12 research outputs found
MEDIA EDUKASI DENGAN AUGMENTED REALITY MENYUSUN KATA DALAM BAHASA INGGRIS UNTUK ANAK KELAS 3 SEKOLAH DASAR
ABSTRAKDi era perkembangan teknologi informasi pada saat ini, banyak teknologi informasi yang dapat di manfaatkan untuk media edukasi salah satunya adalah teknologi Augmented Reality(AR). Teknologi Augmented Reality(AR) adalah sebuah teknik yang menggabungkan benda maya dua dimensi maupun tiga dimensi ke dalam sebuah lingkup nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata. Dari segi strategis, pemanfaatan teknologi Augmented Reality sangat bermanfaat dalam meningkatkan proses belajar mengajar karena teknologi Augmented Reality memiliki aspek-aspek hiburan yang dapat meningkatkan minat peserta didik untuk dapat menghafalkan kosa kata bahasa inggris karena melalui representasi visual 3D dengan melibatkan interaksi user dalam media edukasi dengan Augmented Reality. Dalam prosesnya anak Sekolah dasar kelas 3 Sekolah Dasar menyusun sebuah kata dalam bahasa inggris tentang perabot rumah tangga dan peralatan sekolah, dimana ketika proses scan sebuah marker kata yang di susun itu benar maka objek 3 dimensi perabot rumah tangga akan muncul di dunia nyata. Dari hasil penelitian di atas diperoleh kesimpulan aplikasi media edukasi dengan menggunakan teknologi Augmented Reality ini, siswa seolah-olah dihadapkan pada objek perabot rumah tangga dan peralatan sekolah secara nyata sehingga proses belajar mengajar lebih menyenangkan dan dapat membuat anak lebih mudah dalam menghafalkan kosa kata bahasa inggris tentang perabot rumah tangga dan peralatan sekolah. Kata Kunci: Augmented Reality, Kosa Kata Bahasa Inggris, Media Edukasi
Penetapan Ganti Rugi Hak Atas Tanah Berdasarkan Undang-undang Nomor 2 Tahun 2012 Tentang Pengadaan Tanah Bagi Pembangunan untuk Kepentingan Umum
This research aims to examine concerning the determination of the compensationland rights based on law No. 2 Of 2012 about the procurement of land fordevelopment for the public interest, namely the determination of the form andProcedure examines the value of compensation for land rights in the provision ofland and the concept of the public interest in the provision of land for theimplementation of the construction according to the law. Research conducted isnormative legal research that seeks to discover the principles of law that are notmet in the form of the assignment procedure and the value of compensation forland rights and the concept of the public interest in the procurement of landprovided for in Act No. 2 Of 2012. Determination of the procedures andarrangements the value soil procurement damages for execution of developmentwhich are regulated by Act No. 2 of 2012 more clearly than the determination ofthe procedure and the value of the land procurement damages provided for in theprevious Legislation. In the Act is regulated with a clear period of implementationof the procurement of land at each stage, both stages of the planning, thepreparation stage, the stage of implementation, up to submission of results. Basedon the results of the study showed that in law number 2 of 2012 setimplementation of the deliberations that are part of the assignment procedure andthe value of damages was conducted in order to establish the form and/or theamount of damages based on the results of the assessment of damages made bythe evaluator. From those settings do not meet the basic agreement that Statesthat the deliberations conducted by the parties without the element of coercion toget a deal together.While the concept of public interest mentioned by Act No. 2 of2012 that construction used for the prosperity of most people, providingopportunities for a handful of people to utilize the development results to enrichyourself
Optimising OSPF Routing to Improve LAN Network Performance
The performance of a Local Area Network (LAN) greatly depends on the efficiency of the routing protocol applied. This study aims to optimize the configuration of the Open Shortest Path First (OSPF) protocol to improve LAN performance. OSPF is a dynamic routing protocol based on a link-state algorithm that calculates the shortest path using Dijkstra’s algorithm. The research method employed is simulation using Cisco Packet Tracer software. The network topology consists of multiple routers and end-devices, divided into three OSPF areas, each configured with specific IDs, subnets, and IP addresses. The configuration process includes setting IP addresses, assigning OSPF areas, and testing connectivity using ping and traceroute commands. The results demonstrate that OSPF successfully establishes full adjacency between routers, synchronizes the Link-State Advertisement (LSA) database, and ensures optimal routing paths across devices. This implementation proves that OSPF enhances efficiency, convergence speed, and network stability. The study contributes to the development of small to medium-scale LAN networks requiring optimal and reliable data traffic management. It also provides practical insight for network engineers in designing scalable and high-performance routing configurations
Sistem Informasi Penjualan Produk Pertanian pada Badan Usaha Milik Desa (BUMDES) Sinar Bulan
Technological developments that are increasingly advanced and developing can be utilized to support human work, including in the government sector. One form of good government can be seen from the services provided to the public which have been carried out effectively and efficiently. In the business world, the role of information technology and reliable application programs is no longer in doubt in supporting the ability of business units to win business competition. BUMDes Sinar Bulan Village has several business units that have been developed, one of which is the sale of agricultural products, because almost all of the people of Sinar Bulan Village are farmers, so agricultural products can be used as an opportunity by the village government to increase BUMDes income. In terms of recording buying and selling transactions, it is still done manually and does not comply with the rules in the accounting application program, resulting in an ineffective and inefficient recording system. Therefore, this research aims to create a Sinar Bulan village-owned enterprise (BUMDES) application program for WEB-based sales of agricultural products
USER INTERFACE AND EXPERIENCE IMPLEMENTATION ANALYSIS ON THE MADRASAH ALIYAH RAUDATUL YATAMA INFORMATION SYSTEM
The use of information technology in the field of education aims to make educational organizations or institutions more efficient. One example of information technology in the world of education is building a school information system, one of which is the academic information system for Madrasah Aliyah Raudatul Yatama. Based on the evaluation results of improving the quality of the Raudatul Yatama Madrasah Aliyah information system, the suggestions for improvement that are the focus are the measurement aspects that direct the user interface to a simpler level but have high usability. Because more than half of the respondents stated that the user interface still needs development both in terms of appearance and usability, Therefore, the developer of the Madrasah Aliyah Raudatul Yatama information system can focus more on the aspects included in these criteria for better system quality
Evaluating Recommendation Accuracy in E-Commerce: A Comparison Between Content-Based and Collaborative Filtering Methods
Product recommendation systems play an important role in helping users find products that match their interests and needs on e-commerce platforms. This research aims to compare the effectiveness of two popular methods in recommendation systems, namely Content-Based Filtering and Collaborative Filtering. The research method used is quantitative with data collection through questionnaires which are then analysed using evaluation metrics such as precision, recall, and F1-score to measure the accuracy level of each method. The results show that Content-Based Filtering provides more accurate recommendations than Collaborative Filtering in the context of this research. This finding indicates that product characteristics relevant to user preferences have a more dominant influence in generating appropriate recommendations, compared to other user preferences. This research makes an important contribution to the development of a more effective recommendation system to improve user experience in finding relevant products on e-commerce platforms. Thus, the results of this study can serve as a reference for recommendation system developers in choosing the most suitable method to improve user satisfaction and system performance
Sistem Informasi Penjualan Produk Pertanian pada Badan Usaha Milik Desa (BUMDES) Sinar Bulan
Technological developments that are increasingly advanced and developing can be utilized to support human work, including in the government sector. One form of good government can be seen from the services provided to the public which have been carried out effectively and efficiently. In the business world, the role of information technology and reliable application programs is no longer in doubt in supporting the ability of business units to win business competition. BUMDes Sinar Bulan Village has several business units that have been developed, one of which is the sale of agricultural products, because almost all of the people of Sinar Bulan Village are farmers, so agricultural products can be used as an opportunity by the village government to increase BUMDes income. In terms of recording buying and selling transactions, it is still done manually and does not comply with the rules in the accounting application program, resulting in an ineffective and inefficient recording system. Therefore, this research aims to create a Sinar Bulan village-owned enterprise (BUMDES) application program for WEB-based sales of agricultural products
Network Security Analysis with Hybrid Intrusion Detection System, Firewall, and Attacker Log Visualisation
The current digital era brings convenience to people in various industries, including access to information that can be obtained from various sources on the Internet. However, the freedom of the Internet has also led to an increase in cybercrime, which has become a serious problem. According to a monitoring report from the National Cyber and Crypto Agency (BSSN), Indonesia experienced a total of around 2.4 billion cyberattack anomalies between January 2021 and August 2022. With so many cases, an effective system is needed to detect, prevent, and monitor computer networks. This research applies a hybrid Intrusion Detection System (IDS) system that uses OSSEC and Suricata, and uses Elastic Stack for log management for server monitoring. The results show that this hybrid IDS system is able to detect all types of attacks tested, including port scanning, brute force, SQL injection, and denial of service (DoS). In addition, this system can also block attack access by utilising firewall features such as Iptables. The detection results of the hybrid IDS were successfully visualised using Elastic Stack, demonstrating the effectiveness of the system in improving computer network security
APPLICATION OF THE SIMPLE ADDITIVE WEIGHTING METHOD IN DECISION SUPPORT SYSTEMS AT ISLAMIC BOARDING SCHOOL OF SYAICHONA MOH. CHOLIL GAMBUT
At Syaichona Moh. Cholil Islamic Boarding School Gambut is one of the events where students will be selected and have the right to be made outstanding students, usually called student stars. To simplify, it is necessary to create a decision support system (DSS). In the SPK selection of outstanding students, the Simple Additive Weighting (SAW) method was used. This method can determine the weight value for each criterion, followed by a ranking process to select the best alternative from all the alternatives. The student achievement data used is data from the test score of class 4 students at the MI level graduating in 2020. In the DSS test using the SAW method, it can be concluded that the highest score with a value of 0.90 is the value recommended by the user to determine outstanding students
Evaluation of User Experience in the Game "Night's Reach" Using the Game Experience Method Questionnaire (GEQ)
Students from Lambung Mangkurat University developed a game called "Game Night's Reach" aimed at introducing and preserving wetland environments. To assess the game's viability for release, it is crucial to test the UI/UX to gauge its efficiency. This involves understanding how well players interact with the game and their over-all user experience. The testing is conducted through distributing questionnaires to collect gameplay experience data from new users. The method used is the Game Experience Questionnaire (GEQ), which measures the efficiency of user experience by evaluating players' feelings and experiences while playing the game, beyond just usability aspects like efficiency, perspective, and dependency. Based on the questionnaire data, a redesign was performed in the first phase to improve the game, which will be compared in the second phase. The usability evaluation of "Game Night's Reach" using the GEQ method showed the following changes after redesign: Competence, Increased by 0.198 from 0.872 to 1.068.
Immersion, Increased by 0.196 from 0.853 to 1.051. Flow, Increased by 0.29from 0.742 to 1.032. Tension, Increased by 0.1 from 0.51 to 0.61. Challenge, Increased by 0.13 from 0.588 to 0.718.Negative affect, Decreased by 0.103 from 0.545 to 0.442. Positive affect, Increased by 0.106 from 0.894 to 1.008.Empathy, Increased by 0.235 from 0.723 to 0.958. Negative feelings, Decreased by 0.072 from 0.482 to 0.41. Behavioural involvement, Increased by 0.388 from 0.59 to 0.978. Positive experience, Increased by 0.168 from 0.89to 1.058. Negative experience, Decreased by 0.078 from 0.501 to 0.423. Tiredness, Decreased by 0.01 from 0.505 to 0.495. Returning to reality, Increased by 0.334 from 0.646 to 0.986
