1,720,984 research outputs found

    Penerapan Metode Rapid Application Development (RAD) Dalam Perancangan Media Pembelajaran Multimedia

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    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

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    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

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    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

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    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

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    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

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    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

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    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

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    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

    APLIKASI PENGENALAN OBJEK WISATA KEPULAUAN RIAU MENGGUNAKAN METODE SOFTWARE DEVELOPMENT LIFE CYCLE

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    The Riau Archipelago is a place that has many tourist objects, one of which is in Batam City. Batam City is one of the largest cities in the Riau Archipelago Province, strategically located very close to international waterways, direct widening with the Singapore Strait and the Malaysia Strait. Tourism object is everything that exists in a tourist destination area which is an attraction so that people want to come to visit that place, all places or natural conditions that have tourist resources that are built and developed so that they have an attraction and are cultivated as a place to visit. traveler. However, currently there is no application that helps the public to introduce tourist objects and forms of marketing or marketing tourism objects in Batam City for foreign tourists is very difficult. So with this Android-based application for recognizing tourist objects in the Riau Islands to make it easier or to get to know tourist objects in the Riau Islands, and to make it easier to find locations for tourist objects in the Riau Islands. Its creation in mobile form aims to make it easy to carry anywhere. with this an application will be created using Adobe Animate. This research method uses the SDLC (Software Development Life Cycle) method with the aim of introducing natural tourism objects in the Riau Archipelago and the design uses UML (Unified Modeling Language)

    Expert System Perbandingan Algoritma Simple Hill Climbing dan Steepest Ascent Hill Climbing

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    Permainan Puzzle merupakan permainan yang banyak diminati oleh kalangan banyak orang baik usia anak anak, remaja maupun orang dewasa. Permainan ini bisa juga dikatakan sebagai permainan yang mengasa otak dan menyenangkan. Permasalahan penelitian ini yaitu susah bagi user mencari solusi untuk menumukan goal antara algoritma Simple Hill Climbing dan Ascent hill Climbing. Manfaat permainan Puzzle yaitu  mempelajari susunan huruf alfabert, Game puzzle memiliki banyak manfaat bagi perkembangan pola pikir  seperti perkembangan kognitif, mengasah kemampuan dalam ingatan, Kemampuan metorik, melatih bentuk koordinasi mata dan tangan, mampu mencari solusi untuk memecahkan masalah dan yang lainnya. Tujuan penelitian ini yaitu mempermudah para pemain game puzzle untuk menyelesaikan permainan dengan cepat dan memperoleh solusi akhir untuk menyelesaikan permasalahan pada game puzzle. Untuk menyelesaikan solusi  Menggunakan Algoritma Simple Hill Climbing dan Ascent hill Climbing, dari hasil kedua algoritma tersebut dibandingkan mana algoritma yang paling cepat menemukan solusi akhir Algoritma Ascent hill Climbing lebih cepat menemukan solusi karena proses pengerjaan nya langsung dan hasilnya terlihat lebih cepat dan jelas. 6 proses iterasi untuk menyelesaikan kasus game puzzle
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