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Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.
Mengubah Kehidupan Sehari-hari:: Dampak Implementasi Internet of Things (IoT) Abraham Manuhutu; Samuel Warella; Chesye Likliwatil; Christin Sasauw; Joni Wilson Sitopu
Indonesian Research Journal on Education Vol. 5 No. 1 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i1.2019

Abstract

Penelitian ini membahas dampak implementasi Internet of Things (IoT) terhadap kehidupan sehari-hari, khususnya dalam konteks rumah pintar, kesehatan, dan transportasi. IoT memberikan kemudahan dan efisiensi dalam pengelolaan energi, pemantauan kesehatan secara real-time, serta pengelolaan transportasi yang lebih cerdas. Meskipun manfaatnya sangat besar, tantangan seperti keamanan data, privasi, dan infrastruktur teknologi menjadi hal yang perlu diatasi agar IoT dapat diterapkan secara optimal. Penelitian ini bertujuan untuk mengeksplorasi potensi dan tantangan dalam pengembangan IoT, serta bagaimana IoT dapat meningkatkan kualitas hidup masyarakat di masa depan. Dengan adanya teknologi IoT, diharapkan dapat menciptakan kehidupan yang lebih efisien, aman, dan berkelanjutan.