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PENGANDALIAN KUALITAS PRODUK MINYAK GORENG SPEK KLASIK KEMASAN STANDING POUCH (STP) SATU LITER DI PT. SALIM IVOMAS PRATAMA Tbk. (SIMP) Amuati, Muhammad Fitoy; Rasyid, Abdul; Arafat, Muhammad Yasser
Jambura Industrial Review (JIREV) VOL.4 NO.1, MEI 2024
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jirev.v4i1.26301

Abstract

Kegiatan quality control ini membantu perusahaan mempertahankan dan meningkatkan kualitas produknya dengan melakukan pengendalian terhadap tingkat kecacatan produk sampai pada tingkat kecacatan nol. PT. SIMP merupakan perusahaan yang memproduksi minyak mentah kelapa sawit, perusahan ini memastikan penjaminan mutu minyak dengan melakukan pengujian FFA, kadar air, dan kadar kotoran. Setelah dilakukan pengamatan secara langsung diketahui bahwa FFA, kadar air, dan kadar kotoran kadang kala belum memenuhi standar penjaminan mutu yang ditetapkan oleh perusahaan. Tujuan penelitian ini untuk melakukan pengendalian kualitas produk minyak goreng spek klasik kemasan standing pouch. Metode yang di gunakan yaitu SQC. Metode ini dapat dijalankan dengan 5 alat bantu yaitu check sheet, histogram, diagram pareto, dan peta kendali. Berdasarkan hasil dari data histogram dan pareto hasil defect FFA 49 dengan jumlah presentase 46%, kadar air 88 dengan jumlah presentase 75% dan kadar kotoran 56 dengan jumlah pesentase 100% sedangkan berdasarkan peta kendali didapatkan hasil defect kadar air dan difect kotoran tidak ada yang out of control. Dapat disimpulkan dari diagram pareto terdapat 3 masalah penyebab kecatatan yaitu kadar air, kadar kotoran, dan FFA hingga 75% dari total masalah dan berdasarkan grafik P-Chart yang telah dibuat dari kecacatan yang terjadi tidak terdapat titik yang berada diluar batas kendali.
Implementasi Sistem Pengaduan Warga Sekitar Untuk Melaporkan Berbagai Masalah Berbasis Web Dengan Metode RAD (Studi Kasus : Desa Cijantra) Hanif Sandi Wardana; Muhammad Yasser Arafat
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 4 No 09 (2025): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

The development of information technology opens opportunities to improve public services, including handling community complaints. Cijantra Village requires an online complaint system to enable residents to report issues efficiently and transparently. This project develops such a system using Rapid Application Development (RAD), which emphasizes iterative processes and user involvement for faster results. The system provides features such as report submission, status tracking, complaint data management, and follow-up notifications. Implementation shows that the system helps residents submit complaints systematically and assists officials in responding effectively, thereby improving transparency, efficiency, and service quality in Cijantra Village.
PENGUATAN KOMPETENSI GURU DALAM IMPLEMENTASI BLENDED LEARNING HIdayat, Ikhsan; bonok, ZAINUDIN; Asmara, Bambang Panji; Arafat, Muhammad Yasser; Sarlin, Muhammad
Jurnal Abdimas Terapan Vol. 2 No. 1 (2022): JURNAL ABDIMAS TERAPAN (NOVEMBER)
Publisher : Program Vokasi Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (479.449 KB) | DOI: 10.56190/jat.v2i1.19

Abstract

Teknologi telah menjadikan proses pembelajaran lebih fleksibel, lebih praktis, dan lebih efisien karena tidak tergantung hanya pada kegiatan tatap muka di kelas saja. melainkan juga di luar kelas, atau di luar jadwal pelajaran. Perubahan ini menjadi tantangan bagi para guru untuk berinovasi dalam mengajar dengan memanfaatkan teknologi dengan bijak. Proses belajar yang memadukan tatap muka dan online, yang disebut Blended Learning (BL), telah menjadi model platform pembelajaran yang banyak diimplementasikan di sekolah-sekolah dan perguruan tinggi karena hakikat BL yang luwes dan memberi kesempatan kepada siswa untuk belajar dari sumber belajar dan moda belajar yang bervariasi. Meningkatkan hasil dan minat belajar dibandingkan dengan metode pembelajaran yang hanya satu macam, blended learning mampu meningkatkan hasil dan minat belajar siswa. Hal itu karena metode belajar yang digunakan jauh lebih menarik dan menggunakan media pembelajaran yang menarik pula.
Pengembangan Media Pembelajaran Berbasis Aplikasi Codular Pada Materi Proses Penghelasan Metal Inert Gas (MIG) Pudyatmoko, Kristanto; Sunardi, Sunardi; Wunarlan, Irwan; Yasser Arafat, Muhammad; Rahmad Machmoed, Buyung
Jurnal Etnik: Ekonomi-Teknik Vol 2 No 12 (2023): ETNIK : Jurnal Ekonomi dan Teknik
Publisher : Rifa'Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54543/etnik.v2i12.283

Abstract

The aim of this research is to develop learning media and determine the validity and practicality of learning media based on the Codular application in MIG welding subjects at vocational schools. This research uses the Research and development method with the 4D development model (Define, Design, Develop and Disseminate). This research was carried out at SMKN 3 Gorontalo with research subjects in class XI Welding Engineering Skills Competency. The data collection technique uses a questionnaire to assess validity, practicality and attractiveness. The data analysis technique in this research uses quantitative percentage data analysis. The results of the validation assessment by material experts were 95.3% in the very feasible category, the assessment by media experts was 89.2% in the very feasible category, the practicality assessment by users was 88.6% in the very feasible category and the attractiveness assessment was 88.4% with a very worthy category. Based on the results of the research and discussion, it can be concluded that codular-based learning media is very feasible, practical and interesting to use in learning MIG welding theory.
Perancangan Media Terapi Menggunakan Virtual Reality Dengan Metode Desensitisasi Untuk Penderita Fobia Hewan Naufal Janitra Kyrana; Muhammad Yasser Arafat
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 10 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Phobia is a type of anxiety disorder that shows an expression of irrational fear and interferes with the life of an individual, personally or socially. Long-term phobia can cause its sufferers to experience stress and depression because of the things they fear. This research aims to make the medium of therapy by using virtual reality with systematic desensitization therapy for people with phobia of animals, and developed on an android platform. The use of the systematic desensitization therapy is to direct the subject into situations that raise their fears, under a very safe and controlled situation. The research method used here is qualitative method. Research data are collected by using observation, interviews and library research methods. The software development method used is the waterfall method, and the testing method used is Black Box and White Box testing. The output of this research is expected to assist people with phobia of animals in doing therapy, find out the level of fear of people with phobia of animals and reduce cases of phobia of animals as well.
VALIDITAS MEDIA PEMBELAJARAN FLASHCARD BERBASIS AUGMENTED REALITY PADA MATERI SEL KELAS XI SMA Mardin, Herinda; D. Mamu, Hartono; Husain, Ilyas; Yasser Arafat, Muhammad
Jurnal Biogenerasi Vol. 10 No. 1 (2024): Volume 10 Nomor 1, Agustus 2024 - Februari 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/biogenerasi.v10i1.5378

Abstract

Augmented Reality (AR)-based flashcard learning media is the latest innovation that presents attractive 3D visual animations. This technology can make complex and abstract concepts easier to understand, triggering students' creativity, interest and curiosity in learning. Thus, this media can be an alternative solution in overcoming various learning problems. The purpose of this study is to test the validity of Augmented Reality-based flashcard learning media on cell material in class XI SMA, to ensure its effectiveness in improving student understanding. This research method uses a research and development approach with the ADDIE development model. The results showed that the assessment of the validity of Augmented Reality-based flashcard learning media by material experts included, 93% feasibility aspects, 86% presentation components, 92% language, and 90% AR media, with an average of 90% which included the category "Very Valid." Media experts assessed aspects of display design 70%, text design 76%, and Augmented Reality images 73%, with an average obtained of 74% or "Valid". The validity results obtained from material experts and media experts show an average percentage of 83% on each aspect assessed, which is included in the "Very Valid" category. Based on the results of the study it can be concluded that Augmented Reality-based flashcard learning media is feasible to use to support the learning process.
VALIDITAS MODUL PEMBELAJARAN BERBASIS AUGMENTED REALITY PADA MATERI SEL KELAS XI SMA H. Husain, Ilyas; D. Mamu, Hartono; Mardin, Herinda; Yasser Arafat, Muhammad; Maryati Yusuf, Frida
Jurnal Biogenerasi Vol. 10 No. 1 (2024): Volume 10 Nomor 1, Agustus 2024 - Februari 2025
Publisher : Universitas Cokroaminoto Palopo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30605/biogenerasi.v10i1.5379

Abstract

Augmented Reality (AR) is a technology that is one of the new innovations in learning by displaying images in 3D form which makes abstract concepts more real, such as students can observe cell models directly through Augmented Reality visualization. This research aims to test the validity of Augmented Reality-based learning modules in class XI SMA cell material. This type of development research or Research and Development (R&D) uses the ADDIE development model which is carried out up to the development stage, namely validity testing. The results of the validity test show that the Augmented Reality-based learning module on cell material obtained an average validity value of 94% by material experts and validation carried out by media experts showed an average of 75.38% which meets validity standards. Based on these results, this module was declared valid and suitable for use in learning.
Pengukuran kinerja green supply chain management berdasarkan green scor Menggunakan Metode OMAX Pada CV. Adila Grup Muliadi, Muliadi; Rasyid, Abdul; Arafat, Muhammad Yasser
Jurnal Teknik Industri Terintegrasi (JUTIN) Vol. 8 No. 1 (2025): January
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jutin.v8i1.37128

Abstract

CV. Adila Group is an industry engaged in the export and processing of seafood products. In carrying out its supply chain management activities and business operations, the company has not yet conducted performance measurements nor established appropriate indicators to evaluate the performance of its supply chain management. Based on this, the purpose of this research is to identify the key performance indicators (KPIs) that align with the company's needs, assess the performance level of Green Supply Chain Management (GSCM), and determine how to optimize performance in each supply chain activity. The research methods used include the Green Supply Chain Operations Reference (GSCOR), Analytical Hierarchy Process (AHP), Objective Matrix (OMAX), and Traffic Light System. The performance measurement results for the supply chain at CV. Adila Group fall into the yellow category, with a score of 3.7683 across all performance indicators, indicating that improvements are needed.
Penerapan Algoritma K-Means Clustering Analysis Penyakit Stroke di Rumah Sakit muhammad; Muhammad Yasser Arafat
Journal of Artificial Intelligence and Innovative Applications (JOAIIA) Vol. 6 No. 4 (2025): November
Publisher : Teknik Informatika Universitas Pamulang

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Abstract

Penelitian ini mengimplementasikan Algoritma K-Means Clustering untuk analisis penyakit stroke ringan di rumah sakit. Berangkat dari tingginya angka kejadian stroke di Indonesia dan keterbatasan sistem pencatatan medis konvensional yang bersifat manual dan subjektif , penelitian ini bertujuan untuk merancang dan membangun sistem pendukung keputusan berbasis teknologi informasi yang mampu mengelompokkan pasien secara objektif, terukur, dan efisien. Metode yang digunakan adalah applied research dengan pendekatan kuantitatif dan deskriptif, serta pengembangan sistem menggunakan metode K-Means. Data yang dianalisis mencakup faktor klinis dan risiko tertentu seperti usia, tekanan darah, kadar kolesterol, dan riwayat penyakit , yang diperoleh melalui rekam medis rumah sakit dan wawancara dengan tenaga medis. Penerapan algoritma K-Means Clustering memungkinkan pengelompokan pasien stroke ringan ke dalam klaster-klaster berdasarkan kemiripan karakteristik , yang hasilnya dapat mengidentifikasi kategori pasien dengan tingkat risiko rendah, sedang, atau tinggi. Sistem yang diusulkan dan dirancang menggunakan Unified Modeling Language (UML) dan Perancangan Basis Data (ERD, LRS), serta diimplementasikan menggunakan aplikasi pendukung seperti Visual Studio Code, HTML, CSS, MySQL, dan Python. Hasil pengujian Black Box Testing dan White Box Testing menunjukkan bahwa sistem fungsional dan logika internal berjalan valid dan sesuai dengan spesifikasi kebutuhan yang diharapkan, sehingga mampu meningkatkan efektivitas dan efisiensi dalam pengelolaan data pasien serta mempercepat proses identifikasi tingkat risiko.
PENGEMBANGAN MODUL PRAKTIKUM MEKANISME ENGINE SEPEDA MOTOR 4 LANGKAH BERBASIS PROBLEM BASED LEARNING Wilyanto Karim; Muhammad Yasser Arafat; Hasanuddin Hasanuddin; Monica Pratiwi; Esta Larosa; Sugeng Pramudibyo
Jambura Journal of Engineering Education Vol.2 No.2 Desember 2023 : Jambura Journal of Engineering Education
Publisher : Universitas Negeri Gorontalo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37905/jjee.v2i2.20709

Abstract

ABSTRACT The study aims to develop a module of motor mechanics four-step motorcycle based problem based learning on the mechanical engineering education program of the gorontalo state college of engineering. Research in the development of the module lab uses RD (research and development) development methods. The research method referred to the 4-d model (four-d models). Based on research and analysis of already conducted validation data analysis it can be concluded that the validation of the module's practical-based problem learning on its engine engine trainer tool 4 steps from the engine engine aspect of media worthiness are defined as worthy by the validator atan 80% percentage, and of the appropriatical value of these service modules is gained a feasibility percentage of 91.50%.Keywords: development, module practical, the problem of based learning.