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Model Aplikasi Pembelajaran Pengenalan dan Pencegahan Covid-19 Berbasis Game Edukasi Santi Saksenai; Asep Budiman Kusdinar; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (211.932 KB) | DOI: 10.35889/jutisi.v10i3.729

Abstract

Abstrak. Kurangnya pengetahuan mengenai pengenalan dan pencegahal covid 19 pada siswa sekolah dasar yang hanya bersumber dari para orang tua, guru, maupun sosial media, menjadi landasan untuk megembangkan aplikasi pengenalan dan pencegahan covid 19 berbasis Game Edukasi. Pengembangan aplikasi menggunakan metode Multimedia Development Life Cycle melalui enam tahapan yaitu konsep, perancangan, pengumpulan bahan, pembuatan, pengujian, dan distribusi. Pengembangan animasi menggunakan software Adobe Flash dengan Action Script agar objek animasi menjadi lebih hidup, sedangkan efek suara untuk keperluan backsound dibangkitkan melalui aplikasi Adobe Audition. Adapun proses editing vidio menggunakan aplikasi Wondershare filmora X yang cukup ringan namun mempunyai efek-efek vidio yang memadai. Struktur aplikasi mencakup fitur belajar melalui vidio tutorial berbasis animasi dan fitur kuis melalui Game. Hasil pengujian fitur-fitur fungsional pada aplikasi menunjukkan fungsi-fungsi pembelajaran dan fungsi kuis yang terdapat pada aplikasi telah berjalan sesuai dengan kebutuhan yang telah diidentifikasi.Kata kunci: Covid 19, Media Pembelajaran Interaktif, Game Edukasi, Multimedia Development Life CycleAbstract. The lack of knowledge about the introduction and prevention of covid 19 in elementary school students, which only comes from parents, teachers, and social media, is the basis for developing applications for the introduction and prevention of covid 19 based on educational games. Application development using the Multimedia Development Life Cycle method through six stages, namely concept, design, collection of materials, manufacture, testing, and distribution. Animation development using Adobe Flash software with Action Script so that animated objects become more alive, while sound effects for backsound purposes are generated through the Adobe Audition application. The video editing process uses the Wondershare Filmora X application which is quite light but has adequate video effects. The structure of the application includes learning features through animation-based tutorial videos and quiz features through games. The results of testing the functional features on the application show that the learning functions and quiz functions contained in the application have run according to the identified needs.Keywords: Covid 19, Interactive Instructional Media, Educational Games, Multimedia Development Life Cycle
Model Aplikasi Animasi Berbasis Android Untuk Pembelajaran Bahasa Isyarat Indonesia Bagi Penyandang Tunarungu Shilva Imanibillah; Iwan Rizal Setiawan; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (450.409 KB) | DOI: 10.35889/jutisi.v10i3.725

Abstract

Abstrak. Jumlah pengajar yang terbatas dan Kamus Bahasa Isyarat Indonesia (Bisindo) yang tidak tersebar secara merata menyebabkan penyandang tunarungu yang tidak mengikuti pendidikan formal dan masyarakat umum yang ingin mempelajari bahasa isyarat mengalami kesulitan. Makalah ini menyajikan model aplikasi visualisasi untuk pembelajaran Bisindo berbasis Android bagi penyandang Tunarungu. Pengembangan sistem mengikuti tahapan dalam metode Multimedia Development Life Cycle (MDLC), menggunakan software Adobe Flash Profesional CS6 dan CorelDraw X7 dalam pembuatan gambar animasi. Fitur dasar aplikasi terdiri atas penyajian bahan ajar berbasis animasi dan Kuis. Ruang lingkup pembelajaran mencakup pembelajaran mendasar 1 yang terdiri atas abjad, angka, dan perkenalan hingga pembelajaran mendasar 5 yang mencakup kata tanya, salam, serta kata benda. Kuis disajikan dengan teknik acak bertingkat dan bersyarat. Hasil pengujian fungsionalitas sistem yang terdiri dari fungsi penyajian materi, penyajian kuis, pengujian animasi, serta pengujian backsound telah valid sesuai hasil analisis kebutuhan sistem.  Kata kunci: Aplikasi Animasi, Bahasa Isyarat, Berbasis Android, Multimedia Develoment Life Cycle (MDLC)Abstract. The limited quantity of teachers and the unequal distribution of the Indonesian Sign Language Dictionary (Bisindo) cause deaf people who do not attend formal education and the general public who want to learn sign language to experience difficulties. This paper presents a visualization application model for Android-based Bisindo learning for people with hearing impairments. System development follows the stages in the Multimedia Development Life Cycle (MDLC) method, using Adobe Flash Professional CS6 and CorelDraw X7 software in making animated images. The basic features of the application consist of presenting animation-based teaching materials and quizzes. The scope of learning includes basic learning 1 which consists of the alphabet, numbers, and introductions to basic learning 5 which includes question words, greetings, and nouns. The quiz is presented with a stratified and conditional randomized technique. The results of the system functionality testing consisting of the function of presenting material, presenting quizzes, testing animations, and testing backsound have been valid according to the results of the analysis of system requirements.Keywords: Animation Application, Sign Language, Android Based, Multimedia Development Life Cycle (MDLC)
Model Media Animasi Berbasis Multimedia Interaktif Untuk Pembelajaran Sistem Pencernaan pada Manusia Bagi Siswa Sekolah Dasar Zakia Nurul Aini; Asep Budiman Kusdinar; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (582.467 KB) | DOI: 10.35889/jutisi.v10i3.718

Abstract

Abstrak. Pendekatan pembelajaran tradisional menyebabkan materi pembelajaran Sistem Pencernaan Manusia tidak dapat diserap secara maksimal oleh peserta didik Sekolah Dasar Negeri 1 Cibatu. Tujuan penulisan ini adalah mengembangkan media pembelajaran interaktif berbasis animasi untuk mempermudah peserta didik memahami materi pembelajaran Sistem Pencernaan pada tubuh manusia. Penelitian ini menggunakan tahapan metode Multimedia Development Life Cycle (MDLC) dengan enam tahapan utama yaitu: konsep (concept), perancangan (design), pengumpulan bahan (material collecting), pembuatan (assembly), pengujian (testing), dan distribusi (distribution). Media Animasi Interaktif dikembangkan dengan menggunakan tools pengembangan berupa Adobe Flash Profesional CS6 dengan Action Script, Adobe Audition untuk merekam Audio, dan WonderShare Filmora X untuk editing Vidio. Berdasarkan hasil uji penggunaan aplikasi yang melibatkan 31 peserta didik kelas III di SDN 1 Cibatu sebagai responden, terdapat peningkatan pemahaman peserta didik rata-rata sebesar 33% mengenai materi sistem pencernaan manusia setelah mereka menggunakan aplikasi multimedia interaktif tersebut sebagai media bantu pembelajaran.Kata kunci: Multimedia interaktif; Media pembelajaran, Sistem pencernaan manusia; Multimedia Development Life Cycle (MDLC).Abstract. The traditional learning approach causes the Human Digestive System learning material to not be absorbed optimally by the students of the State Elementary School 1 Cibatu. The purpose of this paper is to develop animation-based interactive learning media to make it easier for students to understand the Digestive System learning material in the human body. This study uses the stages of the Multimedia Development Life Cycle (MDLC) method with six main stages, namely: concept, design, material collecting, assembly, testing, and distribution. Interactive Animation Media was developed using development tools in the form of Adobe Flash Professional CS6 with Action Script, Adobe Audition for audio recording, and WonderShare Filmora X for video editing. Based on the results of the application usage test involving 31 third grade students at SDN 1 Cibatu as respondents, there was an average increase in students' understanding of 33% about the human digestive system material after they used the interactive multimedia application as a learning aid.Keywords: interactive multimedia; Learning media, Human digestive system; Multimedia Development Life Cycle (MDLC).
Analisis Kualitas Website E-Learning Menggunakan Karakteristik Standar ISO/IEC 25010:2011 Fajar Hikmal Gunawan; Asriyanik Asriyanik; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 2: Agustus 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (419.949 KB) | DOI: 10.35889/jutisi.v10i2.661

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One of the factors that must be considered to support the success of a software is quality. Software quality can be evaluated by certain methods and used as a recommendation to be developed so that the quality of a software is maintained. This paper aims to analyze the quality of e-learning software using 8 characteristics that are included in the dimensions of software quality products from the ISO/IEC 25010 standard, which consist of functional suitability, performance efficiency, compatibility, usability, reliability, security, maintainability and portability. The results obtained after doing the calculations are the average value of the percentage of eligibility reaching 64.351% with the interpretation of "Good" which means that this e-learning software has met the quality measured using the characteristics contained in the ISO/IEC 25010 model and needs to be maintained and there are also some components that need to be improved quality.Keywords: e-learning, evaluation, ISO/IEC 25010, software quality. ABSTRAK. Salah satu faktor yang harus diperhatikan untuk menunjang keberhasilan operasi sebuah perangkat lunak adalah kualitas. Kualitas perangkat lunak dapat dievaluasi dengan metode tertentu dan dijadikan sebuah rekomendasi untuk dikembangkan agar kualitas sebuah perangkat lunak tetap terjaga. Paper ini bertujuan untuk melakukan analisis terhadap kualitas perangkat lunak e-learning dengan menggunakan 8 karakteristik yang termasuk ke dalam dimensi produk kualitas perangkat lunak dari standar ISO/IEC 25010 yaitu terdiri dari fungsionalitas kesesuian, efisiensi kinerja, kesesuaian, kegunaan, keandalan, keamanan, pemeliharaan dan portabilitas. Hasil yang didapat setelah melakukan perhitungan adalah nilai rata-rata persentase kelayakan mencapai 64,351% dengan interpretasi “Layak” yang artinya perangkat lunak e-learning ini sudah memenuhi kualitas yang diukur menggunakan karakteristik yang terdapat pada model ISO/IEC 25010 dan perlu dipertahankan dan juga terdapat beberapa komponen yang perlu ditingkatkan kualitasnya.Kata kunci:  e-learning, evaluasi, ISO/IEC 25010, kualitas perangakat lunak.
Game Edukasi Pengenalan Alat Musik Tradisional Menggunakan Metode MDLC Berbasis Android Dinda Joana Laksana; Asep Budiman; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jutisi Vol. 10, No. 1, April 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.634 KB) | DOI: 10.35889/jutisi.v10i1.579

Abstract

Abstrak. Turunnya daya minat belajar pada mata pelajaran Seni Budaya Keterampilan (SBK) dialami oleh beberapa siswa/siswi Sekolah Dasar (SD) di Jawa Barat, kondisi tersebut terjadi karena aktivitas belajar mengajar yang membosankan, hanya melalui media buku, guru, dan papan tulis saja, beberapa program yang dijalankan guru pun dinilai kurang efektif, fasilitas bermain alat musik tradisional pun kurang lengkap, terlebih lagi mereka kurang mengenal alat musik tradisional di daerahnya sendiri. Maka dari itu tujuan utama penelitian ini yaitu membuat sebuah game edukasi berbasis android agar dapat mempermudah siswa/siswi Sekolah Dasar dalam mengenal alat musik tradisional di daerah Jawa Barat, membantu menaikan daya minat belajar, serta menambah daya pola pikir anak. Pengembangan program ini dibantu dengan metode Multimedia Development Life Cycle (MDLC), dan blackbox testing sebagai pengujiannya, dari hasil tersebut dapat memperlihatkan bahwa game edukasi ini berhasil membuat daya minat belajar siswa/siswi Sekolah Dasar semakin meningkat, dan program ini pun bisa digunakan oleh masyarkat. Kata kunci: Game Android, Game Edukasi, Metode MDLC Abstrack. The decline in the power of interest in learning in the subject of Arts and Culture Skills (SBK) was experienced by some elementary school (SD) students in West Java, this condition occurred because of boring teaching and learning activities, only through the media of books, teachers, and blackboards. Some of the programs run by the teachers are considered ineffective, the facilities for playing traditional musical instruments are also incomplete, moreover they are less familiar with traditional musical instruments in their own regions. Therefore, the main objective of this research is to create an android based educational game in order to make it easier for elementary school students to get to know traditional musical instruments in West Java, to help increase interest in learning, and to increase children's thinking patterns. The development of this program is assisted by the Multimedia Development Life Cycle (MDLC) method, and blackbox testing as a test, from these results it can be shown that this educational game has succeeded in increasing the learning interest of elementary school students, and this program can also be used by the community. Keyword: Games Android, Games Education, MDLC Method
Implementasi Finite State Machine Pada Karakter NPC Musuh Dalam Game Adventure In Java Argia Pranselga; Iwan Rizal Setiawan; Winda Apriandari
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 10, No 3: Desember 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (932.65 KB) | DOI: 10.35889/jutisi.v10i3.707

Abstract

Abstrak. Dalam industri game terdapat banyak inovasi yang dapat di implementasikan pada sebuah game, salah satu diantaranya adalah mengimplementasikan kecerdasan buatan pada karakter Non Playable Character (NPC) agar game lebih hidup dan tidak membosankan saat dimainkan. Game bergenre Role Playing Games (RPG) adalah salah satu Game yang dapat mengimplemetasi-kan kecerdasan buatan, dimana player mengontrol penuh aksi dari karakter di dalam sebuah dunia viksi dalam video game. Kecerdasan buatan yang dikembangkan dalam game ini yaitu mengimplementasikan Finite State Machine yang akan digunakan untuk merancang dan mengatur respon perilaku dari Non Player Character (NPC) musuh untuk menyergap, menyerang, mengejar dan bertarung dengan player agar respon dari NPC musuh dapat di tentukan berdasarkan interaksi yang dilakukan oleh player. Hasil uji penelitian ini menunjukan bahwa Finite State Machine dapat memberikan kecerdasan buatan kepada perilaku dan sifat karakter NPC musuh berdasarkan interaksi yang dilakukan oleh player sehingga game terasa lebih hidup dan tidak membosankan.Kata kunci: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character Abstract. In the game industry, there are many innovations that can be implemented in a game, one of which is implementing artificial intelligence on Non-Playable Character (NPC) characters so that the game is more lively and not boring when played. Game genre Role Playing Games (RPG) is one game that can implement artificial intelligence, where the player fully controls the action of the characters in a fictional world in video games. The artificial intelligence developed in this game is to implement the Finite State Machine which will be used to design and regulate the behavioral response of the enemy's Non-Player Character (NPC) to ambush, attack, chase and fight with players so that the response of the enemy NPCs can be determined based on the interactions that occur. done by the player. The test results of this study indicate that the Finite State Machine can provide artificial intelligence to the behavior and character traits of enemy NPCs based on interactions made by players so that the game feels more alive and not boring.Keywords: Game Adventure, Finite State Machine, Role Playing Games, Non-Playable Character
Penerapan Algoritma Linier Congruent Method Pada Aplikasi Pembelajaran Geografi Syafira Zahara; Asriyanik Asriyanik; Winda Apriandari
Progresif: Jurnal Ilmiah Komputer Vol 17, No 2: Agustus 2021
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (553.028 KB) | DOI: 10.35889/progresif.v17i2.651

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Abstract The Covid-19 pandemic era caused the learning process to be carried out creatively, using media and other learning resources other than textbooks provided by the school, so that learning outcomes can be obtained optimally, especially for geography subjects. This article aims to create a geography learning media model in the form of a quiz that can be used as a learning support media, so that students can learn well, even in situations where they do not interact directly with the teacher. The media development method used is the Multimedia Development Life Cycle and the Linear Congruent Method to manage the randomization process. The components contained in the application are quizzes, word sequences, and puzzles. By using the LCM algorithm in regulating the randomization process, it is hoped that the questions that will be displayed are not easily guessed by students.Keywords: Linear Congruent Method, Multimedia Development Life Cycle, Geography learning application AbstrakEra pandemi Covid-19 menyebabkan proses pembelajaran mesti dilaksanakan secara kreatif, menggunakan media dan sumber-sumber belajar lain selain buku teks yang disediakan oleh pihak sekolah, agar capaian pembelajaran dapat diperoleh secara maksimal, khususnya untuk mata pelajaran geografi. Artikel ini bertujuan untuk membuat sebuah model media pembelajaran geografi dalam bentuk kuis yang dapat digunakan sebagai media pendukung pembelajaran, sehingga siswa dapat belajar dengan baik, walau dalam situasi tidak berinteraksi secara langsung dengan pengajar. Metode pengembangan media yang digunakan adalah Multimedia Development Life Cycle dan Linier Congruent Method untuk mengatur proses pengacakan soal. Komponen yang terdapat pada aplikasi berupa kuis, rangkai kata, dan puzzle. Dengan menggunakan algoritma LCM dalam mengatur proses pengacakannya, soal-soal yang akan ditampilkan diharapkan tidak mudah ditebak oleh siswa.Kata kunci: Linier Congruent Method, Multimedia Development Life Cycle, Aplikasi pembelajaran Geografi
Model Aplikasi Diagnosis Penyakit Kulit pada Anjing Menggunakan Metode Naïve Bayes Hary Purnomo; Asep Budiman Kusdina; Winda Apriandari
Progresif: Jurnal Ilmiah Komputer Vol 16, No 2: Agustus 2020
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (645.573 KB) | DOI: 10.35889/progresif.v16i2.521

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Abstrak. Sebagian besar pemilik anjing tidak mengetahui cara yang benar dalam merawat anjing yang sedang sakit, terutama penyakit kulit pada anjing yang dapat menular terhadap manusia, serta dapat menyebabkan kematian pada anjing karena penanganan yang terlambat. Kurang wawasan mengenai cara perawatan dan minimnya dokter hewan dan pakar hewan menyebabkan penangan penyakit menjadi terlambat. Makalah ini menyajikan sebuah sistem aplikasi yang dapat digunakan untuk mendignosis penyakit kulit pada anjing menggunakan Teorema Naïve Bayes, agar pemelihara anjing dapat terbantu menemukan solusi yang tepat terkait penyakit kulit pada anjing dimanapun dan kapanpun. Hasil uji aplikasi menunjukkan tingkat akurasi sebesar 90%.Kata kunci: Diagnosis, Penyakit Kulit, Anjing, Naïve Bayes Classifier  Abstract. Most dog owners do not know the correct way to care for a sick dog, especially a skin disease in dogs that can be transmitted to humans and can cause death to dogs due to late handling. Lack of insight into how to care and the lack of veterinarians and veterinarians causes disease management to be late. This paper presents an application system that can be used to diagnose skin diseases in dogs using the Naïve Bayes Theorem, so that dog breeders can be helped to find the right solution related to skin diseases in dogs anywhere and anytime. The application test results show an accuracy rate of 90%.Keywords: Diagnosis, Skin Diseases, Dogs, Naïve Bayes Classifier
Analisis Sistem Manajemen Keamanan Informasi Menggunakan Sni Iso/Iec 27001:2013 Pada Pemerintahan Daerah Kota Sukabumi(Studi Kasus: Di Diskominfo Kota Sukabumi) Winda Apriandari; Ashwin Sasongko
SANTIKA is a scientific journal of science and technology Vol. 8 No. 1 (2018): SANTIKA
Publisher : The Faculty of Science and Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jsa.v8i1.391

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DISKOMINFO (Communication and Information Service ) of Sukabumi is a governmentinstitution that has responsibility for the management of Information and CommunicationTechnology in Local Government (PEMDA) Sukabumi. Sukabumi Information Technologymanaged by Head of Infrastructure of ICT, Encryption and Data Integration. From the results ofinterviews and observation , DISKOMINFO has problems on managing data securit, is becauselack of Human Resources, lack of awareness and responsibility and implementation of poorinformation security that cause incidents or hacking of information security, especially inSukabumi City Information System. this causes disruption of the process of public service andbusiness in DISKOMINFO.The Information Security Management System (ISMS) is a managementsystem implemented by organizations, especially governments organitations, to secure informationassets against threats that exist within the scope of DISKOMINFO. The process carried out usingthe PDCA cycle approach among the Plan Do Check Act. The ISMS handle infomation aspectssuch as confidentiality, integrity, and availability information.The ISMS analysis uses SNI ISO /IEC 27001: 2013 and SNI ISO / IEC 31000: 2009 risk management base. The ISMS analysispurpose to identify risk profiles by identifying assets, threats, and vulnerabilities as well asevaluating and controlling disruptions. ISMS produce security information manual, informationsecurity procedure, work instruction and information security form.
Aplikasi Pembelajaran Latihan Dasar-Dasar Bola Basket 3 Dimensi Menggunakan Metode Multimedia Development Life Cycle Berbasis Android Prajoko Prajoko; Winda Apriandari; Gusti Aldy Reynaldy
SANTIKA is a scientific journal of science and technology Vol. 9 No. 1 (2019): SANTIKA
Publisher : The Faculty of Science and Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37150/jsa.v9i1.555

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The world of basketball is one sport that can be considered a sport with very many enthusiasts, with manydiverse exercises sometimes the players are confused to understand the exercises that are so much varied,especially for beginners, it is expected that learning media can help beginners to understand the practice, atleast to understand the basics of basketball. Today's technology has penetrated into all aspects of human life,both technology as a work aid, technology as a means of socializing, educating, or technology forentertainment such as games. The development of technology also means the development of learningapplication, the development of learning application has an impact on education. The world of educationtoday has become more sophisticated in its implementation. Not only using whiteboards and chalk, buthaving switched to computers and projectors even through learning application a science can be delivered ina way that is more fun and interesting. Educators are even easier in sharing their knowledge with the help oftechnology. Multimedia Development Life Cycle Multimedia development so that it can be included inlearning must go through well-designed and coherent stages so that the multimedia products produced are ofgood quality and appropriate to be used in learning. This learning application produces material that canhelp beginner basketball players to learn basketball which is good and right