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Pemilihan Pemilihan Supplier Produk Kontrasepsi di BPM Sri Wahyuni Menggunakan Metode TOPSIS Hafidz, Hafidz Yusuf; Muhammad Ajir Muzakki; Dwi Junianto
Jurnal Ilmiah Teknik Unida Vol. 5 No. 1 (2024): Juni
Publisher : Mitra Teknik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55616/jitu.v5i1.793

Abstract

BPM Sri Wahyuni merupakan perusahaan yang bergelut dalam bidang jasa medis yang berada di Kabupaten Gresik. Berdasarkan pemantauan dan wawancara yang dilakukan oleh peneliti terdapat persoalan yakni pemilihan supplier alat kontrasepsi. BPM Sri Wahyuni menggunakan metode TOPSIS untuk menentukan supplier yang menjadi alternatif prioritas. Metode TOPSIS memiliki beberapa langkah yakni: menghitung matriks keputusan, menormalisasi matriks keputusan, menormalisasi matriks terbobot, mencari solusi ideal positif dan solusi ideal negatif, mencari jarak solusi ideal positif dan jarak solusi ideal negatif, mencari nilai preferensi. Penelitian ini memakai empat kriteria yakni Kualitas, Harga, Pengiriman,Waktu Pembayaran. Alternatif supplier pada penelitian yakni PT. Tunggal Idaman Abadi, PT. DKT Indonesia serta PT. Bayer Indonesia. Penerapan perhitungan metode TOPSIS pada penelitian ini didapatkan nilai preferensi dari masing – masing supplier yakni PT. Tunggal Idaman Abadi sebesar 0,4 dan supplier PT. DKT Indonesia nilai preferensi sebesar 0,5 sedangkan skor preferensi supplier PT. Bayer Indonesia skor preferensi sebesar 0,1. Berdasarkan perhitungan nilai preferensi yang alternatif prioritas yakni PT. DKT Indonesia dengan skor preferensi 0,5.
Teknologi Augmented Reality sebagai Media Pembelajaran Geografi Struktur Lapisan Bumi Hermanto; Wafiyatul Bariroh; Muhammad Ajir Muzakki; Ade Hendi
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1458

Abstract

Augmented reality (AR) is a technology that can integrate virtual objects into the real world and combine the two to create a combined space that is then projected in real-time. The application of augmented reality technology in education provides an innovation in creating learning media, especially in the subject of geography of the earth's layer structure for class X at MA Mamba'ul Ulum Bedanten which has so far been carried out with conventional learning media. The purpose of this study is to use AR technology as an interesting and interactive teaching method and can increase students' desire to study the geography of the earth's layer structure material. The method used in this study is the SDLC (System Development Life Cycle) method with the waterfall model. The testing method used is the black box method with functional suitability and probability aspects. This application was created using two software, namely Blender and Unity. The results of the study are in the form of a learning media application for the geography of the earth's layer structure by implementing augmented reality technology. There are two stages of testing, namely (1) system testing including the ar Play menu button, material button, information button, and exit button; and (2) testing on users of 23 class X students of MA Mamba'ul Ulum Bedanten. The results of the AR application system testing of the earth's layer structure can function well according to the planning and testing of users showed that 18% strongly agreed, 78% agreed, and 4% strongly disagreed that the existence of learning media by implementing AR technology can increase student activity and enthusiasm in learning the material on the earth's layer structure.  
Teknologi Augmented Reality sebagai Media Pembelajaran Geografi Struktur Lapisan Bumi Hermanto; Wafiyatul Bariroh; Muhammad Ajir Muzakki; Ade Hendi
Jurnal Ilmu Komputer dan Desain Komunikasi Visual Vol 9 No 2 (2024): Jurnal Ilmu Komputer dan Desain Komunikasi Visual
Publisher : Fakultas Ilmu Komputer Universitas Nahdlatul Ulama Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55732/jikdiskomvis.v9i2.1458

Abstract

Augmented reality (AR) is a technology that can integrate virtual objects into the real world and combine the two to create a combined space that is then projected in real-time. The application of augmented reality technology in education provides an innovation in creating learning media, especially in the subject of geography of the earth's layer structure for class X at MA Mamba'ul Ulum Bedanten which has so far been carried out with conventional learning media. The purpose of this study is to use AR technology as an interesting and interactive teaching method and can increase students' desire to study the geography of the earth's layer structure material. The method used in this study is the SDLC (System Development Life Cycle) method with the waterfall model. The testing method used is the black box method with functional suitability and probability aspects. This application was created using two software, namely Blender and Unity. The results of the study are in the form of a learning media application for the geography of the earth's layer structure by implementing augmented reality technology. There are two stages of testing, namely (1) system testing including the ar Play menu button, material button, information button, and exit button; and (2) testing on users of 23 class X students of MA Mamba'ul Ulum Bedanten. The results of the AR application system testing of the earth's layer structure can function well according to the planning and testing of users showed that 18% strongly agreed, 78% agreed, and 4% strongly disagreed that the existence of learning media by implementing AR technology can increase student activity and enthusiasm in learning the material on the earth's layer structure.