{"title":"Sistem Informasi Penerimaan Peserta Didik Baru Berbasis Website (Studi Kasus SMP Muhammadiyah 8 Benjeng)","authors":"Lailatul Makhfudah Listari, Umi Chotijah","doi":"10.32672/jnkti.v6i3.6115","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6115","url":null,"abstract":"Abstrak - Penerimaan peserta didik baru menjadi tanggungjawab instansi pendidikan setiap tahun. Sumber utama pendapatan institusi pendidikan diperoleh dari jumlah peserta didik yang terdaftar, sehingga sekolah memiliki target siswa disetiap tahun ajaran baru. Sistem PPDB di SMP Muhammadiyah 8 Benjeng masih dilakukan dengan cara konvesional, dimana peserta didik mengisi formular pendaftaran disekolah. Dengan menggunakan sistem yang seperti ini menimbulkan beberapa masalah yaitu kurang cepat dalam segi waktu dan membutuhkan banyak biaya dalam proses PPDB, serta jumlah target peserta didik tahunan belum tercapai. Dengan permasalahan tersebut, peneliti bermaksud untuk membuat sistem informasi PPDB berbasis website. Dengan dibuatkannya program ini peserta didik baru bisa mengisi formulir pendaftaran, mengupload berkas pendukung, dan mencetak bukti pendaftaran, serta admin dapat melakukan pemantauan terhadap data-data calon peserta didik secara online. Sistem ini dikembangkan dengan menggunakan waterfall method. Peneliti menggunakan Hypertext Preprocessor (PHP) dan MySQL serta framework laravel. Dalam riset ini menghasilkan sebuah sistem informasi penerimaan peserta didik baru berbasis website dengan harapan bisa membantu stakeholder yang memiliki kontribusi dalam penerimaan peserta didik baru seperti wali siswa, petugas PPDB dan lainnya. Kata kunci : PPDB,metode waterfall, framework laravel,SMP Abstract - Acceptance of new students is the responsibility of educational institutions every year. The main source of income for educational institutions is obtained from the number of students enrolled, so that schools have a target of students in each new academic year. The PPDB system at SMP Muhammadiyah 8 Benjeng is still carried out in a conventional way, where students fill out registration forms at school. The use of a system like this raises several problems, namely it is not fast in terms of time and requires a large amount of money in the PPDB process, and the target number of students per year has not been achieved. Given these problems, the researcher intends to create a website-based PPDB information system. With the creation of this program, new students can fill out registration forms, upload supporting files, and print proof of registration, and admins can monitor prospective student data online. This system was developed using the waterfall method. Researchers use Hypertext Preprocessor (PHP) and MySQL and the Laravel framework. This research produced a website-based information system for new student admissions in the hope of helping stakeholders who have contributed to new student admissions such as student guardians, PPDB officers and others.Keywords : PPDB, waterfall method, laravel framework, SMP","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117082799","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}
{"title":"Aplikasi Calung Virtual Dengan Construct 2 Di Saung Angklung Udjo","authors":"Valdo Jeremi, Syarif Hidayatulloh","doi":"10.32672/jnkti.v6i3.6152","DOIUrl":"https://doi.org/10.32672/jnkti.v6i3.6152","url":null,"abstract":"Abstrak - Perubahan sosio-kultural yang terjadi di masyarakat Sunda saat ini menjadi salah satu faktor adanya peluang kepunahan dari sebuah kebudayaan yang ada dengan potensi yang semakin besar. Zaman yang semakin berkembang juga membuat banyak terjadinya proses inovasi-inovasi baru yang dilakukan oleh sebagian kelompok musik terhadap musik Calung ini dengan harapan agar kesenian Calung tetap eksis sekalipun zaman telah berkembang menjadi modern. Sulitnya akses untuk seseorang yang ingin mempelajari alat musik Calung apabila terkendala dengan lokasi sanggar yang tidak dekat membuat orang menjadi malas untuk mempelajari alat musik ini. Pada penelitian dibuat media pembelajaran alat musik Calung berbasis multimedia dengan Construct 2. Pengembangan aplikasi ini menggunakan metode prototype sehingga pengembang dan pelanggan dapat saling berinteraksi selama proses pembuatan sistem. Sesuai dengan permasalahan dan kajian penelitian pada skripsi ini dapat dirangkum bahwa diperlukan aplikasi virtual berbasis multimedia untuk membantu pembelajaran Calung. Hasil dari penelitian ini adalah sebuah Aplikasi Calung Virtual yang dapat menampilkan multimedia 2 Dimensi dengan fitur Calung.Kata kunci: Alat Musik Tradisional, Calung, Construct 2. Abstract - Socio-cultural changes that occur in Sundanese society today are one factor in the possibility of extinction of existing culture with greater potential. The growing era has also made a lot of new innovations carried out by some musical groups to Calung's music in the hope that Calung's art will still exist even though the times have developed into a modern one. The difficulty of access for someone who wants to learn the Calung musical instrument if it is constrained by the location of the studio which is not close makes people lazy to learn this musical instrument. In the research, a multimedia-based Calung musical instrument learning media with Construct 2. The development of this application uses the prototype method so that developers and customers can interact with each other during the system creation process. In accordance with the problems and research studies in this thesis, it can be summarized that a multimedia-based virtual application is needed to assist Calung learning. The result of this research is a Calung Virtual Application that can display 2-dimensional multimedia with the Calung feature.Keyword : Traditional Musical Instruments, Calung, Construct 2","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132391060","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}
{"title":"Perancangan Sistem Informasi Perpustakaan Berbasis Website Pada SMK Nurul Islam Affandiyah Cianjur","authors":"Adi Fiere Agustiansyah D, M. Ary","doi":"10.32672/jnkti.v6i2.6076","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6076","url":null,"abstract":"Abstrak - Perpustakaan merupakan bagian dari sumber belajar yang harus dimiliki oleh setiap sekolah atau perguruan tinggi. Karena peserta didik dengan mudah mencari informasi atau ilmu pengetahuan melalui perpustakaan. Dengan adanya perkembangan teknologi membuat manusia berfikir untuk dapat bekerja lebih efektif dan efisien. Salah satunya yaitu membuat sistem konvensional menjadi sistem yang terkomputerisasi. Dengan memanfaatkan fasilitas website yang terhubung ke internet, perpustakaan dapat lebih efektif dan efisien. Pada penelitian ini dirancang suatu sistem informasi berbasis web menggunakan bahasa pemrograman PHP MySQL. Dengan sistem ini, diharapkan mampu mengatasi berbagai kebutuhan untuk mencari buku serta memudahkan administrasi sekolah dalam sirkulasi peminjaman buku dan pembuatan laporan. Dari hasil penelitian yang telah dilaksanakan penulis mengimplementasikan hasil penelitian tersebut kedalam Perancangan Sistem Informasi Perpustakaan Berbasis Web Pada SMK Nurul Islam Affandiyah Cianjur.Kata Kunci : Sistem Informasi, Perpustakaan, PHP, MySQL, Web. Abstract - Libraries are part of the learning resources that should be owned by every school or college. Because learners easily find the information or knowledge through library. With the development of technology make people think to be able to work more effectively and efficiently. One of them is to make the conventional system to a computerized system. The website by utilizing the facilities connected to the internet. libraries can be more effective and efficient. In this research, I have designed a web-based information systems using programming languages PHP MySQL. With this system, is expected to address the various needs search for books as facilitate the administration of the school in the circulation of borrowing books and preparing reports. From the research that has been conducted on these results the authors implement in Designing Library Information System Web-Based using SMK Nurul Islam Affandiyah Cianjur Keywords: Information System, Library, PHP, MySQL, Web.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133349641","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}
{"title":"Rancang Bangun Sistem Pendaftaran Event (Studi Kasus PT. Sela Kontes Produksi)","authors":"Didiary Shandy Setiyawan, Umi Chotijah","doi":"10.32672/jnkti.v6i2.6071","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6071","url":null,"abstract":"Abstrak— PT. Sela Kontes Produksi adalah perusahaan yg beroperasi di bidang Event Organizer serta memiliki Staff Admin yang merupakan inti dari berlangsungnya event dari kegiataan perusahaan. Proses pendataan dari pendaftaran calon peserta baru harus mempunyai penginputan serta proses yg akurat dan cepat agar mendapatkan input secara baik. Tujuan dari rancangan pembangunan sistem pendafataraan calon peserta baru pada PT. Sela Kontes Produksi untuk mempermudah dalam administrasi pendataan pada pendaftaran calon peserta baru. Metode penelitian yang dipergunakan dalam rancangan pembangunan sistem ini merupakan studi langsung di lapangan dengan unsur secara pengamatan atau observasi untuk memperoleh informasi dengan akurat serta tepat di lapangan. Penulisan ini menerapkan desain waterfall pada rancangan pembangunan sistem informasi, metode waterfall sendiri merupakan sebuah metode yg menggambarkan sebuah rancangan System Development Life Cycle (SDLC), yg pada penataannya melakukan analisis dari sistem, desain, pengkodean program, dan pengujian hasil. Rancangan pembangunan sistem pendaftaran calon peserta baru pada event di PT. Sela Kontes Produksi mengambil bahasa pemrograman PHP sebagai bahasa dasar dan menggunakan database MySQL sebagai database server. Penulis mengeluarkan kesimpulan bahwa dengan merancangkan sistem informasi dapat menginput data pendaftar akan lebih mudah. Pada pengujian sistem informasi ternyata rancangan ini dapat mempermudah dan memenuhi kebutuan staff admin dalam pengelolahan selurah data pendaftar calon peserta secara efisien serta efektif.Kata kunci: Sistem Informasi, Rancangan Pembagunan, Waterfall, SDLC Abstract— PT. Sela Contest Production is a company that operates in the field of Event Organizer and has Admin Staff who are the core of the company's activities. The data collection process for registering new prospective participants must have accurate and fast input and processing in order to get good input. The purpose of the design of the registration system for prospective new participants at PT. Interrupt the Production Contest to facilitate the administration of data collection on the registration of new prospective participants. The research method used in the design of this system development is a direct study in the field with elements of observation or observation to obtain accurate and precise information in the field. This writing applies the waterfall design to information system development design, the waterfall method itself is a method that describes a System Development Life Cycle (SDLC) design, which in its arrangement performs system analysis, system design, system coding, and system testing. The design for the development of a registration system for prospective new participants at events at PT. During the Production Contest, the PHP programming language is used as the basic language and uses the MySQL database as the database server. The author draws the conclusion that by designing an information sy","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"264 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133679607","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}
{"title":"Aplikasi Event Organizer Gathering Dan Outbound Berbasis Android Pada Bellva Adventure Indonesia","authors":"Muhamad Ridwan Ramadan, Ifani Hariyanti","doi":"10.32672/jnkti.v6i2.6075","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6075","url":null,"abstract":"AbstrakBellva Adventure Indonesia merupakan salah satu jasa event organizer yang bergerak di bidang event organizer untuk gathering dan outbound. Bellva sudah berdiri sejak lama dan mempunyai banyak client. Akan tetapi, setelah adanya virus corona, Bellva kehilangan beberapa client karena keterbatasan jarak dan komunikasi. Setelah Indonesia mulai terbebas dan masuk ke era new normal, manajemen Bellva Adventure Indonesia mulai melaksanakan promosi untuk menarik client salah satunya dengan membuat aplikasi Android. Tujuan dari penelitian ini yaitu memudahkan dan memaksimalkan komunikasi antara client dan pihak Bellva Adventure Indonesia dalam melakukan pemesanan gathering. Hasil dari penelitian ini adalah aplikasi Android dengan fitur login, jadwal, menu booking, menu pembayaran, menu informasi dan menu artikel atau blog.Kata Kunci : Bellva Adenture Indonesia, Aplikasi Android, Pemesanan Gathering. AbstractBellva Adventure Indonesia is one of the event organizer services which is engaged in event organizer for gathering and outbound. Bellva has been around for a long time and has many clients. However, after the corona virus, Bellva lost several clients due to distance and communication limitations. After Indonesia began to be free and entered the new normal era, the management of Bellva Adventure Indonesia began to carry out promotions to attract clients, one of which was by creating an Android application. The purpose of this research is to facilitate and maximize communication between the client and Bellva Adventure Indonesia in making gathering reservations. The results of this study are Android applications with login features, schedules, booking menus, payment menus, information menus and article or blog menus. Keywords – Bellva Adenture Indonesia, Android Application, Gathering Orde.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-05-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128279803","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}
{"title":"Perancangan Game Trivia Budaya Sunda Menggunakan Scirra Construct","authors":"Fathin Sophosta Tocas, Erfian Junianto","doi":"10.32672/jnkti.v6i2.6065","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6065","url":null,"abstract":"Abstrak - Realisasi pelestarian nilai dan budaya Sunda bagi generasi muda di sekolah dapat menjadi salah satu bentuk upaya yang bisa dilakukan oleh tenaga pendidik dan lembaga pendidikan agar kearifan budaya lokal yang ada dapat tetap terjaga eksistensinya. Realisasi pelestarian nilai dan budaya Sunda sudah diterapkan oleh tenaga pendidik di SMA Negeri 6 Garut. Sekolah ini memiliki ekstrakurikuler sanggar seni teater bernama Seni Rupa Dua Tarogong (SERDUT) dengan kegiatan pagelaran seni rupa, pentas budaya, kearifan lokal, dan sebagainya. Di sekolah tersebut dikenalkan sastra Sunda pada mata pelajaran Bahasa Sunda. Namun penyampaian materi budaya Sunda oleh guru mata pelajaran tersebut terkesan monoton dan kurang sesuai dengan generasi muda zaman sekarang. Akibatnya para siswa kurang tertarik mempelajari budaya Sunda dan lebih tertarik mengeksplorasi budaya luar. Tujuan penelitian ini adalah mengembangkan game edukatif jenis trivia yang berfokus pada “Kebudayaan Sunda” berbasis Android menggunakan Construct 2 dengan metode ADDIE. Hasilnya game trivia budaya cukup membantu proses pembelajaran guru dan siswa sebagai metode pembelajaran baru. Game edukatif ini dapat digunakan sebagai media pembelajaran bahasa Sunda yang mengembangkan kreativitas anak-anak untuk belajar sambil bermain.Kata kunci— Game Trivia, Budaya Sunda, Scirra Construct 2. Abstract - The realization of the preservation of Sundanese values and culture for the younger generation in schools can be one form of effort that can be made by educators and educational institutions so that the existing local cultural wisdom can be maintained. The realization of the preservation of Sundanese values and culture has been implemented by educators at SMA Negeri 6 Garut. This school has a theater art studio extracurricular called Seni Rupa Dua Tarogong (SERDUT) with visual arts performances, cultural performances, local wisdom, and so on. At the school, Sundanese literature was introduced to Sundanese language subjects. However, the delivery of Sundanese cultural material by the subject teacher seems monotonous and not suitable for today's young generation. As a result, students are less interested in studying Sundanese culture and more interested in exploring foreign cultures. The purpose of this research is to develop an educational trivia game that focuses on \"Sundanese Culture\" based on Android using Construct 2 with the ADDIE method. The result is that cultural trivia games are quite helpful in the learning process of teachers and students as a new learning method. This educational game can be used as a medium for learning Sundanese that develops children's creativity to learn while playing.Keywords— Trivia Game, Sundanese Culture, Scirra Construct 2.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"72 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":"128748961","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}
{"title":"Aplikasi Kartu Undangan Pernikahan Digital Dengan QR Code Menggunakan Metode Mobile-D","authors":"Aresti Selviliani Dewi, M. Ary","doi":"10.32672/jnkti.v6i2.6069","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6069","url":null,"abstract":"Abstrak - Undangan merupakan hal yang penting ketika seseorang hendak melangsungkan sebuah acara. Sebelum adanya teknologi informasi, undangan dicetak lalu disebarkan. Tetapi, pada era digital sudah banyak yang meninggalkan undangan cetak dan beralih ke undangan digital hal ini disebabkan karena undangan digital lebih hemat biaya dan lebih efektif. Bachartiar Wedding Invitations adalah salahsatu UMKM yang tertinggal oleh era digital karena mereka masih mengandalkan undangan cetak dan belum beralih ke undangan digital. UMKM ini belum mempunyai sebuah aplikasi yang dapat memudahkan mereka untuk mendesaign atau membuat sebuah undangan digital. Penelitian ini bertujuan melakukan perancangan dan pembangunan aplikasi undangan digital berbasis android dengan tambahan fitur QR Code untuk menandai tamu yang sudah hadir atau belum dan juga aplikasi ini bisa membuat client mendesaign undangan digitalnya sendiri sesuai dengan keinginannya menggunakan fitur-fitur yang sudah disediakan. Metode yang digunakan adalah metode pengembangan perangkat lunak Mobile-D dimana metode ini sangat cocok digunakan untuk pengembangan aplikasi android. Hasil dari penelitian ini yaitu sebuah aplikasi berbasis android yang membantu masyarakat untuk membuat undangan digital.Kata Kunci – Undangan Digital, QR Code, Metode Mobile-D, Aplikasi Android. Abstract - Invitations are important when someone is about to hold a party program. Before information technology existed, invitations were printed and then distributed. However, in the digital era, many have abandoned printed invitations and switched to digital invitations, this is because digital invitations are more cost-effective and more effective. Bachartiar Wedding Invitations is one of the MSMEs that has been left behind by the digital era because they still rely on printed invitations and have not yet switched to digital invitations. These UMKM do not yet have an application that can make it easier for them to design or create a digital invitation. This study aims to design and develop an Android-based digital invitation application with an additional QR Code feature to mark guests who have attended or not. This application can also allow clients to design their digital invitations according to their wishes using the features that have been provided. The method used is the Mobile-D software development method where this method is very suitable for developing Android Applications. The results of this study are an android-based application that helps people to make digital invitations.Keywords – Digital Invitation, QR Code, Mobile-D Method, Android Application. ","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"12 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":"127418867","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}
{"title":"Perancangan Game Edukasi Tajwid Menggunakan Metode Eksperimen untuk Kelas 3 Di Diniyyah Tamiliyyyah Awwaliyyah Nurul Iman (DTA-NI)","authors":"Muhammad Asipa Zenal Aripin, Diny Syarifah Sany","doi":"10.32672/jnkti.v6i2.5446","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.5446","url":null,"abstract":"Abstrak - Game Edukasi merupakan permainan yang disertai pembelajaran dan pengetahuan yang disampaikan kepada penggunanya yang diharapkan dapat meningkatkan pemahaman secara kritis dan kompetitif serta memotivasi peserta didik dalam belajar dengan cara menyenangkan. Penelitian ini bertujuan untuk merancang game edukasi tajwid dengan menggunakan metode eksperimen dalam mekanika pembelajarannya. Studi kasus dari perancangan game ini adalah Kelas 3 Diniyyah Tamiliyyah Awwaliyyah Nurul Iman (DTA-NI). Pembelajaran di DTA-NI menggunakan system teacher centered sehingga menyebabkan beberapa peserta didik cenderung kesulitan memahami pembelajaran. Setelah melakukan pengujian didapatkan bahwa rata-rata peserta didik menyukai dan menganggap bahwa game ini menyenangkan dan memberikan pemahaman lebih terhadap pembelajaran dengan nilai diatas 4.1 dari skala 1-5.Kata kunci : permainan, edukasi, metode eksperimen, tajwidAbstrak - Educational Game is a game that includes learning and knowledge for its users to increase critical and competitive understanding and motivate students to learn in a fun way. This study aims to design a tajwid educational game using experimental methods in its learning mechanics. The case study for designing this game is Class 3 Diniyyah Tamiliyyah Awwaliyyah Nurul Iman (DTA-NI). Learning at DTA-NI uses a teacher-centered system so some students tend to experience difficulties in understanding learning. After testing, the average student likes and thinks this game is fun and provides a deeper understanding of learning with a score above 4.1 on a scale of 1-5.Keyword : game, education, experiment method, tajwid","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"28 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":"122869039","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}
{"title":"Aplikasi Pembelajaran Materi Dan Kuis Lagu Wajib Nasional","authors":"N. Taufiq, Iedam Fardian Anshori","doi":"10.32672/jnkti.v6i2.6062","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.6062","url":null,"abstract":"Abstrak - Berdasarkan perkembangan kurikulum yang berlaku di Indonesia, siswa sebaiknya mempelajari lagu-lagu wajib nasional. Kurangnya minat siswa pada lagu nasional yang menganggap bahwa kategori lagu ini kurang menarik. Pembelajaran lagu wajib nasional dilakukan oleh siswa hanya dengan cara menirukan gurunya bernyayi. Guru masih kurang kreatif dalam menarik minat siswa untuk mengapresiasi lagu wajib nasional, serta media pembelajaran juga kurang mendukung minat siswa dalam menyanyikan lagu tersebut. Di SDN 1 Kondangjajar, materi lagu hanya dijadikan persyaratan kurikulum saja serta media pembelajarannya kurang dikembangkan dengan maksimal. Solusi dari permasalahan ini diajukan pembuatan aplikasi game jenis trivia atau kuis menggunakan Construct 2. Tujuannya adalah membangun aplikasi permainan tebak lagu nasional menggunakan Construct 2 berbasis Android di SDN 1 Kondangjajar. Hasil penyebaran kuesioner bahwa sebagian besar pengguna aplikasi permainan Tebak Lagu Nasional dapat dengan mudah dimainkan pada smartphone Android dan membantu guru dalam mengenalkan lagu-lagu wajib nasional kepada para siswa kelas IV di SDN 1 Kondangjajar. Hal ini karena lebih menarik serta membuat lebih antusias dalam pengenalan terhadap lagu-lagu wajib nasional dibanding sebelumnya. Kata Kunci: Permainan Trivia, Tebak Lagu Wajib Nasional, Construct 2, Aplikasi Berbasis Android, SDN Kondangjajar. Abstract - Based on the development of the applicable curriculum in Indonesia, students should learn the national compulsory songs. Lack of interest of students in the national anthem who think that this song category is less interesting. Learning the national compulsory song is done by students only by imitating the teacher singing. Teachers are still less creative in attracting students' interest to appreciate the national compulsory anthem, and learning media also do not support students' interest in singing the song. At SDN 1 Kondangjajar, the song material is only used as a curriculum requirement and the learning media is not developed optimally. The solution to this problem is to make a trivia or quiz type game application using Construct 2. The goal is to build a guessing national song game application using Android-based Construct 2 at SDN 1 Kondangjajar. The results of distributing the questionnaire that most users of the Guess the National Song game application can be easily played on Android smartphones and help teachers introduce the national compulsory songs to fourth grade students at SDN 1 Kondangjajar. This is because it is more interesting and makes people more enthusiastic in introducing the national obligatory songs than before. Keywords: Trivia Game, National Mandatory Song, Construct 2, Android Based Application, Kondangjajar Elementary School.","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"51 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":"132598436","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}
Rosalia Hadi, Ida Bagus Kade Permana Dipa, Ketut Gus Oka Ciptahadi, Ni Luh Gede Pivin Suwirmayanti
{"title":"Pengenalan Taman Makam Pahlawan Pancaka Tirta dengan Virtual Tour 360","authors":"Rosalia Hadi, Ida Bagus Kade Permana Dipa, Ketut Gus Oka Ciptahadi, Ni Luh Gede Pivin Suwirmayanti","doi":"10.32672/jnkti.v6i2.5882","DOIUrl":"https://doi.org/10.32672/jnkti.v6i2.5882","url":null,"abstract":"Abstrak - Taman Makam Pahlawan Pancaka Tirta merupakan salah satu obyek wisata yang terdapat pada Kabupaten Tabanan. Taman Makam Pahlawan Pancaka Tirta terletak di Banjar Taman Sari, Kelurahan Delod Peken, Kecamatan Tabanan, Kabupaten Tabanan. Karena media promosi dan pengenalan pada Taman Makam Pahlawan Pancaka Tirta masih memanfaatkan media brosur yang kurang menarik. Oleh karena itu, dibutuhkan media promosi berupa pengenalan menggunakan virtual tour 360 dalam membantu mengatasi hal tersebut. Virtual Tour 360 Pengenalan Taman Makam Pahlawan Pancaka Tirta digunakan sebagai media membantu mempromosikan dan mengenalkan obyek wisata Taman Makam Pahlawan Pancaka Tirta kepada wisatawan yang dapat diakses kapan pun dan dimana pun saat terhubung ke internet. Tujuan penelitian ini adalah membangun media pengenalan dan informasi sejarah yang dapat memberikan informasi yang akurat tentang Obyek Wisata Taman Makam Pahlawan Pancaka Tirta. Pengumpulan data dengan observasi, studi literatur dan wawancara. Metode yang digunakan dalam perekayasaan ini adalah Multimedia Development Life Cycle. Dari hasil pengujian Black Box Testing, semua fungsi dinyatakan sesuai, pengujian kuesioner diberikan 10 pertanyaan kepada 35 responden yang mendapatkan hasil 48% responden menjawab sangat baik, 41% responden menjawab baik, 10% responden menjawab cukup, 1% responden menjawab kurang maka dengan jumlah rata – rata = 152,7/35 responden didapatkan jumlah 4,4 atau dikategorikan sangat baik, sehingga bisa dinyatakan Pengenalan Taman Makam Pahlawan Pancaka Tirta dengan Virtual Tour yang dihasilkan layak dipakai dan dioperasikan sebagaimana mestinya.Kata kunci: Taman Makam Pahlawan Pancaka Tirta, Virtual Tour 360, Multimedia Development Life Cycle Abstract - Taman Makam Pahlawan Pancaka Tirta is one of the tourist obsin Tabanan Regency. Taman Makam Pahlawan Pancaka Tirta is located in Banjar Taman Sari, Delod Peken Village, Tabanan District. Because the promotional media and introduction to the Pancaka Tirta Heroes Cemetery still utilize brochure media that is less attractive. Therefore, promotional media is needed in the form of an introduction to using a 360 virtual tour to help overcome this. Virtual Tour 360 of Taman Makam Pahlawan Pancaka Tirta is used as a medium to help promote and introduce obyek wisata Taman Makam Pahlawan Pancaka Tirta to tourists which can be accessed anytime and anywhere when connected to the internet. The purpose of this study is to build an introduction media and historical information that can provide accurate information about Taman Makam Pahlawan Pancaka Tirta. Data collection by observation, literature study and interviews. The method used in this engineering is the Multimedia Development Life Cycle. From the results of Black Box Testing, all functions were declared appropriate, questionnaire testing was given 10 questions to 35 respondents who got the results 48% of respondents answered very well, 41% of respondents answered well, 10% of ","PeriodicalId":129301,"journal":{"name":"Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI)","volume":"31 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":"125067473","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}