Anis Susila Abadi
Universitas Nahdlatul Ulama Yogyakarta

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The Design of an Android-Based Integrated Islamic Boarding School Information System as an Impact of Covid-19 Syauqie Muhammad Marier; Anis Susila Abadi
Telematika Vol 18, No 3 (2021): Edisi Oktober 2021
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v18i3.5453

Abstract

Purpose: This study aims so that all information that is spread through various information systems in Islamic boarding schools can be known through an integrated systemDesign/methodology/approach: The method of developing the system using the prototype methodFindings/result: Android-based integrated information systemOriginality/value/state of the art: System integration in Islamic boarding schools that is carried out is the integration process of various systems that previously existed
Multimedia Mobile Application of National Heroes History Learning for Children's Character Education ANIS SUSILA ABADI; PIPIT FEBRIANA DEWI
Telematika Vol 18, No 3 (2021): Edisi Oktober 2021
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v18i3.5542

Abstract

Purpose: develope a multimedia application about the history of national heroes from Indonesia.Design/methodology/approach: the method used is the UCD (User Centered Design) method.Findings/result: this multimedia mobile application of national heroes history learning for children's character education has succeeded in meeting user needs.Originality/value/state of the art: a multimedia application about the history of national heroes from Indonesia.
The Determinant Analysis of the Utilization of Google Classroom as the E-Learning Facility in Yogyakarta Nahdlatul Ulama University Pipit Febriana Dewi; Anis Susila Abadi
Telematika Vol 18, No 1 (2021): Edisi Februari 2021
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v18i1.3968

Abstract

Purpose: to find out what factors cause lecturers and students to adopt and refuse to adopt Google Classroom as a means of E-Learning at the Yogyakarta Nahdlatul Ulama University.Design/methodology/approach: This research was conducted using a qualitative approach to get the meaning of a phenomenon. The Innovation Diffusion Theory is used as the basis for this research to find out how the role of Google Classroom as a means of E-Learning and how the suitability of Google Classroom as a means of E-Learning at Nahdlatul Ulama University Yogyakarta.Findings/result: the factors of adoption consisted of synchronizing the students and lecturers’ email with Google, integrating other Google features, making an efficiency of fund, time and place, finding an alternative way for e-learning, evaluating the facilities, filling the teaching and learning process, communicating between the lecturers and students, and knowing the lateness of submitting assignment. Besides, there were some factors of rejection such as the limited ownership of electronic media, limited knowledge, Internet connection, and no attendance facilityOriginality/value/state of the art: The factors of lecturers and students are adopt and refuse to adopt Google Classroom as a means of E-Learning at Nahdlatul Ulama University Yogyakarta.
Augmented Reality Introduction to Animals of the Archipelago to Grow the Nation's Love for Children Anis Susila Abadi; Pipit Febriana Dewi; Bambang Robi'in
Telematika Vol 19, No 3 (2022): Edisi Oktober 2022
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v19i3.7929

Abstract

Purpose: Produce Augmented Reality applications as a medium for introducing Indonesian animals to foster the nation's love for children.Design/methodology/approach: AR applications are built using markers. AR application development uses the MDLC method, which consists of six stages, namely concept, design, material collection, manufacture, testing, and distribution.Findings/result: This research resulted in the application of Augmented Reality Animal Recognition. The results of the tests that have been carried out using the similarity test of 92% for testing the similarity of 3D objects on animals. SEQ testing with an average result of 91.18 on a scale of 10, so it can be concluded that the application has met the needs of users.Originality/value/state of the art: The development of this application focuses on AR applications with models of Indonesian animals and explanations of the characteristics of these animals.
Serious Game Design Of Sound Identification For Deaf Children Using The User Centered Design Fadmi Rina; Anis Susila Abadi; Sholeh Huda
Telematika Vol 19, No 3 (2022): Edisi Oktober 2022
Publisher : Jurusan Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31315/telematika.v19i3.7979

Abstract

The loss of hearing function in deaf children causes deaf children to experience obstacles in listening to the sound of objects or sounds of language as children generally hear. Therefore, it is necessary to optimize the hearing function of deaf children. The Development of Sound and Rhythm Perception Communication (PKPBI) is a special program to practice understanding sound so that the remaining hearing of deaf children can be maximized. So far, the PKPBI learning media at the sound identification stage used by the Karnna Manohara Yogyakarta Special School teacher is the keyboard. However, the keyboard has weaknesses such as the collection of sounds on the keyboard is very limited. Another problem is the Covid 19 pandemic, PKPBI learning is less than optimal due to limited face-to-face meetings. The purpose of this research is to design a serious game as a learning medium for sound identification for deaf children that can be used in the classroom and at home. The method used to design serious sound identification games is User Centered Design (UCD). Based on the research results, the design of this serious game can be developed into a serious game application to practice sound identification in deaf children.