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Game Edukasi Pengenalan Suku Di Sumatera Utara Muhammad Fadhil Nahdah; Nenna Irsa Syahputri; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Introduction to ethnicity or culture in Indonesia from an early age is very important, such as theintroduction of traditional clothes and special foods. Because something contained in the tribe is one of thehighest cultural representations in a tribe or society. So that the younger generation must be able to preserve theirown culture, especially the introduction of traditional clothes and special foods. In the research conducted inbuilding a tribal recognition application, there are features such as the introduction of 3D traditional clothes andspecial foods. It is hoped that it can train students' thinking skills and also attract students' interest in learningwhich will later be useful as a provision in understanding the tribes in Indonesia, especially in North Sumatra.From this study, the author's desire was achieved to create an Android-based tribal introduction educationalgame in North Sumatra using Unity 3D.
Game Edukasi Pengenalan Gaya Gesek Pada Materi Fisika Siswa SMA Muhammad Luthfi Pratama; Nenna Irsa Syahputri; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Computer technology is one that is growing rapidly at this time, one of its impacts can be seen in the world of education. In every era of education there are always changes that lead to better progress. The world of education requires various changes and innovations for the sake of advancing the quality of education that does not focus on theory only, but also on practical matters. For the current COVID-19 pandemic, the teaching and learning process is carried out online or online from home. This can cause a problem, namely a lack of interest and interest in learning for students to take part in learning due to the lack of interaction between students and teachers. Therefore, a new learning method and an alternative learning method were created, namely by making an educational game. Here, the researcher makes an educational game introducing the friction force in physics by using a software called Adobe Flash CS6 and also using the ActionScript 3.0 programming language. A game is made that contains learning materials and also a game that has two styles of play, the first is a brain teaser game and the second is an essay test game. The brain teaser play model is in the form of multiple choice by being given several choices to answer, and the essay test playing model is in the form of a game of filling in answers in the column by being given a grid of questions to answer questions. It is hoped that with this educational game, teachers can be helped in providing more understanding to students, and can also help increase student interest in learning
Game Education (Media Interaktif Mengenalkan Ibu Kota Provinsi Berbasis Android) Menggunakan Unity Bagas Prayoga; Khairunnisa; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

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Abstract

Currently Indonesia is officially divided into 34 provinces and each province has a capital city. Some children, especially elementary school level, still find it difficult to recognize the names of the capitals in each province in Indonesia. One of the reasons is because during the learning process at school, children still use books and teacher guidance so that it does not attract the attention of children to learn to recognize the names of capital cities in Indonesia. With interactive multimedia, children no longer feel bored in learning to recognize the names of capital cities in Indonesia. This research will produce an android-based application in recognizing the names of provincial capital cities in Indonesia. The purpose of this application is to make basic learning about the introduction of provincial capitals interesting and produce interactive media in introducing provincial capitals. This application is built using the C# programming language and Unity 3D software.
Perancangan Intelligent Tutoring System Sebagai Upaya Inovatif Pada Pembelajaran Algoritma dan Struktur Data Khairunnisa Khairunnisa; Nur Wulan
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 4, No 2 (2020): November 2020
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v4i2.8515

Abstract

Perkembangan teknologi komputer dan informasi ikut serta dalam membantu perkembangan dan memberikan solusi permasalahan di bidang lainnya, salah satunya di bidang pendidikan. Di bidang pendidikan, salah satu permasalahan yang diperhatikan adalah dalam hal pembelajaran. Setiap peserta didik memiliki kemampuan yang berbeda untuk memahami suatu materi yang diampuhnya. Salah satunya pada mata kuliah Algoritma dan Struktur data. Yang mana mata kuliah ini adalah salah satu materi dasar yang harus dipahami untuk mahasiswa fakultas teknik dan komputer. Didalam pelajaran Algoritma dan Struktur Data memiliki berbagai macam materi dasar pemrograman yang harus dipahami dengan jumlah pertemuan kuliah yang terbatas. Hal tersebut merupakan hambatan bagi para pengajar untuk menyampaikan seluruh materi berdasarkan kemampuan dan pemahaman peserta didiknya. Oleh karena itu dibutuhkanlah sebuah pembelajaran yang mampu membantu para peserta didik untuk belajar mandiri dengan efektif. Perkembangan IPTEK salah satu media komputer yang dimanfaatkan dalam pembelajaran saat ini. Karena media komputer sangat memberikan dampak positif bagi peserta didik yang ingin belajar mandiri. Intelligent Tutoring System (ITS) adalah suatu program aplikasi interaktif yang menerapkan metode dalam kecerdasan buatan yang dapat digunakan sebagai media penyampai informasi maupun sebagai media evaluasi dalam proses pembelajaran.Kata Kunci : Pembelajaran, Intelligent Tutoring System, Algoritma dan Struktur Data
PKM : Pembangunan Website Sekolah dan Penerimaan Siswa Baru Pada Sekolah Nur Nur Azizi Berbasis Content Management System (CMS) Yessi Fitri Annisah Lubis; Mufida Khairani; Nur Wulan
TRIDARMA: Pengabdian Kepada Masyarakat (PkM) Vol. 3 No. 1, Mei (2020): TRIDARMA: Pengabdian Kepada Masyarakat (PkM)
Publisher : Institute of Computer Science (IOCS)

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Abstract

Internet merupakan bagian dari teknologi informasi yang mendunia yang untuk mempermudah dan mempercepat komunikasi publik menyebabkan berbagai organisasi kemasyarakatan baik pemerintah dan swasta menyampaikan data dan informasi menggunakan media ini yang dikenal dengan Website. Website sekolah. biasanya berisi profil, kegiatan – kegiatan sekolah, sarana sekolah dan lain – lain. Website sebagai media yang digunakan untuk menggantikan aktifitas yang bersifat manual dan menghabiskan banyak waktu menjadi aktifitas komputerisasi. Sekolah Nur Nur Azizi, dalam penyampaian informasi sekolah belum menggunakan internet, sehingga dalam penyampain informasi ke lingkungan sekolah mulai dari staff sekolah, guru, siswa dan orang tua siswa tidak dilakukan dengan efektif dan efisien. Tujuannya agar sekolah tidak hanya dapat menyampaikan informasi pada lingkungan sekitar tetapi masyarakat luas sehingga dapat meningkatkan kompetisi yang positif sesama sekolah swasta yang ada di Sumatera Utara. Pembangunan Website untuk sekolah dapat dilakukan dengan menggunakan Content Management System atau dikenal dengan CMS. Cms dapat membantu menghasilkan website yang powerful, waktu yang singkat dalam pembuatannya dan kemudahan dalam penggunaannya.
Analisa Perbandingan Keefektipan Waktu Proses Perhitungan Metode SAW dan WP Dalam Menentukan Siswa Berprestasi Nur Wulan; Haida Dafitri; Ermayani Sihombing
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 6, No 2 (2022): November 2022
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v6i2.13725

Abstract

Achievement students are the achievements of every student in school, stand out among other students and sent to take part in the competitions with the name of the school becoming a student pride. The process of achieving achievements that still uses a manual system that actually less effective in student achievement. Therefore, the author designed decision support system comparative analysis between the two methods Simple Additive Weighting (SAW) and Weight Product (WP) with criteria that have been determined criteria. These two methods are compared to find out which method is more effective in the calculation process which is expected to help in determining students achievers.Keywords: SPK; SAW; WP; Achievement; School
Pelatihan Pembuatan Desain UI/UX Website UMKM Profile Labscarpe dengan Aplikasi Figma: Pelatihan Desain UI/UX Website UMKM Haida Dafitri; Erwin Panggabean; Nur Wulan; Abdul Jabbar Lubis; Sumi Khairani; Ade Putri Humaira
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 3 No. 2.2 (2023): Jurnal Pengabdian kepada Masyarakat Nusantara
Publisher : Sistem Informasi dan Teknologi (Sisfokomtek)

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Abstract

The UI/UX (User Interface/User Experience) design is a design carried out to improve the branding of an online store to get a lot of attention from the public so that it can get a bigger share. UI/UX is one of the technological developments that can take advantage of digital means to introduce a product to be offered to customers. This research is intended to help improve the branding of a store, and to find out the performance of the website after using the UI/UX. It is hoped that the UI/UX design on the Lab.Scarpe website can improve the branding of the website and make it easier for users/customers to transact on the website.
Mendeteksi Tingkat Kematangan Belimbing Berdasarkan Fitur Warna Menggunakan Transformasi Ruang Warna HSI Siti Sundari; Indah Natalia Siburian; Nur Wulan
ALGORITMA : JURNAL ILMU KOMPUTER DAN INFORMATIKA Vol 7, No 1 (2023): (April 2023)
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/algoritma.v7i1.15263

Abstract

Penelitian ini mengembangkan sistem aplikasi untuk mendeteksi tingkat kematangan belimbing dengan transformasi warna HIS. Subjek penelitian adalah membangun sistem aplikasi untuk mengenali dan menentukan kematangan belimbing berdasarkan fitur warna menggunakan aplikasi Matlab 2015. Data dalam penelitian ini menggunakan gambar belimbing yang diambil dengan kamera, yang kemudian akan mengekstrak karakteristik warna, dan menghitung tingkat kandungan warna dari R (merah), G (hijau), dan B (biru) dan dikonversi ke HSI. Dari hasil penelitian, 10 sampel belimbing yang terdiri dari buah mentah dan setengah matang, serta sudah matang dengan menghitung nilai rata-rata maksimum dan minimum H dan S memperoleh persentase sebesar 85%. Kata kunci : Belimbing, Matlab, Deteksi kematangan, transformasi ruang warna HSI.
Perancangan Aplikasi Mixed Reality Shagy (Sheila Art Gallery) Berbasis Android Menggunakan ARCore Lastri Pratiwi; Sumi Khairani; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Along with the development of information and communication technology, there are more and more facilities that can facilitate a person in all things. One of the developing technologies is Mixed Reality. one of the arts that is currently in great demand is painting, but painting exhibitions in Medan City are still very minimal and not in demand so every time there is a painting exhibition there are very few visitors and that can cause quite large losses, then not all painters have the money to build their own art gallery. One application that uses Mixed Reality technology is an application for Sheila Art Gallery’s artwork, another name is Mixed Reality Shagy. With the Shagy (Sheila Art Gallery) application, art gallery application users can be more interested in the works of art on display, and can understand more about the background and meaning of the works of art. Researchers built a 3D model of the artwork on diplay at the Sheila Art Gallery. This Application is carried out the provide an alternative virtual art gallery experience to users. This application can help artists promote their work to the wider community through interactive experiences. This broadens the scope of art promotion and creates closer relationships between artist and users.
Game Edukasi Sebagai Media Pembelajaran Perhitungan Dasar Matematika Menggunakan Construct 2 Dengan Metode GDLC Victor Alwi Hura; Rismayanti; Nur Wulan
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

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Abstract

Educational games are a form of fun learning for children, where educational games can motivate the learning process and involve children so that the learning process is more enjoyable, where games play a role in fulfilling learning objectives, namely so that a child is interested and comfortable when learning. Mathematics is a lesson that discusses numbers, how to calculate and formulas that use logic. This research aims to change conventional learning methods into simulation learning methods with educational game applications and develop children's creativity, because educational games have elements of challenge, accuracy, reasoning power and ethics. In this game, elementary school students can enjoy educational games based on Android to increase their knowledge and learn to count by answering questions in this educational game such as addition, subtraction, multiplication and division. The research method used in this research is the Game Development Life Cycle (GDLC) method, which is a guide used to determine the steps and criteria that need to be considered in building a good quality game. Construct 2 is a 2D game engine for HTML5 developed by Scirra Ltd, a start-up company headquartered in London. This game engine was developed with the concept of behavior and event attachment so that logic in the game can be built without having to type a single line of coding, just drag and drop. The result of this research is the formation of an educational game for basic mathematical calculations using Android-based application media to help elementary school students learn basic mathematical calculations with an educational game.