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APLIKASI PEMESANAN TIKET MASUK DAN TIKET WAHANA DENGAN MENGGUNAKAN QR CODE PADA WISATA DIANA WATERPARK Jaharuddin; Selao, Ahmad; Sahidin, Sudirman; Masnur
Jurnal Manajemen dan Teknologi Informasi Vol. 15 No. 2 (2025): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59819/jmti.v15i2.5128

Abstract

This study aims to design a QR-based ticket booking application at Diana Waterpark, which is expected to increase operational efficiency and improve visitor experience. Using a quantitative descriptive approach, data were collected through questionnaires distributed to 30 respondents who visited Diana Waterpark. The results of the application design indicate that the use of QR technology can reduce visitor waiting time and speed up the ticket booking process. In addition, this application is designed to provide convenience for users with an intuitive interface and fast booking system. However, this study also identified several areas that need to be improved, such as the ticket information management system and improving transaction security features. Overall, the design of this application is expected to have a positive impact on visitor satisfaction and loyalty, as well as provide practical solutions in ticket and ride management at Diana Waterpark. This study recommends that managers continue to develop applications with a focus on improving security systems and more integrated application features.
Aplikasi Panduan Pramuka Berbasis Android Alfa Wiani, Irenia; Hastuty, Ade; Sahidin, Sudirman; Masnur, Masnur
JURNAL UNITEK Vol. 18 No. 2 (2025): Juli-Desember 2025
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/unitek.v18i2.1460

Abstract

The utilization of digital technology in non-formal education has become an important strategy to enhance the effectiveness of learning, including in scouting activities. This research aims to evaluate the Android-based Scout Guide Application from three main aspects, namely the quality of the user interface, technical performance, and its benefits in supporting scouting learning. The research method used is descriptive quantitative with instruments in the form of closed questionnaires. A total of 30 respondents, who are active participants in scouting activities, were involved in this study. The data were analyzed using descriptive statistics through calculations of the mean, standard deviation, and frequency distribution. The research results show that the majority of respondents gave positive evaluations of the app's interface design, which they found attractive, informative, and easy to use. The application also demonstrated stable technical performance with quick responses and relevant, useful features, such as semaphore videos and knot-tying simulations. Furthermore, the application is considered capable of enhancing the understanding of scouting materials in a visual and interactive manner. In conclusion, this application has great potential for integration into digital-based scouting learning activities. Further development is recommended to refine features and expand user reach. These findings contribute to innovations in scouting learning media in the era of digital transformation.
Prediksi Persediaan Voucer Kuota Internet pada Toko Umega Cell menggunakan Metode Regresi Linier Iswan, Iswan; Marlina, Marlina; Yunus, Mughaffir; Suwardoyo, Untung; Sahidin, Sudirman
COREAI: Jurnal Kecerdasan Buatan, Komputasi dan Teknologi Informasi Vol 6, No 2 (2025): Pemanfaatan Artificial Intelligence dalam Transformasi Digital
Publisher : Universitas Nurul Jadid

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33650/coreai.v6i2.12487

Abstract

Perkembangan teknologi informasi yang semakin pesat memengaruhi kebutuhan masyarakat terhadap layanan internet. Hal ini berdampak pada meningkatnya penjualan voucer internet yang memerlukan manajemen stok secara tepat agar tidak terjadi kekurangan maupun kelebihan persediaan. Penelitian ini bertujuan untuk merancang sistem prediksi penjualan voucer internet dengan menggunakan metode regresi linear berganda. Variabel independen yang digunakan adalah jumlah penjualan voucer pada hari kerja (Senin–Jumat) dan akhir pekan (Sabtu–Minggu), sedangkan variabel dependen adalah jumlah penjualan total dalam satu minggu. Metode penelitian dilakukan melalui pengumpulan data penjualan voucer pada toko Umega Cell selama sepuluh bulan. Data kemudian diolah menggunakan pendekatan regresi linear berganda dengan bantuan perangkat lunak Python Flask untuk membangun aplikasi prediksi berbasis web. Hasil penelitian menunjukkan bahwa model regresi linear berganda dapat memberikan prediksi persedian stok voucer. Implementasi sistem prediksi ini membantu pemilik usaha dalam menentukan jumlah stok voucer yang optimal, sehingga dapat meminimalisir kerugian akibat kelebihan stok maupun kehilangan peluang penjualan karena kekurangan stok
Pendampingan dan Peningkatan  Kapasitas Tutor PKBM Bina Bahari dalam Optimalisasi Pembelajaran Nonformal di Era Digital Asri, Muhammad; Kartini Marzuki; Rahma, Rahmawati; Yolandika Arsyad; Sudirman Sahidin
PARTISIPATORY Vol 5 No 01 (2026): PARTICIPATORY: Jurnal Pengabdian Masyarakat
Publisher : LPPM IAI TABAH

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58518/participatory.v5i01.4764

Abstract

Kegiatan pengabdian ini bertujuan untuk meningkatkan kapasitas tutor dalam mengoptimalkan pembelajaran pada satuan pendidikan nonformal di PKBM Bina Bahari di era digital. Tutor memiliki peran strategis sebagai agen perubahan, namun masih menghadapi keterbatasan dalam penerapan pembelajaran berbasis andragogi dan pemanfaatan teknologi digital. Metode yang digunakan adalah pendekatan partisipatif berbasis Community Based Research (CBR), yang melibatkan tutor dalam seluruh tahapan kegiatan, meliputi identifikasi kebutuhan melalui FGD dan wawancara, perencanaan bersama, pelaksanaan workshop, serta monitoring dan evaluasi menggunakan instrumen pre-test dan post-test. Hasil kegiatan menunjukkan adanya peningkatan signifikan pada aspek sikap dan kompetensi tutor. Tutor menjadi lebih percaya diri dalam mengelola pembelajaran, mampu menerapkan prinsip andragogi, serta mengintegrasikan media digital seperti video pembelajaran dan platform daring dalam proses belajar. Kebaruan dari kegiatan ini terletak pada integrasi pendekatan partisipatif, penguatan andragogi, dan literasi digital yang disesuaikan dengan konteks lokal PKBM. Kontribusi kegiatan ini adalah memberikan model pendampingan yang aplikatif dan kontekstual dalam meningkatkan kompetensi pedagogik dan profesional tutor pendidikan nonformal secara berkelanjutan.
Aplikasi Manual Book Alat Berat Berbasis Android Muhammad Raehan; Untung Suwardoyo; Sudirman Sahidin
Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI) Vol 8 No 2 (2025): Jurnal Ilmiah Sistem Informasi dan Teknik Informatika (JISTI)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Lamappapoleonro

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57093/jisti.v8i2.329

Abstract

The advancement of information technology offers wide opportunities in the development of interactive learning media, one of which is through Android-based devices. In the field of construction, understanding heavy equipment is crucial for students and civil engineering learners. Unfortunately, the lack of engaging and accessible learning media limits the understanding of the types and functions of heavy construction equipment. This study aims to develop an Android-based application for the introduction of heavy construction equipment as an interactive learning medium. The method used in this study is Research and Development (R&D), which includes several key stages such as: identifying problems and potentials, data collection, product design, validation, revision, testing, and final product refinement. The application includes various types of heavy equipment such as excavators, bulldozers, cranes, dump trucks, and motor graders, equipped with images, function descriptions, and interactive features. Validation was conducted by subject matter experts and media experts, while user trials were carried out among selected participants. The evaluation results show that the application is feasible to be used as a learning medium, with high scores in terms of content quality, user interface, and ease of use. This application is expected to support self-directed learning about heavy construction equipment in a more engaging and accessible way, especially for users in educational and technical training environments