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Pengembangan Permainan Bertani Jamur Sebagai Sarana Pembelajaran Manajemen Bisnis Berbasis Mobile Rizky Yuniar Hakkun
CIRCUIT: Jurnal Ilmiah Pendidikan Teknik Elektro Vol 4, No 2 (2020)
Publisher : PTE FTK UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/crc.v4i2.6900

Abstract

Manajemen bisnis merupakan salah satu bidang pendidikan yang mempelajari tentang pengelolaan bisnis. Proses belajar manajemen bisnis tidak hanya berdasarkan pada teori saja, tetapi juga harus diimplementasikan secara langsung. Penelitian ini bertujuan untuk memberikan alternative pembelajaran manajemen bisnis secara interaktif dalam bentuk permainan berbasis mobile Permainan yang dikembangkan diharapkan dapat membantu memberikan gambaran proses bisnis jamur secara interaktif. Aplikasi permainan yang interaktif dan edukatif dibangun dengan menggunakan engine 3D untuk memperlihatkan detail obyek pada permainan. Pemahaman materi dievaluasi pada kuis yang terdapat pada aplikasi ini. Implementasi aplikasi ini telah diujikan terhadap pelajar dan memberikan respon positif dalam mempelajari manajemen bisnis. Permainan juga telah diujikan pada berbagai macam tipe perangkat mobile berbasis Android
Tracking and Formation Control of Leader-Follower Cooperative Mobile Robots Based on Trilateration Data Endah Suryawati Ningrum; Rizky Yuniar Hakkun; Ali Husein Alasiry
EMITTER International Journal of Engineering Technology Vol 3 No 2 (2015)
Publisher : Politeknik Elektronika Negeri Surabaya (PENS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (816.382 KB) | DOI: 10.24003/emitter.v3i2.48

Abstract

This research deals with formation control of swarm robot based on changing of robot’s relative positional data. A follow the leader movement with simple triangle formation case is applied with three robots; a leader with two followers. Trilateration method is used as a method of determining the position of the leader robot from the follower robots using the distance to the reference point (local positioning). Follower robots are designed to follow every movement of the leader on a formation position. The controller is designed to maintain the formation position of the follower robots relatively to the leader. As a uniqueness, a relative positional control method by using bearing angle and distance error is proposed instead of the common Cartesian positional error control. From the experiment which conducted in maximum distance between the robots,it was obtained a maximum error approximately 56%. The follower robots are able to follow any changes in motion of the robot leader with average distance error of 36%.Keywords: Cooperative mobile robot, formation control, trilateration, follow the leader
Aplikasi Pembelajaran Sistem Isyarat Bahasa Indonesia (SIBI) Berbasis Voice Menggunakan OpenSIBI Risa Fatmawati; Rengga Asmara; Yanuar Risah Prayogi; Rizky Yuniar Hakkun
Technomedia Journal Vol 7 No 1 Juni (2022): TMJ (Technomedia Journal)
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1371.038 KB) | DOI: 10.33050/tmj.v7i1.1690

Abstract

Sign language is one of the means of communication for people who are deaf and speech impaired, especially between normal people and people with disabilities in the wider community. But in reality, not everyone can understand the meaning and purpose of the sign language used so that there is a lack of knowledge of normal people about sign language in Indonesia and there is still a lack of effective and easy-to-understand digital learning media. In this study, we propose a new approach to create a sign language learning application for normal people using voice as input which can later display the results of visualization of sign language movements in the form of 3D animation. The display of 3D animation movements uses data that refers to the SIBI (Indonesian Language Sign System) curriculum. This Sign Language application was built by utilizing the Google Speech to Text API to process voice input, Java as the programming language used, and MySQL to manage the database. Based on system testing and on users (general public and persons with disabilities) using the SUS (System Usability Scale) method, it can be concluded that the sign language learning application with Android-based voice input is successful in facilitating the sign language learning process and in terms of usability or usability of the application getting an assessment that the application can be accepted by users and is suitable for use as a learning support media because its features can be understood well.
Mobile Game Based Chemical Bond Learning Application Kholid Fathoni; Rizky Yuniar Hakkun; Wildan Andaru
DoubleClick: Journal of Computer and Information Technology Vol 3, No 2 (2020): Edisi February 2020
Publisher : Universitas PGRI Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (537.959 KB) | DOI: 10.25273/doubleclick.v3i2.5840

Abstract

Mobile game technology is growing rapidly and this is directly proportional to the increasing number of mobile games in circulation. The growing market of the mobile game industry is not accompanied by the number of games that have educative content in them. The challenging, fun, and addictive nature of the game has a negative impact if no educational content is provided. Therefore, educational content needs to be present in a game so that the game can have a positive impact on the players. This research makes a chemical educational game to study chemical bonding material that aims as an interactive learning media for students and the general public. This game is made based on mobile with 2D characters consisting of 5 levels. Level 1 contains material for salt compounds, level 2 contains material for acid compounds, level 3, 4 and 5 contains material for basic compounds. The results of this game trial show that all the features of this game application run well, can be run on several smartphones, and most users from 20 audiences stated that this game is comfortable and easy to use.