Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.747
Mohamad Riza Darmawan, Setyawan Wibisono
The case fatality rate caused by Covid-19 in Indonesia is around 2.9%. The death rate by age group is from all Covid-19 patients who died, including 0.5% aged 0-5 years, 0.5% aged 6-18 years, 2.8% aged 19-30 years, 12.7 % were aged 31–45 years, 36.8% were aged 46–59 years, and 46.7% were aged 60 years and over. With the large number of cases that occurred in Indonesia, it turned out to be due to the lack of proper handling of the early symptoms of the Covid-19 virus. To overcome this, it is needed as a tool for early detection of the Covid-19 variant by using the CBR-AHP expert system with the Sorgenfrei algorithm. The results of the consultation for the early detection of the Covid-19 variant were obtained from the highest similarity value of Sorgenfrei. Of all the variants found above, the highest similarity value of Sorgenfrei is Omicron with a similarity of 1,000. Omicron has the highest value because it has a value of a, which is the same symptom between old cases and large new cases.
{"title":"Deteksi Dini Varian Covid-19 Dengan Metode CBR-AHP Dan Sorgenfrei","authors":"Mohamad Riza Darmawan, Setyawan Wibisono","doi":"10.51903/pixel.v15i1.747","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.747","url":null,"abstract":"The case fatality rate caused by Covid-19 in Indonesia is around 2.9%. The death rate by age group is from all Covid-19 patients who died, including 0.5% aged 0-5 years, 0.5% aged 6-18 years, 2.8% aged 19-30 years, 12.7 % were aged 31–45 years, 36.8% were aged 46–59 years, and 46.7% were aged 60 years and over. With the large number of cases that occurred in Indonesia, it turned out to be due to the lack of proper handling of the early symptoms of the Covid-19 virus. To overcome this, it is needed as a tool for early detection of the Covid-19 variant by using the CBR-AHP expert system with the Sorgenfrei algorithm. The results of the consultation for the early detection of the Covid-19 variant were obtained from the highest similarity value of Sorgenfrei. Of all the variants found above, the highest similarity value of Sorgenfrei is Omicron with a similarity of 1,000. Omicron has the highest value because it has a value of a, which is the same symptom between old cases and large new cases.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116784727","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}
Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.741
Nur Budi Nugraha
The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game
{"title":"Game Edukasi Interaktif Pengenalan Tata Surya Berbasis Animasi 2D untuk Siswa Kelas 6 SD","authors":"Nur Budi Nugraha","doi":"10.51903/pixel.v15i1.741","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.741","url":null,"abstract":"The solar system is one of the natural science lessons taught in grade 6 elementary school. This material is abstract because in studying it children cannot directly observe the phenomena of celestial bodies in the solar system. So far, only using books or 2D images as media. This study aims to create an educational game about the introduction of the solar system. 2D animation is made with icons and audio so that it can attract students' interest in learning and remembering solar system material. The result of the research is an educational game as an effective means of entertainment and learning. Students become interested in learning because of the application of the dissertation with attractive images and audio that helps increase enthusiasm for learning about the solar system. In testing the respondents as many as 22 people, the calculation results obtained as much as 59.1% strongly agree with this educational game","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130132198","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}
Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.732
R_Soelistijadi R_Soelistijadi, Endang Lestariningsih, Agung Royhans
Metode pembelajaran alam semesta di TK Pertiwi Bebengan Kec. Boja, Kab. Kendal, Jawa Tengah masih sederhana yaitu menjelaskan materi dengan cara menampilkan gambar tidak bergerak 2 Dimensi. Hal ini membuat siswa tidak dapat melihat secara langsung proses perputaran maupun pergerakan benda langit yang ada di alam semesta. Untuk itu perlu dibuat suatu aplikasi yang dapat menampilkan proses tersebut melalui animasi gambar bergerak 3 Dimensi dengan menggunakan teknologi berbasis Augmented Reality (AR). Metode penelitian yang digunakan yaitu Prototype sedangkan arsitektur perancangan menggunakan UML serta aplikasi software menggunakan Unity3D, Vuforia, Photoshop CS6 dan Blender. Hasil akhir penelitian yaitu 1) pada pengujian fitur aplikasi yang dibuat dengan software Unity3D dan Vuforia dapat berjalan dengan baik, 2) pada pengujian perangkat terdapat 2 dari 4 smartphone yang tidak dapat menjalankan aplikasi sehingga diperlukan syarat minimum spesifikasi sebuah smartphone, 3) pada pengujian jarak dengan ketinggihan 20 Cm perlu sudut kemiringan kamera yang tepat yaitu di antara 200 sampai dengan 900. Kesimpulan penelitian yang diperoleh yaitu aplikasi ini dapat dijalankan dengan baik pada perangkat mobile yang terdaftar di database ARCore Google serta spesifikasi minimal Android 8.0 Oreo. Selain itu perlu diperhatikan sudut kemiringan kamera yang tepat agar dapat dapat menampilkan objek 3D.
{"title":"Desain Pembelajaran Alam Semesta Anak TK Menggunakan AR Dengan Tehnik Markerless","authors":"R_Soelistijadi R_Soelistijadi, Endang Lestariningsih, Agung Royhans","doi":"10.51903/pixel.v15i1.732","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.732","url":null,"abstract":"Metode pembelajaran alam semesta di TK Pertiwi Bebengan Kec. Boja, Kab. Kendal, Jawa Tengah masih sederhana yaitu menjelaskan materi dengan cara menampilkan gambar tidak bergerak 2 Dimensi. Hal ini membuat siswa tidak dapat melihat secara langsung proses perputaran maupun pergerakan benda langit yang ada di alam semesta. Untuk itu perlu dibuat suatu aplikasi yang dapat menampilkan proses tersebut melalui animasi gambar bergerak 3 Dimensi dengan menggunakan teknologi berbasis Augmented Reality (AR). Metode penelitian yang digunakan yaitu Prototype sedangkan arsitektur perancangan menggunakan UML serta aplikasi software menggunakan Unity3D, Vuforia, Photoshop CS6 dan Blender. Hasil akhir penelitian yaitu 1) pada pengujian fitur aplikasi yang dibuat dengan software Unity3D dan Vuforia dapat berjalan dengan baik, 2) pada pengujian perangkat terdapat 2 dari 4 smartphone yang tidak dapat menjalankan aplikasi sehingga diperlukan syarat minimum spesifikasi sebuah smartphone, 3) pada pengujian jarak dengan ketinggihan 20 Cm perlu sudut kemiringan kamera yang tepat yaitu di antara 200 sampai dengan 900. Kesimpulan penelitian yang diperoleh yaitu aplikasi ini dapat dijalankan dengan baik pada perangkat mobile yang terdaftar di database ARCore Google serta spesifikasi minimal Android 8.0 Oreo. Selain itu perlu diperhatikan sudut kemiringan kamera yang tepat agar dapat dapat menampilkan objek 3D.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127306736","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}
Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.742
Hersatoto Listiyono, Diah Laila Sani, Teguh Khristianto, R. Soelistijadi
Perpustakaan merupakan bagian dari sumber belajar yang harus dimiliki oleh setiap sekolah atau perguruan tinggi. Karena siswa dengan mudah mencari informasi atau pengetahuan melalui perpustakaan. Dengan berkembangnya teknologi, orang berpikir untuk dapat bekerja lebih efektif dan efisien. Tujuan dari penelitian ini adalah membuat sistem informasi untuk mengatasi keterbatasan tersebut guna meningkatkan pelayanan kepada pengguna perpustakaan dan memperlancar proses administrasi menjadi lebih cepat dan akurat. Perancangan sistem informasi perpustakaan berbasis web ini diharapkan dapat meningkatkan pelayanan perpustakaan secara maksimal dan kesalahan dalam pengolahan data. Sistem informasi perpustakaan meliputi pendaftaran anggota, pencarian buku, data buku, peminjaman buku, buku, dan denda keterlambatan pembayaran buku.
{"title":"DESAIN SISTEM INFORMASI PERPUSTAKAAN UNIVERSITAS STIKUBANK SEMARANG BERBASIS WEB","authors":"Hersatoto Listiyono, Diah Laila Sani, Teguh Khristianto, R. Soelistijadi","doi":"10.51903/pixel.v15i1.742","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.742","url":null,"abstract":"Perpustakaan merupakan bagian dari sumber belajar yang harus dimiliki oleh setiap sekolah atau perguruan tinggi. Karena siswa dengan mudah mencari informasi atau pengetahuan melalui perpustakaan. Dengan berkembangnya teknologi, orang berpikir untuk dapat bekerja lebih efektif dan efisien. Tujuan dari penelitian ini adalah membuat sistem informasi untuk mengatasi keterbatasan tersebut guna meningkatkan pelayanan kepada pengguna perpustakaan dan memperlancar proses administrasi menjadi lebih cepat dan akurat. Perancangan sistem informasi perpustakaan berbasis web ini diharapkan dapat meningkatkan pelayanan perpustakaan secara maksimal dan kesalahan dalam pengolahan data. Sistem informasi perpustakaan meliputi pendaftaran anggota, pencarian buku, data buku, peminjaman buku, buku, dan denda keterlambatan pembayaran buku.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"63 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133580303","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}
Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.748
Andik Prakasa Hadi, S. Nugroho, Rudjiono Rudjiono, S. Sugiarto
Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media. The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa. The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25. This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
Taman Makam Abu Ambarawa是一个由Gotong Royong社会基金会管理的墓地,自2017年以来一直在宣传媒体上以小册子、目录和名片的形式使用信息图表。这项研究是为了确定在宣传媒体中使用信息图表的有效性。EPIC模型使用共情、说服、影响和沟通指标来确定已使用的宣传媒体中信息图表的有效性。本研究的调查对象是曾使用过Taman Makam Abu Ambarawa服务的人。本研究结果表明,在宣传媒体中使用信息图表是非常有效的,EPIC指数得分为3.38,表明决策量表是非常有效的。而EPIC和EPIC率维度的表格显示,EPIC模型的四个维度(共情、说服、影响和沟通)的值大于非常有效的最小值3.25。本研究可以为与合作社和UMKM相关的利益相关者使用,关于在宣传媒体中使用信息图表的角度已被证明是有效的,通过使用信息图表来展示产品或服务在宣传媒体中促进合作社发展和UMKM。
{"title":"EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM","authors":"Andik Prakasa Hadi, S. Nugroho, Rudjiono Rudjiono, S. Sugiarto","doi":"10.51903/pixel.v15i1.748","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.748","url":null,"abstract":"Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media. \u0000The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa. \u0000The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25. \u0000This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131329459","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}
Pub Date : 2022-07-04DOI: 10.51903/pixel.v15i1.726
Siska udilawaty, Risti Puspita Sari Hunowu
Penelitian ini membahas tentang perubahan koreografi tarian Adat Molapi Saronde menjadi tarian Saronde Kreasi yang ada di kota Gorontalo. Penelitian ini akan berfokus pada perubahan yang terjadi pada koreografi tarian molapi saronde menjadi tarian saronde kreasi karena seiring pekembangan jaman tarian yang biasa hanya dilakukan pada acara adat pernikahan di kalangan raja (bangsawan) kini menjadi tarian masyarakat yang bisa di selenggarakan untuk acara hiburan seperti acara penyambutan tamu. Tujuan Penelitian adalah untuk mengetahui perubahan yang ada pada tarian adat molapi saronde menjadi tarian saronde kreasi serta menganalisis lebih jauh tentang adanya perubahan Gerakan koreografi tarian Molapi Saronde terkait dengan nilai tradisi yang ada di Gorontalo. penelitian ini bersifat kualitatif. Manfaat Penelitian ini memberikan pengetahuan baru kepada generasi milenial dan wisatawan yang ingin mengetahui makna dari setiap perubahan koreografi yang ada pada tarian Molapi Saronde dan tari Saronde Kreasi. Hasil Penelitian ini mengetahui perubahan serta perbedaan tarian Adat molapi saronde menjadi tarian Saronde Kreasi
{"title":"Transformation Of The Traditional Dance Choreography Of Molapi Saronde Gorontalo","authors":"Siska udilawaty, Risti Puspita Sari Hunowu","doi":"10.51903/pixel.v15i1.726","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.726","url":null,"abstract":"Penelitian ini membahas tentang perubahan koreografi tarian Adat Molapi Saronde menjadi tarian Saronde Kreasi yang ada di kota Gorontalo. Penelitian ini akan berfokus pada perubahan yang terjadi pada koreografi tarian molapi saronde menjadi tarian saronde kreasi karena seiring pekembangan jaman tarian yang biasa hanya dilakukan pada acara adat pernikahan di kalangan raja (bangsawan) kini menjadi tarian masyarakat yang bisa di selenggarakan untuk acara hiburan seperti acara penyambutan tamu. Tujuan Penelitian adalah untuk mengetahui perubahan yang ada pada tarian adat molapi saronde menjadi tarian saronde kreasi serta menganalisis lebih jauh tentang adanya perubahan Gerakan koreografi tarian Molapi Saronde terkait dengan nilai tradisi yang ada di Gorontalo. penelitian ini bersifat kualitatif. Manfaat Penelitian ini memberikan pengetahuan baru kepada generasi milenial dan wisatawan yang ingin mengetahui makna dari setiap perubahan koreografi yang ada pada tarian Molapi Saronde dan tari Saronde Kreasi. Hasil Penelitian ini mengetahui perubahan serta perbedaan tarian Adat molapi saronde menjadi tarian Saronde Kreasi","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"42 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126154741","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}
Pub Date : 2022-07-01DOI: 10.51903/pixel.v15i1.643
Rahartyan Wisnu Herlambang, Jati Sasongko Wibowo
Computer mining rigs are specially designed for only one purpose which is to mine crypto assets efficiently and effectively. Mining takes a lot of time, therefore it is very important to pay attentionto computers for mining. The better the quality of the PC or computer, the faster the mining processwill be. So far, consumers in choosing a mining rig computer only observe the mining rig computerwithout looking at special criteria such as price, motherboard, processor, VGA, power supply andRAM. COPRAS method assessment criteria include price criteria, motherboard, processor, VGA, powersupply and RAM.. The system development method uses a prototype, the system design uses UML andthe system manufacture uses PHP and MySQL. The results of the computer mining rig recommendationscalculated using the COPRAS method are 12 GPUs 381 mh/s with a value of Ui = 1,000, Rig RTX 2060with a value of Ui = 0,8157, Rig 6 x RTX 3060 with a value of Ui = 0,7108
{"title":"Sistem Pendukung Keputusan Pemilihan Komputer Mining Rig Dengan Metode COPRAS","authors":"Rahartyan Wisnu Herlambang, Jati Sasongko Wibowo","doi":"10.51903/pixel.v15i1.643","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.643","url":null,"abstract":"Computer mining rigs are specially designed for only one purpose which is to mine crypto assets efficiently and effectively. Mining takes a lot of time, therefore it is very important to pay attentionto computers for mining. The better the quality of the PC or computer, the faster the mining processwill be. So far, consumers in choosing a mining rig computer only observe the mining rig computerwithout looking at special criteria such as price, motherboard, processor, VGA, power supply andRAM. COPRAS method assessment criteria include price criteria, motherboard, processor, VGA, powersupply and RAM.. The system development method uses a prototype, the system design uses UML andthe system manufacture uses PHP and MySQL. The results of the computer mining rig recommendationscalculated using the COPRAS method are 12 GPUs 381 mh/s with a value of Ui = 1,000, Rig RTX 2060with a value of Ui = 0,8157, Rig 6 x RTX 3060 with a value of Ui = 0,7108","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132649947","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}
Pub Date : 2022-07-01DOI: 10.51903/pixel.v15i1.690
S. Prihatmoko, Sumaryanto Sumaryanto, Langga Jaya Herlansyah
Penelitian ini dilatarbelakangi oleh permasalahan kurangnya motivasi dan perhatian siswa dalam mengikuti proses belajar mengajar di kelas karena kegiatan belajar mengajar masih menggunakan metode konvensional. Hal ini membuat siswa kesulitan dalam memahami materi yang dipelajari sehingga kompetensi dasar dan KKM tidak tercapai.Penelitian ini menggunakan metode pengembangan produk Research and Development (RnD), menggunakan 6 dari 10 tahapan penelitian yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, perbaikan desain dan pengujian produk. Dalam penelitian ini peneliti menggunakan multimedia dengan metode Mind Map sebagai media pembelajaran yang menarik dengan menggunakan komputer yang dapat menampilkan teks, gambar, video, dan audio sehingga proses pembelajaran lebih menyenangkan bagi siswa.Hasil dari penelitian ini adalah media pembelajaran berbasis multimedia dengan menggunakan metode Mind Map. Nilai validitas ahli media sebesar 3,6 yang dinyatakan layak, sedangkan nilai validitas ahli materi sebesar 3,8 yang dinyatakan layak, serta meningkatkan pemahaman dan minat siswa sebagai pengguna dari awalnya 61% meningkat menjadi 86,11%.
{"title":"PERANCANGAN MEDIA PEMBELAJARAN MATERI BILANGAN BERBASIS MULTIMEDIA DENGAN METODE MIND MAPPING PADA SISWA KELAS VII SMPN 35 SEMARANG","authors":"S. Prihatmoko, Sumaryanto Sumaryanto, Langga Jaya Herlansyah","doi":"10.51903/pixel.v15i1.690","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.690","url":null,"abstract":"Penelitian ini dilatarbelakangi oleh permasalahan kurangnya motivasi dan perhatian siswa dalam mengikuti proses belajar mengajar di kelas karena kegiatan belajar mengajar masih menggunakan metode konvensional. Hal ini membuat siswa kesulitan dalam memahami materi yang dipelajari sehingga kompetensi dasar dan KKM tidak tercapai.Penelitian ini menggunakan metode pengembangan produk Research and Development (RnD), menggunakan 6 dari 10 tahapan penelitian yaitu potensi dan masalah, pengumpulan data, desain produk, validasi desain, perbaikan desain dan pengujian produk. Dalam penelitian ini peneliti menggunakan multimedia dengan metode Mind Map sebagai media pembelajaran yang menarik dengan menggunakan komputer yang dapat menampilkan teks, gambar, video, dan audio sehingga proses pembelajaran lebih menyenangkan bagi siswa.Hasil dari penelitian ini adalah media pembelajaran berbasis multimedia dengan menggunakan metode Mind Map. Nilai validitas ahli media sebesar 3,6 yang dinyatakan layak, sedangkan nilai validitas ahli materi sebesar 3,8 yang dinyatakan layak, serta meningkatkan pemahaman dan minat siswa sebagai pengguna dari awalnya 61% meningkat menjadi 86,11%.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127496321","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}
Pub Date : 2022-07-01DOI: 10.51903/pixel.v15i1.695
Rudjiono Rudjiono, Yosua Mika, Budi Santoso
LSM-SAIN GGBI merupakan lembaga yang bergerak padabidang pelayanan anak dan gereja. Companyprofile Interaktif adalah program berbasis multimedia yang dapat digunakan untuk penunjang informasi danpromosi yang sudah ada pada LSM-SAIN GGBI. SAIN sudah melakukan promosi dengan mengadakan ToT (Training of trainers) sebanyak tiga kali, namun itupun belum bisa menjangkau seluruh wilayah pelayanan GGBI, Tahun 2017-2020 (sebelum pandemi) masih sedikit gereja-gereja yang terlibat dalam Gerakan Sayang Anak Indonesia, sehingga menghambat tercapainya visi-misi SAIN untuk menjangkau, memuridkan dan memberikan sosialisasi kepada anak-anak dan gereja-gereja. LSM-SAIN GGBI membutuhkan suatu media untuk membantu menyajikan informasi dan promosi yang lebih menarik dan efektif dalam menjangkau anak-anak dan gereja-gereja, melindungi yang masih harus terus disosialisasikan serta mengedukasi, tanpa harus melakukan aktivitas fisik, yaitu dengan company profileinteraktif.Company profile interaktif dapat digunakan untuk mengembangkan sistem informasi berbasis website yang ada di LSM-SAIN GGBI dan dapat menyajikan tampilan yang lebih menarik untuk digunakan anak-anak. Hasil perancangan ini berupa company profileinteraktif yang berisi informasi dan promosi LSM-SAIN GGBI, Edukasi, Sosialisasi, serta Games. Hasil dari penelitian ini berdasarkandari uji validasi ahli media adalah 37, dari ahli materi adalah 36. Kriteria ini beradadiantara 31-40 yakni tergolong dalam kategori Valid dan hasil uji coba efektivitas produk adalah 27. Kriteria ini berada di antara 21 – 30 tergolong dalam kategori efektif. Sehingga alatbantu company profile interaktif ini dapat dinyatakan valid dan efektif serta layak untuk digunakan.
{"title":"Perancangan Company Profile Interaktif Berbasis Multimedia Sebagai Sarana Informasi Dan Promosi Di LSM SAIN-Sayang Anak Indonesia GGBI Jakarta Pusat","authors":"Rudjiono Rudjiono, Yosua Mika, Budi Santoso","doi":"10.51903/pixel.v15i1.695","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.695","url":null,"abstract":"LSM-SAIN GGBI merupakan lembaga yang bergerak padabidang pelayanan anak dan gereja. Companyprofile Interaktif adalah program berbasis multimedia yang dapat digunakan untuk penunjang informasi danpromosi yang sudah ada pada LSM-SAIN GGBI. SAIN sudah melakukan promosi dengan mengadakan ToT (Training of trainers) sebanyak tiga kali, namun itupun belum bisa menjangkau seluruh wilayah pelayanan GGBI, Tahun 2017-2020 (sebelum pandemi) masih sedikit gereja-gereja yang terlibat dalam Gerakan Sayang Anak Indonesia, sehingga menghambat tercapainya visi-misi SAIN untuk menjangkau, memuridkan dan memberikan sosialisasi kepada anak-anak dan gereja-gereja. \u0000 LSM-SAIN GGBI membutuhkan suatu media untuk membantu menyajikan informasi dan promosi yang lebih menarik dan efektif dalam menjangkau anak-anak dan gereja-gereja, melindungi yang masih harus terus disosialisasikan serta mengedukasi, tanpa harus melakukan aktivitas fisik, yaitu dengan company profileinteraktif.Company profile interaktif dapat digunakan untuk mengembangkan sistem informasi berbasis website yang ada di LSM-SAIN GGBI dan dapat menyajikan tampilan yang lebih menarik untuk digunakan anak-anak. \u0000 Hasil perancangan ini berupa company profileinteraktif yang berisi informasi dan promosi LSM-SAIN GGBI, Edukasi, Sosialisasi, serta Games. Hasil dari penelitian ini berdasarkandari uji validasi ahli media adalah 37, dari ahli materi adalah 36. Kriteria ini beradadiantara 31-40 yakni tergolong dalam kategori Valid dan hasil uji coba efektivitas produk adalah 27. Kriteria ini berada di antara 21 – 30 tergolong dalam kategori efektif. Sehingga alatbantu company profile interaktif ini dapat dinyatakan valid dan efektif serta layak untuk digunakan.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"48 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123986300","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}
Pub Date : 2022-07-01DOI: 10.51903/pixel.v15i1.712
M. Jamaris, Hendra Saputra, M. Anam, Khusaeri Andesa, Rahmaddeni Rahmaddeni
Futsal is a soccer game played indoors, this game itself is played by two teams, each team consisting of five people. At this time futsal is very much in demand from various groups ranging from children to adults, so there are many futsal field rental places, especially in the city of Pekanbaru. However, the problem that occurs is that it is still difficult for tenants to find out where there is a futsal field and the nearest futsal field from where the tenant is located, including price information and field facilities. Therefore, we need a system that can make it easier for tenants to find out where there is a futsal field and the nearest futsal field from the tenant's location. This system is made based on Android so that it can make it easier for users to use this system. The method used in making this system is the Haversine method. The results obtained are a marketplace system that can make it easier for users to find out where there is a futsal field, find the nearest field and it is also easy to find out all information related to the field and can make it easier to rent a futsal field through the marketplace system.
{"title":"Sistem Marketplace Pencarian Lapangan Futsal Menggunakan Metode Haversine Berbasis Android","authors":"M. Jamaris, Hendra Saputra, M. Anam, Khusaeri Andesa, Rahmaddeni Rahmaddeni","doi":"10.51903/pixel.v15i1.712","DOIUrl":"https://doi.org/10.51903/pixel.v15i1.712","url":null,"abstract":"Futsal is a soccer game played indoors, this game itself is played by two teams, each team consisting of five people. At this time futsal is very much in demand from various groups ranging from children to adults, so there are many futsal field rental places, especially in the city of Pekanbaru. However, the problem that occurs is that it is still difficult for tenants to find out where there is a futsal field and the nearest futsal field from where the tenant is located, including price information and field facilities. Therefore, we need a system that can make it easier for tenants to find out where there is a futsal field and the nearest futsal field from the tenant's location. This system is made based on Android so that it can make it easier for users to use this system. The method used in making this system is the Haversine method. The results obtained are a marketplace system that can make it easier for users to find out where there is a futsal field, find the nearest field and it is also easy to find out all information related to the field and can make it easier to rent a futsal field through the marketplace system.","PeriodicalId":441181,"journal":{"name":"Pixel :Jurnal Ilmiah Komputer Grafis","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126671458","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}