Claim Missing Document
Check
Articles

Found 23 Documents
Search

Game matematika berbasis mobile Swalaganata, Galandaru; Sisworo, Sisworo; Yunus, Mahmuddin
Jurnal MIPA dan Pembelajarannya Vol. 2 No. 12 (2022): Desember
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um067v2i122022p1

Abstract

Aritmatika adalah bagian dari ilmu matematika yang mempelajari operasi dasar matematika yaitu penjumlahan, pengurangan, perkalian, dan pembagian. Pelajaran aritmatika sudah dikenalkan sejak memasuki dunia pendidikan formal. Dalam penyampaiannya dapat digunakan berbagai cara, diantaranya menggunakan garis bilangan atau merepresentasikan dengan benda, seperti kelereng, buku, dan pensil. Seiring berkembangnya ilmu pengetahuan dan teknologi, proses penyampaian dapat dilakukan dengan memanfaatkan perangkat bergerak. Sebagai contoh smartphone, tablet, dan laptop. Pemaanfaatannya dapat dilakukan dengan membuat game atau permainan. Dengan adanya game yang berkaitan dengan matematika, pengguna tidak hanya dapat melakukan permainan, tetapi juga dapat mengasah kemampuan menyelesaikan permasalahan yang berkaitan dengan matematika. Pembuatan game Gametika memanfaatkan software Adobe Flash Professional CS6 dan runtime aplikasi Adobe Air 3.2 dengan model perancangan waterfall yang terdiri dari: (1) analisis kebutuhan sistem; (2) sistem desain; (3) implementasi; (4) uji coba; (5) penyebaran; dan (6) perawatan. Game ini dapat dijalankan pada smartphone dengan sistem operasi Android 4.0 Ice Cream Sandwich atau versi android yang lebih baru dan resolusi layar smartphone 320 x 480 pixel. Hasil validasi dari dosen validator 90,5%, hasil validasi uji coba lapangan kepada anak usia 10-13 tahun dan teman sejawat 88,7%, dan hasil validasi uji coba lapangan praktisi lapangan 88,4%. Dengan rata-rata hasil validasi 89,7% permainan mobile ini dinyatakan valid dan layak digunakan terutama untuk anak usia 10-13 tahun.
Analisis Pengujian Sensitivitas Penggunaan Metode Pengambilan Keputusan Profile Matching, Topsis Dan Moora Dalam Menentukan Karyawan Terbaik Dimasqi Ramadhani; Galandaru Swalaganata
NUANSA INFORMATIKA Vol. 18 No. 1 (2024): Nuansa Informatika 18.1 Januari 2024
Publisher : FKOM UNIKU

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25134/ilkom.v18i1.94

Abstract

Hampir semua perusahaan besar menciptakan sebuah sistem seleksi karyawan yang kompetitif untuk memilih dan memberi penghargaan kepada karyawan terbaiknya guna meningkatkan kinerja produktivitas, dan motivasi karyawan. Namun sayangnya, ada banyak faktor yang menyebabkan timbulnya masalah dalam pengambilan keputusan, seperti faktor diskriminasi, subjektifitas informasi yang dominan, dll. Untuk itulah dibentuk sebuah metode sistem pengambilan keputusan, akan tetapi semakin majunya perkembangan zaman, maka semakin kompleks juga perkembangan dari metode pengambilan keputusan yang telah ditemukan, hal ini akhirnya menjadi sebuah tantangan tersendiri untuk memilih metode mana yang lebih akurat untuk digunakan dalam pengambilan keputusan. Penelitian ini dilakukan untuk membandingkan metode Profile Matching, TOPSIS, dan MOORA untuk mengetahui nilai keakuratannya dengan melakukan pengujian sensitivitas. Dari hasil percobaan didapatkan untuk metode Profile Matching memiliki hasil tertinggi A6 dengan nilai preferensi sebesar 4,72, disisi lain untuk metode Topsis didapatkan hasil tertinggi A3 dengan nilai preferensi 2,97, dan metode Moora dengan hasil tertingginya yaitu A2 dengan nilai preferensi 18,92. Jika didasarkan dengan menggunakan pengujian sensitivitas metode Topsis merupakan metode yang lebih baik yang menghasilkan 2 nilai terendah dari 3 pengujian sensitivitas, dengan nilai sebesar 0,51 untuk sensitivitas 1 dan 1,91 untuk sensitivitas 3.
Analysis of Promotional Media Selection Based on Modified Analytical Hierarchy Process to Increase Halal Products Sales Volume Andarwati, Mardiana; Swalaganata, Galandaru
IQTISHODUNA: Jurnal Ekonomi Islam Vol. 12 No. 1 (2023): April
Publisher : LPPM, Universitas Islam Syarifuddin Lumajang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54471/iqtishoduna.v12i1.2270

Abstract

This study identified promotional media that used Analytical Hierarchy Process (AHP) in previous experiments. The data collection process used to carry out this study presented considerable challenges. This was due to the extensive questionnaire data obtained from MSMEs in halal products. Therefore, a binary rating system was employed to simplify the questionnaire, with 1 and 0 assigned to consideration and contempt, respectively. The EPIC model, which contained four distinct dimensions, was used to produce valuable indicators and allowed measurements within each EPIC dimension. The main focus of this study was the development of AHP modifications that are showed in the calculation of pairwise comparison matrices. The data collection process was much easier and faster because the questionnaire was simple and only took less than 2 minutes. The result showed that social media can effectively substitute traditional advertising in the scenarios mentioned. The most popular alternative for promotion for MSMEs is social media (36%), followed by search engines (30%) and products collaboration (13%).
Perancangan prototype UI/UX aplikasi home service kendaraan berbasis mobile dengan pendekatan Design Thinking Nalendra, Indra Putra; Swalaganata, Galandaru
Journal of Information System and Application Development Vol. 2 No. 1 (2024): March 2024
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jisad.v2i1.11044

Abstract

Vehicle repair services require most customers to spend extra time visiting a repair shop. Customers generally also have to wait in line for a very long time, so that service becomes less effective and efficient. This research aims to design a UI/UX prototype of the mobile-based Hi Service application so that it is hoped that it can make it easier to manage call services or home service for vehicle repairs by directly visiting the customer's home. The research method used is the Design Thinking approach which has five process stages in meeting user needs. UI/UX prototype testing is carried out using usability testing with a System Usability Scale (SUS) assessment. The research results show that the Hi Service application prototype test received a score of 82 and was included in the excellent category or rate. The study shows that the Design Thinking approach to the prototype created is able to meet user needs. Apart from that, testing the prototype through usability testing with SUS assessment showed a positive impact on the user experience when running the UI/UX prototype of the Hi Service application.
Pengembangan sistem informasi presensi perangkat desa berbasis website David, Erwin; Swalaganata, Galandaru
Journal of Information System and Application Development Vol. 1 No. 1 (2023): March 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jisad.v1i1.9861

Abstract

The development of information technology requires government agencies to participate and adapt. The village government is one of the agencies affected by implementing information technology. Tambang Bunut Village is experiencing problems in managing attendance data which is still manual. Manual attendance causes many data discrepancies, such as falsified data, missing data, and also data that is not recorded. In addition, the manual system causes attendance recap time to take longer and be inefficient. This study uses a prototype development model consisting of needs analysis, system feasibility analysis, and process design. The results of this study are a website-based village apparatus presence information system managed by one administrator. The testing results of system functionality indicate that the presence information system is feasible to use and can be well received by users. Apart from being assessed in terms of efficiency in displaying data and shortening the time for reporting employee attendance, this information system is also able to reduce village budget spending in presence system operations.
Sistem informasi manajemen ticketing event dengan payment gateway berbasis Node.js dan Next.js Prasetyo, Ari Yogi; Swalaganata, Galandaru
Journal of Information System and Application Development Vol. 2 No. 2 (2024): September 2024
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jisad.v2i2.12982

Abstract

FTI Fest is a music concert event organized by one of the faculties at Merdeka University Malang. In its management, the FTI Fest event still uses various manual methods and tends to be less effective in carrying out transaction processes, especially in terms of ticket sales. Therefore, a management information system is needed that is tailored to your needs to make ticket ordering easier. This research aims to design and develop an event ticketing management information system using the waterfall method. The research stages were carried out starting from system requirements analysis, system design, implementation, system testing, to maintenance. The results of functionality testing show that the system functions well and is suitable for use. The information system developed in this research can make it easier for admins or event managers to manage events and tickets and simplify the process of recording transactions. Apart from that, with a payment gateway, buyers can make event ticket purchase transactions anywhere and anytime.
Analisis dan perancangan aplikasi Augmented Reality anatomi tubuh manusia berbasis Android Nurwicaksono, Ahmad Soni; Swalaganata, Galandaru
Journal of Information System and Application Development Vol. 1 No. 1 (2023): March 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jisad.v1i1.9866

Abstract

This study focuses on designing and analyzing an Android-based Augmented Reality (AR) device for practical learning of human anatomy. Its objective is to analyze the effectiveness of AR technology in enhancing practical learning of human anatomy and identifying possible issues in implementing such technology. The study utilizes the software development method based on SDLC with a waterfall model. The results demonstrate that the use of AR technology in practical learning of human anatomy can improve the effectiveness of student learning. Students who use AR devices can better understand and recall the material faster than those who do not. Additionally, the AR device facilitates students in visualizing the human body structure interactively and in 3D. However, the study also identifies some issues that may arise during the implementation of AR technology in practical learning of human anatomy. Educators and software developers can take note of these issues when developing AR applications for practical learning of human anatomy. In conclusion, this study proves that the use of AR technology in practical learning of human anatomy can enhance the effectiveness of student learning and provide useful information for educators and software developers in developing effective AR applications for practical learning of human anatomy.
E-Mudharabah Management Information System Design with Cost Benefit Analysis Approach Andarwati, Mardiana; Swalaganata, Galandaru; Sulaksono, Aditya Galih; Futaqi, Faruq Ahmad
IQTISHODUNA: Jurnal Ekonomi Islam Vol. 13 No. 2 (2024): October
Publisher : LPPM, Universitas Islam Syarifuddin Lumajang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54471/iqtishoduna.v13i2.2541

Abstract

The urgency of this research is to provide a solution to these challenges by introducing a technology-based system called e-Mudharabah, leveraging a Decision Support System (DSS) with the Cost Benefit Analysis (CBA) method. The aim of this research is to develop a digital platform that facilitates financing for MSMEs by using the CBA-based DSS to assess business feasibility and reduce the risks associated with the traditional Mudharabah scheme. The novelty of this research lies in the integration of modern technology with Islamic finance principles through the e-Mudharabah platform. Unlike conventional Mudharabah schemes, this platform introduces CBA and DSS to evaluate business feasibility, thus minimizing financial risks. The inclusion of consultants further enhances the process by providing guidance and support to both MSMEs and financiers, ensuring better decision-making and successful partnerships. The implications of this research are impactful for both Islamic financial institutions and MSMEs. The adoption of the e-Mudharabah platform can significantly reduce risks for financiers while improving access to capital for MSMEs. The platform also promotes transparency and fair cooperation in financial transactions, contributing to the sustainability of MSME growth in alignment with Islamic economic principles.
Pengembangan Media Pembelajaran Game Aritmatika (GAMETIKA) Menggunakan Adobe Flash CS6 Galandaru Swalaganata
Jurnal Tadris Matematika Vol 1 No 1 (2018)
Publisher : Universitas Islam Negeri Sayyid Ali Rahmatullah Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21274/jtm.2018.1.1.65-76

Abstract

Mathematical sciences that study basic mathematical operations that is addition, subtraction, multiplication, and division are arithmetic. Arithmetic lessons have been introduced since entering formal education. It can deliver with various ways, one of them is using a line of numbers or represent with objects, such as marbles, books, and pencils. As the development of science and technology, the delivery process can be done by using mobile devices. For example smartphones, tablets and laptops. Utilization can be done by making games or more commonly known as ICT-based learning media. With the game related to math, users can not only play games, but also can sharpen the ability to solve problems related to math. Gametika made with Adobe Flash Professional CS6 software and Adobe Air 3.2 application runtime with waterfall design model consisting of: (1) system requirement analysis; (2) design system; (3) implementation; (4) trials; (5) deployment; and (6) treatment. This game can run on a smartphone with Android 4.0 Ice Cream Sandwich operating system or a newer android version and smartphone screen resolution of at least 320 x 480 pixels. Gametika can also be played on a PC or laptop. The validation results are declared valid and suitable for use especially for children aged 10-13 years.
Analisis Pemilihan Media Promosi UMKM untuk Meningkatkan Volume Penjualan Menggunakan Metode Analytical Hierarchy Process (AHP) Subiyantoro, Edi; Muslikh, Ahmad Rofiqul; Andarwati, Mardiana; Swalaganata, Galandaru; Pamuji, Fandi Yulian
Jurnal Teknologi dan Manajemen Informatika Vol. 8 No. 1 (2022): Juni 2022
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jtmi.v8i1.6760

Abstract

The increase in the number of creative industry entrepreneurs on the scale of UMKMs in Indonesia must be supported by several factors so that these businesses can develop. These factors range from business conditions, environment, facilities, and infrastructure, to technology. In terms of the use of technology, UMKM business actors can use it in various fields including the procurement of raw materials, the production process to the marketing and promotion stages of the products produced. This analysis aims to determine the weight the importance of the criteria to create an element of UMKM sales volume. In addition, it also helps UMKM actors in making decisions in choosing and using which alternative best suits their needs. Based on the results of the analysis of this study, it can be concluded that alternative social media is a priority criterion in increasing the sales volume of UMKM actors. Based on the overall average weight value, the alternative for social media is to expand the market by increasing the intensity of promotions with various social media. Such as WhatsApp Business, Instagram, Facebook, YouTube, and others to increase product sales for UMKM actors.