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RANCANG BANGUN DAN ANALISIS PENGENALAN SAMPAH DALAM BENTUK ANIMASI 3D Br Sembiring, Evaliata; Situmorang, Mona Rai
Journal Information System Development (ISD) Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

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Abstract

Nowadays, the development of technology has reached almost all parts of life limitless. Its existence is used for solving the problems which often happen in daily life, for instance, the problem of trash. There are many programs to solve this problem but it does not enough because of the awareness the producer of trash. One of the best approaches is introducing trash and its influence on the early life of children by using 3D animation films. This product was developed by using Godfrey Method and analyzed based on the level of trash recognition by using color parameter, a form of object and duration. The result of this research: (1)3D animation film for introducing the variety of suitable trash to be used for learning media for children based on short duration to attract the children; (2)There are 4 categories and respondents to know more about the color based on clear and bright color. Keywords: Waste, 3D animation, Godfrey, Learning Media
MULTIMEDIA INTERAKTIF PENGENALAN HEWAN DAN TUMBUHAN LANGKA MENGGUNAKAN MODEL TUTORIAL Sembiring, Evaliata Br; Wahyuni, Dwi; Anurogo, Wenang
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 1 No 2 (2018): Journal of Digital Education, Communication, and Arts (DECA)-September 2018
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1020.025 KB) | DOI: 10.30871/deca.v1i2.839

Abstract

Knowledge of endangered animals and plants is very important for children. Material about those two begins to be studied in class III at the elementary school. A book is used as a medium to deliver the materials. This resulted in a lack of understanding of students toward knowledge about endangered animals and plants. One of the solutions being made is to use the interactive learning media. This paper elaborates on the creation of interactive multimedia learning containing text, images, sound, and animation of 2D. The research shows that: (1) Interactive multimedia is created in the form of tutorials and practice questions in the .exe format so that their use does not depend on a specific software; (2) the aspect of interest-ness of the multimedia is 82.4%; (3) pretest and post-tests show that the interactive multimedia experience increased the student understanding, namely achieving 50% with the average value of the students' score reaches 83.3%.
Multimedia Interaktif: Media Belajar untuk Membuat Paspor RI melalui Simulasi Sembiring, Evaliata Br; Nurrahmah, Nurrahmah
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 2 No 02 (2019): Journal of Digital Education, Communication, and Arts (DECA)-September 2019
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1148.006 KB) | DOI: 10.30871/deca.v2i02.1511

Abstract

APM is an Innovation in 2017 implemented at the Immigration class II Tanjung Balai Karimun Office in making an Indonesian passport. People complain about the new system. Generally, there is a lot of files that need to be prepared and confused to run the procedure. the development of technology can answer these complaints through various media. One of the media that can be used is Interactive Multimedia. Through this media, people can be guided in preparing files and carrying procedures under the activities carried out at the immigration office. therefore, the model is applied in the form of simulation.This research applies the ADDIE model so that the implementation started with a needs analysis, system design based on needs, media development, implementation and evaluation of the applied media. the results of the study are: (1)The results of the needs analysis regarding information on submitting an application for an Indonesian passport there are 69.87% of applicants not yet aware of the passport application procedures through the APM application; (2)Interactive multimedia about the Indonesian passport application simulation using the APM application produced as one of the information media for the community by applying the ADDIE model packaged in format (SWF) and (exe), applying the navigation button feature for user interactivity, content format in the form of text, images, and 2D animation video’s; (3)Formative and summative evaluation results enable interactive multimedia as a learning medium to assist the community in completing files and applying for an Indonesian passport in accordance with actual implementation at the immigration office.
EDUKASI ADAPTASI KEBIASAAN BARU DI LINGKUNGAN KAMPUS Sembiring, Evaliata Br; Lim, Peter
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 3 No 02 (2020): Journal of Digital Education, Communication, and Arts (DECA)-September 2020
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v3i2.2473

Abstract

The Covid-2019 pandemic is one of the most dangerous virus outbreaks and has shocked the world since the end of 2019. The virus is spreading very rapidly, affecting the way people live because people are required to remain productive. Therefore, new habit adaptations are compiled and carried out as an effort to reform and support the sustainability of the economy and the activities of various sectors including education. Politeknik Negeri Batam, which plays a role in providing services to the community, is included in the category of potential crowd. Therefore, we need a guide to educate each academician about the adaptation of new habits. One of the popular technologies for people during the Covid-19 virus pandemic is Motion Graphic. The solution built in this research is a video about Adaptation to New Habits in the campus environment in the form of a 2D Motion Graphic, as one of the educational media for the campus academic community. The video development method uses Luther Sutopo method. The resulting products are analyzed for their feasibility as a medium of education and information for academics at Politeknik Negeri Batam. Video eligibility is determined based on community perceptions through respondents using the EPIC model. The results of the research are: (1) Video in the form of motion graphics using MP4 format, with a duration of 03 minutes 07 seconds, can be run on various platforms, especially accessible via online media; (2) Based on the public perception of using the EPIC dimension, the average achievement is 90.7%, so that the video is considered very effective as an educational medium to inform about the use of elevators in the campus environment during the Covid-19 pandemic.
E-PROMOSI SEKOLAH DALAM BENTUK MOTION GRAPHIC Sembiring, Evaliata Br; Yusera, Genta Victory
JOURNAL OF DIGITAL EDUCATION, COMMUNICATION, AND ARTS (DECA) Vol 4 No 01 (2021): Journal of Digital Education, Communication, and Arts (DECA)-March 2021
Publisher : Pusat Penelitian dan Pengabdian Masyarakat, Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/deca.v4i01.2850

Abstract

The Covid-19 pandemic has led everyone to use technology in various interests. The role of technology is very high to help the community, ranging from information sharing, job monitoring, even as a medium of introduction and promotion of a product and service. One of the very high use of technology as digital promotional media is educational institutions. Mondial School has been using only a few promotional media, namely print media such as brochures, banners, and billboards. These media can actually be shared online, but only in the form of still images and only a little information can be conveyed. Therefore, new innovations are needed to promote this school through a full profile. The new innovation in question is a motion graphics product in video format. Motion graphics method using Villamil-Molina approach was then used to analyze the manufacturing process based on Spatial, Temporal, Live Action and Typographic aspects. As for knowing the feasibility of e-promotion, further analysis will be carried out on aspects of motion graphics and respondent perception. This study on respondent perception uses measurement method based on EPIC Model.
Peran Perangkat Produksi Animasi di Studio Digiars dalam Pelaksanaan Product Based Learning Sembiring, Evaliata Br
Jurnal Pendidikan Multimedia (Edsence) Volume 3 No 2 (Desember 2021)
Publisher : Universitas Pendidikan Indonesia (UPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/edsence.v3i2.40771

Abstract

PBL (Project/Problem/Product Based Learning) merupakan salah satu pendekatan pembelajaran yang yang sedang diterapkan sejak masa pandemi Covid-19 di Polibatam. Salah satu workspace yang dimanfaatkan untuk kegiatan PBL adalah studio Digiars yang sudah dipersiapkan sebagai salah satu teaching factory di jurusan Teknik Informatika. Topik PBL di jurusan ini banyak yang berfokus pada pembuatan produk multimedia dan animasi, sehingga salah satu perangkat yang diperlengkapi di studio Digiars adalah sebuah alur proses untuk produksi animasi. Diyakini bahwa perangkat ini memiliki pengaruh terhadap pelaksanaan PBL, sehingga dilakukan penelitian kualitatif dengan pendekatan studi kasus. Hasil penelitian menunjukkan bahwa alur proses produksi berpengaruh terhadap pelaksanaan PBL sebagai panduan pengerjaan proyek sehingga penyelesaian proyek sesuai dengan time line dan mutu produk berstandar industri.
RANCANG BANGUN DAN ANALISIS PENGENALAN SAMPAH DALAM BENTUK ANIMASI 3D Evaliata Br Sembiring; Mona Rai Situmorang
Journal Information System Development Vol 3, No 1 (2018): Journal Information System Development (ISD)
Publisher : UNIVERSITAS PELITA HARAPAN

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

Abstract

Nowadays, the development of technology has reached almost all parts of life limitless. Its existence is used for solving the problems which often happen in daily life, for instance, the problem of trash. There are many programs to solve this problem but it does not enough because of the awareness the producer of trash. One of the best approaches is introducing trash and its influence on the early life of children by using 3D animation films. This product was developed by using Godfrey Method and analyzed based on the level of trash recognition by using color parameter, a form of object and duration. The result of this research: (1)3D animation film for introducing the variety of suitable trash to be used for learning media for children based on short duration to attract the children; (2)There are 4 categories and respondents to know more about the color based on clear and bright color. Keywords: Waste, 3D animation, Godfrey, Learning Media
Problematic Student Identification and Visualization in The Counseling Activites Evaliata Br Sembiring
JAICT Vol 3, No 1 (2018)
Publisher : Politeknik Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (501.285 KB) | DOI: 10.32497/jaict.v3i1.1092

Abstract

The counseling activities are procedures carried out by academic advisers to identify problematic students, especially in their academic learning process. Students are categorized as problematic when they do not submit their KRS, have a lower GPA than the college standard, have not yet paid their due, or receive warning letters owing to their misconducts. The current system provides every students’ data but academic advisers still need to identify every problematic students’ data one by one. A working solution would be to present the data in a visualization, so the problematic students along with their problem category can be identified automatically. The application employs the UML approach in its planning and web-based application development tools in its implementation. Highchart is implemented in the data visualization. The resulted application boasts the student data management feature to help the problematic student identification process. This feature automatically identifies the problematic students on each term by visualizing it in a colored charts and tables.
Klasifikasi Jenis Masalah Mahasiswa Menggunakan Pendekatan AOSE Evaliata Br. Sembiring
JURNAL INTEGRASI Vol 7 No 1 (2015): Jurnal Integrasi - April 2015
Publisher : Politeknik Negeri Batam

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Abstract

Salah satu peran pembimbing dalam proses perwalian (bimbingan akademik) adalah menentukan jenis masalah yang dihadapi oleh mahasiswa saat menjalani perkuliahan. Isu menarik dalam penentuan jenis masalah ini yaitu mendelegasikannya kepada asisten pribadi berupa perangkat lunak komputer dengan menggunakan salah satu pendekatan perangkat lunak berbasis kecerdasan agen (intelligent agent). Penentuan jenis masalah berfokus pada bagaiman agen dapat membentuk model klasifikasi berdasarkan metode naive bayes classifier, sehingga dapat melakukan klasifikasi jenis masalah dalam bentuk sepuluh kelompok masalah antara lain: (1) sulit memahami pelajaran, (2) suasana kelas, dan (3) kerja paruh waktu, (4) IPK rendah, (5) pacaran, (6) kehidupan keluarga, (7) biaya hidup, (8) teman diluar kampus, (9) biaya kuliah, dan (10) malas belajar. Pengembangan sistem klasifikasi ini menggunakan pendekatan perangkat lunak berorientasi agen yang disebut AOSE (Agent Oriented Software Engineering) yang diimplementasikan dalam platform JADE. Hasil penelitian menunjukkan bahwa kecerdasan perangkat lunak mampu melakukan klasifikasi dengan akurasi pengujian mencapai 89%.
Aplikasi Diagnosa Infeksi TORCH pada Kehamilan Evaliata Br Sembiring; Elia Roza
JURNAL INTEGRASI Vol 8 No 2 (2016): Jurnal Integrasi - Oktober 2016
Publisher : Politeknik Negeri Batam

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Abstract

Infeksi TORCH merupakan beberapa jenis infeksi yang umum dialami oleh wanita yang akan ataupun sedang hamil dan infeksi ini biasanya ditularkan ke calon bayi sehingga menyebabkan cacat. Oleh sebab itu, sangat penting dilakukan diagnosis dini agar dapat dilakukan pencegahan atau pengobatan lebih awal. Proses diagnosis dapat dilakukan langsung kepada dokter atau bidan, namun sering terjadi hambatan-hambatan seperti: keterbatasan waktu, keadaan fisik yang tidak memungkinkan untuk meninggalkan rumah, masalah keuangan, keterbatasan tenaga dokter atau bidan, dan lain-lain. Salah satu solusi yang memungkinkan untuk mengatasi hambatan tersebut adalah dengan memanfaatkan teknologi yang semakin hari berkembang. Teknologi tersebut adalah aplikasi yang berbasis android sehingga dapat digunakan masyarakat maupun pakar kehamilan (dokter atau bidan) secara online. Aplikasi diagnosis yang dibangun merupakan sebuah sistem pakar dengan sistem penalaran yang diterapkan adalah metode forward chaining dan teknik representasi pengetahuan menggunakan production rule. Analisis dan perancangan aplikasi menggunakan pendekatan berbasis obyek melalui diagram UML dan memanfaatkan frameworkphonegap untuk dapat dijalankan pada perangkat mobile yang berbasis android. Penelitian menghasilkan aplikasi yang dapat digunakan untuk melakukan diagnosis infeksi TORCH berdasarkan gejala-gejala yang dipilih oleh pengguna melalui teknik checklist. Hasil diagnosis yang ditampilkan berupa jenis infeksi dan persentase potensi terkena infeksi TORCH. Hasil verifikasi pengetahuan yang dilakukan disimpulkan bahwa semua hasil diagnosis cocok dengan basis pengetahuan yang sudah disusun berdasarkan hasil akuisi pengetahuan.