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Belajar Asik dengan Sistem Pembelajaran Interaktif IPA (Si Aktifa) Pada SMPN 5 Palu Chairunnisa Ar Lamasitudju; Miftah; Nini Rahayu Ashadi
Information Technology Education Journal Volume 1, Issue 2, Mei 2022
Publisher : Jurusan Teknik Informatika dan Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (802.671 KB) | DOI: 10.59562/intec.v1i2.235

Abstract

Penelitian ini memberikan sebuah gagasan dengan membangun sebuah sistem yang berbasis digital dimana sistem ini dapat digunakan pada saat daring maupun luring dengan begitu guru-guru juga dapat menyajikan materi tidak hanya secara teori tetapi juga dalam bentuk video pembelajaran, juga dalam bentuk animasi, serta dilengkapi dengan soal evaluasi secara interaktif sehingga siswa juga dapat dengan mudahnya mengerjakan soal dan mengetahui hasil belajar mereka, melalui penelitian ini juga dapat menumbuhkan rasa senang dan asik terhadap siswa dalam pembelajaran IPA sehingga dapat meningkatkan motivasi belajar siswa. Tujuan dari penelitian ini yaitu memberikan inovasi pembelajaran dengan belajar asik IPA dengan sistem pembelajaran interaktif yang dapat memberikan sebuah pengalaman baru dalam pembelajaran dikelas. Penelitian ini dilaksanakan di SMPN 5 Palu yang menggunakan jumlah responden sebanyak 65 orang siswa kelas VIII, dimana metode penelitian ini yaitu Waterfall. Pengambilan data responden dengan menggunakan penilaian angket. Dari hasil penelitian yang didapatkan, terciptanya sebuah prototype sistem pembelajaran Si Aktifa yang digunakan dalam pembelajaran IPA yang mengasikkan melalui hasil responden dengan index presentase sebesar 72% Setuju dengan adanya Si Aktifa siswa dapat belajar IPA dengan menyenangkan.
a PREDIKSI SISWA PUTUS SEKOLAH DAN KEBERHASILAN AKADEMIK MENGGUNAKAN MACHINE LEARNING: Prediksi Siswa Putus Sekolah dan Keberhasilan Akademik Fitriana, Siti; riniyanty; laila, rahma; pratama, septiano anggun; lamasitudju, chairunnisa ar
The Indonesian Journal of Computer Science Vol. 13 No. 6 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i6.4453

Abstract

In 2020-2023. The issue of high school dropouts at SMA Negeri 2 Sigi increased, causing impacts such as declining school accreditation, a decrease in the number of students, and operational aid. This research aims to build an early prediction system for student dropouts using Machine Learning (ML). In this study, data from 200 students were used. With 16 students labeled as dropout. The results showed a model accuracy of 0.942 and an area under the curve (AUC) of 0.948. the factors most influencing student droppout are average grades, meeting targets, and father’s education leve.
PERANCANGAN ARCHITECTURE ENTERPRISE DENGAN ARTIFICIAL INTELLIGENCE DALAM PELAYANAN PENERBITAN TANDA TANGAN ELEKTRONIK DISKOMINFO KOTA PALU MENGGUNAKAN TOGAF ADM Rifki, Moh; Pratama, Septiano Anggun; Pusadan, Mohammad Yazdi; Syahrullah, Syahrullah; Lamasitudju, Chairunnisa Ar
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 2 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i2.6097

Abstract

Seiring perkembangan teknologi di era industri 5.0 telah mempengaruhi berbagai aspek terutama pada pelayanan tanda tangan elektronik, dimana pada era teknologi saat ini tidak hanya menjadi atau untuk memfasilitasi kehidupan sehari-hari tetapi juga mendorong inovasi di berbagai bidang untuk memecahkan masalah global dan meningkatkan kualitas hidup secara keseluruhan. Namun penerapan teknologi informasi pada diskominfo masih menghadapi beberapa tantangan, seperti proses bisnis dan prosedur standar operasional yang tidak terstruktur dan terorganisir serta masih kurangnya efisiensi dalam penggunaan teknologi. Oleh karena itu, untuk meningkatkan kualitas pada pelayanan pada tanda tangan maka solusi yang dibutuhkan yaitu membangun perancangan arsitektur perusahaan dengan kecerdasan buatan dengan menggunakan TOGAF ADM dalam meningkatkan pelayanan organisasi dalam mendukung pengembangan kota pintar di Kota Palu. Sedangkan tahapan yang dikerjakan pada perancangan menggunakan TOGAF ADM dimulai dari Tahap Pendahuluan, visi arsitektur, arsitektur bisnis, sistem informasi, arsitektur, dan arsitektur teknologi selaras dengan standar yang diperlukan proses bisnis dan prosedur operasional standar. Hasil perancangan akan menghasilkan rencana strategi yang akan menyatukan arsitektur bisnis, data, aplikasi dan teknologi dalam hubungan untuk mendekati satu sama lain.
RANCANG BANGUN SISTEM INFORMASI DIREKTORAT SAMAPTA POLDA MENGGUNAKAN ALGORTIMA RC4 BERBASIS WEBSITE Harani, Makruf; Lamasitudju, Chairunnisa Ar; Angreni, Dwi Shinta; Azhar, Ryfial; Laila, Rahma; Miftah, Miftah
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 10, No 2 (2025)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v10i2.6312

Abstract

sistem informasi kepegawaian adalah untuk data menangani kepegawaian, hal ini sangatlah penting mengingat kebutuhan akan ada data peningkatan dan informasi. Saat ini Direktorat Samapta Polda Sulteng masih mengolah data personel terutama dengan manual, termasuk pengolahan data dan penyimpanan informasi. File sangat penting untuk menjaga data kerahasia, terutama untuk dokumen yang isinya hanya dapat diakses oleh individu yang berwenang. Tanpa tindakan pencegahan keaman, kerahasia dan intersepsi akan terancam menjadi penghambat produktivitas pekerja. Demi menjaga kerahasiaan berkas dokumen yang merupakan aset berharga Direktorat Samapta Polda Sulteng, RC4 dalam penelitian ini dimanfaatkan untuk membantu pengarsipan data dan data perlindungan. Pengujian keberhasilan sistem menggunakan Delone Dan Mclean ADALAH Model Sukses menunjukan bahwa pengguna puas dengan sistem informasi pegawai ditsamapta polda provinsi Sulawesi Tengah Menggunakan RC4 beserta kualitas informasi yang disajikan.
Aplikasi Android Untuk Reservasi Lapangan Futsal Menggunakan Metode First In First Out (FIFO) Laala, Jonathan Zebina; Lamasitudju, Chairunnisa Ar.; Azhar, Ryfial; Laila, Rahmah; Wirdayanti; Miftah
The Indonesian Journal of Computer Science Vol. 13 No. 5 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i5.4104

Abstract

Technology facilitates the process of futsal field rental, such as payment queueing and real-time monitoring. An Android application has been developed to manage payment queueing and futsal field rental at Novega Futsal Court, addressing inefficiencies of traditional methods that decrease customer satisfaction. Utilizing Rapid Application Development (RAD) and First In First Out (FIFO) method, this application designed expedite and enhance the queueing process. Data was collected through direct interaction with respondents and on-site observation, while its development involved the use of React Native and Node.js. Testing results indicate the application functions as expected, enabling users to easily rent and pay, and assisting managers in efficiently organizing queues. This application enhances service efficiency and customer satisfaction, making a positive contribution to technology-based futsal management.
Pemodelan Arsitektur Enterprise Menggunakan Standar Togaf di SPBE Kabupaten Parigi Moutong: Enterprise Architecture Modeling Using Togaf Standards at SPBE Parigi Moutong Regency Pramadinda, Alda Nur; Dwiwijaya, Kadek Agus; Syahrullah, Syahrullah; Lamasitudju, Chairunnisa Ar.; Pusadan, Yazdi
Technomedia Journal Vol 10 No 1 (2025): June
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/tmj.v10i1.2262

Abstract

The rapid advancement of technology has raised public expectations for easy access to government services and information. In response, the Parigi Moutong District Government has implemented the Electronic-Based Government System (SPBE) with an SPBE index of 2.68, indicating that the system has been well implemented. This study employs the Enterprise Architecture (EA)methodology, based on the TOGAF ADM, with a focus on the infrastructure domain to enhance efficiency, security, and integration within SPBE. The study involves the stages of preparation, data collection, analysis, design, finalization, and validation. The identified gap is that, despite the successful implementation of SPBE, the integration of modern technologies such as AI and blockchain to strengthen security and efficiency has not yet been fully optimized. The novelty of this research lies in the integration of advanced technologies in the Enterprise Architecture blueprint for SPBE, as well as the implementation of pilot testing to evaluate the alignment of the application with real-world conditions. The research aims to develop a comprehensive blueprint offering infrastructure improvement solutions for the Parigi Moutong District Government. The results show that TOGAF ADM successfully improves system integration, bureaucratic efficiency, and public service quality. The conclusion emphasizes the importance of adjusting technology to suit local conditions and needs when applying it to other regions.  
Analysis and Design of Food Price Data Processing Information System Priska, Salsa Dilah; Syahrullah, Syahrullah; Nugraha, Deny Wiria; Lapatta, Nouval Trezandy; Lamasitudju, Chairunnisa Ar
CCIT (Creative Communication and Innovative Technology) Journal Vol 19 No 1 (2026): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ccit.v19i1.3904

Abstract

Food prices have an important role in maintaining economic stability and public welfare, as price fluctuations can have a direct impact on purchasing power and inflation. The manual process of recording and reporting food price data at the Department of Agriculture and Food Security of Palu City leads to inefficiencies, data inaccuracies, and difficulties in tracking historical information. These limitations highlight the need for a structured system that can support accurate and efficient data management. This study applies a prototyping method to develop a web-based information system tailored to the needs of the institution. The development process involves continuous interaction between users and developers to ensure the system meets practical requirements. Data were collected through interviews, observations, and documentation. System functionality was tested using black box testing, while usability was assessed using the System Usability Scale (SUS) questionnaire. The results indicate that the system's features, including daily price input, automatic average calculations, report submission, and approval workflows, function correctly. Users are able to interact with the system efficiently, and the SUS results show that the system falls into the acceptable usability category, indicating that it is easy to use. In conclusion, the development of this web-based information system improves the efficiency and accuracy of food price data processing and reporting. It provides a reliable tool for managing information within the department and supports better operational performance.
UI/UX Design of Jepun Bali Store Product Ordering Application Using Design Thinking Method Widiani, Ni Nengah; Syahrullah, Syahrullah; Laila, Rahma; Lamasitudju, Chairunnisa Ar; Angreni, Dwi Shinta
CCIT (Creative Communication and Innovative Technology) Journal Vol 19 No 1 (2026): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ccit.v19i1.3965

Abstract

The internet as a form of technological advancement continues to develop every year and has a great influence on human activities, including in terms of sales. The Jepun Bali Store, which sells products typical of Hinduism and Balinese customs, markets its products online with Instagram, Facebook, and WhatsApp. Instagram and Facebook are used to display the catalog, while WhatsApp is used for order communication. However, this system is considered less efficient because customers have to switch applications to view products, ask questions, and order. Stock and price information is not available in real-time, and the ordering process is still done manually, making it difficult for customers. From the manager's side, manual order recording risks creating errors, while admins are often overwhelmed with handling queries across multiple platforms, which impacts customer satisfaction. This research aims to simplify the transaction process, speed up services, and increase efficiency by applying the Design Thinking method. This method helps in understanding the needs of the user, structuring problems, and producing solutions through systematic stages. The results of the design test using the System Usability Scale (SUS) method with 30 respondents obtained a score of 88.5833 out of 100, included in category A (Excellent) and considered acceptable.
PEMANFAATAN MICROSOFT INOVATIVE EDUCATION FOLLOW OFFICE 365 PADA MASA PEMBELAJARAN JARAK JAUH (PJJ) DI SMPN 5 PALU Lamasitudju, Chairunnisa Ar
Jurnal Gramaswara: Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 2 (2021)
Publisher : Faculty of Cultural Studies, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.gramaswara.2021.001.02.05

Abstract

Office 365 is an online learning method that is considered appropriate to be implemented in both partner schools as an additional method to conventional methods. The e-learning method is an electronic learning system that utilizes the internet in its process, allowing teachers to interact with students in online classrooms. SMPN 5 Palu in Central Sulawesi Province is one of the junior high schools strategically located, accessible from three directions with smooth transportation. This school has several strengths, including: highly committed teachers dedicated to improving the quality of graduates, a large number of applicants, high student motivation, and adequate laboratories, including a multimedia laboratory. The teaching methods used by teachers at the partner school have been conventional, such as lectures in the classroom, with no utilization of internet resources in their teaching, as they are unaware of their potential. However, the facilities and infrastructure available to teachers and students are highly supportive, as most teachers and students already have their own laptops, and the school has computer laboratory facilities. Similarly, telecommunications and internet networks now cover almost all areas of Palu City, making it easy to implement online learning. The aim of this training is to enable learning to proceed effectively even under PJJ conditions by adapting to Microsoft Office 365 so that students who are far outside Palu City can still carry out online learning. Assisting teachers in managing online classes, such as uploading materials, creating online practice questions and assigning weights to those questions, creating engaging educational videos from materials, and so on. Microsoft Office 365 is a cloud-based Office application developed by Microsoft that allows users to access various content online via the internet. The development of digital classrooms based on Microsoft 365 has recently been trained to 30 teachers at SMP N 5 Palu.
Digitalisasi Pembelajaran Budaya Sulawesi Tengah melalui Augmented Reality Menggunakan Metode Marker-Based Tracking Saleh, Muhammad Taufik; Lamasitudju, Chairunnisa Ar.; Pusadan, Yazdi; Laila, Rahmah; Pratama, Septiano Anggun
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4195

Abstract

Central Sulawesi has a diverse cultural heritage, but the rapid development of technology poses new challenges in maintaining the interest of the younger generation in local culture. This research developed a culture-learning application based on Augmented Reality (AR) using the Marker Based Tracking method for students at SDN Inpres 2 Tanamodindi to address these challenges. The application, "Mari Berbudaya," is designed to increase students' interest in local culture by providing an interactive and innovative learning experience through AR technology. This study employs a qualitative approach and prototyping method. Black box testing results confirm that all main functions of the application work well, while distance testing shows that markers can be optimally detected up to a distance of 1 meter. A questionnaire evaluation of the students resulted in an overall score of 89% with a classification of very feasible. Thus, from the overall evaluation, the "Mari Berbudaya" application has proven effective in increasing students' interest and understanding of Central Sulawesi's culture through AR technology.