scholarly journals Aplikasi Pembaca Dongeng Anak Indonesia Berbasis Android

2015 ◽  
Vol 3 (1) ◽  
pp. 44-50
Author(s):  
Astrid Aprillini ◽  
R. Rizal Isnanto ◽  
Rinta Kridalukmana

Currently, to obtain information about fairy tales through a mobile phone is still rare. Readers usually obtain information about fairy tales only through books, CDs or other print media. Of multiple applications on a mobile phone that is only text and images. So the purpose of this study was achieved to help the reader enjoy fairy tales exist in a complicated application without having to read one each one word at story. This study used Luther as a method of multimedia development. There are 6 steps being taken to complete this application, namely the concept stage, design stage, collection materials, manufacture stage, testing stage and distribution. In the testing phase used two kinds of testing, ie testing functions and testing program using the respondents. The results show that “Aplikasi Pembaca Dongeng Anak Indonesia” can display information includes the title story of Indonesian children stories, national origin story, and the story is short but interesting. Can also be a sound and background music on each page of the story based on the story. And the application can be used by users with ease. Based on the results of the questionnaire showed that the data processed 91.76% positive response or included in the category of "Good".

2018 ◽  
Vol 9 (2) ◽  
pp. 179-189
Author(s):  
Arimuliani Ahmad ◽  
Muhammad Ilyas

It is a big challenge for educator especially for elementary level to stimulate young students to learn English joyful. Vocabulary mastery is the basic concern to be enhanced as spoken an also written. But, the phenomenon is most of students have lack of motivation to learn especially English subject. Many factors influence it which comes from students’ side or teachers’ side such as conventional teaching method and media. As teacher and also scientist, we are called to give contribution to education field to develop an appropriate teaching media for millennial era as now. It is Barcorious Android Application (BAA) which provides audio and visual content which facilitated students’ curious and learning by doing method. There were six stages have been passed to develop this BAA such as need analysis stage, design stage, implementation stage, coding stage, testing stage and packaging stage.


2019 ◽  
Vol 25 (4) ◽  
pp. 223
Author(s):  
Abdurahman Adisaputera ◽  
Fitriani Lubis ◽  
Trisnawati Hutagalung

Menulis adalah suatu kegiatan memproduksi hasil olah pikir. Tujuan pelaksanaan kegiatan ini adalah untuk meningkatkan kemampuan menulis dongeng yang dimiliki guruDengan meningkatnya kemampuan menulis dongeng akan menjadi langkah awal seorang guru agar dapat mengembangkan kemampuan mendongeng yang dimiliki. Karena, dengan dongeng yang ditulisnya sendiri, guru dengan mudah melatih diri agar lebih mahir dalam menulis dongeng. Untuk itu diperlukan tindak lanjut dalam hal ini pembinaan menulis dongeng bagi guru TK Aisyiyah 01 Kota Medan. Metode yang dilakukan dalam pembinaan menulis dongeng adalah metode pelaksanaan dengan 3 tahapan yaitu tahap workshop, tahap pembimbingan dan tahap pembuatan laporan hasil kegiatan, juga metode pendekatan yaitu metode pendidikan, metode pelatihan dan praktik, metode bimbingan dan praktik. Hasil kegiatan pembinaan menulis dongeng tersebut mendapat respon yang positif dan antusiasme kelompok sasaran. Seluruh peserta merasakan banyak manfaat terhadap pembinaan kemampuan menulis dongeng tersebut. Kemampuan itu dapat di lihat melalui dongeng yang ditulis guru secara individu yang dijadikan satu buku berisikan kumpulan dongeng yang telah ditulis oleh masing-masing guru. Dengan adanya luaran laporan pengabdian ini maka guru-guru dapat memanfaatkannya untuk menambah ilmu sebagai bahan acuan pembelajaran.Kata Kunci : Pembinaan; Kemampuan; Menulis dongeng; Guru TK.AbstractWriting is an activity to produce the results of thinking. The purpose of this activity is to improve the ability of writing fairy tales owned by teachers. Because, by the fairy tale that he wrote by himself, the teacher easily trains himself to be more proficient in writing fairy tales. For this reason, a follow-up is needed in fostering of writing fairy tales for kindergarten Aisyiyah 01 Medan City teachers. The method used in fostering of writing a fairy tale is an implementation method with 3 stages, they are: the workshop phase, the guidance stage and the stage of making reports on the results of activities, as well as the approach methods namely educational methods, training methods and practices, guidance methods and practice. The results of the fairy tale writing coaching activity received a positive response and enthusiasm from the target group. All participants get many benefits towards fostering the ability to write the fairy tale. That ability can be seen through a fairy tale which has written by the teacher individually made into a book containing a collection of fairy tales written by each teacher. With this outcome report, the teachers can use it to add knowledge as a reference for learning.Keywords: Coaching; Ability; Writing Fairy Tales; Kindergarten Teachers.


2020 ◽  
Vol 1 (1) ◽  
pp. 27-31
Author(s):  
Rahmad Hidayat ◽  
Handayani Saptaji Winahyu

The Small Industries Enterprise (SME), which is especially involved in the liquid filling industry (such as mineral water, tea, liquid milk, juice, etc.), needs some device that has the ability to measure liquid automatically and accurately into some container. Based on the 'Water Fall' method, this study carries out a procedure for making compact and efficient tools ('requirements definition' stage), using a keypad start button, flow sensor, temperature sensor, fan, buzzer, LCD 1602, relay driver ('system & software design' stage), implement a schematic drawing of the circuit and install all hardware inside the casing ('implementation and unit testing' stage), install accessories, set parameters and volume target ('integration and system testing ' stage) and re-calibrate the device ('operation and maintenance' stage). After the measurement experiment, we got that Fillco (the name of the device) has a bigger error for measurement below 1000 ml (0.6-15%) and better accuracy measurement for targeted volume upper than 1000 ml (0.04-0.20%). Fillco also able to memorize and reset liquid volume.


2019 ◽  
Vol 2 (4) ◽  
pp. 183
Author(s):  
Gusti Ayu Dessy Sugiharni

The main purpose of this research was to result Interactive Instructional Media Oriented to Creative Problem Solving Model. The method of this research used research and development method by 4-D of development model those were consisted by Define Stage, Design Stage, Develop Stage and Disseminate Stage. However, this research was limited to Develop. The research subjects on individual limited test were as much 2 students, on field trials were as much 20 students. Instrument those were used to get the data in this research were questionnaire and documentation. Technical that was used to analyse the data was percentage descriptive counting. The result of this research showed that development of Interactive Instructional Media Oriented to Creative Problem Solving Model had gone well that was proved by means of learning result was 81.10 when the simulation of using interactive instructional media


Electronics ◽  
2021 ◽  
Vol 10 (18) ◽  
pp. 2276
Author(s):  
Jia-Lien Hsu ◽  
Shuh-Jiun Chang

With the prevalence of online video-sharing platforms increasing in recent years, many people have started to create their own videos and upload them onto the Internet. In filmmaking, background music is also one of the major elements besides the footage. With matching background music, a video can not only convey information, but also immerse the viewers in the setting of a story. There is often not only one piece of background music, but several, which is why audio editing and music production software are required. However, music editing is a professional expertise, and it can be hard for amateur creators to compose ideal pieces for the video. At the same time, there are some online audio libraries and music archives for sharing audio/music samples. For beginners, one possible way to compose background music for a video is “arranging and integrating samples”, rather than making music from scratch. As a result, this leads to a problem. There might be some gaps between samples, in which we have to generate transitions to fill the gaps. In our research, we build a transformer-based model for generating a music transition to bridge two prepared music clips. We design and perform experiments to demonstrate that our results are promising. The results are also analysed by using a questionnaire to reveal a positive response from listeners, supporting that our generated transitions conform to background music.


Author(s):  
Ramesh Balachandran

The concept of Green ICT has been in consideration in almost all industrial sectors. The Telecommunication (Telco) sector in one such major area where Green ICT plays a crucial role. Telcos have opportunities and treats due the Green ICT initiatives. This chapter outlines these implications and proposes a Green Telco business model to match with Green ICT initiatives. This chapter then proposes the way and methodology to achieve Green Telco business model through the Business Processes Management based on more practical aspects. The concept of Business Processes Management (BPM) framework is initially discussed in its four stages. This is then followed by the use of this BPM framework to transform and manage business processes for a Green Telco. The business transformation to Green Telco is discussed as part of a BPM framework made up of the Strategy stage, Design stage, Realization stage and the Operational stage. This chapter finally concludes that the Green Telco business model is not a destination but a continuous journey and the BPM framework provides an excellent basis to achieve those Green Telco goals.


2021 ◽  
Vol 2021 (2) ◽  
pp. 4428-4433
Author(s):  
PETR BARON ◽  
◽  
MAREK KOCISKO ◽  
EDUARD FRANAS ◽  
◽  
...  

The paper describes the application of augmented reality tools to create an auxiliary interactive tool in the field of design. To mediate it, an application with AR operation based on marker tracking has been designed. The created application works with the mobile devices platform. Two types of markers have been used in the application. To display basic information, buttons with functions are added to the scene, such as part information, rotation and change of position in the X, Y, Z direction. The application runs on a mobile phone, with a built-in camera. The marker is displayed in the drawing's lower left corner. The model is positioned so that it appears above the view of the part in the drawing. The task of the application is to support intelligent tools applicable in the design stage of production preparation, in the creation of drawing documentation.


2021 ◽  
Vol 3 (2) ◽  
pp. 164-171
Author(s):  
Rohmad Abidin ◽  
Taufik Kurnialensya

In managing reports on sales of fuel oil (BBM) at gas stations xxx Semarang using reports in the form of paper. The sales report paper is then recapitulated by the Administrative Officer. When going to perform data processing, the officer finds it difficult to present the sales data requested by the Manager. To overcome the problems that exist in the manual system, it is necessary to create a BBM Sales Information System so that data management and report generation can be done better. This research focuses on sales data for each type of fuel. To illustrate the requirements of the system using a use case diagram. The information system that will be created is built for the Android operating system that runs on tablet devices to make it easier for operators to fill in fuel sales data. The database used is SQLite because it is one of the databases that support mobile devices. The new system development method uses a prototype model. The stages used in the development of this system include the needs identification stage, the design stage, the prototyping manufacturing stage, the testing stage, and the implementation stage. The results of the development show that the Gas Station Sales Recording Application can run well because it is according to the manager's needs.


VISUALITA ◽  
2019 ◽  
Vol 8 (1) ◽  
pp. 15-23
Author(s):  
Nooryan Bahari ◽  
Dyah Yuni Kurniawati ◽  
Sigit Purnomo Adi

The research aim of art creation and presentation is to revitalize traditional glass painting in Indonesia by utilizing plexiglas flexibility as a medium in fine artwork. This is due to the use of glass as a medium is very heavy and easily broken when moved or taken for display. The research method used in the creation of art uses experimental method with the order of exploration stage, design stage, and realization stage. Exploration stage is an exploration activity that explores the source of ideas, including exploring plexiglass materials using various types of water-based and oil-based paints, as well as gravur and grinder techniques to erode the surface. Next is collecting data and references, as well as processing and analyzing data which results are used as the basic for making designs. Design Stage visualizes exploration results into various design alternatives which then the best is chosen and used as references in making works. Realization Stage is the process of manifesting the chosen design into the real work. Research showed that the use of plexiglass material as a medium of traditional glass painting has a very good results, and plexiglas can fully replace glass in terms of aplicable to various paint types, even plexiglas has excellence over ordinary glass that is water-based acrylic paint can be applied better in plexiglas and can fused (compound). Exploration of works visualization using plexiglas as medium has a very good result, as applied to ordinary glass. Exploration of works visualization has a very good result, some works still use traditional motifs and symbols combined with modern motifs and symbols with illustrative, expressionist and pop art style.


Author(s):  
Putu Wisnu Ekaputra ◽  
I Gede Partha Sindu ◽  
P Wayan Arta Suyasa

The purpose of this study is to determine (1) the design and impementation of the development of a 2-dimentional animation learning video for sad ripu of hindu religion subject for 6th grade at SD Negeri 1 Kalibukbuk. The result of 6th grade response shows that 2-dimentional animation learning video is suitable for learning media of sad ripu of hindu religion subject. Research method used for the development is MDLC (Multimedia Development Life Cycle) approach which contained several steps, they are concept, design, material collecting, assembly, testing, and distribution. Study result shows that the elementary student as user of the learning video gave positive response and very enthusiastic about learning sad ripu of hindu religion subject with learning video. (2) From the result of response test to 10 elementary student as respondent to see the feasibility of learning video obtained result of 85%, which means 2-dimentional animation learning video for sad ripu of hindu religion subject is included in the good category. Keywords: Learning Video, 2D Animation, Hinduism, Sad Ripu, MDLC (Multimedia Development Life Cycle).


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