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PROTOTYPE GAMIFIKASI SITUS-SITUS WILAYAH DEPOK MENGGUNAKAN PERANGKAT MOBILE ., Suhendi; Adriansyah, Ahmad Rio
IKRAITH-INFORMATIKA Vol 2 No 2 (2018): IKRAITH INFORMATIKA VOL 2 NO 2 Juli 2018
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (580.885 KB)

Abstract

Gamifikasi merupakan game edukasi yang memberikan pengaruh kepada pemakainya agar bisa mendapatkan nilaipendidikan dan permainan. Gamifikasi sebagai alternatif untuk menarik user yang senang game untuk terpancing dalamkegiatan belajar. Adanya game yang tidak mendidik menjadi latarbelakang dibuatnya prototype gamifikasi untuk mengenalsitus situs yang ada di wilayah Depok. Berdasarkan hasil analisa dari 11 kecamatan yang ada di Wilayah Depok terdapatsitus-situs sejarah pada periode klasik, periode Islam, periode kolonial dan periode kolonial. Hasil survey ke salah satukecamatan yang ada di Depok yaitu kecamatan Beji didapatkan banyak situs-stus sejarah yang kemudian di rancang kedalamaplikasi game menggunakan Adobe Flash untuk dijadikan permainan yang mendidik. Hasil analisa perancangan sistemmenggunakan metode unified modelling language dengan pembahasan pada use case diagram dan diagram activity. Usecase untuk user terdapat aktifitas untuk memulai permainan dengan memilih wilayah yang akan dikunjungi untuk dilakukanpemilihan lokasi dan akan berakhir dengan mendapatkan informasi. Activity diagram yang simpel berupa awal kegiatanyang kemudian sistem akan menampilkan peta permainan dan diakhiri untuk keluar dari permainan. Desain dari gamifikasiyang terdiri dari point sebagai hadiah setelah menghilangkan pengganggu, koin sebagai ciri-ciri adanya situs-situs diwilayahyang sedang di kunjungi, informasi sebagai tampilan positif yang mendidik setelah memilih koin tersebut dan musuh yangmempunyai peranan yang mengganggu untuk menghilangkan user dari permainan gamifikasi. Hasil dari analisa danpembahasan ternyata prototype ini dibuat sederhana agar mudah dipahami penggunaannyadan menjadikan gamifikasi situssituswilayah Depok sebagai bahan rujukan untuk game yang mendidik.
PENYUSUNAN KORPUS BERITA TERBUKA BERBAHASA INDONESIA ahmad rio adriansyah
Jurnal Teknologi Terpadu Vol. 1 No. 2: Desember, 2015
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jtt.v1i2.36

Abstract

Korpus dalam bahasa Indonesia dibutuhkan untuk menunjang penelitian dalam bahasa atau sistem temu kembali informasi. Sebelumnya, untuk membuat sebuah korpus dibutuhkan waktu yang lama dan biaya yang mahal. Tapi sejak internet mulai populer dan laman web semakin banyak, informasi yang menggunakan bahasa tertentu jadi lebih mudah diakses sehingga penyusunan korpus pun menjadi lebih cepat dan murah. Dalam penelitian pengolahan bahasa alami juga dibutuhkan korpus yang sama untuk membandingkan dua buah metode yang berbeda. Tapi sayangnya korpus berbahasa Indonesia yang terbuka masih minim. Ada yang menyediakan tetapi hanya bisa diakses melalui website tersebut saja. Karena pertimbangan kecepatan jaringan dan kecepatan proses, terkadang dibutuhkan korpus yang bisa diakses lokal. Penelitian ini menyediakan korpus khusus yang diambil dari beberapa laman web berita, metode pengambilan, beserta statistiknya. Korpus yang dihasilkan dari metode ini dapat digunakan secara terbuka oleh peneliti lain untuk diolah secara lokal.
Visualisasi Implementasi Autentifikasi Digital Signature menggunakan Fungsi Hash pada File Digital Rufaidah Taqiyyah; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 6 No 1 (2020): Maret, 2020
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v6i1.213

Abstract

Keamanan informasi sangatlah penting untuk menjaga integritas dan keaslian dari suatu dokumen. Kriptografi adalah studi teknik matematika yang berkaitan dengan aspek keamanan informasi. Algoritma integritas data kriptografi digunakan untuk melindungi blok data seperti melindungi dokumen dari perubahan, salah satunya adalah algoritma digital siganture. Dengan digital signature kita dapat memverifikasi keaslian dari dokumen dan dapat mengetahui isi dokumen tersebut sudah diubah atau belum. Namun tidaklah ada sistem yang seratus persen aman, salah satu cara untuk meminimalisir resiko dari kehilangan keamanan adalah dengan memahami sistem keamanan tersebut. Pada penelitian kali ini, penulis akan membuat sistem yang memvisualisasikan proses dari algoritma digital signature untuk memudahkan seseorang dalam mempelajarinya.
Analisis dan Perancangan Aplikasi Chatbot dalam Pelayanan Penerimaan Mahasiswa Baru pada Perguruan Tinggi Muhammad Rizki Herfian; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 7 No 2 (2021): September, 2021
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v7i2.370

Abstract

This study aims to design and create a Chatbot that can answer general questions about New Student Admissions at Sekolah Tinggi Teknologi Terpadu Nurul Fikri (STT-NF). The benefit of this research is to help users or prospective new students to get information on New Student Admissions (PMB) at STT-NF. The research begins with Chatbot System Analysis and Literature Study on Chatbot Creation. Then the Chatbot is implemented using the Telegram Messaging API using the Python programming language. The program test using the Black Box Testing method while testing the user using the User Acceptance Testing (UAT) and Questionnaire methods. Based on the study results, it can conclude that the author has succeeded in designing and creating a Chatbot that can help users or prospective new students obtain information on New Student Admissions at the Sekolah Tinggi Teknologi Terpadu Nurul Fikri (STT-NF).
Pengembangan Aplikasi Katalog dan Manajemen Dokumen bertipe PDF untuk Ebook berbasis Website Ridwan Subula; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 7 No 2 (2021): September, 2021
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v7i2.372

Abstract

This research focuses on developing a pdf ebook digital file catalog provided by online ebook providers to store, document, and disseminate electronic books to the public. This study aims to build a good, orderly, and neat digital file catalog with a modern appearance. This development research adapts the Action Research method with planning, acting, observing, and reflecting procedures. The method used for data collection uses observation, questioner, classification, and documentation. The results of this study conclude that ebooks or electronic books and digital files are essential in today's modern era, with the development of website-based digital catalog applications, so that ebooks and digital files that have documents can fine on a one platform website-based without the need to go through a search complicated and avoid out-of-date file provider websites. So that users will get a new experience in accessing nor studying the available digital files.
Perancangan dan Implementasi Booking System Lapangan menggunakan Framework MVC berbasis Web Haya Rasikhah; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 8 No 1 (2022): Maret, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v8i1.384

Abstract

The community needs sports field rental to facilitate sports activities that require special equipment such as basketball hoops, net, goalpost, and others. The ordering system for sports fields is still less efficient in terms of time, effort, and cost because people have to go to the field to see field availability and place field orders. In addition to inconveniencing the field owner, the manual field ordering system also hinders the field owner in storing order data. Therefore, researchers built a website-based sports field ordering application that aims to simplify ordering sports fields. The method that researchers use in developing the application is the waterfall method. Researchers used questionnaires and interviews to collect data and tested the application using a Likert Scale and User Acceptance Testing (UAT). Functional test results show the application runs 100% with a feasibility level of 89.5% on the user system and 92.1% on the admin system, which means the application is feasible and can be used.
Analisis dan Perancangan Aplikasi Mobile untuk Donasi menggunakan Metode Hybrid berbasis React Native Muhammad Abdul Karim; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 8 No 1 (2022): Maret, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v8i1.394

Abstract

This study discusses the design of mobile-based goods donation applications using the framework React Native. In Indonesia, there are many online donation platforms, but most donations are money. However, the first needs of victims of natural disasters are not money but primary goods. In addition, based on Carousell's Preloved Indonesia 2017 Trends Report, 82% of the 1,000 respondents piled up unused items in their homes in Indonesia. Therefore, a mobile-based item donation application makes, where donated goods are items that have not been used. The goal is to make it easier for users to donate goods, wherever and whenever. The application builds using the framework React Native with RESTFul API and MySQL as a database programming language. Tests carried out are functional system testing using black-box testing and User Acceptance Test (UAT) and testing using a questionnaire. The functional system runs according to the defined requirements based on the test results. The test results are based on 100% black-box testing and 100% UAT and questionnaires with an average value of 87.4%.
Pengembangan Permainan Edukasi guna Pengenalan Budaya Tak Benda di Indonesia berbasis Mobile Setyo Nugroho; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 8 No 1 (2022): Maret, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v8i1.404

Abstract

The game "Ksatria Budaya" is an Android-based mobile game, designed as a medium for introducing Indonesian cultural heritage. This game uses Unity as a game engine and JSON as a database. This game is a combination of side scrolling game and quiz game. To see the feasibility of this game, the author will do 3 tests, namely black-box testing, compatibility testing, and usability testing. The development of this game begins with conducting a literature study related to research, culture and also the cultural heritage itself. Questions that appear in the game are based on data on the Ministry of Education and Culture website. The Agile SCRUM method was chosen by the author in the development of this game. The stages are carried out through creating user stories, designing product backlogs, sprint planning, sprints, and sprint reviews. The results of this game test are, all the functions in the game run well, the game can be installed and run on different devices, and gets a score of 83% for usability testing. Where if it is categorized by the score interpretation criteria table, this game is included in the very feasible criteria for use.
Pengembangan Aplikasi Doa Harian menggunakan Metode Hybrid untuk Web dan Mobile Faisal Ayash Fikrian; Ahmad Rio Adriansyah
Jurnal Informatika Terpadu Vol 8 No 2 (2022): September, 2022
Publisher : LPPM STT Terpadu Nurul Fikri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54914/jit.v8i2.485

Abstract

Dua is a series of worship related to the perfection of a Muslim's faith. In Islam, there are many prayers so that Muslims can remember their daily prayers, and media is needed to facilitate it. The media that is easy to use, and almost everyone has it, is a smartphone. Currently, prayer applications on smartphones have been widely developed, but based on surveys and observations made by the author to prayer application users, there are perceived shortcomings, including annoying ads, unattractive interface, unclear writing, and slow performance. This study aims to build an application that is attractive and convenient to use. This application is built with several technologies, including React Native Framework and Laravel. The development method used in this study uses the Waterfall method and UML Diagrams as the design system. The result of this research is an Android-based prayer collection application with several features: prayer list, prayer search, favorite prayer, prayer reminder, prayer category, prayer sharing, and prayer manager admin. Based on the System Usability Scale test with an average score of more than 85 points, it can conclude that the prayer collection application that has been built in this study is attractive and comfortable to use by a Muslim.