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Journal : Transformasi

OPTIMASI PROSESOR DENGAN BENCHMARKING SEBAGAI APLIKASI PENGUJI PERFORMANCE CENTRAL PROSESSING UNIT (CPU) (STUDI KASUS INTEL I3, I5, I7) Handayani, Riska Dwi; Yusnanto, Tri; Wahyudiono, Sugeng
TRANSFORMASI Vol 20, No 1 (2024): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v20i1.396

Abstract

Technological developments are evolving rapidly from both performance, graphics, data transmission and so on so that we need a tool with reliable capabilities in helping better performance especially on the processing unit. In the business world, today's advances in information technology have been exploited for the smoothness of work in a field that is dominated both small and large. The method used for benchmarking is an expositions identifying against equipment and compositions a measure of a expected performance. The results of the test were carried out on the central processing unit (computer processor) on the i3 processor of 3.1 Gb, GPU 3%, Plate uses 1%, network or network usage 7.0 kbps, power usage exceptionally low. Processor i5 is 3.1 Gb and GPU 0%, Circle uses 0%, network use or network use 432 kbps and low power supply usage.Keywords: Prosesor, Benchmarking, CPU, GPU.
PENERAPAN GAME EDUKASI DIGITAL PENGENALAN BUAH BERBASIS CONSTRUCT 2 PADA PENDIDIKAN ANAK USIA DINI Wahyudiono, Sugeng; Susilo, Gatot; YUSNANTO, TRI; Sutiyatno, Sukris; Suseno, Adnan Terry
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.441

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi pengenalan buah-buahan berbasis Construct 2 pada anak usia dini di TK Kartika serta mengevaluasi tingkat keberterimaan pengguna terhadap media tersebut. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) dengan enam tahapan: concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui observasi, wawancara, dan studi literatur, sedangkan pengujian dilakukan menggunakan black box testing dan skala Likert untuk menilai kepuasan pengguna. Hasil pengujian menunjukkan adanya peningkatan rata-rata tingkat penerimaan pengguna dari 82,7% sebelum penggunaan menjadi 87,3% setelah penggunaan game edukasi. Temuan ini mengindikasikan bahwa media pembelajaran interaktif yang dikembangkan mampu meningkatkan motivasi belajar serta pemahaman anak dalam mengenal buah-buahan. Penelitian ini memberikan kontribusi praktis sebagai alternatif media pembelajaran berbasis digital yang menyenangkan dan efektif untuk pendidikan anak usia dini.
INOVASI DIGITALISASI UMKM KOPI MELALUI SISTEM E-COMMERCE BERBASIS WEB PADA WARUNG KOPI GARASI NDESO Fatkhurrochman, Fatkhurrochman; Wibowo, Teguh Hadi; Arifah, Fatimah Nur; Yusnanto, Tri; Kapti, Kapti; Muin, Muhammad Abdul
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.457

Abstract

The rapid development of digital technology has significantly impacted various sectors, including micro, small, and medium enterprises (UMKM). One of the most influential technological applications is the e-commerce information system, which facilitates online buying and selling activities without spatial and temporal limitations. This study aims to design and develop a web-based e-commerce system as a digitalization innovation for UMKM coffee businesses at Warung Kopi Garasi Ndeso, with the goal of expanding market reach and improving business management efficiency. The system development process adopts the Waterfall model, consisting of several stages: communication, planning, modeling, construction, and deployment. The system design employs Data Flow Diagrams (DFD) and Entity Relationship Diagrams (ERD), while implementation utilizes the PHP programming language and MySQL as the database management system. System testing was carried out using the Blackbox Testing method to verify functionality, and user evaluation was conducted using the Likert scale involving 18 respondents, including the owner, admin, and customers. The testing results show that all system functions operate properly and meet user requirements. The user evaluation obtained a score of 647 out of 810 or 79.88%, indicating that the developed web-based e-commerce system has a good level of usability. Therefore, the implementation of digital innovation through this e-commerce system effectively supports Warung Kopi Garasi Ndeso in enhancing operational efficiency, expanding market reach, and strengthening the competitiveness of local coffee UMKM in the digital era.