L. N. Amali, Rian Sulistio, Alfian Zakaria, Arif Dwinanto
3D animation is easy to describe for presenting visual information attractively and realistically, making it an ideal choice for attraction promotion but more difficult to work with. This study aimed to develop 3D animated videos and test their effectiveness as an information medium for promoting tourist attractions. The research method used was the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. Designing and creating 3D objects using Google SketchUp, rendering them in animation using Lumion, and editing animated videos using Adobe Premiere Pro CC. The results of the feasibility test by media experts show that 95% of the categories are feasible regarding animation quality and appearance. The feasibility test of 35 people as respondents from the community showed that, in terms of aspects of the display, quality, speed, brightness, time duration, and selection of viewing angles, 90% were found to be in very appropriate categories. These results indicate that 3D animated videos developed using Sketchup and Lumion are worthy of use as information media to promote tourist attractions.
三维动画易于描述,能以吸引人和逼真的方式呈现视觉信息,因此是景点宣传的理想选择,但操作起来较为困难。本研究旨在开发三维动画视频,并测试其作为宣传旅游景点的信息媒介的有效性。采用的研究方法是多媒体开发生命周期(MDLC),包括六个阶段:概念、设计、材料收集、组装、测试和发布。使用谷歌 SketchUp 设计和创建 3D 物体,使用 Lumion 进行动画渲染,使用 Adobe Premiere Pro CC 编辑动画视频。媒体专家的可行性测试结果表明,95% 的类别在动画质量和外观方面是可行的。对 35 名社区受访者进行的可行性测试表明,在显示、质量、速度、亮度、时间长度和观看角度选择等方面,90% 的类别非常合适。这些结果表明,使用 Sketchup 和 Lumion 开发的三维动画视频值得用作宣传旅游景点的信息媒体。
{"title":"Effectiveness of 3D Animation Using Google Sketchup and Lumion as Tourist Attraction Information Media","authors":"L. N. Amali, Rian Sulistio, Alfian Zakaria, Arif Dwinanto","doi":"10.37905/jji.v5i2.22161","DOIUrl":"https://doi.org/10.37905/jji.v5i2.22161","url":null,"abstract":"3D animation is easy to describe for presenting visual information attractively and realistically, making it an ideal choice for attraction promotion but more difficult to work with. This study aimed to develop 3D animated videos and test their effectiveness as an information medium for promoting tourist attractions. The research method used was the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collection, assembly, testing, and distribution. Designing and creating 3D objects using Google SketchUp, rendering them in animation using Lumion, and editing animated videos using Adobe Premiere Pro CC. The results of the feasibility test by media experts show that 95% of the categories are feasible regarding animation quality and appearance. The feasibility test of 35 people as respondents from the community showed that, in terms of aspects of the display, quality, speed, brightness, time duration, and selection of viewing angles, 90% were found to be in very appropriate categories. These results indicate that 3D animated videos developed using Sketchup and Lumion are worthy of use as information media to promote tourist attractions.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"41 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139290139","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}
G. B. Balogun, Muhideen Abdulraheem, Peter Ogirima Sadiku, Olawale Debo Taofeek, Adebisi Adewale
Complexity measuring tools in computer science are deployed to measure and compare different characteristics of algorithms in order to find the best one in solving a particular problem or that suits a particular situation. In view of this, Halstead’s complexity metrics is deployed to compare the efficiency of two external sorting methods; the Merge sort and the Modified Merge sort algorithms. The methodology used in achieving this, lies in the extraction of operators and operands from the C_sharp (C#) implemented program of the two algorithms. Six Halstead metrics are evaluated using these operators and operands as parameters. The results shows that the Modified Merge sort algorithm is much more efficient than the conventional Merge sort as it has a lower Program Volume, lower Program difficulty and a lower Program Effort even though the advantage of a higher Intelligence content goes to the Merge sort algorithm.
{"title":"Halstead’s Complexity Measure of a Merge sort and Modified Merge sort Algorithms","authors":"G. B. Balogun, Muhideen Abdulraheem, Peter Ogirima Sadiku, Olawale Debo Taofeek, Adebisi Adewale","doi":"10.37905/jji.v5i2.21995","DOIUrl":"https://doi.org/10.37905/jji.v5i2.21995","url":null,"abstract":"Complexity measuring tools in computer science are deployed to measure and compare different characteristics of algorithms in order to find the best one in solving a particular problem or that suits a particular situation. In view of this, Halstead’s complexity metrics is deployed to compare the efficiency of two external sorting methods; the Merge sort and the Modified Merge sort algorithms. The methodology used in achieving this, lies in the extraction of operators and operands from the C_sharp (C#) implemented program of the two algorithms. Six Halstead metrics are evaluated using these operators and operands as parameters. The results shows that the Modified Merge sort algorithm is much more efficient than the conventional Merge sort as it has a lower Program Volume, lower Program difficulty and a lower Program Effort even though the advantage of a higher Intelligence content goes to the Merge sort algorithm.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"12 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139300108","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}
Milkfish is the largest freshwater fish commodity in Indonesia. Milkfish farming requires extra care and maintenance because these fish are sensitive to the environment, which can affect the growth and quality of fish. One important factor that affects milkfish growth is pond water quality, which can be measured through indicators such as temperature, oxygen levels, and water acidity. Today, water quality measurements are still traditionally done by coming directly to the pool, which requires additional time and effort. The purpose of this research is to develop e-chan as an Internet of Things-based innovation tool. The development of e-Chan is made using the SDLC (Software Development Lifecycle) method. The results showed the designed tool could be used to monitor pond water quality in real-time and transmit data to users through the app. Ikan bandeng merupakan komoditas ikan air tawar terbesar di Indonesia. Budidaya bandeng membutuhkan perawatan dan pemeliharaan yang ekstra karena ikan ini peka terhadap lingkungan yang dapat mempengaruhi pertumbuhan dan kualitas ikan. Satu faktor penting yang mempengaruhi pertumbuhan ikan bandeng adalah kualitas air tambak, yang dapat diukur melalui indikator seperti suhu, kadar oksigen, dan keasaman air. Saat ini, pengukuran kualitas air umumnya masih dilakukan secara tradisional dengan datang langsung ke kolam, yang membutuhkan waktu dan tenaga tambahan. Tujuan penelitian ini adalah mengembangkan e-chan sebagai alat inovasi berbasis Internet of Things. Pengembangan e-Chan dibuat dengan menggunakan metode SDLC (Software Development Lifecycle). Hasil penelitian menunjukkan alat yang dirancang dapat digunakan untuk memantau kualitas air tambak secara real-time dan mengirimkan data kepada pengguna melalui aplikasi.
{"title":"Pengembangan Aplikasi Monitoring Tambak Ikan Berbasis Internet of Things","authors":"Raditia Dhamayanti, Glenny Chudra, Alfa Yohannis","doi":"10.37905/jji.v5i2.19415","DOIUrl":"https://doi.org/10.37905/jji.v5i2.19415","url":null,"abstract":"Milkfish is the largest freshwater fish commodity in Indonesia. Milkfish farming requires extra care and maintenance because these fish are sensitive to the environment, which can affect the growth and quality of fish. One important factor that affects milkfish growth is pond water quality, which can be measured through indicators such as temperature, oxygen levels, and water acidity. Today, water quality measurements are still traditionally done by coming directly to the pool, which requires additional time and effort. The purpose of this research is to develop e-chan as an Internet of Things-based innovation tool. The development of e-Chan is made using the SDLC (Software Development Lifecycle) method. The results showed the designed tool could be used to monitor pond water quality in real-time and transmit data to users through the app. Ikan bandeng merupakan komoditas ikan air tawar terbesar di Indonesia. Budidaya bandeng membutuhkan perawatan dan pemeliharaan yang ekstra karena ikan ini peka terhadap lingkungan yang dapat mempengaruhi pertumbuhan dan kualitas ikan. Satu faktor penting yang mempengaruhi pertumbuhan ikan bandeng adalah kualitas air tambak, yang dapat diukur melalui indikator seperti suhu, kadar oksigen, dan keasaman air. Saat ini, pengukuran kualitas air umumnya masih dilakukan secara tradisional dengan datang langsung ke kolam, yang membutuhkan waktu dan tenaga tambahan. Tujuan penelitian ini adalah mengembangkan e-chan sebagai alat inovasi berbasis Internet of Things. Pengembangan e-Chan dibuat dengan menggunakan metode SDLC (Software Development Lifecycle). Hasil penelitian menunjukkan alat yang dirancang dapat digunakan untuk memantau kualitas air tambak secara real-time dan mengirimkan data kepada pengguna melalui aplikasi.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"53 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139293398","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}
Joko Siswanto, Alfath Satria Negara Syaban, Hariani Hariani
The rapid development of AI shows its power and great development potential in practical engineering applications. Critical issues and potential solutions can reduce road traffic accidents and application of AI in road accident prediction. The published use of AI for road accident prediction is reviewed, presented, and represented as the main objective. The methods are collecting article data, quotations, presentation, and representation. The article data collection was obtained from 671 conference and journal articles in 2019-2023, but the suitability of articles that can be used is 69. Quotation produces a grouping of approaches, models, predictions, and benefits. The presentation showed that most approaches used were machine learning, the most used model was random forest, the prediction was mostly about severity, and the most benefit was about number reduction. Representation produces road accidents and related factors into factors in road accident predictions using artificial intelligence, so strategies and anticipation can be made to overcome them to improve road safety. AI in road accident prediction plays an important role in building predictive models with the hope that road accidents can be identified early, risk factors can be reduced, and effective preventive measures can be taken to improve road safety.
{"title":"Artificial Intelligence in Road Traffic Accident Prediction","authors":"Joko Siswanto, Alfath Satria Negara Syaban, Hariani Hariani","doi":"10.37905/jji.v5i2.22037","DOIUrl":"https://doi.org/10.37905/jji.v5i2.22037","url":null,"abstract":"The rapid development of AI shows its power and great development potential in practical engineering applications. Critical issues and potential solutions can reduce road traffic accidents and application of AI in road accident prediction. The published use of AI for road accident prediction is reviewed, presented, and represented as the main objective. The methods are collecting article data, quotations, presentation, and representation. The article data collection was obtained from 671 conference and journal articles in 2019-2023, but the suitability of articles that can be used is 69. Quotation produces a grouping of approaches, models, predictions, and benefits. The presentation showed that most approaches used were machine learning, the most used model was random forest, the prediction was mostly about severity, and the most benefit was about number reduction. Representation produces road accidents and related factors into factors in road accident predictions using artificial intelligence, so strategies and anticipation can be made to overcome them to improve road safety. AI in road accident prediction plays an important role in building predictive models with the hope that road accidents can be identified early, risk factors can be reduced, and effective preventive measures can be taken to improve road safety.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"24 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139295772","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}
Mail management is essential for an organization. In fact, managing incoming mail in the Regional Secretariat of Bone County still uses manual methods. This study aims to build an incoming mail management information system application at the Regional Secretariat of Bone Regency. For this purpose, this research uses Scrum, an Agile software development method. The stages of the Scrum model used include Product Backlog, Sprint Backlog, Sprint, and Working Increment of Software. This method is suitable for managing projects practically. The application is designed to provide a variety of menus and features that allow organizations to handle incoming mail efficiently, including identity input and mail upload, disposition, tracer doc, and mail archiving. The app has gone through black box testing to ensure that all features work as intended. The results showed that the developed application allows easier management of incoming mail, filing and disposition of correspondence, and real-time tracking of mail positions. Pengelolaan surat merupakan hal yang penting bagi sebuah organisasi. Faktanya, pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone masih menggunakan cara manual. Penelitian ini bertujuan untuk membangun sebuah aplikasi sistem informasi pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone. Untuk tujuan tersebut penelitian ini menggunakan Scrum, yang merupakan metode pengembangan software Agile. Tahapan metode Scrum yang digunakan mencakup Product Backlog, Sprint Backlog, Sprint, dan Working Increment of Software. Metode ini cocok untuk mengelola proyek secara praktis. Aplikasi dirancang untuk menyediakan berbagai menu dan fitur yang memungkinkan pihak organisasi untuk mengelola surat masuk secara efisien, termasuk input identitas dan unggah surat, disposisi, dan tracer doc, serta pengarsipan surat. Aplikasi telah melalui pengujian black box untuk memastikan bahwa semua fitur berfungsi sebagaimana mestinya. Hasil penelitian menunjukkan keberadaan aplikasi sistem yang dikembangkan memungkinkan pengelolaan surat masuk, pengarsipan, dan disposisi surat yang lebih mudah, serta pelacakan posisi surat secara real-time.
邮件管理对于一个组织来说至关重要。事实上,骨县地区秘书处对接收邮件的管理仍采用人工方法。本研究旨在为波恩县地区秘书处建立一个来信管理信息系统应用程序。为此,本研究采用了敏捷软件开发方法 Scrum。Scrum 模型所使用的阶段包括产品积木(Product Backlog)、冲刺积木(Sprint Backlog)、冲刺(Sprint)和软件工作增量(Working Increment of Software)。这种方法适合实际管理项目。该应用程序旨在提供各种菜单和功能,使组织能够有效处理收到的邮件,包括身份输入和邮件上传、处置、跟踪文档和邮件归档。该应用程序已通过黑盒测试,以确保所有功能都能按预期运行。测试结果表明,开发的应用程序可以更轻松地管理收到的邮件、归档和处理信件,并实时跟踪邮件位置。 邮件管理对一个组织来说非常重要。事实上,Bone Regency 地区秘书处的来信管理仍使用人工方法。本研究旨在为 Bone Regency 地区秘书处建立一个来信管理信息系统应用程序。为此,本研究采用了敏捷软件开发方法 Scrum。Scrum 方法的各个阶段包括产品积木、冲刺积木、冲刺和软件工作增量。这种方法适合实际管理项目。该应用程序旨在提供各种菜单和功能,使组织能够有效管理收到的邮件,包括身份输入和邮件上传、处置和跟踪 doc,以及邮件归档。该应用程序已通过黑盒测试,以确保所有功能按预期运行。结果表明,所开发的系统应用程序能够更轻松地管理收到的邮件、归档和邮件处置,并实时跟踪邮件位置。
{"title":"Pengembangan Sistem Informasi Tracer Doc Surat Masuk dengan Framework Scrum","authors":"Muhammad Yassir, Gafur Jamada, S. Suhada","doi":"10.37905/jji.v5i2.21964","DOIUrl":"https://doi.org/10.37905/jji.v5i2.21964","url":null,"abstract":"Mail management is essential for an organization. In fact, managing incoming mail in the Regional Secretariat of Bone County still uses manual methods. This study aims to build an incoming mail management information system application at the Regional Secretariat of Bone Regency. For this purpose, this research uses Scrum, an Agile software development method. The stages of the Scrum model used include Product Backlog, Sprint Backlog, Sprint, and Working Increment of Software. This method is suitable for managing projects practically. The application is designed to provide a variety of menus and features that allow organizations to handle incoming mail efficiently, including identity input and mail upload, disposition, tracer doc, and mail archiving. The app has gone through black box testing to ensure that all features work as intended. The results showed that the developed application allows easier management of incoming mail, filing and disposition of correspondence, and real-time tracking of mail positions. Pengelolaan surat merupakan hal yang penting bagi sebuah organisasi. Faktanya, pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone masih menggunakan cara manual. Penelitian ini bertujuan untuk membangun sebuah aplikasi sistem informasi pengelolaan surat masuk di Sekretariat Daerah Kabupaten Bone. Untuk tujuan tersebut penelitian ini menggunakan Scrum, yang merupakan metode pengembangan software Agile. Tahapan metode Scrum yang digunakan mencakup Product Backlog, Sprint Backlog, Sprint, dan Working Increment of Software. Metode ini cocok untuk mengelola proyek secara praktis. Aplikasi dirancang untuk menyediakan berbagai menu dan fitur yang memungkinkan pihak organisasi untuk mengelola surat masuk secara efisien, termasuk input identitas dan unggah surat, disposisi, dan tracer doc, serta pengarsipan surat. Aplikasi telah melalui pengujian black box untuk memastikan bahwa semua fitur berfungsi sebagaimana mestinya. Hasil penelitian menunjukkan keberadaan aplikasi sistem yang dikembangkan memungkinkan pengelolaan surat masuk, pengarsipan, dan disposisi surat yang lebih mudah, serta pelacakan posisi surat secara real-time.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"24 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139308068","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}
Aditya Nugraha Hairun, M. R. Katili, Rahman Takdir
The e-Rapor is an additional app/tool for teachers and educational units to report student learning outcomes to submit to students’ parents or guardians. However, the apps remain to show weakness in the application at SMA Negeri 1 Gorontalo, particularly about network security where Denial of Service (DoS) attacks, which will cause an increase in resources on the server, thereby increasing the load on the e-Rapor. This research aimed to apply a firewall on the Mikrotik OS Router to anticipate DoS attacks. The development process employed the Network Development Life Cycle (NDLC) method, a process approach in data communication that describes the initial and final cycles of building a computer network. This research result indicates that the firewall in the quarantine router OS mikrotik can do IP address to DoS on e-Rapor in 80-90% of applications. Aplikasi e-Rapor merupakan opsi alat bantu bagi guru dan satuan pendidikan melakukan pelaporan hasil belajar peserta didik untuk disampaikan kepada orang tua atau wali murid. Namun dalam penerapannya di SMA Negeri 1 Gorontalo aplikasi e-Rapor masih terdapat kekurangan yakni pada keamanan jaringan yaitu serangan berupa Denial of Service (DoS) yang akan menyebabkan bertambahnya resource pada server sehingga meningkatkan beban terhadap server aplikasi e-Rapor. Penelitian ini bertujuan untuk melakukan penerapan firewall yang terdapat di router OS Mikrotik guna mengantisipasi serangan DoS. Proses pengembangan menggunakan metode Network Development Life Cycle (NDLC). NDLC adalah salah satu pendekatan proses dalam komunikasi data yang menggambarkan siklus yang awal dan akhirnya dalam membangun sebuah jaringan komputer. Hasil penelitian ini menunjukkan bahwa firewall yang terdapat pada Router OS Mikrotik dapat melakukan karantina terhadap IP address yang melakukan DoS pada aplikasi e-Rapor sebesar 80-90%.
e-Rapor 是教师和教育单位向学生家长或监护人报告学生学习成果的额外应用程序/工具。然而,戈隆塔洛第一师范学院的应用程序仍然存在弱点,特别是网络安全方面的弱点,如拒绝服务(DoS)攻击,这将导致服务器资源增加,从而增加e-Rapor的负载。这项研究的目的是在 Mikrotik OS 路由器上安装防火墙,以防范 DoS 攻击。开发过程采用了网络开发生命周期(NDLC)方法,这是数据通信中的一种过程方法,描述了构建计算机网络的初始和最终周期。这项研究结果表明,隔离路由器 OS mikrotik 中的防火墙可以在 80-90% 的应用中对 e-Rapor 上的 DoS 做 IP 地址。 电子报告应用程序是教师和教育单位向家长或监护人报告学生学习成果的工具选项。然而,在戈伦塔洛第一师范学院的应用中,电子报告应用仍然存在缺陷,即网络安全方面的缺陷,即拒绝服务(DoS)形式的攻击会导致服务器资源增加,从而增加电子报告应用服务器的负载。这项研究的目的是在 Mikrotik OS 路由器上安装防火墙,以防范 DoS 攻击。开发过程采用网络开发生命周期(NDLC)方法。NDLC 是数据通信的过程方法之一,它描述了构建计算机网络的初始和最终周期。研究结果表明,Mikrotik OS 路由器中包含的防火墙可隔离 80-90% 对电子报告应用程序实施 DoS 的 IP 地址。
{"title":"Penerapan Firewall di Router OS Mikrotik Pada Aplikasi E-Rapor","authors":"Aditya Nugraha Hairun, M. R. Katili, Rahman Takdir","doi":"10.37905/jji.v5i2.20415","DOIUrl":"https://doi.org/10.37905/jji.v5i2.20415","url":null,"abstract":"The e-Rapor is an additional app/tool for teachers and educational units to report student learning outcomes to submit to students’ parents or guardians. However, the apps remain to show weakness in the application at SMA Negeri 1 Gorontalo, particularly about network security where Denial of Service (DoS) attacks, which will cause an increase in resources on the server, thereby increasing the load on the e-Rapor. This research aimed to apply a firewall on the Mikrotik OS Router to anticipate DoS attacks. The development process employed the Network Development Life Cycle (NDLC) method, a process approach in data communication that describes the initial and final cycles of building a computer network. This research result indicates that the firewall in the quarantine router OS mikrotik can do IP address to DoS on e-Rapor in 80-90% of applications. Aplikasi e-Rapor merupakan opsi alat bantu bagi guru dan satuan pendidikan melakukan pelaporan hasil belajar peserta didik untuk disampaikan kepada orang tua atau wali murid. Namun dalam penerapannya di SMA Negeri 1 Gorontalo aplikasi e-Rapor masih terdapat kekurangan yakni pada keamanan jaringan yaitu serangan berupa Denial of Service (DoS) yang akan menyebabkan bertambahnya resource pada server sehingga meningkatkan beban terhadap server aplikasi e-Rapor. Penelitian ini bertujuan untuk melakukan penerapan firewall yang terdapat di router OS Mikrotik guna mengantisipasi serangan DoS. Proses pengembangan menggunakan metode Network Development Life Cycle (NDLC). NDLC adalah salah satu pendekatan proses dalam komunikasi data yang menggambarkan siklus yang awal dan akhirnya dalam membangun sebuah jaringan komputer. Hasil penelitian ini menunjukkan bahwa firewall yang terdapat pada Router OS Mikrotik dapat melakukan karantina terhadap IP address yang melakukan DoS pada aplikasi e-Rapor sebesar 80-90%.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"20 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-10-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139307406","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}
Abd Azis Bouty, Ahmad Azhar Kadim, Bait Syaiful Rijal, Moh. Syafri Tuloli, Ramadan Kaharu
The JDIH application used by the Regional Secretariat of the Legal Section of Bone Bolango to manage legal information documentation still lacks features in the application. There is no question and answer feature for the public, the function of the search feature is not good, the application user satisfaction survey is not yet available, and the user interface display is not attractive to users. The research objectives are (1) Designing the JDIH Bone Bolango application according to user needs, (2) Applying the User Centered Design method to the JDIH Bone Bolango application, (3) Knowing the user's response to the JDIH Bone Bolango application. The method used is User Centered Design with 4 stages namely specify context of use, specify user and organizational requirements, design solution, and evaluate design of requirements. System testing uses black box testing and sus methods. Data collection techniques using observation and interviews. The results of the study found that the application developed was in accordance with user needs with the calculation results of the SUS method obtaining a result of 84 with an acceptable level, which means that the application can be accepted and used. Aplikasi JDIH yang digunakan oleh Sekretariat Daerah Bagian Hukum Bone Bolango untuk mengelola dokumentasi informasi hukum masih terdapat kekurangan dalam hal fitur dalam aplikasi. Tidak adanya fitur tanya jawab untuk publik, kurang baiknya fungsi dari fitur pencarian, belum tersedianya survey kepuasan pengguna aplikasi, dan tampilan user interface yang kurang menarik bagi pengguna. Tujuan penelitian yakni (1) Merancang aplikasi JDIH Bone Bolango sesuai kebutuhan pengguna, (2) Menerapkan metode User Centered Design pada aplikasi JDIH Bone Bolango, (3) Mengetahui respon pengguna terhadap aplikasi JDIH Bone Bolango. Metode yang digunakan User Centered Design dengan 4 tahapan yaitu specify context of use, specify user and organizational requirement, design solution, dan evaluate design of requirement. Pengujian sistem menggunakan metode black box testing dan SUS. Teknik pengambilan data menggunakan observasi dan wawancara. Hasil penelitian didapatkan bahwa aplikasi yang dikembangkan sudah sesuai dengan kebutuhan pengguna dengan hasil perhitungan metode SUS mendapatkan hasil 84 dengan tingkat acceptable yang berarti aplikasi dapat diterima dan digunakan.
博朗戈法律科区域秘书处用来管理法律资料文件的JDIH应用程序在应用程序中仍然缺乏特点。没有面向公众的问答功能,搜索功能的功能不好,应用程序用户满意度调查还没有出来,用户界面显示对用户没有吸引力。研究目标是:(1)根据用户需求设计JDIH Bone Bolango应用程序;(2)将以用户为中心的设计方法应用于JDIH Bone Bolango应用程序;(3)了解用户对JDIH Bone Bolango应用程序的反应。使用的方法是以用户为中心的设计,分为四个阶段,即指定使用环境、指定用户和组织需求、设计解决方案和评估需求设计。系统测试使用黑盒测试和sus方法。使用观察和访谈的数据收集技术。研究结果发现,开发的应用程序符合用户需求,SUS方法的计算结果为84,具有可接受的水平,意味着该应用程序可以被接受和使用。尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔尼泊尔下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载下载Tujuan penelitian yakni (1) Merancang applikasi JDIH Bone Bolango sesuai kebutuhan pengguna, (2) Menerapkan方法以用户为中心设计pplikasi JDIH Bone Bolango, (3) Mengetahui响应pengguna terhadap applikasi JDIH Bone Bolango。以用户为中心的设计方法:指定使用情境,指定用户和组织需求,设计解决方案,评估设计需求。企鹅系统蒙古纳坎方法黑盒测试丹SUS。技术数据,孟古纳坎观测,丹瓦万卡拉。Hasil penelitian didapatkan bahwa applikasi yang dikembangkan sudah sesuai dengan kebutuhan pengguna dengan Hasil perhitungan方法SUS mendapatkan Hasil 84 dengan tingkat accept yang berarti applikasi dapat diterima dan digunakan。
{"title":"Pengembangan Aplikasi Jaringan dan Dokumentasi Informasi Hukum dengan Metode User Centered Design","authors":"Abd Azis Bouty, Ahmad Azhar Kadim, Bait Syaiful Rijal, Moh. Syafri Tuloli, Ramadan Kaharu","doi":"10.37905/jji.v5i1.17923","DOIUrl":"https://doi.org/10.37905/jji.v5i1.17923","url":null,"abstract":"The JDIH application used by the Regional Secretariat of the Legal Section of Bone Bolango to manage legal information documentation still lacks features in the application. There is no question and answer feature for the public, the function of the search feature is not good, the application user satisfaction survey is not yet available, and the user interface display is not attractive to users. The research objectives are (1) Designing the JDIH Bone Bolango application according to user needs, (2) Applying the User Centered Design method to the JDIH Bone Bolango application, (3) Knowing the user's response to the JDIH Bone Bolango application. The method used is User Centered Design with 4 stages namely specify context of use, specify user and organizational requirements, design solution, and evaluate design of requirements. System testing uses black box testing and sus methods. Data collection techniques using observation and interviews. The results of the study found that the application developed was in accordance with user needs with the calculation results of the SUS method obtaining a result of 84 with an acceptable level, which means that the application can be accepted and used. \u0000 \u0000Aplikasi JDIH yang digunakan oleh Sekretariat Daerah Bagian Hukum Bone Bolango untuk mengelola dokumentasi informasi hukum masih terdapat kekurangan dalam hal fitur dalam aplikasi. Tidak adanya fitur tanya jawab untuk publik, kurang baiknya fungsi dari fitur pencarian, belum tersedianya survey kepuasan pengguna aplikasi, dan tampilan user interface yang kurang menarik bagi pengguna. Tujuan penelitian yakni (1) Merancang aplikasi JDIH Bone Bolango sesuai kebutuhan pengguna, (2) Menerapkan metode User Centered Design pada aplikasi JDIH Bone Bolango, (3) Mengetahui respon pengguna terhadap aplikasi JDIH Bone Bolango. Metode yang digunakan User Centered Design dengan 4 tahapan yaitu specify context of use, specify user and organizational requirement, design solution, dan evaluate design of requirement. Pengujian sistem menggunakan metode black box testing dan SUS. Teknik pengambilan data menggunakan observasi dan wawancara. Hasil penelitian didapatkan bahwa aplikasi yang dikembangkan sudah sesuai dengan kebutuhan pengguna dengan hasil perhitungan metode SUS mendapatkan hasil 84 dengan tingkat acceptable yang berarti aplikasi dapat diterima dan digunakan.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"15 3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129679501","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}
Eka Vickraien Dangkua, Muthia Muthia, Arif Dwinanto, Kurniawati Kurniawati
Untuk meningkatkan kualitas pembelajaran, Sekolah Menengah Pertama harus memperhatikan pengajaran, isi, metode pembelajaran, serta media pembelajaran. Penerapan dari media pembelajaran interaktif dapat mendukung proses belajar mengajar khususnya pada mata pelajaran Ilmu Pengetahuan Alam, dengan menggunakan teks, animas, video, dan games. Proses pembelajaran IPA di SMP N 2 Satap Kabila Bone masih menggunakan metode tradisional sehingga menyulitkan peserta didik dalam memahami proses pembelajaran khususnya sistem pencernaan. Tujuan penelitian yaitu untuk mengembangkan aplikasi media pembelajaran interaktif yang dapat mendukung guru dalam menyampaikan konten pembelajaran menggunakan multimedia interaktif dan meningkatkan minat belajar siswa dengan menggunakan metode pembelajaran cooperative learning. Metode pengembangan sistem dalam penelitian ini menggunakan metode pengembangan ADDIE (Analysis, Design, Development, Implementation and Evaluation). Hasil akhir dari penelitian ini yaitu penerapan multimedia pembelajaran interaktif Ilmu Pengetahuan Alam tentang proses pencernaan manusia dengan menggunakan metode pembelajaran cooperative learning.
{"title":"Penerapan Cooperative Learning pada Multimedia Pembelajaran Interaktif Materi Sistem Pencernaan Manusia","authors":"Eka Vickraien Dangkua, Muthia Muthia, Arif Dwinanto, Kurniawati Kurniawati","doi":"10.37905/jji.v5i1.16477","DOIUrl":"https://doi.org/10.37905/jji.v5i1.16477","url":null,"abstract":"Untuk meningkatkan kualitas pembelajaran, Sekolah Menengah Pertama harus memperhatikan pengajaran, isi, metode pembelajaran, serta media pembelajaran. Penerapan dari media pembelajaran interaktif dapat mendukung proses belajar mengajar khususnya pada mata pelajaran Ilmu Pengetahuan Alam, dengan menggunakan teks, animas, video, dan games. Proses pembelajaran IPA di SMP N 2 Satap Kabila Bone masih menggunakan metode tradisional sehingga menyulitkan peserta didik dalam memahami proses pembelajaran khususnya sistem pencernaan. Tujuan penelitian yaitu untuk mengembangkan aplikasi media pembelajaran interaktif yang dapat mendukung guru dalam menyampaikan konten pembelajaran menggunakan multimedia interaktif dan meningkatkan minat belajar siswa dengan menggunakan metode pembelajaran cooperative learning. Metode pengembangan sistem dalam penelitian ini menggunakan metode pengembangan ADDIE (Analysis, Design, Development, Implementation and Evaluation). Hasil akhir dari penelitian ini yaitu penerapan multimedia pembelajaran interaktif Ilmu Pengetahuan Alam tentang proses pencernaan manusia dengan menggunakan metode pembelajaran cooperative learning.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126685933","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}
Technology has an important role in education, namely, facilitating teacher-student interaction in teaching and learning activities. This is realized by applying technology to learning media. The limitation of space building props in learning high school mathematics on the topic of the Third Dimension requires teacher innovation to develop interactive learning media that can be used at any time. The use of Augmented Reality (AR)-based interactive media with Marker-based Tracking techniques is designed to help students visualize 3D objects well. 3D objects were created using the 3Ds Max software. This research produced a product in the form of an AR Distance in Space application that runs on Android. An AR camera is used to detect markers and display cubes, pyramids, and beam objects. The black-box test results show that the application is as planned and can run normally. This means that the AR Distance in Space applications is categorized as Very Good or receives a positive response from users. This application can be used as an interactive learning media that can facilitate students’ understanding of the topic of the Third Dimension and increase student motivation in learning mathematics. Teknologi memiliki peranan penting dalam pendidikan, yaitu memfasilitasi interaksi guru dan murid dalam kegiatan belajar mengajar. Ini diwujudkan dengan menerapkan teknologi dalam media pembelajaran. Keterbatasan alat peraga bangun ruang dalam pembelajaran Matematika SMA topik Dimensi Tiga memerlukan inovasi guru untuk mengembangkan sebuah media pembelajaran interaktif yang dapat digunakan di setiap waktu. Penggunaan media interaktif berbasis Augmented Reality (AR) dengan teknik Marker-based Tracking dirancang untuk membantu siswa memvisualisasikan objek 3D dengan baik. Objek 3D dibuat dengan software 3Ds Max. Pembuatan marker menggunakan Vuforia SDK dan pada Unity dilakukan pengaturan antarmuka dari aplikasi untuk diterapkan pada Android. Penelitian ini menghasilkan produk berupa aplikasi AR Jarak dalam Ruang yang berjalan pada Android. Penggunaan kamera AR digunakan untuk mendeteksi marker dan menampilkan objek kubus, limas, dan balok. Hasil pengujian Black-box menunjukkan bahwa aplikasi telah sesuai yang direncanakan dan dapat berjalan normal. Ini berarti aplikasi AR Jarak dalam Ruang terkategori Sangat Baik atau mendapat respon positif dari pengguna. Aplikasi ini dapat digunakan sebagai media pembelajaran interaktif yang dapat memudahkan siswa dalam memahami topik Dimensi Tiga dan untuk meningkatkan motivasi siswa dalam pembelajaran Matematika.
技术在教育中具有重要的作用,即促进师生在教与学活动中的互动。这是通过将技术应用于学习媒体来实现的。高中数学三维主题学习中空间建构道具的局限性,要求教师创新开发可随时使用的互动式学习媒介。使用基于增强现实(AR)的交互式媒体和基于标记的跟踪技术,旨在帮助学生很好地可视化3D对象。使用3Ds Max软件创建3D对象。这项研究产生了一个在Android上运行的AR Distance in Space应用程序。AR摄像机用于检测标记并显示立方体、金字塔和光束对象。黑盒测试结果表明应用程序按照计划运行,可以正常运行。这意味着空间应用中的AR距离被归类为“非常好”或收到用户的积极响应。该应用程序可以作为一种互动学习媒体,促进学生对第三维度主题的理解,提高学生学习数学的动机。印度技术专家,印度技术专家,印度技术专家,印度技术专家。我认为这是一种科学技术,我认为这是一种科学技术。Keterbatasan alat peraga bangun ruang dalam pembelajan matmatatika SMA主题为维度,Tiga成员为创新大师,untuk mengbangkan sebuah媒体pembelajan interaktif yang dapat digunakan di setiap waktu。彭坤南传媒基于交互增强现实(AR)技术的登干技术基于标记的跟踪技术的三维登干技术。Objek 3D发布软件3Ds Max。Android平台上的插件插件,Android平台上的插件插件。Penelitian ini menghasilkan产品berjalan应用于Android平台。彭古南相机AR digunakan untuk mendeteksi标记dan menampilkan对象kujek, limas, dan balok。Hasil企鹅黑盒子menunjukkan bahwa applikkasi telah sesuai yang direncanakan dan dapat berjalan正常。我认为这是一种有效的应对措施,我认为这是一种积极的应对措施。杨Aplikasi ini dapat digunakan sebagai媒体pembelajaran interaktif dapat memudahkan siswa dalam memahami托皮克Dimensi Tiga丹为她meningkatkan motivasi siswa dalam pembelajaran Matematika。
{"title":"Implementasi Augmented Reality Berbasis Android sebagai Media Pembelajaran Matematika Dimensi Tiga","authors":"Zurni Mardian, Sarjon Defit, S. Sumijan","doi":"10.37905/jji.v5i1.19361","DOIUrl":"https://doi.org/10.37905/jji.v5i1.19361","url":null,"abstract":"Technology has an important role in education, namely, facilitating teacher-student interaction in teaching and learning activities. This is realized by applying technology to learning media. The limitation of space building props in learning high school mathematics on the topic of the Third Dimension requires teacher innovation to develop interactive learning media that can be used at any time. The use of Augmented Reality (AR)-based interactive media with Marker-based Tracking techniques is designed to help students visualize 3D objects well. 3D objects were created using the 3Ds Max software. This research produced a product in the form of an AR Distance in Space application that runs on Android. An AR camera is used to detect markers and display cubes, pyramids, and beam objects. The black-box test results show that the application is as planned and can run normally. This means that the AR Distance in Space applications is categorized as Very Good or receives a positive response from users. This application can be used as an interactive learning media that can facilitate students’ understanding of the topic of the Third Dimension and increase student motivation in learning mathematics. \u0000 \u0000Teknologi memiliki peranan penting dalam pendidikan, yaitu memfasilitasi interaksi guru dan murid dalam kegiatan belajar mengajar. Ini diwujudkan dengan menerapkan teknologi dalam media pembelajaran. Keterbatasan alat peraga bangun ruang dalam pembelajaran Matematika SMA topik Dimensi Tiga memerlukan inovasi guru untuk mengembangkan sebuah media pembelajaran interaktif yang dapat digunakan di setiap waktu. Penggunaan media interaktif berbasis Augmented Reality (AR) dengan teknik Marker-based Tracking dirancang untuk membantu siswa memvisualisasikan objek 3D dengan baik. Objek 3D dibuat dengan software 3Ds Max. Pembuatan marker menggunakan Vuforia SDK dan pada Unity dilakukan pengaturan antarmuka dari aplikasi untuk diterapkan pada Android. Penelitian ini menghasilkan produk berupa aplikasi AR Jarak dalam Ruang yang berjalan pada Android. Penggunaan kamera AR digunakan untuk mendeteksi marker dan menampilkan objek kubus, limas, dan balok. Hasil pengujian Black-box menunjukkan bahwa aplikasi telah sesuai yang direncanakan dan dapat berjalan normal. Ini berarti aplikasi AR Jarak dalam Ruang terkategori Sangat Baik atau mendapat respon positif dari pengguna. Aplikasi ini dapat digunakan sebagai media pembelajaran interaktif yang dapat memudahkan siswa dalam memahami topik Dimensi Tiga dan untuk meningkatkan motivasi siswa dalam pembelajaran Matematika.","PeriodicalId":439611,"journal":{"name":"Jambura Journal of Informatics","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-04-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128347395","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}
Warda Azzahra, Seni Siti Inayah, Agus Rian Sirojudin, Enjun Junaeti
Nowadays, learning media are increasingly being developed in various forms by various parties with the aim of being a tool increasing students' understanding of learning. One type of media that can be implemented in learning is games. The use of games in the learning process has the potential to improve children’s learning process. The purpose of this research is to develop learning media that can present interactive visualizations of human digestive system material in elementary school (SD). This study is a development research that uses the DDD-E model (Decide, Design, Develop, Evaluate). The reason for using this model is that, in this study, the development of novel visual games will be carried out where each time developing or adding features will be evaluated. The results showed that the developed media can be used as a learning medium for elementary school students on the subject of the human digestive system. The total percentage of the average value given by subject matter experts was 100%, media experts was 97.5%, and psychology experts was 87.5%. Therefore, the average overall score was 95%, with a very good category. Dewasa ini, media pembelajaran semakin banyak dikembangkan dalam berbagai bentuk oleh berbagai pihak dengan tujuan sebagai alat bantu peningkat pemahaman belajar siswa. Salah satu media yang dapat diimplementasikan dalam pembelajaran adalah game. Penggunaan game dalam proses pembelajaran dinilai berpotensi dalam meningkatkan proses belajar anak-anak. Tujuan penelitian ini adalah mengembangkan media pembelajaran yang dapat menyajikan visualisasi interaktif materi sistem pencernaan manusia di sekolah dasar (SD). Penelitian ini merupakan penelitian pengembangan yang menggunakan model DDD-E (Decide, Design, Develop, Evaluate). Alasan digunakannya model ini karena dalam penelitian ini akan dilaksanakan pengembangan game visual novel dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan evaluasi. Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media pembelajaran siswa SD pada mata pelajaran sistem pencernaan manusia. Dimana persentase total nilai rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, dan ahli psikologi sebesar 87,5%. Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik.
如今,各方越来越多地以各种形式开发学习媒体,其目的是作为一种工具来增加学生对学习的理解。游戏是一种可以用于学习的媒介。在学习过程中使用游戏有可能改善儿童的学习过程。本研究的目的是开发一种能够呈现小学人类消化系统资料的互动视觉化学习媒体。本研究采用DDD-E (decision, Design, Develop, Evaluate)模型进行开发研究。使用此模型的原因是,在本研究中,将进行新颖视觉游戏的开发,并在每次开发或添加功能时进行评估。结果表明,开发的媒体可以作为小学生学习人体消化系统的媒介。学科专家给出的平均值占比为100%,媒体专家为97.5%,心理学专家为87.5%。因此,平均总分为95%,类别非常好。我是说,我的女儿,我的女儿,我的女儿,我的女儿,我的女儿,我的女儿,我的女儿,我的女儿,我的女儿。萨拉赫对媒体杨说:“阿达拉比赛。”Penggunaan game dalam prose penbelajaran dinilai berpotentii dalam meningkatkan prose belajar anak-anak。图juan penelitian ini adalah mengembangkan media penbelajaran yang dapat menyajikan visualisasi交互材料系统(interakmaterial system) penernaan manusia di sekolah dasar (SD)。Penelitian ini merupakan Penelitian pengembangan yang menggunakan模型DDD-E(决定、设计、开发、评估)Alasan digunakannya模型ini karena dalam penelitian ini akan dilaksanakan pengembangan游戏视觉小说dimana setiap kali melakukan pengembangan atau penambahan fitur akan diadakan评估。Hasil penelitian menunjukkan bahwa media yang dikembangkan dapat digunakan sebagai media penbelajan siswa pada mata pelajan system penernaan manusia。Dimana代表酶总nilai - rata-rata yang diberikan ahli pelajaran sebesar 100%, ahli media sebesar 97,5%, ahli psychological sebesar 87,5%。Jadi rata-rata skor keseluruhan adalah 95% dengan kategori Sangat Baik。
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