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PENDAMPINGAN PEMANFAATAN TEKNOLOGI DALAM OPTIMALISASI PROSES PENGELOLAAN PARIWISATA MELUNG Wijaya, Anugerah Bagus; Afiana, Fiby Nur; hamdi, aulia; Rifai, Zanuar; Huberta, Bima; Al Afghani, Muhammad Akbar
Prosiding Konferensi Nasional Pengabdian Kepada Masyarakat dan Corporate Social Responsibility (PKM-CSR) Vol 6 (2023): INOVASI PERGURUAN TINGGI & PERAN DUNIA INDUSTRI DALAM PENGUATAN EKOSISTEM DIGITAL & EK
Publisher : Asosiasi Sinergi Pengabdi dan Pemberdaya Indonesia (ASPPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37695/pkmcsr.v6i0.2100

Abstract

Melung Village is one of the villages that has been designated as a Tourism Village in 2022. Melung Village, which is located on the slopes of Mount Slamet with an altitude of around 800-900 meters above sea level, has a variety of village potentials, some of which include Pagubugan Melung natural tourism, organic vegetable gardens, camping ground, cultural tourism (ruwatan, lengger, and banyumasan ebeg). The proposing team and partners have agreed to determine priority issues in the implementation of community service programs, namely optimizing information technology infrastructure in the process of tourism management and services and the need to strengthen Human Resources (HR) in the use of this technology. The focus of activities in implementing this service is the implementation team working with BUM partners Alam Lestari Melung Village in developing a tourism management system and optimizing human resources in the use of digital technology to support the process of service and management of Melung village tourism. From the problems that exist, the priority objective of this activity is to contribute to solving partner problems, especially in the problem of tourism ticket management in accordance with knowledge in the field of information technology and involving internal MBKM students at AMIKOM Purwkerto University, in this activity students assist in training and mentoring and assist in application development . Of the problems that there are weaknesses and challenges, one of them is the capacity of human resources. To solve this problem, training and assistance is carried out for human resources managing BUM Desa Alam Lestari Melung in the use of technology. Training and assistance in using applications and promotional tools will be provided to partners. The implementation method used in this service is the Direct Action Method, where the steps consist of Diagnosing, Action Planning, Action Taking, Evaluating and Learning. Based on the results and discussion of the availability of a tourism management system that can be accessed through a web application that supports the process of service and management of Melung village tourism.
Analyzing the Sentiment of the 2024 Election Sirekap Application Using Naïvee Bayes Algorithm Muhammad, Isa Ali; Rakhmawati, Desty; Wijaya, Anugerah Bagus
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 3 (2024): Juli 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i3.7773

Abstract

One of the most recent types of elections is the 2024 election, which includes the election of the president as well as legislative members. Along with the development of technology, an application called Sirekap emerged which is used to recapitulate the results of the vote. Although the app only has a one-star rating on the Play Store, reading all the user reviews to know the quality takes quite a while. Therefore, sentiment analysis can be an alternative to get an overview of user reviews so that it can help in making better decisions then, the method that will be used in conducting sentiment analysis in this study is the naïve Bayes algorithm. This research aims to identify and categorize user sentiment, as well as evaluate the quality of the app based on reviews provided on the Playstore. This research contributes by providing an efficient method to analyze user reviews of the Sirekap app, which can assist app developers and other stakeholders in making better decisions regarding app development and improvement. In addition, the results of this study confirm that the app's one-star rating is accurate, with evaluation metrics such as precision, memory, and f1 score reaching 1.00 each.
K-Means Clustering Algorithm for Grouping Eligible Community Recipients of Government Assistance Helmy Muzaqqi, Farid; Rakhmawati, Desty; Wijaya, Anugerah Bagus
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 3 (2024): Juli 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i3.7766

Abstract

The government assistance program is financial support provided to the community with the aim of helping to improve the quality of life and welfare of almost all provinces in Indonesia including Central Java Province, especially in Ajibarang District, Banyumas Regency. This program aims to overcome the gap between the upper middle economic community and the lower middle economic community. However, the implementation of aid so far has not been even and fair, so it has not achieved its goal of helping people who really need it. In the process of providing assistance, it is important to have a strong basic foundation in determination and decision making. The program must ensure that aid is provided to truly deserving communities. The problem is that aid programs often do not work as intended, and are not effective in addressing economic inequality. One way to resolve this issue is to review the recipient's previous data. This research uses data mining to extract data from people who deserve assistance or not by applying clustering methods. Clustering, which is the process of grouping data without a class target (unsupervised learning), was used in this study. The algorithm used in this research is K-Means clustering. The results showed that there were two clusters of K-Means algorithm application, with 6 people in cluster 1 and 4 people in cluster 2. This research was successful and had an impact on aid providers to conduct more thorough data collection not just choosing the community to be given assistance.
Enterprise Architecture Planning Untuk Manajemen Strategi SI/TI Pengembangan Pantai Wisata Laguna Afiana, Fiby; Fitrian, Akbar; Sukoco, Ecky Efansyah; Wijaya, Anugerah Bagus
JUSIFOR : Jurnal Sistem Informasi dan Informatika Vol 3 No 1 (2024): JUSIFOR - JUNI 2024
Publisher : Fakultas Sains Dan Teknologi, Universitas Raden Rahmat Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70609/jusifor.v3i1.4392

Abstract

BUM Desa yang dikelola desa merupakan wadah untuk menampung seluruh kegiatan di bidang ekonomi maupun pelayanan umum melalui pengelolaan usaha dan pengembangan potensi Desa. BUM Desa Sejahtera Bersama Lembupurwo menjalankan usaha pada 25 bidang, salah satu dari bidang usaha tersebut adalah bidang usaha Wisata pantai. Untuk mendukung pengembangan teknologi Ekowisata di Desa Lembupurwo, sebelum merancang sebuah teknologi lanjutan diperlukan sebuah perencanaan strategi SI/TI. Strategi SI/TI harus dirancang dengan cermat salah satunya dengan membandingkan kondisi organisasi saat ini dengan kondisi ideal di masa mendatang. Salah satu metode perencanaan SI/TI adalah Enterprise Architecture Planning (EAP). Metode yang berorientasi atau berfokus pada kebutuhan sebuah bisnis perusahaan atau organisasi yaitu perencanaan data, aplikasi dan teknologi beserta perencanaan implementasi dari arsitektur yang dirancang untuk menopang kegiatan bisnis demi mencapai visi misi perusahaan atau organisasi. Melalui tiga arsitektur mendapatkan hasil rekomendasi aplikasi baik yang sudah berjalan atau akan dikembangkan lebih lanjut yaitu Aplikasi Tiketing, Aplikasi EXPOSE (Exploring Partner Online System), Aplikasi Homestay, Rental Car Application, Vidya Knowledge Management System, dan Aplikasi Marketplace yang telah disesuaikan dengan kebutusan bisnis beserta visi misi Desa Lembupurwo. Sistem informasi terintegrasi dilakukan untuk meningkatkan jumlah wisatawan  serta memajukan pembangunan nasional bidang kepariwisataan untuk meningkatkan perekonomian masyarakat di Desa Lembupurwo.
UI/UX Design Modeling on Chatting and Forum Applications Using Design Thinking Anantya, Arya Rezza; Wijaya, Anugerah Bagus; Suliswaningsih, Suliswaningsih
Journal of Multimedia Trend and Technology Vol. 3 No. 2 (2024): Journal of Multimedia Trend and Technology
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/jmtt.v3i2.68

Abstract

Informatics is one of the study programs at the private university of Amikom University Purwokerto which prioritizes learning on the development of Information Technology, but the problems faced vary such as the absence of a campus facility for discussion and community, difficulty in conveying the problems they face, especially related to assignments and materials presented by lecturers. The purpose of this study is to design a visual concept of user interface design and prototype flow design for the Chatting and Forum Discussion Forum application using the Design Thinking method. The method used involves iterative steps to understand user needs, build prototypes, and test the resulting solutions. In addition, the usability testing method is used to test the prototype results of the interface that has been created, with a focus on user experience. The final result of this study is a user interface and prototyping that have passed the testing stage according to usability testing standards, task completion testing using the SEQ (Single Ease Question) method on each task has an average task completion above 6. And the results of the SUS (System Usability Scale) method have a value of 88.3 meeting the SUS acceptable scoring aspect with a grade scale B which shows that the project created is easy to use. Successfully designed a visual design concept through user interface and user experience design of online discussion forum platform media using the Design Thinking method through the stages of Empathize, Define, Ideate, Prototype, and Testing.
Sistem Informasi Database Petani berbasis QR Code Guna Membantu ICS dalam Proses tracing Bahan Baku dari Petani Gula Semut Rifai, Zanuar; Wijaya, Anugerah Bagus; Oktaviana, Luzi
Indonesian Journal on Software Engineering Vol 10, No 2 (2024): IJSE 2024
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/ijse.v10i2.24536

Abstract

Secara umum permasalahan utama yang menjadi penghambat exspor gula semut adalah kualitas gula semut dan bahan baku yang tercemar seperti cemaran fisik, biologis, dan kimia. Hal tersebut tentunya dapat dicapai dengan mengaplikasikan pendekatan system traceability sebagai salah satu bidang keilmuan dalam sistem rantai pasok pangan melalui instrumen digital. Fokus para pelaku usaha gula semut adalah menjaga kualitas bahan baku dari penderes tetap organic dan terjaga dengan baik, Karena kualitas produk sangat bergantung pada bahan baku, kualitas bahan baku terus menerus menjadi perhatian utama salah satu cara agar bahan baku dapat dipastikan kualitasnya adalah dengan membentuk tim ICS (Internal Control System) yang bertugas memastikan penderes yang terdaftar sebagai mitra saja yang dapat mensuplai bahan baku. Urgensi penelitian ini terletak pada permasalahan pelaksanaan ICS (Internal Control System) yaitu adalah data penderes dan pemasok bahan baku gula semut masih belum terdata dengan baik, fungsi ICS (internal Kontrol Sistem) masih belum dimaksimalkan karena keterbatasan system perekaman data penderes, belum adanya system untuk perekaman data penderes dan selama ini hanya mengandalkan excel untuk proses perekaman. Tujuan penelitian ini adalah membuat Sistem Informasi Database Petani berbasis QR Code Guna Membantu ICS dalam Proses tracing Bahan Baku dari Petani Gula Semut. Metode pengembangan system yang dilakukan pada penelitian ini menggunakan metode prototype. Hasil penelitian ini berupa aplikasi database petani yang akan digunakan oleh ICS (Internal Control System) untuk menelususri asal-usul bahan baku gula semut,level tkt aplikasi ini pada level 3 dan luaran penelitian ini akan diterbitkan pada jurnal IJSE pada sinta 4 dan hasil penelitian dosen berupa produk yang dimanfaatkan oleh masyarakat sebagai salah satu indikator IKU Perguruan Tinggi.
Gamification Effect of Team Games Tournament in Game-Based Learning on Student Motivation Wijaya, Anugerah Bagus; Nida, Faridatun; Zettira, Salsa Billa Zulmi; Suliswaningsih, Suliswaningsih; Afiana, Fiby Nur; Rifai, Zanuar
Journal of Applied Data Sciences Vol 6, No 1: JANUARY 2025
Publisher : Bright Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47738/jads.v6i1.450

Abstract

This study examines the impact of gamification elements, specifically the duration of use and level of collaboration, on student motivation in online learning environments. Using the Team Games Tournament model, which combines elements of both competition and collaboration, a web-based Game-Based Learning application was developed to enhance student motivation. The study employed a motivation survey based on the model Attention, Relevance, Confidence, Satisfaction, which was administered to participants before and after using the application. In addition to the survey, interaction data, such as the duration of application use, frequency of participation, points earned, and the level of collaboration, were collected to assess the relationship between these factors and student motivation. The study involved 20 fifth-semester students (12 male, 8 female) enrolled in a digital games course, many of whom had prior gaming experience, which could influence their response to the gamified learning experience. The data collected was analyzed using Decision Tree algorithms, Pearson correlation, and simple linear regression to understand the impact of various gamification elements on motivation. The results showed that both the duration of application use and the level of collaboration were significant factors in increasing student motivation. Specifically, motivation increased by an average of 0.72 points for every 10 minutes of application use, as measured by the difference between pre-test and post-test survey scores. These findings underscore the importance of balancing competitive and collaborative elements within game-based learning environments. By incorporating features that promote collaboration and encouraging sustained application use, educators can significantly enhance student engagement and motivation. The study provides valuable insights for the development of future game-based learning applications, highlighting the need for optimal design in terms of collaboration and duration to create an effective and engaging digital learning experience.
K-Means Clustering Algorithm for Grouping Eligible Community Recipients of Government Assistance Helmy Muzaqqi, Farid; Rakhmawati, Desty; Wijaya, Anugerah Bagus
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 3 (2024): Juli 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i3.7766

Abstract

The government assistance program is financial support provided to the community with the aim of helping to improve the quality of life and welfare of almost all provinces in Indonesia including Central Java Province, especially in Ajibarang District, Banyumas Regency. This program aims to overcome the gap between the upper middle economic community and the lower middle economic community. However, the implementation of aid so far has not been even and fair, so it has not achieved its goal of helping people who really need it. In the process of providing assistance, it is important to have a strong basic foundation in determination and decision making. The program must ensure that aid is provided to truly deserving communities. The problem is that aid programs often do not work as intended, and are not effective in addressing economic inequality. One way to resolve this issue is to review the recipient's previous data. This research uses data mining to extract data from people who deserve assistance or not by applying clustering methods. Clustering, which is the process of grouping data without a class target (unsupervised learning), was used in this study. The algorithm used in this research is K-Means clustering. The results showed that there were two clusters of K-Means algorithm application, with 6 people in cluster 1 and 4 people in cluster 2. This research was successful and had an impact on aid providers to conduct more thorough data collection not just choosing the community to be given assistance.
Analyzing the Sentiment of the 2024 Election Sirekap Application Using Naïvee Bayes Algorithm Muhammad, Isa Ali; Rakhmawati, Desty; Wijaya, Anugerah Bagus
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 3 (2024): Juli 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i3.7773

Abstract

One of the most recent types of elections is the 2024 election, which includes the election of the president as well as legislative members. Along with the development of technology, an application called Sirekap emerged which is used to recapitulate the results of the vote. Although the app only has a one-star rating on the Play Store, reading all the user reviews to know the quality takes quite a while. Therefore, sentiment analysis can be an alternative to get an overview of user reviews so that it can help in making better decisions then, the method that will be used in conducting sentiment analysis in this study is the naïve Bayes algorithm. This research aims to identify and categorize user sentiment, as well as evaluate the quality of the app based on reviews provided on the Playstore. This research contributes by providing an efficient method to analyze user reviews of the Sirekap app, which can assist app developers and other stakeholders in making better decisions regarding app development and improvement. In addition, the results of this study confirm that the app's one-star rating is accurate, with evaluation metrics such as precision, memory, and f1 score reaching 1.00 each.
PERANCANGAN GAME EDUKASI " SPACE MATHEMATICS " MENGGUNAKAN PENDEKATAN DESIGN GAME BASED LEARNING: DESIGN OF EDUCATIONAL GAME "SPACE MATHEMATICS" USING GAME-BASED LEARNING DESIGN APPROACH Suliswaningsih, Suliswaningsih; Ardawan, Punto Putra; Wijaya, Anugerah Bagus
ANDHARUPA: Jurnal Desain Komunikasi Visual & Multimedia Vol. 11 No. 1 (2025): Maret 2025
Publisher : Dian Nuswantoro University

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

Abstract

SD Negeri Sidanegara 08 Cilacap masih menggunakan metode pembelajaran ceramah yang monoton yang membuat siswa jenuh yang berakibat kurang fokus dan hilangnya minat belajar siswa. Oleh sebab itu diperlukannya media pembelajaran yang dapat membuat siswa tidak jenuh saat proses pembelajaran dan membantu memahami pembelajaran materi bilangan pecahan. Tujuan penelitian ini adalah merancang dan membangun game edukasi petualangan matematika pengenalan bilangan pecahan sebagai media pembelajaran bilangan pecahan dengan menggunakan metode DGBL-ID (Design Base Learning - Istruktional  Design). Hasil dari penelitian ini adalah game edukasi petualangan matematika pengenalan bilangan menggunakan pendekatan DGBL-ID terdiri dari 5 tahapan yaitu Analysis, Design, Development, Quality Assurance, dan Implementation and Evaluation. Game distribusikan melalui website itch.io. Metode black box testing menunjukan hasil pengujian bahwa game secara fungsional dapat berjalan sesuai dengan game design document yang telah dibuat pada tahap desain.