Lewati ke konten utama
Beranda / Hasil pencarian

Hasil pencarian

Jelajahi seluruh publikasi yang tersedia.

4 hasil
Penulis: Ema
DaftarKartu
ThesisOpen AccessPDF tersedia

Media Pembelajaran Interaktif Bahasa Arab Pada SDIT Tiara Az-Zahra Palangkaraya Berbasis Android

2026•Skripsi, Thesis, Disertasi, dan Tugas Akhir

Abstrak Ema Fitria, C1857201003, 2022. Arabic Interactive Learning Media at SDIIT Tiara Az-Zahra Palangkaraya Based on Android, Advisor I Rosmiati, M.Kom. Advisor II Bayu Pratama Nugroho, S. Kom., MT. At the stage of primary school age education, students will tend to be more interested in learning media which contains animated pictures and attractive colors. The attractiveness of the display will certainly make students enthusiastic and quickly understand the learning explained by the teacher. In conducting this thesis research, the author uses qualitative research with data collection methods, namely observation, documentation, interviews, literature, and questionnaires. The tools used to design this learning media include UML (Unified Modeling Language), PIECES (Performance, Information, Economic, Control, Efficiency, Services). As well as an interface design designer using Balsamiq MockUp. The results of the research based on the questionnaire were an average of 86.6% felt the need for updating the existing system, and with that the authors made learning media to improve Arabic learning at SDIT Tiara Az-Zahra.

7 dilihat · 6 unduhanSitasiDetail
ArticleOpen AccessMetadata saja

ANALISIS PERBEDAAN GENRE GAME PADA GOOGLE PLAY MENGGUNAKAN FRAMEWORK OCTALYSIS

2019•Artikel Penelitian dan Pengabdian

Android-based games are divided into various genres so that there are many variations of the game that can be played but many game developers don't know how to develop games based on the player's perspective that is closely related to human computer interaction. The purpose of this study was to find out the strongest characteristics of player motivation in each genre available on Google Play using Octalysis framework based on design and gameplay so that differences in player motivation were found. The Octalysis Framework has been used by many companies to make gamification products, because in gamification there are game elements so that they can be used to analyze game products. With this research, it is expected that each genre has the strength of characteristics and weaknesses as a benchmark of data for developers and game designers to create more varied games.

0 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessMetadata saja

ANALISIS INTEGRASI DATA PADA RELASIONAL BASIS DATA DENGAN MENGGUNAKAN METODE SCHEMA MATCHING

2019•Artikel Penelitian dan Pengabdian

University is one of the agencies that use information technology to support various business processes. University requires data integration between the systems so that the data available in one system can be used in other systems to support data management.In forwarding data integration there are several obstacles that occur one of the causes is schema heterogeneity used by each information system. linguistic method is one of the schema matching methods used to overcome the problem of schema heterogeneityBased on the analysis of database schemes with the linguistic method, the values of precision, recall and f measure are 0.75. This value indicates that the application of the matching schema has been quite good. But there are still some of the same data between the schemes so that the integration of the data owned is not maximal. So that optimization is still needed to maximize the data integration

1 dilihat · 0 unduhanSitasiDetail
ArticleOpen AccessMetadata saja

Analisis Penerapan Metode Convex Hull Dan Convexity Defects Untuk Pengenalan Isyarat Tangan

2018•Artikel Penelitian dan Pengabdian

Research of Human Computer Interaction (HCI) and Computer Vision (CV) is increasingly focused on advanced interface for interacting with humans and creating system models for various purposes. Especially for input device problem to interact with computer. Humans are accustomed to communicate with fellow human beings using voice communication and accompanied by body pose and hand gesture. The main purpose of this research is to applying the Convex Hull and Convexity Defects methods for Hand Gesture Recognition system. In this research, the Hand Gesture Recognition system designed with the OpenCV library and then receives input from the user's hand gesture using an integrated webcam on the computer and system generates a language output from the hand-recognizable gestures. Testing involves several variables which affect success in recognizing user's hand gestures, such as hand distance with webcam, corner of the finger, light conditions and background conditions. As a result, the user's hand gestures can be recognized with a stable and accurate when at a distance of 50cm-70cm, corner of the finger 25o–70o, light conditions 150lux-460lux and plain background conditions.

0 dilihat · 0 unduhanSitasiDetail