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ANALYSIS AND IMPLEMENTATION OF COMPUTER NETWORK SYSTEMS USING SOFTWARE DRAW.IO Hendrawan, Eko; Meisel, Michael; Sari, Dita Novita
Asia Information System Journal Vol. 2 No. 1 (2023): Asia Information System Journal
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/aisj.v2i1.18227

Abstract

Computer Networks Refers To Computing Devices That Are Connected And Can Exchange Data And Share Resources With. These Network Devices Use A System Of Rules, Known As A Communication Protocol, To Transmit Information Via Physical Or Wireless Technology. Two Computers Can Be Said To Be Connected In A Network If Both Have The Ability To Communicate And Exchange Information. The Author Chooses A Place At The Patria Gadingrejo Pringsewu Senior High School, Lampung. Computer Network Implementation Using Star Topology. In This Paper, A Computer Network Is Simulated At Patria Gadingrejo Pringsewu High School, Lampung, INDONESIA. Using Draw.Io Software As A Simulation Tool. Simulation Data Obtained From Computer And Network Engineering Laboratory Room, Accounting Laboratory Room And General Laboratory Room. Each Laboratory Room Has 1 Switch And 1 Wireless Router. The Performance Analyzed Is Packet Loss, Delay And Throughput. The Simulation Results Using Draw.Io Software Show That The Delay That Occurs In The Computer And Network Engineering Laboratory Is 30.4 Ms, The Accounting Laboratory Is 43.4 Ms And The General Laboratory Is 50.2 Ms. While The Entire Room Does Not Experience Packet Loss During The Simulation Process. The Throughput Results For TKJ-Laboratory Rooms Are 0.51 kbps, For Akuntansi-Laboratory Rooms Are 0.38 Kbps And for general Laboratory Rooms Are 0.37 kbps.
DESIGNING GAME APPLICATIONS OR EDUCATIVE TEACHING GAMES BASED ON INTERACTIVE MULTIMEDIA Sari, Dita Novita; Nagara, Erliza Septia; Rahman, Khabibbur
Asia Information System Journal Vol. 3 No. 1 (2024): Asia Information System Journal
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/aisj.v3i1.23055

Abstract

 With the birth of technological developments, learning in schools or lectures inevitably applies computer-based learning systems, the presence of teaching process technology with the application of educational games for reciting the Koran can be an alternative learning when students are bored or feel tired during learning. Reciting the Koran refers to the activity of reading the Koran, which is a skill that every Muslim should have and needs to be instilled in children from an early age, starting before they enter school. This is an important part of forming their character. However, at an early age, children still tend to prefer playing, and limited methods of teaching the Koran may not be interesting enough for them. Therefore, an interactive learning method is needed using audiovisual aids, such as educational games. This approach not only makes learning more interesting, but also more interactive. This application can increase children's understanding and knowledge about the Islamic religion, especially in terms of reciting the Koran. By applying the concept of learning while playing, children become more comfortable, interested and happy in understanding and practicing the teachings of the Islamic religion.
IMPLEMENTATION OF ORDER MANAGEMENT SYSTEM CAFFE-BASED MENU FOOD STACK AND QUEUE Sari, Dita Novita; Susilowati, Tri; Asiyani, Lucy; Alfarizi, Dimas
Asia Information System Journal Vol. 4 No. 1 (2025): Asia Information System Journal
Publisher : Universitas Islam Negeri Raden Intan Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24042/z95sp050

Abstract

This study explores the implementation of a food ordering management system in cafes using stack and queue data structures. The system is designed to tackle challenges related to the recording, queue sorting, and tracking of order history with improved efficiency and accuracy. A queue is utilized to manage incoming orders based on the First In First Out (FIFO) principle, while a stack is employed to store order history following the Last In First Out (LIFO) principle. The system is developed with a Tkinter-based user interface and tested using various software testing methods, including unit testing, integration testing, system testing, and acceptance testing. The results from these tests show that the system functions as expected, offering high accuracy and streamlining cafe staff operations. By improving operational efficiency, the system also enhances customer satisfaction. This research contributes to the ongoing development of digital solutions in the culinary industry and offers potential for broader applications in other sectors that require efficient queue management and service history tracking.
PELATIHAN PENINGKATAN PRODUKTIVITAS DAN PEMASARAN TELUR MENGGUNAKAN SISTEM PEMANTAUAN CERDAS Rahsel, Yoeyong; Sari, Dita Novita; Saputra, Kurniawan; Pratomo, Panji Andhika
Batara Wisnu : Indonesian Journal of Community Services Vol. 5 No. 3 (2025): Batara Wisnu | September - Desember 2025
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v5i3.441

Abstract

Micro, Small and Medium Enterprises (MSMEs) play a strategic role as the main pillar of the Indonesian economy, considering their significant contribution in supporting national economic stability and their ability to absorb most of the workforce in the country. Currently, Kurnia Jaya Farm, an MSME that focuses on chicken farming, faces various challenges such as low production capacity, management, marketing and inadequate cultivation skills. The purpose of PKM is to improve the ability of partners in the productivity of laying hens and market products well. The method used involves a series of systematic stages, including socialization activities, training, technology implementation, and providing ongoing assistance. The application of smart farming technology in livestock farming that allows automatic control and monitoring of livestock using sensors and machines, thereby increasing the effectiveness of livestock activities. While the business platform, to form a digital marketing ecosystem in increasing the marketing of livestock products. The results of this activity increase the knowledge and ability of partners in using smart farming and business platforms so as to minimize the obstacles faced by farmers and improve marketing.
NEONATAL JAUNDICE IN HYPERBILIRUBINEMIC INFANTS Fadliyah, Lailatul; Mardhika, Amellia; Eka Sarofah; Sari, Dita Novita
Journal of Vocational Nursing Vol. 3 No. 1 (2022): MAY 2022
Publisher : Universitas Airlangga

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20473/jovin.v3i1.30900

Abstract

Introduction: Hyperbilirubinemia is a problem that often occurs in newborns. In pathological conditions, infants experience jaundice throughout the body or degrees three to six experiencing hyperbilirubinemia > 12 mg/dl. Complications of kernicterus where brain cells are damaged, are characterized by seizures, decreased consciousness and can end in death. East Java Health Profile 2013, neonatal icterus neonatorum death ranks third. Methods: This research uses a case study design. Data collection from assessment to nursing evaluation was carried out in the neonatal room of Dr. Soegiri Lamongan Hospital in November 2019. Clients were treated in hospital for three to five days. Data collection techniques using interviews, observation, and documentation. Data analysis was carried out using narrative analysis based on analysis of relevant facts and theories. Results: In the assessment, the baby experienced symptoms of jaundice, yellow mucous membranes, yellow skin, and yellow sclera. Intervention and implementation were observing the degree of jaundice, vital signs, intake output, signs of dehydration, and phototherapy. Health education on breastfeeding and collaboration in drug administration. Conclusions: There is a match between theory and cases, there is a decrease in the degree of jaundice. The reference from this study is that nurses are able to provide health education on breastfeeding, do phototherapy and be able to detect the incidence of jaundice early in infants so there is no kern icterus and other complications.
PERANCANGAN WEB MOBILE SEBAGAI MEDIA INFORMASI KARANG TARUNA BINA MAJU KAMPUNG SENDANG AGUNG Sari, Dita Novita
Journal of Software Engineering and Technology. Vol 4, No 1 (2024): SEAT: Journal Of Software Engineering and Technology
Publisher : Institut Teknologi dan Bisnis Diniyyah Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69769/seat.v4i1.107

Abstract

Karang Taruna merupakan organisasi sosial yang menjadi wadah dan sarana tumbuh kembang bagi setiap anggota masyarakat, khususnya generasi muda. Landasannya adalah kesadaran dan tanggung jawab sosial dari dan untuk masyarakat. dan kelompok pemuda di daerah lain. Semua itu bertujuan agar karang taruna mempunyai arsip disetiap kegiatan, terutama karang taruna bina maju yang belum mempunyai wadah untuk mempublikasikan setiap kegiatan yang dilakukan. Banyak kegiatan atau progja karang taruna bina maju, namun penyimpanan yang dilakukan sebelunya hanya sebatas di simpan pada handphone atau ponsel masing masing. Hal itu sangatlah beresiko karena bias saja mereka kehilangan file file yang tersimpan di hanphone atau ponsel. Implementasi web mobile sebagai media informasi Karang Taruna Bina Maju Kampung Sendang Agung bertujuan untuk meningkatkan akses informasi bagi masyarakat, khususnya anggota Karang Taruna di kampung tersebut. Web mobile ini dirancang dengan menggunakan teknologi responsif sehingga dapat diakses melalui perangkat mobile seperti smartphone dan tablet. Web mobile ini menyediakan informasi terkait kegiatan Karang Taruna, informasi tentang organisasi Karang Taruna, profil anggota Karang Taruna, dan informasi penting lainnya. Selain itu, web mobile ini juga memfasilitasi fitur untuk memberikan masukan dan saran kepada pengurus Karang Taruna. Dalam proses pengembangan web mobile ini, digunakanlah bahasa pemrograman HTML, CSS, dan JavaScript serta framework Bootstrap untuk memudahkan proses pengembangan dan memastikan tampilan yang responsif pada berbagai ukuran layar perangkat mobile. Dengan adanya implementasi web mobile sebagai media informasi Karang Taruna Bina Maju Kampung Sendang Agung, diharapkan masyarakat dapat lebih mudah mengakses informasi terkait Karang Taruna dan ikut aktif dalam kegiatan-kegiatan yang diadakan oleh organisasi tersebut.
SISTEM PENDUKUNG KEPUTUSAN UNTUK MENENTUKAN PASIEN LAYAK MENDAPATKAN PENDAMPINGAN PADA YAYASAN RESPEK PEDULI INDONESIA (YRPI) REGIONAL LAMPUNG MENGGUNAKAN METODE SAW Sari, Dita Novita; Hendrawan, Eko; Nuraini, Nuraini
Journal of Software Engineering and Technology. Vol 3, No 1 (2023): SEAT: Journal Of Software Engineering and Technology
Publisher : Institut Teknologi dan Bisnis Diniyyah Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69769/seat.v3i1.82

Abstract

Pendampingan pasien yaitu mendampingi atau menemani pasien berobat, menjemput dan mengantarkan pasien dari pengobatan awal sampai sembuh, Serta memberikan pelayanan real dalam memenuhi kebutuhan pasien. Pendampingan di respek peduli ini pendampingan yang bersifat nya mendamingi  pasien yang kurang mampu dan kendala jauh dari tempat berobat. Dengan adanya penentuan pasien mana yang layak mendapatkan pendampingan dari Yayasan espek Peduli Indonesia Regional Lampung maka permasalahan atau segala urusan yang berkaitan dengan pasien dapat diselesaikan dengan baik Sistem ,pendukung ,keputusan ,ialah ,sesuatu alternatife system ,yang interaktif ,guna ,membantu ,didalam ,mengambi ,keputusan ,melalui ,pemakaian ,informasi serta ,model- model ,keputusan ,untuk ,memcahkan ,permasalahan ,yang bersifat semi ,terstruktur ataupun ,yang ,tidak terstruktur. Aplikai ,ini ,terbuat ,dengan ,metode ,SAW ( Simple ,Additive Weighting). Dengan ,Memakai ,system ,pendukung ,keputusan ,memastikan penderita ,layak ,memperoleh pendampingan ,pada Yayasan ,Respek Peduli ,Indonesia (YRPI) Regional ,Lampung dalam penentuan pasien layak mendapatkan pendampingan yang tepat menggunakan metode SAW terdapat beberapa kriteria yang menjadi penelitian. Penelitian tersebut berdasarkan kesetikelengkapan berkas, kelas BPJS, jarak tempat tinggal pasien, dan masyaakat tidak mampu. Sedangkan alternatifnya adalah penderita 1, penderita 2, penderita 3, penderita 4, dan penderita 5. Hasil dari penelitian ini yaitu pasien 1 mendapatkan nilai terbesar 0.775, pasien 2 mendapatkan nilai sebesar 0.82, pasien 3 mendapatkan nilai 0.7325, pasien 4 mendapatkan nilai sebesar 0.6075. Lalu pasien 5 mendapatkan  nilai sebesar 0.5025.
GAMIFIED ENGLISH: PEMBELAJARAN KOSAKATA BAHASA INGGRIS INTERAKTIF MELALUI PLATFORM QUIZIZZ Andewi, Widi; Waziana, Winia; Nagara, Erliza Septia; Sari, Dita Novita
EduImpact: Jurnal Pengabdian dan Inovasi Masyarakat Vol. 2 No. 2 (2025): EduImpact: Jurnal Pengabdian dan Inovasi Masyarakat
Publisher : Cipta Pustaka Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.63324/eipm.2v.2i.115

Abstract

Kegiatan pengabdian kepada masyarakat ini bertujuan untuk meningkatkan kemampuan kosakata bahasa Inggris dasar siswa sekolah dasar melalui penerapan pembelajaran berbasis gamifikasi menggunakan platform Quizizz. Kegiatan dilaksanakan di SD Negeri 3 Waringinsari dengan melibatkan 30 siswa kelas V. Metode pelaksanaan terdiri atas empat tahap, yaitu persiapan, pelatihan, implementasi, serta evaluasi dan refleksi. Siswa diajak mempelajari kosakata dasar, seperti warna, angka, hewan, dan kegiatan sehari-hari, melalui permainan interaktif di Quizizz. Hasil kegiatan menunjukkan adanya peningkatan nilai rata-rata siswa sebesar 25% setelah mengikuti pelatihan, serta peningkatan kemampuan penguasaan kosakata, motivasi, dan partisipasi aktif selama proses pembelajaran. Guru juga memperoleh pengalaman baru dalam mengintegrasikan teknologi digital ke dalam pembelajaran bahasa Inggris. Kegiatan ini membuktikan bahwa penggunaan gamifikasi dalam pembelajaran bahasa Inggris dapat menciptakan suasana belajar yang menyenangkan, interaktif, dan efektif bagi siswa sekolah dasar.