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Peningkatan Pengetahuan Pembuatan Game dalam Rangka Pengenalan Industri Kreatif pada Siswa di Madrasah Aliyah An-Nur Samarinda Siti Qomariah; Andi Yusika Rangan; Amelia Yusnita
BANTENESE : JURNAL PENGABDIAN MASYARAKAT Vol. 2 No. 2 (2020): Juli-Desember 2020
Publisher : Pusat Studi Sosial dan Pengabdian Masyarakat Fisipkum Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ps2pm.v2i2.2872

Abstract

Game merupakan industri yang sangat besar saat ini.Menurut data asosiasi IP development, Cipta Kreasi (CAKRA) pasar game Indonesia pada 2018 lalu mencapai US$1,13 miliar atau setara Rp 16 triliun (asumsi Rp 14.000/US$). Sayang game buatan lokal hanya menguasai 0,2%. Sisanya dikuasai game buatan luar negeri. pemerinta harus fokus untuk mendorong produksi game nasional menjadi sektor unggulan untuk membantu perekonomian nasional. Untuk meningkatkan industri kreatif bidang game maka diperlukan kegiatana pengabdian masyarakat yang bertujuan untuk meningkatkan pengetahuan guru dan siswa dalam membuat game dengan berbagai software yang ada melalui pelatihan. software yang digunakan untuk pembuatan adalah software construk 2.0 tahapan yang dilakuakan dalam pelatihan ini adalah pre test, pemberian materi pelatihan,praktik pembuatan game, post test dan pemantauan hasil. kegiatan program pengabidan masyarakat untuk peningkatan pengetahuan pembuatan game dalam rangka penegenalan industrikreatif dengan cara pelatihan dapat mewujudkan wirausaha baru di bidang industri kreatif.
Pendampingan Pemanfaaatan Media Sosial sebagai Sarana Membangun Citra Pondok Pesantren Nurul Mustafa Al-Husaini Andi Yusika Rangan; Siti Qomariah; Amelia Yusnita
BANTENESE : JURNAL PENGABDIAN MASYARAKAT Vol. 3 No. 1 (2021): Januari-Juni 2021
Publisher : Pusat Studi Sosial dan Pengabdian Masyarakat Fisipkum Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/ps2pm.v3i1.3344

Abstract

Public relations (public relations) are one of the processes in building the image of an institution. Social media has emerged as a flexible and informative means of communication. Social media is one of them because of features such as sharing text or writing, photos and videos. with assistance carried out in terms of making social media, processing content and publishing content on facebook, instagram and youtube, boarding school administrators can interact with the wider community, improve the image of the institution despite the limited human resources and funding with the right digital branding strategy.
PENINGKATAN PENGETAHUAN PEMBUATAN VIDEO PEMBELAJARAN DALAM RANGKA PERSIAPAN E-LEARNING BAGI DOSEN STMIK WIDYA CIPTA DHARMA Amelia Yusnita; Basrie Basrie; Siti Lailiyah; Andi Yusika Rangan
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 4 No 4 (2021): APTEKMAS Volume 4 Nomor 4 2021
Publisher : Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (300.906 KB) | DOI: 10.36257/apts.v4i4.3454

Abstract

STMIK Widya Cipta Dharma merupakan lembaga pendidikan ilmu komputer di Kalimantan Timur yang berperan aktif dalam menyiapkan dan pengadaan sumber daya manusia yang handal dan berkualitas. STMIK Widya Cipta Dharma didirikan oleh Yayasan Widya Cipta Dharma pada tahun 1991. STMIK Widya Cipta Dharma mempunyai kewajiban melaksanakan Tridarma Perguruan Tinggi, yaitu Pendidikan, Penelitian, dan Pengabdian pada Masyarakat. Meneruskan ilmu pengetahuan atau transfer of knowledge kepada para mahasiswa merupakan bagian dari Tridarma. dosen harus mampu menyampaikan materi secara konsisten sehingga dapat memenuhi kebutuhan mahasiswa. Pada tahun 2020, untuk mengurangi penyebaran Virus Corona (Corona-19). STMIK Widya Cipta Dharma menindak lanjutin surat edatan pemerintah untuk mengubah bentuk kuliah tatap muka menjadi pembelajaran daring. Dosen diwajibkan untuk dapat mengupload materi pembelajaran di platform khusus yang dibuat untuk pembelajaran online, ada beberapa kendala yang menyebabkan perkuliahan online tidak berjalan dengan baik, salah satunya adalah tidak semua dosen mampu membuat media pembelajaran khususnya membuat video dan menggunakan software untuk proses editing video dengan baik, guna meningkatkan pengetahuan  dalam proses pembuatan media pembelajaran, maka dibuatlah pelatihan pembuatan video dengan tujuan membantu dosen dalam membuat materi mengajaran yang dapat diupload di welearn (Wicida E-Learning). Kegiatan Pengabdian Masyarakat dilakukan dengan menggunakan metode penelitian terapan yaitu Pretest, Pemberian materi, Praktek, Posttest, dan Pemantauan hasil.
PERBANDINGAN METODE SAW DAN MFEP SISTEM PENDUKUNG KEPUTUSAN PENYELEKSIAN ATLET PENCAK SILAT Siti Qomariah; Andi Yusika Rangan
Just TI (Jurnal Sains Terapan Teknologi Informasi) Vol 12, No 1 (2020): JANUARI 2020
Publisher : Politeknik Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (97.055 KB) | DOI: 10.46964/justti.v12i1.175

Abstract

Pencaksilat salah satu bentuk identitas seni beladiri nusantara kebudayaan Indonesia berisitentang pendidikan yang berkembang dalam masyarakat. Dalam dunia modern, silatbukan  hanya  sebagai  alat  seni  bela  diri  tetapi berkembang  menjadi  sebuah  upayadalam  memelihara  kesehatan  melalui  olahraga.  Decision support system (DSS) adalah sistem yang dibangun untuk membantu dalam pengabilan keputusan. DSS dapat dibangun dengan mengunakan beberapa metode seperti AHP (Analitycal Hierarchy Process ) SAW (Simple Additive Weighting), MFEP (Multi Factor Evaluation Process),Weighted Product dan lain-lain. Silat salah satu bentuk identitas seni beladiri nusantara kebudayaan Indonesia berisi tentang pendidikan yang berkembang dalam masyarakat.Penelitian ini bertujuan membandingkan hasil dari implementasi metode SAW dengan MFEP.
Prototype Smart Security on Doors using RFID with Telegram Monitor NodeMCU Based Mardianus; Andi Yusika Rangan; Salmon
TEPIAN Vol 2 No 1 (2021): March 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (281.823 KB) | DOI: 10.51967/tepian.v2i1.293

Abstract

The application of prototype smart security tools on doors using RFID with a NodeMCU-based telegram monitor in the process of opening the door aims to provide security and comfort and make work easier to make it faster, more effective and efficient. Where it can be used by lecturers and assistant lecturers who have been registered as staff and admin of the Computer Laboratory and the results of the track record will be monitored by the Head of the STMIK Computer Laboratory, Widya Cipta Dharma. This prototype was built using the C programming language with the Arduino IDE (Integrated Development Environment) application, and the system in the form of WEB using the PHP Native programming language using the Sublime Text 3 application and using the Mysql database and using the Telegram application as a medium for receiving notifications in the form of messages to be received by head of the Computer Laboratory. Based on the data analysis carried out above, it is concluded that the application of Smart Security on doors using RFID with a NodeMCU-based Telegram monitor is much faster, effective, efficient and safe and easy to use.
Internet of Things (Iot) Based Temperature and Humidity Monitoring System in the Chemical Laboratory of the Samarinda Industry Standardization and Research Center Muhammad Awaludin; Andi Yusika Rangan; Amelia Yusnita
TEPIAN Vol 2 No 3 (2021): September 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (832.846 KB) | DOI: 10.51967/tepian.v2i3.344

Abstract

Temperature and humidity are important things in a chemical laboratory. By utilizing the internet, operators can remotely monitor laboratory temperatures and humidity with the Internet of Things (IoT) system. The Internet of Things (IoT) system can make it easier for operators to monitor temperature and humidity in chemical laboratories wherever and whenever. DHT11 sensor which functions as a temperature and humidity detector, NodeMCU ESP8266 microcontroller which functions as a data processor so that the DHT11 sensor detection results can be displayed on the monitoring website so that operators can see directly the results of temperature and humidity measurements at the chemical laboratory. This research was conducted at the Samarinda Industrial Research and Standardization Center. Data collection methods used are literature study, interviews, and observations. While the system development method used is prototype. As well as the supporting software used by the Arduino Integrated Development Environment, XAMPP, and Sublime.
PELATIHAN SECARA DARING PEMANFAATN MENDELEY SEBAGAI SOFTWARE MANAJEMEN REFERENSI DARI KARYA ILMIAH Siti Qomariah; Andi Yusika Rangan; Eka Arriyanti
BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Vol 2 No 1 (2022): BHAKTI NAGORI (Jurnal Pengabdian kepada Masyarakat) Juni 2022
Publisher : LPPM UNIKS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3880.319 KB) | DOI: 10.36378/bhakti_nagori.v2i1.2248

Abstract

The Covid-19 pandemic does not prevent it from continuing to improve self-knowledge and competence. But the way it is done is no longer offline or face-to-face to be present in an activity or class but is carried out online. One of the improvements in self-competence that students must have is the ability to manage citations and reference articles from various scientific journals. one of the citation software that can be cloud-based and also desktop-based is mendeley. the activities carried out are open to the public in the framework of community development programs with the aim of increasing the ability to write scientific papers. Activities are carried out by lecture and practice methods, for the delivery of material is carried out by the lecture method, yes answer, demostration or practice. while to find out the success of an activity, a surver is carried out in the form of pretests and post tests. All activities are carried out online using zoom and google forms. from the results of the pre-test and post-test, there was an increase in the ability of trainees from 43.8% to 74.54%The Covid-19 pandemic does not prevent it from continuing to improve self-knowledge and competence. But the way it is done is no longer offline or face-to-face to be present in an activity or class but is carried out online. One of the improvements in self-competence that students must have is the ability to manage citations and reference articles from various scientific journals. one of the citation software that can be cloud-based and also desktop-based is mendeley. the activities carried out are open to the public in the framework of community development programs with the aim of increasing the ability to write scientific papers. Activities are carried out by lecture and practice methods, for the delivery of material is carried out by the lecture method, yes answer, demostration or practice. while to find out the success of an activity, a surver is carried out in the form of pretests and post tests. All activities are carried out online using zoom and google forms. from the results of the pre-test and post-test, there was an increase in the ability of trainees from 43.8% to 74.54%
PERBANDINGAN IMPLEMENTASI KLASIFIKASI TEMA LITERASI DOSEN ILMIAH DAN MAHASISWA STMIK WIDYA CIPTA DHARMA DENGAN MENGGUNAKAN METODE SUPPORT VECTOR MECHINE DAN K-MEANS CLUSTERING DENGAN DUKUNGAN VECTOR MECHINE Andi Yusika Rangan; Mohammad Irwan Ukkas
Jurnal Borneo Saintek Vol 1, No 3 (2018)
Publisher : Universitas Borneo Tarakan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35334/borneo_saintek.v1i3.931

Abstract

Klasifikasi tema karya tulis ilmiah adalah merupakan hal penting untuk mengetahui tren topik karya ilmiah yang dihasilkan.  tren topik ini dapat digunakan untuk pengembangan kurikulum dan roadmap penelitian institusi.  penelitian ini membandingkan metode clasifikasi pada teks mining yaitu using Support Vector Mechine (SVM) dan metode K-means Clustering dengan Dukungan Vector Mechine pada proses textmining.  Dari hasil penelitian menyimpulkan tingkat akurasi dari Support Vector Mechine (SVM) sebesar 93.33% sedangkan metode K-means Clustering dengan Dukungan Vector Mechine (SVM) tingka akurasi yang dihasilkan 99,33%.
Penerapan Line of Sight dan Finit State Machine pada Game Platformer “RUN!” Andi Yusika Rangan; Hendy
Digital Transformation Technology Vol. 3 No. 1 (2023): Artikel Periode Maret Tahun 2023
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v3i1.2745

Abstract

At this time, games have expanded their functions beyond mere entertainment facilities; some are used as a means of learning, business land, and even as a sport by professionals. "RUN" is a gender platformer game. In this game, the player controls the main character, who can walk, jump, run, and climb to avoid non-player characters or enemies, as well as pick up items, avoid obstacles, and implement finite state machines and line of sight methods for enemy characters or non-player characters. Application development is a multimedia development method consisting of concept, design, material collection, assembly, testing, and distribution. At the concept stage, what is done is to determine the target user, general specifications, and basic design rules. At the design stage, designing related to game structure includes using case diagrams, activity diagrams, sequence diagrams, and flowcharts. At the material collection stage, images and supporting audio are also needed to make games. At the assembly stage, game-making is carried out based on the design that has been made and the materials that have been collected. Testing is carried out using usability tests, with results showing that 92% of applications can run well. In the final stage, the distribution of the game "RUN!" has been packaged into an application that can be played by all people as entertainment for fans of classic platformer games