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Implementation of A Blood Donor Information System Using Mobile Applications Gunung Kidul District Sebastian, Danny; Sejati, Rr.Hajar Puji
International Journal Software Engineering and Computer Science (IJSECS) Vol. 3 No. 3 (2023): DECEMBER 2023
Publisher : Lembaga Komunitas Informasi Teknologi Aceh (KITA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ijsecs.v3i3.1762

Abstract

Blood donation is a common charitable activity in many communities. Consequently, the Indonesian Red Cross (PMI) in the Gunung Kidul district frequently organizes such humanitarian events across various locations. However, not everyone is aware of these events or is able to participate in blood donation. The lack of information dissemination and blood donation events are significant factors contributing to the low community participation. The existing system for searching, processing, and creating data is still manual, which hinders the efficiency of administrative tasks. Addressing these issues, the aim of this research is to develop an Android-based blood donation information application. This initiative is particularly vital as the PMI in Gunung Kidul lacks the necessary infrastructure to disseminate information about the availability of blood bags efficiently. In the current era of digital advancement, the slow pace of information distribution is notably ineffective, thus integrating the system with Android technology is a strategic solution. sThis blood donation application is designed for donors who lack information about blood donation activities and for organizations wishing to conduct such events. The development of this Android application system involves experimental data collection methods, including observation, interviews, literature study, and documentation. The unit testing employs the Waterfall methodology. The application is developed using the Kotlin programming language, with the aid of Android Studio software
Pelatihan Persiapan Kompetisi Sains Nasional (KSN) Bidang Informatika Sebastian, Danny; Nugraha, Kristian Adi
Patria : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 2: September 2023
Publisher : Universitas Katolik Soegijapranata

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24167/patria.v5i2.4024

Abstract

Kompetisi Sains Nasional Bidang Informatika merupakan salah satu perlombaan sains tingkat nasional yang diadakan oleh Tim Olimpiade Komputer Indonesia atau TOKI. Materi KSN-K dan KSN-P terdiri dari matematika tingkat SMA, terutama pada logika matematika, kaidah pencacahan, dan peluang. Hampir semua sekolah berusaha mendorong siswa-siswinya untuk mengikuti perlombaan KSN. Akan tetapi tidak semua sekolah memiliki pelatih yang dapat mendampingi siswa-siswi dalam persiapan perlombaan KSN. Fakultas Teknologi Informasi Universitas Kristen Duta Wacana berusaha menyelesaikan permasalahan ini melalui kegiatan pelatihan. Pada periode kali ini, kegiatan pelatihan difokuskan ke SMA Kolese De Britto. Kegiatan pelatihan kali ini masih belum optimal karena beberapa hal, antara lain materi yang banyak dan waktu pelatihan yang singkat. Kegiatan pelatihan selanjutnya diharap dapat menambah siswa-siswi dari sekolah lain dan menambah lama waktu kegiatan pelatihan.
PENINGKATAN KOMPETENSI LOGIKA BERPIKIR MENGGUNAKAN GAME UNTUK SISWA SMA Sebastian, Danny; Nugraha, Kristian Adi
Servirisma Vol. 3 No. 1 (2023): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2023.31.31

Abstract

Online learning makes students bored and lazy. This condition requires teachers to think of other ways of teaching and learning activities. Gamification is a learning method using games as a teaching and learning tool. This service uses games on the code.org website application to increase high school-level students' interest in learning. In addition to gamification, several methods are applied to increase students' interest in learning, one of which is by providing personal assistance. The method applied was considered successful in increasing the interest and focus of the participants.
PEMBINAAN KELOMPOK MINAT ROBOTIK TINGKAT SMA MENGGUNAKAN LEGO SPIKE EDUCATION Sebastian, Danny; Nugraha, Kristian Adi
Servirisma Vol. 4 No. 1 (2024): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2024.41.61

Abstract

Technological developments and automation require changes in learning materials and methods. One material that receives special attention is robotics. Many schools implement robotics skills as part of the learning curriculum. However, many schools still do not have human resources who can provide robotics learning. Apart from that, during the Covid-19 pandemic, many students experienced a decline in their enthusiasm for learning. To overcome this problem, many schools are trying to implement alternative learning methods, such as using games as a learning tool. This activity tries to solve these two problems by creating alternative learning for high school level robotics interest groups using LEGO Spike Education. Apart from that, the project-based learning method is applied to improve critical thinking and problem solving skills. The training activities were carried out over a period of 6 months with a total of 11 students consisting of 5 class X students and 6 class XI students. Learning outcomes for 1 semester are tested and assessed as extracurricular grades. The obstacle experienced was time constraints.
PELATIHAN DAN PENGEMBANGAN MATERI ROBOTIK DAN PEMROGRAMAN UNTUK ANAK BERKEBUTUHAN KHUSUS Sebastian, Danny; Restyandito; Nugroho, Justinus Putranto Agung
Servirisma Vol. 4 No. 2 (2024): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2024.42.76

Abstract

Developing educational modules for children with exceptional needs necessitates comprehensive modifications to accommodate the child's unique intellectual and behavioral requirements. The Individualized Approach prioritizes the customization of materials according to the child's unique abilities and interests. For instance, in a programming module, platforms like Scratch can facilitate the introduction of concepts through a visual and interactive approach that enhances comprehension. In a LEGO module, activities are organized to enable children to assemble components incrementally through visual aids, deconstructing intricate jobs into manageable steps, so minimizing frustration and enhancing progressive comprehension. Structure and routines assist children with behavioral issues in maintaining focus, but a multisensory approach facilitates information processing through the senses. Through task analysis, intricate materials are deconstructed into more manageable elements, facilitating a structured and comprehensible learning experience for youngsters. This amalgamation of methodologies guarantees that educational modules are both successful and inclusive, particularly when employing interactive and enjoyable products like LEGO. Based on observations made during teaching process using the developed materials, children with special needs can maintain focus longer than before using the developed materials. This observation is still limited, so an evaluation needs to be carried out using more standard measurements and a longer period of time. Suggestions for further activities are to develop materials that are specific to the type of special needs.
Perancangan Komponen Dashboard Transaksi Perdagangan Tembakau Untuk Pedagang Atisanta, Damianus; Sebastian, Danny; Nila, Maria
Jurnal Terapan Teknologi Informasi Vol 9 No 1 (2025): Jurnal Terapan Teknologi Informasi
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/jutei.2025.91.388

Abstract

The tobacco industry involves farmers, traders, and factories as its three main sectors. Currently, management at Simbako relies on spreadsheet-based processes, making decision-making less efficient. To address this issue, research was conducted to design a transaction Dashboard aimed at visualizing data in real-time. This study focuses on presenting data related to transactions, debts, and tobacco distribution. The resulting Dashboard assists traders in managing the company and modernizing tobacco trade operations at Simbako. This study was designed using the Rapid Application Development (RAD) method, with usability evaluation through Think Aloud Testing and interviews. The system being tested involved tobacco traders from SIMBAKO Company. This study was conducted with a total of 19 Task Scenarios based on the established Metrics, The outcome of this research consists of improvement recommendations for the features and components of the SIMBAKO company's Dashboard.
PENGEMBANGAN MATERI INTERNET OF THINGS UNTUK ANAK BERKEBUTUHAN KHUSUS MENGGUNAKAN LEGO DAN ELECFREAKS NEZHA KIT Sebastian, Danny; Restyandito; Nugroho, Justinus Putranto Agung
Servirisma Vol. 5 No. 1 (2025): Servirisma : Jurnal Pengabdian kepada Masyarakat
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Kristen Duta Wacana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21460/servirisma.2025.51.110

Abstract

The low interest in learning among Indonesian students is a major challenge in the world of education. Uninteresting teaching methods often make students lose their motivation to learn. Therefore, the development of innovative and interactive Internet of Things (IoT) learning materials using LEGO Education and Elecfreaks NEZHA Kit, especially for children with special needs, is the main focus of this activity. This activity involved three lecturers from Duta Wacana Christian University and a team of teachers from the Robotics Education Center (REC) Yogyakarta branch. The results of the activity showed that the use of LEGO Education and Elecfreaks NEZHA Kit was effective in increasing students' interest in learning, developing critical thinking skills, problem solving, and collaboration. Challenges in implementation include the limited number of sensors and actuators and the need for material adjustments. Suggestions for further development include the addition of sensors and actuators, ongoing training for teachers, and regular evaluation of learning materials. In addition, this activity also provides recommendations for improving the quality of teaching through ongoing training for teachers and regular evaluation of the learning materials that have been developed. Thus, it is hoped that a more inclusive and adaptive learning environment can be created for children with special needs, as well as improving the overall quality of education.
PELATIHAN DARING GAME DEVELOPMENT BAGI SISWA-SISWI TINGKAT SMA MENGGUNAKAN CONSTRUCT 3.0 Sebastian, Danny; Nugraha, Kristian Adi; Saputra, Laurentius Kuncoro Probo; Nendya, Matahari Bhakti; Senapartha, I Kadek Dendy
INTEGRITAS : Jurnal Pengabdian Vol 6 No 1 (2022): JANUARI - JULI
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat - Universitas Abdurachman Saleh Situbondo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36841/integritas.v6i1.1059

Abstract

Perkembangan smartphone dan internet memberikan dampak besar pada kehidupan manusia, khususnya pada generasi milenial. Hal ini juga terlihat pada pergeseran trend game console ke game smartphone. Selain itu pada tahun 2020 terjadi pandemic Covid-19 yang membuat pergeseran menjadi semakin cepat. Hal ini menuntut SMA di Indonesia untuk merubah cara belajar mengajar. Pengenalan informatika dirasa menjadi sangat penting. Oleh karena itu SMA Kolese De Britto dan SMA Bopkri Satu bekerjasama dengan Universitas Kristen Duta Wacana untuk mengadakan pelatihan informatika, dengan topik pengembangan game dasar. Kegiatan terbagi menjadi 2 kegiatan utama, yaitu 1 pertemuan webinar dan 4 kali pertemuan workshop. Kegiatan webinar dipromosikan secara umum melalui website UKDW. Kegiatan workshop di utamakan untuk siswa SMA Kolese De Britto dan SMA Bopkri Satu. Pada akhir kegiatan, siswa-siswa dapat mengembangkan beberapa game kreasinya masing-masing menggunakan construct 3.0. Kedua sekolah tertarik untuk melanjutkan kegiatan pelatihan sejenis dengan topik yang lain.
Developing Fishpond Control System for School Natural Laboratory Automation Sebastian, Danny; Chandra, Dian Widiyanto; Wijono, Sutarto; Prasetyo, Sri Yulianto Joko; Trihandaru, Suryasatriya; Saputra, Laurentius Kuncoro Probo
Jurnal Informatika: Jurnal Pengembangan IT Vol 9, No 1 (2024)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v9i1.5640

Abstract

Pandemi Covid-19 memaksa kegiatan belajar dilakukan secara daring. Sekolah berusaha melakukan kegiatan secara luring dengan membatasi jumlah siswa atau dengan melaksanakan kegiatan di laboratorium alam. Mengelola laboratorium alam membutuhkan banyak biaya terutama pada kondisi pasca covid-19. Internet of Things adalah teknologi yang memungkinkan kendali jarak jauh dan otomatisasi. Hal ini memungkinkan pengelolaan laboratorium alam dilakukan dari jarak jauh atau secara otomatis. Penelitian ini bertujuan untuk membuat desain dan sistem IoT yang meliputi penentuan modul dasar dan fungsinya, penentuan perangkat sensor dan aktuator yang dibutuhkan. Sistem dibangun menggunakan arsitektur MQTT. Aplikasi Android dibuat untuk mengontrol periferal IoT. Sistem yang telah berhasil dibangun diuji dengan metode blackbox testing. Berdasarkan hasil blackbox testing, aplikasi Android dan periferal IoT dapat berkomunikasi dan berfungsi dengan baik. Penelitian ini masih memiliki keterbatasan yaitu perlu dilakukannya kalibrasi perangkat IoT dan pengujian perangkat keras IoT dalam jangka waktu yang lama.