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Journal : Compiler

Introduction to Yogyakarta Icons in The Game of Running Challenge Angga Adha Nugroho Bonai; Dwi Nugraheny; Harliyus Agustian
Compiler Vol 8, No 1 (2019): May
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.546 KB) | DOI: 10.28989/compiler.v8i1.432

Abstract

Yogyakarta's strong culture makes Yogyakarta one of the tourist areas frequented by tourists, both foreign tourists and local tourists. The Visitors come from various groups, for example visitors who come with family or individuals. A game model is needed that can facilitate the child in remembering the tourist icons in Yogyakarta through a Game Running Challenge that is made as attractive as possible and can run on the Windows operating system. The game running challenge application can provide convenience to users who are children aged 6-10 years to get to know and know the most famous icons in Yogyakarta through a game. So that it can be an educational medium that has a pattern of learning by doing learning.
Simulator Modules for Learning Maintenance of Avionics Components in Solid State Cockpit Voice Recorder (SSCVR) PN. 980-6022-001 and Aircraft Battery PN. 405CH Dwinny Puspa Dinar Saputri; Dwi Nugraheny
Compiler Vol 8, No 2 (2019): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.006 KB) | DOI: 10.28989/compiler.v8i2.521

Abstract

PT GMF AeroAsia Tbk is an international company that provides the largest maintenance facilities and services in Asia. The divisions in PT GMF AeroAsia Tbk one of which is the Avionics Shop division, where the division is a part that performs maintenance of avionics components such as Solid State Cockpit Voice Recorder (SSCVR), Flight Data Recorder (FDR), Aircraft Battery and all other electronic components that is in the plane. At the Avionics Shop at PT GMF AeroAsia Tbk for the maintenance training needs of the avionics component, a simulator is needed as a learning media about the process of introducing, assembling and dismantling a PN Solid State Cockpit Voice Recorder (SSCVR) component. 980-6022-001 and Aircraft Battery PN. 405CH. The simulator is built using Unity 3D and asset modeling using Blender. The results of the functionality test state that the simulator can run well according to its function. The results of the due diligence obtained an average value of 90.4 which is included in the category of "Very Good" and stated that the simulator has met the needs that underlie the design of the simulator, meets the needs of all interested parties, and can be run well on several different platforms.
MEASURING THE WEBSITE QUALITY OF ADISUTJIPTO COLLEGE OF TECHNOLOGY BASED ON THREE DIMENSIONS (USABILITY, INFORMATION QUALITY AND SERVICE INTERACTION) Dwi Nugraheny; Yuliani Indrianingsih; Aldio Bima Saifullah
Compiler Vol 9, No 2 (2020): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (849.351 KB) | DOI: 10.28989/compiler.v9i2.780

Abstract

Perceptions about the quality of education are the ability to provide an assessment of the superiority of an educational service that can produce academic and non-academic excellence for students by reffering to input, the process of outcomes and the impact it causes. One of the non-academic service on institutions to users, especially students is a website. One of the vision of educational institutions is to provide service to students electronically through website and be expected that the college website can provide the best possible information to students. This study discusses how to measure the website quality of Adisutjipto College of Tehcnology (STTA) using 3 (three) dimensions; Usability, Information Quality and Service Interaction. This research is a descriptive study with a survey method. The research instrument used a questionnaire. The research subjects were 50 STTA students. The results of the measurement survey which are affected by those three dimensions shows that the quality of the STTA’s website is in the “Medium” category.
INTERACTIVE MEDIA TO LEARN IDENTIFYING PATTERNS AND CALCULATING GEOMETRY OBJECTS ( CASE STUDY: TK ABA SURYA MELATI, YOGYAKARTA) Dwi Nugraheny; Arry Dwi Setiawan
Compiler Vol 7, No 2 (2018): November
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1078.269 KB) | DOI: 10.28989/compiler.v7i2.380

Abstract

Interactive learning media is the media more effectively so that the user can feel the learn more practical yet fun and stimulating for users desirous of learning. The pattern is the process of recognizing an object based on data that already exists to distinguish various patterns with different size and geometry of each pattern is obtained. The purpose of this thesis was to design an interesting learning media and interactive, in particular to facilitate the child TK Aba Surya Melati get to learn identifying pattern and calculating geometry objects. Based on testing performed, the results obtained to learn identifying pattern 80% and calculating geometry objects is 65%.
COMPARISON OF QUICKSORT AND MERGESORT METHOD FOR USER INTERFACE AND USER EXPERIENCE ASSESSMENT IN ADISUTJIPTO COLLEGE OF TECHNOLOGY Muhammad Zainal Abidin; Dwi Nugraheny; Yuliani Indrianingsih
Compiler Vol 9, No 1 (2020): May
Publisher : Institut Teknologi Dirgantara Adisutjipto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.459 KB) | DOI: 10.28989/compiler.v9i1.633

Abstract

This study is intended to assess the user interface and user experience on the Adisutjipto College of Technology website using the mergesort method and compared with the quicksort method in finding the highest value of several variables or elements that are categorized as good or good in order to improve the quality of the Adisutjipto College of Technology website. The results of the study show that the quicksort method is faster in the process of calculating questionnaire data than the merge method with an average time record of 0.476667 seconds for the quicksort method and 0.576667 seconds for the mergesort method. The results of the comparison of the two methods on the questionnaire website to assess the accuracy in terms of user interface and user experience on the Adisutjipto College of Technology website, that the mergesort method is more accurate than the quicksort method, the Usability category scores the highest, while the Expressive aesthentics category has the lowest value