Claim Missing Document
Check
Articles

Found 5 Documents
Search

Notification information system android-based for spreading school information Wirawan Istiono; Jansen Sampurna
TELKOMNIKA (Telecommunication Computing Electronics and Control) Vol 19, No 3: June 2021
Publisher : Universitas Ahmad Dahlan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.12928/telkomnika.v19i3.18326

Abstract

School is a place where students can learn a lot, but beside as a place to learning, the school also has many events and activities that must be attended by students, or even sometimes must be attended by parents. To give information or invintation to the parents, some school give information by manual letter, email, social media or online chatting, but all that method to spread information has a weakness, because sometimes information that shown or give to parents or to students, often not accepted by students or parents, and beside that, to spread message to a lot people need a lot time and need a lot cost. To solve this issue, in this study will be build Android-based information notification application with push messaging services, where if there a new information from the school, the students or parents will receive notification new information to their Android smartphone, and after that, the details of this information can be seen in the applications. To get acceptance user result, we using user acceptance test (UAT) was conducted using the TAM method, the result has positive results were 84.88% from parent or student's side and obtained 84.67% from school administration's perspective as provider information, which means this system can be accepted and as expected by the user who receiving the information and by the school as information provider.
Leveling up difficulty model based on user experience in education games mobile-based for student kindergartens Wirawan Istiono
IJNMT (International Journal of New Media Technology) Vol 7 No 1 (2020): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (508.556 KB) | DOI: 10.31937/ijnmt.v7i1.1666

Abstract

The purpose of this study was to identify how to build an educational game model with numerical recognition, numerical ordering and simple counting for kindergarten students with an age range of 3-6 years, where the method used is leveling up difficulty automatically based on user experience, where the level of difficulty will increase based on the success of the user completing the game, the more often the user plays the game, the difficulty level will continue to increase, so hopefully with this model education games mobile-based can develop education games model that can help students recognize numbers and improve their ability to sort and count numbers with more easy and fun way.
Learn Muay Thai Basic Movement in Virtual Reality and Sattolo Shuffle Algorithm Martin Wongso; Wirawan Istiono
International Journal of Science, Technology & Management Vol. 4 No. 2 (2023): March 2023
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v4i2.759

Abstract

Muay Thai is a martial art from Thailand that uses punches and various clinching movements. Muay Thai is one martial art whose popularity is growing and is in great demand, including in Indonesia. However, very few people still know the basics of this Muay Thai martial art. Therefore, a media that can introduce Muay Thai martial arts is needed. In this study, to introduce the basic movements of Muay Thai martial arts, Virtual Reality technology is used, which aims to make it easier for users to understand and practice basic Muay Thai movements correctly. In this study, the method used to design virtual reality games is the Sattolo Shuffle algorithm which functions to generate unique and different randomized Muay Thai movement animation results. To measure the level of user acceptance of learning Muay Thai using VR technology, the GUESS method is used. From the result of GUESS method, it was found the user acceptance rate is 83.84%, which means the user is "satisfied" with the application that has been made to learn basic Muay Thai. Based on this level of acceptance, it can be concluded, that the virtual reality game introducing Muay Thai using the sattolo shuffle algorithm can be used as an alternative tool to learn basic Muay Thai.
Consumer Segmentation of Emina Cosmetics Optimal and Relevant Approach of RFM+Lifetime Analysis Nabil Rakha Dwitya; Wirawan Istiono
SAGA: Journal of Technology and Information System Vol. 1 No. 3 (2023): August 2023
Publisher : CV. Media Digital Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58905/saga.v1i3.171

Abstract

Buyers are the most crucial entities for companies selling products, including PT Paragon Technology and Innovation. PT Paragon Technology and Innovation is a cosmetics company that oversees well-known brands such as Wardah, Emina, MakeOver, and Kahf. It is essential for this company to understand the characteristics of its buyers who purchase their products, and one way to achieve this is by conducting consumer segmentation. This consumer segmentation is carried out on customers who have purchased Emina products from March 2021 to March 2023, using three types of RFM analysis approaches: vanilla RFM analysis, RFM+Lifetime, and RFM/Lifetime, which are then grouped using the K-Means algorithm. Through the implementation of this consumer segmentation, the company can gain a deeper understanding of its buyers' behavior towards the products they offer, thereby enhancing business processes and marketing efforts. The consumer segmentation has been completed with the finding that out of the three types of RFM analysis approaches employed for consumer segmentation, the RFM+Lifetime approach is the most effective and relevant one, resulting in four categories: Make Up, Face Care, Others, and General. The Make Up category further consists of five segments, while each of the other categories contains four segments.
RANCANG BANGUN WEBSITE E-LIBRARY PADA TUNAS MULIA MONTESSORI SCHOOL Adhi Kusnadi; Fenina Adline Twince Tobing; Yaman Khaeruzzaman; Dennis Gunawan; Wirawan Istiono; Alexander Waworuntu; Maria Irmina Prasetiyowati
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 02 (2023): EDISI SEPTEMBER 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v5i02.812

Abstract

A website is a collection of pages that contain specific information and can be accessed by anyone, anytime easily through an internet connection. Websites have become one of the facilities of the internet that can make life easier. The various positive impacts provided by website technology offer convenience to users. One of them is an E-library to obtain the necessary information for research or simply for reading. Almost all schools have implemented this technology, and Tunas Mulia Montessori School is also eager to build an E-library. The realization of this goal is assisted by Multimedia Nusantara University, which has the technological capabilities. The website development method used is the SDLC (System Development Life Cycle) concept, which is a process used by system analysts to develop an information system. The presence of the E-Library website has greatly impressed Tunas Mulia. This can be seen from the school's enthusiasm during the presentation of the results and the survey, where all questions were answered with satisfaction and great satisfaction