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PEMBUATAN GAME EDUKASI PETUALANGAN SI GEMUL SEBAGAI PEMBELAJARAN PENGENALAN DAERAH SOLO RAYA PADA ANAK Fendi Aji Purnomo; Eko Harry Pratisto; Taufiqurrakhman NH Taufiqurrakhman NH; Firma Sahrul; Inda Puji Lestari
Simetris: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol 7, No 2 (2016): JURNAL SIMETRIS VOLUME 7 NO 2 TAHUN 2016
Publisher : Universitas Muria Kudus

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (753.151 KB) | DOI: 10.24176/simet.v7i2.774

Abstract

Perkembangan administrasi setelah Orde Baru pemerintah telah menghapus tingkat Karesidenan di Indonesia termasuk Karesidenan Surakarta. Akibatnya nama Karesidenan Surakarta berubah menjadi Eks-Karesidenan Surakarta atau Wilayah Solo Raya. Wilayah Solo Raya terdiri dari tujuh Kabupaten tiga di antaranya berbatasan langsung dengan kota Solo yaitu Boyolali, Sukoharjo dan Karanganyar. Tiga yang lain tidak berbatasan langsung yaitu Wonogiri, Sragen dan Klaten. Masing-masing daerah memiliki slogan, tempat wisata dan makanan khas yang berbeda, namun masih banyak masyarakat yang kurang mengenalnya. Hasil observasi menunjukkan bahwa kebanyakan anak-anak usia sekolah dasar belum mengetahui daerah-daerah mana saja yang masuk dalam daerah Solo Raya. Saat ini teknologi semakin berkembang secara pesat dan penggunaan gadget dapat difungsikan sebagai media edukasi. Dalam penelitian ini telah dikembangkan Game Edukasi berjudul Petualangan Gembul untuk mengenal daerah di Solo Raya Berbasis Android. Metode yang digunakan dalam pengembagan game ini adalah Software Development Life Cycle (SDLC) Water Fall dimulai dari analisis, perancangan, pembuatan, pengujian dan pemeliharaan. Model permainan yang disajikan level pertama berupa adventure yang dilengkapi latar belakang daerah khas masing-masing, level kedua berupa kuis tanya jawab dan level ketiga berupa game puzzel yang berisi foto khas daerah untuk ditata ulang. Pengujian yang dilakukan meliputi pengujian perangkat terhadap 3 perangkat android yang berbeda spesifikasinya dan pengujian hasil pembuatan game melalui kuisioner dalam aspek penyampaian informasi dan desain visual game. Hasil penelitian menyebutkan bahwa 75% game tersebut memudahkan dalam mengenal daerah Solo Raya dan 79% menyebutkan bahwa tampilan game tersebut menarik. Kata kunci: game, android, anak, solo raya.
Evaluasi Media Pembelajaran Interaktif Pengenalan Tata Surya dengan Teknologi Augmented Reality dan Virtual Reality Fendi Aji Purnomo; Sastri Jendra Ayuningrat; Yoana Lukitasari; Arrofvianti Nurwhinda Kusuma
Teknodika Vol 18, No 1 (2020): Teknodika
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1060.207 KB) | DOI: 10.20961/teknodika.v18i1.34963

Abstract

The solar system is something that is learned but cannot be seen directly by students. Planet props available in laboratory are also very limited and presented in conventional models so that students are less interested in learning further with the existing planetary models. This study aims to evaluate the results of making astronomy learning media applications with Augmented Reality and Virtual Reality technology. This application is designed and developed using the MDLC method, namely concept, design, material collecting, assembly, testing and distribution stages. This interactive media is packaged using Augmented Reality and Virtual Reality technology which are presented in interactive catalog. This study have created the Android-based learning media of the Milky Way Galaxy Planet System. The material is presented in form of discussion about the Solar System that is taught in Middle School. This application can be run optimally with Quadcore 1.5 Ghz device specifications which has 3 GB RAM and gyro sensor. The assessment results from junior high school students on Design and Information Aspects get a Very Good and Very Good grades of 100%, then Navigation Aspects scores of 99.9%.
PEMBUATAN AREDU SEBAGAI MEDIA PEMBELAJARAN PENINGGALAN MANUSIA PURBA DI SANGIRAN Fendi Aji Purnomo; Sahirul Alim Tri Bawono; Rica Irianti
IJAI (Indonesian Journal of Applied Informatics) Vol 1, No 1 (2016)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (661.666 KB) | DOI: 10.20961/ijai.v1i1.9000

Abstract

Sangiran is an important site for the development of various fields of science, especially for research in the fields of anthropology, archeology, biology, paleoanthropology, geology, and tourism. The existence of Sangiran site is very useful for studying prehistoric human life because the site is equipped with ancient human fossils, the result of ancient human culture, and ancient fossils of flora and fauna. But in the provision of educational information on the Museum Sangiran still use posters and pamphlets. Therefore necessary to develop educational information media with a more interactive method of Augmented Reality technology.This application is developed using the method of observation, literature study, interviews with the managers of Sangiran, as well as visitors sangiran questionnaire for data collection, creation of applications such as design, story board, catalogs marker to application development and testing. This research purposes to visualize the prehistory in the multimedia-based Sangiran Museum using Augmented Reality Technology as well as to test the ability of visitors about the discovery of ancient objects in the Museum Sangiran.The result is that the marker detection by the camera can be optimally if the distance of the camera to the marker between 15-75 cm and a deflection angle between 15o-105o. The results of questionnaires to the application for Aspects of interest that agree and strongly agree is 100%, Aspect Ease ie agree and strongly agree is 96.6%, Aspect Ease of Navigation that is agreed and strongly agreed is 93.4%, ie Interactive Aspects agree and strongly agree is 93.4%, and the aspect of innovation that agree and strongly agree 100%.
Rancang Bangun Dan Evaluasi Media Pengenalan Hewan Serangga Dengan Teknologi Augmented Reality Fendi Aji Purnomo
IJAI (Indonesian Journal of Applied Informatics) Vol 5, No 1 (2020)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v5i1.44051

Abstract

Abstrak :Usia dini merupakan salah satu masa penting bagi seorang anak dalam mengembangkan bakat dan potensinya. Dalam Pendidikan Anak Usia Dini juga diajari untuk mengenal tentang berbagai macam hewan contohnya serangga. Anak-anak mulai diperkenalkan pembelajaran tentang berbagai macam hewan serangga seperti belalang, kepik, wangwung, lalat, nyamuk dan sebagainya. Guru mengenalkan berbagai macam serangga tersebut dengan menggunakan media buku bergambar. Buku bergambar memiliki keterbatasan, yaitu hanya menampilkan gambar dan teks. Teknologi Augmented Reality dapat dimanfaatkan sebagai media bantu pembelajaran mengenalkan berbagai macam serangga dengan menambahkan objek 3 dimensi di atas media buku tersebut. Metode penelitian mengadopsi metode Multimedia Development Life Cycle (MDLC). MDLC terdiri dari enam tahap yaitu pengonsepan, perancangan, pengumpulan materi, pembuatan, pengujian , dan pendistribusian. Hasil penelitian berupa aplikasi pembelajaran tentang pengenalan aneka macam serangga dalam aplikasi android. Aplikasi AR SERANGGA ini dibuat secara interaktif dengan menggunakan alat bantu marker untuk menampilkan obyek dalam bentuk 3 dimensi dan informasi yang ditampilkan agar anak usia dini tertarik atau antusias dalam kegiatan belajar mengajar yang dibuktikan dengan 70% responden memberikan nilai setuju atas aplikasi ini._____________________________Abstract : Early childhood is one of the important times for a child to develop his talents and potential. In Early Childhood Education, it is also taught to get to know various kinds of animals, for example insects. Children were introduced to learning about various kinds of insects such as grasshoppers, ladybugs, wangwung, flies, mosquitoes and so on. The teacher introduces the various kinds of insects using picture books as media. Picture books have limitations, which only display pictures and text. Augmented Reality technology can be used as a learning aid to introduce various kinds of insects by adding 3-dimensional objects on top of the book media. The research method adopted the Multimedia Development Life Cycle (MDLC) method. The MDLC consists of six stages, namely drafting, designing, gathering materials, manufacturing, testing, and distributing. The results of the research are in the form of a learning application about the introduction of various kinds of insects in an android application. The AR SERANGGA application is made interactively by using marker tools to display objects in 3-dimensional form and the information displayed so that early childhood is interested or enthusiastic in teaching and learning activities as evidenced by 70% of respondents giving agreed scores on this application.
Conferec (Conference CMS) Sahirul Alim Tri Bawono; Fendi Aji Purnomo; Agus Purnomo; Rizky Nuzuliati
IJAI (Indonesian Journal of Applied Informatics) Vol 2, No 1 (2017)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijai.v2i1.13170

Abstract

Conference is a medium for researchers to exchange experiences. The organization of the website requires registration management, review and payment process. Web site conference management is required for these processes.Making CMS Conference using MySQL, Apache, PHP, Codeigniter.MySQL is a program to manage the database. Apache is a program to serve the process of response and demand that is on the internet. PHP is a programming language. Codeigniter is a framework to facilitate the process of coding the program.Results resulting from this research is CMS Conference has been successfully created with no found syntax error and error logic in the program. The main features are the management of conference display, acceptance management articles, review process management, management of the process of receiving articles and payment management 
Digital Animasi 2 Dimensi Dengan Metode Cell Shadding Dan Rigging Bone Studi Kasus : Legenda Gunung Tugel Fendi Aji Purnomo; Eko Harry Pratisto; Agus Purnomo; Ahzan Saiful Huda; Ady Setyo Nugroho
IJAI (Indonesian Journal of Applied Informatics) Vol 2, No 1 (2017)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1268.524 KB) | DOI: 10.20961/ijai.v2i1.15248

Abstract

Mature Indonesian culture is now diminishing. Indonesian society, increasingly popular by the outside culture through the development of increasingly sophisticated technology. One is the story of a growing legend in their respective regions, so it becomes ironic as children today are uncertain of not caring about their own culture. One of the growing legend stories is "Gunung Tugel" which originated from Boyolali area, which tells about wisdom and culture.Media education currently popular by the public one of them is the animated film. The animated film "Legend of Mount Tugel" is built using the 2 Dimension method, which has a duration of 20 minutes, with the specification of .mp4 extension, 1280x720 video resolution, and frame rate of 24 fps. In making the film, use Moho Anime Studio software to create animations, then Adobe Illustrator, CorelDraw, and Photoshop, for modeling, and Adobe After Effect for video editing process.Based on a questionnaire assessment that has been conducted on 41 respondents, it can be seen that as much as 79% considered that the animated film "Legend of Gunung Tugel" is good value in the character design aspect of the character. As for other aspects, such as audio as much as 85% interesting. Aspects of visual effects, as much as 76% interesting, and environmental aspects of good value of 77%
Evaluasi Animasi 3D Legenda Tarian Sabuk Janur Dengan Metode Rigging Bone Fendi Aji Purnomo; Firma Sahrul Bahtiar Bahtiar; Ahzan Miftahudin Zuhri; Afwan Amirul Muchsinin
IJAI (Indonesian Journal of Applied Informatics) Vol 3, No 1 (2018)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2188.122 KB) | DOI: 10.20961/ijai.v3i1.26372

Abstract

Indonesia dewasa ini, budaya pada masyarakat mulai mendapat pengaruh dari budaya asing sehingga budaya yang merupakan peninggalan dari leluhur bangsa mulai terkikis. Salah satunya adalah kebudayaan berupa cerita legenda yang berkembang di daerah masing – masing, sehingga menjadi ironis ketika anak zaman sekarang tidak mengetahui bahkan tidak peduli akan budayanya sendiri. Salah satu cerita legenda yang berkembang yaitu “Tarian Sabuk Janur” yang berasal dari daerah Girimulyo, Karanganyar yang kental menceritakan tentang kearifan dan keramahan budaya. Media edukasi yang saat ini digemari oleh masyarakat umum salah satunya adalah film animasi. Film animasi “Legenda Tarian Sabuk Janur” dibuat dengan metode 3 Dimensi, yang memiliki durasi waktu 6 menit 27 detik, dengan spesifikasi ekstensi .mp4, resolusi video 1280x720, dan frame rate 24 fps. Dalam pembuatan film tersebut, menggunakan software Blender Animation Studio. Berdasarkan pengkajian kuisioner yang telah dilakukan, dapat diketahui bahwa 82 % responden dapat memahami isi cerita film animasi 3D Legenda Tarian Sabuk Janur. Dan film disajikan dengan baik rata-rata dengan prosentase sebesar 75%._______________________________________________________________Indonesia today, culture in the community began to get the influence of foreign culture so that the culture is a relic of the nation's ancestors began to erode. One of them is the culture of a legend story that developed in their respective regions, so it becomes ironic when children today do not know even care about their own culture. One of the growing legends of the story is "Tarian Sabuk Janur" which comes from Girimulyo region, Karanganyar is thick telling about wisdom and cultural friendliness. Media education currently popular by the public one of them is the animated film. The animated film " The Legend of Tarian Sabuk Janur " was made with the 3 Dimensional method, which has a duration of 6 minutes 27 second, with extension specification .mp4, 1280x720 video resolution, and frame rate of 24 fps. In the making of the film, using Blender Animation Studio software. Based on the questionnaire review, 82% of respondents can understand the contents of the 3D animated story of Janur Belt Dance Legend. And the film is well presented on average with a percentage of 75%.
Rancang Bangun Games Pengenalan Fosil Purba Melalui Kartu Permainan Dengan Teknologi AR Fendi Aji Purnomo
IJAI (Indonesian Journal of Applied Informatics) Vol 4, No 1 (2019)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2119.055 KB) | DOI: 10.20961/ijai.v4i1.34419

Abstract

Penelitian ini telah dilakukan rancang bangun pembuatan aplikasi games AR yang bertujuan untuk mengenalkan fosil-fosil purba yang ada di ruang pamer Museum Purbakala Sangiran. Metode yang digunakan dalam pembuatan aplikasi game AR ini adalah Multimedia Development Life Cycle (MDLC) dimulai dengan konsep, desain, material collecting, assembly, testing dan distribution.  Pembuatan Aplikasi Game Battle Card Museum Purbakala Sangiran menggunakan Augmented Reality berbasis Android ini menggunakan berbagai software yaitu Vuforia Developer untuk membuat fitur marker, Vuforia SDK untuk mendapatkan ARCamera dan ImageTarget, Unity3D untuk membuat Augmented Reality, Blender untuk pembuatan objek 3D dan Corel Draw untuk membuat desain marker dan layout. Pengujian game dilakukan secara black box, pengujian terhadap compatibilitas perangkat dan pengujian hasil penilaian end user melalui kuisioner. Hasil penelitian menyebutkan bahwa telah berhasil dibuat game AR pengenalan fosil purba. Game tersebut minimal dapat berjalan pada perangkat dengan minimal memori RAM 2GB. Jarak ideal kamera mendeteksi kartu marker 10 cm sampai dengan 30 cm. Sudut deteksi marker terhadap kamera antara 30o sampai dengan 90o. Hasil penilaian mengenai tampilan visual game dinilai 88.4% menarik dan sangat menarik, model 3D yang disajikan 84.6% menarik dan sangat menarik.  
Evaluasi Media Ajar AR Halo Kids Pada Anak Dengan Teknologi Augmented Reality Berbasis Android Fendi Aji Purnomo; Eko Harry Pratisto; Firma Sahrul Fahrukan; Muhammad ‘Adli Zul Hazmi
IJAI (Indonesian Journal of Applied Informatics) Vol 2, No 1 (2017)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (678.463 KB) | DOI: 10.20961/ijai.v2i1.15262

Abstract

This study aims as an easy and inexpensive learning media that can be used to increase education for early childhood such as knowledge about the introduction of various professions. Media learning in the form of physical at this time is considered quite expensive, in addition to learning media in the form of physical need more understanding to be able to understand something learned.This research was developed with SDLC (System Development Life Cycle) method. This research includes the kind of augmented reality technology development that contains insight into the various professions, plants, musical instruments, and my needs. Objects taken about the character of the profession, the form of musical instruments, the shape of the plant, and the form of home appliances. Data collection techniques were conducted by questionnaire. Questionnaire is used to assess the completeness and feasibility of the application. Software engine that we use is unity game engine.The results of the research has been successfully created HALO KIDS applications in the form of 3D visual images of several themes including professions, needs, instruments, and plants. The HALO KIDS app is a file with a .apk extension. The HALO KIDS app runs optimally with a minimal smartphone specifying a 2.3 GHz Quad-core device (2 GB of RAM). The use of applications by children is easy to do with Agree-Strongly Agree value of 59%, 3D objects of the profession can be recognized and remembered by children with the value of agree- strongly agree at 67%.
Sistem Rekomendasi Pencarian Keahlian Mahasiswa Berdasarkan Curriculum Vittae Dengan Metode Simple Additive Weighting (SAW) Fendi Aji Purnomo; Eko Harry Pratisto; Afif Zidan Nurrizqi
IJAI (Indonesian Journal of Applied Informatics) Vol 2, No 2 (2018)
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2427.507 KB) | DOI: 10.20961/ijai.v2i2.21248

Abstract

The current technological developments, leading to the recruitment of skilled and ready-to-work Human Resources (HR) in the company to increase. Diploma III Program Informatics Engineering is one of the study program that produces skilled workers in the field of information technology (IT). There are several companies that request human resources graduate Diploma III Informatics Engineering, but the manager of the study program found it difficult to choose which graduates who have the skills required by the company. In this research has been made an application that can provide recommendations on the expertise inherent in the graduates using simple additive weighting method. The research method applied to design and make this system is by using Waterfall research method that is Software Requirements Gathering and Analysis, Design, Coding, and Testing. Decision Support System Curriculum Vitae is created using PHP-based programming framework YII 2 and MariaDB database. The application features consist of Curriculum Vitae data management function, Curriculum Vitae print, and Student recommendation search with user specified criteria weight. The results of manual and systematic simulation testing resulted in an appropriate ranking sequence in providing recommendations on the skills of the student.