of technologies and augmented reality which is popular with the community, developer can make a game about discipline to let children and other have fun while studying and an extra augmented reality function. The method that are used in this development is the multimedia development life cycle (MDLC) which consist of 6 stage that namely concept, design, materials collecting, assembl, testing, and distribution. The result of this development were tested using alpha test. This study focused at junior high school stage as source of learning discipline at home, school, or public places are expected to increase students awareness of disciplined behavior
PERANCANGAN PEMESANAN MENU RESTORAN BERBASIS WEB UNTUK MENINGKATKAN SMART SERVICE MENGGUNAKAN METODE PRIORITY SCHEDULING
Moon Cafe, located at Komplek Penuin Permai Blok B No. 2, faced challenges in menu management and ordering processes. With 94 printed menus, customers often waited their turn, and adding new menus required time and printing costs. The absence of a queue system increased errors, delays, and food waste due to unclear or incorrect orders. This study proposes a web-based ordering system using the Priority Scheduling method to prioritize orders based on cooking time and arrival order. The system, developed with Extreme Programming, ensures flexibility and responsiveness to operational needs. Results show improved efficiency in customer service, reduced recording and serving errors, and streamlined kitchen operations. The web-based system enables quick menu updates without additional costs, while prioritized order management minimizes delays and enhances customer satisfaction. This solution helps optimize Moon Cafe's operations and reduces material losses
PERANCANGAN KUNCI PINTU RUMAH OTOMATIS MENGGUNAKAN E-KTP BERBASIS ARDUINO
Currently, cases of theft are still relatively high, because of this, tools or door locks with a more sophisticated security system are needed, such as the use of an e-KTP system. The door of the house is the main access to enter the house, but the security system at home used today is still relatively common and very vulnerable to theft or robbery. It is also very dangerous for the life of the home owner in the event of theft. So it takes a high level of security system to open or enter the door of the house. A system that can be implemented to improve security is one of them is a microcontroller-based electronic circuit system, this system makes it possible to design a home entrance security system with RFID to read e-KTP codes and manual passwords based on Arduino Mega 2560 and Arduino Nano. This system is designed with ±5V DC power supply, LCD, RFID, LED and ±12V DC solenoids. Arduino Mega 2560 and Arduino Nano as microcontrollers and solenoids and LCD as their outputs. Based on the test results, it can be concluded that the designed door security system works well and works optimally. With the help of a system that is made to open the door of the house automatically with RFID which reads the ID contained in the registered e-KTP or password, so as to minimize the occurrence of crime, especially cases of theft and burglary at the door of the house
Practicality and Effectiviness of Bilingual Computer-based Learning Module
This study was aimed at analyzing the level of practicalities and effectivenees of bilingual computer-based learning module on the topic of word processing software at State Elementary School Percobaan, Padang. The study was quantitative with an experimental method. Findings show that the products which were developed had high level of practicality with the value Kr = 1 (standard of practicality = 0.90). This was confi rmed in the test of scalability which the coeffi cient of scalability of Ks = 1 (standard of scalability = 0.60). Based on the effectiveness test in the cognitive domain, from 24 students, 20 of them were completing at the average percentage of 84.44 while 4 students were not. In the psychomotor domain, it was categorized as very good with students obtaining an average grade of 97.29 for each indicator. Therefore, this module is very good to use for learning especially in Internasional schools. The research findings show give evidence to the teachers to continuously make innovation and it can also be used as a reference to develop modules on other topics.KEPRAKTISAN DAN KEEFEKTIFAN MODUL PEMBELAJARAN BILINGUALBERBASIS KOMPUTERPenelitian ini bertujuan untuk menganalisis tingkat kepraktisan dan efektivitas dari modul pembelajaran bilingual berbasis komputer pada pokok bahasan perangkat lunak pengolah kata di SD Negeri Percobaan Padang. Bentuk penelitian ini adalah kuantitatif dengan jenis eksperimen. Dari hasil penelitian didapatkan bahwa produk yang dikembangkan sudah sangat praktis dengan nilai Kr = 1 karena di atas syarat kepraktisan 0,90. Hal ini dipertegas dalam uji skalabilitas dimana koefisien skalabilitas atau Ks = 1, angka ini juga sudah memenuhi syarat yakni di atas 0,60. Dari uji efektivitas pada ranah kognitif dari 24orang siswa terdapat 20 siswa yang tuntas dengan persentase rata-rata 84,44. Untuk ranah psikomotor dikategorikan sangat baik dengan angka rata-rata yang diperoleh siswa pada setiap indikatornya yaitu 97,29. Dengan demikian, modul ini sangat baik digunakan dalam pembelajaran khususnya pada sekolah bertaraf Internasional. Hasil penelitian memberikan gambaran kepada guru-guru untuk selalu melakukan inovasi dan dapat digunakan guru sebagai acuan untuk pengembangan modul pada pokok bahasan lainny
RANCANG BANGUN SISTEM ALARM KONDISI SUHU PADA KANDANG REPTIL BERBASIS IOT
The research proposes an IoT-based temperature alarm system addressing challenges in maintaining precise enclosure temperatures for reptile husbandry. The system, utilizing the DHT11 temperature sensor and Blynk platform, enables remote monitoring of reptile enclosures. When temperatures deviate from the desired range, the sensor transmits data to the system controller, which, in turn, sends warning notifications to users' smartphones. This prototype empowers users to make timely adjustments, such as deactivating UV lamps or activating fans, to maintain optimal enclosure temperatures. Ultimately, the system offers a practical solution for reptile caretakers, ensuring the well-being of reptiles by closely mimicking their native habitats through effective temperature control
