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Educational Game “Mr. Foodi" Healthy and Nutritious Food for Children Fadila Tiara; Reza Andrea; Suswanto
TEPIAN Vol 2 No 1 (2021): March 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (469.86 KB) | DOI: 10.51967/tepian.v2i1.268

Abstract

Children really like food that makes them interested in trying it, but the food that makes them interested is likely to be one of them. Source of problems for his health. Food and drinks that do not know the manufacturing process have an impact on children's development. Therefore, an educational game was created to get to know healthy and nutritious food. This is so that children can know which food is good for them and which food is not good for consumption. In its implementation, game development can use Construct2. Construct2 is a device that is used specifically for making games for platforms 2D. Games that use construct2 can be applied to educational games about healthy and nutritious food using the method finite state machine. FSM is a game smart agent development in the field of artificial intelligence. Methods Finite state machine (FSM) is a control system design methodology that describes the behavior or the working principle of the system by using the three things, namely, state, event and action.
Development of Augmented Reality Traditional Musical Education Applications Zulkifli Syahrir Ramadhan; Reza Andrea; Suswanto
TEPIAN Vol 3 No 1 (2022): March 2022
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (719.681 KB) | DOI: 10.51967/tepian.v3i1.690

Abstract

Technology that is developing very rapidly today is no exception in the world of education, the convenience offered by technology cannot be denied by shifting the way children learn who were born and raised in the digital era. In the field of education, augmented reality technology has been widely implemented, such as applications that use augmented reality book aids. This study aims to create an alternative application as a learning medium for the introduction of traditional musical instruments with a multimedia development method by an elementary school educational institution. In this study, the augmented reality method used is Image Based Tracking, which uses images as markers. The tool that helps in making AR is the Vuforia SDK which is used as a storage area marker. By doing this research, the results were obtained in the form of an Augmented Reality Traditional Musical Instrument Recognition application that runs on the Android platform and respondent testing using the User Acceptance Testing (UAT) method with a value of 86%.
Penerapan Algoritma K-Medoids Untuk Pengelompokan Data Penerima Bantuan Uang Kuliah Tunggal Bagi Mahasiswa Terdampak Covid-19 Reza Andrea; Nursobah Nursobah
Building of Informatics, Technology and Science (BITS) Vol 3 No 4 (2022): Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.019 KB) | DOI: 10.47065/bits.v3i4.1294

Abstract

The ongoing Covid-19 pandemic period greatly affects various aspects of life, one of which is the issue of the economy. This problem has an impact on the field of education, one of which is at the university level. where many students whose parents/insurers of tuition fees are experiencing financial constraints due to the impact of the Covid-19 pandemic. So we need an effective way as a recommendation in analyzing student data based on the socioeconomic status of each student's parents in determining the group of UKT recipients. There are many ways that can be used, one of which is by utilizing data mining to group data for students who are entitled to get UKT using the K-Medoids method. The application of the K-Medoids method is used to group data on students who are eligible to receive UKT assistance funds with the aim of being a recommendation in analyzing student data based on the socioeconomic status of each student's parents in determining the UKT recipient group for the university. Whatever the results of the application of the K-medoids method, a group that deserves to be recommended is based on the results of Cluster / Grouping 0 with a total student data of 8 people based on the results of consideration of the criteria used, namely Parents' Occupation, Home Ownership Status and Parents' Income
Geolocation untuk Lahan Kelapa Sawit Berbasis Android Indah Fitri Astuti; Faqih Nur Ahmad; Dedy Cahyadi; Rosmasari; Awang Harsa Kridalaksana; Reza Andrea
Poltanesa Vol 23 No 1 (2022): Juni 2022
Publisher : P2M Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (595.502 KB) | DOI: 10.51967/tanesa.v23i1.1288

Abstract

Kelapa sawit adalah salah satu spesies dengan jenis monokotil dan berakar serabut. Flora ini masuk ke Famili Arecaceae dan ordo Arecales. Perkebunan kelapa sawit termasuk tanaman yang dikelola oleh perusahaan-perusahaan komersial. Luas lahan yang dibutuhkan untuk tiap usaha saqit biasanya sangat besar, agar mampu menghasilkan produk yang menguntungkan pemilik dan karyawannya. Secara umum, produk kelapa sawit menjangkau banyak jenis, dari penghasil minyak sayur, minyak untuk dunia industri atau bahan bakar. Lahan tersebut biasanya memiliki banyak cabang sehingga banyak menyesatkan. Lokasi kebun yang diteliti berada di desa Bukit Pertama Kabupaten Kutai Timur Provinsi Kalimantan Timur. Penelitian ini bertujuan membantu orang yang berkepentingan namun tidak terlalu mengenal daerah tersebut dengan baik, juga untuk mengetahui luas lahan dan jumlah pokok sawit. Sistem menampilkan beberapa lahan yang saat ini terjangkau oleh sinyal internet, sehingga daerah yang lokasinya masih terlalu jauh dari lokasi yang diteliti atau pun yang kurang/tidak terjangkau sinyal belum akan dapat diakses. Geolocation berbasis android digunakan untuk mempermudah pembangunan sistem dan penggunaan sistem. Fitur yang disediakan adalah lahan, lokasi dan bantuan. Fitur lahan akan memberikan rincian informasi berupa luas, tahun tanam, jumlah pokok, dan tahun penanaman. Studi ini menghasilkan sistem geolocation pemetaan lahan sawit yang dapat diakses melalui aplikasi di telepon genggam.
Penerapan Algoritma K-Medoids Clustering Dalam Pembentukan Zona Cluster Vaksin Boster Siti Lialiyah; Reza Andrea
Building of Informatics, Technology and Science (BITS) Vol 4 No 1 (2022): Juni 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (345.372 KB) | DOI: 10.47065/bits.v4i1.1617

Abstract

The effects of the COVID-19 virus pandemic are quite bad for people's lives both in Indonesia and especially in North Sumatra. The spread of the virus is quite fast from the interaction of every community, causing the government to make policies to limit the activities of each community. In addition to policies in limiting community activities, the government also makes policies by distributing vaccines for free to every community starting from the first vaccine, the second and last vaccine is the third vaccine (booster). The purpose of the vaccine itself is to stimulate the body's antibodies to recognize the weakened virus in the vaccine. The aim of the vaccine is to slow the spread of the virus itself. The third vaccine (booster) is a complementary vaccine given by the government so that antibodies can completely inhibit a person from being affected by the COVID-19 virus. Therefore, it is necessary to accelerate the process of administering the third vaccine (booster). This can be done by forming clusters in each region. The purpose of forming clusters is to be able to identify priority areas that should be given the third vaccine (booster). Therefore we need a technique that is able to group/cluster the third vaccine administration zone (booster). One technique that can be used is the K-Medoids Algorithm. The expected results of the research using the K-Medoids Algorithm are able to form a cluster zone which will later be able to find out which areas are the priority for giving the third vaccine (booster).
Modelling Open Access Catalog (OPAC) Success using DeLone and McLean models in Library Agriculture Polytechnic of Samarinda Dani Wahyudi Wahyudi; Suswanto; Reza Andrea
TEPIAN Vol 3 No 3 (2022): September 2022
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (350.211 KB) | DOI: 10.51967/tepian.v3i3.688

Abstract

Online Public Access Catalog (OPAC) is one of the systems used and utilized by the Samarinda State Agricultural Polytechnic library to provide information regarding the availability and collection of books owned by the library. The purpose of this study was to determine the success in implementing OPAC using the Delone and McLean Model. Consists of seven variables, namely information quality, system quality, service quality, usage, user convenience, interest in using, and net benefits. The data obtained from this study were obtained from the distribution of questionnaires using Google Forms and in writing, the research sample was obtained by 40 respondents. The results obtained in this study are in the form of conditions for each variable in the Delone and McLean Model. The user satisfaction and net benefit variables are in the high category, while the information quality and system quality variables are in the fairly high category. From the results obtained, it is necessary to prioritize improvements to the indicators owned by the Delone and McLean Model variables with the average percentage of each indicator which is below the average percentage of all indicators.
Penerapan Metode EDAS Dalam Pemilihan Wirausaha Muda Terbaik dengan Pembobotan ROC Salmon Salmon; Bartolomius Harpad; Reza Andrea
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 2 (2023): April 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i2.6066

Abstract

An entrepreneur is a person or actor who has created a new business by taking on most of the risks that will occur and enjoying most of the rewards. Entrepreneurship aims to create or create a job field so that it can help another person's work and to train a job so as to create other people's welfare. A young entrepreneur is someone who is skilled in taking advantage of an opportunity to develop his business in order to improve life in a good direction. Young entrepreneurs should have criteria in running an entrepreneur such as: optimistic, innovative, creative and leadership. So the calculations from the research above use the Evaluation Based On Distance From Average Solution or EDAS method of weighting Rank Order Centroid (ROC) there are 10 alternatives and 4 criteria so that a higher decision value can be produced by Saiful (A1) first rank with value 1.
Analisis Dalam Pendukung Keputusan Seleksi Reporter dengan Menerapkan Metode EDAS dan Pembobotan ROC Pitrasacha Adytia; Muhammad Fahmi; Reza Andrea
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 2 (2023): April 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i2.6064

Abstract

The community's need for curiosity about the latest information makes news something that is always sought after and never goes extinct. One of the important elements in the world of news is the reporter. Reporters are people who are involved or play an important role in finding the latest information and covering everything that happens and conveying news or facts that happened at the scene directly to the public. In addition, reporters are also tasked with compiling various important information in a systematic and easy-to-understand manner so that the public can understand well about whatever is conveyed by the reporter. However, the amount of data makes it difficult for companies to select potential reporters. Because if done manually it is less effective. To solve these problems, a decision support system was created to assist the company in determining which applicants should be accepted. A decision support system (DSS) is a system that was created with the aim of helping parties who have difficulty making a decision or making an election with large amounts of data. In this study the method used is the EDAS method. the EDAS method is a method that functions to produce a ranking value from several choices so that a calculated value is obtained from each criterion attribute value. Based on the results of the research that has been carried out and has been carried out regarding the selection of prospective reporters who are eligible to be accepted by companies by optimizing the Decision Support System function by implementing the EDAS (Evaluation Based On Distance From Average Solution) method and the Rank Oder Centroid (ROC) weighting method, it is obtained the result is equal to 1.3093 with code B4 on behalf of syahputra as a reporter candidate that the company deserves to accept.
PENERAPAN DECISION TREE DALAM AGEN CERDAS "UNDA ANAK PINTAR" PERMAINAN EDUKASI MUATAN LOKAL BAHASA BANJAR Asep Nurhuda; Reza Andrea
Jurnal Ilmiah Matrik Vol 22 No 2 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v22i2.986

Abstract

The educational game "Unda Anak Pintar" is research and development of a puzzle game, it was designed to sharpen memories. In this game, players must read random letters and make words in the Banjar language. Artificial intelligence is also applied in this research. Using the decision tree, game agents can accompany children to play like teachers. The game agent as a virtual teacher can provide sad and happiness emoticon according to the game environment. The results of this study, AI make educational games more interesting and interactive for children.
Edugame “Etam-Tainment” Pembelajaran Bahasa Kutai dengan Shuffle Random dan Agen Cerdas Sefty Wijayanti; Asep Nurhuda; Reza Andrea
Jurnal Nasional Teknik Elektro dan Teknologi Informasi Vol 7 No 3: Agustus 2018
Publisher : Departemen Teknik Elektro dan Teknologi Informasi, Fakultas Teknik, Universitas Gadjah Mada

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1134.918 KB)

Abstract

The research entitled Educational Game (Edugame) "Etam-tainment" is a research development of Puzzle Game type, designed to hone memory in the form of language. In this game, players must arrange letters in random and create a word in Kutai language. Artificial Intelligence (AI) technology will also be applied to this research. Using the Finite State Machine model method, this game will have game agent character that will accompany a child to play like a teacher. Game agent in the form of virtual teacher can give a sad and happy expression accordingly from the game environment. The results of this study make this edugame become more interesting and interactive to children. Game agent AI will accompany child in this game is like teacher.