Muhamad Khaerudin
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GAME EDUKASI DENGAN MENGGUNAKAN UNITY 3D UNTUK MENUNJANG PROSES PEMBELAJARAN Muhamad Khaerudin; Dwi Budi Srisulistiowati; Joni Warta
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 2 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v8i2.741

Abstract

AbstractOne form of development of interactive learning media is learning media using games. Because games are quite popular among teenagers, by building learning media using games, it is hoped that it can help increase learning motivation and attract interest in learning with a fun learning process. This educational game is called Hinterweltlern with the RPG (Role Playing Game) genre, where a story is presented based on the basic competency material at each level. Students will explore dungeons, and can access materials by completing objectives/missions, killing enemies, or reaching the checkpoint area. Each level session has a Boss that must be defeated by answering questions correctly about the material that has been given to advance to the next level. The research method used in this study is the Research and Development (P&P) method. This educational game is a hybrid game with the genres of Role Playing Game, Fighting, Fantasy, and Education using Unity 3D software, which replaces the Conventional Learning Activity method with a more interactive and interesting method, namely a Windows Platform educational game. The result of making this Educational Game of Appearance is in the form of a 3-dimensional Game, the player where the player will act as a certain character who runs the plot according to the storyboard that has been made. Players will be asked to explore dungeons/chapters to run quests or access materials. Keywords : Instructional Media; Games; RPGs; Unity 3D;
SISTEM INFORMASI PREDIKSI PENJUALAN ALAT TULIS KANTOR DENGAN METODE FP-GROWTH (STUDI KASUS TOKO KOPERASI SEKOLAH BINA MULIA) Dwi Budi Srisulistiowati; Muhamad Khaerudin; Sri Rejeki
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 8, No 2 (2021): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v8i2.739

Abstract

AbstractThe increase in sales transactions accompanied by the availability of goods sold is a reflection of the performance of a company's business (store). One of the business units in Bina Mulia School is a shop that sells a variety of office stationery equipment. Therefore, a computerized system is needed in order to solve all problems in the company and be able to ease the task of employees in analyzing and taking into account the inclusion and sale of office stationery for the future. So it is necessary to design a Data Mining Warehouse system for decision makers in determining policies quickly, efficiently, and effectively. One of the data mining warehouse methods is FP-Growth. The FP-Growth algorithm is used to determine which data sets appear most frequently in a data set. The method in frequent itemsset search using FP-Growth algorithm works very well in performing Frequent itemsset by generating rule from ATK sales data. In implementing the FP-Growth algorithm in the atk inventory prediction application can be seen from the number of items sold and to know the number of frequent itemset that occur. FP-Growth algorithm can be applied to support ATK sales strategy in Bina Mulia School Cooperative so that management can make decisions quickly. Keywords : Sales, Precipitation, FP Growth, ATK
RANCANG BANGUN GAME EDUKASI DENGAN MENGGUNAKAN FINITE STATE MACHINE Muhamad Khaerudin; Dedi Setiadi; Tata Sumitra
JSI (Jurnal sistem Informasi) Universitas Suryadarma Vol 9, No 1 (2022): JSI (Jurnal sistem Informasi) Universitas Suryadarma
Publisher : Universitas Dirgantara Marsekal Suryadarma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35968/jsi.v9i1.847

Abstract

Learning media is a tool that can help the teaching and learning process and serves to clarify the meaning of the message conveyed, so that it can achieve learning objectives better and more perfectly. There are several methods or ways to carry out learning activities. One of them is learning activities using interactive media to be given to students. The purpose of interactive educative as a teaching and learning process between teachers and students includes increasing competence in three aspects, namely cognitive, psychomotor, and affective aspects. Offline activities in the classroom or online a teacher is expected to be more creative in making learning creations and innovations as well as to focus learning on students. One of the learning activities using interactive media to be given to students is games. This educational game is Hinterweltlern with the Role Playing Gaming genre by using a game engine, Blender for 3D modeling, , and Finite State Machine for designs that determine behavior, actions, and states. With the results of this game research is to update the curriculum and learning media used Keywords  : Learning media, educational game, Finite State Machine, designs
Manajemen Pengetahuan Salah Sebagai Satu Jalan Dalam Pengembangan Lembaga Pendidikan Unggul Pada Tk Bina Mulia Cibitung Muhamad Khaerudin; Joni Warta; Dwi Budi Srisulistiowati
Journal of Informatic and Information Security Vol. 1 No. 2 (2020): Desember 2020
Publisher : Program Studi Teknik Informatika, Fakultas Teknik Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/jiforty.v1i2.390

Abstract

Along with the significant development of life progress, the competition that occurs requires people to follow the flow of adjustments as well as the world of education which now provides many alternative choices and levels of quality. Educational institutions need to develop their competitive advantage in order to survive, compete and sustain their survival properly. The resources needed to maintain its survival are not solely from traditional resources but must also come from intangible resources, namely knowledge. To benefit from the knowledge they have and what knowledge they must have, educational institutions / organizations must manage their knowledge through knowledge management. Consciously, educational institutions must know the knowledge they have and their benefits to improve performance and increase innovation and creativity. To achieve superior educational institutions, knowledge management is needed, namely the ability to create and maintain value that is greater than the competitiveness of the core institution. Knowledge and experience are able to create, communicate and apply knowledge about various things to achieve organizational goals, namely to become a superior educational institution.