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APLIKASI PENDAFTARAN PASIEN RAWAT JALAN RUMAH SAKIT MEILIA CIBUBUR BERBASIS WEB Candra, Edo Nado; Siregar, Juarni; Rukiastiandari, Sinta
JURNAL GAUNG INFORMATIKA Vol 12 No 1 (2019): Jurnal Gaung Informatika Vol.12 No 1 Januari 2019
Publisher : JURNAL GAUNG INFORMATIKA

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Abstract

The purpose of this research is to build Application of Outpatient Registration in the hope that patient registration process easier to do, efficient and has been usingthe latest technology by using Web-based application. In the event of a problem can be detected and repaired more easily and quickly. The current system at Meilia CibuburHospital is a hospital-based hospital system, a running system that has been running well and has helped get the required data officer. But on the desktop technology-based application side is limited by the access that must be in one network of Meilia Hospital only. The author studied the existing system and make the application of Outpatient Registration with the aim of renewal of hospital application technology into web-based application of course with no disrupt and almost the same for the workflow officers with existing systems.
PROGRAM ANIMASI INTERAKTIF PENGGOLONGAN HEWAN SEBAGAI MEDIA PEMBELAJARAN PADA SDN PENGASINAN IV BEKASI Siregar, Juarni; Rukiastiandari, Sinta; Suwito, Bayu Jayus
JURNAL GAUNG INFORMATIKA Vol 12 No 2 (2019): Jurnal Gaung Informatika Vol.12 No 2 Juli 2019
Publisher : JURNAL GAUNG INFORMATIKA

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Abstract

Learning media always develops every year, one of which is animation. Basically animation is one form of entertainment, and by making learning media can make children, especially elementary school students, become more happy in learning. Learning methods used in elementary schools still use the lecture or face-to-face method to students, so it is necessary to add more interesting learning media. In the teaching process, the teacher only uses the media as a guide to teaching, especially the Science course, as a result students find it difficult to know clearly about the living costs, especially regarding the type of animal classification. In this study the authors took research material from the results of observations and interviews of several students in elementary schools, teachers and related parties. For this reason the author made the Animal Classification Interactive Animation Program as a Learning Media in Bekasi IV Elementary School of Elementary School became one of the solutions for elementary school students in learning the types of animal classification and simplifying and improving efficiency in the learning process.
Sistem Pendukung Keputusan Penentuan Proritas Konseling Siswa, Menggunakan Pendekatan AHP-TOPSIS Siregar, Juarni
Jurnal Sistem Informasi Vol 6 No 2 (2017)
Publisher : STMIK ANTAR BANGSA

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Abstract

Abstract—The purpose of this study was to help develop a decision support priority counseling system using the Analitycal Hierarchy Process (AHP) method and Technique For Order Preference by Similarity to Ideal Solution (TOPSIS). Data used in the form of data absenteeism, sociometry, achievement and violation, with the number of respondents 32 people. From the experiment results can be concluded that this method is able to give good results and close to the results of the assessment used by teachers BK. The results of this study closer to the piority that must be given by the students because each assessment criteria has its own weight compared with priority that without weight and only result from the average value only. Intisari— Tujuan dari penelitian ini untuk membantu mengembangkan sebuah sistem pendukung keputusan prioritas konseling dengan menggunakanmetodeAnalitycal Hierarchy Process (AHP) dan Technique For Order Preference by Similarity to Ideal Solution (TOPSIS). Data yang digunakan berupa data absensi, sosiometri, prestasi dan pelanggaran, dengan jumlah responden 32 orang.  Dari hasil percobaan dapat disimpulkan bahwa metode ini mampu memberikan hasil yang baik dan mendekati hasil dari penilaian yang digunakan oleh guru BK.  Hasil penelitian ini lebih mendekati p[rioritas yang harus diberikan oleh siswa karena setiap kriteria penilaiannya memiliki bobot tersendiri dibandingkan dengan prioritas yang tanpa bobot dan hanya dihasilkan dari nilai rata-rata saja. Kata Kunci— Sistem,Pendukung,Keputusan, Konseling, AHP-TOPSIS.
Program Animasi Interaktif Pengenalan Kebudayaan Indonesia Febriawan, Arvelian Chris; Siregar, Juarni; Cahyadi, Cepi
Jurnal Teknik Informatika Vol. 4 No. 2 (2018): JTI Periode Agustus 2018
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v4i2.253

Abstract

Abstract— The current education system can not be separated from the use of information technology in the learning process, especially for elementary school students. The introduction of culture to elementary school students today tends to use only theoretical methods such as using books and blackboards, so the learning process is less interesting because of the monotony While the number of foreign cultures that enter in Indonesia increasingly threatens Indonesian culture to disappear or claimed by the State lan. By beginning to introduce Indonesian culture to children in elementary school, they have basic reference about the outline of the cultures that exist in Indonesia.Therefore, it takes an interactive learning media about the introduction of Indonesian culture for elementary school students. It is expected that with this interactive animated learning media can improve the motivation of learning elementary school students about Culture in Indonesia and eliminate the boredom of monotonous Learning activities. Intisari—Sistem pendidikan saat ini tidak terlepas dari penggunaan teknologi informasi dalam proses pembelajaran terutama untuk siswa-siswi sekolah Dasar. Pengenalan kebudayaan pada siswa SD saat ini cenderung menggunakan metode teoritis saja seperti menggunakan buku dan papan tulis, sehingga proses belajar kurang menarik karena monoton Sementara banyaknya budaya asing yang masuk di Indonesia semakin mengancam kebudayaan Indonesia menjadi menghilang ataupun diklaim oleh Negara lan. Dengan mulai mengenalkan budaya Indonesia pada anak di bangku sekolah dasar, mereka mempunyai acuan dasar tentang gambaran secara garis besar budaya-budaya yang terdapat di Indonesia.Oleh karena itu dibutuhkan media pembelajaran yang interaktif tentang pengenalan kebudayaan Indonesia bagi siswa-siswi SD. Diharapkan dengan adanya media pembelajaran Animasi interaktif ini dapat meningkatkan motivasi belajar siswa-siswi SD tentang Kebudayaan yang ada di Indonesia serta menghilangkan rasa bosan terhadap aktivitas Belajar yang monoton. Kata Kunci—Animasi, Interaktif, Budaya, Media, Pengenalan, Teknologi
Program Animasi Interaktif Pengenalan Kebudayaan Indonesia Febriawan, Arvelian Chris; Siregar, Juarni; Cahyadi, Cepi
Jurnal Teknik Informatika Vol 4 No 2 (2018): JTI Periode Agustus 2018
Publisher : LPPM STMIK ANTAR BANGSA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51998/jti.v4i2.253

Abstract

Abstract— The current education system can not be separated from the use of information technology in the learning process, especially for elementary school students. The introduction of culture to elementary school students today tends to use only theoretical methods such as using books and blackboards, so the learning process is less interesting because of the monotony While the number of foreign cultures that enter in Indonesia increasingly threatens Indonesian culture to disappear or claimed by the State lan. By beginning to introduce Indonesian culture to children in elementary school, they have basic reference about the outline of the cultures that exist in Indonesia.Therefore, it takes an interactive learning media about the introduction of Indonesian culture for elementary school students. It is expected that with this interactive animated learning media can improve the motivation of learning elementary school students about Culture in Indonesia and eliminate the boredom of monotonous Learning activities. Intisari—Sistem pendidikan saat ini tidak terlepas dari penggunaan teknologi informasi dalam proses pembelajaran terutama untuk siswa-siswi sekolah Dasar. Pengenalan kebudayaan pada siswa SD saat ini cenderung menggunakan metode teoritis saja seperti menggunakan buku dan papan tulis, sehingga proses belajar kurang menarik karena monoton Sementara banyaknya budaya asing yang masuk di Indonesia semakin mengancam kebudayaan Indonesia menjadi menghilang ataupun diklaim oleh Negara lan. Dengan mulai mengenalkan budaya Indonesia pada anak di bangku sekolah dasar, mereka mempunyai acuan dasar tentang gambaran secara garis besar budaya-budaya yang terdapat di Indonesia.Oleh karena itu dibutuhkan media pembelajaran yang interaktif tentang pengenalan kebudayaan Indonesia bagi siswa-siswi SD. Diharapkan dengan adanya media pembelajaran Animasi interaktif ini dapat meningkatkan motivasi belajar siswa-siswi SD tentang Kebudayaan yang ada di Indonesia serta menghilangkan rasa bosan terhadap aktivitas Belajar yang monoton. Kata Kunci—Animasi, Interaktif, Budaya, Media, Pengenalan, Teknologi
ANALISIS PERMINTAAN DAGING SAPI DI JAWA BARAT PERIODE 2003-2014 Imaniyar, Revita; Siregar, Juarni
Perspektif : Jurnal Ekonomi dan Manajemen Akademi Bina Sarana Informatika Vol 13, No 2 (2015): SEPTEMBER 2015
Publisher : www.bsi.ac.id

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/jp.v13i2.924

Abstract

The Central Bureau of Statisticsis anon-departmental government agency directly responsibletothe President. This study aims to determine the factors that affectcattle demand for meat. Toanalyzethe influence of the price of beef, goat meat prices (competitors), and total population.. Toknow themagnitude of demand for beefin western Java. To obtain the data, the authorsobtain thedata fromBPS(Central Bureauof Statistics) ondemand for beef and mutton which is quitelargeamong the community.The method usedin this research is Multiple Linear Regression Analysis.From the results and discussion can be concluded that affect the price of beefper capitacalorieconsumption demand. Goatmeat prices (competitors) affect the demand for calorie consumptionper capita. The total population affect the demand percapita calorie consumption.Keywords: the price of beef, mutton prices, population
Pelatihan Dasar Mengolah Data Numerik Menggunakan Microsoft Excel Pada Rumah Tahfidzh Daar El Huffadzh Wasesha, Dian Ambar; Prayitno, Edhi; Siregar, Juarni; Bachri, Chaerul
Abditeknika Jurnal Pengabdian Masyarakat Vol. 4 No. 1 (2024): April 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/abditeknika.v4i1.2211

Abstract

Di Indonesia terdapat tiga jenis pendidikan, yaitu formal, nonformal, dan informal. Pendidikan nonformal adalah pendidikan yang diberikan oleh masyarakat atau lembaga dalam jangka waktu yang relatif singkat namun kurang menekankan pada pemberian gelar.Rumah Tahfidzh Daar El Huffadzh merupakan salah satu jenis pendidikan nonformal yang menitikberatkan pada ilmu pengetahuan di bidang Alquran dan Islam, seperti Tajwid, Arab, Balaghoh, Fiqh dan lain-lain. Didalam kesehariannya dari subuh hingga malam, para santri hanya belajar ilmu Al-Qur’an dan Islam saja sehingga mereka kurang mendalami ilmu bidang lain termasuk teknologi informasi. Padahal penguasaan teknologi merupakan salah satu hal yang sangat dibutuhkan saat ini, terutama nanti ketika mereka terjun ke dunia kerja. Pengabdian kepada masyarakat ini bertujuan untuk memberikan pembelajaran untuk mengolah data dan menyajikannya dalam bentuk yang mudah dipahami menggunakan perangkat lunak Microsoft Excel. Pada kegiatan ini  para santri akan dikenalkan rumus - rumus perhitungan numerikal yang ada di Microsoft Excel agar dapat diaplikasikan pada kegiatan sehari-hari. Metode kegiatan yang digunakan yaitu persiapan, sosialisasi program, demo dan praktek serta penutup. Dengan dilaksanakan kegiatan ini para santri mampu menggunakan microsoft excel sebagai alat untuk mengolah data dengan rumus-rumus yang telah diajarkan.   In Indonesia there are three types of education, namely formal, non-formal and in-formal. Non-formal education is education provided by society or institutions in a relatively short period of time but with less emphasis on awarding degrees. Rumah Tahfidzh Daar El Huffadzh is one type of non-formal education that focuses on knowledge in the fields of the Koran and Islam, such as Tajwid, Arabic, Balaghoh, Fiqh and others. In their daily lives from dawn to night, the students only study the Koran and Islam, so they lack knowledge in other fields, including information technology. Even though mastering technology is something that is really needed now, especially when they enter the world of work. This community service aims to provide learning to process data and present it in a form that is easy to understand using Microsoft Excel software. In this activity, students will be introduced to numerical calculation formulas in Microsoft Excel so that they can be applied to daily activities. The activity methods used are preparation, program socialization, demo and practice and closing. By carrying out this activity, the students were able to use Microsoft Excel as a tool to process data using the formulas that had been taught.
Strategi Aman Berinternet Sehat Untuk Mencegah Risiko Online Bagi Santri Rumah Tahfidz Daar El Huffadz Wasesha, Dian Ambar; Prayitno, Edhi; Siregar, Juarni; Bachri, Chaerul
Publikasi Pengabdian Masyarakat Komputer dan Teknologi (PUNDIMASKOT) Vol. 3 No. 1 (2024): PKM-PUNDIMASKOT (Juni 2024)
Publisher : Yayasan Bina Internusa Mabarindo

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Abstract

Dalam era digital saat ini, internet telah menjadi bagian penting dari kehidupan sehari-hari, menyediakan akses informasi yang tak terbatas, alat komunikasi yang efisien, dan platform pendidikan yang inovatif. Namun, pengguna internet perlu berhati-hati untuk menghindari dampak negatif seperti kecanduan, akses konten yang tidak pantas, dan cyberbullying. Santri di Rumah Tahfidz Daar El Huffadz, yang semakin terbiasa dengan dunia digital, menghadapi berbagai risiko online meskipun akses internet dapat mendukung pembelajaran mereka. Tujuan dari kegiatan ini adalah untuk memberikan edukasi tentang strategi berinternet sehat guna meningkatkan literasi digital santri di Rumah Tahfidz Daar El Huffadz dan mencegah risiko online. Metode yang digunakan mencakup observasi awal dan penilaian kebutuhan melalui survei dan wawancara, penyuluhan interaktif, pelatihan dan simulasi, pembuatan modul dan materi edukasi, serta evaluasi melalui kuesioner. Penyuluhan interaktif memberikan pengetahuan dasar tentang internet sehat dan aman, sementara pelatihan dan simulasi membantu santri mengenali dan menghindari ancaman online. Hasil kegiatan menunjukkan respon positif dari peserta, dan berhasil meningkatkan wawasan juga pengetahuan santri tentang penggunaan internet yang aman dan sehat. Santri sekarang lebih berhati-hati dalam berinternet, mampu mengidentifikasi ancaman potensial, dan memanfaatkan internet untuk hal-hal positif dengan batasan waktu yang tepat. Strategi ini juga melibatkan pengajar dan orang tua dalam proses edukasi dan pengawasan, menciptakan lingkungan digital yang mendukung perkembangan positif santri. Kata kunci: Internet Sehat; Dampak Negatif; Risiko Online;   ABSTRACT. In today's digital era, the internet has become an essential part of daily life, providing unlimited access to information, efficient communication tools, and innovative educational platforms. However, internet users need to be cautious to avoid negative impacts such as addiction, access to inappropriate content, and cyberbullying. The students at Rumah Tahfidz Daar El Huffadz, who are becoming increasingly familiar with the digital world, face various online risks despite the fact that internet access can support their learning. The aim of this activity is to provide education on healthy internet usage strategies to enhance the digital literacy of the students at Rumah Tahfidz Daar El Huffadz and prevent online risks. The methods used include initial observation and needs assessment through surveys and interviews, interactive counseling, training and simulation, the creation of educational modules and materials, as well as evaluation through questionnaires. Interactive counseling provides basic knowledge about safe and healthy internet usage, while training and simulations help students recognize and avoid online threats. The results of the activity showed a positive response from the participants, and succeeded in increasing the students' insight and knowledge about safe and healthy use of the internet. The students are now more cautious when using the internet, able to identify potential threats, and utilize the internet for positive purposes with appropriate time limits. This strategy also involves teachers and parents in the education and supervision process, creating a digital environment that supports the positive development of the students.  Keywords: Healthy Internet; Negative impact; Online Risks;
Analisa UI/UX Aplikasi SIM ASN BKPSDM Karawang Dengan Metode Design Thinking Triyono, Joko; Siregar, Juarni
LOGIC : Jurnal Ilmu Komputer dan Pendidikan Vol. 2 No. 5 (2024): Logic : Jurnal Ilmu Komputer dan Pendidikan
Publisher : Shofanah Media Berkah

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Abstract

Pemanfaatan teknologi informasi dalam pemerintahan merupakan wujud nyata penyelenggaran E-Government. Badan Kepegawaian dan Pengembangan Sumber Daya Manusia (BKPSDM) sebagai organisasi perangkat daerah di lingkungan pemerintah Kabupaten Karawang sudah menerapkan sistem informasi manajemen kepegawaian (SIMPEG) berbasis digital yang diberi nama SIM ASN (Sistem Informasi Manajemen Aparatur Sipil Negara) BKPSDM Karawang. Akan tetapi sejak peluncuran SIM ASN ke publik yaitu saat pandemi covid tahun 2019 hingga saat ini, aplikasi SIM ASN BKPSDM Karawang belum pernah dilakukan analisa UI/UX, selain masih itu ada permasalahan yang sering dikeluhkan oleh pengguna saat mengoperasikan SIM ASN BKPSDM Karawang. Oleh karena itu, penulis mencoba untuk melakukan penelitian untuk menganalisa UI/UX Aplikasi SIM ASN BKPSDM Karawang. Penelitian ini menggunakan metode design thinking karena memiliki pendekatan yang lebih berfokus pada masalah pengguna, kolaboratif dan iteratif dengan tujuan menghasilkan solusi yang lebih inovatif, relevan dan memuaskan bagi pengguna. Hasil dari analisa tersebut berupa usability yang berpengaruh pada meningkatnya penggunaan aplikasi serta rekomendasi perbaikan berupa prototype yang telah diuji dengan System Usability Scale (SUS) dengan nilai 74,75 yang berarti baik.
INNOVATION IN EDUCATION FUND MANAGEMENT: A STUDY OF THE APPLICATION OF BLOCKCHAIN TECHNOLOGY FOR TRANSPARENCY AND EFFICIENCY Yudhianto, Kresna Agung; Siregar, Juarni; Hajar, Baiq Siti
Jurnal Kajian Pendidikan dan Psikologi Vol. 1 No. 3 (2024): Jurnal Kajian Pendidikan dan Psikologi
Publisher : PT Altin Riset Publishing

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61397/jkpp.v1i3.120

Abstract

This research aims to explore the potential for applying blockchain technology to increase transparency and efficiency in managing education funds in schools. The research method used is a qualitative approach, through interviews with education managers and analysis of field findings. The research results show that blockchain technology has great potential in increasing transparency, accountability and efficiency in the management of education funds. By recording every transaction openly and irreversibly in the blockchain, schools can increase the level of transparency and enable real-time monitoring of funds. The use of smart contracts can also automate most administrative processes, reducing the risk of human error and saving time and costs. Recommendations for future research are to further explore the application of blockchain technology in broader educational contexts, as well as deepen understanding of the technical challenges, security, and associated social and economic impacts. By conducting further research in this area, we can expand our knowledge of the potential of blockchain technology in improving the overall quality of education.