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Peningkatan Kemampuan Teknologi Pembelajaran Berbasis Entertainment Melalui Pemanfaatan Gamifikasi Bagi Siswa SMA Anggraini, Putri; Renita Astri; Mulya, Dio Prima; ., Zulfahmi; ., Faradika; ., Sularno; Kamal, Ahmad; Utnasari, Intan
Jurnal Pemberdayaan: Publikasi Hasil Pengabdian Kepada Masyarakat Vol. 3 No. 1 (2024): Januari - Juni
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jpmittc.v3i1.1616

Abstract

The orientation of learning and education in the 21st century in the era of the industrial revolution 4.0 refers to the realization of 21st century life skills. The 21st Century Skills/Competencies/Skills are: 1).Creativity, namely new ideas, concepts, or products that meet the needs of the world. 2) Critical Thinking and Problem Solving, the ability to design and manage projects, solve problems, and make effective decisions using a variety of tools and resources. 3) Communication. not only for the ability to communicate effectively, orally and in writing, and with various digital tools, but also listening skills, and 4) Collaboration. As educators at Dharma Andalas University, one of the Community Service (PKM) lecturer groups consisting of 3 (three) lecturers of the Information Systems study program held Gamification training activities for students of SMAN 1 and SMAN 2 Solok City. This training aims to enable students to build game applications that can avoid boredom and foster their focus and interest in teaching materials using the QuickApp Ninja application. The application that is built is expected to produce works in the form of student creativity that supports the learning process so that this PKM activity becomes one of Dharma Andalas University's efforts to help students to improve their performance in tests and academic assignments.
Analisis Data Pola Pembelian Konsumen Dengan Algoritma Apriori Pada Transaksi Penjualan Minimarket D Mart Utnasari, Intan
Jurnal Sistem Informasi Dan Informatika Vol 2 No 1 (2024): Januari 2024
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jiska.v2i1.1254

Abstract

Minimarket D Mart is one of the stores that sells various items of daily necessities. Minimarket D Mart when doing a transaction had using a computer but the data only has function as an archive, so that the data piles up. The data stack can obtain new information if it processed property, such as seeing the pattern of what items are of ten purchased by consumers. The study alms to determine the process of data mining analysis with apriori algorithms and to determine the rule which generated from the highest support value and confidence the method used in this study is data mining method with apriori algorithms, apriori included in the group of association rules in data mining. Besides apriori, market basket analysis method also included in its group. Market basket analysis in methodology for analysing consumer buying patterns of finding association between different items. Based in the result, the application of apriori algorithms on data mining technique is very efficient and also accelerate the process of forming trends in combination patterns of sales out come with the highest support value and confidence belong to teh pucuk, aqua with support 54% and confidence 100%.
IMPLEMENTASI PETA INTERAKTIF BERBASIS WEB UNTUK LOKASI SPBU PERTAMINA DI KOTA PADANG Zulfahmi, Zulfahmi; Yuza, Windy Putri; anggraini, putri; Utnasari, Intan
Jurnal Sistem Informasi Dan Informatika Vol 3 No 1 (2025): Januari 2025
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jiska.v3i1.1903

Abstract

Penggunaan teknologi peta interaktif berbasis web telah menjadi solusi efektif dalam memberikan informasi lokasi secara real-time dan akurat. Penelitian ini bertujuan untuk mengimplementasikan peta interaktif untuk lokasi SPBU Pertamina di Kota Padang, sehingga memudahkan pengguna dalam menemukan lokasi SPBU terdekat, lengkap dengan informasi detail seperti nama, alamat, koordinat geografis, dan layanan yang tersedia. Sistem ini dibangun menggunakan teknologi Leaflet.js dan OpenStreetMap, yang memungkinkan integrasi data lokasi dengan visualisasi peta yang dinamis. Data lokasi SPBU diperoleh dari survei dan database instansi terkait. Hasil penelitian menunjukkan bahwa sistem peta interaktif ini mampu meningkatkan aksesibilitas informasi bagi masyarakat umum, khususnya pengguna kendaraan bermotor di Kota Padang. Sistem ini diharapkan dapat menjadi model yang dapat diterapkan di kota-kota lain untuk kebutuhan serupa.
RANCANG BANGUN SISTEM INFORMASI AKADEMIK PADA SMA NEGERI 15 BATAM Sophia, Puteri Zarith; Utnasari, Intan
Computer Science and Industrial Engineering Vol 3 No 2 (2020): comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Along with the rapid development of technology, the need for information is required in support the activities of an organization, especially information that is produced should contain the correct values, timely, accurate and of course save time. School sman 15 batam in this discussion is one of the agency/organization that is engaged in the field of education are still using the system information manually, the system is still there using a sheet of paper and the archive so it can cause data-data that is easily lost or damaged, the data-school data such as data of students, teachers, and the data value is sometimes hard to find when needed, this research aims to design information systems academic school web-based Method used to build this information system is using the waterfall method. The results of this study indicate that the use of the system web-based academic information can be accessed easily as well as provide information that is accurate and timely. This web application is expected to be applied and implemented in order to help the school sman 15 Batam in facilitating the process of teaching and learning
ANALISIS CLUSTERING DENGAN K-MEANS UNTUK PENGELOMPOKKAN PENJUALAN PRODUK PADA HOTEL NEWTON ., Event; Utnasari, Intan
Computer Science and Industrial Engineering Vol 4 No 4 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Customer satisfaction is the main goal of many companies wants to achieve. One of the business fields that focus on customer satisfaction is hotel business. Apart from serving accommodation for customers, hotels also provide variety of products for sale. Inventory management is very important is hotel business because one of many ways to maintain customer satisfaction is by keeping stock so no items are empty when needed. In addition, a good inventory management will not let the company to experiences losses due to outdated inventory. Using data mining K-means clustering algorithm, we can group goods based on the salable goods and the less salable goods. This research aims to assist hotel Newton to improve their inventory management. Data that was used is sales that have been made which divided into 3 trimesters. Data also will be evaluated using RapidMiner application. The results obtained from the research are 3 clusters where the clusters consist of very salable goods, medium salable goods and not salable goods.
ANALISIS DAN DESAIN PERANCANGAN SISTEM INFORMASI AKADEMIK DI SMAN 16 BATAM Mandala, Rino; Utnasari, Intan
Computer Science and Industrial Engineering Vol 4 No 5 (2021): Comasie
Publisher : LPPM Universitas Putera Batam

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Abstract

Sistem Informasi Akademik merupakan suatu teknologi untuk mengelola, menyebarkan informasi akademik berbasis komputer (Sistem Informasi Akademik). SIA digunakan untuk menyimpan data dan memanipulasi informasi akademik di suatu lembaga pendidikan yang menyajikan informasi tentang setiap aktor yang terlibat dalam sistem. Sistem Informasi Akademik merupakan suatu sistem yang memberikan layanan informasi berupa data-data mengenai hal-hal yang berkaitan dengan akademik. Dimana dalam hal ini layanan yang diberikan antara lain: penyimpanan data siswa baru, penentuan kelas, penentuan jadwal pelajaran, pembuatan jadwal pengajaran, pendistribusian wali kelas, proses asesmen. Tujuan dari penelitian ini adalah untuk menganalisis dan merancang sistem informasi akademik yang dapat digunakan di SMAN 16 Batam dan dapat membantu efisiensi kegiatan akademik. seperti kehadiran siswa dan penilaian siswa yang terkomputerisasi. Dengan melakukan hal-hal tersebut secara komputerisasi, sekolah dapat menghemat waktu dan tenaga, terutama orang tua yang dapat memantau kehadiran dan nilai anaknya melalui sistem informasi akademik, dan juga akan memudahkan guru dalam menilai nilai siswa dan tentunya akan menjadi nilai tambah. untuk sekolah. yang memiliki sistem informasi akademik. Diharapkan hasil analisis dan perancangan ini dapat memudahkan perancangan sistem informasi akademik di masa yang akan datang dan juga akan memudahkan guru dalam menilai nilai siswa dan tentunya menjadi nilai tambah bagi sekolah. yang memiliki sistem informasi akademik. Diharapkan hasil analisis dan perancangan ini dapat memudahkan perancangan sistem informasi akademik di masa yang akan datang dan juga akan memudahkan guru dalam menilai nilai siswa dan tentunya menjadi nilai tambah bagi sekolah. yang memiliki sistem informasi akademik. Hasil analisis dan perancangan ini diharapkan dapat memudahkan perancangan sistem informasi akademik di masa yang akan datang.