Articles
DESIGNING PALEMBANG'S TYPICAL CULINARY INFORMATION SYSTEMS BASED ON WEBSITE AND SOCIAL MEDIA
Yudha Wahyu Hidayat;
Leon A. Abdillah;
Imam Prayuda;
Ahmad Joko Kusumo;
Desta Uda Pranata;
Muhammad Syarriansyah
Sistemasi: Jurnal Sistem Informasi Vol 9, No 2 (2020): Sistemasi: Jurnal Sistem Informasi
Publisher : Program Studi Sistem Informasi Fakultas Teknik dan Ilmu Komputer
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DOI: 10.32520/stmsi.v9i2.817
Information technology has opened up digital economic opportunities in Indonesia. A number of applications of information technology are the internet, websites and social media. The internet has become a medium of data and information traffic with very large capacities and very high speeds. Website can be used as virtual places for various purposes. Social media can be used as an online social media. Small and medium businesses are one of the pillars of national economic growth. But with the existing limitations, the small and medium-sized businesses (SMEs) actors/officers are still constrained by the promotion of their products. All the facilities and advances in information technology need to be packaged in such a way that they can be utilized by SMEs in running their business. This research will design a Palembang culinary information system website. The method used is web engineering which consists of 5 (five) phases: communication, planning, modeling, construction, and dissemination. The results of this study are in the form of web prototype Palembang's culinary information system that can provide information about Palembang's culinary products for social media-based SMEs.
Exploring Student’s Blended Learning through Social Media
Leon Andretti Abdillah
ComTech: Computer, Mathematics and Engineering Applications Vol. 7 No. 4 (2016): ComTech
Publisher : Bina Nusantara University
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DOI: 10.21512/comtech.v7i4.2495
Information technology (IT) has been used widely in many aspects of our daily life. Social media as a leading application on the internet has changed many aspects of life become more globalized. This article discussed the use of social media to support learning activities for students in the faculty of computer science. The author used Facebook and WordPress as an alternative to electronic learning, those were: 1) online attendance tool, 2) media storage and dissemination of course materials, 3) and event scheduling for the lectures. Social media succeed to change the way of modern learning styles and environment. The results of this study are some learning activities such as (1) Preparation, (2) Weekly meeting activities, (3) Course Page, (4) Social Media as Online Attendance Tool, (5) Social Media as Learning Repository and Dissemination, and (6) Social Media as Online Event Scheduling. Change conventional learning model becomes visual and distanceless.
Tracer Study Berbasis Teknologi Informasi dan Psikologi
Edi Supratman;
Leon Abdillah;
Dwi Hurriyati;
Chairul Mukmin
Jurnal Pengabdian kepada Masyarakat Bina Darma Vol 2 No 1 (2022): Jurnal Pengabdian kepada Masyarakat Universitas Bina Darma
Publisher : DRPM-UBD
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DOI: 10.33557/pengabdian.v2i1.1686
Advances in Information Technology (IT) have provided many conveniences in various fields, such as government, business, and education. The global COVID-19 pandemic that has hit the world since 2019 has made many human activities limited due to a number of rules from health protocols. The tracer study process that was previously carried out conventionally has shifted to the digital mode by utilizing various information technology applications. The tracer study implementation process involves 3 (three) main stages, namely (1) the concept and instrument development stage; (2) Stages of collecting questionnaire data, and (3) Stages of data analysis and writing of tracer study reports. The Community Service Team (PKM) provides counseling to schools to empower a number of IT-based applications and psychological approaches for tracer studies. By using Google Forms, Facebook Groups, and WhatsApp Groups, tracer studies can still be carried out even though there are social limitations due to the pandemic. The results of the tracer study are very useful for the school to find out the distribution of alumni, and input from alumni regarding the various obstacles experienced by alumni.
Sharing Informasi Pedoman Cuci Tangan Untuk Pencegahan Covid-19 Berbasis Sosial Media Di SD Negeri 88 Palembang
Reni Laili;
Leon A. Abdillah;
Evi Yulianingsih;
Iin Seprina
Jurnal Pengabdian kepada Masyarakat Bina Darma Vol 1 No 1 (2021): Jurnal Pengabdian kepada Masyarakat Universitas Bina Darma
Publisher : DRPM-UBD
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DOI: 10.33557/pengabdian.v1i1.1349
Teknologi Internet pada masa pandemi saat ini sangat dibutuhkan dan sangat membantu peradaban manusia melakukan semua aktivitas yang mengikuti protokol kesehatan yang diinstruksikan oleh pemerintah yaitu mulai dari social distancing, dilarang berkerumun, penggunaan masker, cara cuci tangan dan penggunaan hand sanitizer yang kesemuanya harus di taati demi menghambat penyebaran wabah virus corona ini. Salah satu cara untuk memutus rantai penyebaran virus Covid-19 , dengan memberikan penyuluhan kepada Masyarakat khsusnya disekolah-sekolah untuk mengetahui pentingnya pedoman cuci tangan yang baik menurut WHO dengan menggunakan QR-Code agar lebih mudah dan efektif untuk mendapatkan informasinya melalui sosial media. Dari Kegiatan Pengabdian Masyarakat yang sudah dilakukan dapat disimpulkan bahwa Semua peserta lebih mengenal bagaimana mendapatkan informasi yang tepat terkait protocol kesehatan pencegahan COVID-19. Dengan menggunakan QR-Qode tentang pedoman cuci tangan, mereka mengetahui langkah-langkah mencuci tangan yang baik dan benara menurut WHO. Dalam pemanfaatan sosial media khususnya Guru-guru dan siswa dapat dengan mudah mencari informasi akurat terkait cara mencuci tangan sesuai dengan protocol kesehatan yang ditetapkan WHO.
Implementasi Multi-Objective Optimization On The Basis Of Ratio Analysis (MOORA) Untuk Menentukan Kualitas Buah Mangga Terbaik
Santri W Pasaribu;
Ester Rajagukguk;
Maret Sitanggang;
Robbi Rahim;
Leon Andretti Abdillah
JURIKOM (Jurnal Riset Komputer) Vol 5, No 1 (2018): Februari 2018
Publisher : STMIK Budi Darma
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DOI: 10.30865/jurikom.v5i1.571
Mango fruit is the most popular fruits by the people of Indonesia. With several different types of varieties, it becomes an attractive choice for the public to eat. But in fact, it is difficult to determine what kind of mango is superior, certainly judging from the quality of the fruit produced. The number of criteria that affect the quality of good fruit, would be a problem to be solved by using decision support system. Application of good methods in decision support systems greatly affects effective outcomes in determining the quality of mangoes. Many methods are currently developing, including ELECTRE, MOORA, VIKOR, and PROMETHEE. The method has advantages and disadvantages in the processing in accordance with the weight of the criteria specified. In this research the researcher use the method of MOORA (Multi-Objective Optimization on the Basis of Ratio Analysis), Multi-Objective Optimization Method on the Basis of Ratio Analysis (MOORA) is chosen because it can determine the weight value for each attribute, then proceed with the ranking process which will select the best alternative from a number of alternatives.
PELATIHAN PEMROGRAMAN MOBILE BERBASIS CLOUD (SMA UNGGULAN NEGERI 17 PALEMBANG)
Afriyudi Afriyudi;
Leon Abdillah;
Marlindawati Marlindawati;
Fatmasari Fatmasari
Jurnal Pengabdian Masyarakat Information Technology Vol 1 No 2 (2022): Jurnal Pengabdian Masyarakat Information Technology - September 2022
Publisher : Teknik Informatika dan Teknik Komputer
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DOI: 10.33557/jpm_itech.v1i2.1855
Teknologi Informasi dapat digunakan untuk berbagai layanan terutama pada bidang pendidikan. Salah satu layanan yang semakin banyak diterapkan adalah layanan berbasis cloud. Dengan layaan cloud, invenstasi infrastruktur perangkat keras menjadi bukan masalah lagi. Pada kegiatan pengabdian kepada masyarakaat ini, metode yang digunakan adalah kombinasi dari ceramah dengan praktikum menggunakan komputer desktop yang dihubungkan dengan jaringan internet. Adapun pemrograman yang diterapkan adalah Pemrograman Flutter dengan menggunakan Bahasa Dart untuk membangun aplikasi Mobile. Hasil pelatihan menunjukkan bahwa para peserta didik dapat mengikuti pelatihan dengan baik yang ditunjukkan dengan keberhasilan mereka mengikuti materi pelatihan sampai pada tahap install ke perangkat Android masing-masing. Selanjutnya, dapat dilakukan kegitan lanjutan untuk materi dengan level yang lebih tinggi lagi.
PELATIHAN PEMBUATAN MATERI VIDEO PEMBELAJARAN MENGGUNAKAN POWERPOINT 365 DI SD NEGERI 75 PALEMBANG
Leon Abdillah;
Fitria Aprilia;
Neisya Neisya;
Dwi Hurriyati
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 4 No. 2 (2023): Volume 4 Nomor 2 Tahun 2023
Publisher : Universitas Pahlawan Tuanku Tambusai
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DOI: 10.31004/cdj.v4i2.13488
Kemajuan teknologi informasi haruslah diadopsi oleh penyelenggara pendidikan pada semua level (termasuk sekolah dasar) untuk meningkatkan kualitas bahan ajar yang menarik bagi para peserta didiknya. SD Negeri 75 Palembang merupakan salah satu sekolah yang memiliki kepedulian akan pesatnya kemajuan teknologi informasi yang dapat dilibatkan pada dunia pendidikan mereka. Microsoft PowerPoint 365 merupakan salah satu software pengolah presentasi yang memiliki banyak kegunaan mulai dari kemampuan presentasi biasa sampai dengan presentasi berbasiskan audio video yang menarik. Video hasil olahan Microsoft PowerPoint 365 selanjutnya bisa diupload ke YouTube sehingga bisa lebih mudah disebarkan kepada para peserta didiknya. Melalui workshop pembuatan materi ajar menggunakan Microsoft PowerPoint 365 para Pengajar dan Staf di SD Negeri 75 Palembang memiliki tambahan keahlian dalam membuat materi ajar yang menarik sampai jadi suatau video pembelajaran. Hasil kegiatan menunjukkan bahwa peserta workshop dapat menangkap materi workshop dengan baik dan tertarik untuk melanjutkan workshop selanjutnya dengan menggunakan software-software presentasi atau pembelajaran lainnya.
Perancangan UI/UX Aplikasi Sistem Informasi Layanan Administrasi dalam Perspektif Psikologi Menggunakan Metode Prototype
Sania Febriani;
Tata Sutabri;
Megawaty Megawaty;
Leon A. Abdillah
Jurnal Teknologi Informatika dan Komputer Vol 9, No 2 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin
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DOI: 10.37012/jtik.v9i2.1714
Pelayanan administrasi mahasiswa Universitas Bina Darma masih dilakukan secara konvensional. Mahasiswa menemui dosen untuk meminta dosen membubuhkan tanda tangan dokumen administrasi mereka. Meski demikian, kasus pemalsuan tanda tangan tetap terjadi di Universitas Bina Darma. Masalah ini dapat menyebabkan kerugian materi dan termasuk kategori tindak pidana. Tujuan dari penelitian ini membuat desain interface Sistem Informasi Layanan Administrasi (SILASTRI) dengan menerapkan teori psikologi warna, prinsip Gestalt dengan user experience yang baik. SILASTRI dirancang untuk mendukung layanan administrasi mahasiswa Universitas Bina Darma. Pengumpulan data melalui observasi, penyebaran kuesioner dan studi kepustakaan. Penelitian ini menggunakan metode prototype yang terdiri dari communication, quick plan, modelling quick design, construction of prototype dan deployment delivery feedback. Metode prototype membuktikan kelayakan teknis dan memvalidasi kegunaan tampilan user interface dengan melakukan perkiraan dari suatu software sehingga jika terdapat kekurangan bisa segera diperbaiki. Berdasarkan hasil usability testing menggunakan Maze yang telah di uji coba oleh 70 orang responden diperoleh nilai maze usability sebesar 89 serta nilai perhitungan SUS sebesar 88 yang masuk kategori good. Oleh karena itu dapat disimpulkan rancangan UI/UX aplikasi SILASTRI dengan menerapkan perspektif psikologi memiliki interface dan user experience yang diterima dengan baik oleh pengguna. Hasil pengujian dan evaluasi ini membuktikan bahwa desain tampilan SILASTRI sudah siap dikembangkan menjadi aplikasi.
Enterprise Digital Payment Trends Survey Post COVID-19 Situation
Leon A. Abdillah;
Dhea K Putri;
Anggy Artavi
Scientific Journal of Informatics Vol 10, No 2 (2023): May 2023
Publisher : Universitas Negeri Semarang
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DOI: 10.15294/sji.v10i2.43068
Purpose: This research article presents the results of a survey on digital payment transactions using mobile Fintech applications. The target users are from the tenant or seller side. The research locations were conducted in 2 (two) of the biggest malls in Palembang, namely Palembang Square (PS) and Palembang Trade Center (PTC).Methods: The research method applied is a survey involving online questionnaires using Google Forms.Result: The observed Fintech mobile applications are OVO and ShopeePay. The research collected data on 105 tenants of Small and Medium Enterprises (SMEs). The results show that the Fintech ShopeePay application (62%) is used more than OVO (38%). SME business actors are dominated by women (57%) compared to men (43%). These tenants are mainly in the Gen Z category (73%). Meanwhile, many of the business types of tenants are engaged in the culinary sector (42%). Most of the tenants' turnover range is in the range of 0-5 million (Rupiah) per month (38%). but there are 2% who have a turnover of more than 25 million (Rupiah).Novelty: This research enriches the survey on the use of the Fintech platform from the side of tenants who open their businesses in modern shopping places after COVID-19.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS AUGMENTED REALITY DAN METAVERSE UNTUK MENINGKATKAN KINERJA GURU SMA/SMK/SLB DI PROVINSI SUMATERA SELATAN
Leon A. Abdillah;
Rezania Agramanisti Azdy;
Yeni Ernawati;
Aan Restu Mukti
Jurnal Hilirisasi IPTEKS Vol 7 No 2 (2024)
Publisher : LPPM Universitas Andalas
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DOI: 10.25077/jhi.v7i2.738
The purpose of this activity is to look at the design and implementation of an innovative learning media for high school (SMA/SMK) and special needs (SLB) teachers in South Sumatra, with a focus on the integration of Augmented Reality (AR) and the growing notion of the Metaverse. Traditional teaching methods are developing to accommodate the different requirements of students as technology advances, and this project tries to bridge the gap by offering cutting-edge technologies to instructors. The activity method used is a combination of lectures and workshops. The study digs into the creation of a learning media platform that uses augmented reality and the Metaverse to improve teaching tactics and engage students in a more immersive and interactive learning environment. Teachers can develop dynamic classes that go beyond traditional classroom experiences by mixing various tools, fostering a deeper grasp of complicated subjects. The influence of this augmented learning strategy on student engagement, information retention, and overall educational outcomes is discussed in the essay. Furthermore, it explores the obstacles and opportunities involved with integrating AR and the Metaverse into the South Sumatra educational scene, providing insights for educators, policymakers, and stakeholders striving to improve educational quality through technology innovation. This study adds to the continuing discussion about the transition of education in the digital era, with a focus on the local context of South Sumatra. The results obtained are increased understanding among teachers regarding the use of AR and Metaverse in learning at the SMA/SMK/SLB level.