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PENGENALAN DASAR BENTUK GELOMBANG UPS UNTUK ALAT MEDIS DI RSUD MARDI WALUYO BLITAR Hartono, Elvianto Dwi; Kridoyono, Agung; Armin, Aidil Primasetya
SISTEM Jurnal Ilmu Ilmu Teknik Vol 17 No 1 (2021)
Publisher : Fakultas Teknik Universitas Wisnuwardhana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37303/sistem.v17i1.192

Abstract

Bentuk gelombang menunjukkan kualitas suatu sistem supply daya, sebagaimana juga pada Power Supply merupakan suatu modul daya perangkat yang berguna operasinya sebagai backup power atau daya sebagai cadangan listrik bila sumber energi listrik regular utama dari PLN kondisinya off atau mati dimana sudah biasa kondisi tersebut di instansi daerah atau pedesaan. Sangat penting mengetahui bentuk gelombang yang dihasilkan oleh UPS sebelum memilihnya, karena akan mempengaruhi kinerja dari beban yang dihubungkan dengan UPS. UPS memiliki karakteristik yang berbeda tiap tipenya, ini dikarenakan UPS tiap tipenya memiliki fungsi kerja kebutuhan yang disesuaikan pada perangkat elektronik yang di_supply dayanya. Tipe ups seperti line-interactive, online, offline memiliki karakteristik kerja yang berbeda-beda seperti pada mitra pengabdian kita yaitu pada rumah sakit mardi waluyo Blitar ini kebutuhan UPS diperuntukkan pada alat medis dimana alat medis ini membutuhkan presisi dan akurasi yang tinggi untuk pengukuran obyeknya. Agar mendalami merosotnya penyebab kepresisian dan akurasi pada alat medis maka kita melakukan pengabdian dengan pembuktian gelombang perangkat UPS tiap tipenya agar teknisi rumah sakit dalam memilih tipe UPS tidak salah penempatannya untuk obyek yang bagaimana dan seperti apa operasinya. Artikel tentang Pengabdian ini dilakukan dengan memberi materi bentuk gelombang serta bagaimana merangkai agar gelombang didapat melalui alat ukur oscilloscope.
Perancangan Permainan Tebak Gambar Isi Rumah Menggunakan Game Engine Unity Armin, Aidil Primasetya; Darwanto, Agus; Nabila, Amira Mar'atu
Fountain of Informatics Journal Vol. 6 No. 2 (2021): November
Publisher : Universitas Darussalam Gontor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21111/fij.v6i2.5990

Abstract

Unity merupakan salah satu mesin game yang dapat digunakan untuk membuatan game. Game memilik beberapa genre, salah satunya Game Puzzle. Game Puzzle bertujuan untuk menguji keterampilan pengguna dalam memecahkan masalah. Game Puzzle miliki genre sendiri salah satunya Action [1]. Salah satu masalah yang dapat digunakan dalam Puzzle Game adalah Gambar. Tebak Gambar adalah salah satu model permainan yang termasuk dalam genre Game Puzzle. Pada penawaran ini ditawarkan Perancangan Permainan Tebak Gambar dengan aturan permainan yang memilih dan mencocokan objek gambar dengan objek gambar yang di cari. Aturan permainan yang lain dimulai setiap kali permainan yang objek yang di cari akan berubah-ubah. Objek yang digunakan sebanyak 10 dan objek random yang muncul ketika permainan dimulai 5. Maka setiap permainan dimulai pada posisi objek tidak berubah. Hasil yang didapat diujikan dengan menggunakan metode black box.
Design of "VERB-ING FOR FUN" Learning Media For Student 4th Class Primary School : Perancangan Media Pembelajaran "VERB-ING FOR FUN" Untuk Siswa Kelas 4 Sekolah Dasar -, Raka Arya Pratama; Armin, Aidil Primasetya
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 7 No. 2 (2024): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v7i2.1646

Abstract

Abstract. MI Al-Ihsan Sidoarjo is a madrasa school located in Sidoarjo, East Java. However, the teachers there still rely on textbooks and question sheets for their teaching methods, and do not have projectors to use PowerPoint as another teaching method, which often causes students to not understand the essence of the lessons being delivered, due to the detailed delivery of the material. With these considerations in mind, the researcher solved the problem at MI Al-Ihsan by creating an interactive learning media application called "Verb-ng for Fun" specifically for English lessons which can be accessed using a computer in the lab, so that it can be used by MI English teachers. Al-Ihsan as a supporter for delivering lesson material. In designing it, the researcher studied the English teacher at MI Al-Ihsan and used the material in the textbook as application design material. The researcher aims to use the ADDIE method as a reference for designing interactive learning media applications that will be created. It is hoped that the design of this application can be used to improve students' understanding of English lessons.
Pengembangan Sistem Informasi Aplikasi Mobile Pelayanan Elektronik Dispendukcapil Kota Malang Pratama, Dhika Bayu; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 1 (2024): November
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i1.5098

Abstract

Purpose: This study aims to develop a mobile application-based public service information system to improve the effectiveness and accessibility of administrative services at the Department of Population and Civil Registration (Dispendukcapil) of Malang City. Research Methodology: This research was conducted at the Dispendukcapil office of Malang City using a descriptive qualitative approach. Data collection methods included field observations, interviews with service users and staff, and analysis of documentation. The mobile application was developed using the Flutter framework and implemented based on the waterfall development model. Results: The resulting application, named SIAPEL, features service registration, real-time document tracking, notifications, and complaint submission via WhatsApp. Testing with 50 respondents showed that 90% found the app easy to use and 86% were satisfied with its interface and usefulness in accessing services. Conclusion: SIAPEL enhances administrative efficiency, reduces service queues, and improves communication between users and the institution. The application has shown positive reception from both users and staff Limitation: The current version only supports Android devices and requires stable internet connectivity for optimal performance. Integration with institutional databases is still being developed. Contribution: This research contributes to the development of mobile-based public service systems, especially in the field of population administration. It can be a reference for other government institutions aiming to implement similar digital services to improve public satisfaction and service efficiency.
Prototyping antarmuka Web Cybers Academy melalui Integrasi Desain untuk Meningkatkan Efektivitas Pengguna Cecelya, Zary; Rahmadi, Agyl Ardi; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 1 (2024): November
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i1.5097

Abstract

Purpose: This study aims to develop a prototype for an integrated Cyber Academy e-learning web interface, enhancing effectiveness and user experience by combining its Learning Management System (LMS) and Project Management System (PMS). Methodology/approach: Using Design Thinking, the research began with empathy (interviews and surveys with students and teachers). After defining the problems, the Ideate phase focused on a unified interface design. Prototype development followed, and the prototype was rigorously tested with users via the System Usability Scale (SUS) method to evaluate usability and satisfaction. Results: Based on 49 respondents, the prototype achieved a SUS score of 79.75, categorized as "A" (excellent and acceptable usability). User feedback also indicated areas for future refinement Conclusions: This study successfully developed a highly usable and satisfying integrated e-learning web interface. Design Thinking was effective in creating a more functional, user-centred platform. Limitations: The study was limited to Figma prototype development and usability testing with registered Cyber Academy users, primarily from one institution; actual system implementation and broader testing were beyond the scope. Contribution: This study offers a practical framework for integrating e-learning and project management systems using Design Thinking, providing insights for Cybers Academy to improve its platform and serving as a case study for similar educational integration challenges.
Rancang Bangun Sistem Informasi Manajemen Praktik Mandiri Dokter Gigi Berbasis Website Fitriana, Devi; Rahmadi, Agyl Ardi; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 1 (2024): November
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i1.5096

Abstract

Purpose: This study aims to develop a website-based dentist independent practice management information system that functions to improve the efficiency of the quality of data management and services at the Hary Alihkaryanto Dentist Independent Practice, which previously this practice still used paper-based manual methods which caused the data processing process to be slower and was at risk of data loss and damage. Methodology/approach: I This system was developed using the waterfall method which includes the stages of needs analysis, design, implementation, and testing. Functional testing of the system was carried out using the Blackbox Testing method while usability evaluation was carried out using the Umux Lite method. Results/findings: The results of system testing using the Blackbox Testing method all 10 test scenarios were successfully executed in accordance with the test cases and usability evaluation using the Umux Lite method resulted in a score of 84.28 which is included in the “A+” category, indicating a high level of user comfort and satisfaction. Conclutions: The developed system is able to improve efficiency and effectiveness in data management and support more optimal patient services. Limitations: The system is not yet equipped with a user role management feature, where patients do not have their own access in the system. Contribution: This research contributes to the field of health technology by presenting a service digitization model for dental practices, especially independent practices such as drg. Hary Alihkaryanto.
Rancang Bangun Aplikasi Pencatatan Keuangan dan Manajemen Pesanan untuk Bisnis Usaha Lontong Rafiussani, Moh. Izza Akhyar; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 1 (2024): November
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i1.5152

Abstract

Purpose: This study aims to design, develop, and evaluate an Android-based application for financial recording and order management tailored to a micro-enterprise (a lontong food stall) operated by Mr. Sutrisno, addressing the lack of structured transaction recording and disorganized order handling. Methodology/approach: Following a case-study approach in Indonesia, the application was built iteratively using Personal Extreme Programming (PXP) with Android Studio, Kotlin, and Room Database. Functional verification employed Black-Box Testing, while usability was assessed through Usability Testing (6 participants) and the UMUX-Lite questionnaire. Results/findings: Black-Box Testing yielded 100% pass rates across all core functions. Usability Testing showed that 100% of participants found the interface intuitive and input processes clear; all rated the financial recording and profit-loss reporting features as most beneficial, 50% regularly used the statistics module, and 83% reported no significant difficulties. UMUX-Lite produced an average score of 91.7, indicating very high perceived usability. Conclusions: The application successfully fulfills its objectives by combining reliable functionality with high user satisfaction, effectively streamlining financial and order processes for the target UMKM. Limitations: Findings are based on a single Android-only case study without iOS/web support, limited feature scope (basic income/expense recording and order organization), and a short evaluation period. Contribution: This research delivers a practical, user-centered solution for UMKM digitalization and provides a replicable development and evaluation framework for similar small business applications.
Pengembangan Media Pengenalan Produk UMKM Makanan Khas Tegal Berbasis Augmented Reality Priyanto, Diaz Ananda; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 2 (2025): Mei
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i2.5094

Abstract

Purpose: This study aimed to develop an interactive and accessible Augmented Reality (AR)-based media to introduce traditional culinary products from Tegal, which remain relatively unknown among the people in Surabaya. Methodology/approach: To carry out this study, the Multimedia Development Life Cycle (MDLC) model was utilized. The resulting system is a web-based Augmented Reality application that uses marker-based tracking to visualize 3D models of traditional foods from Tegal. The 3D visual elements were designed using the Blender application. Results/findings: The system effectively introduced new information to all respondents, especially those who were previously unfamiliar with Tegal's traditional cuisine. Usability testing showed a System Usability Scale (SUS) score of 77.08, indicating that the system was well received and suitable for use. Conlusion: The developed system is considered effective and engaging as a medium for introducing local culinary heritage to a broader audience. Limitations: The system depends on marker-based AR, which requires physical markers and may limit its flexibility. Contribution: This study contributes to cultural preservation and educational media by providing a digital platform for introducing regional culinary heritage, especially for local governments, the tourism sector, and educational institutions.
Rancang Bangun Sistem Informasi Manajemen Klinik Chania Care Center Berbasis Web Responsif Putra, Galuh Dwi Agung; Rahmadi, Agyl Ardi; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 2 (2025): Mei
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i2.5095

Abstract

Purpose: Technology has become an integral part of every aspect of life, including healthcare, including clinics. Technology plays a crucial role in addressing various challenges, such as patient management, pharmacy data management, and clinic management systems. Methodology/approach: The Chania Care Center Clinic implemented FEFO for efficient pharmacy inventory, ensuring older medications are used first, and used RAD methodology for iterative, rapid system design. Results/findings: Based on UMUX method testing, the admin role (2 respondents, average score 91.7) achieved an excellent (Grade A) usability rating. The doctor role (1 respondent, average score 79.1), pharmacy role (2 respondents, average score 75), and voter role (1 respondent, average score 83.3) all received a good (Grade C) usability rating. Conclutions: From this, it can be concluded that the Chania Care Center clinic system is well received by all users and all UMUX scores are in the “acceptable” category. Limitations: Despite these limitations, in developing the Chania Care Center clinic management information system, it is necessary to add a log of activities carried out by users so that from the log it can be monitored what activities users are carrying out on the system, so that security is well maintained. Contribution: This study details the creation of a responsive, user-friendly Chania Care Center clinic management system. It leverages the RAD (Rapid Application Development), FEFO (First Expired, First Out), and UMUX (Usability Metric for User Experience) methods to achieve its design and development goals.
Pengembangan Aplikasi Pembelajaran Literasi Dasar Siswa Kelas 1 SD Berbasis 2D Wardana, Ali; Armin, Aidil Primasetya
Jurnal Ilmu Siber dan Teknologi Digital Vol. 3 No. 2 (2025): Mei
Publisher : Penerbit Goodwood

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35912/jisted.v3i2.5100

Abstract

Purpose: This study aimed to design and develop a multimedia-based 2D application to improve basic literacy skills for first-grade elementary school students. Methodology/approach: The application, named Petualangan Literasi, was developed using the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collection, assembly, testing, and distribution. The research was conducted at SDN Ngingasrembyong using the Unity and C# programming languages. Results/findings: The results showed that the application effectively improved students’ literacy performance. Of the 25 students, five achieved maximum scores, and the majority showed increased performance compared to conventional methods. Conclutions: The study concludes that the 2D multimedia-based application Petualangan Literasi, developed using the MDLC method, is effective in enhancing basic literacy skills among first-grade elementary school students. It provides an engaging, interactive alternative to conventional learning methods, increasing students’ motivation and performance in early literacy education. Limitations: The study was limited to material from Chapter 1 of the 2021 Bahasa Indonesia curriculum and tested on a small sample of first-grade students. Contribution: This research contributes to the field of educational technology by offering an interactive solution for early literacy learning through game-based multimedia applications tailored to young learners.