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Dwi Setiawan; Mufadol

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological advancements have significantly contributed to the robotics industry, yet mobility remains a challenge that can be addressed with mobile robots. In education, it is crucial to understand the basic principles of robotics and the use of related software and hardware. This research focuses on using a 4WD mobile robot as a learning tool. This robot offers flexibility and is easily controlled via a smartphone with built-in sensors. A smartphone application was developed using App Inventor, an open-source web-based development platform. The HC-05 Bluetooth module was used to connect the smartphone application with the 4WD robot. The goal of this research is to design innovative learning media to aid in understanding the concepts and control of the 4WD robot, as well as to increase students' interest and motivation in learning robotic systems. The results of the research demonstrated success in creating a 4WD robot prototype controllable via an Android smartphone. The distance between the Arduino and smartphone did not significantly affect the robot's movement, although communication was disrupted if the distance exceeded 10 meters. Directional control was achieved through the rotation of the right and left wheels, and sufficient power supply was needed to drive all wheels. Programming with C/C++ and Bluetooth communication functioned as planned. This innovative learning media is expected to help students understand and operate the 4WD mobile robot more effectively

Vijen Vigel Koroh; Rolles Nixon Palilingan; Jeferson Polii; Jimmy Lolowang

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to create or design an interactive physics learning media application using MIT App Inventor on GLB and GLBB topics. This research applies the MDLC (Multimedia Development Life Circle) method by Luther-Sutopo in the application creation process. The following stages in MDLC are concept, design, material collecting, assembly, testing, and distribution. The Android application created was tested using two stages in MDLC, namely the alpha validator and beta validator, where the alpha validator consisted of material experts and media experts. In contrast, the beta validator comprised 14 students majoring in first-semester physics education. The analytical approach used is a qualitative method and a quantitative method to assess how appropriate the learning media created is. The research shows the results, namely a) Creation of interactive physics learning media based on Android applications using MIT App Inventor on GLB and GLBB topics, b) The level of feasibility of interactive physics learning applications based on Android applications based on media experts, namely 91% or very feasible, and based on material experts. Namely 90.6% or very feasible, and c) Based on the implementation and results of trials with students, the level of feasibility of the Android-based physics interactive learning application is 84.46% or worthy of being an alternative reference source for physics learning on GLB and GLBB topics.    

Tertia, Farhan Adhimukti; Hetty Rohayani; Helmina Helmina; Dani, Rian

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

CV Buana Utama is a company that distributes frozen sea fish. The employee attendance system at CV Buana Utama, which includes information about entry times, picket schedules and attendance reports, is still done manually. So, during the recording process, errors may occur, or reports may be less accurate, and it may take longer to find the required data. This research utilizes the waterfall method. This Android-based application will make the employee attendance system better than the manual system so that employees are more time disciplined and work runs more efficiently. Apart from that, the best solution is to use an Android system that can solve company problems and achieve company goals.

M. Aswan Rahmatullah; Nisar Nisar

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

Lampung, a province located at the southern end of Sumatra Island, serves as a gateway for many migrants from different regions in Indonesia. However, some of the locals and tourists still face difficulties in finding the central location for souvenirs due to the  vast number of shops available. The purpose of this research is to assist tourists in finding the shortest distance to the nearest souvenir location using the Floyd Warshall algorithm. The software development method employed in this study is the Prototype, which consists of four stages, namely Communication, Quick Plan, Modeling Quick Design, Construction of Prototype, Deployment Delivery & Feedback. In the Rapid Modeling stage, the Floyd Warshall algorithm is used to determine the shortest distance for users to find the souvenir location. The result of this research is an android-based application that can provide the    nearest souvenir location with the shortest distance around the user.

Fitro Nur Hakim

International Journal of Mechanical, Electrical and Civil Engineering 2024 Asosiasi Riset Ilmu Teknik Indonesia

The mobile device has been supported by the operating system that makes the phone has the potential to be a learning tool. The Android operating system is the mobile platform of high potential in education, plus it is open source, it can support independent learning. Availability of facilities and applications that can be installed offline, allowing an independent learning process starts from the students themselves. The purpose of this research is to find a practical model that can be applied in learning. Make mobile learning a practical model that can be used teachers, students and schools take advantage of the resources that already exist. The research method uses research and development, to mobile learning models that later developed into a model factual. Results The study concluded that: Android mobile application that is filled with interesting teaching materials can continue to invite progress within teacher as creator and students as users. Availability of Internet applications, making new teaching participants, can catch up with learning by opening apps without worry about the royalty claims. Android mobile application that supports online messaging greatly help communication between members. Results of the study are: a practical mobile learning model consists of four aspects, namely: Four Key Roles, Learning Tasks Accommodation, Interactive Content and the Modular Learning Outcomes.

Tri Inka Indra Utama; Nida Handayani

Jurnal Media Administrasi 2024 Universitas 17 Agustus 1945 Semarang, Indonesia

In making death certificates, the Tangerang City Dukcapil Department provides services for making death certificates through Sobat Dukcapil to make it easier for the people of Tangerang City to process population documents, but with the existence of the Sobat Dukcapil application there are still problems regarding the system which is hampered, the lack of public understanding of using the Sobat Dukcapil application so that the service in making deeds death through dukcapil friends is still not effective. The purpose of this research is to determine and analyze the quality of service in making death certificates through Sobat Dukcapil at the Tangerang City Population and Civil Registration Service. The data collection techniques used are interview, observation and documentation techniques. Using Potter's theory (2003), namely the theory of service quality which has 6 indicators, the first is Appropriate and Relevant, the second indicator is Available and Affordable, the third indicator Can guarantee a sense of justice, the fourth indicator is Acceptable, the fifth indicator is Economical and Efficient, the sixth indicator is Effective. The results of the research from 6 indicators concluded that the indicators were appropriate and relevant because the presence of dukcapil friends could make it easier for people to submit requests for death certificates, only there were problems in the server error section. The available and affordable indicator concludes that it is still not affordable because there are still technical problems because the Android and iOS based ones are still temporarily deactivated and are still in the process of system maintenance. Indicators can guarantee a sense of justice that does not differentiate between certain groups, all are equally open and provide justice for society. Acceptable indicators conclude that the technical method is very easy to process on time, sometimes there are still some who don't understand how to use it. The economic and efficient indicators conclude that it is still not economical because registration of death certificates is still done offline. The effective indicator concludes that it is still not said to be effective because there are still problems with the system server still being maintained so that it becomes a technical obstacle.    

Rufus Setiyo Andrianto; Yulia Fransisca

Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika 2024 Asosiasi Riset Ilmu Teknik Indonesia

In carrying out teaching and learning activities, of course learning media is needed that can support student learning. E-module is a learning media that contains images, videos and quizzes that can provide feedback in learning for students. This research focuses on developmente-mode basedandroid on the use of hand tools. Developmente-mode based android uses the ADDIE development model which has several stages, namelyanalysis, design, development, implementation, andevaluation. This research uses a research designone group pretest-posttest. The subjects of this research were class X TAV SMKN 3 Surabaya with 32 students. Validation is carried out to measure feasibilitye-mode. Student responses are needed to measure practicalitye-mode during learning. Student learning outcomes in the knowledge domain and skills domain are analyzed using the T test to measure effectivenesse-mode in learning. The research results show that (1) the validity of the developmente-mode obtained a result of 83.89% with very valid criteria, which means it is very suitable for use in learning. (2) practicalitye-mode which was developed obtained student response results of 89.47% with very practical criteria, which meanse-modebased android very practical for use in learning to use hand tools. (3) effectivenesse-mode obtained from learning results in the knowledge domain and the attitude domain. In the knowledge domain, the average value is obtainedpre-test of 48.9, while the average valuepost-test amounted to 87.91, and the T test significance value was 0.000<0.05. In the skills domain, an average skill value of 91.92 was obtained, greater than the KKM value of 75, and a T test significance value of 0.000<0.05 was obtained. It can be concluded that there is a significant increase in student learning outcomes in the realm of knowledge and skills.

Marco Suteja; Ary Budi Warsito

Modem : Jurnal Informatika dan Sains Teknologi 2024 Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

The integration of augmented reality (AR) technology in education is advancing, as seen in a project at Atisa Dipamkara School. This project developed a chemistry learning application using Unity, Android XR Plugin, and ARCore to address laboratory limitations. The app uses interactive 3D visualizations to help students grasp complex chemistry concepts. Blackbox testing showed that all main modules work well, except for a bug in the compound reset module. The app effectively improves students' understanding, interest, and motivation in chemistry, making abstract concepts more tangible. This application is both a learning aid and an educational innovation, promoting a more interactive and enjoyable learning experience.

Silwi Uswatun Hasanah; Irsyadunas; Rini Novita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

The aim of this research is to develop valid and practical learning media for the basics of visual communication design. The process of learning the basics of visual communication design at SMKN 1 Pasaman is not optimal, this is caused by several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to not understand the learning material and be less motivated to study and cause low student grades. Based on the data obtained, the students' KKM completion score was only 53%. This research uses the Research and Development (R&D) research and development method with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation at each stage. This research involved 36 class X DKV students who took part in learning the basics of visual communication design. The results of this research are Android-based learning software that can be used as a complement to the learning process, especially in the basics of visual communication design subjects. Data collection techniques are in the form of observations and questionnaires, while data collection instruments are in the form of validity questionnaires and practicality questionnaires. The data analysis technique uses a Likert scale with the Aiken formula. The results of this research show that the validity value of the media is an average of 81.53% in the "Very Valid" category, while the validity of the material is an average of 93.85% in the "Very Practical" category and the teacher's practicality assessment is an average of 81.77% in the "Practical" category. " while students' practicality assessment averaged 83.3% in the "Practical" category.

Silwi Uswatun Hasanah; Irsyadunas; Rini Novita

JURNAL ILMIAH SAINS TEKNOLOGI DAN INFORMASI (JITI) 2024 CV. ALIM'SPUBLISHING

The aim of this research is to develop valid and practical learning media for the basics of visual communication design. The process of learning the basics of visual communication design at SMKN 1 Pasaman is not optimal, this is caused by several problems, namely the availability of learning media only in the form of printed books that students borrow from the school library. This causes students to not understand the learning material and be less motivated to study and cause low student grades. Based on the data obtained, the students' KKM completion score was only 53%. This research uses the Research and Development (R&D) research and development method with the ADDIE model which consists of 5 stages, namely Analysis, Design, Development, Implementation and Evaluation at each stage. This research involved 36 class X DKV students who took part in learning the basics of visual communication design. The results of this research are Android-based learning software that can be used as a complement to the learning process, especially in the basics of visual communication design subjects. Data collection techniques are in the form of observations and questionnaires, while data collection instruments are in the form of validity questionnaires and practicality questionnaires. The data analysis technique uses a Likert scale with the Aiken formula. The results of this research show that the validity value of the media is an average of 81.53% in the "Very Valid" category, while the validity of the material is an average of 93.85% in the "Very Practical" category and the teacher's practicality assessment is an average of 81.77% in the "Practical" category. " while students' practicality assessment averaged 83.3% in the "Practical" category.

Dewi Rosmala; Irsan Rasyidin; Al Fiasyah Arya Lesmana

Jurnal Pengabdian dan Keberlanjutan Masyarakat 2024 Lembaga Pengembangan Kinerja Dosen

Kodular is a visual application development platform that allows developers to design, create, and publish Android applications without the need for in-depth programming knowledge. It has a number of features that make it an attractive choice for application development projects, especially for beginners and developers who do not have a strong programming background. (www.kodular.com) Airtable is an online database platform that allows users to create databases that are easy to access and manage. It combines the advantages of traditional databases with the freezing and ease of use of spreadsheets. Airtable can be used in a variety of contexts, including business data management, collaborative projects, and application development. (www.airtable.com)    

Priyo Wibowo; Fransiska Ayuningtyas Widyastani; Givio Kristiana Candra

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

In today's digital era, most people use smartphones for various purposes. In the laboratory field,  as an innovation in laboratory examinations, and as a form of community service to promote healthy living and change people's lifestyles, medical laboratory technicians play a role in creating medical record applications. The development of this application is based on the fact that patients often forget about the examinations they have undergone, making it difficult to accurately record medical history. The examinations conducted on patients are a benchmark for lifestyle patterns that should be carefully considered by patients. This attention begins with the periodic recording of health history, which should be done to anticipate spikes or abnormalities in the body's condition. The application system, created through a semi-automatic method for recording and reminding examinations, is able to minimize errors or inaccuracies in the examination results in the history, thus facilitating self-control of both lifestyle, examinations, and health. Medical record application software can provide health data from previous laboratory examinations and can provide reminders for the next scheduled examination."

Heru Yulianto; Endang Dwi Wwhyuningsih; Dimas Adi Wicaksono; Aniqotunnafiah Aniqotunnafiah; Mabrur Ismail +1 more

Perigel: Jurnal Penyuluhan Masyarakat Indonesia 2024 Universitas 17 Agustus 1945 Semarang

Bookkeeping administration is an important aspect in waste bank activities because it has the benefit of recording and carrying out complete and detailed reporting within a certain time period, so that there are no differences in calculations between customers and the Waste Bank management. The importance of bookkeeping administration in managing the Waste Bank (recording the entry and exit of each type of waste managed by the Waste Bank), can help optimize waste management and increase the effectiveness of waste management. Simple bookkeeping (in the form of Socialization) was introduced in the transaction cycle at the Bank Sampah "Sami Berkah", Kelurahan Meteseh, Kecamatan Tembalang, Semarang (making a Chart of Account, Journal from proof of transactions, posting to the ledger and subsidiary books, up to making Financial Reports). The administrative management of the Bank Sampah Sami Berkah has met the minimum requirements of the Dinas Lingkungan Hidup, starting from books, officers, waste reception schedules, until the waste deposited has been sorted by customers/members. Likewise, the duties and responsibilities of waste bank management officers are in accordance with the job and description of the organizational structure. The proposed use of the information system at the "Sami Berkah" Waste Bank is the use of an Android-based application or web system (mobile web access) in order to accommodate the need for faster and easier information access for customers/Members and Waste Bank managers, as well as being able to overcome the Bank's operational problems. Waste starts from customer registration, savings transaction processes to reporting, efficiently and with integrity. and easy to manage by admins and monitored by users directly.

Andyan Anditya; Suyitno Suyitno; Adin Fauzi

Jurnal Riset sosial humaniora, dan Pendidikan (Soshumdik) 2024 LPPM Universitas 17 Agustus 1945 Semarang

In this research, researchers developed innovations in the use of technology-based learning media in mathematics learning. Based on searching for problems in the field, researchers found the monotony of the learning process and the lack of interest in mathematics learning, especially in class V fraction material. From the above problems, it is necessary to have learning media that can be interesting and fun for students. This research aims to determine the suitability and readability of students in the Smart App Creator mathematics learning media for class V elementary school fractions. The type of research used is Research and Development (RnD), which researchers have modified into 7 stages, namely: searching for potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. In the research instrument, the researcher used a questionnaire, with test respondents on 2 class V teachers and 11 class V students. Data analysis techniques in this research used qualitative and quantitative. The results of the research developed by Android-based media applications in mathematics learning material for fractions in class V elementary school using Smart App Creator are in terms of material experts the percentage is 85.83% with a decent level of validity, in terms of media experts the percentage is 88.67% with a decent level of validity, in terms of linguist percentage 78.67% with a decent level of validity. In the media readability questionnaire, students got a percentage of 92.5% with a very decent level of validity.

Muhammad Fiqri Abdul Thoriq; Taukhid Mubarok

Jurnal Manajemen dan Pendidikan Agama Islam 2024 Asosiasi Riset Pendidikan Agama dan Filsafat Indonesia

This article aims to understand the impact of gadget use on  childhood as well as implement  solutions on the impact of gadget use on  childhood. This gadget is a medium  used as a  modern communication tool. Gadgets make human communication easier. Today, communication has become more advanced with the advent of gadgets. Among them, 4,444 are smartphones such as iPhones, Androids and laptops. In preschool psychology, development refers to children from 0 to 6 years old. The research method used is literary research. Results show that amenities impact  social development in young children. Excessive use of gadgets harms children's social and emotional development. Harmful effects of electronic device use on children include isolation, sleep disturbances, loneliness, violent behavior, reduced creativity and threats of cyberbullying. Solution to device use in  childhood by limiting device use, supervising children's screen time with parents who play a crucial role, and providing a schedule timely  when children play with devices, so that devices do not hinder young children's social development.

Adwan, Ehab Juma; Adwan, Jana; Alwedaei, Entesar; Mohsen, Maryam

Journal of Computing Theories and Applications 2024 Universitas Dian Nuswantoro

Artificial food additives pose significant health risks to Gulf Cooperation Council (GCC) citizens despite regional authorities' extensive medical, legislative, and technological efforts. Literature highlights the detrimental impacts of these additives, including malnutrition, digestive disorders, respiratory problems, skin issues, hives, nausea, diarrhea, shortness of breath, allergic reactions, high blood pressure, and tumors. The research project at hand aims at becoming the first official and comprehensive mobile application of its own in the GCC region that manages the calculation and demonstration of an up-to-date health and legal knowledge base of the impacts of artificial additives, enhances the awareness, automatically recognizes the artificial additives, and provides alternative solutions, for both android and IOS mobile platforms. This research project introduces "Weqaya," a pioneering mobile application designed to manage, educate, and raise awareness about the effects of artificial additives. Weqaya provides real-time health and legal information, identifies additives, and suggests alternative solutions for Android and iOS platforms. The project employs an Agile-based SDLC model to explore, develop, and evaluate the food additive phenomena in Weqaya. The application's usability evaluation scores a promising 95.21%, indicating its potential utility for GCC health ministries, dietitians, academics, researchers, and food producers in enhancing knowledge and promoting non-artificial food options.

Alfarabi Helpendi; Eko Purnomo

Jurnal Riset Rumpun Seni, Desain dan Media 2024 Pusat Riset dan Inovasi Nasional

The solar system is one of the materials from natural science lessons taught in elementary school. However, many students have difficulty understanding and memorizing material about the solar system because of the many different characteristics of each planet. This happens because of the limited learning media provided by the teacher when introducing parts of the solar system.  The delivery of material to students must be with a fun method so that students are not easily bored and easy to understand every side of learning. games have great potential in educating children about the solar system, of course, using games that are fun and fun will be more effective for children to absorb all the information contained in the games they play. The design of this game uses the Design Thimgking method, so it can be concluded that this design is a problem originating from a sense of empathy, the need for a solution to an existing problem, then continue to test for improvement. Then the game is created as the main media, then accompanied by other supporting media such as Posters, X-Banners, Game Cards, Stickers, Keychain, and Pins.

Muchamad Arif Al Ardha; Kolektus Oky Ristanto; Rizky Muhammad Sidik; Muhammad Kharis Fajar

International Journal of Educational Development 2024 Asosiasi Periset Bahasa Sastra Indonesia

The study conducted at the National Potential Young Athletes Training Center (SLOMPN) of Unesa provides a crucial perspective on the use of an Android-based match statistics application. The research aims to optimize athletes' potential through the Long Term Athlete Development (LTAD) approach, integrating knowledge of athlete development with the application of technology in training. The survey results from 5 coaches indicate that the application aids in planning training, understanding application features, and assessing athlete development with positively skewed average scores. However, there is room for improvement, especially in terms of comfort during matches and communication with athletes. Meanwhile, 18 athletes showed positive acceptance of the application by rating its ease of use and impact on performance enhancement highly. Nevertheless, there is a need for improvement in injury recovery features and data security. This study underscores the importance of continuous collaboration between application developers and users to enhance the effectiveness of technology in sports training.

Aries Alfian Prasetyo; Laily Ulfiyah; Achmad  Afandi; Andhi Setiawan; Muhammad Jauhar Vikri

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Competition in the industrial world after the impact of Covid-19 has become fierce competition. Many companies choose to increase effectiveness and efficiency by implementing digitalization in production and sales activities. PT. Megarhizo Ega Persada is a company that is developing, a company whose main production is liquid organic fertilizer under the brand "Megarhizo". Production activities still use manual bookkeeping processes. So it takes a long time for distribution from the warehouse to the production location. Miscalculations often occur in warehouses resulting in inappropriate production targets, due to insufficient or expired materials due to being in the warehouse for too long. This problem often occurs because the recording process is not thorough and results in stock buildup or stock shortages in the warehouse. So we need a system that can easily and quickly manage data so that these things don't happen again. Digitalization of the sales process is a solution to this problem, fertilizer products are products that are different from other production, because fertilizer is a product that is monitored so the price of fertilizer should not burden the public. By digitizing sales, companies can directly monitor stock and products sold from each distribution location to the resellers. So the number of products sold and prices can still be monitored, besides that the company can also find out the effectiveness of fertilizer production.

Novita Kusumaning Tyas; Athiyah Salwa

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

Currently, mobile technology developments are increasing rapidly. Crompton and Burke (2018) conveyed that smartphone as one of mobile technology is is rapidly advancing. Approximately 90% of students possessed a smartphone, and a few even had multiple mobile phones. (Wong et al., 2010; Bhati & Song, 2019). This study aimed to examine how the students perceive the utilization of “Splash” as a media on learning listening skill. Splash is one of android program that developed by the English team in Stekom University. It is made for improve students’ listening skill and grammar skill. This research used quantitative descriptive. The sample consists of 50 students who taken language class. The result showed that there are positive attitudes from the students about the usage of “Splash” to improve listening skill. They can use it every time and everywhere without worried running out of internet package because this application doesn’t need internet package to use. The students also found that the content of this application is interesting. They also got post-activity activities and tasks to help them improve their skills.