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All Journal SITEKIN: Jurnal Sains, Teknologi dan Industri Jurnal Manajemen Atma Jaya Jurnal Ilmiah FIFO Jurnal Penelitian Pendidikan IPA (JPPIPA) IKRA-ITH Informatika : Jurnal Komputer dan Informatika SINTECH (Science and Information Technology) Journal JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI JSR : Jaringan Sistem Informasi Robotik Jurnal Teknik Industri Terintegrasi (JUTIN) Jurnal Pengabdian Nasional (JPN) Indonesia JNANALOKA JAMI: Jurnal Ahli Muda Indonesia Journal of System and Computer Engineering Jurnal Computer Science and Information Technology (CoSciTech) Decode: Jurnal Pendidikan Teknologi Informasi AJAD : Jurnal Pengabdian kepada Masyarakat International Journal Software Engineering and Computer Science (IJSECS) Jurnal Manajemen Jurnal Pengabdian Inovasi dan Teknologi Kepada Masyarakat Jurnal Komtekinfo Internet of Things and Artificial Intelligence Journal Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia Proceeding Applied Business and Engineering Conference Amare Inisiatif: Jurnal Ekonomi, Akuntansi Dan Manajemen Jurnal Sains dan Ilmu Terapan SATIN - Sains dan Teknologi Informasi Masip: Jurnal Manajemen Administrasi Bisnis dan Publik Terapan Guruku: Jurnal Pendidikan dan Sosial Humaniora Journal of Engineering Science and Technology Management Jurnal Elektronika dan Teknik Informatika Terapan Abdimas Terapan: Jurnal Pengabdian Kepada Masyarakat Terapan Dinamika Publik: Jurnal Manajemen dan Administrasi Bisnis Jurnal Pendidikan Teknologi Informasi (JUKANTI) Jurnal Pengabdian Nasional (JPN) Indonesia Science and Technology: Jurnal Pengabdian Masyarakat Inovasi Teknologi Masyarakat Indonesia Bergerak: Jurnal Hasil Kegiatan Pengabdian Masyarakat
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Virtual Tour Objek Wisata Kabupaten Siak Berbasis Website Ade Syefira Rizky; Andri Nofiar Am; Ade Kurniawan
Jurnal Elektronika dan Teknik Informatika Terapan ( JENTIK ) Vol. 3 No. 1 (2025): Maret: Jurnal Elektronika dan Teknik Informatika Terapan (JENTIK)
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/jentik.v1i4.591

Abstract

The website-based Virtual Tour of Siak Regency Tourist Attractions is an innovation that uses 306 degree image displays. This Virtual Tour was created using PHP, Javascript, and MySQL, with Bootstrap v5.0 and Bootstrap v3.0 displays via HTML and CSS. The system is designed in the form of a virtual tour to display the location points of the distribution of tourist attractions in Siak Regency. Luther's method was used to complete the research carried out. This research succeeded in creating a virtual tour that can be accessed via a website, providing information on the distribution of tourist attraction locations with the aim of making it easier for the public, especially newcomers, to obtain information regarding tourist attractions in Siak Regency. With this virtual tour, it is hoped that it will make it easier for the public, especially newcomers, to obtain information about tourist attractions in Siak Regency. The results of the average user response reached 91% stated that the website was very good.
Penerapan Framewoork Vue JS dalam Pembuatan GPS Tracking Truk Peron Kelapa Sawit Berbasis Website Antoni Pribadi; Nofiar. Am, Andri; Nurfitriani, Desi
ABEC Indonesia Vol. 11 (2023): 11th Applied Business and Engineering Conference
Publisher : Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Indonesia is one of the world's palm oil producers whose selling value has increased in the last decade, palm oil production is a sector that is relied on and provides very wide employment opportunities. To maintain the quality of palm oil, procedures and operations are needed in managing oil palm. There are several obstacles that often occur, including the lack of supervision of the transportation process, the low absorption of technology use, and the high sales of palm fruit bunches. The research objective was carried out as an effort to increase the productivity of the transportation fleet, namely by implementing the Global Positioning System. This is done to improve timeliness, maintain driver work discipline, and know the vehicle's position in real time using GPS Tracking. This study uses research methods ranging from analysis to testing and uses Vue Js as a framework for creating interfaces on websites. The components of the tools used are GPS Neo M8N, NodeMCU ESP32, and GSM SIM800L. Running the tool uses the Neo M8N GPS which gets an internet network from GSM SIM800L to send the coordinates of the palm oil trucks through the website. The results of this study are in the form of a website displaying the location of trucks, this study received positive responses from users who stated that this system can improve security, manage transport time, and can monitor trucks in real time.
Implementasi K-Medoids Clustering Dalam Pengelompokkan Harga 8 Jenis Minyak Goreng Nasari, Fina; Am, Andri Nofiar
SINTECH (Science and Information Technology) Journal Vol. 6 No. 3 (2023): SINTECH Journal Edition December 2023
Publisher : Prahasta Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31598/sintechjournal.v6i3.1419

Abstract

In everyday life, cooking oil has become a necessity with international sales prices varying depending on the quality and type. The types of cooking oil sold in the international market are very diverse, including coconut, olive, palm kernel oil, palm oil, peanuts, rapeseed, soybeans and sunflower. Therefore, it is necessary to group data on selling prices of cooking oil on the international market to get the best grouping of cooking oil. The data used in this research is historical price data of 8 edible oils kaggle August 1992 to July 2022. Data grouping in this research uses the k-medoids algorithm. The k-medoids algorithm produces a more balanced group, better performance and accuracy than other algorithms. The aim of this research is that the k-medoids algorithm is able to group cooking oil price data into 4 group models, namely group models 2, 3, 4 and 5 and obtain the best group model based on the dbi value. The research results showed that the cooking oil price data was successfully grouped into group 2, 3, 4 and 5 models with the best group based on the lowest dbi performance value being the group 2 model with a dbi value of 0,000 and olive oil being the cooking oil with the highest price in the world while 7 types other cooking oils have more or less the same price (in the same price group).
DIGITALISASI REKAP DATA IMUNISASI PADA PUSKESMAS BANGKINANG KOTA Fitri; Nofiar. Am, Andri; Pribadi, Antoni; Kurnia Oktorina, Fenty; Nasari, Fina; Ridwan, Muhammad; Jazman, Muhammad; Aryati, Rika
Science and Technology: Jurnal Pengabdian Masyarakat Vol. 1 No. 2 (2024): Juni
Publisher : CV. Science Tech Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69930/scitech.v1i2.34

Abstract

Posyandu yang berada dilingkungan kerja Puskesmas Bangkinang Kota masih banyak terdapat kendala dalam pengolahan informasi kepada masyarakat, karena masih menggunakan cara manual. Proses manual yang dilakukan dalam kegiatan pelayanan posyandu tersebut dimulai dari melakukan pencatatan kehadiran anak, melakukan pencatatatan data imuniasasi, melakukan penimbangan berat badan anak. Bentuk kegiatan tersebut masih dilakukan dengan pencatatan dikertas atau buku KIA, dan untuk informasi penjadwalan posyandu berikutnya belum tersedia. Kendala yang dihadapi bagi masyarakat jika ingin mendapatkan informasi secara cepat, sering terkandala dengan jam kerja pegawai Posyandu Puskesmas Bangkinang Kota dan pada saat sosialisasi yang dilakukan oleh pegawai Posyandu tidak semua masyarakat hadir atau mengetahui informasi tentang kegiatan Posyandu. Oleh karena itu solusi yang ditawarkan pada usulan program Pengabdian kepada Masyarakat yakni dengan pembuatan sistem informasi rekap data imunisasi Puskesmas Bangkinang Kota. Serta pelatihan penggunaan sistem kepada setiap petugas posyandu dilingkungan Puskesmas Bangkinang Kota.
Penerapan Metode GDLC dalam pembuatan game Ular Tangga Sehat Menggunakan Unity Nofiar. Am, Andri; Pribadi, Antoni; Sepdu Dehiya, Yogi; Anggara, Yogi; Alfarizi Siregar , Matjen
JNANALOKA Vol. 05 No. 02 September Tahun 2024
Publisher : Lentera Dua Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36802/jnanaloka.2024.v5-no2-101-108

Abstract

Indonesia, dengan populasi sekitar 271 juta jiwa pada tahun 2020, menghadapi tantangan besar dalam masalah kesehatan, terutama karena hanya sekitar 20 persen masyarakat yang memahami kesehatan dengan baik. Untuk mengatasi kurangnya pengetahuan tentang kesehatan, solusi yang tepat dan masif diperlukan. Penelitian ini menggunakan metode Game Development Life Cycle. Salah satu inisiatif yang diambil adalah pengembangan permainan edukatif Ular Tangga Sehat yang bertujuan untuk meningkatkan pemahaman kesehatan masyarakat, khususnya anak-anak. Game ini mengadaptasi konsep ular tangga tradisional dengan konten kesehatan yang menarik dan informatif. Hasil pengujian game ular tangga ini menunjukkan bahwa rata-rata tingkat kepuasan pengguna terhadap fungsionalitas, tampilan, dan keseluruhan game mencapai 85%, dengan mayoritas responden memberikan penilaian 8 dalam skala nilai 1 hingga 10. Game ular tangga ini diharapkan dapat meningkatkan pemahaman masyarakat tentang kesehatan dan pengurangan dampak negatif dari kurangnya pengetahuan kesehatan.
Pengenalan & Pelatihan Kewirausahaan dengan Membuat Buket Snack untuk Anak Usia Remaja di Panti Asuhan Kasih Ibu Bangkinang Rahmad Akbar; Dzulhijjah Yetti; Merlia Rahmayani; Harmi Yelmi; Andri Nofiar. Am; Antoni Pribadi; Nurbit Nurbit
Indonesia Bergerak : Jurnal Hasil Kegiatan Pengabdian Masyarakat Vol. 2 No. 1 (2024): Januari : Indonesia Bergerak: Jurnal Hasil Kegiatan Pengabdian Masyarakat
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/inber.v2i1.144

Abstract

Giving gifts or souvenirs among young people with flower bouquets has become common place, unfortunately the flower bouquets we give often wither and become trash. One alternative substitute for souvenirs or flower bouquet gifts is a snack bouquet. Giving a snack bouquet not only cheap and affordable, it also provides more benefits because we can eat the snacks. The Trend of giving souvenirs or gifts in the form of a bouquet of snacks can be a form of business for young people, especially for the teenagers of the Kasih Ibu Bangkinang Orphanage. After this activity, it is hoped that teenagers can develop an entrepreneurial spirit and will grow into creative individuals. The problem of teenagers at Kasih Ibu Orphanage is that they do not have insight into entrepreneurship and there is a lack of activities that build their creativity and skills. Therefore, training is needed to increase understanding of education about entrepreneurship and a spirit of creativity that is trained at an early age, which is the main capital for their productivity and independence when they grow up. For sustainability programs, because children's entrepreneurship cannot be carried out alone, guidance and support from adults, assistants in orphanages and teachers are needed. Providing opportunities for teenagers to learn to do business (entrepreneurship) from a young age is not oriented towards making money, but rather to train independence, by relying on their creativity.
Pengaruh Language Games Terhadap Kemampuan Berbicara Bahasa Inggris Mahasiswa Administrasi Bisnis Internasional Politeknik Kampar Dzulhijjah Yetti; Rahmad Akbar; Merlia Rahmayani; Andri Nofiar. Am; Antoni Pribadi
Guruku: Jurnal Pendidikan dan Sosial Humaniora Vol. 1 No. 4 (2023): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v2i4.775

Abstract

In the process of language learning, particularly English, there are various methods and strategies that can be applied. One interesting approach is through language games. This study aims to examine the impact of using language games on students' English-speaking skills. The subjects of the study involved 19 students from classes 1 to 4 of the International Business Administration Program at Kampar Polytechnic. The results revealed that the use of language games significantly improved students' speaking abilities, including pronunciation, fluency, and sentence accuracy. Additionally, student participation, discipline, and responsiveness also showed improvement. Based on the questionnaire results, all students agreed that language games were not only enjoyable but also highly motivating, encouraging them to engage more actively in class activities.
Designing Innovative Packaging to Enhance the Appeal of Adifidz Putra's Small and Medium Enterprises Products habibie, indra; Akbar, Rahmad; Nurkholis, Nurkholis; Yetti, Dzulhijjah; Am, Andri Nofiar; Febrianton, Adi; Kurniaty, Tri
SITEKIN: Jurnal Sains, Teknologi dan Industri Vol 22, No 1 (2024): December 2024
Publisher : Fakultas Sains dan Teknologi Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/sitekin.v22i1.33150

Abstract

The rapid development of the global market is in the global industry where companies must have the ability to compete globally in the face of advancing times. Therefore, this global market development becomes a challenge for companies, including the Adifidz Putra beef skin cracker Small and Medium Enterprises (SMEs) in Bangkinang City, which must be able to compete by offering their consumers the best taste, quality, service, price, and packaging design compared to other competing products, so that they can continue to maintain their performance. Therefore, it is necessary to develop the packaging design for the skin cracker products from SMEs Adifidz Putra in Bangkinang City by applying the Kansei Engineering approach. This approach takes into account the emotional and psychological aspects of product packaging with the aim of creating a positive experience for consumers. The Kansei Engineering method will be used to link the physical characteristics of the packaging with the emotional responses expected from consumers. It is hoped that the results of this research will enhance product appeal and consumer satisfaction, while helping SMEs Adifidz Putra to improve their marketing efforts and increase the competitiveness of their products.
Upaya Meningkatkan Vocabulary Mastery dalam Pembelajaran Bahasa Inggris Melalui Metode Running Dictation Game Dzulhijjah Yetti; Rahmad Akbar; Merlia Rahmayani; Andri Nofiar. Am; Antoni Pribadi
Guruku: Jurnal Pendidikan dan Sosial Humaniora Vol. 1 No. 2 (2023): GURUKU : Jurnal Pendidikan dan Sosial Humaniora
Publisher : Politeknik Kampar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59061/guruku.v1i2.776

Abstract

The objective of this study is to assess the improvement of English vocabulary mastery through the implementation of the running dictation game method among fifth-grade students at SDN 005 Langgini. This research adopts a Classroom Action Research (CAR) approach, conducted in two cycles with stages of planning, implementation, observation, and reflection. Data collection methods included observation, documentation, and question-and-answer sessions. The participants of the study were 31 fifth-grade students at SDN 005 Langgini. The data analysis techniques employed were descriptive qualitative and descriptive quantitative. The findings of the study reveal that the use of the running dictation game method significantly improved English vocabulary mastery among the fifth-grade students in class V C at SDN 005 Langgini. This improvement is evident in the increase in average student scores and the overall enhancement of vocabulary mastery. In the pre-cycle, the classical completeness rate was 20.42%, classified as Not Developing. The completeness rate improved to 52.63% in Cycle I, meeting the criterion of Developing as Expected. As the results from Cycle I did not meet the established success criteria, the study proceeded to Cycle II. In Cycle II, student completeness increased to 81.71%, meeting the criterion of Developing Very Well. In both written and oral tests, students demonstrated strong proficiency in mastering English vocabulary, including their ability to write, pronounce, and translate vocabulary accurately.
Implementasi Sistem Pelayanan Publik di Kantor Desa Kumantan Nasari, Fina; Oktorina, Fenty Kurnia; Ridwan, Muhammad; Putri, Tara Liana Ramadhani; Fitri; Nofiar. AM, Andri; Antoni Pribadi
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 4 No. 3 (2024): DECEMBER 2024
Publisher : Divisi Riset, Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59431/ajad.v4i3.359

Abstract

Kumantan Village is a village administratively located in Bangkinang District, Kampar Regency. Kumantan Village has an area of 16 km² with a population of 6,146 people. The dissemination of information in Kumantan Village has not been digitalized, where information is distributed through RW and RT assistance or directly to residents. Public service activities in Kumantan Village are still conducted manually. This situation results in suboptimal public services and information dissemination. The proposed solution to address this issue is the development of a public service information system to streamline correspondence management and broaden information dissemination. The community service program for implementing the public service information system has been conducted and is expected to resolve the identified problems.