Perancangan Aplikasi Pengenalan Bahasa Sunda Berbasis Android
Main Article Content
Abstract
Article Details
Submission of an original manuscript to the journal will be taken to mean that it represents originality work not previously published. Please see JIEET (Journal of Information Engineering and Educational Technology) originality guidelines for details. Use this in conjunction with the points below about references, before submission i.e. always attribute clearly using either indented text or quote marks as well as making use of the preferred IEEE style of formatting. Authors submitting articles for publication warrant that the work is not an infringement of any existing copyright and will indemnify the publisher against any breach of such warranty. For ease of dissemination and to ensure proper policing of use, papers and contributions become the legal copyright of the publisher unless otherwise agreed.
The editor may make use of Thurnitin software for checking the originality of submissions received.
References
Android, 2(1), 122131.
[2] Algiffari, M. (2015). Perancangan Motion Graphic ( Bumper In ) dan Video Dokumenter Permainan Tradisional Jawa Barat, II(1), 4961.
[3] Ariyati, S., & Misriati, T. (2016). Perancangan animasi interaktif pembelajaran asmaul husna. Jurnal Teknik Komputer Amik Bsi, II(1), 116121.
[4] Gunawan. ( 2017,Oktober 29), Tabel tingkat anversi. https://haiwiki.info /aplikasi/tingkatanversi-android/. (9 Mei 2018)
[5] Jubilee. (2017). Mengenal Pemrograman Komputer dan Android untuk Pemula. Jakarta. Diterbitkan Pertama kali Oleh PT Elex Media
Komputindo.
[6] M Hadi, W., Sotyohadi, & Setiawan Ridwan Syarif. (2017). Perancangan ChatBot Pembelajaran Pemrograman Berorientasi Object Berbasis Sistem Modular. Prosiding SENATEK 2015, 1(A), 379386. Retrieved from http://ejournal.itn.ac.id/index.php/senatek/article/
view/1220
[7] Mustaqbal, M. S., Firdaus, R. F., & Rahmadi, H. (2015). Pengujian Aplikasi Menggunakan Black Box Testing Boundary Value Analysis, I(3), 3136.
[8] Ningtyas, D. R. A. (2013). PERANCANGAN KAMUS INDONESIA HOKKIEN DENGAN METODE INTERPOLATION SEARCH Diterbitkan Oleh‰: STMIK Budi Darma Medan Diterbitkan Oleh‰: STMIK Budi Darma Medan,
III(April), 1419.
[8] Pramswari, L. P. (2014). PEMBELAJARAN BAHASA SUNDA DI WILAYAH
PERBATASAN‰: DILEMA IMPLEMENTASI KURIKULUM 2013, 1(2012), 201208.
[9] Pribadi, G. E., Syaripudin, U., & Uriawan, W. (2016). Aplikasi Pembelajaran Bahasa Sunda dengan Implementasi Algoritma Linear
Congruential Generator dan Fuzzy Berbasis Android, I(1), 3442.
[10] Priyanto, A. (2014,Desember 29). 10 Bahasa PemrogramanPopuler di Indonesia. https://www.codepolitan.com/10-bahasapemrograman-populer-di-indonesia. (8 Mei 2018)
[11] Purwanti, I. (2013). PERANCANGAN APLIKASI PEMBELAJARAN HURUF HIJAIYAH BERPLATFORM ANDROID UNTUK MADRASAH BACA TULIS AL QURAN AL-FATTAH DESA WIDODAREN KABUPATEN NGAWI Ika Purwanti, 2(1), 123130.
[12] Republika.co.id. (2013,Agustus 26). Bahasa SundaTerancamPunah?.
http://republika.co.id/berita/nasional/jawabarat-nasional/13/08 /26/ms4nkw-bahasasunda-terancam-punah. (09 April 2018)
[13] Satyaputra, A., dan Aritonang, Eva Maulina. (2016). Let's Build Your Android Apps with Android Studio. Jakarta. Diterbitkan Pertama
kali Oleh PT Elex Media Komputindo.