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PKMS PELATIHAN DESAIN GRAFIS MENUJU WIRAUSAHA BAGI PEMUDA RT.03 RW.04 KELURAHAN UMBAN SARI Yenny Desnelita; Gustientiedina Gustientiedina; Wilda Susanti; Dewi Nasien; Ramalia Noratama Putri
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 3 No. 2 (2019): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v3i2.3662

Abstract

Perkembangan aplikasi di bidang teknologi informasi mempunyai dampak besar di berbagai bidang kehidupan, salah satunya dibidang industri kreatif seperti advertising, reklame, desain grafis dan pengolahan gambar digital. Salah satu menunjang keterampilan bagi pemuda-pemudi RT 03 RW 04 Kelurahan Umban Sari Kecamatan Rumbai Kota Pekanbaru. Dilakukan pelatihan life skill yang berupa perancangan desain grafis untuk advertising dan reklame. Metode pengabdian ini berupa pelatihan keterampilan desain grafis yang menggunakan computer dan memakai software CorelDraw dan Photoshop. Kegiatan PKMS ini bertujuan untuk meningkatkan pengetahuan dan keterampilan pemuda dalam meningkatkan kualitas kemampuan dalam membuat desain grafis yang menarik sehingga peserta dapat bersaing untuk memenuhi permintaan akan kebutuhan lapangan kerja dan juga menuju wirausaha. Dari 15 peserta 11 orang diantaranya berhasil membuat dan menyelesaikan mendesain produk untuk kebutuhan advertising atau bidang percetakan. Hasil kegiatan pelatihan keterampilan desain grafis menunjukan peserta bisa merancang logo, kartu nama, undangan, famplet, banner, spanduk dan bentuk advertising lainnya.
Perancangan Media Pembelajaran Matematika Menggunakan Teknologi Augmented Reality Leonardo Yang; Wilda Susanti; Alyauma Hajjah; Yulvia Nora Marlim; Gusrio Tendra
Edukasi: Jurnal Pendidikan Vol 20, No 1 (2022): Edukasi: Jurnal Pendidikan
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/edukasi.v20i1.3830

Abstract

AbstrakPenelitian bertujuan  menghasilkan  rancangan media pembelajaran matematika siswa kelas 2 sekolah dasar untuk pengenalan bangun ruang dan bangun datar menggunakan teknologi Augmented Reality (AR).  Metode penelitian mengikuti tahap Multimedia Development Life Cycle (MDLC) yang terdiri dari enam tahap, yaitu concept, design, material collecting, assembly, testing, dan distribution. Subjek penelitian adalah siswa kelas 2 Sekolah Dasar Pelita. Teknik pengumpulan data berdasarkan studi pustaka atau literatur. Software yang digunakan adalah Unity untuk membuat objek 2D atau 3D dengan memasukkan gambar marker ke database Vuforia. Pengujian aplikasi di perangkat Android dilakukan dengan blackbox testing untuk menilai kebutuhan dan spesifikasi software. Hasil rancangan berupa media pembelajaran interaktif yang dilengkapi dengan materi dan kuis. Hasil temuan menunjukkan teknologi AR pada media pembelajaran matematika kelas 2 sekolah dasar dapat dirancang dengan visual yang interaktif. AbstractThe research aimed to produce a design for mathematics learning media for second-grade elementary school students for the introduction of geometric shapes and flat shapes using Augmented Reality (AR) technology. The research method followed the Multimedia Development Life Cycle (MDLC) stage consisting of six stages, namely concept, design, collecting material, assembly, testing, and distribution. The research subjects were second-grade students of Pelita Elementary School. Data collection techniques were based on literature or literature studies. The software device used Unity to create 2D or 3D objects by entering marker images into the Vuforia database. Application testing on Android devices was carried out by black-box testing to assess software requirements and specifications. The results of the design produced interactive learning media equipped with materials and quizzes. The findings showed that AR technology in the second-grade elementary school mathematics learning media can be designed with interactive visuals.
Aplikasi Panic Buton Untuk Keamanan Warga Berbasis Android Torkis Nasution; Wilda Susanti; Yandri Armi; Rangga Rahmadian Yuliendi
Jurnal Pendidikan Informatika (EDUMATIC) Vol 6, No 1 (2022): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v6i1.5127

Abstract

Citizens highly expect environmental security, but criminality is inevitable. The level of crime in the community brings unrest and discomfort, so a security system is needed that is connected with the officers concerned. This study aims to build a security system application connected to environmental security officers. This system can help the public provide reports quickly through the panic button application embedded in Android. System development using the spiral model method. A spiral model is an evolutionary software process model assembling the interactive nature of the prototype using control and systematic aspects of a linear sequential model. Meanwhile, the system design stage uses the Unified Modeling Language (UML). The application is in Android Studio for the design stage, a unique Integrated Development Environment (IDE) that runs on the Android platform. The panic button application is a security system designed to assist the public in providing reports and make it easier for security officers to follow up on the messages given. Accelerate the follow-up process of crimes because it is based on Android.
ANALISIS KORESPONDENSI HUBUNGAN STRATEGI PEMBELAJARAN DENGAN HASIL BELAJAR MAHASISWA Wilda Susanti; Ambiya Ambiya
PROSIDING SEMINASTIKA Vol 1 No 1 (2018): 1st SEMINASTIKA 2018
Publisher : Universitas Mulia

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

Abstract

Tujuan penelitian adalah untuk mengetahui ada tidaknya hubungan antara metode pembelajaran dengan hasil belajar dengan menggunakan analisis korespondensi. Analisis korespondensi merupakan salah satu analisis statiska deskriptif yang di rancang untuk menganalisis tabel kontingensi dua arah atau multi arah. Yang bertujuan untuk mengetahui hubungan antara dua variabel atau lebih. Bila hubungan variabel-variabel ini di modelkan dalam bentuk rumus matematika, maka dapat di gunakan untuk keperluan peramalan atau pengklasifikasian. Dengan analisis korespondensi dapat dilihat bahwa metode mengajar dosen pada matakuliah pemorograman Metode Proyek, Metode Problem Solving dan Metode Latihan dapat mempengaruhi hasil belajar dari mahasiswa.
Implementasi TOPSIS pada Rekomendasi Kopi Hendra Ibaraki; Wilda Susanti; Yermias Duha
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2022: SNTIKI 14
Publisher : UIN Sultan Syarif Kasim Riau

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

Abstract

Kopi memiliki karakteristik rasa kopi yang berbeda-beda dikarenakan varietas dan iklim kopi tersebut tumbuh. Terdapat berbagai macam jenis kopi, di antaranya kopi Gayo, kopi Mandailing, kopi Jawa, kopi Toraja, kopi Lintong, dan  kopi Papua. Sehingga, pemilik UMKM kesulitan memilih jenis kopi yang akan distok dan memberikan rekomendari kepada pecinta kopi. Tujuan penelitian ini adalah membantu para pecinta kopi dalam eksplorasi rasa kopi yang terpersonalisasi berdasarkan kriteria yang ada. Rekomendasi kopi berdasarkan lima kriteria yaitu,  aroma, rasa, kepekatan, kemanisan dan keasaman.  Metode penelitian yang digunakan adalah metode TOPSIS. Metode ini merupakan metode analisis keputusan multikriteria.  Hasil dari penelitian ini adalah rekomendari dari hasil perankingan dari 7 varietas kopi yang terdapat dalam sistem. Hasil perakingan  tertinggi terpilihlah salah satu jenis kopi  yang direkomendasikan. Sehingga sistem yang dibangun dapat memudahkan pecinta kopi dalam memilih kopi sesuai dengan seleranya.
Application of the Linear Congruent Method in Online Exams in English: Penerapan Linear Congruent Method Pada Ujian Online Agus Hermawan; Wilda Susanti*; Gusrio Tendra; Yermias Duha
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 14 No. 1 (2023): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v14i1.13658

Abstract

The Corona Virus (Covid-19) outbreak has had an impact on the education sector. This impact affects the delay in the student learning process. Because of this situation, technology that has developed significantly can be directed to make exams online, replacing conventional exams. Carrying out conventional exams requires time, effort and paper. Teachers cannot make assessments quickly and precisely, this will hinder the ranking of grades and of course affect the ranking of students in class. Exams in the form of paper allow cheating by students. Therefore, an online-based exam system was built. The online exam is designed using the Linear Congruent Method (LCM). The method used in the online exam system is the Linear Congruent Method (LCM). The built online exam can generate numerical randomization (modulo) from the process of students taking the exam in LCM calculations so that each student will get a different order of questions. Students will get the results of the answers automatically after completing the problem. The results of this study were tested by working on 50 questions at the Dharma Loka High School, with an accuracy rate of up to 100% using the randomization calculation process (modulo).
Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android David David; Gusrio Tendra; Wilda Susanti; Gusrianty Gusrianty; Dwi Oktarina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13000

Abstract

Chemistry is a relatively new material for Xth grade high school students, but many high school students still do not understand the basic concepts of chemistry and the lack of use of technology. The purpose of this research is to design and build learning media to make it easier for students to get to know chemistry using the Android platform. The method used in building this application is the SDLC (System Development Life Cycle) method, which starts by collecting data for system testing. Data collection was carried out around the Kalam Kudus Christian High School school environment in Pekanbaru with 40 students as research subjects. The system design is designed so that every high school student can use the application independently using a personal account. The tests used are black box testing and mean opinion score (MOS) testing. The result of black box testing is that the display or menu can run smoothly. while for MOS results, around 95% state that the application that was built gets very decent results from high school students. So that this application is used in accordance with the needs of high school students in helping to recognize basic chemical concepts.
The Inquiry Collaborative Learning Design Virtual Laboratory Based And Remote Virtual Wilda Susanti; Gusrio Tendra; Rangga Rahmadian Yuliendi; Arden Simeru; Johan Johan; Rudi Mulya
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.77292

Abstract

This study investigated the design of learning in a virtual laboratory through collaborative inquiry and its effect on student knowledge. Learning design produces learning models that are measured based on validity, practicality, and effectiveness. The research method uses research and development that produces products and product effectiveness. The trial results were conducted on a small scale on eight students to measure the quality of student learning. To test the validity of the product through expert assistance, all the answers of the validator were calculated using Aiken's V validity coefficient. Further findings implied that students have begun to accept technology as a learning tool and provided opportunities for universities in learning development.
Media Pembelajaran Interaktif Budaya Melayu Riau berbasis WebGL Rivaldo Famren Silaen; Wilda Susanti; Gusrio Tendra; Yenny Desnelita; Gustientiedina Gustientiedina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22553

Abstract

Currently, people in Riau province, children and adults, lack knowledge about Riau Malay culture, about traditional costumes, traditional dances, traditional houses, and traditional weapons. The introduction of Malay Riau culture into preschool has not been done properly, has not been integrated into the school curriculum, and existing media are still limited in expressing 2D images. The purpose of this study is to create interactive learning materials using web-based WebGL technology in order to help children get to know Riau Malay culture. This research uses the waterfall approach, which consists of needs analysis, system design, implementation or code writing, and system testing using the Black Box System. Data collection techniques by making observations at the Sang Nila Utama Museum. The result of this study is a learning medium to help early childhood learners get to know Riau Malay culture. The test results showed that all functional systems worked well, and this learning medium was accepted by all 7 respondents with a satisfaction level of 87.6% through user acceptance. Based on the test results and the level of respondent satisfaction, it was concluded that this system can be accepted by many users, and it is expected that this system can be integrated with the existing curriculum.