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Application of the Finite State Machine Method to Determine the End of the Story Based on User Choice in Multiple Role Playing Games Dwi Astuti; Ahmad Fauzi Anggi Ariesta Kusuma; Firdiyan Syah
International Journal of Computer and Information System (IJCIS) Vol 3, No 2 (2022): IJCIS : Vol 3 - Issue 2 - 2022
Publisher : Institut Teknologi Bisnis AAS Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29040/ijcis.v3i2.70

Abstract

The development of games in Indonesia is fast enough to make games as part of life that is difficult to separate from the life of modern society as a means of delivering information that is more interactive, or also as an alternative means of entertainment for young people to adults. Interest in the game penetrated all circles of society. Even now there are e-sports where games are one of the most popular and promising brain sports contingents for users. Dynamic or non-monotonous game genres that can determine the end of the story according to the user's choice are interesting things to discuss. Therefore, the researcher raises the issue of how to determine the ending of a game using the finite state machine method which is applied to role playing games. The results of this study are that there are 3 chapters in which there are 27 combinations of variables from the 3 choices of items provided.
Pelatihan Pemanfaatan Google Classrom Sebagai Media E-Learning Sekolah Tri Hastono; Ari Kusuma Wardana; Firdiyan Syah; Gunawan Gunawan; Ramdan Harjana
Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 1 (2021): Februari: Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (256.379 KB) | DOI: 10.55606/nusantara.v1i1.237

Abstract

The use of information technology in the world of education looks better. With the ease of getting this information, cases of parents who do not know the status of their children's education are increasingly rare. The use of technology in the world of education in teaching and learning activities cannot be done by one party alone. It takes the involvement of all, especially teachers and students. If you look at the age of the teachers, of course, not a few of them can be considered old. This is what makes not a few of the teachers still rigid with technology. But it's a different story with today's school students. The year of birth of school students is currently in the generation Z category, where technology is their lifestyle. The method of transferring knowledge from teachers to students must be changed so that knowledge can be well absorbed by students. This community service aims to provide training on the use of Google Classroom as one of the school's e-learning at SMP N 2 Kasihan.
PELATIHAN DAN PENDAMPINGAN PEMBUATAN VIDEO PEMBELAJARAN DAN PROMOSI DI SLB NEGERI 2 BANTUL Firdiyan Syah; Meilani Nonsi Tentua; Nurirwan Saputra
Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 3 (2022): Agustus: Jurnal Pengabdian Kepada Masyarakat
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.555 KB) | DOI: 10.55606/nusantara.v2i3.243

Abstract

The Covid-19 pandemic has forced the government to enforce a physical distancing policy which is the basis for implementing learning from home. This is also something that must be applied to students at SLB Negeri 2 Bantul. The use of information technology that applies suddenly, not infrequently, makes educators and students surprised and limping in its implementation. However, the learning process must continue so that teachers at SLB Negeri 2 Bantul are challenged to create a learning media that students with special needs can understand. The limited knowledge of teachers at SLB Negeri 2 Bantul in making learning media causes the need for training and mentoring of learning media. One of the technological developments that we can use for making learning media is an application for video editing. This application can help to make videos to improve the quality and effectiveness of learning. Application users are expected to support the activities of SLB Negeri 2 Bantul to participate in competitions and promotions as routine activities that must be done every year. The two needs of these teachers are what make them collaborate to implement training programs based on the required classes. The implementation uses the Classical method and Practices using video recording applications and equipment. Community service will be carried out at SLB Negeri 2 Bantul to support improving skills in using software from basic to advanced levels. The result of this training is that the participants can make their own video creations so that they are eligible to be included in competitions and make video advertisements more professional.
Pemberdayaan Masyarakat Dalam Pemanfaatan Podcast Untuk Pengajian Online Menggunakan V-Mix kombinasi dengan Zoom Pada Masjid Al – Mustaqim Ngestiharjo Bantul Ahmad Riyadi; Sunggito Oyama; Firdiyan Syah
Masyarakat Berdaya dan Inovasi Vol. 3 No. 1 (2022): April
Publisher : Research and Social Study Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33292/mayadani.v3i1.84

Abstract

Pandemi Covid 19 mengharuskan masyarakat untuk mampu beradaptasi dengan situasi dan kondisi saat ini yang melarang adanya kegiatan yang melibatkan banyak orang atau membuat kerumunan banyak orang. Masyarakat dihadapkan dengan kondisi serba virtual dalam setiap kegiatan. Terlebih lagi pada kegiatan keagamaan. Banyak tempat ibadah yang tutup dan tidak ada pelaksaanaan ibadah secara berjmaah untuk menghindari penyebaran covid 19 semakin bertambah. Seperti salah satunya yang dialami tempat ibadah yaitu Masjid. Artikel ini bertujuan untuk melaporkan hasil pengabdian kepada masyarakat terkait pemanfaatan podcast sebagai media komunikasi penyiaran dakwah di masjid. Kegiatan pengabdian ini juga memberikan kemudahan bagi para pengurus masjid Al Mustaqim dalam menyampaikan dakwah. Pengabdian ini diharapkan dapat membantu pengurus masjid dalam memahami dan menggunakan podcast menggunakan aplikasi V-MIX sebagai media komunikasi maupun kegiatan keagamaan. Serta mampu memanfaatkan media sosial dan media komunikasi dalam melakukan penyampaian informasi keagamaan maupun dakwah. Luaran kegiatan pengabdian kepada masyarakat yang diharapkan adalah modul pemberdayaan maasyarakat dalam pemanfaatan media V-MIX dan acara pengajian dapat disiarkan dan di saksikan oleh audien secara langsung menggunakan internet, serta artikel yang dipublikasikan dalam jurnal pengabdian
Pemasangan IP Camera Sebagai Alat Bantu Keamanan Berbasis Jaringan Di Green Mutiara Java Regency Firdiyan Syah; Feri Febria Laksana; Tri Hastono; Ramdan Harjana; Gunawan
Community : Jurnal Pengabdian Pada Masyarakat Vol 1 No 1 (2021): Maret : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (861.774 KB) | DOI: 10.51903/community.v1i1.179

Abstract

Currently, there are many security problems that arise in various companies, campuses, and even private homes. These problems can be in the form of theft or robbery, and one way that can be done to anticipate this problem is by using a monitoring camera. Internet Protocol Camera (IP Camera) is an option that is in great demand by the public and even the government because it has major advantages such as reliability, flexibility, and long-term investment. IP Camera is a monitoring camera based on internet protocol. High flexibility allows IP Camera to be applied to wired or wireless networks. This Community Service activity is the installation of an IP Camera at Green Mutiara Java Regency. From the installation results apply Basic Competence to students from team members: 1) Understand the basic concepts of computer and wireless networks; 2) Understand the basic concepts of IP Camera; 3) Understand IP Camera Network configuration; 4) Practicing IP Camera Monitoring Applications and IP Surveillance Features; and 5) Learn about IP Camera security. So that it is obtained that the IP Camera installation has been successful and in accordance with expectations.
Upgrade Games Cognitive And Literacy For Android - Based Kindergarten Children Ika Febriyanti; Aditya Wahana; Firdiyan Syah
APPLIED SCIENCE AND TECHNOLOGY REASERCH JOURNAL Vol. 2 No. 1 (2023): Applied Science and Technology Research Journal
Publisher : Lembaga Penelitian dan Pengabdian Mayarakat (LPPM) Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1101.034 KB) | DOI: 10.31316/astro.v2i1.5047

Abstract

The growth of children in kindergarten is crucial for developing their thinking patterns and creativity. Gadgets can influence children's cognitive and literacy abilities, so a cognitive game is needed to help improve these skills. The development of the game uses VAK and IMSDD methods to improve cognitive abilities and literacy better than conventional learning. The alpha testing showed that more than 90% of respondents agreed that the SITEKA game application met their needs and increased children's concentration and learning effectiveness by over 40%
PEMANFAATAN TEKNOLOGI INFORMASI DAN METODE CRAFT DALAM PENINGKATAN KESUKSESAN BELAJAR GENARASI MILENIAL Firdiyan Syah; Ahmad Riyadi
Jurnal Berdaya Mandiri Vol. 5 No. 2 (2023): JURNAL BERDAYA MANDIRI (JBM) (In Press)
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31316/jbm.v5i2.4839

Abstract

Low motivation to learn is often considered as the cause of the low quality of graduates of a tertiary institution. This factor even raises a dilemma, because with low learning motivation, students cannot master learning materials properly, but must graduate for the sake of the continuity of the college. Practices like this are safe and lasting, because the majority of students just want to get a bachelor's degree, and not to master science. Meanwhile, many tertiary institutions apply the concept of customer satisfaction in the world of education, making it easier for students to graduate to be considered as providing satisfaction to their consumers (students). Responding to challenges in the world of education today in community service is able to provide and motivate and how to gain knowledge through information technology. The CRAFT method is a self-image programming method introduced by the psychocybernatic technique. This method is a structured method of controlling the soul and the individual. The CRAFT method consists of Cancel, Replace, Affirmation, Focus and Training. The application of the CRAFT method is accompanied by the Mind Mapping technique. In this technique students are required to determine goals, plans and actions. We also certainly know that the benefits of mind mapping are for teaching and learning. The end result of the CRAFT method is being able to increase enthusiasm for learning through motivation and assistance on how to get good knowledge through information technology.
Pemilihan Media Sosial Promosi PMB UPY dengan Metode Weight Product Muhammad Fairuzabadi; Firdiyan Syah; Tri Hastono
Jurnal Dinamika Informatika Vol 12 No 1 (2023): Jurnal Dinamika Informatika
Publisher : Universitas PGRI Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This research aims to analyze the selection of social media for promoting the Master's Program (PMB) at the University of PGRI Yogyakarta (UPY) and develop a decision support system using the Weight Product method. The emergence of social media has brought new opportunities in the field of marketing, including PMB promotion at UPY. However, the success of promotions highly relies on choosing the right social media platforms. In this study, an evaluation is conducted on five popular social media platforms, namely Facebook, Instagram, Twitter, YouTube, and LinkedIn. The criteria used include the number of active users, target audience, promotional features, interaction level, and advertising costs. The weights for these criteria are determined through preliminary surveys and discussions with relevant experts. The Weight Product method is employed to calculate the ranking of social media platforms based on the criteria weights. Data is collected through online surveys administered to prospective students and analyzed using specialized software. The results of the analysis indicate that Instagram is the most suitable social media platform for PMB promotion at UPY, followed by Facebook and YouTube. This research provides a better understanding of how social media can be effectively utilized for PMB promotion at UPY. The developed decision support system can assist marketing staff in making better choices in selecting social media platforms for PMB promotion. The findings of this study are expected to enhance the effectiveness of promotions and the competitiveness of the PMB at UPY. Keywords: social media, promotion, Master's Program (PMB), Weight Product, Universitas PGRI Yogyakarta (UPY)