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Rancang Bangun Game Mobile Edukasi Bina Diri untuk Anak Berkebutuhan Khusus Tunagrahita Wenda Novayani; Heni Rachmawati; irwan hasbi
Jurnal Komputer Terapan Vol. 9 No. 1 (2023): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v9i1.5765

Abstract

Merancang dan membangun game edukasi sesuai dengan kebutuhan pengguna akan meningkatkan aspek dan kebermanfaatan positif dari game tersebut. Siswa tunagrahita memiliki tingkat cederdasan dibawah anak normal. mata pelajaran  bina diri di SLB adalah bpelajaran yang diberikan kepada siswa tunagrahita agar mampu melaksanakan kegiatan sehari-hari dan mengurus dirinya sendiri .  Tujuan penelitian merancang dan bangun game edukasi sesuai kebutuhan siswa tunagrahita, agar siswa  senang dan tertarik belajar  bina diri. Penelitian ini dilakukan di SLB Sri Mujinab Pekanbaru. Metode penelitian yang digunakan yaitu Research & Development (R&D), kemudian dilanjut kan dengan analisis kepuasan pengguna melalui kuesioner dan observasi lapangan.  Wawancara dan diskusi dengan guru SLB Sri Mujinab dilakukan untuk pengumpulan data. Subjek penelitian adalah 30 orang siswa tunagrahita (10 siswa SD, 10 siswa SMP, 10 siswa SMA) SLB Sri Mujinab Pekanbaru.  Perancangan dan pengembangan game telah berhasil dilakukan sesuai kebutuhan siswa tunagrahita dan 100% telah sesuai berdasarkan pengujian UAT dan validasi materi. Hasil pengujian kepuasan pengguna, 90% siswa  tunagrahita Sri Mujinab menyatakan lebih suka dan menarik belajar bina diri melalui game.
Implementasi Automation Deployment pada Google Cloud Compute VM menggunakan Terraform Debi Gustian; Yuli Fitrisia; Wenda Novayani; Sugeng Purwantoro E.S.G.S
Jurnal Inovtek Polbeng Seri Informatika Vol 8, No 1 (2023)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v8i1.3095

Abstract

Penelitian ini menyajikan implementasi penerapan otomatis menggunakan Terraform pada Google Cloud Compute VM. Tujuannya adalah untuk merampingkan proses penerapan dan meningkatkan efisiensi dalam penerapan. Penelitian ini melibatkan penyiapan lingkungan cloud di Google Cloud, mengonfigurasi kode Terraform untuk menerapkan sumber daya yang diperlukan, dan mengotomatiskan proses penerapan. Hasil penelitian menunjukkan bahwa menggunakan Terraform untuk otomatisasi penerapan di Google Cloud Compute VM secara signifikan mengurangi waktu dan upaya penerapan. Implementasi penerapan otomatisasi juga memberikan manfaat seperti peningkatan konsistensi, peningkatan produktivitas, dan pengurangan kesalahan dalam proses penerapan. Dari hasil pengujian yang telah dilakukan penulis dapat membuat 4 VMinstance (server) yang ada di google cloud dalam satu waktu dengan code yang telah dikonfigurasikan, untuk jumlah VM dapat diatur sebanyak yang dibutuhkan dengan speksifikasi yang bisa di atur sesuai kebutuhan, juga dapat menghapus semua VM yang telah dibuat dalam satu waktu.
Monitoring System for Hazardous Gas in Landfill Site Based on Internet of Things Sugeng Purwantoro E.S.G.S; Wenda Novayani; Raviqa Sandra Putri
Journal of Innovation Information Technology and Application (JINITA) Vol 5 No 1 (2023): JINITA, June 2023
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v5i1.1740

Abstract

The landfill is a place where waste reaches the last stage in its management since it began to arise in the source, collection, transportation, processing, and disposal. Muara Fajar landfill is one of the landfills in Pekanbaru City whose garbage increase exceeds the capacity of waste storage land so that it can produce 800 tons of garbage per day in dry weather and 1000 tons per day in rainy weather. The problem caused by the management of the Muara Fajar landfill is air pollution due to the process of decomposing organic matter anaerobically which has the potential to cause unpleasant odors and health problems. With this problem, a system was built to monitor and detect hazardous gases in landfill, namely H2S gas using MQ-136 sensors, CH4 gas by MQ-4 sensors, and CO2 and NH3 gases using MQ-135 sensors. This system is implemented with the IoT protocol, MQTT Broker to receive and send monitoring data to the Website with notifications from the telegram web application. Based on testing the value of ppm in CO2 Gas with a danger status of 1000-4000 ppm, H2S Gas is 10-400 ppm, NH3 is included in the status of be careful which is 0.03 ppm, and CH4 with normal status because the value of ppm levels is below 10000 ppm
Bahasa Inggris Santoso, Heni Rachmawati; Novayani, Wenda; Lestari, Indah; Putri, Afifah
Jurnal Komputer Terapan Vol 10 No 2 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i2.6431

Abstract

The Community Health Center Queue Management System is an Android and website-based online queuing system. The purpose of this research is to help Puskesmas Umban Sari who faces difficulty in managing patient queues. The main process handled by the system is registration and data recapitulation. The system has two queuing features that can be activated or not as needed, namely the priority queue and linear queue. The development method in this research is done by using the Rational Unified Process (RUP). The tests carried out are black box testing, usability testing, and performance testing. Based on the outcomes obtained from black box testing, it can be determined that the system is functioning very well. The Usability testing with a total of 50 respondents shows a score of 84%, which means that this system is quite satisfactory and useful for users. Whereas in performance testing, the Load Testing and Stress Testing processes were obtained by 67%, which means that the performance of this system is quite good when given heavy pressure and many users access simultaneously. The system successfully reduced waiting times and improved service efficiency.
ENHANCING STUDENTS’ LEARNING OUTCOMES IN CLASSICAL CRYPTOGRAPHY THROUGH INTERACTIVE 3D SIMULATIONS Novayani, Wenda; Alhuda, Iqbal
Jurnal Komputer Terapan Vol 10 No 2 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i2.6446

Abstract

Cryptography is the study of how to transform data or information into a form that is unreadable by others, thus ensuring the security of the data. Based on a questionnaire conducted among students of Politeknik Caltex Riau (PCR) who have studied classical cryptography, the Vigenere Cipher and Affine Cipher were found to be the most difficult algorithms to understand. This research aims to investigate the improvement in students' knowledge of classical cryptography through interactive 3D simulations. The experiment was conducted on 30 PCR students by comparing two learning groups: a control group (using textbooks) and an experimental group (using 3D simulations). The results showed that the average post-test score for the control group was 67.33 point, while the experimental group achieved an average score of 83.33 point. Thus, learning with 3D simulation media can serve as an effective alternative medium, with a confidence level of 95%, to enhance students' understanding of classical cryptography. Meanwhile, the satisfaction level indicates that 86.75% of students are satisfied with learning through interactive 3D simulation media. This indicates that the use of classical cryptography learning media through 3D simulations provides a significant improvement in student learning outcomes.
PENGEMBANGAN SISTEM INFORMASI CAGAR BUDAYA (SITARI) SEBAGAI UPAYA PELESTARIAN BUDAYA DI PROVINSI RIAU Dewi, Meilany; Novayani, Wenda; Rachmawati, Heni; Hidayat, Erzi; Zain, Muhammad Mahrus
Jurnal Komputer Terapan Vol 11 No 1 (2025): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v11i1.6495

Abstract

Awareness of the importance of cultural preservation should be a fundamental concern for every Indonesian citizen, particularly in the face of the rapid cultural influences brought about by globalization and advancements in internet technology. This is especially relevant for the people of Riau Province, which is rich in historical heritage and cultural diversity. The development of SITARI (Sistem Informasi Cagar Budaya Riau) represents a strategic initiative aimed at preserving the cultural assets of Riau Province through the facilitation of cultural heritage reporting, heritage data collection, and 360-degree virtual tours.During the development process, a Focus Group Discussion (FGD) was conducted involving representatives from relevant government agencies across the 12 regencies and municipalities in Riau Province. The objective was to identify existing challenges and gather input regarding system development needs. In parallel, a public survey was carried out to capture community perspectives on the difficulties faced in reporting suspected cultural heritage objects. The system was developed using the waterfall model approach. Evaluation results indicate that the SITARI application operates effectively and performs optimally without errors. It is deemed relevant in supporting cultural literacy, heritage preservation, and the promotion of tourism in Riau. The user interface and layout received positive feedback, indicating potential for further development. Notably, the 360-degree Virtual Tour feature was highly appreciated. The application also adheres to OWASP security standards, with minor low-risk vulnerabilities identified for future improvement.
Principal Component Analysis for Prediabetes Prediction using Extreme Gradient Boosting (XGBoost) Wardhani, Kartina Diah Kesuma; Novayani, Wenda
Scientific Journal of Informatics Vol. 11 No. 3: August 2024
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v11i3.13416

Abstract

Purpose: The purpose of this study is to increase the accuracy of the model used for prediabetes prediction. This study integrates Principal Component Analysis (PCA) for reducing the dimension of data with Extreme Gradient Boosting (XGBoost). The study contributes to providing a new alternative for prediabetes prediction in patients by reducing the complexity of the dataset with the aim of increasing the accuracy of the obtained model. PCA and XGBoost identify the best features that have the highest correlation with prediabetes so that they are expected to produce a better predictive model. Methods: This study utilizes published data sourced from the UCI Machine Learning Repository consisting of 520 records, 16 attributes and 1 label class. The dataset is data collected through direct questionnaires from patients in Sylhet, Bangladesh at the Sylhet Diabetes Hospital. The research method in this study consists of several stages, namely: Data Collection, Data Preprocessing, Dimension Reduction using PCA to reduce the complexity of dimensions in the dataset, Modeling using XGBoost to identify patterns used to predict prediabetes, and Model evaluation used to measure the performance of the resulting model using evaluation metrics such as accuracy, recall, precision and F1-Score. Result: The current study utilizes XGBoost with Principal Component Analysis for feature selection, resulting in 12 features and a model accuracy of 97.44. Novelty: The study's originality lies in applying PCA as a preprocessing step to enhance the performance of machine learning models by reducing data dimensionality and focusing on the most critical features. By demonstrating how PCA can improve the efficiency and accuracy of prediabetes prediction models, this research provides valuable insights to inform future studies and contribute to the development of more effective diagnostic tools for early detection and prevention of prediabetes.
Workshop Pembelajaran Jaringan Komputer Berbasis Physical Mode pada Packet Tracer Sebagai Penguatan Pembelajaran Praktik kepada Siswa-Siswi SMK Taruna Persada Dumai Purwantoro E.S.G.S, Sugeng; Novayani, Wenda; Fitrisia, Yuli; Akbar, Memen; Alim Syahbana, Yoanda; Nurmalasari, Dini; Fadhly, Mardhiah
KAIBON ABHINAYA : JURNAL PENGABDIAN MASYARAKAT Vol. 8 No. 1 (2026)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/385st874

Abstract

Workshop "Pembelajaran Jaringan Komputer Berbasis Physical Mode pada Packet Tracer" bertujuan untuk memperkuat pembelajaran praktik jaringan komputer di SMK Taruna Persada Dumai. Program ini memberikan solusi atas keterbatasan perangkat keras dengan memanfaatkan fitur Physical Mode pada Cisco Packet Tracer, yang memungkinkan siswa belajar secara virtual tetapi dengan pengalaman menyerupai penggunaan perangkat asli. Kegiatan ini melibatkan 41 siswa dan 5 guru pendamping, dengan metode pelatihan berupa teori dan praktik di laboratorium jaringan Politeknik Caltex Riau. Materi yang disampaikan meliputi dasar-dasar jaringan komputer, pengenalan perangkat keras, konfigurasi jaringan, dan pengaplikasian fitur Physical Mode. Hasil evaluasi menunjukkan tingkat kepuasan yang tinggi di kalangan peserta, dengan skor rata-rata di atas 4,5 dari skala 5. Feedback peserta mencatat pengalaman belajar yang interaktif dan relevan untuk mendukung kebutuhan industri. Namun, terdapat ruang untuk perbaikan terkait manajemen waktu dan pelayanan selama pelatihan. Kegiatan ini tidak hanya memberikan pemahaman teknis, tetapi juga mempersiapkan siswa menghadapi tantangan industri dengan pendekatan pembelajaran yang inovatif.
PELATIHAN PEMBUATAN PERANGKAT AJAR INTERAKTIF MENGGUNAKAN MENTIMETER Yuli Fitrisia; Mardhiah Fadhli; Dini Nurmalasari; Wenda Novayani; Sugeng Purwantoro ESGS
Jurnal Pengabdian Masyarakat Multidisiplin Vol 5 No 3 (2022): Juni
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v5i3.2388

Abstract

Currently, the whole world is struggling to deal with the COVID-19 pandemic. During the pandemic, many things were affected and changed the habits of all mankind in the world, including the field of Education which changed drastically. Previously, the teaching and learning process was mostly done face-to-face in the same place or location, but now it has to be done online. During the online learning process, many problems arise from both the teacher and student. One of them is that students get bored quickly, lack of student involvement and participation in the teaching and learning process. This is a challenge for teachers how to create an interesting and interactive learning atmosphere. However, the obstacle faced by teachers is that not all teachers understand and know what media can be used to make the learning process interesting and interactive. Based on these problems, in this Pengabdian kepada Masyarakat activity, training activities for making teaching devices using a Mentimeter have been carried out for teachers of SMK Taruna Persada Dumai which was held on September 25, 2021 with a total of 16 participants. The purpose of this activity is to prepare an interesting and interactive teaching and learning process to increase student involvement and participation when the teaching and learning process is carried out online and to help partners have basic understanding and skills in using interactive learning applications. The result of this activity is an evaluation of activities that have been carried out through a questionnaire, it is found that the material presented can add insight to the teacher, in accordance with the expected competencies so that later it can be applied to the teaching and learning process. In addition, participants felt comfortable following the training because of the positive interaction between participants and presenters and the way the material was presented in an interesting way. Based on the results of the questionnaire, recommendations were also obtained for the next activity in the form of training in making learning videos and using other learning media to support the teaching and learning process.
IMPLEMENTASI SCL UNTUK MENAMBAH KOMPETENSI SISWA SMK DALAM MEMONITOR PROYEK IOT MELALUI PLATFORM BLYNK: SCL IMPLEMENTATION TO ADD VOCATIONAL SCHOOL STUDENT COMPETENCE IN MONITORING IOT PROJECTS THROUGH THE BLYNK PLATFORM Yoanda Alim Syahbana; Sugeng Purwantoro E.S.G.S; Memen Akbar; Wenda Novayani; Mardhiah Fadhli
Jurnal Pengabdian Masyarakat Multidisiplin Vol 6 No 3 (2023): Juni
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/jpm.v6i3.3192

Abstract

SMK Taruna Persada Dumai is one of the vocational schools that participate in the SMK Center of Excellence program. This program focuses on developing specific skill competencies for SMK students. Competency development is prioritized on competencies that are aligned with the business world, industrial world, and world of work. Based on the evaluation of the previous year's Community service activities, the SMK Taruna Persada Dumai asked to continue the activity to increase its students’ competencies. The competency that will be taught in the 2022 Community service PSTRK is an introduction to the field of IoT which is currently developing. PSTRK implements Student-Centered Learning (SCL) to increase the competency of SMK students in monitoring IoT projects through the Blynk platform. Community service was held on September 6, 2022, from 9.00 am to 14.00 pm. This activity was attended by 20 students from the Department of Computer Network Engineering, SMKS Taruna Persada Dumai City. The given SCL module consists of 5 parts. The first part focuses on the small group discussion learning model in the introduction of processors, actuators, and sensors. Then, in the second part, the students simulated the LED and ESP32 circuits using the wokwi.com simulator. The third part is followed by a case study model of the LED series and NodeMCU 8266. Students’ enthusiasm for independent learning makes this third part take a long time. So, the fourth part in the form of colorful light control role-plays in the form of LED control via Blynk, and the fifth part in the form of a discovery learning model for reading DHT11 sensor data did not have time to work on it. As a solution, the Community service team left two sets of learning modules for students to work on independently later. At the end of the lesson, feedback from students was collected and the results showed their satisfaction with the material provided, the way it was presented, the quality of the modules, and the suitability of the material. The students also hope to be included in other Community service programs with different materials.