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A COMPARATIVE ANALYSIS OF SIMPLE ADDITIVE WEIGHTING, WEIGHTED PRODUCT, AND SIMPLE MULTI-ATTRIBUTE RATING TECHNIQUES FOR SELECTING TOURIST DESTINATIONS (A CASE STUDY IN MAGELANG REGENCY) Mahasinul Akhlak, Muhammad Lutfi; Ariesta Kusuma, Ahmad Fauzi Anggi; Susilo, Gatot; Arifah, Fatimah Nur
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.451

Abstract

The large number of tourist destinations in Magelang Regency forces tourists to choose which destinations they will visit. The numerous criteria in selecting tourist destinations makes it increasingly difficult for tourists to determine which destinations they will visit. Therefore, a decision support system is needed to help tourists more effectively and efficiently in determining which tourist destinations they will visit. This study uses the Weighted Product (WP), Simple Additive Weighting (SAW), and Simple Multi-Attribute Rating Technique (SMART) methods. These three methods are then compared to determine which method is most appropriate. SAW, WP, and SMART produce identical rankings between methods, indicating consistent modeling quality. This consistency strengthens the validity of the decision results. From the comparison between the SAW, WP, and SMART methods, the total percentage of the SAW method is 99.9934%, greater than the WP and SMART methods with a percentage of 99.9933%. This shows that the data structure, criteria weights, and value ranges between alternatives are relatively uniform, so that the linear (SAW), geometric (WP), and utility-based (SMART) methods produce equivalent decision patterns to solve the problem of determining tourist destinations in Magelang
PENERAPAN GAME EDUKASI DIGITAL PENGENALAN BUAH BERBASIS CONSTRUCT 2 PADA PENDIDIKAN ANAK USIA DINI Wahyudiono, Sugeng; Susilo, Gatot; YUSNANTO, TRI; Sutiyatno, Sukris; Suseno, Adnan Terry
TRANSFORMASI Vol 21, No 2 (2025): TRANSFORMASI
Publisher : STMIK BINA PATRIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56357/jt.v21i2.441

Abstract

Penelitian ini bertujuan untuk mengembangkan game edukasi pengenalan buah-buahan berbasis Construct 2 pada anak usia dini di TK Kartika serta mengevaluasi tingkat keberterimaan pengguna terhadap media tersebut. Metode penelitian yang digunakan adalah Multimedia Development Life Cycle (MDLC) dengan enam tahapan: concept, design, material collecting, assembly, testing, dan distribution. Data dikumpulkan melalui observasi, wawancara, dan studi literatur, sedangkan pengujian dilakukan menggunakan black box testing dan skala Likert untuk menilai kepuasan pengguna. Hasil pengujian menunjukkan adanya peningkatan rata-rata tingkat penerimaan pengguna dari 82,7% sebelum penggunaan menjadi 87,3% setelah penggunaan game edukasi. Temuan ini mengindikasikan bahwa media pembelajaran interaktif yang dikembangkan mampu meningkatkan motivasi belajar serta pemahaman anak dalam mengenal buah-buahan. Penelitian ini memberikan kontribusi praktis sebagai alternatif media pembelajaran berbasis digital yang menyenangkan dan efektif untuk pendidikan anak usia dini.