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Penerapan Media Pembelajaran Interaktif Berbasis Flash (Studi Kasus : Mata Pelajaran Kewarganegaraan pada Siswa Kelas 4) Yupi Kuspandi Putra; Nanda Kharisma Maulana; Muhamad Sadali; Mahpuz Mahpuz
Infotek: Jurnal Informatika dan Teknologi Vol. 6 No. 1 (2023): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v6i1.7458

Abstract

This study aims to facilitate teaching and learning activities, so as to increase students' understanding of the introduction to traditional Indonesian clothing and houses delivered by educators. The introduction of traditional clothes and houses is considered to be a very big challenge, especially for the millennial generation who are less interested in learning Indonesian culture when compared to today's modern culture. This is one of the homework for educators. In the world of education, instructional media is often overlooked for reasons of limited time to make teaching preparations and it is difficult to find the right media, so that students experience difficulties and feel bored with civics subjects. The learning method used to overcome these problems is to create interactive learning media on civics subjects with material introduction to traditional Indonesian clothing and houses. This learning media starts from the needs analysis process that will be used in making flash-based interactive learning media and creating concepts or designs according to the results of the analysis. The results to be achieved in making this interactive learning media are that students can understand the material and increase the attractiveness of student learning towards the introduction of traditional Indonesian clothing and houses, so that the teaching and learning process becomes more effective. This interactive learning media is expected to help the school, especially teachers and students, in conveying or receiving material more clearly.
Penerapan Internet Of Things (IoT) Pada Sistem Monitoring Penggunaan Air PDAM Rumah Tangga Indra Gunawan; Muhammad Wasil; Mahpuz Mahpuz
Infotek: Jurnal Informatika dan Teknologi Vol. 6 No. 1 (2023): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v6i1.7204

Abstract

Water is a source of life that is needed by living things. Many people have switched to using PDAM water to fulfill their daily water needs so in the distribution process the PDAM requires a process of checking or recording by officials the amount of water used that is distributed to each customer. This raises a problem, namely that there is often a discrepancy between the amount of water used and the fees that must be paid and the water meters used by the PDAM are still analog in nature so the water usage data is difficult for customers to know. This is one of the factors causing the soaring bills of fees that must be paid for water needs to the PDAM every month which often results in several possibilities, namely non-payment, leaks, or fraud. So we need a tool to facilitate the PDAM and PDAM water customers in monitoring water use as well as the amount of payment. The tool is in the form of a PDAM Water Usage Monitoring System Design using Internet of Things technology using a water flow sensor that will detect the use of water used, RTC to determine a date and time in the BLYNK application display, processed via the ESP32 Node MCU and displayed on the LCD as the output of current usage and bills to be paid. The processed data results will be sent to the BLYNK web server and can be viewed through the BLYNK application on an Android smartphone. The error value from the reading of the water flow sensor is 1%, which means the accuracy level is 99%. Meanwhile, the data from the reading of the system for calculating the cost of using PDAM water does not contain errors so the accuracy of the data reaches 100%.
Penerapan Aplikasi Merdeka Belajar Kampus Merdeka (MBKM) Sebagai Upaya Peningkatan Kualitas Perguruan Tinggi Aris Sudianto; Hariman Bahtiar; Muh. Farid Wajdi; Mahpuz Mahpuz
Infotek: Jurnal Informatika dan Teknologi Vol. 6 No. 2 (2023): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v6i2.17183

Abstract

Technological advances are currently developing so rapidly this has resulted in changes in social, cultural, and the world of work so that student competencies and skills must be able to adapt to the demands of the times. Therefore, Nadiem Makarim, Minister of Education, Culture, Research, and Technology of the Republic of Indonesia initiated and launched the Merdeka Learning program - Merdeka Campus as an effort to provide the best learning options for students, which is expected to be the answer to these demands. Merdeka Learning - Merdeka Campus gives students the right to take lessons outside their respective campuses but still get learning credits. The Informatics Engineering Study Program at Hamzanwadi University has currently implemented the Merdeka Learning - Merdeka Campus program. Among the 8 activities offered, there are 3 activities that are followed, namely independent studies, industrial internships, and village development. The results of the research that has been carried out show that the Merdeka Learning Information System for Merdeka Campus based on the website can help simplify the administrative process and facilitate data management
Peningkatan kompetensi siswa SMK melalui pelatihan desain grafis dan animasi Mahpuz Mahpuz; Muhammad Wasil; Aris Sudianto; Muhamad Sadali; Baiq Andriska Candra Permana; Hamzan Ahmadi; Suhartini Suhartini; Indra Gunawan; Imam Fathurrahman; Lalu Kerta Wijaya; Harianto Harianto; Moh. Farid Wajdi
ABSYARA: Jurnal Pengabdian Pada Masayarakat Vol 4 No 1 (2023): ABSYARA: Jurnal Pengabdian Pada Masyarakat
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/ab.v4i1.18793

Abstract

Multimedia is a crucial field of study in the present era, as all professional domains require its application to aid individuals in effectively completing their tasks. However, the Multimedia field is contributing significantly to unemployment rates today. This issue partly arises from the fact that graduates in Multimedia lack the required proficiency, skills, and knowledge sought by various companies and institutions. SMK NW Kembang Kerang is a private vocational school located in East Lombok, which offers a multimedia program attracting a substantial number of students each year. Despite graduating students in this field annually, many face the challenge of inadequate competencies upon completion of their education. The lack of practical exposure during their school years hinders the alumni's ability to compete in the job market. Although numerous photo and video editing services are available in the Kembang Kerang region, it is observed that few SMK graduates are employed in this area. The school's teachers and principal comprehend this issue, attributing it to the limited opportunities for practical training experienced by the students. Consequently, to address this concern, the author conducted a competence training activity for students at SMK NW Kembang Kerang, with a specific focus on multimedia and graphic design. The objective of this training program is to enhance the students' multimedia and graphic design skills, empowering them with competent capabilities that will prove beneficial both for their personal growth and the broader community. Through this initiative, it is anticipated that upon completing their vocational education, students will possess the necessary competencies to thrive in the professional realm and contribute positively to society at large.
Penerapan Sistem Informasi Geografis Dalam Pemetaan Toko Oleh - Oleh Khas Lombok Yupi Kuspandi Putra; Muh. Adrian Juniarta Hidayat; Muhamad Sadali; Mahpuz Mahpuz; Muhamad Guruh Aropah
Infotek: Jurnal Informatika dan Teknologi Vol. 7 No. 1 (2024): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v7i1.24162

Abstract

This research aims to produce a geographic information system with spatial data visualization containing the location of East Lombok souvenir shops, shop information and directions that will be presented to visitors or users. The research targets were carried out in several sub-districts in the East Lombok Regency area which have souvenir shops. This is an effort to introduce craft products and food and drinks that are characteristic of the East Lombok Regency area. The data used in this research is by collecting map data of the East Lombok Regency area using Google Map API and Google Map Direction Service, interviews with shop owners, data collection on coordinate points and several other supporting data. The result of this research is that a web-based geographic information system for East Lombok souvenir shops has been built using the Google Maps API which makes it easy for web users to find out the position of East Lombok souvenir shops, where there is shop information and shop position. , items for sale and directions to the desired store.
Penerapan Aplikasi Warung Media Berbasis Android Guna Meningkatkan Promosi dan Penjualan Aris Sudianto; Lalu Kerta Wijaya; Jumawal Jumawal; Mahpuz Mahpuz
Infotek: Jurnal Informatika dan Teknologi Vol. 7 No. 1 (2024): Infotek : Jurnal Informatika dan Teknologi
Publisher : Fakultas Teknik Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/jit.v7i1.24482

Abstract

Warung Media is a start-up that provides various media needs such as laptop repair services, graphic design, videography, and all media needs that can be requested by yourself. Media stalls take advantage of technological developments to market their services online, namely through social media and offline. The design of this media shop application is a step to increase sales and promotion of service products offered by the media shop so that it can provide more benefits for the media shop itself. The purpose of building this system is so that customers can order products online and as a promotional media as well as more value from media stalls. In addition, with this application, users can easily see the products offered by media stalls. This system is designed using the java programming language and using the android studio application. The results of this study are the media shop application which is used as a means of sales promotion that can be accessed anywhere and anytime, the service ordering process can be done directly without having to come to the place, and can facilitate the process of buying services transactions, so as to increase sales of services from media stalls