Claim Missing Document
Check
Articles

Found 26 Documents
Search

Aplikasi Pengenalan Nama Benda dalam Bahasa Jepang dengan Metode GDLC Berbasis Android Ryandra Radifa Kurniawan; Putri Harliana; Khairunnisa -
Jurnal Ilmu Komputer dan Sistem Komputer Terapan (JIKSTRA) Vol 4 No 1 (2022): Edisi April
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jikstra.v4i1.457

Abstract

The development of information and communication technology in the field of education can turn abstract learning into concrete through android-based learning media. The development of learning media requires software development methods, one of which is the Game Development Life Cycle (GDLC) method. Game Development Life Cycle (GDLC) is a method that handles game development from start to finish. This educational game contains elements of text, images, audio and 3D animation that are designed as attractive as possible to increase the attraction for beginners in learning Japanese. In making this educational game using Adobe Photoshop and Unity 3D software. The purpose of this study is to help beginners learn to know more about recognizing object names in Japanese with an attractive appearance and provide a different atmosphere and learning method.
Pemanfaatan AR Sebagai Media Pembelajaran Pengenalan Jenis Tanaman Air Pelajaran IPA SMPN 13 Medan Dara Adistia Ayuna; khairunnisa; Siti Sundari
SNASTIKOM Vol. 1 No. 01 (2022): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2022
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (455.4 KB)

Abstract

Learning media is one of the methods used for success in the teaching and learning process. Utilization of learningmedia can be more effective with more interaction between teachers and students. The learning method for thestudents of SMP Negeri 13 Medan still uses learning media such as books and explanations from the teacher afterit is recorded by the students. Learning media is always evolving following existing technology, one of which isinteractive learning media using technology such as animation and audio-visual. The purpose of this study was todevelop learning media at SMP Negeri 13 Medan by making interactive learning media applications. Thisinteractive learning media uses Augmented Reality technology, Augmented reality is a technology that combinestwo-dimensional and or three-dimensional virtual objects into a real three-dimensional environment and thenprojects these virtual objects in real time. The application development method uses the Multimedia DevelopmentLife Cycle (MDLC) method. MDLC is a method for designing and developing media applications that combineimages, sound, video, animation, and other media. The results of the research based on the questionnaire weregiven to students who had used interactive media applications by giving opinions about the applications used.
PERANCANGAN LEARNING GAME INTERAKTIF MENGGUNAKAN METODE LINEAR SEQUENTIAL BERBASIS ANDROID Dafid Kurniawan; Khairunnisa; Dharmawati
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2020): PROSIDING SNASTIKOM 2020
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (601.719 KB)

Abstract

The design of interactive games using the Android-based linear sequential method was aimed at students in grades 1 to 4 basic school. This game designing purposes to know various kinds of rare and unique animals that do not exist in their surroundings through quiz games, even in the garden, even the closest animal does not have a complete and unique animal. The designing of this interactive game is made by using 4 softwares, namely CorelDraw X4 software used to design gate, Adobe Photoshop to tidy up and change the .JPG format to .PNG, Construct 2 as the main software in design this game and the last one is Adobe PhoneGap Build which is a software online which functions to build files into .APK form so that this game can be played on android users. The process of design this game requires an idea and a sequence. The result of this game provide a new knowledge in order to add insight into various kinds of rare and unique animals that do not exist in the surrounding environment through a game where childern learn while playing.
Implementasi Metaverse Dalam Menciptakan Produk Fashion Design Berbasis Android Graciella Hutahaean; Khairunnisa; Nenna Irsa Syahputri
SNASTIKOM Vol. 2 No. 1 (2023): SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI (SNASTIKOM) 2023
Publisher : Unit Pengelola Jurnal Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (433.839 KB)

Abstract

Fashion has an important role in judging a person based on their appearance and daily style. Fashion, such as clothing and accessories, is growing rapidly in Indonesia with models changing every year. Therefore, the current fashion design process is done digitally using information technology, with the aim of producing good quality and satisfying customers in choosing and making their choices.The application used to design this fashion is Unity, a software that allows the creation of a fashion metaverse in 3D using the Marker Based Method. This method utilizes images as markers to bring up fashion in 3D in existing data. The purpose of this research is to create an Android-based metaverse fashion design application with AR technology that can facilitate a person in determining the desired fashion model by using a smartphone as a search tool. The results showed that most respondents, around 90%, strongly agreed with this application, indicating that this application is very useful in making it easier to select the desired fashion model.
Game Education (Media Interaktif Mengenalkan Ibu Kota Provinsi Berbasis Android) Menggunakan Unity Bagas Prayoga; Khairunnisa; Nur Wulan
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.438 KB)

Abstract

Currently Indonesia is officially divided into 34 provinces and each province has a capital city. Some children, especially elementary school level, still find it difficult to recognize the names of the capitals in each province in Indonesia. One of the reasons is because during the learning process at school, children still use books and teacher guidance so that it does not attract the attention of children to learn to recognize the names of capital cities in Indonesia. With interactive multimedia, children no longer feel bored in learning to recognize the names of capital cities in Indonesia. This research will produce an android-based application in recognizing the names of provincial capital cities in Indonesia. The purpose of this application is to make basic learning about the introduction of provincial capitals interesting and produce interactive media in introducing provincial capitals. This application is built using the C# programming language and Unity 3D software.
Perancangan Aplikasi Pembelajaran Hukum Kepler Dengan Metode Integlligent Tuttoring System Berbasis Android Nadya Putri Rizkia; Khairunnisa
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (400.048 KB)

Abstract

Along with the development of the times, the teaching methods carried out by teachers have changed, students are not only objects but also subjects, namely by reading, listening, and practicing, but it turns out that this condition can only be done in schools. Based on this research, a material that takes too long or a teaching model that is less practical, and does not attract students' attention. At times like this, a teaching model is needed, one of which is ITS learning using Adobe Flash. With this application, it is possible to know the shape and changes of the orbit by using interesting simulations so that students are more interested and understand Kepler's law more clearly.
Perancangan Aplikasi Pembelajaran Iqro’ dan Hukum Tajwid Dengan Metode SDLC Siti Aisyah Rambe; Khairunnisa; Putri Harliana
SEMINAR NASIONAL TEKNOLOGI INFORMASI & KOMUNIKASI Vol. 1 No. 1 (2021): Prosiding Snastikom 2021
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (399.031 KB)

Abstract

The widespread use of computers, especially in the field of education, is increasing day by day, both users and their uses, This makes multimedia facilities an important supporting tool in all fields, especially in the field of information and communication technology. Along with the development of increasingly sophisticated technology, the development of education must also be more sophisticated. one of them in learning Iqro’ and the law of recitation. Currently, there are still many Muslims who have not been able to read the Qur'an, both children and adults. Iqro 'is a book that contains guidelines for learning the Qur'an in which it is taught how to read good and correct Arabic letters. At this time, Iqro' in book form is still widely used, so it feels less interactive and makes you quickly bored to learn it. Looking at current developments, there is a great need for an Iqro learning application that is even more interesting. Subjected to conventional learning is less effective in its use compared to the media. Media is able to foster children's interest in learning absorption. Therefore, a renewal method is needed in the application of the management of tajwid so that children can more easily understand learning recitation of recitation. The design of the Iqra and Tajweed Law Learning Applications with the SDLC method uses Adobe Flash CS6 software. the results of the design of learning 1qra and the law of recitation with the SDLC method can facilitate children in the process of reading the Qur'an through the iqro' method and the law of recitation.
SOSIALISASI PENGGUNAAN BLOG SEBAGAI STRATEGI PEMASARAN BUAH PINANG DI DESA SIDODADI Khairunnisa Khairunnisa; Siti Sundari; Ade Irwan
Jurnal Abdimas Bina Bangsa Vol. 2 No. 2 (2021): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (322.423 KB) | DOI: 10.46306/jabb.v2i2.147

Abstract

Sidodadi Village is a village in the Batang Kuis sub-district, Deli Serdang Regency, North Sumatra Province, Indonesia. One of the businesses in Sidodadi village is the Home Industry for marketing betel nuts which was initiated in 2012 by Mr. Mahadi and his wife, Mrs. Yayuk Wulan Dari. From the survey results, it turns out that partners have several problems, including the lack of knowledge and skills possessed by partners regarding product marketing techniques. The marketing method used by partners is still conventional, namely offering products by conveying information about their products and trying to persuade consumers to want to buy. During the covid pandemic, like today, partners feel the sales of betel nuts are decreasing. Therefore, partners need several steps to be able to maintain the business that the partners have built so far. The step or solution offered to partners is to use internet services, namely by providing socialization on the use of blogs to increase the marketing of areca nuts owned by partners
ANALISIS IDENTIFIKASI WAJAH MENGGUNAKAN GABOR FILTER DAN SKIN MODEL Khairunnisa Khairunnisa; Rismayanti Rismayanti; Rully Alhari
(JurTI) Jurnal Teknologi Informasi Vol 2, No 2 (2018): DESEMBER 2018
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (776.252 KB) | DOI: 10.36294/jurti.v2i2.430

Abstract

Abstract - Identification of faces in digital images is a complex process and requires a combination of various methods. The complexity of facial identification is increasing along with the increasing need for high accuracy of facial images. This research analyzes the combination of Skin Color Model and Gabor Filters in the process of identifying facial identities in digital images. The Skin Color Model method is used to separate the face area from facial images based on skin color values on facial images. The face area is then extracted using Gabor Filter. This research resulted in the highest accuracy was 93.6349%. and the lowest accuracy is around 82.45%. The implementation of a combination of Skin Color Models and Gabor Filters can be an alternative method of identifying faces in digital images. Keywords - Digital Image, Face Identification, Skin Color Model, Gabor Filter. 
Perancangan Intelligent Tutoring System Sebagai Upaya Inovatif Pada Pembelajaran Pemrograman Terstruktur Khairunnisa Khairunnisa; Rismayanti Rismayanti
Query: Journal of Information Systems VOLUME: 04, NUMBER: 01, APRIL 2020
Publisher : Program Studi Sistem Informasi

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

Abstract

The development of computers and information technology helps develop and provide solutions to problems in other fields, one of which is in the field of education. What must be considered in education is the learning method. Every student has different abilities in understanding the material, one of them is Structured Programming Material. This subject is one of the basic materials that must be understood by students of Engineering and Computers. Seeing the limited meeting some students felt that they did not understand the material. Therefore, learning is needed that is able to help independent learning effectively. The development of science and technology is one of the computer media used in learning today. Intelligent Tutoring System (ITS)  is an interactive application program that implements artificial intelligence methods that can be used as information media and as evaluation media in the learning process. Furthermore, ITS can be used as a tool in independent learning for students. Then the purpose of this study is as a learning solution for students who cannot understand the Structured Programming program.Keywords: Learning, ITS, Structured Programming