<p class="Abstrak">Dalam studi ini, kami mengembangkan aplikasi <em>virtual</em><em> </em><em>reality</em> untuk mempelajari tata surya di tingkat sekolah dasar. Tujuan pembuatan aplikasi ini untuk menyediakan media pembelajaran berbasis multimedia bagi siswa agar dapat memahami konsep tata surya. <em>Multimedia Development Life Cycle</em><em> </em>(MDLC) adalah tahap pengembangan sistem yang digunakan untuk membangun aplikasi <em>virtual reality</em>. MDLC terdiri dari tahapan konsep manufaktur, desain, pengumpulan bahan, perakitan, pengujian, dan distribusi. Hasil tes penerimaan pengguna yang dilakukan oleh satu orang guru pengampu menunjukkan hasil 81,25%, sedangkan yang dilakukan oleh 26 siswa menunjukkan hasil 88,63%. Berdasarkan hasil tes penerimaan oleh guru diperoleh saran perbaikan aplikasi pada sisi interaktifitas pengguna. Evaluasi kepuasan pengguna terhadap aplikasi dilakukan dengan kuesioner berdasarkan empat elemen multimedia: teks, interaktivitas, animasi, dan gambar grafis. Hasil evaluasi penggunaan teks memiliki nilai 3,57, grafik bernilai 3,52, animasi bernilai 3,54, dan interaktivitas memiliki nilai 3,51. Berdasarkan hasil tes, dapat disimpulkan bahwa responden puas dengan penggunaan elemen multimedia pada aplikasi tersebut, dan aplikasi tersebut dapat membantu mereka untuk memahami topik pembelajaran lebih baik daripada metode pembelajaran dan pengajaran konvensional.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>In this study, we developed a virtual reality application for learning the solar system at the elementary school. The purpose of making this application is to provide multimedia-based learning media for students to be able to understand the concept of the solar system. Multimedia Development Life Cycle is a development stage of the system used to build virtual reality applications. MDLC consists of stages of the manufacturing concept, design, material collecting, assembly, testing, and distribution. Results of user acceptance test conducted by one teacher show the results of 81.25%, while that is done by 26 student shows the results of 88.63%. Based on the acceptance test results by the teacher, there are suggestions to improve the application on the user interactivity aspect. Evaluation of user satisfaction of the applications is done by a questionnaire based on the four elements of multimedia: text, interactivity, animation, and a graphical image. The result of the evaluation of the use of text has a value of 3.57, the graphic has a value of 3.52, animation has a value of 3.54, and interactivity has a value of 3.51. Based on the test results, it can be concluded that the respondents are satisfied with the use of multimedia elements on the application, and the application can help them to understand the learning topic better than conventional methods of learning dan teaching.</em><strong></strong></p><p class="Abstrak"><em><strong><br /></strong></em></p>
Teknologi yang berkembang sangat cepat berpengaruh besar terhadap kehidupan manusia untuk kemudian dimanfaatkan dalam segala bidang, salah satunya bidang bisnis penyedia barang dan jasa. Indotechno Purwokerto merupakan perusahaan yang berfokus pada jasa penyedia kebutuhan hardware, maintenance, networking, multimedia dan security system. Proses pendataan aduan pelanggan di Indotechno Purwokerto masih menggunakan media kertas dan diolah menggunakan software Microsoft excel yang disimpan di komputer karyawan customer service, selain itu komputer karyawan yang bertugas melayani pengaduan sesuai dengan job descriptionription masing-masing belum saling terhubung satu sama lain. Selain itu pelanggan perusahaan Indotechno harus menghubungi secara langsung melalui call center atau dengan cara mendatangi kantor perusahaan Indotechno untuk menyampaikan keluhannya. Cara ini memiliki keterbatasan dikarenakan pengaduan hanya akan dilayani pada jam dan hari operasional perusahaan saja. Penelitian ini bertujuan untuk merancang dan membangun sebuah aplikasi pengaduan pelanggan berbasis web menggunakan framework codeigniter di perusahaan Indotechno Purwokerto. Pengumpulan data penelitian dilakukan dengan cara observasi, wawancara dan studi literatur. Metode pengembangan sistem menggunakan waterfall. Hasil penelitian ini adalah sebuah aplikasi pengaduan pelanggan berbasis website yang diharapkan dapat memberikan solusi agar pelayanan dan pengolahan data keluhan pelanggan dapat lebih cepat ditangani. Hasil pengujian blackbox menunjukkan bahwa semua fitur dalam aplikasi dapat berjalan sesuai harapan.
<p class="Abstrak">Anak penyandang tunanetra memiliki keterbatasan dalam mengakses informasi, hiburan, dan hal lain yang bisa diakses anak normal. Salah satu keterbatasan yang tidak mampu dilakukan oleh anak tersebut yakni membaca dongeng. Buku dongeng adalah salah satu yang dibutuhkan oleh anak untuk mengasah daya imajinasi dan kreatifitasnya. Buku dongeng biasanya dilengkapi dengan ilustrasi yang menarik untuk anak. Bagi anak penyandang tunanetra hal tersebut tidak bisa dilakukan. Mereka tidak dapat melihat gambar maupun tulisan di dalam buku dongeng. Namun mereka masih dapat mendengar cerita dongeng dari orang lain. Membaca dongeng membutuhkan ketrampilan khusus karena tidak hanya sekedar membaca tapi juga mengilustrasikan gambar dan teks di buku dongeng sesuai cerita dan karakter dari tokoh-tokoh yang ada di dalam buku sehingga anak seolah-olah masuk dalam cerita di buku tersebut meskipun mereka tidak melihat gambar yang ada di buku. Penelitian ini bertujuan merancang dan membangun <em>Windows Communication Foundation</em> untuk aplikasi <em>Audiobook</em> dongeng agar dapat dimanfaatkan oleh anak penyandang tunanetra. Penelitian ini dilakukan dengan 3 tahapan, yaitu analisis sistem, desain sistem, serta implementasi dan pengujian sistem. Hasil riset ini adalah perangkat lunak Windows Communication Foundation dengan 3 layanan, yakni layanan untuk menambah data audio dongeng, layanan untuk memilih dan memutar audio dongeng, dan layanan untuk melihat daftar audio dongeng. Berdasarkan hasil pengujian terhadap Windows Communication Foundation, seluruh layanan tersebut telah berfungsi dengan baik.</p><p class="Abstrak"> </p><p class="Abstrak"><em><strong>Abstract</strong></em></p><p class="Abstract"><em>Children with visual impairments have limitations in accessing information, entertainment, and other things that can be accessed by normal children. One of the limits that cannot be done by the child is reading a fairy tale. A fairy tale book is one that is needed by children to hone their usability and creativity. A fairy tale book that is usually equipped with exciting illustrations for children. For children with visual impairments, this cannot be done. They cannot see pictures or writings in fairy tales books. But they can still hear tales from other people. Reading a fairy tale needs special skills such as how to read it aloud and how to illustrate pictures and texts in a fairytale book according to the stories and characters in it. Children might feel that they are involved in the story even though they could not see the picture given. The purpose of the research is to design and to develop Windows Communication Foundation for the fairytale Audiobook application to be used by children with visual impairments. This research was conducted in 3 stages, namely system analysis, system design, and system implementation and testing. The results of this study are Windows Communication Foundation software with three services, namely services to add audio data tales, services to select and play tale audio, and services to view a list of fairy tales audio. To conclude, the result of testing of the Windows Communication Foundation shows that all these services have been well equipped.</em></p><p class="Abstrak"><em><strong><br /></strong></em></p>
Abstract— The purpose of this research is to find out the significant influence of marketing factors which consists of product, promotion, and good distribution simultaneously or partially toward fighting brand product (S-tee) for buying decision at PT. Sinar Sosro. The description of the population which is management students in Sekolah Tinggi Ilmu Ekonomi Indonesia (STEI) examined the entire customers who buy Fighting brand product (S-tee) at PT. Sinar Sosro with as much as 320 samples of people are taken as respondent. The multiple regression analysis is used as analysis technique in this research in addition to find out the amount of regression coefficient as well as to show the strength influence of a product, promotion, and good distribution simultaneously or partially toward fighting brand product (S-tee) buying decision at PT. Sinar Sosro. The statistic test which is conducted can also be concluded that variable which has dominant influence toward customers’ decision in buying fighting brand product (S-tee) at PT. Sinar Sosro is a good distribution variable since its partial determination coefficient is the highest that is 33.1% compare to other variables.
One of the covid-19 pandemic impacts is the emergence of new social problems. Humanitarian agencies are helping the government's role to overcome various social issues that arise through its humanitarian programs. One of which is with the MSR program from Aksi Cepat Tanggap Purwokerto. With increasing social problems and the complexity of improving data collection due to the covid-19 pandemic, the methods' limitations previously using paper will be difficult, and the limits of people who have the expertise to make decisions related to the submission of prospective beneficiaries. A decision support system is needed to provide suggestions of results under the rules that have will determining and monitoring and filing systems to provide convenience in managing data collection.
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