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PENERAPAN METODE DRAG AND DROP PADA GAME EDUKASI Wijaya, Rian farta; Tasril, Virdyra; Utomo, Rahmad Budi
DEVICE : JOURNAL OF INFORMATION SYSTEM, COMPUTER SCIENCE AND INFORMATION TECHNOLOGY Vol 1, No 1 (2020)
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/device.v1i1.697

Abstract

Dalam melakukan pembelajaran seorang Pendidik harus mampu dalam menguasai materi dan kelas. Penggunaan media menjadi salah satu alat dalam pembelajaran. Sampai pada saat ini, media pembelajaran sudah menjadi bagian penting dalam menghasilkan pembelajaran yang efektif, efisien dan praktis. Didalam media pembelajaran yang baik, diharuskan terdapat learning, testing, dan evaluation. Game atau permainan, dapat diubah menjadi media pembelajaran, dan umumnya disebut dengan game edukasi. Penggunaan game edukasi akan digabungkan dengan metode drag and drop. Metode ini digunakan untuk menghasilkan interaksi antara pengguna dan media atau game. Sehingga dengan adanya penerapan metode drag and drop pada game edukasi, akan menghasilkan media yang baik untuk sebuah pembelajaran. Kata Kunci— Aplikasi, Drag and Drop, Edukasi, Game, Macromedia Flash.
Pemanfaatan Teknologi Virtual Reality (VR) Dalam Pembelajaran Pada Lembaga Kursus Dan Pelatihan Rumah Tik Labuhanbatu Ernawati, Andi; Sitorus, Zulham; Wijaya, Rian Farta; Aulia, Ananda; Siregar, Andree Risky Yuliansyah; Sofyan, Siti Nurhaliza
Jurnal Pengabdian Masyarakat Gemilang (JPMG) Vol. 4 No. 1 (2024): Januari 2024
Publisher : HIMPUNAN DOSEN GEMILANG INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58369/jpmg.v4i1.152

Abstract

Learning using technology continues to develop along with developments in technology itself. One technology that is increasingly being used in learning is virtual reality (VR). Virtual Reality is a technology that produces a digital environment that resembles the real world and allows users to interact with that environment. Including in Labuhanbatu Regency, where virtual reality media has been used as a learning medium. However, if we observe that the use of virtual reality as a learning medium has not been distributed thoroughly to every level of student, only the student level can access learning using virtual reality. And if we look more deeply, the virtual reality media content that is presented is able to improve the quality of student learning for each level because virtual reality media will really help improve the imagination and mindset of students at all levels to become more effective and efficient. In Labuhanbatu Regency there are many course and training institutions, judging from the area and the number of course and training institutions in Labuhanbatu Regency, the introduction of virtual reality learning media in Labuhanbatu Regency should be managed generally for all levels of students as a basis for community service activities (PKM). . This activity aims to provide training to students in Labuhanbatu Regency about learning methods using virtual reality technology through videos on cellphones using the Millea Lab Viewer application and VR Player with a virtual box device. Activities carried out focus on introducing and training virtual reality for learning. The methods used include training for students at all levels at the Labuhanbatu Tik House course and training institution regarding the features and concepts of virtual reality, the goals, benefits and practices of using virtual reality. After attending the training, students at the Tik Labuhabatu home course and training institution experienced an increase in their knowledge about virtual reality, as well as their ability to improve the quality and creative imagination in learning virtual reality media content in Labuhanbatu Regency Keywords: virtual reality; learning; content, lkprumahtik, Labuhanbatu
K-Means and Naive Bayes Algorithms for Evaluation of Education Personnel Performance Based on SPMI Standards Wahyudi, Eko; Wijaya, Rian Farta; Khairul , Khairul
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13890

Abstract

This research compares the K-Means and Naive Bayes algorithms in evaluating the performance of educational staff based on SPMI standards at STMIK Triguna Dharma. The main objective is to identify the effectiveness of the two algorithms in grouping performance evaluation data and determine the advantages and disadvantages of each method. Primary data was obtained through surveys and interviews, while secondary data came from institutional archives. The K-Means algorithm shows 100% accuracy with the ability to group educational staff into very good, good, quite good, poor and poor performance categories. Meanwhile, the Naive Bayes algorithm shows 91% accuracy, with 100% precision results for the "good" and "fairly good" categories. These results indicate that K-Means is more effective in grouping educational staff based on performance evaluation compared to Naive Bayes. This research makes a significant contribution in the field of evaluating the performance of educational staff and offers insights for a more effective implementation of SPMI in higher education.
Analysis of Indonesian Netizen Sentiment on Platform X Regarding the Arrival of Refugees in Indonesia Using the Multinominal Naive Bayes Method Joefitra Zaqy, Muhammad; Marlina, Leni; Wijaya, Rian Farta
Sinkron : jurnal dan penelitian teknik informatika Vol. 8 No. 3 (2024): Research Artikel Volume 8 Issue 3, July 2024
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i3.13940

Abstract

This research aims to analyze the sentiments of Indonesian netizens regarding the arrival of Rohingya refugees in Indonesia using the Multinomial Naive Bayes method. Sentiment analysis was carried out on comments obtained from platform X. The data collection technique used the crawling method to extract comments from platform X users regarding the issue of the arrival of Rohingya refugees. The tool used for crawling is Google Collab. The data analysis process includes sentiment labeling, data preprocessing (case folding, stopword removal, tokenizing, stemming), and classification using the Multinomial Naive Bayes method. The research results show that the majority of Indonesian netizens' sentiments regarding the arrival of Rohingya refugees in Indonesia are negative, with a percentage of 81%. Positive sentiment reached 8%, while neutral sentiment was 11%. The Multinomial Naive Bayes method produces an accuracy of 82.5% in classifying netizen sentiment. The tools used to process the data are the Orange Data Mining application version 3.36.2 It is hoped that this research can contribute to the development of computer science, especially in the fields of Text Mining, Natural Language Processing, Machine Learning and Artificial Intelligence (AI). It is also hoped that this research will provide benefits to parties related to handling the Rohingya refugee problem in Indonesia, such as the government, humanitarian organizations, mass media, academics, the general public, and other researchers.
Implementasi Algoritma Naïve Bayes Dalam Menganalisis Jumlah Live Stream VTuber Skem Aulia, Ananda; Tanjung, Miftah Rusydi; Iqbal, Muhammad; Wijaya, Rian Farta
Bulletin of Information Technology (BIT) Vol 4 No 4: Desember 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i4.899

Abstract

YouTube is evidence of the development of leading digital technology in the media and entertainment sector. YouTuber is a term for those who create content or broadcast live on YouTube media. Not all YouTubers are able to express themselves directly in the content they create. For this reason, Virtual YouTubers were created, which are 2-dimensional or 3-dimensional virtual characters created using computer software to make it easier for YouTubers to interact with viewers. This research aims to analyze the live broadcasts of VTuber HoloH3ro, namely Kaela Kovalskia, Vestia Zeta, and Kobo Kanaeru, which contain schemes during the live streaming. With a large amount of data for each live stream time, a Naïve Bayes algorithm is needed through the use of range and frequency features, so accuracy results will be obtained which will be tested using the Confusion Matrix. The dataset used was taken from the kaggle.com site regarding the scheme live stream schedule conducted by HoloH3ro.
Analysis Of It-Based Logistics Inventory Systems In Companies Engaged In The Field Of Ready Mix Concrete And Precast Concrete Pratama, Wiko; Wahyudi, Muhammad; Tanjung, Miftah Rusydi; Saputra, Risfan Nazar; Saragih, Juliyandri; Siregar, Andree Rizky Yuliansyah; Wijaya, Rian Farta
Bahasa Indonesia Vol 16 No 03 (2024): Instal : Jurnal Komputer
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jurnalinstall.v16i03.247

Abstract

This journal aims to analyze information technology (IT)-based logistics inventory systems in companies operating in the ready mix concrete and precast concrete fields. In the construction industry, efficient and accurate inventory management is critical to supporting effective and timely operations. This study identifies the problems existing in traditional inventory systems and proposes IT-based solutions to optimize logistics management. The methodology used includes needs analysis, system design, implementation, and system performance evaluation. The results of the research show that implementing an IT-based inventory system can increase the accuracy of inventory data, speed up the decision-making process, and reduce operational costs. This system also allows for better integration between various departments within the company, thereby improving overall coordination and efficiency. This study concludes that technological innovation in logistics management makes a significant contribution to increasing productivity and competitiveness of companies in the ready mix concrete and precast concrete industries.
Sistem Informasi Inventori Pakan Ternak Menggunakan Metode Design Thinking Pada Kelompok Tani Karya Bersama Hardinata, Rio Septian; Wijaya, Rian Farta; Pratiwi, Daratika
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 6 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i6.13194

Abstract

Inventory merupakan pengertian dari penyimpanan atau biasa disebut dengan Gudang. Pakan ialah suatu asupan atau disebut dengan konsumsi. Semua makhluk hidup pasti mengonsumsi suatu makanan atau vitamin agar tubuhnya kuat dan sehat tak terkecuali hewan ternak. Semua hal yang di dapat dari dunia ini disebabkan oleh sebuah informasi. Informasi pada pakan ternak juga tak kalah penting karna demi tumbuh kembang ternak tersebut. Begitu juga pada pemilik dan staff dalam Inventori Pakan Ternak pada Kelompok Tani Karya Bersama. Untuk mempermudah para staff dan pemilik pakan ternak adanya jalan keluar yang mudah, salah satunya “Pembuatan Sistem Informasi Inventori Pakan Ternak” berbasis Web pada Kelompok Tani Karya Bersama dengan menggunakan metode Design Thinking” agar dapat dilihat dengan internet dimana saja dan kapan saja. Pembuatan Web tersebut menggunakan Bahasa pemrograman HTML, PHP, JavaScript dan CSS. Dalam hasil akhir dari penelitian ini ialah sebuah web yang berisikan sebuah informasi-informasi yang ada pada Kelompok Tani Karya Bersama.
Tata Kelola Teknologi Informasi Menggunakan ITIL V3 Untuk Perpustakaan (Studi Kasus : Perpustakaan MTsN 4 Langkat) Lubis, Darma Putra; Wijaya, Rian Farta; Nasution, Darmeli; Khairul, Khairul; Wahyuni, Sri
INTECOMS: Journal of Information Technology and Computer Science Vol 7 No 6 (2024): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v7i6.13195

Abstract

Penelitian ini berfokus pada analisis dan perancangan tata kelola Teknologi Informasi (TI) di Perpustakaan MTsN 4 Langkat menggunakan kerangka kerja Information Technology Infrastructure Library (ITIL) V3, khususnya pada domain Service Design. Penelitian ini bertujuan untuk meningkatkan efektivitas dan efisiensi pengelolaan TI serta kualitas layanan perpustakaan. Melalui analisis kebutuhan, pengumpulan data dari pimpinan, pengguna dan staf perpustakaan, serta penerapan best practice ITIL V3, penelitian ini menghasilkan Tata Kelola TI yang menerapkan best practice ITIL V3, rancangan Standar Operasional Prosedur (SOP) dan pengelolaan Service Level Agreement (SLA) yang sesuai. Hasil penelitian menunjukkan bahwa penerapan ITIL V3 di perpustakaan ini dapat membantu dalam perbaikan berkelanjutan dan meningkatkan kepuasan pengguna.
Pelatihan Implementasi Sistem Audit Internal Berbasis Teknologi Informasi Di PT. Oyo Room Indonesia Putra, Randi Rian; Wijaya, Rian Farta; Handayani, Sri
Community Engagement and Emergence Journal (CEEJ) Vol. 5 No. 3 (2024): Community Engagement & Emergence Journal (CEEJ)
Publisher : Yayasan Riset dan Pengembangan Intelektual

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/ceej.v5i3.6603

Abstract

Kegiatan pengabdian ini bertujuan untuk meningkatkan kompetensi sumber daya manusia dalam mengimplementasikan sistem audit internal berbasis teknologi informasi di PT. Oyo Room Indonesia. Melalui pelatihan yang dirancang khusus bagi karyawan yang terlibat dalam proses audit, kegiatan ini memfokuskan pada pengembangan keterampilan teknis dan peningkatan pemahaman mendalam mengenai pemanfaatan perangkat lunak dan platform digital untuk mendukung audit yang lebih efisien, akurat, dan transparan. Metode pelatihan mencakup presentasi materi, diskusi interaktif, dan simulasi langsung penggunaan sistem audit berbasis teknologi informasi, sehingga peserta mampu menerapkan teori ke dalam praktik nyata. Hasil pelatihan menunjukkan adanya peningkatan pemahaman dan keterampilan peserta dalam menjalankan proses audit internal secara digital, yang diharapkan dapat meningkatkan kualitas pengawasan internal serta mendukung pengambilan keputusan yang lebih cepat dan tepat di PT. Oyo Room Indonesia. Program pelatihan ini memberikan kontribusi signifikan dalam pengembangan sistem audit internal perusahaan yang lebih modern dan efektif, serta memperkuat budaya kerja berbasis teknologi di lingkungan perusahaan.
Penerapan Metode Waterfall dalam Pengembangan Aplikasi Edukasi Pelestarian Mangrove Berbasis Mobile Hermansyah, Hermansyah; Wijaya, Rian Farta; Wahyuni, Sri; Putra, Agil Dwi
JiTEKH Vol. 12 No. 2 (2024): September 2024
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jitekh.v12i2.1021

Abstract

The mangrove ecosystem plays a vital role in maintaining coastal environmental balance. However, mangrove degradation continues to increase due to a lack of public awareness and education about its benefits and conservation methods. This study aims to develop a mobile-based educational application focused on introducing mangroves, highlighting their benefits, and demonstrating conservation techniques. The Waterfall method was applied in its development, consisting of the stages of requirements analysis, design, implementation, testing, and maintenance. This method was chosen for its structured and systematic approach, allowing for a well-planned application development that meets user needs. Testing results indicate that this application provides educational information interactively and is easily accessible to a broad audience, especially students and coastal communities. This application is expected to raise public awareness of the importance of mangrove conservation and serve as an effective solution in disseminating information about the mangrove ecosystem