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OPTIMALISASI PEMILIHAN CALON PENERIMA BANTUAN BEASISWA PIP DENGAN MENGGUNAKAN METODE TOPSIS (Studi Kasus : SD Negeri Plemahan 2, Kec. Sumobito) Nurnanda Yudha Prawira; Iftitaahul Mufarrihah; Ahmad Heru Mujianto; Ginanjar Setyo Permadi
Inovate Vol 9 No 2 (2025): Maret
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v9i2.8906

Abstract

The Indonesia Pintar Program at SD Negeri Plemahan 2, Sumobito District, utilizes the TOPSIS (Technique for Order of Preference by Similarity to Ideal Solution) method. TOPSIS was selected due to its capability to offer optimal solutions by assessing how close alternatives are to the ideal solution.This study created a web-based information system to streamline the selection process of scholarship recipients. The system integrates various relevant criteria to assess the eligibility of candidates, such as economic conditions, academic performance, and other supporting factors. By applying the TOPSIS method, this system can offer more objective and structured recommendations in determining aid recipients.The study's results indicate that the information system not only enhances efficiency in the selection process but also provides better transparency and accuracy in decision-making. The school scholarship aid is granted to students in grades I-VI at SD Negeri Plemahan 2. The final TOPSIS calculation yielded a highest score of 0.916044465, selecting the students who correspond with the recipients of the school scholarship aid for the 2023/2024 academic year. Keywords: PIP, Information System, TOPSIS
PERANCANGAN SISTEM INFORMASI PERHITUNGAN PELANGGARAN SISWA MENGGUNAKAN METODE SAW BERBASIS WEBSITE (STUDI KASUS : SMP NEGERI 2 TEMBELANG) Ovi Fitri Satriyati; Anita Andriani; Ginanjar Setyo Permadi; Muhammad Fatkhur Rizal
Inovate Vol 10 No 1 (2025): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v10i1.9422

Abstract

The implementation of school regulations plays an important role in shaping students' character and discipline. However, at SMP Negeri 2 Tembelang, the recording of student violations is still done manually by the guidance and counseling (BK) teacher, which makes the data prone to being lost, difficult to trace, and slow in supporting decision-making. This study aims to design and develop a web-based student violation scoring information system using the Simple Additive Weighting (SAW) method, which can assist the school in evaluating and classifying the level of violations objectively, quickly, and accurately. The SAW method is used to calculate violation scores based on several predetermined criteria, such as attitude and behavior, neatness, diligence, and the type of violation committed by the student. The system development process consists of the phases of requirements analysis, system design with UML, website implementation with PHP and MySQL and system testing with the black box method. The result of this research is a web-based information system application that can be used by administrators, BK teachers, classroom teachers, and guardians to record violations, calculate points, and display the results of classifying students' violation levels (mild, moderate, serious). The system is also equipped with an internal communication feature between school parties. System tests show that all functions work as expected. This system is intended to increase the efficiency of recording student violations and support the ongoing process of character development.  
PENERAPAN METODE PROFILE MATCHING DALAM MENENTUKAN CALON PENERIMA BEASISWA KURANG MAMPU BERBASIS WEBSITE (STUDI KASUS UNIVERSITAS HASYIM ASY’ARI) Muhammad Slamet Indayanto; Ginanjar Setyo Permadi
Inovate Vol 10 No 1 (2025): September
Publisher : Fakultas Teknologi Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/inovate.v10i1.10422

Abstract

Beasiswa adalah dukungan finansial dalam bidang pendidikan yang sangat penting bagi mahasiswa dari keluarga dengan keterbatasan ekonomi. Namun, pelaksanaan seleksi penerimanya kerap menghadapi hambatan terkait keadilan, keterbukaan, dan efektivitas sebuah proses. Penelitian ini mengembangkan sistem berbasis web untuk menunjang proses seleksi di Universitas Hasyim Asy’ari secara objektif. Tujuan dari penelitian ini adalah untuk membangun sistem berbasis web yang berfungsi sebagai alat bantu dalam proses pengambilan keputusan guna menentukan calon penerima beasiswa kurang mampu di Universitas Hasyim Asy’ari. Permasalahan utama yang dihadapi adalah proses seleksi yang masih dilakukan secara manual, sehingga menimbulkan potensi ketidaktepatan dan ketidakadilan. Metode yang digunakan dalam penelitian ini adalah Profile Matching, dengan membandingkan profil calon dengan profil ideal berdasarkan kriteria akademik, ekonomi, keluarga, dan kepemilikan kartu bantuan sosial (KIP, PKH, KKS). Sistem dibangun menggunakan PHP dan MySQL dengan model pengembangan Waterfall. Hasil pengujian menunjukkan bahwa sistem mampu menghasilkan peringkat calon penerima beasiswa dengan akurasi 100% dibandingkan seleksi manual, serta mempercepat proses seleksi hingga 70%. Dengan sistem ini, proses seleksi menjadi lebih efisien, objektif, dan transparan.
Penerapan Covid Shooter Berbasis Android sebagai Game Edukasi Pencegahan Covid-19 pada Anak Usia Dini Putra, Rocky Ardiansyah Yudistira; Putri, Unzilla Savika; Permadi, Ginanjar Setyo; Dermawan, Dodik Arwin
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 10 No 2: April 2023
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.20235961

Abstract

Penyebaran informasi mengenai bahaya dari wabah covid-19 perlu diajarkan kepada masyarakat agar bersama-sama saling mencegah penyebarannya. Dengan memanfaatkan media smartphone yang kini telah berkembang dan telah banyak dipakai oleh masyarakat dapat membantu untuk lebih mudah menyebarkan informasi tentang bahaya covid-19. Hal ini dikarenakan banyaknya jumlah kematian yang disebabkan oleh penyebaran covid-19 sehingga perlu diperhatikan untuk memberikan edukasi kepada masyarakat, khususnya pada anak usia dini tentang potensi bahaya kematian akibat covid-19 karena pada anak usia dini paling rentan menjadi korban. Namun pada anak yang masih usia dini tentunya belum terlalu memperhatikan tentang potensi dari wabah covid-19 karena pada anak usia dini lebih cenderung untuk bermain. Untuk meningkatkan pengetahuan anak usia dini mengenai dampak penyebaran covid-19 dan pencegahannya, akan memanfaatkan kecenderungannya yaitu dengan menerapkan game edukasi agar tetap dapat belajar sambil bermain. Sebelum penerapan game dilakukan, terlebih dahulu dilakukan pembuatan game tentang bahaya dari covid-19. Game ini diberi nama Covid Shooter yang menceritakan petualangan dokter spesialis virus dengan misi membasmi covid-19. Perancangan game dilakukan menggunakan metode Game Development Life Cycle kemudian diimplementasikan menggunakan software GDevelop. Pengujian fungsionalitas dilakukan menggunakan black box, dan pada pengujian beta dilakukan menggunakan Usability Testing. Hasil pengujian diperoleh nilai sebanyak 88,91% dengan kategori sangat puas. Hasil perolehan nilai tersebut menyimpulkan bahwa anak usia dini merasa sangat puas dengan bermain game Covid Shooter karena dapat dipakai sebagai media hiburan sekaligus sebagai media edukasi mengenai bahaya covid-19 dan pencegahannya.Abstract Dissemination of information about the dangers of the Covid-19 outbreak need to be taught to the community so that together we prevent the spread of it. By utilizing the smartphone media which has now developed and has been widely used by the public can help to more easily spread information about the dangers of covid-19. This is due to the much of deaths caused by the spread of Covid-19 so it is necessary to pay attention to providing education to the public, especially in early childhood about the potential danger of death due to covid-19 because at an early age children are the most vulnerable to become victims. However, children who are still at an early age certainly have not paid too much attention to the potential of the Covid-19 outbreak because at an early age children are more likely to play. To increase early childhood knowledge about the impact of the spread of COVID-19 and its prevention, we will take advantage of the trend by implementing educational games so that they can learn while playing. Before the application of the game is carried out, first a game is made about the dangers of covid-19. This game name is Covid Shooter which tells the adventures of a virus specialist doctor with a mission to eradicate covid-19. Game design is done using Game Development Life Cycle method and then implemented using GDevelop software. Perancangan Game menggunakan metode Game Development Life Cycle kemudian diimplementasikan menggunakan software GDevelop. Functionality testing is using black box testing, and beta testing is using Usability Testing. The test results obtained a value of 88,91% with a very satisfied category. The results of these scores conclude that early childhood is very satisfied with playing the Covid Shooter game because it can be used as an entertainment medium as well as an educational medium about the dangers of covid-19 and methods of prevention.
IMPLEMENTASI ONLINE MARKET PLACE PADA INDUSTRI RUMAHAN DI DESA MOJODANU NGUSIKAN JOMBANG Ahmad Heru Mujianto; Hadi Sucipto; Chamdan Mashuri; Ginanjar Setyo Permadi; Tanhella Zein Vitadiar
ABIDUMASY Vol 1 No 1 (2020): ABIDUMASY : JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33752/abidumasy.v1i1.651

Abstract

Data tingkat pengangguran di Indonesia menurut Badan Pusat Statistik menunjukkan bahwa hingga tahun 2017 masih terdapat 7,04 juta orang belum bekerja, hal tersebut menjadi penghambat pertumbuhan ekonomi Indonesia. Salah satu upaya mengurangi pengangguran dengan memulai bisnis sendiri yang tentunya juga dibekali dengan ketrampilan. Membangun Industri Rumahan tidaklah mudah harus banyak pertimbangan dan strategi yang tepat. Terdapat beberapa Industri Rumahan di Desa Mojodanu Ngusikan Jombang yang bergerak dibidang kuliner. Berdasarkan hasil analisa pada Industri Rumahan Desa Mojodanu, rendahnya tingkat pemasaran tidak hanya disebabkan karena media pemasaran yang terbatas tetapi juga karena strategi bisnis yang diterapkan kurang tepat. Sehingga kegiatan PKM yang akan dilaksanakan meliputi pelatihan pengenalan teknologi informasi, implementasi strategi bisnis dan implementasi website marketplace berbasis online. Metode yang digunakan dalam PKM ini dengan cara langsung presentasi, pendampingan, praktikum dan berdiskusi sehingga diharapkan pelaku Industri Rumahan dapat memahami dan mempraktikkan apa yang telah disampaikan. Hasil akhir PKM ini diharapkan pelaku Industri Rumahan Desa Mojodanu mampu memperluas target pemasaran yang tidak hanya secara konvensional tetapi sudah bisa melakukan transaksi penjualan secara online sehingga mampu meningkatkan produktivitas dan pendapatan Industri Rumahan Desa Mojodanu dan produk dari Industri Rumahan Desa Mojodanu mampu menjadi produk unggulan daerah khas desa Mojodanu Ngusikan Jombang.
Analisa Pemanfaatan Learning Management System Schoology Menggunakan HOT Fit Model terhadap Pembelajaran di Masa Pandemi Covid 19 Mujianto, Ahmad Heru; Mashuri, Chamdan; Permadi, Ginanjar Setyo; Wiratsongko, Radityo
Applied Information System and Management (AISM) Vol. 5 No. 1 (2022): Applied Information System and Management (AISM)
Publisher : Depart. of Information Systems, FST, UIN Syarif Hidayatullah Jakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15408/aism.v5i1.24767

Abstract

The Covid-19 pandemic in Indonesia has resulted in face-to-face learning methods having to be replaced with online learning. Several e-learning applications can be used as online learning media, including the learning management system (LMS) Schoology. This study aims to analyze the benefits of LMS Schoology for algorithm courses with the HOT Fit model framework which analyzes the system in terms of system quality, information quality, service quality, system use, user satisfaction, benefits and organization. Based on the analysis, it was found that LMS Schoology was able to provide benefits and help students in online learning of algorithms and programming, this was indicated by the average respondents' answers from 23 questions that had a value of 3, which means that respondents answered Agree regarding the benefits obtained. Although overall LMS Schoology is said to be good for use in learning algorithms, it is still necessary to pay attention to several variables that have a value of respondent dissatisfaction, so that this deficiency can be improved to improve LMS Schoology, especially in terms of ease of access and use of the system which still has a value of user dissatisfaction