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Penerapan Model Rapid Application Development pada Aplikasi Marketplace Kebutuhan Bahan Pangan Dengan ReactJS Sulthon, Rifat; Wahyu, Sawali
Jurnal Inovtek Polbeng Seri Informatika Vol 8, No 2 (2023)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v8i2.3421

Abstract

Pasar Cidodol merupakan pasar tradisional yang berlokasi di Kecamatan Kebayoran Lama, Jakarta Selatan, yang menyediakan berbagai macam kebutuhan bahan pangan bagi masyarakat sekitar. Proses bisnis atau kegiatan jual-beli yang sedang berjalan saat ini pada Pasar Cidodol masih secara tradisional yaitu dengan cara pedagang dan calon pembeli bertemu secara langsung. Hal ini tentu menyulitkan bagi para calon pembeli, terutama para ibu-ibu yang tidak memiliki waktu untuk membeli bahan-bahan pangan secara langsung ke pasar dikarenakan adanya kesibukkan lain dan juga hal ini tentunya juga memiliki dampak kepada para pedagang, terkait dengan keluasan dan jangkauan pasar dikarenakan kegiatan jual-beli hanya terjadi secara langsung. Penggunaan metode Rapid Application Development (RAD) dapat memudahkan pengembangan aplikasi melalui tahapan Requirement planning, design, contructions dan implementations, sehingga tahapan pengembangan aplikasi jelas dilakukan. Sehubungan dengan permasalahan tersebut, maka dilakukan pengembangan aplikasi marketplace pada pasar Cidodol dengan tujuan memudahkan calon pembeli untuk mencari serta membeli bahan pangan secara online tanpa harus datang langsung ke pasar dan juga memfasilitasi para pedagang pada pasar cidodol untuk mempromosikan dan menjual kebutuhan bahan pangan secara online.
Aplikasi Mobile Pengenalan Tata Surya dan Galaksi Bimasakti Menggunakan Multimedia Development Life Cycle Irwanto, Rikky Febi; Wahyu, Sawali
Jurnal Inovtek Polbeng Seri Informatika Vol 8, No 2 (2023)
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/isi.v8i2.3484

Abstract

SDN Duri Kepa 16 Pagi adalah salah satu pendidikan dengan jenjang SD. Saat ini Siswa/i di sekolah tersebut melibatkan kegiatan interaksi langsung antara guru dan siswa, dan menggunakan media pembelajaran buku bacaan. Minat siswa/i dalam mengenal pengetahuan alam mengenai semesta Bumi yang terletak dalam Tata Surya Galaksi Bima Sakti masih belum masif diterapkan dalam proses pembelajaran, dari proses kegiatan tersebut siswa/i lebih suka bermain dengan teknologi daripada membaca dari buku teks. Oleh karena itu pentingnya pembelajaran pengetahuan alam semestamengenai galaksi bimasakti khususnya bagi anak usia dini yang perlu mendapat perhatian khusus karena berkaitan dengan perkembangan awal anak. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC),MDLC ini akan bermanfaat untuk siklus membangun skenario game dan langkah pembangunan aplikasi mobile berbasis multimedia. Hasil penelitian blackbox testing telah dilakukan, menghasilkan pengujian aplikasi secara langsung dengan user yaitu guru dan murid, serta pengujian berjalan baik tanpa ada eror pada aplikasi. Sedangkan untuk hasil pengujian dengan System Usability Testing (SUS) mendapatkan skor akhir yang didapatkan sebesar 84,8 dengan hasilpresentase kedekatan terhadap target yakni pencapaian Excellent. Dari kegiatan rangkaian penelitian di atas, bahwa Aplikasi mobile pengenalan tata surya galaksi bimasakti dapat digunakan oleh siswa/i sebagai sarana media pembelajaran yang menyenangkan agar menarik minat dan menambah pengetahuan umum siswa/i di sekolah dasar, serta bermanfaat untuk guru dalam mengembangkan media pembelajaran berbasis teknologi informasi.
PENERAPAN METODE GAME DEVELOPMENT LIFE CYCLE PADA PENGEMBANGAN APLIKASI GAME PEMBELAJARAN BUDI PEKERTI Wahyu, Sawali
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 5 No 1 (2022): Jurnal SKANIKA Januari 2022
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (775.536 KB) | DOI: 10.36080/skanika.v5i1.2904

Abstract

Kemajuan Teknologi Informasi Merupakan sebuah kenyataan pada perkembangan peradaban dimasyarakat yang memberikan banyak manfaat dalam mengakses informasi dalam berbagai bidang. Kondisi tersebut, turut menjadi pemicu bagi upaya-upaya perubahan dalam sistem pembelajaran atau pendidikan. Model pembelajaran saat ini cenderung harus mengikuti pola Pendidikan yang semakin hari semakin tidak menarik dan membosankan. Pembelajaran ilmu Budi pekerti yang diterapkan di sekolah dasar xyz cenderung hanya memahami konteks pada buku pembelajaran dan tidak diberikan contoh dalam kehidupan nyata. Berdasarkan permasalahan di atas akan dilakukan pembangunan aplikasi mobile game edukasi yang interaktif untuk mempelajari ilmu budi pekerti menggunakan teknologi aplikasi mobile, yang akan menerapkan 3 karakteristik pembelajaran yaitu pembelajaran yang dilakukan dalam lingkup alamiah, pembelajaran yang dilakukan dengan memberikan pengalaman bermakna kepada siswa dan pembelajaran yang dilaksanakan dalam situasi menyenangkan. Adapun metodologi sistem yang akan digunakan yaitu dengan pendekatan Game Development Life Cycle (GDLC), metode ini akan diterapkan sebagai acuan dalam membangun aplikasi game edukasi sesuai dengan tahapan dan Langkah Langkah dalam membangun aplikasi tersebut. Hasil penelitian ini yaitu aplikasi game edukasi untuk siswa/siswi sekolah dasar yang bermanfaat untuk mengenal nilai nilai budi pekerti dalam kehidupan sehari hari.
PENGEMBANGAN GAME EDUKASI PENDIDIKAN AGAMA BUDDHA BERBASIS PROGRESSIVE WEB APPS DENGAN MODEL GAMIFIKASI DAN GDLC Wahyu, Sawali; Gotama, Jeskel Fornardi
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 7 No 1 (2024): Jurnal SKANIKA Januari 2024
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v7i1.3145

Abstract

The use of technology to support people's daily activities has become something normal and usual, positive things that can be accepted and utilized by the community, but negative things must be overcome by applying basic education from an early age, namely to children. Religion is part of the spiritual education implemented in schools, in this case Buddhist Religious Education. The problems and application of these solutions can be presented in the form of non-formal education, namely through Buddhist Sunday School with the implementation of interactive and interesting learning that applies information technology in the form of web-based educational games. The research methodology used is the Game Development Lifecycle (GDLC) which contains a guide to the stages for building a game. The gamification model is used as a learning method by utilizing elements in the game to motivate children to achieve a target achievement. To maximize the performance of the game, Progressive Web Apps is applied to make the application performance better. This research produces a web-based game application that will help Sunday school children access Buddhist Education learning materials by motivating learners. The game was tested using the System Usability Scale method which resulted in a test score of 86 including an A or Excellent rating. As well as the results of UAT (User Acceptance Testing) testing at the beta stage with the results shown with the lowest score being 3 (Agree) and the highest score being 4 (Strongly Agree), thus there is no difficulty in using the educational game because it has clear features and is easy to use.
Penerapan Model Enterprise Architecture Cube Pada Perencanaan Strategi Sistem Dan Teknologi Informasi Apriana, Delia; Wahyu, Sawali
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 3: Juni 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.1137612

Abstract

Apotek Afdhal adalah enterprise yang bergerak dalam bidang farmasi sebagai penyedia obat. Dalam menjalankan proses bisnisnya terdapat permasalahan pada Apotek Afdhal yaitu pemesanan barang kepada supplier masih mengandalkan pembukuan untuk pencatatan data barang sehingga mengakibatkan kesalahan dalam pendataan barang seperti tertinggalnya data barang yang seharusnya dicatat dan keterlambatan dalam pemesanan barang. Menerapkan sistem informasi tanpa disertai perencanaan strategi yang dapat menyebabkan kesalahan karena kerancuan data yang tidak terintegrasi dengan baik. Untuk menyelesaikan masalah yang sudah disebutkan sebelumnya, apotek harus berinovasi untuk mendukung pelaksanaan proses bisnis. Salah satu cara untuk berhasil menerapkan inovasi adalah dengan melakukan perencanaan strategi sistem informasi yang tepat, akurat, memenuhi kebutuhan bisnis yang sesuai dengan perkembangan saat ini.  Ini akan mendukung seluruh operasi bisnis apotek. Enterprise Architecture adalah praktik profesional dan manajerial yang dirancang untuk meningkatkan efisiensi bisnis dengan memungkinkan apotek mengintegrasikan strategi secara keseluruhan. Perencanaan strategis sistem informasi ini menggunakan 3 metode analisis yaitu analisis lingkungan eksternal apotek (analisis lima daya saing porter), analisis lingkungan internal apotek (Analisis SWOT, Analisis Value Shop, Analisis Critical Success Factor) dan Enterprise Architecture Cube. Penelitian ini menghasilkan dokumen rencana strategis, blueprint dan roadmap yang dapat digunakan sebagai landasan bagi Apotek Afdhal.   Abstrack   Afdhal Pharmacy is an enterprise engaged in the pharmaceutical sector as a drug provider. In carrying out its business processes there are problems at Afdhal Pharmacy, namely ordering goods to suppliers still relying on bookkeeping for recording goods data resulting in errors in goods data collection such as lagging data on goods that should be recorded and delays in ordering goods. Implementing an information system without strategic planning can lead to errors due to data confusion that is not well integrated. To solve the previously mentioned problems, pharmacies must innovate to support the implementation of business processes. One of the ways to successfully implement innovation is to plan an appropriate, accurate information system strategy that meets business needs in line with current developments. This will support the entire pharmacy business operations. Enterprise Architecture is a professional and managerial practice designed to increase business efficiency by enabling pharmacies to integrate strategy as a whole. This information system strategic planning uses 3 analytical methods, namely analysis of the external environment of the pharmacy (analysis of Porter's five competitiveness), analysis of the internal environment of the pharmacy (SWOT Analysis, Value Shop Analysis, Critical Success Factor Analysis) and Enterprise Architecture Cube analysis. This research produced strategic plan documents, blueprints and roadmaps that can be used as a basis for Afdhal Pharmacy.
Sentiment Analysis on Hate Speech Post 2024 Election for Elected President Using a Hybrid Model Machine Learning Handaya, Ken Ken; Wahyu, Sawali
Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer dan Teknologi Informasi Vol 10, No 2 (2024): December 2024
Publisher : Fakultas Sains dan Teknologi, Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/coreit.v10i2.31927

Abstract

One of the important events in the democratic life of a country is the general election. In addition, the possibility of hate speech appearing on social media increases as political tensions increase. This hate speech can take the form of negative comments, insults, or even threats against the elected president. This research uses the content of tweets as a data source to analyze public opinion and sentiment towards the elected president. This research aims to analyze sentiment towards hate speech held by twitter users towards the elected president after the 2024 election by building a hybrid model using 3 algorithms, namely k-nearest neighbors, long short-term memory and naive bayes. The results of tests carried out with 12,000 tweet data that show the naive bayes method classification results have an accuracy of 72%, the long short-term memory classification results show an accuracy of 78%, the k-nearest neighbors method accuracy value is 83%, and the hybrid model accuracy value is 78%. Considering the accuracy values of the three algorithm method, by using a hybrid model we can increase the accuracy by combining the three algorithm models. from previously having the lowest accuracy of 72%, by using a hybrid model we can increase the accuracy to 78%.
Design Of The Information System Model For Kodim 1416/Muna Administration Process Using The RAD Method With Whatsapp Based Notification Ruslan, Fisabilia Adipati; Wahyu, Sawali
Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer dan Teknologi Informasi Vol 10, No 2 (2024): December 2024
Publisher : Fakultas Sains dan Teknologi, Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/coreit.v10i2.31871

Abstract

Globalization, driven by advancements in information technology, demands fundamental changes across various life aspects, including the operations of companies and organizations. Kodim 1416/Muna faces issues in daily reporting and administration due to reliance on WhatsApp, varying report formats, and delays in administrative approvals. This research aims to design an information system model to address these problems using the Rapid Application Development (RAD) method, encompassing requirements planning, design, and implementation. The designed system is expected to standardize daily reports, reduce the risk of overlooked information, expedite the submission process, and facilitate monitoring by leaders through WhatsApp notifications. System Usability Scale (SUS) testing results show a score of 81, categorized as "Good Performance," indicating user satisfaction with the designed system. Thus, this research contributes to improving operational efficiency and administrative performance at Kodim 1416/Muna.
Public Opinion Sentiment Analysis on Train Transport in Jakarta Using a Hybrid Model Machine Learning Savero, Adriel; Wahyu, Sawali
Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer dan Teknologi Informasi Vol 10, No 2 (2024): December 2024
Publisher : Fakultas Sains dan Teknologi, Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24014/coreit.v10i2.31865

Abstract

Transportation is a key element in smoothing the wheels of the economy and connecting various regions, especially in big cities like Jakarta which has a high population density. This leads to dense and complex traffic conditions. Improving the quality and facilities of public transportation is important to overcome these problems. However, people are still reluctant to use public transportation for various reasons. Therefore, it is important to understand public sentiment towards public transportation in Jakarta. This research focuses on sentiment analysis of train-based transportation, namely KRL, MRT, and LRT. Sentiment analysis is conducted using a hybrid learning model with a voting model method, which combines SVM, logistic regression, and CNN algorithms. The data used is labeled with InSet sentiment dictionary and extracted features using TF-IDF method. The modeling results show that this hybrid model produces 89% accuracy for the KRL dataset, 88% for the MRT dataset, and 81% for the LRT dataset. However, this model still has difficulty in predicting neutral and positive classes. The results of this study show that hybrid learning with the voting model method can provide quite good results in public transportation sentiment analysis, but there is still room for improvement in the classification of neutral and positive sentiments. The findings provide important insights for the development of strategies to improve the quality of public transportation and encourage people to use the service more.
PENERAPAN MODEL GAMIFIKASI PADA APLIKASI GAME PENDIDIKAN PANCASILA BERBASIS MULTIMEDIA ANIMASI 2D Putri, Risanty Amelia; Wahyu, Sawali
SKANIKA: Sistem Komputer dan Teknik Informatika Vol 8 No 1 (2025): Jurnal SKANIKA Januari 2025
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/skanika.v8i1.3319

Abstract

Improving the quality of human resources depends on education. However, the low quality of education in Indonesia is often caused by factors such as lack of facilities and infrastructure, high education costs, and unequal educational opportunities. At MI Al-Ihsan, the low learning outcomes of students in Pancasila Education are largely due to the large amount of material and theory that requires students to memorize a lot, then the lack of creativity and innovation in the teaching methods applied by teachers, which tend to be monotonous and uninteresting for students because the facilities and infrastructure are still inadequate. To overcome this problem, technology can be utilized through the application of gamification in learning media. This game is designed to attract students' interest by matching images with time limits, lives, scores, and leaderboards as well as learning materials that are in accordance with the curriculum. The methodology used in developing this application is the Multimedia Development Life Cycle (MDLC) and the application of gamification. The test results using the SUS (System Usability Scale) method obtained a score of 84.7, which means getting an A or Excellent grade. The results of the study showed that learning using game media such as gamification can make learning more interesting and effective. Students become more motivated and interested in studying Pancasila education materials which ultimately improves their learning outcomes.
Perbandingan Algoritma Regresi Linear Sederhana dan Regresi Polinomial Dalam Prediksi Jumlah Penumpang Kereta Api Di Wilayah Jabodetabek Rohman, Ubaedillah; Sunupurwa Asri, Jefry; Ariessanti, Hani Dewi; Wahyu, Sawali
Pengembangan Riset dan Observasi Teknik Informatika Vol 12 No 1 (2025)
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/protekinfo.v12i1.9842

Abstract

Intisari— Di era digital saat ini pertumbuhan data semakin mengalami peningkatan yang signifikan sehingga memerlukan solusi untuk analisis data yang efisien dan efektif. Machine learning menjadi solusi dikarenakan teknologi ini banyak digunakan di berbagai sektor. Diantara teknik machine learning algoritma regresi linear sederhana dan regresi polinomial berperan dalam melakukan analisis prediksi. Tujuan dari penelitian ini adalah membandingkan kinerja algoritma regresi linear sederhana dan regresi polinomial dalam prediksi jumlah penumpang kereta api di wilayah jabodetabek. Hasil penelitian akan menentukan manakah algoritma yang lebih akurat dalam memprediksi. Dari hasil penelitian regresi polinomial order 3 mendapatkan hasil akurasi tertinggi dengan R-Square 0.8983, MAPE 0.0704, dan RMSE 1446.6222 dibandingkan dengan regresi linear sederhana dengan R-Square 0.7943, MAPE 0.1013, dan RMSE 1713.8127. Kata kunci— Perbandingan, Regresi linear sederhana, Regresi polinomial, Prediksi, Jumlah penumpang kereta   Abstract— In today's digital era, data growth is increasing significantly, requiring solutions for efficient and effective data analysis. Machine learning is the solution because this technology is widely used in various sectors. Among the machine learning techniques, simple linear regression algorithms and polynomial regression play a role in conducting predictive analysis. The purpose of this study is to compare the performance of simple linear regression algorithms and polynomial regression in predicting the number of train passengers in the Jabodetabek area. The results of the study will determine which algorithm is more accurate in predicting. From the results of the study, polynomial regression order 3 obtained the highest accuracy results with R-Square 0.8983, MAPE 0.0704, and RMSE 1446.6222 compared to simple linear regression with R-Square 0.7943, MAPE 0.1013, and RMSE 1713.8127. Keywords— Comparison, Simple linear regression, Polynomial regression, Prediction, Number of train passengers.