Claim Missing Document
Check
Articles

Found 7 Documents
Search

PERANCANGAN APLIKASI CLICKOST BERBABIS WEB MENGGUNAKAN METODE HMVC (HIERARCHICAL MODEL VIEW CONTROLLER) SEBAGAI SISTEM PENCARIAN DAN PROMOSI INDEKOS DI KOTA PADANG Randi Proska Sandra; Ahmaddul Hadi; Yasdinul Huda
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8499

Abstract

Rent-house’s Searching and Promotion in Padang city using brochure or leaflet which sticked in public place. It could be ‘wild-advertising’ in the public spaces. The other problems of Rent-house in Padang city is lack on resident’s security and irrelevant information between promotion material and reality. Clickost web-based application is the means to force the Rent-house business in Padang city move to digital technology to expand the market and ease the potential resident. Clickost web-based application using HMVC (Hierarchical Model View Controller) architecture with OOP (object oriented programming) approach and UML’s model. Clickost using several language programming including PHP, CSS, HTML5, and Javascript, CodeIgniter as framework and MySQL as database. This Application will spend the time, cost and energy efficiently in handling Rent-house’s searching and promotion. Keywords : Clickost, Website, Rent-house, HMVC, Searching and promotion
The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli Zulfadli; Budi Sunaryo; Reihan Hanafi Wiyanatra; Randi Proska Sandra
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively
Enhancing Teachers' Proficiency in Implementing Augmented Reality Technology as Interactive Learning Media Lativa Mursyida; Fadhli Ranuharja; Ika Ika Parma Dewi; Agariadne Dwinggo Samala Agariadne Dwinggo Samala; Ryan Fikri Ryan Fikri; Randi Proska Sandra Randi Proska Sandra; Efrizon Efrizon
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.944

Abstract

Creativity is critical in education, especially for teachers in crafting instructional media that captivates and engages students' interest in comprehending the subject matter. Each student possesses distinct interests and enthusiasms towards the instructional press, allowing educators to innovate in devising captivating learning resources. One form of instructional media that offers a unique experience is augmented reality (AR) based media, which delivers individualized audio-visual interactions and experiences. In this research, we harness the Assemblr Edu platform, an AR and VR-based instructional media tool, within a community engagement workshop held at SMPN 3 Batusangkar, involving participation from educators of the Natural Sciences Teachers' Subject Study Group (MGMP IPA) in Tanah Datar Regency. The research aims to enhance the creative aptitude of educators in designing instructional media using the augmented reality technology of Assemblr Edu. Employing a quantitative approach, we gauge the extent of success among educators in crafting interactive instructional media using the Assemblr Edu platform, yielding augmented reality instructional media accessible through Android smartphones. The research findings underscore that Assemblr Edu, integrated with augmented reality technology, remarkably stimulates students' interest, amplifies their learning motivation, and assists them in comprehending subject matter while efficiently tackling assignments
Improving the Competence of MGMP Informatics Teachers in Preparing Gamification-Based IBT in the Era of Education 5.0 Dewi, Ika Parma; Mursyida, Lativa; Suriani, Ari; Fikri, Ryan; Sandra, Randi Proska; Mubai, Akrimullah; Marta, Rizkayeni
GUYUB: Journal of Community Engagement Vol 6, No 1 (2025): Maret
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/guyub.v6i1.9906

Abstract

The primary issue in technology-based learning assessment is the limited ability of teachers to utilize and develop gamification methods. Most teachers still rely on manual, paper-based evaluation techniques, resulting in suboptimal integration of technology in the assessment process. This challenge necessitates further exploration by education practitioners regarding the implementation of information technology (IT) in learning, particularly for MGMP Informatics teachers. This community engagement program, titled "Development of Internet-Based Testing (IBT) Using Gamification Learning Methods", was conducted at SMPN 1 Tanah Datar. The objectives of this program were to: (1) enhance technological literacy in the education sector; (2) strengthen interest and skills in technology literacy among MGMP Informatics teachers at the junior high school level in Tanah Datar Regency; and (3) improve teachers' ability to design internet-based assessment instruments using a gamification approach. The program was implemented using a participatory approach, comprising training sessions, interactive workshops, and hands-on practice in developing internet-based assessment tools. Participants were introduced to various digital evaluation platforms, such as Google Forms, Quizizz, and Kahoot, and were trained on how to integrate gamification elements into learning assessments. The results indicated that 85% of participants showed an improvement in their understanding and skills in utilizing internet-based assessment technology. Additionally, teachers began adopting gamification methods in assessments, leading to increased student engagement in the learning process. This initiative is expected to encourage teachers to continuously develop innovative and interactive assessment methods aligned with technological advancements in education.
The Implementation of the Gale-Shapley Algorithm in School Admission Preferences: An Analysis of Matching Efficiency and Allocation Equity Sandra, Randi Proska; Syamsi, Alkindi; Azmi, Arafil; Febriani, Natasya; Apriliyanti, Resti; Nerurkar, Pranav
International Journal of Multidisciplinary Research of Higher Education Vol 8 No 4 (2025): (October) Education, Religion Studies, Social Sciences, STEM, Economic, Tourism,
Publisher : Islamic Studies and Development Center in Collaboration With Students' Research Center Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/ijmurhica.v8i4.409

Abstract

In today’s educational landscape, integrating algorithmic approaches into school admission systems is crucial to ensure fairness, transparency, and efficiency. This study investigates the application of the Gale-Shapley algorithm to address the challenges of student-school matching, which often result in mismatches and inequities. This study aims to explain how the Gale-Shapley algorithm can ensure stable student placement, where no pair of students prefers each other over the post-assignment. Employing a mixed-methods approach, we combined a literature review with a simulation-based implementation using Python. A test case involving four students and four schools was used to validate the algorithm’s performance. The preferences of both students and schools were modeled, and the Gale-Shapley algorithm was applied to generate stable matchings. Authors analysis focused on evaluating the stability, fairness, and efficiency of the outcomes. The results demonstrate that the algorithm consistently produces optimal and conflict-free placements aligned with participant preferences. These findings highlight the algorithm’s potential to enhance the equity and effectiveness of school admission processes, particularly when applied to real-world educational settings. The implications of the discussion show that it supports trust in the admission system, because the stability and transparency of the process increase legitimacy and acceptance by all parties, including students, schools, and educational authorities.
Comparison of Orthomosaic Accuracy Based on Unmanned Aerial Vehicle (UAV) Real Time Kinematic (RTK) Radio and RTK NTRIP in Padang City, West Sumatra Ismail, Muhammad; Wijayanto, Bayu; Sandra, Randi Proska; Prihantarto, Wikan Jaya; Maiyenti, Elisa; Sriharta, M; Fitrian, Rahmat; Putri, Mutiara Amelia
JURNAL GEOGRAFI Vol. 17 No. 2 (2025): JURNAL GEOGRAFI
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/jg.v17i2.68287

Abstract

UAVs with RTK technology offer high-accuracy aerial mapping, with RTK Radio and RTK NTRIP as two correction methods affecting orthomosaic precision. While previous studies compared these methods in terrestrial surveys, their impact on UAV-based orthomosaics remains underexplored. This research evaluates and compares the accuracy of UAV-derived orthomosaics using RTK Radio and RTK NTRIP to provide practical guidance for optimal mapping applications. This research combined UAV RTK photogrammetry and GIS to produce high-precision aerial maps in two areas of Padang City with different topographies. Data were collected using DJI Mavic 3 Enterprise RTK with RTK Radio and RTK NTRIP techniques, supported by GCPs, BMs, and satellite imagery, then processed into orthomosaics for analysis. Accuracy was assessed using ICPs and statistical measures like RMSE to compare the spatial precision of both correction methods under varying terrain conditions. The results show a difference in mapping accuracy between RTK Radio and RTK NTRIP aerial photographs, with RTK Radio achieving 0.683 accuracy and 0.450 RMSE, while RTK NTRIP reached 0.563 accuracy and 0.371 RMSE. RTK Radio is more suitable for areas lacking CORS access but still requires GCP verification. RTK NTRIP performs better in urban areas with strong CORS networks. Combining both methods with adequate GCPs provides an effective solution for mapping in varied or densely vegetated terrains.
The Implementation of Augmented Reality Based on Vuforia and Unity for Interactive Learning in Introducing Ragam Randang Objects Zulfadli, Zulfadli; Sunaryo, Budi; Wiyanatra, Reihan Hanafi; Sandra, Randi Proska
Andalasian International Journal of Applied Science, Engineering and Technology Vol. 3 No. 2 (2023): July 2023
Publisher : LPPM Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aijaset.v3i2.84

Abstract

Augmented Reality (AR) is a technology that combines objects from the real world and virtual or virtual objects with real-time or direct conditions. The merging of real and virtual objects occurs because of the right technological support while the interactions that are carried out can occur using certain devices. AR is a variation of Virtual Environments (VE), better known as Virtual Reality (VR). This VR technology allows users to fully immerse themselves in a virtual environment. While Augmented Reality technology is developing very fast, many applications in Indonesia use AR technology. This study uses the waterfall system development method, where the research flow will follow the phases of the waterfall. This application is built using Unity and Vuforia. The purpose of this research is an interactive application to make it easier for students and museum visitors to understand augmented reality through mobile devices. So that museum visitors and students can see objects containing information interactively