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Design and Build Training Need Analysis Application Parahita Diagnostic Center Laboratory Surabaya Effendi, Pradita Maulidya; Supriyanto, Antok; Maulana, Yoppy Mirza
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 5, No 11 (2016)
Publisher : Jurnal Sistem Informasi Universitas Dinamika (JSIKA)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1823.507 KB)

Abstract

Parahita Diagnostic Center (PDC) provides the aim of improving the quality of service becomes faster, more convenient, and accurate on the basis of human resources (HR) is competent. Sumber Daya Insani (SDI) & Umum is part assigned to training for all employees PDC. Based on identification and analysis of problems, SDI & Umum has a problem in the process of determining the training needs for assessment competence test has not shown effective results. Impact, time to analyze customer samples will be long and causing delays lab results. This resulted in the PDC service quality to decrease. To overcome these problems, then made application solutions competency-based training needs analysis. This application can analyze the value of the results of competency tests to generate the amount of tolerance gap on the type and level of competence. Analysis of the gap tolerance can be seen priority training needs for each employee. Based on the results of the implementation and evaluation of systems, applications have suitability between the results of calculations using the application with using manual calculations. The application obtained the information gap that training needs are categorized by level knowledge, skill, and attitude.
Ide Startup Bisnis Pada Siswa Bumi Shalawat Progresive: Bagaimana Mengembangkan Penghasilan Tambahan? Wardhanie, Ayouvi Poerna; Effendi, Pradita Maulidya
Jurnal Abdimas Prakasa Dakara Vol. 4 No. 1 (2024): Peningkatan Kompetensi SDM Melalui Pelatihan dan Pendampingan
Publisher : LPPM STKIP Kusuma Negara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37640/japd.v4i1.1939

Abstract

Antusiasme generasi muda khususnya siswa sekolah menengah untuk mendirikan sebuah bisnis rintisan cukup tinggi, selain menambah pengalaman dan pengetahuan dalam mengasah insting bisnis mereka, juga dapat digunakan sebagai side hustle. Dalam menciptakan ide bisnis startup dibutuhkan jiwa entrepreneurship dalam jiwa setiap individu, salah satu caranya dengan memberikan penyuluhan bagaimana cara awal menggali permasalahan yang terjadi di sekitar dan memberikan solusi atas permasalahan tersebut, selanjutnya bagaimana membentuk team yang solid untuk dapat merealisasikan ide yang terbentuk dan terakhir bagaimana mengemas produk atau jasa menjadi lebih menarik untuk dijual di masyarakat. Berdasarkan hal tersebut, tujuan dari kegiatan pengabdian masyarakat ini adalah bagaimana membangun ide bisnis startup bagi pelajar sekolah menengah atas khususnya siswa - siswi di SMA Progresif Bumi Shalawat Sidoarjo. Kegiatan ini diikuti oleh 30 orang siswa dengan 2 narasumber yang dibagi menjadi tiga tahap yaitu tahap persiapan, pelaksanaan dan evaluasi. Hasil evaluasi dari kegiatan ini, dari skala 1- 5, sebanyak 4,75 siswa menyatakan bahwa narasumber memberikan kesempatan tanya jawab, dan untuk kualitas narasumber menghasilkan rata-rata sebanyak 4,5, kualitas materi mendapatkan nilai 4,4, dan kebermanfaatan workshop mendapatkan nilai sebesar 4,7.
PELATIHAN PENERAPAN APLIKASI EVALUASI PEMBELAJARAN "STUNNING" BAGI GURU SMAN 1 GEDANGAN, SIDOARJO Lemantara, Julianto; Effendi, Pradita Maulidya; Prahani, Binar Kurnia; Hariadi, Bambang; Koentjoro, Edo Yonatan
Jurnal Abdimas Bina Bangsa Vol. 5 No. 2 (2024): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v5i2.1400

Abstract

Learning evaluation plays an important role in the teaching and learning process. The learning evaluation process at SMAN 1 Gedangan is still carried out manually, starting from compiling and duplicating questions to assessing and recording learning evaluation results. This requires paper and printing costs. Besides, the process of assessing and recapitulating learning evaluation results takes longer. To overcome this problem, a learning evaluation application called STUNNING was created. However, the implementation of this application needs to be socialized to schools, especially teachers. Therefore, the purpose of this community service activity is to provide training in using the STUNNING application to 15 teachers at SMAN 1 Gedangan so that teachers are skilled in operating it. This training took place twice. The method used was Direct Instruction because it can provide an easier and faster understanding of procedural matters. Training was evaluated by filling out a questionnaire. The questionnaire’s results showed 93.3% of participants thought that overall, this training was very good
AI untuk Siswa : Pendekatan Experimental Learning dalam Pengenalan Artificial Intelligence di Tingkat SMA Sagirani, Tri; Effendi, Pradita Maulidya; Erstiawan, Martinus Sony; Eko Wulandari, Sri Hariani; Rahmawati, Endra
Jurnal Pengabdian Masyarakat (ABDIRA) Vol 5, No 3 (2025): Abdira, Juli
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/abdira.v5i3.846

Abstract

The rapid advancement of Artificial Intelligence (AI) has significantly impacted the education sector, highlighting the urgent need to equip high school students with relevant digital literacy skills. However, many students still lack fundamental understanding of AI technologies. This community service initiative aimed to introduce AI concepts and applications through an interactive experiential learning approach. The training was held across three cities—Mojokerto, Sidoarjo, and Surabaya—reaching 546 students and 25 teachers. Participants were introduced to popular AI tools such as ChatGPT, Ideogram.ai, Pixverse, Remaker.ai, Kling.ai, and Suno.com, and were tasked to produce 60-second creative content using those tools. Evaluation results showed improved understanding and high enthusiasm, with average satisfaction scores above 4.38 on a 5-point scale. Furthermore, many students expressed interest in developing their own AI-based projects after the session. In conclusion, this training effectively addressed the AI literacy gap among high school students and fostered critical and creative thinking skills essential for thriving in the digital era
Penerapan Lean UX dalam Desain UI/UX untuk Optimalisasi Layanan di PT. Tata Graha Perkasa Izzulhaq, Akbar Bintang; Ayuningtyas, Ayuningtyas; Effendi, Pradita Maulidya
Jurnal Teknologi dan Informasi (JATI) Vol 15 No 2 (2025): Jurnal Teknologi dan Informasi (JATI)
Publisher : Program Studi Sistem Informasi, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/jati.v15i2.14669

Abstract

PT. Tata Graha Perkasa merupakan perusahaan yang bergerak pada bidang outsourcing. Di era yang semakin modern ini tentunya banyak perusahaan yang mulai melakukan penyesuaian di berbagai aspek bisnis contohnya teknologi, yang dimana outsourcing dan teknologi jika di gabungkan akan memudahkan untuk melakukan kerjasama dan pencarian tenaga kerja. Pada PT. Tata Graha Perkasa untuk proses sebelumnya dalam komunikasi dengan client dan pencarian tenaga kerja sendiri masih dilakukan menggunakan whatsapp yang dimana akan membuat tertumpuknya komunikasi client dan kurang tertariknya pelamar pekerjaan untuk melihat apa itu perusahaan PT. Tata Graha Perkasa. Maka dari itu harus melakukan penyesuaian yaitu dengan memulai melakukan perancangan UI/UX agar jika nantinya akan dilakukan pembuatan website, maka tampilan pada penelitian ini bisa menjadi referensi PT. Tata Graha Perkasa untuk mengetahui tata letak tentang website yang akan dibuat kedepannya dan penyelesaian permasalahan yang ada. Tampilan website yang dibuat adalah mencakup pengenalan perusahaan, komunikasi dengan client, dan tentunya pencarian tenaga kerja yang nantinya akan membuat PT. Tata Graha Perkasa bisa dikenali oleh banyak orang. Tampilan UI/UX yang akan dibuat memiliki dua metode yaitu Lean UX untuk pendekatan untuk pembuatan UI/UX, Lean UX dapat menyelesesaikan produk dengan menggabungkan antara fungsionalitas, sehingga akan mengurangi kebutuhan untuk dokumentasi, metode kedua adalah metode untuk testing menggunakan platform maze.co yang akan menunjukkan presentase hasil uji coba tampilan UI/UX yang sudah dibuat. Hasil testing yang sudah dilakukan menunjukkan tingkat kesuksesan rata – rata di angka 97,1%, tingkat durasi rata – rata diangka 51,87s, tingkat missclick rata – rata diangka 17,75%, dan rata – rata kepuasan pengguna dianga 97,13%.
Optimaliasi Desain UI/UX Pada Platform E-commece Alat Kesehatan dengan Pendekatan User Centered Design Wardhanie, Ayouvi Poerna; Effendi, Pradita Maulidya
Jurnal Informatika: Jurnal Pengembangan IT Vol 10, No 4 (2025)
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/jpit.v10i4.8816

Abstract

E-commerce is a new type of business in which all business processes—such as ordering, payment, and delivery—can be carried out online through applications, whether on websites or mobile platforms. Today, almost all businesses utilize e-commerce as a platform for selling, including those in the medical equipment industry. PT. Wanbass Timur Persada is a company based in Surabaya that specializes in the sale of medical equipment. The main issue faced by the company is the limited reach of its promotional efforts and the dissemination of information to its target consumers, which has resulted in low product sales. Therefore, an e-commerce platform is needed to facilitate broader information dissemination and to streamline the ordering, payment, and delivery processes. In developing e-commerce, besides ensuring functionality, attention must also be paid to several design elements such as layout, images, colour scheme, typesetting, navigation, and content. The method used in this research is User-Centered Design, as it focuses on an iterative approach, usability, user characteristics, environment, tasks, and workflow. The result of this study is an e-commerce prototype featuring a product catalog, ordering process, payment, and delivery. It also applies a simple layout, varied images, a website colour combination, easy-to-read font styles, and comprehensive information.
Mobile Health Innovation: An Android-Based Nutritional Grading App to Promote Healthier Food and Beverage Choices Rohman , Habib Fatkhul; Effendi, Pradita Maulidya
Journal of Nutrition and Public Health Vol. 1 No. 1 (2025): Journal of Nutrition and Public Health
Publisher : CV. Dyoqu Publishing Management

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64780/jnph.v1i1.46

Abstract

Background: Unhealthy dietary patterns are one of the leading contributors to non-communicable diseases such as stroke, heart disease, and diabetes in Indonesia. The increasing availability of processed foods, combined with a lack of nutritional awareness, has created an urgent need for tools that support healthier consumption decisions. Aims: This study aims to develop a mobile health application that enables users to assess the nutritional quality of food and beverages through a grading system, thereby promoting healthier dietary choices. Methods: The application was developed using the waterfall software development model and implemented in Kotlin for the Android platform. It features a nutrition label scanning system powered by the device’s camera and applies Nutri-Grade rules to classify products into four categories (A–D) based on sugar and saturated fat content. The app’s architecture follows the Model-View-ViewModel (MVVM) pattern, and data communication is handled via Retrofit. Functional testing was conducted using black-box testing techniques. Result: The application successfully allows users to register, scan nutrition labels, and receive grading results instantly. It provides a user-friendly interface and accurate results according to Nutri-Grade guidelines. All features passed the expected output criteria during the black-box testing phase. Conclusion: This study demonstrates the feasibility and utility of integrating nutrition science into mobile application technology. The Android-based Nutri-Grade app serves as a practical tool to improve public dietary behavior, especially in urban and digital-native populations. It empowers users to make informed dietary choices in real-time and contributes to preventive health strategies through digital innovation. The app’s scalability and adaptability also open future pathways for integrating machine learning to enhance nutritional recognition and grading accuracy.