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Analisa Sistem Pendukung Keputusan Metode MOORA dan ELECTRE dalam Penerima Beasiswa PPA Siregar, Yunita Sari; Handoko, Divi
Blend Sains Jurnal Teknik Vol. 1 No. 2 (2022): Edisi Oktober
Publisher : Ilmu Bersama Center

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (356.028 KB) | DOI: 10.56211/blendsains.v1i2.135

Abstract

Fakultas Teknik dan Komputer menyediakan beberapa jenis beasiswa, salah satu diantaranya yaitu Peningkatan Prestasi Akademik (PPA). Beasiswa Peningkatan Prestasi Akademik (PPA) adalah beasiswa yang diberikan kepada mahasiswa yang berprestasi namun mengalami kesulitan membayar biaya pendidikan akibat krisis ekonomi. Metode MOORA adalah salah suatu metode pada sistem pendukung keputusan dimana proses perhitungannya terlebih dahulu menentukan kriteria baik benefit ataupun cost dan memberi nilai pada bobot kriteria. Proses selanjutnya adalah dengan membuat matrik normalisasi dan menghitung nilai optimasi setiap atribut. Hasil dari setiap optimasi, dilakukan perhitungan dengan mengurangi nilai maximum dan minimum yang diperoleh atribut. Hasil akhir perhitungan dilakukan perangkingan dari nilai yang terbesar sampai dengan yang terendah. Sedangkan metode ELECTRE adalah metode sistem pendukung keputusan dengan menentukan kriteria nilai bobot dan normalisasi bobot matriks. Selanjutnya dengan menentukan dan menghitung matrik concordance dan discordance setiap atribut. Kemudian tentukan eaggregate dominance matrixr atribut dan eliminasi alternative less favourable.Terdapat 5 variabel kriteria yang digunakan dalam seleksi penerima beasiswa PPA yaitu: nilai Indeks Prestasi Kumulatif (IPK), penghasilan orang tua, tanggungan orang tua, tingkatan semester dan daya listrik. Tujuan penelitian dengan membandingkan sistem pendukung keputusan MOORA dan ELECTRE adalah mengetahui dan menganalisis metode mana yang terbaik dalam pengambilan keputusan serta penelitian ini diharapkan dapat membantu akademik dalam pengambilan keputusan apakah seseorang dapat menerima beasiswa PPA atau tidak berdasarkan kriteria-kriteria yang telah ditentukan.
Penerapan Alat Ukur PH Tanah Digital Otomatis dan Aplikasi Pendukung Bagi Masyarakat Tani Gabungan Kelompok Tani Sri Karya Desa Pematang Setrak Junus Sinuraya; Weno Syechu; Wiwin Sry Adinda Banjarnahor; Muhammad Riki Atsauri; Yunita Sari Siregar
Jurnal Pengabdian Masyarakat IPTEK Vol. 6 No. 1 (2026): Edisi Januari 2026
Publisher : STMIK Triguna Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53513/abdi.v6i1.12343

Abstract

Kegiatan Pengabdian kepada Masyarakat (PKM) dengan judul “Penerapan Alat Ukur pH Tanah Digital Otomatis dan Aplikasi Pendukung bagi Masyarakat Tani Gabungan Kelompok Tani (Gapoktan) Sri Karya Desa Pematang Setrak, Kecamatan Teluk Mengkudu, Kabupaten Serdang Bedagai, Sumatera Utara” bertujuan untuk meningkatkan pengetahuan, keterampilan, dan efisiensi kerja petani melalui penerapan teknologi digital dalam pengukuran pH tanah. Sebelum kegiatan, petani masih menggunakan metode manual dengan akurasi rendah dan membutuhkan waktu lama, sehingga berdampak pada ketidaktepatan pemupukan. Melalui kegiatan ini, telah diterapkan alat ukur pH tanah berbasis mikrokontroler yang mampu mengukur secara otomatis dan real-time, serta aplikasi pendukung yang menampilkan hasil pengukuran dan rekomendasi pemupukan. Hasil kegiatan menunjukkan peningkatan signifikan pada pemahaman petani tentang pentingnya pH tanah (dari 40% menjadi 90%), efisiensi waktu pengukuran (dari 15 menit menjadi 2 menit). Selain meningkatkan kemampuan teknis dan literasi digital petani, kegiatan ini juga mendorong penerapan pertanian presisi berbasis data serta memperkuat kolaborasi antaranggota Gapoktan. Secara keseluruhan, kegiatan PKM ini memberikan dampak positif terhadap peningkatan produktivitas, efisiensi pengelolaan lahan, dan transformasi digital sektor pertanian di wilayah Serdang Bedagai.
AN INTERACTIVE WEB-BASED EDUCATIONAL APPLICATION FOR PRESERVING TRADITIONAL MALAY DELI MUSICAL INSTRUMENTS: A LUTHER METHOD APPROACH Muhammad Yoris Gustiawan; Yunita Sari Siregar
Jurnal Kecerdasan Buatan dan Teknologi Informasi Vol. 5 No. 1 (2026): January 2026
Publisher : Ninety Media Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69916/jkbti.v5i1.387

Abstract

The rapid advancement of information technology has significantly influenced the development of learning media in education, creating opportunities for more interactive and flexible learning experiences. However, traditional Malay Deli musical instruments are becoming less familiar among elementary school students due to the dominance of modern musical instruments and limited engaging learning resources. This study aims to design and develop an application-based learning media to introduce traditional Malay Deli musical instruments using the Luther multimedia development method. The application was developed using Construct 2 to create interactive game-based learning content and integrated into a web-based platform using the Laravel framework to ensure accessibility and efficient content management. The research employed a research and development approach following six stages of the Luther method: concept, design, material collection, assembly, testing, and distribution. The developed application features interactive learning materials, audio-visual content, and quiz-based games designed to enhance student engagement and motivation. In addition, an administrative dashboard was implemented to allow teachers to manage learning materials, question banks, and student quiz results dynamically. The results indicate that the developed learning media provides an effective, user-friendly, and engaging learning environment for elementary school students. The integration of multimedia elements supports diverse learning styles and encourages independent learning, while the web-based implementation allows flexible access anytime and anywhere. This study concludes that application-based multimedia learning media can serve as an effective educational tool and contribute to the preservation of traditional Malay Deli cultural heritage by presenting traditional musical instruments in a modern and interactive digital format.
Rancang Bangun Game 3D Edukasi Basic Web Development Menggunakan Unity 3D Rendy Irawan; Yunita Sari Siregar; Mufida Khairani
Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Vol. 2 No. 3 (2024): Februari 2024
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v2i3.131

Abstract

The development of games is a media that is favored by the public which can have good or bad effects, where a game is basically made as for entertainment but there are also those who use games as educational media. This research was conducted to create a basic web development educational game packaged in the form of RPG (Role Playing Games) games with the result that providing basic web development education that can be played by all audience, where learning about web development is currently quite popular with some people. The game system design process is made using UML diagrams which will be applied to the unity 3D application and the assessment obtained through a questionnaire of 82% of respondents agreed that this game can be provide basic web development education. This game is also implemented using a finite state machine algorithm that controls enemy behavior in each state and collision detection for interaction with other objects. In this process create several interface designs and also for the finite state machine algorithm implemented to the enemy animator to control the state of enemy behavior, and the collision detection algorithm is applied to areas that have a collider to display the interface and also play background music.
Pelatihan Penggunaan Aplikasi Edmodo Sebagai Media Pembelajaran Siswa-Siswi di SMA Al-Fityan School Medan Nurjamiyah, Nurjamiyah; Siregar, Yunita Sari; Khairani, Mufida
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol. 5 No. 01 (2023): EDISI MARET 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v5i01.765

Abstract

Pada metoda pembelajaran Konvensional, hubungan antara pengajar dan peserta didik sangat erat, karena antara pengajar dan peserta didik dapat bertemu dan berkomunikasi secara langsung. Tetapi seiring perkembagan teknologi, media dan sarana pembelajaran pun semakin berkembang, menuntut model dan metode pembelajaran yang lebih inovatif kreatif dimana proses pembelajaran mengarah pada tidak adanya batasan RUANG dan WAKTU. Dengan Metode Konvensional waktu dan tempat pembelajaran sangat terbatas, yang berdampak pada jumlah waktu pertemuan dengan pengajar dan tempat pertemuan yang terbatas, yaitu saat berada di sekolah. Padahal dengan perkembangan teknologi informasi, proses pembelajaran dapat berjalan kapanpun dan dimanapun tanpa dibatasi oleh ruang dan waktu. Oleh karena itu perlu metode atau alat untuk memecahkan masalah ini, salah satunya adanya penggunaan aplikasi EDMODO. Edmodo merupakan platform pembelajaran berbasis Learning Management System (LMS) yang aman bagi guru, siswa dan sekolah berbasis sosial media. Edmodo memberi fasilitas bagi guru, murid tempat yang aman untuk berkomunikasi, berkolaborasi, berbagi konten dan aplikasi pembelajaran, pekerjaan rumah (PR) bagi siswa, diskusi dalam kelas virtual, ulangan secara online dan nilai. Hasil dari pengabdian dapat meningkatkan pengetahuan, pemahaman dan ketrampilan bagi para guru di SMA Al-Fityan School Medan untuk mengoptimalkan fasilitas ICT yang telah ada sebaik mungkin. Bentuk pengoptimalan yang ada ialah para guru mampu membuat media e- learning untuk keperluan proses pembelajaran.
Perancangan Film Animasi Pendek Sebagai Media Promosi  (Studi Kasus Rudang Hotel and Resort) Surya; Yunita Sari Siregar; Nur Wulan
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 2 No. 2 (2023): Mei 2023
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v2i2.52

Abstract

The massive development of the animation world since the 2000s shows that local animation has not been able to compete with the existence of foreign animation. The development of information technology encourages the birth of promotional media that are increasingly attractive, creative, and innovative, such as promotional media in the form of animation. This research was conducted by designing an animated promotional video for hotels and resorts. In making animated promotional videos for Rudang Hotels and Resorts using the Adobe Animate application, researchers used UML (Unified Modeling Language), namely use case diagrams and activity diagrams. In designing animation there are 3 stages that must be done, namely the Pre-Production Stage, Production Stage and Post-Production Stage. Animated advertisements about Rudang Hotels and Resorts using Adobe Animate software and made into 2-dimensional animation. The design of promotional advertisements about Rudang Hotels and Resorts consists of text, studio, animation, and sound designs to invite the public to know more about Hotels and Resorts. With this promotional advertisement, it is hoped that hotels and resorts will benefit by attracting public attention. As a recommendation, for readers, I hope this thesis can be a reference for the design of promotional advertisements. This thesis includes the design and analysis of systems for making promotional advertisements. Rudang Hotels and Resorts can take advantage of this promotional advertisement as well as possible.
PERANCANGAN APLIKASI AUGMENTED REALITYKENDARAAN TEMPUR ALUTSISTA BERBASIS ANDROID Ahmad Rizky Batubara; Mufida Khairani; Yunita Sari Siregar
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 3 No. 1 (2024): Januari 2024
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v3i1.105

Abstract

Augmented Reality (AR) is an environment that incorporates 3D virtual objects into a real environment. AR allows users to interact in real time. One of the implementations or applications of Augmented Reality technology is the introduction of the main weapons system tool (ALUTSISTA) utilizing media markers using 3D objects. There are three territorial types in military vehicle equipment, namely vehicles on land, air and sea. The introduction of types of military vehicles utilizing augmented reality using 3D objects was built using the SkethUp application to create 3D objects, the Vuforia Library as a marker database and the Unity3D Engine to build augmented reality