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Rancang Bangun Aplikasi Virtual Tour Sebagai Media Informasi dan Promosi Latifah, Ayu; Rahayu, Raden Erwin Gunadhi; Endang, Dwi Isyandi
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2028

Abstract

Kemajuan pesat dalam teknologi komunikasi dan informasi telah membawa dampak signifikan di bidang pendidikan, mengubah cara orang mendapatkan data dan informasi secara cepat, tepat, dan akurat. Sekolah SMPN Satu Atap 1 Pamulihan ini berada di wilayah dengan akses yang terbatas, sehingga penyampaian informasi kepada publik, khususnya mengenai fasilitas sekolah, masih mengalami banyak kendala. Saat ini, sarana informasi yang dimiliki sekolah masih minim, sehingga jangkauan penyebaran informasi menjadi terbatas dan tidak efisien. Di tengah perkembangan teknologi digital, sekolah perlu solusi inovatif untuk memperkenalkan fasilitas dan keunggulannya secara lebih luas. Salah satu solusinya adalah Virtual Tour, yang memungkinkan penyajian informasi fasilitas prasarana sekolah secara virtual. Penelitian ini bertujuan untuk merancang sebuah aplikasi berbasis web yang dapat mempermudah penyebaran informasi mengenai prasarana sekolah kepada siswa baru, calon siswa, dan masyarakat, sekaligus berfungsi sebagai media promosi untuk SMPN Satu Atap 1 Pamulihan. Aplikasi ini dikembangkan menggunakan metode Multimedia Development Life Cycle (MDLC) yang meliputi tahap concept, design, material collecting, assembly, testing, dan distribution. Hasil dari penelitian ini adalah aplikasi virtual tour dengan konsep fungsionalitas multi platform dan berfungsi sebagai media informasi serta promosi. Aplikasi Virtual Tour ini menggunakan pengujian aplha serta menyajikan informasi prasarana secara virtual diantaranya, gerbang sekolah, jalan sekolah, gudang sekolah,  lorong sekolah, tugu pembentukan sekolah, lapangan upacara, lorong guru, lorong lab komputer, ruangan lab komputer, toilet, lorong kelas dan ruangan kelas 7A, 7B, 8, dan kelas 9. Dengan adanya aplikasi ini, sekolah dapat memperluas jangkauan informasi dan promosi kepada khalayak yang lebih luas.
Membentuk Cara Berpikir Komputasi Siswa di Garut Dengan Tantangan Bebras Tresnawati, Dewi; Setiawan, Ridwan; Fitriani, Leni; Mulyani, Asri; Rahayu, Sri; Nasrullah, Muhammad Rikza; Septiana, Yosep; Siti Fatimah, Dini Destiani; Satria, Eri; Gunadhi, Erwin; Latifah, Ayu; Sutedi, Ade
Jurnal PkM MIFTEK Vol 1 No 1 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.332 KB) | DOI: 10.33364/miftek/v.1-1.55

Abstract

Tantangan Bebras merupakan kegiatan kompetisi secara daring (online). Kegiatan ini bertujuan agar siswa belajar Computational Thinking selama maupun setelah lomba. Tantangan Bebras menyajikan soal-soal yang mendorong siswa untuk berpikir kreatif dan kritis dalam menyelesaikan persoalan dengan menerapkan konsep-konsep berpikir komputasional. Program Studi Teknik Informatika Sekolah Tinggi Teknologi Garut merupakan salah satu Mitra/Biro National Board Organization Bebras Indonesia yang menyelenggarakan tantangan ini sejak Tahun 2016. Pelaksanaan Tantangan Bebras di Kabupaten Garut diikuti oleh sekolah-sekolah mulai dari tingkat dasar, menengah sampai atas. Hasil Tantangan menunjukkan peningkatan kemampuan berpikir komputasi siswa-siswa sekolah di Kabupaten Garut.
Sosialisasi Cegah Covid-19, Teknologi dan Literasi Digital Desa Mekarjaya Latifah, Ayu; Waladiah, Sely; Hidayatullah, Yogi Permana; Agustina, Muhammad Resa; Elisa, Rosy; Awaludin, M Albi
Jurnal PkM MIFTEK Vol 1 No 2 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.884 KB) | DOI: 10.33364/miftek/v.1-2.86

Abstract

Situasi pertumbuhan kasus Covid-19 sangat cepat di Indonesia. Upaya pencegahan yang dilakukan oleh tim Kuliah Kerja Nyata dari Sekolah Tinggi Teknologi Garut menjadi salah satu solusi dalam upaya pencegahan karena sampai saat ini belum ada obat untuk penyakit ini. Pencegahan yang dapat dilakukan berupa sosialisasi yang dilakukan dengan menerapkan etika batuk serta melalui perlindungan khusus yang dilakukan dengan cara menggunakan dan bagi bagi masker, membersihkan tangan dan social distancing. Pada masa pandemi covid-19 juga, setiap individu perlu menguasai bahwa literasi digital merupakan hal penting yang dibutuhkan untuk dapat berpartisipasi di dunia modern dan mengantisipasi penyebaran informasi negatif pada masa pandemi covid-19. Literasi digital akan menciptakan tatanan masyarakat dengan pola pikir dan pandangan yang kritis dan kreatif. Artikel ini hasil dari gerakan literasi digital yang dapat dilakukan pada masa pandemi covid-19 adalah gerakan literasi digital bagi pelajar dan masyarakat. Gerakan literasi tersebut bertujuan untuk meningkatkan kemampuan berpikir kritis, kreatif dan positif dalam menggunakan media digital dalam kehidupan sehari-hari. Artikel ini juga menawarkan konsep antisipasi berita hoaks pada masa pandemi covid-19. Literasi teknologi mencakup segala pengetahuan dan keterampilan dalam memanfaatkan teknologi, mulai dari mengenal perangkatnya, mengoperasikannya, mengolah dan mengkomunikasikan informasi sehingga masyarakat memiliki pengetahuan yang lebih baik akan hal tersebut.
Edukasi Cara Berpikir Komputasi Melalui Tantangan Bebras 2020 di Garut Tresnawati, Dewi; Latifah, Ayu; Nashrulloh, Muhammad Rikza; Fitriani, Leni; Rahayu, Sri; Mulyani, Asri; Cahyana, Rinda; Satria, Eri; Setiawan, Ridwan; Septiana, Yosep; Kurniadi, Dede
Jurnal PkM MIFTEK Vol 1 No 2 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.226 KB) | DOI: 10.33364/miftek/v.1-2.181

Abstract

Bebras Computational Thinking Challenge atau Tantangan Bebras merupakan suatu kegiatan kompetisi untuk mengukur kemampuan cara berpikir komputasi dengan cara menyelesaikan soal-soal mengenai computational thinking yang disajikan melalui uraian dengan disertai gambar yang menarik. Sekolah Tinggi Teknologi Garut sebagai salah satu Biro dari Bebras Indonesia telah menyelenggarakan kegiatan ini sejak tahun 2016 hingga saat ini. Pada Tantangan tahun 2020 jumlah peserta Bebras Computational Thinking Challenge berjumlah 724 siswa yang terdiri dari 95 siswa Sekolah Dasar/MI, 313 siswa Sekolah Menengah Pertama/MTs, 316 siswa Sekolah Menengah Atas/SMK/MA. Terdapat 42 sekolah yang mengikuti kegiatan Tantangan Bebras tahun 2020. Hasil kompetisi menunjukkan kemampuan berpikir komputasi pada siswa-siswa di Garut sudah cukup tinggi dengan pencapaian nilai 100 untuk kategori Sikecil dan 90,28 untuk kategori Siaga.
Masa Pandemi Covid-19 Pengabdian Kepada Komunitas Maya Latifah, Ayu; Priyadi, Rahmat; Hidayatno, Fachrul Ramdaniar; Ramdani, Feri; Irawan, Bambang; Pratama, Novan Noviansyah; Apriliana, Rafli; Rohman, Ripan Reftiana; Endang, Dwi Isyandi; Hilmi, Muhammad Ikhsan
Jurnal PkM MIFTEK Vol 3 No 1 (2022): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.3-1.1267

Abstract

The situation of growing Covid-19 cases is very fast in Indonesia. Prevention efforts carried out by the Real Work Lecture team from the Garut College of Technology are one of the solutions in prevention efforts because until now there is no cure for this disease. Prevention that can be done is in the form of socialization by applying cough etiquette and through special protection by using and distributing masks, hand hygiene and social distancing. KKN is a course that is held in semester 4, of course each campus is different. KKN is usually carried out offline by visiting places, especially sub-districts or villages that can be targeted for KKN as areas worthy of assistance, especially in terms of community service. But it's different from this year, with the Covid 19 pandemic, all activities are carried out online due to government policy to limit any activities that cause large crowds. Therefore, this time the Community Service Program is being held online to help the government break the chain of the spread of Covid-19 and at the same time make this course possible even with conditions like this.
Penerapan Metode Web Engineering dalam Pembangunan Sistem Pengelolaan Gedung Olahraga Badminton Berbasis Web Latifah, Ayu; Baswardono, Wiyoga; Ahdan, Alfin Muhamad; Aisyah, Risa
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1429

Abstract

Currently, the benefits of using information technology have an impact on the human environment, one of which is the management of badminton sports halls. Badminton sports hall management is needed by badminton sports hall managers to make it easier to manage finances and make it easier to order badminton sports halls. Badminton sports hall management is still done manually, such as financial management which requires detailing income and expenditure data, resulting in less efficiency in badminton sports hall management. Apart from that, the public does not know about the existence of badminton sports halls due to lack of information. In the schedule ordering process, sports hall users must come directly to the venue, but sports hall users may not necessarily get the desired schedule availability, resulting in less time effectiveness and cost savings. This research aims to build a web management system for badminton sports halls to make it easier for badminton sports users in the scheduling process and make it easier for sports hall owners to manage their finances. The Web Engineering method was used in developing this application with the stages of communication, planning, modeling, construction and deployment, with system modeling using the Unified Modeling Language (UML). The results of the research are a web-based badminton sports hall management system, which can help badminton sports hall managers in building management and ordering schedules which can be done online.
Aplikasi Berbasis Web Pengelolaan Pembiayaan Kegiatan Santri Menggunakan Metodologi Rasional Unified Process Rahayu, Raden Erwin Gunadhi; Latifah, Ayu; Azmi, Muhammad
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1980

Abstract

Advances in information and communication technology have affected various sectors, including educational institutions such as Islamic boarding schools. Nurul Hikam Asy-Syarifiah boarding school, located in Garut, faces challenges in managing information regarding the financing of santri activities. This research aims to design a web-based application to improve the transparency of the management of student activity financing at the boarding school. The Rational Unified Process (RUP) methodology was used with the Laravel framework, PHP, and MySQL. The results show that this application makes it easier for parents of students to prepare budgets through structured billing information. The main contribution is an information technology solution to overcome financial management challenges in traditional educational institutions.
Rancang Bangun 2D Game Pemilahan dan Dampak Sampah Menggunakan Game Engine Unity Berbasis Desktop Latifah, Ayu; Mohamad Bahari, Aslah
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2192

Abstract

Waste is solid material left over from living organisms' activities that is no longer used. Waste poses a serious threat to the environment and health because it is difficult to decompose. Uncontrolled accumulation can cause pollution, spread disease, and trigger disasters such as floods that threaten the welfare of the community and environmental sustainability. This study aims to raise awareness about waste management through the development of an educational game as an interactive learning medium. The game is designed to convey messages about the importance of waste sorting and its impact on the ecosystem in an interesting and easy-to-understand manner. The development was carried out using a methodology that integrates attractive visual elements with learning materials structured based on structured instructional objectives. The result of this research is a game application for education on waste issues, conveying moral values and concern for the environment in community life.
Membangun Media Promosi Sparepart Mobil Berbasis Web Dengan Fitur Augmented Reality Latifah, Ayu; Al ZIdane Putra Fedy, Mahesa
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2560

Abstract

The use of Augmented Reality (AR) technology is growing as an innovative solution for product promotion in the digital age. This study aims to develop a web-based promotional medium for car spare parts with AR features at the Alfa Jaya Wheels store, in order to increase marketing effectiveness and make it easier for consumers to recognize products such as wheels, tires, and bolts without having to come directly to the store. The application was designed and developed using the Multimedia Development Life Cycle (MDLC) method, which includes the stages of concept, design, material collection, assembly, testing, and distribution. The results of the study show that the application is capable of displaying 3D models of spare parts interactively and in real-time, thereby supporting the consumer decision-making process. The implementation of web-based AR has been proven to increase the visual appeal of promotions, expand market reach, and add value to the marketing strategy of spare parts stores in the digital era.
Rancang Bangun Sistem Informasi Manajemen Pelaporan Proyek Konstruksi Jalan Menggunakan Website Latifah, Ayu; Ruslam, Alam
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2584

Abstract

Manual reporting of road construction projects often causes delays, data errors, and difficulties in real-time monitoring. This study aims to design and build a web-based project reporting management information system to overcome these problems. The system was developed using the Rapid Application Development (RAD) methodology with the Laravel 10 framework and MySQL database, facilitating two user roles: Admin as supervisor and Implementer as field reporter. The main features that were successfully implemented include project management by Admin, digital cash book recording, detailed daily physical progress reporting, and photo documentation uploads by Implementers. Black box testing results show that all system functionalities are valid. The resulting system provides a centralized platform that significantly improves efficiency, transparency, and accountability in construction project management, making it a practical and relevant solution for small-scale projects.