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Sistem Informasi Manajemen Penjualan Pada UMKM Menggunakan Codeigniter (Studi Kasus : UMKM Cie Cie Koeraw) Salima, Ade; Afriansyah, Riki; Josi, Ahmat
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.64

Abstract

Cie-Cie Koeraw is an UMKM engaged in the culinary field, namely the sale of brittle products in the Bangka Belitung Islands Province. This UMKM have difficulty competing with other businesses that have used e-commerce in marketing. For this reason, it is necessary to develop a sales management system for this UMKM with an emphasis on sales and management features to be able to manage buying and selling transactions and reporting. The development method used to develop the intended system is the Rapid Application Development (RAD) method. This method consists of 4 phases, namely planning, design, construction, and testing. The testing was carried out using the blackbox testing method which concluded that the system could run properly. In addition, user acceptance testing was also carried out by producing a satisfaction percentage of 82,83% for the ease of use of the system, 82,67% for the benefits of using the system, and 84,67% for the suitability of the system with user requests.
Aplikasi Penerjemah Bahasa Bangka Ke Bahasa Indonesia Menggunakan Neural Machine Translation Berbasis Website Razsiah, Fadel; Josi, Ahmat; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.67

Abstract

At this time, machine translation is one of the options for translating languages, especially for people who want to learn a language. Bangka language is a language that is often used by the Bangka people for everyday life. There have been many developments for machine translation, but no one has yet developed a translation machine for the Bangka language. The development of a machine translation using Neural Machine Translation (NMT) and its implementation using the Flask microframework is the first step for the development of a machine translation for the Bangka language. This study aims to make and find out the translation results of the Bangka language translator application into Indonesian using the RNN translator model. The development starts from creating a parallel corpus of Bangka language to Indonesian and machine translation architecture with the RNN model. The research method starts from dataset collection, data preprocessing, modeling and training, system evaluation and implementation. From the results of the BLEU Scores evaluation, a value of 55.3% was obtained for Bangka to Indonesian. Furthermore, the model is implemented in the form of a website by utilizing the Flask framework, so that users can easily translate.
Rancang Bangun Sistem Informasi Promosi Pariwisata Kecamatan Lepar Pongok Kabupaten Bangka Selatan Zuhri, Zuhri; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.77

Abstract

Lepar Pongok District has 8 tourist attractions but what can be displayed on the website are 6 tourist attractions, information about tourist attractions in Lepar Pongok District is still lacking, due to the lack of information about tourism in Lepar Pongok District, so with this the author is interested in making "Design of a Tourism Promotion Information System in Lepar Pongok District, South Bangka Regency". The aim of this final project is to design and build a Tourism Promotion Information System for Lepar Pongok District, South Bangka Regency as an effort to promote tourism in Lepar Pongok District. In the tourism promotion information system research in the Lepar Pongok sub-district, the data collection method used was the interview, documentation, observation, and literature study. And the method used in designing a tourism promotion information system website in Lepar Pongok district, the district is the waterfall method. The results of research on the tourism promotion information system website in the Lepar Pongok sub-district, district based on the tests that have been carried out, get a percentage value of 83% so this application is feasible to use. The conclusion from research on the tourism promotion information system website in Lepar Pongok sub-district, South Bangka district is that this website can make it easier for potential tourists to find out which tourism destinations are in Lepar Pongok sub-district and are feasible to use.
Aplikasi Android Pengenalan Kebudayaan Daerah Kepulauan Bangka Belitung Ellyta, Dea; Josi, Ahmat; Setya Pratama, Muhammad
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.225

Abstract

Regional arts and culture constitute a sector with tremendous potential for development and preservation. Each region boasts its own unique cultural characteristics, thus necessitating a widespread introduction to these cultural facets. Particularly, the cultural heritage of the Bangka Belitung Islands showcases distinctive and captivating artistry and traditions. However, these cultural elements often remain insufficiently recognized on a broader scale. One of the reasons behind the waning interest of the younger generation in the cultural heritage of the Bangka Belitung Province is the lack of control from the local government, allowing an influx of foreign cultures. Therefore, this research aims to develop an Android-based application that introduces the arts and cultural heritage of the Bangka Belitung Islands. The application development employs the Scrum software development methodology using the Kotlin programming language. The primary objective of this project is to familiarize and facilitate users in discovering information about the arts and cultural heritage of the Bangka Belitung Islands. This research is conducted in collaboration with the Department of Tourism, Culture, Sports, and Youth of the Bangka Belitung Islands Province. The blackbox testing yielded highly satisfactory validation results, while the user acceptance testing produced a percentage of 87.8%, indicating its suitability for use.
AUGMENTED REALITY DALAM PEMBELAJARAN ANATOMI: INOVATIF UNTUK PENDIDIKAN DI ERA DIGITAL Susanto, Andri; sabili, Ridha; Josi, Ahmat; Afriyansyah, Riki
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): TECHNOLOGIA (JANUARI)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17359

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran berbasis Augmented Reality (AR) untuk mendukung pembelajaran biologi, khususnya sistem anatomi tubuh manusia, di SMP Maria Goretti Sungailiat. Metode penelitian menggunakan pendekatan Rapid Application Development (RAD) melalui tahapan perencanaan kebutuhan, desain sistem, pengembangan, dan implementasi. Aplikasi dirancang untuk menampilkan visualisasi 3D organ tubuh secara interaktif dan menyediakan fitur kuis sebagai alat evaluasi pembelajaran. Pengujian dilakukan menggunakan pre-test dan post-test untuk mengevaluasi efektivitas aplikasi, disertai kuesioner skala Likert untuk menilai kepuasan pengguna. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam pemahaman siswa, dengan rata-rata nilai post-test lebih tinggi dibandingkan pre-test. Kuesioner menunjukkan aplikasi memiliki tingkat kelayakan "layak" berdasarkan persepsi siswa dan guru. Penelitian ini menyimpulkan bahwa aplikasi berbasis AR mampu meningkatkan motivasi dan hasil belajar siswa melalui pengalaman pembelajaran yang lebih menarik, interaktif, dan fleksibel, sekaligus menawarkan potensi adopsi luas pada institusi pendidikan dengan penyesuaian terhadap kebutuhan pengguna.
AUGMENTED REALITY DALAM PEMBELAJARAN ANATOMI: INOVATIF UNTUK PENDIDIKAN DI ERA DIGITAL Susanto, Andri; sabili, Ridha; Josi, Ahmat; Afriyansyah, Riki
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): Technologia (Januari)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17359

Abstract

Penelitian ini bertujuan untuk mengembangkan aplikasi pembelajaran berbasis Augmented Reality (AR) untuk mendukung pembelajaran biologi, khususnya sistem anatomi tubuh manusia, di SMP Maria Goretti Sungailiat. Metode penelitian menggunakan pendekatan Rapid Application Development (RAD) melalui tahapan perencanaan kebutuhan, desain sistem, pengembangan, dan implementasi. Aplikasi dirancang untuk menampilkan visualisasi 3D organ tubuh secara interaktif dan menyediakan fitur kuis sebagai alat evaluasi pembelajaran. Pengujian dilakukan menggunakan pre-test dan post-test untuk mengevaluasi efektivitas aplikasi, disertai kuesioner skala Likert untuk menilai kepuasan pengguna. Hasil penelitian menunjukkan adanya peningkatan signifikan dalam pemahaman siswa, dengan rata-rata nilai post-test lebih tinggi dibandingkan pre-test. Kuesioner menunjukkan aplikasi memiliki tingkat kelayakan "layak" berdasarkan persepsi siswa dan guru. Penelitian ini menyimpulkan bahwa aplikasi berbasis AR mampu meningkatkan motivasi dan hasil belajar siswa melalui pengalaman pembelajaran yang lebih menarik, interaktif, dan fleksibel, sekaligus menawarkan potensi adopsi luas pada institusi pendidikan dengan penyesuaian terhadap kebutuhan pengguna.
PENGEMBANGAN GAME EDUKASI UNTUK MENINGKATKAN KEMAMPUAN MOTORIK HALUS ANAK PRASEKOLAH BERBASIS ANDROID Aryo Prasetya; Novramdan Ilham Alan; Ahmat Josi; Sidhiq Andriyanto
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2025): Juni 2025
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v6i1.242

Abstract

Fine motor skill development in early childhood is a critical aspect requiring precise stimulation, yet current preschool educational challenges reveal limitations in skill development media. This research aims to develop an Android-based educational game called GELANG (Gerak Gemilang) to improve preschool children's fine motor skills. The research method employed the Game Development Life Cycle (GDLC) with six stages: initialization, pre-production, production, alpha testing, beta testing, and release. The game was designed using Unity Game Engine with three game types: puzzle, maze, and coloring, each featuring three difficulty levels. Data collection was conducted through questionnaires and observations at PAUD Kemuning Kecamatan Koba, involving 14 preschool children. Testing results showed the game achieved 92% expert validation, categorized as "Very Valid". Blackbox testing confirmed all game functions operated optimally, while beta testing indicated the game effectively enhances children's fine motor skills. GELANG has proven capable of creating an engaging interactive learning medium that supports hand-eye coordination development and stimulates children's creativity in an enjoyable manner.
PEMANFAATAN AUGMENTED REALITY SEBAGAI MEDIA PROMOSI KAMPUS POLITEKNIK MANUFAKTUR NEGERI BANGKA BELITUNG Nugraha, Estu; Septiandi, Recky; Josi, Ahmat; Andriyanto, Sidhiq
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 19 No. 2 (2025): Jurnal Teknologi Informasi : Jurnal Keilmuan dan Aplikasi Bidang Teknik Inform
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v19i2.22604

Abstract

The development of technology today is advancing at a rapid pace, particularly in the field of information technology. One of the latest advanced and modern information technologies, such as Augmented Reality (AR), has been widely used as a medium for creating 3D objects, such as objects and buildings. This study aims to explore the use of AR for creating promotional and campus introduction media that can accurately represent the physical forms of buildings and facilities at the Bangka Belitung State Polytechnic of Manufacturing, a vocational higher education institution in Indonesia specializing in manufacturing. This media is developed as an Android-based application and can be accessed via Virtual Reality. The method used in this study is the Multimedia Development Life Cycle (MDLC) method. The research results show that the feasibility test score obtained was 82.5%, categorized as highly feasible. Based on these results, it can be concluded that the application was successfully implemented using AR technology and functions effectively.
PENGENALAN COMPUTATIONAL THINKING DAN BEBRAS TASK SEBAGAI KETERAMPILAN BERPIKIR DI ABAD 21 UNTUK GURU SD DAN SMP SUNGAILIAT Pratiwi, Indah Riezky; Josi, Ahmat; Silalahi, Parulian
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 1 (2022): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v5i1.252-258

Abstract

Kegiatan Pengabdian masyarakat ini bertujuan untuk memberikan pelatihan Computational Thinking dan Bebras Task untuk para guru SD dan SMP. Melalui pelatihan pelatihan Computational Thinking dan Bebras diharapkan dapat memberikan banyak manfaat kepada guru untuk menambah keterampilan dan kemampuan berpikir tingkat tinggi dengan mengimpementasikan teknik-teknik yang digunakan software engineer ke dalam setiap masalah yang terjadi. Ada 4 teknik yang digunakan yaitu dekomposisi atau memecah-mecah, pengenalan pola, abstraksi atau mengambil hal penting, algoritma atau pentahapan. Kegiatan pengabdian masyarakat ini dimulai dengan survey ke lokasi mitra, merencanakan pelaksanaan kegiatan pelatihan. Kegiatan ini diselenggarakan di SMPN 5 Sungailiat, Bangka selama satu hari. Hasil kegiatan pelatihan Computational Thinking dan Bebras untuk para guru SD dan SMP berjalan dengan baik dengan adanya peningkatan keterampilan dan kemampuan berpikir tingkat tinggi dengan mengimpementasikan teknik-teknik yang digunakan software engineer.