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Implementasi Teknologi Augmented Reality Pada Game Beat Saber di Game Blink Padang Kurniasih, Kurniasih; Sari, Putri Yunita; Prihamdani, Ferju; Maideshinta, Tri Kurnia; Rinaldi, Muhammad; Fiddaraini, Hasana; Putri, Harmida Gusnia; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5952

Abstract

This research aims to explore and implement Augmented Reality (AR) technology in the Beat Saber game at Game Blink Padang. Augmented Reality is a technology that combines the real world with virtual objects to create an immersive interactive experience for users. Beat Saber is a musical rhythm game that is popular among game lovers, where players have to cut incoming blocks according to the rhythm of the music being played. It is hoped that the implementation of AR in this game can improve the playing experience by adding more interesting and realistic visual and interaction elements. This research involves evaluating the user experience of the AR version. Research methods include data collection through surveys and direct observation by playing the Blink Padang Game. The research results show that the use of AR in Beat Saber significantly increases player satisfaction and engagement. Players report a more fun and challenging gaming experience, as well as improvements in immersion and interactivity. The implementation of AR technology opens up new opportunities in the development of music rhythm games and can become a model for the integration of AR in other games in the future.
Kontribusi Minat Belajar Siswa Terhadap Hasil Belajar Pemograman Dasar Kelas XI Teknik Komputer Dan Jaringan Di SMK Harahap, Syaiful Zuhri; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 4, No 1: JCoInS | 2023
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v4i1.4049

Abstract

The research purpose to know the contribution of student interest for the leaning outcomes of basic program at the second year student of Computer Engineering and Networks at the SMK 2 Padang. At the year of study 2014/2015. The research problem is the leaning outcomes for the basic program lesson at the second year student is, there is still many of student knowledge level position below the minimum completeness criteria (KKM) given. The minimum completeness criteria standard for the SMK N 2 Padang with the range 0-100. But the fact only 92.72% of student got less than grades 7.28% of the student got more then 75 good. This research is quantitative with the type of research is correlational. That is the research to find out the level of correlation research variable with the differed contribution variable which is the contribution of independent variables on the dependent variable. The instrument used in collecting the data in this research is the questioner form and the leaning outcomes. To know the student interest, the writer used the questioner compiled with the Likert Scale models. The instrument leaning outcomes using the multiple choice (multiple choice item test). The research data analyzed by using correlation techniques. The analysis data by using the statistical program IBM SPSS computer Statistics 21.  Based on the research that has been conducted of the research population are the students of second year of Computer Program and Networking at the SMK 2 Padang at the year of study 2014/2015 with 55 population students and used total sample of TKJ 1 and TKJ 2. So we can calculate that student interest the leaning outcomes is 79.49%. As the hypothesis test using correlation Pearson product moment between the student interest whit leaning outcomes is 0.572 and get the level t count and df=n-2 for the significant level of 0.05, whit the provisions t count more than t table, then compared it with t table so it can conclude that t count 5.083 bigger than 2.006 t table then Ho is reject and Ha is accepted, it means that there is correlation between student interest towards learning leaning outcomes.
Analisis Penerimaan Guru Terhadap Penggunaan Aplikasi E-Raport Menggunakan Metode Technology Acceptance Model di SMK Negeri 2 Padang Wahyuni, Rada Puspa; Irsyadunas, Irsyadunas; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.6076

Abstract

In the era of globalization as it is today, Information and communication technology is defined as the development of an important element and has a great influence on humans.Computers or gadgets become data processing devices and communication media that are very important in a job. No exception in the world of education that also uses these technological advances in the learning process, such as in schools and colleges. The use of e-report cards in schools still has its own challenges, especially in terms of acceptance and use by teachers. There are still various factors that can affect the acceptance and use of e-report card the application of Information Systems Technology in the field of Education. E-report card is one of the implementation of the application of Information Systems Technology in the field of education that serves in making the results of Student Assessment Reports. E-report cards provide benefits for teachers to process students ' academic and non-academic grades, and assist schools in preparing assessment reports in accordance with existing assessment guidelines. E- report information system is used to process the attitude value, knowledge value, and skill value that teachers put into the final grades of students. The results of observations and interviews that have been conducted with E-report card admin, subject teachers and homeroom teachers of SMK Negeri 2 Padang. Researchers found several facts that the difficulties and problems in using the E-Report Card system. It can be seen that there are teachers who have difficulty using E-report cards because the network is unstable, there are still teachers who do not understand the features of the E-Report Card application so that the difficulty when using it, there are still teachers who have difficulty when using the E-Report Card system, because the time when filling in the value is also limited, if there is a delay the teacher automatically cannot perform the assessment process to the E-Report Card Application System.
Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang Wingsky, Monica; Viola, Zahara Nadinda; Saputra, Firman; Saputra, Topan; Rusdi, Muhammad Ikhsan; Hadi, Aidil Fitra; Wiratama, Agra; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5950

Abstract

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.
PERADILAN IN ABSENSIA DALAM KAITANNYA DENGAN PERLINDUNGAN HAK ASASI TERDAKWA Novita, Rini
Jurnal Hukum Kaidah: Media Komunikasi dan Informasi Hukum dan Masyarakat Vol 23, No 3 (2024): Edisi Mei 2024
Publisher : Universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/jhk.v23i3.9736

Abstract

stated in Article 1 sub 15 of the Criminal Procedure Code, that the defendant is a suspect who is charged, examined and tried in court. The principle of the defendant's presence in a criminal case is based on the defendant's human rights as a human being who has the right to defend himself and defend his rights to freedom, property or honor. In absentia justice, there are two mutually contradictory interests, namely the interests of society or the state and the interests of the suspect/accused on the other hand, so that the issue of in absentia justice is a difficult and complex problem, as well as an actual problem to be discussed. The government and legal practitioners in general should pay more serious attention to efforts to develop a method or system that can bring these two conflicting interests into a situation where the interests of both are truly taken into account. According to the Criminal Procedure Code, when examining criminal cases, the District Court must hear the defendant's own statement in order to give the defendant an opportunity to defend himself. In certain criminal offenses, there is the possibility of being tried outside the presence of the defendant (in absentia) provided that he has been summoned twice in a row to legally fail to appear at the court hearing, the court has the authority to try him outside the presence of the defendant. Keywords: Justice, In Absence of the Human Rights of the Defendant
Pelatihan Meningkatkan Kualitas Modul Ajar Dengan Aplikasi Canva Pada Kurikulum Merdeka Bagi Guru-Guru SMK IT Al Hidayah Pasaman Barat Novita, Rini; Alfiriani, Adlia; Irsyadunas, Irsyadunas; Nurdin, Bernediv
JURNAL PKM IKA BINA EN PABOLO Vol 4, No 1: PENGABDIAN KEPADA MASYARAKAT | JANUARI 2024
Publisher : IKA BINA EN PABOLO : PENGABDIAN KEPADA MASYARAKAT

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/ikabinaenpabolo.v4i1.5371

Abstract

Training to Improve the Quality of Teaching Modules with the Canva Application in the Independent Curriculum for Teachers at Al Hidayah IT Vocational School, West Pasaman. This research aims to improve the quality of teaching modules through training on the use of the Canva application in the Merdeka curriculum for teachers at Al Hidayah IT Vocational School, West Pasaman. The Merdeka Curriculum is a learning approach that prioritizes flexibility, creativity and student skill development. In this context, teaching modules become a very important tool to support an effective learning process. The research method used was the implementation of training for Al Hidayah IT Vocational School teachers in West Pasaman regarding the use of the Canva application in creating teaching modules. Training is carried out through interactive sessions, step-by-step guides, and case studies to understand the concept of the application. Teachers are also given the opportunity to try directly creating teaching modules using Canva in a simulative learning environment. It is hoped that the results of this activity will enable the Al Hidayah IT Vocational School teachers in West Pasaman to develop more interesting and informative teaching modules using the Canva application. They can take advantage of Canva's various features, such as attractive template designs, adding graphic elements, and creative text arrangement. This activity was carried out in relation to the demands of higher education through Community Service (PkM) activities. One of the alternative solutions offered by the PkM team is to provide training in creating teaching modules produced through Canva that show increased visual quality and diversity of content, which in turn increases students' interest and understanding of learning material and will be published in online media and service journals.
Legal Administration By The Medan City Land Office Concerning Complete Systematic Land Registration Mechanism For Land Who Have No Rights Lubis, Diana; Novita, Rini; Armaini RY, Agus; Hartin Nst, Veny F raya; Hayati, Winta
Jurnal Hukum dan Kemasyarakatan Al-Hikmah Vol 4, No 4 (2023): Edisi Desember 2023
Publisher : universitas Islam Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30743/jhah.v4i4.8548

Abstract

Analisis Jaringan Komputer Local Area Network (LAN) di SMKN 1 Negeri Agung Menggunakan Metode PPDIOO Sandi, Boy; Sriyanto, Sriyanto; Novita, Rini
Journal of Student Development Information System (JoSDIS) Vol 4, No 1: JoSDIS | Januari 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/josdis.v4i1.5411

Abstract

This research aims to analyze the performance of the Local Area Network (LAN) computer network at SMKN 1 Negeri Agung using the PPDIOO Method. The PPDIOO method is an approach used in network management and development. This research was conducted to ensure that computer networks in schools can support learning and administrative activities efficiently. The PPDIOO method aims to analyze the performance of the Local Area Network (LAN) computer network at the SMKN 1 Negeri Agung Vocational School. This analysis was carried out by applying the PPDIOO Method (Prepare, Plan, Design, Implement, Operate, Optimize) as a guide for the network management life cycle. The aim of conducting computer network analysis is to find out the process of the working system on a computer network and to find out the advantages and disadvantages of a computer network system. Apart from that, you can find out the topology of the computer network at SMKN 1 Negeri Agung. The network is expected to provide insight for schools to improve network efficiency to support a more effective and quality learning process. Computer Network Analysis was carried out by direct observation and simulation using Cisco Pracket Tracer at the Computer Laboratories at SMKN 1 Negeri Agung. The results can measure and analyze network performance, including data transmission speed, latency, and reliability.  
Pengembangan Game Edukasi Pada Mata Pelajaran Administrasi Sistem Jaringan Kelas XII TKJ di SMK Muhammadiyah 1 Padang Hermawan, Firdaus; Irsyadunas; Novita, Rini
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 2 No. 1 (2023): Jurnal Pengabdian Masyarakata dan Riset Pendidikan Volume 2 Nomor 1 Tahun 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v2i1.183

Abstract

This research is based on the problem, namely that students find it difficult to understand the material presented by the teacher in class because the media used by the teacher in delivering the material seems boring and makes students sleepy during the learning process. Many students' learning outcomes have not yet reached the KKM and the level of student activity is still categorized as low. The aim of this research is to develop educational game media on the subject of Network Systems Administration. The subjects of this research were 15 students as samples. Data collection techniques using a questionnaire with a Likert scale. At the testing stage, Alpha testing is used, namely media expert validity testing and material expert validity testing, as well as Beta testing, namely teacher practicality testing and student practicality testing. The research results show that the level of validity of educational game media obtained a value of 0.82 in the valid category, while the validity of the material obtained a value of 0.87 in the valid category. The teacher's practicality level scored 85.83% in the very practical category and students' practicality scored 87.85% in the very practical category. Based on this data, it can be concluded that this educational game media is suitable for use in the learning process at SMK Muhammadiyah 1 Padang. The results of this research are recommended for teachers of Network Systems Administration subjects as a learning medium.
PENGEMBANGAN SISTEM MANAJEMEN BANDWIDTH DENGAN METODE HIERARCHICAL TOKEN BUCKET DI SMKN 9 PADANG Arrahman, Mufadhil; Yulio Pernanda, Anggri; Novita, Rini
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 7 No. 4 (2023): JATI Vol. 7 No. 4
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v7i4.7528

Abstract

Penelitian ini menggambarkan permasalahan di SMKN 9 Padang terkait pengelolaan jaringan di laboratorium komputer yang mengganggu proses belajar-mengajar. Keterbatasan dalam pengaturan batas penggunaan jaringan internet menyebabkan guru dan siswa mengalami kendala dalam efisiensi penggunaan internet, contohnya koneksi lambat akibat banyaknya client yang menggunakan jaringan secara bersamaan. Kurangnya manajemen bandwidth mengakibatkan distribusi bandwidth yang tidak adil di antara komputer-komputer. Dengan menerapkan manajemem bandwidth menggunakan metode hierarchical token bucket (HTB), sebagai tujuan untuk mengoptimalkan pemanfaatan layanan internet di sekolah dan memastikan bahwa semua elemen, terutama guru dan siswa, merasakan manfaatnya. Metode PPDIOO (Prepare, Plan, Design, Implement, Operate, and Optimize) digunakan sebagai kerangka kerja untuk mengembangkan dan mengelola jaringan. Tahapannya meliputi persiapan, perencanaan, desain, implementasi, operasi, dan optimisasi. Hasil penelitian ini bahwa penerapan metode HTB berhasil menyesuaikan penggunaan bandwidth dengan kebutuhan masing-masing client melalui pengaturan limit dan max limit yang sesuai. Dengan setiap client mendapatkan alokasi bandwidth yang merata dengan kecepatan download sekitar 9.70 Mbps dan kecepatan upload sekitar 9.31 Mbps, dibandingkan sebelum menggunakan metode HTB. Pengukuran bandwidth menggunakan speedtest juga mengkonfirmasi hasil lebih merata setelah menggunakan metode HTB. Metode ini efektif dalam mengendalikan penggunaan bandwidth, mengurangi risiko penggunaan berlebih yang dapat merugikan koneksi pengguna jaringan.