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Rancang Bangun, Penyerahan, dan Sosialisasi Sistem Informasi Jasa Katering Berbasis Web Jefri Junifer Pangaribuan; Ilhami, Mirza; Chandra, Wenripin; Romindo, Romindo
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 3 No. 2 (2024): Mei 2024
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/abdikan.v3i2.4009

Abstract

Catering services are integral to the food and beverage industry, particularly in providing meals for various events such as weddings and corporate functions. However, many catering businesses still rely on outdated, conventional systems that result in inefficiencies and difficulties in reaching potential customers. To address these challenges, this research focuses on developing a modern information system tailored to the needs of catering enterprises. The development process began with the design of a Use Case Diagram, followed by the creation of a user-friendly interface and a robust database structure. The final product is a fully functional website that streamlines the ordering process, enhances customer interaction, and provides a platform for suppliers to effectively promote their products. The system was rigorously tested, and user feedback was gathered through questionnaires. The results indicated a satisfaction rate of 80%, demonstrating that the website meets the users' needs and successfully resolves issues related to service accessibility and promotional outreach. This project highlights the importance of integrating modern technology into traditional business models to improve efficiency and customer satisfaction.
Rancang Bangun, Penyerahan, dan Sosialisasi Sistem Informasi Penggajian Riche, Riche; Jefri Junifer Pangaribuan; Aulia Rizky Muhammad Hendrik Noor Asegaff; Jepronel Saragih; Mirza Ilhami
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 2 (2024): November 2024
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v4i2.3370

Abstract

PT XYZ is a private company engaged in the production and sale of wire materials. The employee payroll process in this company is still conducted manually using paper records, leading to inefficiencies and a high risk of errors in payroll and attendance data recording. To address this issue, a computerized payroll system was developed using the waterfall development methodology. A structured analysis and programming approach was chosen to support the system’s accuracy and consistency. In the analysis phase, a flow of document (FOD) was used to map the existing workflow, while a data flow diagram (DFD) was applied in the design phase to illustrate the data flow. This system was built using Microsoft Visual Basic.NET for the interface development, Microsoft Office Access 2007 for the database, and Crystal Report 13 for generating reports. In addition to development, training and socialization sessions were conducted for PT XYZ employees to ensure effective system use. By implementing this system, the payroll process is expected to become faster, more accurate, and transparent, thereby enhancing work efficiency and effectiveness. This development is also part of a community service partnership program that aims to contribute positively to administrative management at PT XYZ.
Sosialisasi Peran Virtual Reality terhadap Pembelajaran dan Edukasi Kevin Bastian Sirait; Jefri Junifer Pangaribuan; Okky Putra Barus; Triandes Sinaga; Romindo, Romindo
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 4 No. 2 (2025): Mei 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/abdikan.v4i2.5022

Abstract

Education orients on the process of transferring and acquiring knowledge and skills from learning activities. With the use of Virtual Reality (VR) in education, it can help students to experiment with the learned concepts and assess their implications within the virtual environment. The idea and implementation of VR in education are crucial since they enhance the student’s learning experience and process to understand various concepts and implement them to solve problems. Therefore, this socialization aims to provide deeper insights to the students of SMA Chandra Kumala Medan on how VR can help them improve their learning experience and performance. At this event, the socialization is conducted by following three sessions: (1) material presentation, (2) questions and answers session, and (3) VR demonstration where the students can take part. The results show that the students are highly engaged in all three sessions. It is found in the questions asked by the students, from how to create a virtual environment to the roles and impact of VR in real life (e.g., business). These findings indicate that the students are interested in how VR can improve their learning experience by understanding and testing new ideas or concepts within the virtual environment.
Analisis Kualitas Wine Menggunakan Machine Learning dengan Pendekatan SMOTE dan Seleksi Fitur Triandes Sinaga; Kevin Bastian Sirait; Pangaribuan, Jefri Junifer; Barus, Okky Putra; Romindo, Romindo
INSOLOGI: Jurnal Sains dan Teknologi Vol. 4 No. 3 (2025): Juni 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/insologi.v4i3.5436

Abstract

Conventional wine quality assessment remains reliant on subjective expert judgment, which introduces potential bias and inconsistency in quality control processes. This study aims to develop an objective and automated machine learning-based classification model to enhance the accuracy of wine quality prediction. To address the issue of class imbalance, the Synthetic Minority Over-sampling Technique (SMOTE) was applied, along with ANOVA F-test-based feature selection to optimize model performance. The White Wine Quality dataset from the UCI Machine Learning Repository (4,898 samples, 11 numerical features) was utilized to evaluate five classification algorithms: Naïve Bayes, Decision Tree, Random Forest, Support Vector Machine (SVM), and K-Nearest Neighbors (KNN). Before SMOTE application, the Random Forest model achieved an accuracy of only 67.55%. After implementing SMOTE and parameter tuning, the Random Forest (Tuned) model demonstrated the best performance with 90.29% accuracy, 89.99% precision, 90.29% recall, and 89,97%.  % F1-score. Additionally, Decision Tree and KNN algorithms also exhibited notable improvements. SMOTE effectively balanced extreme minority class representations (quality levels 3 and 9). The most influential features in quality classification were alcohol content, density, and chlorides. These findings indicate that the proposed framework offers a reliable, objective, and scalable solution for automated wine quality control in industrial production environments.
OPTIMALISASI ALGORITMA C4.5 TERHADAP METODE DECISION TREE DALAM MENENTUKAN PLAFON KREDIT NASABAH Romindo, Romindo; Barus, Okky Putra; Pangaribuan, Jefri Junifer
Device Vol 14 No 1 (2024): Mei
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/device.v14i1.6877

Abstract

The most basic banking activity is collecting money and buying money from the whole society. Then sell the collected money by directing it to the community through credit or credit. However, it is often found that customers are unable to pay their receivables based on the amount of receivables which often exceeds the specified payment period. Therefore, banking companies must know the ability to pay customers by providing credit limits to avoid losses. The purpose of this study was to analyze the data using the Decision Tree method with the C4.5 Algorithm on the report data of BPR Pijer Podi Kekelengen receivables in order to determine the customer's credit ceiling. From the data obtained from the accounts receivable report, the company produces 5 attributes, namely Payments, Receivables, Transactions, Recommendations, and Ceiling where the decision label is Ceiling. After testing the report data at BPR Pijer Podi Kekelengen using the Decision Tree method with the C4.5 Algorithm, it is concluded that if the ceiling is large, the payment is not good.
Penyuluhan Mengenai Artificial Intelligence Untuk Siswa-Siswi SMP dan SMA Sekolah Lentera Harapan Medan Barus, Okky Putra; Pangaribuan, Jefri Junifer; Romindo, Romindo; Anggara, Alfin; William, William
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 2 No. 4 (2023): November 2023
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/abdikan.v2i4.2281

Abstract

Artificial Intelligence (Artificial Intelligence or AI) is a field that is growing rapidly and has great potential in influencing various aspects of human life. AI education is important for the younger generation in facing future challenges. This study aims to teach the basics of AI to junior high school (SMP) students at Sekolah Lentera Harapan (SLH). Learning sessions are carried out using interactive methods and actively involve students in discussions. The material includes an introduction to AI, the history and purpose of AI, how it works, the types of AI, and the advantages and disadvantages of AI. AI needs data to come up with appropriate answers, and with time, it will learn and improve. There are three types of AI, namely Artificial Narrow Intelligence (limited AI), Artificial General Intelligence (general AI), and Artificial Superintelligence (super AI). The advantages of AI include fast data processing, job efficiency and handling of dangerous tasks. However, there are also drawbacks such as reliance on big data, limitations to the specific capabilities of AI, and security concerns. This research provides insight into AI and promotes optimal use of AI in society.
Generative AI for Students: Inovasi Pembelajaran Digital untuk Peningkatan Pemahaman dan Manfaatnya bagi Mahasiswa Okky Putra Barus; Yugopuspito, Pujianto; Pangaribuan, Jefri Junifer; Romindo, Romindo
PaKMas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 2 (2025): November 2025
Publisher : Yayasan Pendidikan Penelitian Pengabdian Algero

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54259/pakmas.v5i2.3699

Abstract

The rapid development of artificial intelligence (AI) technology demands increased AI literacy among students. Generative AI, as a growing branch of AI, offers great potential to transform the learning process. Unfortunately, the level of AI literacy in Indonesia is still low. The study "The ASEAN Digital Generation Report 2023" by Kearney shows that Indonesia ranks 4th out of 6 Southeast Asian countries in readiness to face the AI era. In response, a team of lecturers from Universitas Pelita Harapan (UPH) developed a digital learning program called "Generative AI for Students." This program aims to improve students' understanding of the concepts, applications, and tools of Generative AI, especially in the academic context. This program's development uses the ADDIE method, which includes analysis, design, development, implementation, and evaluation. The "Generative AI for Students" program is implemented through the SPADA platform, utilizing features such as the Learning Management System (LMS), discussion forums, and quizzes. The evaluation results show that this program has succeeded in increasing students' understanding of Generative AI. This is indicated by an increase in post-test scores and a high level of participant satisfaction. The "Generative AI for Students" program positively increases AI literacy and equips students with skills relevant to technological developments.
Digitalisasi Operasional UMKM Indekos: Implementasi Aplikasi Manajemen Penghuni, Pembayaran, dan Keluhan di Kota Medan Ali Akbar Lubis; Frans Mikael Sinaga; Riche, Riche; Huzaifah, Ade Sarah; Pangaribuan, Jefri Junifer
ABDIKAN: Jurnal Pengabdian Masyarakat Bidang Sains dan Teknologi Vol. 4 No. 4 (2025): November 2025
Publisher : Yayasan Literasi Sains Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55123/abdikan.v4i4.6655

Abstract

MSME 'Indekos' (boarding houses) in Medan City are generally still managed manually, causing partners to face fundamental problems in service and administration. The billing process, reliant on face-to-face meetings, makes tracking payments difficult, while tenants are often late paying due to a lack of reminders. Furthermore, the absence of a documented complaint channel means owners often forget to follow up on issues. This community service (PKM) activity aimed to overcome these problems through operational digitalization. The priority problems addressed were (1) the digitalization of billing and payments to provide real-time arrears information, and (2) the provision of a documented complaint channel with status tracking. The PKM method involved Training and Mentoring for 3 'indekos' owners in Medan City. The science-and-technology (ipteks) solution, a web-based management application, was developed using the adaptive Extreme Programming (XP) methodology, allowing iterative improvements based on partner feedback. Implementation included business process mapping (Planning), application installation (Small Releases), and guided testing (Testing/Feedback). The result of this activity is a ready-to-use application (PHP/MySQL) delivered to partners, along with operational SOPs and training modules. The implementation successfully improved the owners' administrative efficiency and service transparency for tenants.