The rapid development improvement in Indonesia has had an excessive influential impact in the construction service business sector. Thus, it is necessary to have a construction service management information system. The construction association considers that the management information system needs developing in line with the soaring demand for construction. The aim of this research is to develop a service management information system in construction associations for better performance. The method used in this study is a case or field research, with data collection through observation, interviews, and literature study. The results obtained from the development of a construction service management information system can assist in data processing of Membership Cards (KTA) and Business Entity Certificates (SBU). With this system, it can also help process data more effectively and more efficiently
{"title":"Sistem Informasi Manajemen Layanan Jasa Asosiasi Konstruksi","authors":"Yanita Wardhani, Ade Eviyanti, Arif Senja Fitrani","doi":"10.29408/jit.v6i2.9947","DOIUrl":"https://doi.org/10.29408/jit.v6i2.9947","url":null,"abstract":"The rapid development improvement in Indonesia has had an excessive influential impact in the construction service business sector. Thus, it is necessary to have a construction service management information system. The construction association considers that the management information system needs developing in line with the soaring demand for construction. The aim of this research is to develop a service management information system in construction associations for better performance. The method used in this study is a case or field research, with data collection through observation, interviews, and literature study. The results obtained from the development of a construction service management information system can assist in data processing of Membership Cards (KTA) and Business Entity Certificates (SBU). With this system, it can also help process data more effectively and more efficiently","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"19 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74208633","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
MI Darul Huda is one of the Islamic elementary schools iAn the Jabon District, Sidoarjo Regency. The learning process still uses books and 2-dimensional pictures. Therefore, supporting facilities and infrastructure are needed, educational media is one example of learning media that facilitates students in the interactive learning process so that students are not bored and students can see real 3D objects. Increase student interest in the learning process using augmented reality technology. Augmented reality (AR) scientific-based educational media application was developed for Michigan International University to assist student learning. The Multimedia Design and Development Life Cycle (MDLC) is a 6 stage process (concept, design, materials assembly, assembly, testing, distribution), used in this approach or study. Using markers, augmented reality science learning media applications can provide three-dimensional visuals of object markers. The research and testing all led to the conclusion that Android serves as a viable platform for using Augmented Reality as a scientific education tool. AR successfully displays 3D objects based on marker objects, features are able to run according to functions and information on science subject matter can be understood. The best results in displaying objects are from a distance of 10-15 cm with standard light conditions
{"title":"Aplikasi Media Pembelajaran IPA Untuk MI Berbasis Augmented Reality","authors":"Bagus Dwi Yulianto, Rohman Dijaya, M. A. Rosid","doi":"10.29408/jit.v6i2.12496","DOIUrl":"https://doi.org/10.29408/jit.v6i2.12496","url":null,"abstract":"MI Darul Huda is one of the Islamic elementary schools iAn the Jabon District, Sidoarjo Regency. The learning process still uses books and 2-dimensional pictures. Therefore, supporting facilities and infrastructure are needed, educational media is one example of learning media that facilitates students in the interactive learning process so that students are not bored and students can see real 3D objects. Increase student interest in the learning process using augmented reality technology. Augmented reality (AR) scientific-based educational media application was developed for Michigan International University to assist student learning. The Multimedia Design and Development Life Cycle (MDLC) is a 6 stage process (concept, design, materials assembly, assembly, testing, distribution), used in this approach or study. Using markers, augmented reality science learning media applications can provide three-dimensional visuals of object markers. The research and testing all led to the conclusion that Android serves as a viable platform for using Augmented Reality as a scientific education tool. AR successfully displays 3D objects based on marker objects, features are able to run according to functions and information on science subject matter can be understood. The best results in displaying objects are from a distance of 10-15 cm with standard light conditions","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"3 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-07-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83502539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Baiq Andriska Candra Permana, Muhammad Djamaluddin, Suhro Wahyudi Saputra
One important factor to determine the discipline of a student is to record the student's attendance. The attendance system that has been used so far is to call the student's name and then record their attendance on paper, this manual technique causes various problems,for example it takes a long time to record data,the attendance archive is damaged due to tearing and various other conditions. In addition,the attendance system that has been running so far has not been able to accurately record student attendance, such as student arrivals on time or not. Radio Frequency Identification (RFID) based on NodeMcu ESP8266 works with the internet network to overcome problems that have occurred so far. With this attendance system not only facilitates the attendance process but also assists teachers in recording student attendance. The system device works accurately with a maximum card scan distance of 4cm with a perfect accuracy level
{"title":"Penerapan Sistem Absensi Siswa Menggunakan Teknologi Internet Of Things","authors":"Baiq Andriska Candra Permana, Muhammad Djamaluddin, Suhro Wahyudi Saputra","doi":"10.29408/jit.v6i1.7511","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7511","url":null,"abstract":"One important factor to determine the discipline of a student is to record the student's attendance. The attendance system that has been used so far is to call the student's name and then record their attendance on paper, this manual technique causes various problems,for example it takes a long time to record data,the attendance archive is damaged due to tearing and various other conditions. In addition,the attendance system that has been running so far has not been able to accurately record student attendance, such as student arrivals on time or not. Radio Frequency Identification (RFID) based on NodeMcu ESP8266 works with the internet network to overcome problems that have occurred so far. With this attendance system not only facilitates the attendance process but also assists teachers in recording student attendance. The system device works accurately with a maximum card scan distance of 4cm with a perfect accuracy level","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"17 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75027822","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
This study aims to facilitate teaching and learning activities, so as to increase students' understanding of the introduction to traditional Indonesian clothing and houses delivered by educators. The introduction of traditional clothes and houses is considered to be a very big challenge, especially for the millennial generation who are less interested in learning Indonesian culture when compared to today's modern culture. This is one of the homework for educators. In the world of education, instructional media is often overlooked for reasons of limited time to make teaching preparations and it is difficult to find the right media, so that students experience difficulties and feel bored with civics subjects. The learning method used to overcome these problems is to create interactive learning media on civics subjects with material introduction to traditional Indonesian clothing and houses. This learning media starts from the needs analysis process that will be used in making flash-based interactive learning media and creating concepts or designs according to the results of the analysis. The results to be achieved in making this interactive learning media are that students can understand the material and increase the attractiveness of student learning towards the introduction of traditional Indonesian clothing and houses, so that the teaching and learning process becomes more effective. This interactive learning media is expected to help the school, especially teachers and students, in conveying or receiving material more clearly.
{"title":"Penerapan Media Pembelajaran Interaktif Berbasis Flash (Studi Kasus : Mata Pelajaran Kewarganegaraan pada Siswa Kelas 4)","authors":"Yupi Kuspandi Putra, Nanda Kharisma Maulana, Muhamad Sadali, Mahpuz Mahpuz","doi":"10.29408/jit.v6i1.7458","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7458","url":null,"abstract":"This study aims to facilitate teaching and learning activities, so as to increase students' understanding of the introduction to traditional Indonesian clothing and houses delivered by educators. The introduction of traditional clothes and houses is considered to be a very big challenge, especially for the millennial generation who are less interested in learning Indonesian culture when compared to today's modern culture. This is one of the homework for educators. In the world of education, instructional media is often overlooked for reasons of limited time to make teaching preparations and it is difficult to find the right media, so that students experience difficulties and feel bored with civics subjects. The learning method used to overcome these problems is to create interactive learning media on civics subjects with material introduction to traditional Indonesian clothing and houses. This learning media starts from the needs analysis process that will be used in making flash-based interactive learning media and creating concepts or designs according to the results of the analysis. The results to be achieved in making this interactive learning media are that students can understand the material and increase the attractiveness of student learning towards the introduction of traditional Indonesian clothing and houses, so that the teaching and learning process becomes more effective. This interactive learning media is expected to help the school, especially teachers and students, in conveying or receiving material more clearly.","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"12 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"73612266","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. Nur, Aris Sudianto, Hariman Bahtiar, M. Zulkarnaen
Selong City is one of the areas of the East Lombok district which has many health facilities. Apart from the hospital, one of the existing health facilities is the practice of general practitioners and midwives. The problem with this research is that there is very little information on the location of general practitioners and midwife practices in Selong City, for this reason, an appropriate system is needed to determine the location of general practitioners and midwife practices. This study aims to map the locations of GIS-based practice of general practitioners and midwives to facilitate the community's need in knowing the locations of general practitioners and midwife practice quickly and precisely. The application is made web-based using the Google Maps API. The application that has been made can provide a solution in conveying information quickly, precisely, and accurately, regarding the whereabouts of general practitioners' and midwives' practice locations in the city of Selong. This is because the public can access online the whereabouts of General Practitioners and Midwives' practices anytime and anywhere
{"title":"Pemetaan Praktek Dokter Umum dan Bidan di Kota Selong Berbasis SIG (Sistem Informasi Geografis)","authors":"A. Nur, Aris Sudianto, Hariman Bahtiar, M. Zulkarnaen","doi":"10.29408/jit.v6i1.7531","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7531","url":null,"abstract":"Selong City is one of the areas of the East Lombok district which has many health facilities. Apart from the hospital, one of the existing health facilities is the practice of general practitioners and midwives. The problem with this research is that there is very little information on the location of general practitioners and midwife practices in Selong City, for this reason, an appropriate system is needed to determine the location of general practitioners and midwife practices. This study aims to map the locations of GIS-based practice of general practitioners and midwives to facilitate the community's need in knowing the locations of general practitioners and midwife practice quickly and precisely. The application is made web-based using the Google Maps API. The application that has been made can provide a solution in conveying information quickly, precisely, and accurately, regarding the whereabouts of general practitioners' and midwives' practice locations in the city of Selong. This is because the public can access online the whereabouts of General Practitioners and Midwives' practices anytime and anywhere","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"90 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80808256","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Mellynda Oktaviana, Alfian Nurlifa, A. Suryanto, Fitroh Amaluddin
Currently, at PGRI Ronggolawe Tuban University, tracer studies are still using google forms which aim to collect alumni data. It is still not effective and has many shortcomings in order to solve the problem, a UI/UX e-tracer study design was made using the double diamond method. The double diamond method is used by researchers to conduct usability evaluation tests on old tracer studies using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The SUS results obtained from Google's old tracer study form are 49 (grade F) while the E-Tracer Study results are 82.6 (grade B) and the results from the UEQ show an attractiveness scale from 0.41 to 2.04, pepisicuity scale 0.21 to 2.28, efficiency scale 0.23 to 2.18, dependability scale 0.51 to 1.80, stimulation scale 0.54 to 2.13, and novelty scale -0.09 to 1.88. This proves that UI/UX design in E-Tracer Study resulted in an increase in usability
{"title":"Perancangan UI/UX E-Tracer Study UNIROW dengan Menggunakan Metode Doubel Diamond","authors":"Mellynda Oktaviana, Alfian Nurlifa, A. Suryanto, Fitroh Amaluddin","doi":"10.29408/jit.v6i1.7397","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7397","url":null,"abstract":"Currently, at PGRI Ronggolawe Tuban University, tracer studies are still using google forms which aim to collect alumni data. It is still not effective and has many shortcomings in order to solve the problem, a UI/UX e-tracer study design was made using the double diamond method. The double diamond method is used by researchers to conduct usability evaluation tests on old tracer studies using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The SUS results obtained from Google's old tracer study form are 49 (grade F) while the E-Tracer Study results are 82.6 (grade B) and the results from the UEQ show an attractiveness scale from 0.41 to 2.04, pepisicuity scale 0.21 to 2.28, efficiency scale 0.23 to 2.18, dependability scale 0.51 to 1.80, stimulation scale 0.54 to 2.13, and novelty scale -0.09 to 1.88. This proves that UI/UX design in E-Tracer Study resulted in an increase in usability","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"89 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80388261","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Suhartini Suhartini, Hadian Mandala Putra, Muhammad Saipul, Lalu Kerta Wijaya
The potential of agricultural land in Indonesia is still extensive, so the agricultural sector is still one of the incomes for most Indonesians. The agricultural land sector is widespread in various regions in Indonesia, one of which is in Darmasari Village, Sikur District. As an agricultural area, most of the population in Darmasari Village chooses livelihood as farmers. However, the distribution of agricultural land has not been mapped, which can provide information about the location of agricultural land, especially those in Darmasari Village. In this study, a web-based Agricultural Land Geographic Information System was constructed in Darmasari village. The geographic information system that is built can display information in the form of spatial and non-spatial data that describes an object based on the state of the earth. The method used in creating this system is to use the object-oriented method. With the construction of this Geographic Information System, it is hoped that it will be able to provide information for the community about the distribution of the location and area of agricultural land, especially in the Darmasari Village area
{"title":"Sistem Informasi Berbasis Web Untuk Pemetaan Geografis Lahan Pertanian (Studi Kasus : Desa Darmasari Kecamatan Sikur Lombok Timur)","authors":"Suhartini Suhartini, Hadian Mandala Putra, Muhammad Saipul, Lalu Kerta Wijaya","doi":"10.29408/jit.v6i1.7521","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7521","url":null,"abstract":"The potential of agricultural land in Indonesia is still extensive, so the agricultural sector is still one of the incomes for most Indonesians. The agricultural land sector is widespread in various regions in Indonesia, one of which is in Darmasari Village, Sikur District. As an agricultural area, most of the population in Darmasari Village chooses livelihood as farmers. However, the distribution of agricultural land has not been mapped, which can provide information about the location of agricultural land, especially those in Darmasari Village. In this study, a web-based Agricultural Land Geographic Information System was constructed in Darmasari village. The geographic information system that is built can display information in the form of spatial and non-spatial data that describes an object based on the state of the earth. The method used in creating this system is to use the object-oriented method. With the construction of this Geographic Information System, it is hoped that it will be able to provide information for the community about the distribution of the location and area of agricultural land, especially in the Darmasari Village area","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"12 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80758539","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Teguh Arifianto, S. Sunaryo, Sunardi Sunardi, Akhwan Akhwan
Rail is a construction in one unit made of steel, concrete, and other construction materials above or below the ground depending on the direction and area. The condition of the rail surface must not have any defects so that train travel is safe and comfortable. This research method discusses the research design. There are four processes in this research design, namely the data acquisition process, the RGB image color conversion process to HSI, the filtering process using the gabor filter, and the classification process using deep learning neural networks. The purpose of this study is to build a system to visually detect defects in the surface of the railroad tracks, namely image processing techniques. This activity was carried out at the Madiun Indonesian Railways Polytechnic Station Laboratory. Based on the research that has been done, it can be concluded that an image with a size of 32x32 pixels produces the highest accuracy value at epoch 90 using the gabor filter image type. The more epochs used, the better the results will be and the better the model can be made. The accuracy results obtained were 0.8041 or 80.41% for training accuracy and testing accuracy of 0.79 or 79%
{"title":"Deteksi Kecacatan Permukaan Rel Menggunakan Metode Deep Learning Neural Network","authors":"Teguh Arifianto, S. Sunaryo, Sunardi Sunardi, Akhwan Akhwan","doi":"10.29408/jit.v6i1.7415","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7415","url":null,"abstract":"Rail is a construction in one unit made of steel, concrete, and other construction materials above or below the ground depending on the direction and area. The condition of the rail surface must not have any defects so that train travel is safe and comfortable. This research method discusses the research design. There are four processes in this research design, namely the data acquisition process, the RGB image color conversion process to HSI, the filtering process using the gabor filter, and the classification process using deep learning neural networks. The purpose of this study is to build a system to visually detect defects in the surface of the railroad tracks, namely image processing techniques. This activity was carried out at the Madiun Indonesian Railways Polytechnic Station Laboratory. Based on the research that has been done, it can be concluded that an image with a size of 32x32 pixels produces the highest accuracy value at epoch 90 using the gabor filter image type. The more epochs used, the better the results will be and the better the model can be made. The accuracy results obtained were 0.8041 or 80.41% for training accuracy and testing accuracy of 0.79 or 79%","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"8 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82145268","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
E. Susilo, Rahmat Rizal Andhi, Febrizal Ujang, Anhar Anhar
Media information has a very important role in efforts to attract prospective students to join. A website needs to be improved in the era of large technological developments. One of the new information media that utilizes the latest technology is a virtual tour. If you look at some of the previous ones, making a virtual tour can be made using panoramic photos made with image stitching techniques from many photos and can also use 3-dimensional engineering results. Both ways have their advantages and disadvantages. In this study, we will combine panoramic photos and 3D engineering to create a virtual tour of the Department of Electrical Engineering, Riau University. Virtual tour created using an equirectangular image base. There are 10 locations included in the virtual tour which four of them use panoramic photos and the remaining six places use 3D engineering. Four panoramic photos and six 3D-engineered equirectangular shapes are combined into one virtual tour. To validate the results of combining panoramic photos and 3D engineering into a virtual tour, user experience testing was conducted using a user experience questionnaire. User experience questionnaire was distributed to 30 respondents. As a result, four scales are in the excellent category: attractiveness, dependability, stimulation, and novelty. Then two scales are included in the good category, namely perspicuity and efficiency, which get a value of 1.78. From the user experience perspective, virtual tours resulting from a combination of panoramic photos and 3D engineering in general can be considered very good. Then this combination of panoramic photos and 3D engineering can be used as a solution for virtual tour documentation if several locations are inadequate to document
{"title":"Implementasi Virtual Tour JTE UNRI Menggunakan Kombinasi Foto Panorama dan Rekayasa 3D","authors":"E. Susilo, Rahmat Rizal Andhi, Febrizal Ujang, Anhar Anhar","doi":"10.29408/jit.v6i1.7456","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7456","url":null,"abstract":"Media information has a very important role in efforts to attract prospective students to join. A website needs to be improved in the era of large technological developments. One of the new information media that utilizes the latest technology is a virtual tour. If you look at some of the previous ones, making a virtual tour can be made using panoramic photos made with image stitching techniques from many photos and can also use 3-dimensional engineering results. Both ways have their advantages and disadvantages. In this study, we will combine panoramic photos and 3D engineering to create a virtual tour of the Department of Electrical Engineering, Riau University. Virtual tour created using an equirectangular image base. There are 10 locations included in the virtual tour which four of them use panoramic photos and the remaining six places use 3D engineering. Four panoramic photos and six 3D-engineered equirectangular shapes are combined into one virtual tour. To validate the results of combining panoramic photos and 3D engineering into a virtual tour, user experience testing was conducted using a user experience questionnaire. User experience questionnaire was distributed to 30 respondents. As a result, four scales are in the excellent category: attractiveness, dependability, stimulation, and novelty. Then two scales are included in the good category, namely perspicuity and efficiency, which get a value of 1.78. From the user experience perspective, virtual tours resulting from a combination of panoramic photos and 3D engineering in general can be considered very good. Then this combination of panoramic photos and 3D engineering can be used as a solution for virtual tour documentation if several locations are inadequate to document","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"67 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"79725334","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Muhammad Irfan Annas, Jeki Kuswanto, Arvin Claudy Frobenius, W. Untoro
Games are a popular entertainment medium for children in today's modern times. Several types of game genres can be found on a desktop or mobile basis. Game applications have a positive and a negative impact for users, especially on negative impacts for students, one of that is forgetting study time and many types of games function as entertainment media. Game media is not only an entertainment, but games can be used as learning media. Based on these factors, this research was conducted to determine the increase in the effectiveness of games as a media for learning the history of heroes for students. In this study, using construct 2 using HTML5 using a multimedia development life cycle (MDLC) method consisting of several sequences such as concept, design, material, manufacturing, testing to distribution. The output of the research is an Android mobile based game. The research resulted in an increase in the effectiveness of understanding the history of heroes for children by 17%, the factors assessed were in terms of appearance, in terms of menu completeness, in terms of content, and ease of use and benefits of the game
{"title":"Game Mengenal Pahlawan Nasional Menggunakan Construct 2 Berbasis Android untuk Sekolah Dasar Kelas IV","authors":"Muhammad Irfan Annas, Jeki Kuswanto, Arvin Claudy Frobenius, W. Untoro","doi":"10.29408/jit.v6i1.7257","DOIUrl":"https://doi.org/10.29408/jit.v6i1.7257","url":null,"abstract":"Games are a popular entertainment medium for children in today's modern times. Several types of game genres can be found on a desktop or mobile basis. Game applications have a positive and a negative impact for users, especially on negative impacts for students, one of that is forgetting study time and many types of games function as entertainment media. Game media is not only an entertainment, but games can be used as learning media. Based on these factors, this research was conducted to determine the increase in the effectiveness of games as a media for learning the history of heroes for students. In this study, using construct 2 using HTML5 using a multimedia development life cycle (MDLC) method consisting of several sequences such as concept, design, material, manufacturing, testing to distribution. The output of the research is an Android mobile based game. The research resulted in an increase in the effectiveness of understanding the history of heroes for children by 17%, the factors assessed were in terms of appearance, in terms of menu completeness, in terms of content, and ease of use and benefits of the game","PeriodicalId":13567,"journal":{"name":"Infotek : Jurnal Informatika dan Teknologi","volume":"68 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-01-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80929039","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}