Perkembangan trend desain grafis mulai beralih dari Rich Design menjadi konsep Flat Design, dimana mengusung desain yang minimalis namun tetap mengandung unsur esensial dari desain itu sendiri. Pada penelitian ini menerapkan konsep flat design yang digunakan dalam pembuatan desain markers semaphore augmented reality (SERSAN) dengan harapan tidak hanya objek augmented reality (AR) saja yang mudah dinikmati oleh pengguna, namun informasi yang disajikan melalui desain pada markers juga dapat tersampaikan kepada pengguna secara mudah, informatif dan menarik saat belajar Semaphore. SERSAN merupakan aplikasi media pembelajaran Semaphore yang diperuntukkan sebagai pendukung media pembelajaran saat kegiatan kepramukaan. Proses desain markers SERSAN diawali dari analisis dan pengumpulan data dari para responden yaitu pelatih atau pembina Pramuka, peserta didik ekstrakurikuler Pramuka, hingga programmer SERSAN. Adapun dalam pembuatan desain tetap memperhatikan elemen desain, prinsip desain, filosofi, fungsi dan estetika desain.. Markers akan dibuat sesuai dengan data huruf dalam Semaphore, dari huruf A hingga huruf Z. Hasil akhir desain markers akan diolah hingga tahap produksi markers cetak dan kemasan kartu.
Kurikulum merupakan pedoman bagi seluruh pelajar maupun mahasiswa dalam menjalankan proses belajar di sekolah maupun perguruan tinggi. Pembahasan dalam artikel ini membahas kurikulum pada tingkat perguruan tinggi. Sub bahasan yang akan dikaji adalah tentang Rencana Pembelajaran Semester (RPS). Sebuah perguruan tinggi tentu memiliki pedoman dalam penyusunan kurikulum. Kurikulum ini akan diturunkan menjadi sebuah standar yang mempengaruhi poses belajar mengajar. Permasalahan yang terjadi adalah seringnya didapati bahwa rencana pembelajaran tidak selalu berjalan sesuai pedoman yang dimiliki. Hal ini menyebabkan proses belajar mengajar menjadi tidak searah dengan capaian yang akan dituju di akhir pembelajarannya. Pada artikel ini akan diulas bagaimana mengkonsep sebuah rencana pembelajaran dengan model yang saat ini popular yaitu mobile learning atau disingkat m-learning. Pada m-learning terdapat sebuah pola yang dinilai sesuai dengan pendekatan era society 5.0 yaitu berjalan secara mandiri. Solusi ini diberikan atas dasar metod survey yang diberikan kepada sejumlah responden yang menilai bahwa pembelajaran akan lebih efektif jika terdapat kurkulum mandiri yang dengan mudah dikembangkan dan menyesuaikan kondisi belajar pada saat ini
Taekwondo is a modern martial art originating from traditional Korean martial arts. That is the art or type of self-discipline or Pencak silat that uses bare hands and feet. The basics of taekwondo consist of offensive and defensive movement techniques that use the body to confront the enemy. Taekwondo focuses more on kicks than punches. Kicking techniques are generally more complex than the hands, but kicking techniques are the main because their strength is greater than the strength of the hand. With proper and correct training methods, the quality of kicks can be significantly improved. In taekwondo, it is not just a means of self-defense. With the development of today's technology, it may be more effective to provide taekwondo training materials. Video media has the advantage of being easy to learn. Watching videos to learn movement techniques does not have to be during practice. It can be done anywhere. In addition, you can play the video repeatedly and slow down to see the train technology. From the opinion of experts, it can be concluded that the media is a sub tool used to convey information to students as recipients of information designed to increase student interest in learning. In the research and development carried out, Taekwondo training is packaged in VCD format as a medium to be displayed via an LCD projector during learning.
Indonesia is a tropical climate country which has the potential for high intensity of sunlight exposure. Several types of exposure that receives are ultraviolet rays. According to the National Agency for Meteorology, Climatology and Geophysics, it provides information regarding the impact on human activities in an ultraviolet index which has a risk scale. The aim of this research was creating a recommender system based on the ultraviolet index category in providing daily activity advice to users. The methods used the K-nearest Neighbor algorithm and Support Vector Machine with a Collaborative Filtering Model-Based approach that could recommend items based on the results of a model trained to identify input data patterns. The stages carried out in this study included data collection, data pre-processing, data division into test data and train data, dataset testing, analysis of the results of models that had been trained in the accuracy values using the algorithm tested. The results of the confusion matrix calculation produced test evaluations in accuracy values, precision values, and recall values. The comparison of result had the highest performance in K-nearest Neighbor with an accuracy value of 99.69%, a precision value of 99.00%, and a recall value of 96.20%. In research used the Support Vector Machine showed the lowest performance with an accuracy value of 97.91%, a precision value of 93.20%, and a recall value of 86.40%.
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