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Penerapan Metode Simple Additive Weighting pada Sistem Pendukung Keputusan untuk Menentukan Hari Banyaknya Pembeli (Studi Kasus Toko Baju Spring) Zainudin; Dede Supian
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 5 No 01 (2026): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

This study aims to develop a decision support system (DSS) to determine the busiest shopping days at Toko Baju Spring using the Simple Additive Weighting (SAW) method. The background of this research is the difficulty faced by store owners in predicting busy days due to the many criteria and supplier alternatives considered. The manual selection process, which is still subjective and based on estimates, often leads to errors in decision-making, affecting stock availability, customer satisfaction, and store profitability. The SAW method is applied to provide a more systematic, objective, and accurate approach in ranking days based on predetermined criteria. The research stages include data collection through observation, literature study, and interviews, followed by system design and implementation using web programming (PHP) and MySQL database. The results show that the SAW-based DSS can effectively assist store owners in identifying the busiest days, thereby optimizing stock preparation and minimizing the risk of loss. This study contributes to the practical application of multi-criteria decision-making methods in small retail business management and provides a reference for similar implementations
PELATIHAN PENGENALAN LOGIKA PEMROGRAMAN MELALUI GAME SCRATCH BAGI ANAK - ANAK DIDIK PKBM SELUAS CITA NUSANTARA PARUNG PANJANG Astofa, Aniq; Akrom; Zainudin
JAMAIKA: JURNAL ABDI MASYARAKAT Vol 6 No 3 (2025): OKTOBER
Publisher : Universitas Pamulang

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Abstract

This training activity aims to introduce the basic concepts of programming logic to students at the Community Learning Center (PKBM) Seluas Cita Nusantara, Parung Panjang, through an interactive and enjoyable approach, namely using the visual programming platform Scratch. In the digital era, programming literacy has become a fundamental skill. However, its introduction is often considered difficult and abstract. This training addresses that challenge by utilizing Scratch, a tool that allows participants to create their own interactive stories, animations, and games by arranging blocks of code. The method used is hands-on learning, where participants are directly invited to design and develop simple projects. The main focus of the material is mastering basic concepts such as sequence, loop, conditional statements, and variables, which are important foundations in computational thinking. Keywords: PKBM Seluas Cita Nusantara, Scratch