Ramadhan, Wisnu
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Decision Support System for Students Final Project Title Acceptance at Ganesha Polytechnic Medan using Analytical Hierarchy Process (AHP) Method Ramadhan, Wisnu; Wayahdi, M. Rhifky; Hasibuan, Eka Hayana
Journal of Technology and Computer Vol. 1 No. 3 (2024): August 2024 - Journal of Technology and Computer
Publisher : PT. Technology Laboratories Indonesia (TechnoLabs)

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Many students are confused about determining the title that has been standardized by the head of study program. Is the title they are proposing relatively easy and in accordance with what is standardized by the head of study program or could it actually make things difficult for the student? The decision making system method used is Analytical Hierarchy Process (AHP) with the criteria of level of difficulty, reference source, number of similar titles and reference accreditation. The manufacturing stages carried out in this research used the waterfall and web-based method. Making this application uses data processing procedures, Data Flow Diagrams and MySQL DBMS. The output of the research I have made is that it can make it easier for students to submit the title of their final assignment, making it easier for the head of study program to sort out whether the title that will be submitted by the student is in accordance with the standards set by the head of study program and can also assess at the same time whether the title is easy and suitable for use as a final assignment.
DAMPAK KECANDUAN GAME ONLINE TERHADAP PERUBAHAN PERILAKU SISWA KELAS 3 SDN 2 WANASABA KIDUL Ramadhan, Wisnu; Putra, Nugraha Permana; Wahyuningsih, Asih
Cendikia: Jurnal Pendidikan dan Pengajaran Vol. 2 No. 10 (2024): Cendikia: Jurnal Pendidikan dan Pengajaran
Publisher : Cendikia: Jurnal Pendidikan dan Pengajaran

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Penelitian ini bertujuan untuk (1) mengetahui penyebaran game online di kalangan siswa kelas 3 SDN 2 Wanasaba Kidul, (2) faktor yang membuat siswa kecanduan game online (3) dampak kecanduan game online dapat merubah perilaku siswa. Metode penelitian yang digunakan pada penelitian ini adalah metode penelitian kualitatif yang bersifat deskriptif, subjek penelitian pada penelitian ini adalah 4 (empat) siswa kelas 3 dengan instrumen wawancara dan dokumentasi. Hasil yang diperoleh dalam penelitian ini adalah 9 dari 11 siswa kelas 3 bermain game online dan 4 dari 9 siswa yang bermain game online merupakan pecandu game online yang factor penyebab mereka bermain game online adalah lingkungan sekitar mereka sehingga mereka mencoba bermain dan menjadi kecanduan dalam bermain game online, perilaku mereka ketika mendapatkan teguran dari orang tua mereka juga tidak semestinya diucapkan seorang anak pada orang tua mereka.