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Journal : International Journal of Engineering, Science and Information Technology

Students' Perceptions of Learning Using Powtoon Based on Gender in SMP/MTS Fajriana Fajriana; Safriana Safriana; Nurdin Nurdin
International Journal of Engineering, Science and Information Technology Vol 2, No 1 (2022)
Publisher : Master Program of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (426.573 KB) | DOI: 10.52088/ijesty.v2i1.205

Abstract

Perception is an individual observation or process giving meaning as a result of observations about an object, event, and so on through his five senses, which is obtained by inferring information and interpretation of messages so that someone can provide feedback about the good or bad or the positive and negative of it. The use of animation media in learning other than providing many conveniences, there are also obstacles, causing various student perceptions. Students' perceptions of the use of learning media can be seen by gender. This study aims to determine students' perceptions of learning using animation/powton in SMP/MTs based on gender. Based on the data collected, this research is descriptive with a qualitative approach. The data collection method in this study used a questionnaire in collecting data from primary and secondary sources. In this study, the primary data was the result of a perception survey through a questionnaire conducted to SMP/MTs students. In contrast, secondary information is obtained from a literature review regarding online learning systems and virtual classes. The data analysis technique uses percentages. The results of data analysis are presented descriptively in the following subchapter. Based on the results of research and discussion, it has been known that students' perceptions of learning mathematics using Powton media are perfect. Both male and female students positively perceive learning mathematics by using Powton-based learning media in SMP/MTs. Students get an average student answer of 100% and fall into the "Very Good" category. it explains that animation media is beneficial for students in understanding the lesson.
Design of A Real-Time Object Detection Prototype System with YOLOv3 (You Only Look Once) Chichi Rizka Gunawan; Nurdin Nurdin; Fajriana Fajriana
International Journal of Engineering, Science and Information Technology Vol 2, No 3 (2022)
Publisher : Master Program of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (202.102 KB) | DOI: 10.52088/ijesty.v2i3.309

Abstract

Object detection is an activity that aims to gain an understanding of the classification, concept estimation, and location of objects in an image. As one of the fundamental computer vision problems, object detection can provide valuable information for the semantic understanding of images and videos and is associated with many applications, including image classification. Object detection has recently become one of the most exciting fields in computer vision. Detection of objects on this system using YOLOv3. The You Only Look Once (YOLO) method is one of the fastest and most accurate methods for object detection and is even capable of exceeding two times the capabilities of other algorithms. You Only Look Once, an object detection method, is very fast because a single neural network predicts bounded box and class probabilities directly from the whole image in an evaluation. In this study, the object under study is an object that is around the researcher (a random thing).  System design using Unified Modeling Language (UML) diagrams, including use case diagrams, activity diagrams, and class diagrams. This system will be built using the python language. Python is a high-level programming language that can execute some multi-use instructions directly (interpretively) with the Object Oriented Programming method and also uses dynamic semantics to provide a level of syntax readability. As a high-level programming language, python can be learned easily because it has been equipped with automatic memory management, where the user must run through the Anaconda prompt and then continue using Jupyter Notebook. The purpose of this study was to determine the accuracy and performance of detecting random objects on YOLOv3. The result of object detection will display the name and bounding box with the percentage of accuracy. In this study, the system is also able to recognize objects when they object is stationary or moving.
Acehnese Traditional Clothing Recognition Prototype System Design Based On Augmented Reality Chicha Rizka Gunawan; Nurdin Nurdin; Fajriana Fajriana
International Journal of Engineering, Science and Information Technology Vol 2, No 3 (2022)
Publisher : Master Program of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (444.224 KB) | DOI: 10.52088/ijesty.v2i3.314

Abstract

Acehnese traditional clothing is one of the cultural heritages in Indonesia. In today's modern era, the problem faced is the lack of media to introduce cultural heritage in Aceh. Therefore, a media was formed that could introduce Aceh's traditional clothing, namely Southeast Aceh. The press utilizes Augmented Reality (AR) technology so that users can add virtual objects to the natural environment that are easy to use. In this study, a system design using Unified Modeling Language (UML) diagrams has been carried out, including use case diagrams, activity diagrams, and sequence diagrams. This system is built using the C++ language using the Unity application and the vuforiaSDK platform. Then the test results were obtained on the Southeast Aceh traditional clothing recognition application. Namely, the minimum distance that can display 3d objects is a distance of 5 cm, and the maximum distance that can be detected is 80 cm. Based on the test results in the distance test table, the best distance obtained, which results in the detection of markers that are still clear and bright, is at a distance between 5 cm to 70 cm. Meanwhile, at a distance of more than 80 cm, the marker cannot detect markers to display 3D objects because the distance between the camera and the marker is too far. Likewise, with the angular slope, the minimum angle of inclination detected is an angle of 0°, while the maximum angle of inclination detected is an angle of 75°. Based on the test results on the angle slope table, the best angle is obtained, which results in detecting markers that are still clear and bright at a distance between 0-60°. After that, testing is also carried out based on the lighting, where if the light is too bright or too dark, the camera cannot detect the marker.
Tokopedia and Shopee Marketplace Performance Analysis Using Metrix Google Light-house Suhaili Sahibul Muna; Nurdin Nurdin; Taufiq Taufiq
International Journal of Engineering, Science and Information Technology Vol 2, No 3 (2022)
Publisher : Master Program of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (346.909 KB) | DOI: 10.52088/ijesty.v2i3.312

Abstract

The development of the marketplace is growing very rapidly and has become familiar in the lives of Indonesian people. The term marketplace has also been imprinted in the general public as a place for buying and selling online without having to meet physically. In practice, the marketplace has also provided a lot of convenience and comfort in shopping, starting from transaction security and selection of varied shopping items, also equipped with estimates in shipping. It doesn't stop there; the development of the marketplace has also penetrated almost all products, including services, food, music, books, household products, airline tickets, and even investments that can be made in the marketplace. Google Lighthouse is a complex metric where the assessment includes in terms of Performance, Accessibility, Best Practices, and SEO, which is presented with a score of 0 to 100 in other words, Google will assess a website with a predetermined metric and then audit it to improve accessibility and SEO. a website. The results of this study are expected to be able to present actual analytical information based on the matrix determined by Google Lighthouse for future improvements where the Tokopedia marketplace gets a performance value with a yellow score of 85, which can be optimized by minimizing the speed index 3.7s, time to interactive 5.9s and total blocking time is 390s to be more optimal in terms of performance and Shopee has decreased in performance with a value of 13 red on first contently paint 2.8s, speed index 16.8s, time to interactive 26.5s, largest contently paint 16.3s, cumulative layout shift 0.484 and total blocking time of 1,710ms to be further assessed for optimal results. Based on this test, it can be concluded that Tokopedia is superior to Shopee from various aspects of the matrix tested.
Information and Communication Technology Competencies Clustering For Students For Vocational High School Students Using K-Means Clustering Algorithm Muhammad Faisal; Nurdin Nurdin; Fajriana Fajriana; Zahratul Fitri
International Journal of Engineering, Science and Information Technology Vol 2, No 3 (2022)
Publisher : Master Program of Information Technology, Universitas Malikussaleh, Aceh Utara, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (439.246 KB) | DOI: 10.52088/ijesty.v2i3.318

Abstract

The k-Means Clustering algorithm is intended to partition data into one or more groups, where data that has similarities in one group and data has differences in another. Information and Communication Technology (ICT) Competency data clustering in educational units is considered necessary to facilitate educational facilitation based on the differences in student abilities, determine advanced ICT guidance groups and become a reference in determining the place of Industrial Work Practices (Prakerin). This study aims to find out how the K-Means Clustering algorithm can be applied in clustering the ICT competencies of students at the State Vocational High School (SMK) 3 Lhokseumawe. The benefits generated in this study are in the form of visualization of data clustering that can help teachers and school management in formulating ICT policies at SMKN 3 Lhokseumawe. The data used in this study is the Information and Communication Technology (ICT) competency test score data for the 2021/2022 academic year. The data was obtained through a competency test process that refers to the Minister of Education and Culture Regulation Number 45 of 2015 concerning the Role of ICT/KKPI Teachers in the Implementation of the 2013 Curriculum where ICT competence includes the skills to search, store, process, present and disseminate data and information. Data processing in this study uses the K-means Clustering method and the RapidMiner application. Data processing using the RapidMiner application starts with data preparation, determining the number of clusters, and configuring the method. This study uses 3 (three) cluster configurations, namely the Very Competent, Competent, and Less Competent clusters. Testing data processing using the RapidMiner application resulted in 80 (eighty) students in cluster_0 with a Very Competent rating, 64 (sixty-four) students in cluster_1 with a Competent rating, and 10 (ten) students in cluster_2 with a Less Competent rating.