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Rancang Bangun Media Pembelajaran Berbasis Magic Book Augmented Reality Pada Materi Pengenalan Perangkat Keras Komputer Setiawan, Arif
Jurnal Informatika Vol 5, No 2 (2021): JIKA (Jurnal Informatika)
Publisher : University of Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/jika.v5i2.4522

Abstract

Tujuan penelitian ini adalah untuk mengembangkan media pembelajaran berbasis android dengan menggunakan teknologi Augmented Reality berbasis Magic Book pada materi Perangkat Keras Komputer (Hardware) untuk siswa kelas VII SMP. Magic Book merupakan sebuah marker yang disusun dalam bentuk buku yang berguna sebagai alat untuk menampilkan objek secara 3D. Penelitian ini menggunakan metode penelitian Research and Development (R&D) dengan model pengembangan ADDIE (Analysis, Design, Development, Implementation, Evaluation). Hasil pengujian ahli media diperoleh nilai rata – rata 0,89 yang termasuk dalam kategori sangat layak, hasil pengujian oleh ahli materi dengan nilai rata - rata 0,94 yang termasuk dalam kategori sangat layak, uji black box diperoleh hasil dengan presentase 100% dan yang terakhir uji kompatibilitas dengan nilai presentase 100% yang artinya aplikasi media pembelajaran dikatakan sangat layak untuk digunakan.
Room Monitoring System Using OpenWRT-Based Webcam Arif Setiawan; Ahmad Subhan Yazid; M Didik Rohmad Wahyudi
IJID (International Journal on Informatics for Development) Vol. 4 No. 1 (2015): IJID May
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (581.77 KB) | DOI: 10.14421/ijid.2015.04103

Abstract

The development of Closed Circuit Television (CCTV) technology makes it easier for a user to monitor a room. However, the use of CCTV still cannot reach all levels of society due to the price is relatively expensive. Therefore, it is necessary to build a new system that has the same features as CCTV devices in general but at a more affordable price. This system was built using the OpenWRT operating system. The operating system will be installed on a wireless router with several additional tools to support its functionality such as speakers, GSM modems, webcams, and flash drives. The resulting system has the ability to detect movement and store images and videos when suspicious movements are detected. In addition, this system also has several other features such as alarm alerts, Short Message Service (SMS) warnings, user email reports, and easy access via WIFI and the internet.
Design of Solid Geometry Learning Media to Improve Student Understanding Based On Augmented Reality Arif Setiawan; Hanafi Bagus Panuntun
Urecol Journal. Part A: Education and Training Vol. 1 No. 2 (2021): August-Dec
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (485.656 KB) | DOI: 10.53017/ujet.70

Abstract

In the learning process at school, students have difficulty visualizing solid geometry into a real form. This study aims to develop an android-based solid geometry learning media with Augmented Reality technology and to test the feasibility of the learning media. The method used in this research is Research and Development (R&D) with the development model applying 5 stages of ADDIE namely analysis, design, development, implementation and evaluation. The results of this study are an AR learning media application that has feature namely formula and practice questions and the use of two tests, namely blackbox tests and application tests for feasibility tests. Blackbox testing and testing obtain the same results with a percentage of 100%. Thus, the application of learning media can conclude that it is very feasible to use.
SISENSI: QR Code-based Academic Attendace System Arif Setiawan; Dwi Nur Fitria Agustin Rahayu
Urecol Journal. Part E: Engineering Vol. 2 No. 1 (2022): January-June
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (661.37 KB) | DOI: 10.53017/uje.141

Abstract

Presence is something that cannot be separated from the learning process, it becomes motivation and discipline information for every activity in it. This study aims to develop a QR Code-based academic attendance application that can be used by Informatics Engineering Education students. The research method used is R&D (Research and Development) using the RAD (Rapid application development) development model. Application development made using Kodular and Moodle. This application contains a QR Code scan menu as the main focus in this media as well as other supporting menus in the form of virtual tours, news, timetables, and UMS stars. In the process of developing this application, several tests were carried out, namely functionality testing using blackbox, usability testing using the SUS (system usability scale) instrument, reliability testing and application compatibility testing using the firebase test lab. used based on the validation carried out by experts as many as three experts from Informatics Engineering Education lecturers and trials given to users as many as thirty-five students from the Informatics Engineering Education study program, it can be said that the application is suitable for use by Informatics Engineering Education students.
The Effect of Sleep Quality on Blood Pressure: Literature Review Arif Setiawan; S Sulistyani; Erna Herawati; Sri Wahyu Basuki
Prosiding University Research Colloquium Proceeding of The 15th University Research Colloquium 2022: Mahasiswa (Student Paper Presentation) A
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (483.016 KB)

Abstract

Background : Hypertension generally affects adults to the elderly. In many countries, the diagnosis of hypertension is made at a systolic blood pressure (SBP) of at least 140 mmHg, and a diastolic blood pressure of at least 90 mmHg. Several studies have reported correlations between sleep duration and chronic conditions, including type 2 diabetes, obesity, atherosclerosis, and high blood pressure. Purpose : Knowing the effect of sleep quality on blood pressure. Method : This Research is a literature review type. Literature review data was collected by browsing published article on pubmed, science direct, and google scholar databases. Result : Search results obtained (1297) from Pubmed database, (980) articles from Google Scholar, (1001) from Science Direct articles. Most (11/12) studies show that sleep quality and sleep duration have an effect on systolic blood pressure. Conclusion : Poor sleep quality and sleep duration of less than 7 hours, especially less than 5 hours are at risk of increasing the incidence of hypertension.
Development of Moodle-based Learning Media using Blended Learning Methods in Graphic Design Subject Arif Setiawan; Dimas Radika Putra; Sujalwo Sujalwo; Aditya Nur Cahyo
IJID (International Journal on Informatics for Development) Vol. 8 No. 2 (2019): IJID December
Publisher : Faculty of Science and Technology, UIN Sunan Kalijaga Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (174.681 KB) | DOI: 10.14421/ijid.2019.08201

Abstract

This research aims to develop learning media using Moodle and apply blended learning methods to help improve the learning effectiveness of students at SMK Muhammadiyah 1 Klaten. The research method used in this research is Research and Development. The results showed the average value of media experts was 79.55% categorized as feasible category, while the material experts were 75% categorized as feasible category. Whereas the System Usability Scale (SUS) questionnaire, which could measure usability, from 32 students of SMK Muhammadiyah 1 Klaten consist of 29 Male and 3 Female Students obtained 71.25% which were categorized as acceptable category. The average test results of the students' pre-test scores were 58.75%, the post-test scores were 81.87%, an increase of 23.12%. The conclusion in this study is that learning media using Moodle-based blended learning methods are appropriate for use in basic graphic design subjects, and are effectively used to improve student understanding and learning outcomes.
Pengembangan Filter Instagram Tebak Rukun Islam Menggunakan Aplikasi Spark AR Sebagai Media Interaktif Pembelajaran Pendidikan Agama Islam di Sekolah Dasar Nurul Khoiriyah; Arif Setiawan
Buletin Pengembangan Perangkat Pembelajaran Vol 4, No 2 (2022): Vol 4, No. 2, Desember 2022
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Muhammadiyah Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23917/bppp.v4i2.22892

Abstract

Filter merupakan   sebuah   fitur   yang   menyediakan   dan menggabungkan beberapa fitur-fitur tertentu yang dapat diakses oleh pengguna atau semua orang. Bentuk dari filter ini biasanya ditampilkan dalam bentuk kuis, foto, video, atau jenis-jenis lainnya. Adanya pembuatan filter yang berbentuk kuis atau tebak-tebakan ini guna untuk memperlancar proses belajar mengajar terhadap peserta didik. Dalam pembuatan filter tersebut biasanya hasil kuis tersebut di uji kepada peserta didik. Macam-macam filter memiliki beberapa macam fitur-fitur yang sangat berbeda-beda. Salah satunya yaitu kuis tebak rukun Islam. Sehingga filter adalah sebuah fitur yang disusun dan dibuat dengan menggunakan bahasa pemrograman serta dapat diakses dari manapun dan kapanpun dengan pengguna yang bisa dibatasi atau dengan tanpa batas (siapapun bisa mengakses). Kuis aplikasi rukun Islam yaitu soal-soal yang berbentuk kuis mengenai bab tentang rukun Islam. Dalam pembuatan kuis tebak rukun Islam berfungsi untuk mempermudah dalam pelajaran agama Islam pada bab rukun Islam.
OPTIMALISASI MANAJEMEN LABORATORIUM MELALUI SISTEM BERBASIS WEB DENGAN PENDEKATAN MVC Arif Setiawan; Muhammad Alif Mujahid
Jurnal Responsif : Riset Sains dan Informatika Vol 5 No 2 (2023): Jurnal Responsif : Riset Sains dan Informatika
Publisher : LPPM Universitas Adhirajasa Reswara Sanjaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51977/jti.v5i2.1342

Abstract

Manajemen laboratorium merupakan aspek krusial dalam institusi pendidikan tinggi, namun seringkali kurang efisien dalam manajemen dan inventaris alat dan bahan. Penelitian ini bertujuan untuk mengoptimalisasi manajemen laboratorium di Universitas Muhammadiyah Surakarta melalui implementasi sistem berbasis web dengan pendekatan Model-View-Controller (MVC). Metode pengembangan sistem yang digunakan yaitu metode Waterfall yang mencakup analisis kebutuhan, desain, implementasi, verifikasi dan pemeliharaan, sedangkan metode pengumpulan data menggunakan wawancara dan kuisioner. Pendekatan MVC diadopsi untuk mempermudah pemeliharaan dan meningkatkan skalabilitas. Hasil penelitian menunjukkan bahwa sistem informasi laboratorium membantu dalam proses bisnis peminjaman ruangan dan alat, mempermudah pemeliharaan, dan meningkatkan skalabilitas. Selain itu, sistem ini terbukti efektif dalam memenuhi kebutuhan manajerial dan operasional laboratorium, seperti inventarisasi, jadwal, dan tugas administratif lainnya. Sistem informasi yang dikembangkan diuji dengan beberapa metode seperti uji blackbox, uji performa, uji expert dan uji usabilitas. Berdasarkan hasil pengujian yang dilakukan dapat disimpulkan implementasi sistem informasi laboratorium berbasis web dengan pendekatan MVC efektif dalam meningkatkan efisiensi manajemen laboratorium.
SISENSI: QR Code-based Academic Attendace System Arif Setiawan; Dwi Nur Fitria Agustin Rahayu
Urecol Journal. Part E: Engineering Vol. 2 No. 1 (2022): January-June
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53017/uje.141

Abstract

Presence is something that cannot be separated from the learning process, it becomes motivation and discipline information for every activity in it. This study aims to develop a QR Code-based academic attendance application that can be used by Informatics Engineering Education students. The research method used is R&D (Research and Development) using the RAD (Rapid application development) development model. Application development made using Kodular and Moodle. This application contains a QR Code scan menu as the main focus in this media as well as other supporting menus in the form of virtual tours, news, timetables, and UMS stars. In the process of developing this application, several tests were carried out, namely functionality testing using blackbox, usability testing using the SUS (system usability scale) instrument, reliability testing and application compatibility testing using the firebase test lab. used based on the validation carried out by experts as many as three experts from Informatics Engineering Education lecturers and trials given to users as many as thirty-five students from the Informatics Engineering Education study program, it can be said that the application is suitable for use by Informatics Engineering Education students.
Design of Solid Geometry Learning Media to Improve Student Understanding Based On Augmented Reality Arif Setiawan; Hanafi Bagus Panuntun
Urecol Journal. Part A: Education and Training Vol. 1 No. 2 (2021): August-Dec
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53017/ujet.70

Abstract

In the learning process at school, students have difficulty visualizing solid geometry into a real form. This study aims to develop an android-based solid geometry learning media with Augmented Reality technology and to test the feasibility of the learning media. The method used in this research is Research and Development (R&D) with the development model applying 5 stages of ADDIE namely analysis, design, development, implementation and evaluation. The results of this study are an AR learning media application that has feature namely formula and practice questions and the use of two tests, namely blackbox tests and application tests for feasibility tests. Blackbox testing and testing obtain the same results with a percentage of 100%. Thus, the application of learning media can conclude that it is very feasible to use.