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Perancangan Sistem Informasi Gudang Berbasis Web (Studi Kasus CV Marvelindo Utama) Purnomo, Aris; Setiyawan, Muhammad
e-Jurnal JUSITI (Jurnal Sistem Informasi dan Teknologi Informasi) Vol. 12 No. 2 (2023): e-Jurnal JUSITI
Publisher : Universitas Dipa Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36774/jusiti.v12i2.1430

Abstract

Penerapan teknologi menjadi sangat penting di berbagai bidang, termasuk di industri. Penggunaan gadget dan media digital seperti website, terutama pada sistem informasi gudang, sangat membantu dalam menjaga pengorganisasian data dan informasi agar tidak terjadi kesalahan dalam aktivitas bisnis. Namun, masih ada perusahaan yang mengalami kendala dalam mengelola gudang, seperti kesalahan pencatatan data, ketidakakuratan stok barang, dan lambatnya proses pencarian dan pengambilan barang salah satunya adalah CV Marvelindo Utama. Untuk mengatasi masalah ini, dilakukan penelitian ini dimulai dengan studi pustaka, lalu mengumpulkan data yang menjadi acuan perancangan, dilanjutkan mengidentifikasi kebutuhan dan tahapan terakhir adalah perancagan sistem dengan menggunakan metode prototype. Penelitian ini berhasil membuat sebuah rancangan sistem menggunakan Unified Model Language, satu use case yang berisikan tujuh functional sistem yaitu login, pendaftaran akun, kelola data barang, kelola data barang masuk, kelola data barang keluar, laporan, logout. Rancangan user interface yang nantinya menjadi acuan dan mempermudah pembuatan sistem.
Development of a Web-based School Information System to Improve Administration and Communication Efficiency Firmansyah, Taufik; Setiyawan, Muhammad; Turmudi, Hadis
Formosa Journal of Applied Sciences Vol. 3 No. 9 (2024): September 2024
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/fjas.v3i9.11016

Abstract

Information technology has brought significant changes in various aspects of life, including in the education sector. This digital transformation has become an important part in driving the progress of a more modern and efficient education. This research developed a web-based school information system to improve the efficiency of administration and communication in schools. This research was conducted in several junior high schools in the Pasarkliwon State Elementary School area, using a qualitative approach and case study design. Data were collected through interviews, observations, and documentation, then analyzed using thematic methods. Results showed that the system significantly improved administrative management, such as student data, grades, and attendance, and improved communication between schools, students, and parents. Challenges faced include lack of staff training and infrastructure limitations. Support through training and infrastructure development is needed for the successful implementation of this system.
Snake Ladder Modification Boardgame Amrullah, Muhammad Aldiansyah Najib; Candrika, Aloung; Mahendra, Naufali Dimas; Asshidiqie, Fauzi Kurniawan; Setiyawan, Muhammad
Jurnal Indonesia Sosial Sains Vol. 6 No. 6 (2025): Jurnal Indonesia Sosial Sains
Publisher : CV. Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59141/jiss.v6i6.1767

Abstract

This research explores the modification of the traditional Snake and Ladder board game into an educational tool aimed at enhancing memory and basic calculation skills among elementary school children aged 10–11 years. The study addresses the need for engaging learning methods by integrating mathematical challenges, such as addition, subtraction, multiplication, and division, into the game mechanics. The background highlights the game’s potential to combine entertainment with education, fostering cognitive development and social interaction. The objective of this research is to design and test a modified Snake and Ladder board game that serves as an effective educational medium. The methodology involved observational activities, interviews with school principals, and literature reviews of elementary school materials. The game components include question cards, penalty cards, dice, and pawns, with rules designed to reinforce learning through interactive play. Testing was conducted with 10 elementary school students, and feedback was collected via questionnaires. Findings indicate that the game successfully improved students' engagement and understanding of basic math concepts. The visual design and interactive elements were well-received, making learning more enjoyable. The research concludes that the modified board game is a viable tool for educational purposes, offering implications for future applications in classroom settings to enhance traditional teaching methods.
Penerapan Board Game Hexaquiz Sebagai Media Pendukung Pembelajaran di Madrasah Aliyah Al Ihsan Afif Afandi; Nafan Baihaqi; Rafi Alif Firdaus; Bintang Aulia Sukmana; Muhammad Setiyawan
Joined Journal (Journal of Informatics Education) Vol 8 No 2 (2025): Volume 8 Nomor 2 (2025)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v8i2.4184

Abstract

Dalam sebuah penelitian, dikembangkan sebuah permainan papan edukatif bernama HexaQuiz sebagai alat bantu pembelajaran di Madrasah Aliyah Al-Ihsan.Metode yang digunakan dalam pengembangan yaitu ADDIE (Analysis, Design, Development, Imlementation, Evaluation) dengan desain berbentuk heksagonal. Mekanisme permainan melibatkan melempar dadu, menggerakkan bidak, serta menyusun strategi untuk menjawab pertanyaan dari Chance Card. Tujuanya adalah untuk mencapai bagian tengah papan yaitu HexaCore. Hasil penelitian menunjukan bahwa HexaQuiz efektif dalam mendorong partisipasi aktif siswa. Kelebihan lainnya adalah dapat mengintregasikan berbagai mata pelajaran sesuai dengan kebutuhanya. Terlebih lagi permainan ini terbukti menyenangkan, adaptif dan layak digunakan sebagai alat bantu pembelajaran bagi siswa madrasah
Sistem Informasi Administrasi Tugas Akhir dan Skripsi dengan Metode Prototype Muhammad Setiyawan; Nuryanto Nuryanto
Joined Journal (Journal of Informatics Education) Vol 7 No 2 (2024): Volume 7 Nomor 2 (2024)
Publisher : Universitas Ivet

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31331/joined.v7i2.3612

Abstract

Pengelolaan skripsi dan tugas akhir yang dilakukan secara manual membutuhkan proses yang sangat rumit dan membutuhkan ketelitian dalam hal ploting pembimbing, proses bimbingan serta pendaftaran ujian yang membutuhkan persyaratan yang harus terlebih dahulu diperiksa oleh akademik. Hal ini membutuhkan waktu dan terkadang terjadi kekeliruan tentang data-data kelengkapan skripsi maupun tugas akhir. Sehingga dibutuhkan suatu sistem yang dapat mengelola skripsi dan tugas akhir mulai dari tahap pendaftaran sampai dengan penjadwalan dan pengujian tugas akhir dan skripsi. Pada penelitian ini menggunakan model pengembangan prototye, dikarenakan dapat segera duji dan diaplikasikan secara bertahap sebelum aplikasi sempurna, sehingga bisa segera diperbaiki kalau ditemukan kekurangan dalam sistem. Diharapkan sistem yang dihasilkan nantinya dapat melayani seluruh kegiatan dalam pelaksanaan TA dan Skripsi mulai dari proses pendaftaran judul sampai dengan pendaftaran pelaksanaan ujian akhir TA maupun Skripsi, sehingga diharapkan dapat mempermudah mahasiswa dan dosen untuk dapat memantau maupun melaksanakan kegiatan TA dan Skripsi.
Implementation Of Tabu Search Algorithm to Solve the Capacitated Vehicle Routing Problem (CVRP) In Medicine Distribution Route Abdul Aziz, Riyan; Moch. Hari Purwidiantoro; Syams Kurniawan Hidayat; Muhammad Setiyawan
J-Innovation Vol. 14 No. 2 (2025): Jurnal J Innovation
Publisher : Politeknik Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55600/jipa.v14i2.353

Abstract

One of the optimization issues is the Vehicle Routing Problem (VRP). VRP can consider distance alone or take into account other factors such as traffic congestion, road quality, and obstacles to serve multiple agents according to their requests. The Capacitated Vehicle Routing Problem (CVRP), which adds vehicle capacity constraints, is a variant of VRP. This paper aims to explain the construction of a CVRP model for the problem of drug distribution routes from a depot to several pharmacies. An approach called Tabu Search is proposed to overcome these optimization challenges. The main objective of this method is to stop the iterative search for solutions that have already been sought. In this study, the travel route for the example of a PT. XYZ Salesman was constructed using the Tabu Search approach. The results obtained a minimum travel distance of 27.9 km and a minimum travel time of 35.2 minutes, with a maximum delivery quantity of 63 boxes.
Pembentukan Karakter Citra Diri dan Etika Digital untuk Menuju Digital Society Di SMA Negeri Tawangmangu Nugraha, Febrianta Surya; Juniadi, Muhammad Nur; Hadi, Widiyanto; Saputro, Indrawan Ady; Setiyawan, Muhammad
DIMASLOKA: Jurnal Pengabdian Masyarakat Teknologi Informasi dan Informatika Vol 5 No 2 (2026): Juli 2026
Publisher : Fakultas Ilmu Komputer Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/dimasloka.v5i2.52

Abstract

Kegiatan Pengabdian kepada Masyarakat ini bertujuan untuk meningkatkan kesadaran dan pemahaman siswa di SMA Negeri Tawangmangu mengenai karakter citra diri, etika digital, serta pemanfaatan teknologi informasi dalam membangun masyarakat digital. Dalam era digital saat ini, citra diri seseorang tidak hanya terbentuk di dunia nyata, tetapi juga di dunia maya melalui media sosial dan interaksi digital lainnya. Oleh karena itu, pemahaman tentang etika digital menjadi sangat penting guna mencegah penyalahgunaan teknologi, penyebaran informasi palsu, dan tindakan yang dapat merugikan diri sendiri maupun orang lain. Kegiatan ini mencakup tiga sesi utama, yaitu (1) Etika Digital, yang membahas prinsip-prinsip etika dalam dunia digital, (2) Manajemen Waktu, yang menekankan pentingnya penggunaan teknologi secara bijak tanpa mengabaikan produktivitas, serta (3) Citra Diri Digital, yang membahas dampak media sosial terhadap harga diri dan hubungan interpersonal. Evaluasi dilakukan melalui diskusi interaktif dan pertanyaan kepada peserta untuk mengukur pemahaman mereka terhadap materi yang disampaikan. Hasil kegiatan menunjukkan bahwa siswa memiliki antusiasme tinggi dalam menerima materi dan memahami pentingnya menjaga etika serta membangun citra diri yang positif di dunia digital.   Abstract This Community Service Activity aims to enhance the awareness and understanding of students at SMA Negeri Tawangmangu regarding personal identity character, digital ethics, and the utilization of information technology in building a digital society. In today’s digital era, an individual’s personal identity is shaped not only in the real world but also in the virtual world through social media and other digital interactions. Therefore, understanding digital ethics is crucial to prevent technology misuse, the spread of false information, and actions that could harm oneself or others. The activity consists of three main sessions: (1) Digital Ethics, which discusses ethical principles in the digital world, (2) Time Management, which emphasizes the importance of using technology wisely without compromising productivity, and (3) Digital Personal Identity, which explores the impact of social media on self-esteem and interpersonal relationships. Evaluation is conducted through interactive discussions and questions to participants to assess their understanding of the presented material. The results of the activity indicate that students showed high enthusiasm in receiving the material and understanding the importance of maintaining ethics and building a positive personal identity in the digital world..