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Sistem Pakar Diagnosis Tingkat Stres Berbasis Android dengan Metode Certainty Factor Noviandi Noviandi; Diah Aryani; Arief Ichwani
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 4 (2022): Oktober 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i4.4727

Abstract

The number of cases of Corona Virus Diesis (COVID-19) according to the World Health Organization (WHO) is 93,217,287 people. In the case of Covid-19, one of which is making changes in behavior is education. The teaching and learning process has changed into bold learning in the education sector. Students who continuously carry out the learning process at home can increase stress because previous research data stated that the level of severe anxiety experienced by students was one of them caused by daring learning, which reached 95.59%, and students reached 97.69%. This research aims to develop an expert system for dealing with stress in high school students. The method used for making the expert system is the Certainty Factor. Based on functionality testing using black box testing, it shows that all components produce the expected and appropriate results, then for accuracy testing using a confusion matrix through a comparison between manual calculations and system calculations, so that the accuracy test results are 100%. Therefore, the expert system for diagnosing stress diseases in high school students can be said to be feasible.
Sosialisasi Pemanfaatan Layanan G-Suite For Edu (Google Suite for Education) pada SMP Negeri 69 Jakarta Diah Aryani; Shine Pintor Siolemba Patiro; Hani Dewi Ariessanti
Universal Raharja Community (URNITY Journal) Vol 1 No 2 (2021): URNITY (Universal Raharja Community)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (388.646 KB)

Abstract

Education in the current digitalization era requires the ability to adapt to developments in the field of information and communication technology that affect the education system in the digital era. This community service activity aims to take advantage of opportunities by sharing knowledge and increasing knowledge by utilizing information and communication technology by introducing G-Suite for Education as a learning model strategy in the current era of digitalization, especially for teachers of SMP Negeri 69. The method used is the socialization method. practically by providing training and simulating G-Suite for Educations services so that it is hoped that through this socialization it can be achieved understanding and mastery of teachers to be able to use the G-Suite for Education service which consists of Gmail, Calssroom, Docs, Drive and Google Calendar in good learning activities. face-to-face and online. Kata kunci : G-Suite for Education, digitalization era, sharing knowledge
Penerapan Konsep Computational Thinking dengan Block-based Programming bagi Guru SMPIT Insan Rabbani Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan
TRIDHARMADIMAS: Jurnal Pengabdian Kepada Masyarakat Jayakarta Vol 2 No 2 (2022): PKM-TRIDHARMADIMAS (Desember 2022)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/tridharmadimas.v2i2.981

Abstract

Berpikir komputasional (computational thinking) adalah metode menyelesaikan persoalan dengan menerapkan teknik ilmu komputer (informatika). Teknik berpikir computional thinking sebagai sebuah pendekatan sangat penting dikuasai para siswa untuk membantu mereka menstrukturisasi penyelesaian masalah yang rumit. SMPIT Insan Rabbani merupakan lembaga pendidikan Islam yang berorientasi pada pembentukan karakter bagi peserta didiknya. Untuk meningkatkan proses pembelajaran, pihak sekolah menginginkan peningkatan pemahaman konsep computational thinking ke dalam proses pembelajaran khususnya mata pelajaran informatika yang wajib ada di sekolah sesuai perubahan kurikulum menjadi kurikulum merdeka. Disamping itu guru menginginkan pula cara membangun konten pembelajaran sekolah yang dapat meningkatkan kemampuan berpikir komputasional murid. Maka tim abdimas memberikan solusi dengan menawarkan penyuluhan dan pelatihan tentang penerapanan konsep computational thinking dengan blocks-based programming. Blocks-based programming dengan menggunakan MIT App Inventor dipilih agar guru dapat dengan mudah memahami konsep computational thinking termasuk algoritma dan lebih fokus tanpa perlu memikirkan tentang pemrograman/coding untuk membuat aplikasi mobile. Hasil dari pengabdian masyarakat adalah guru dapat memahami konsep computational thinking dan memanfaatkan blocks-based programming dengan menggunakan MIT App Inventor untuk proses pembelajaran mata pelajaran informatika sesuai dengan kurikulum merdeka.
Aplikasi Augmented Reality Geometri Sekolah Dasar Untuk Bangun Datar dan Ruang Menggunakan Metode Marker Based Tracking Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan; Verdi Yasin
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5281

Abstract

Geometry is an important part of students' mastery of mathematics. In its application, students are still constrained in imagining objects abstractly. It takes the right learning media that is used by teachers and keeps abreast of current technological developments. This study aims to describe flat and spatial geometric objects in teaching geometry using augmented reality learning media based on Android applications so that learning becomes more interesting, concrete and visual equipped with a quiz game feature that contains quizzes that are puzzle games. This application was built using Unity3D and Vuforia SDK and 3D objects created using Blender. This application utilizes the marker method used to determine the point of emergence of 3D objects. The results of application testing using the black box method state that the detection of markers on objects, features and the speed level of devices using the application is running well. The Marker Based Tracking method can be used to recognize flat object markers and spatial planes very well.
Design Application of Augmented Reality-Based Computer Device Assembly Practicum Modules Diah Aryani; Syahrizal Dwi Putra; Noviandi Noviandi; Habibullah Akbar
CCIT Journal Vol 16 No 1 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.209 KB) | DOI: 10.33050/ccit.v16i1.2509

Abstract

The adaptation and use of digital technology have presented various opportunities and challenges for actors involved in educational services, i.e., colleges, educators, and students. Augmented reality has recently emerged as one of the digital technologies that have attracted the attention of many academies and practitioners; in addition, AR technology has brought about a change in the way users and machines interact that can teach and direct students to handle the topic of lessons differently and more proactively. This study aims to design and build an android-based Augmented Reality (AR) computer hardware assembly practicum module application as an alternative learning media in the computer hardware device assembly practicum module, which is expected in a learning activity to be more exciting and increase students' skills about computer assembly through AR technology can be one of the solutions to overcome the practicum module which was previously still in the form of a textbook and was not yet technology-based. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material, collection, assembly, testing, and distribution. The results of the practicum module application with Augmented Reality technology can be run on mobile devices with an Android operating system for version 5.1 and above, and this module has a feature that can introduce 3-D objects of hardware devices and simulate the assembly of hardware devices 3D objects 3D IC processor components and mainboards that are driven with the touch of a finger by pairing elements (Drag and Drop).
Peningkatan pengetahuan marketplace pada pelaku usaha mikro kecil dan menengah (UMKM) dengan website education marketplace Shine Pintor Siolemba Patiro; Diah Aryani; Endi Rekarti; Martino Wibowo
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 6 No 1 (2023): Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v6i1.19282

Abstract

Kegiatan Pengabdian Kepada Masyarakat dengan sosialisasi pelatihan-pelatihan marketplace dengan web edukasi marketplace kepada para pelaku Usaha Mikro Kecil dan Menengah (UMKM) di wilayah Jakarta Barat dilaksanakan untuk mendukung upaya pemerintah dalam mendorong akselerasi adopsi teknologi digital bagi UMKM agar mampu beradaptasi dengan perubahan perilaku konsumen di era digital saat ini. Tujuan dari kegiatan ini untuk meningkatkan tingkat pengetahuan dan keterampilan para pelaku UMKM untuk dapat penjualan/pemasaran produknya menggunakan platform marketplace yang ada saat ini. Pada kegiatan pengabdian kepada masyarakat ini dilakukan secara online menggunakan aplikasi zoom dengan metode pelaksanaan terdiri atas 3 tahapan yaitu perencanaan, pelaksanaan dan evaluasi kegiatan sosialisasi pemaparan pelatihan marketplace menggunakan website Edukasi Marketplace kepada 20 peserta UMKM di wilayah Jakarta Barat. Hasil yang diharapkan melalui sosialisasi ini tercapainya peningkatan pengetahuan dan keterampilan para pelaku UMKM melalui pelatihan-pelatihan terkait marketplace pada web edukasi marketplace. Salah satu hasil evaluasi pelaksanaan kegiatan pengabdian kepada masyarakat ini, melalui hasil pengisian kuesioner oleh 20 pelaku UMKM sebagai responden menunjukan bahwa 80% peserta sangat perlu dan 20%% perlu untuk mengikuti pelatihan-pelatihan lanjutan untuk meningkatkan pengetahuan dan kemampuan mereka terkait dengan marketplace. Hasil dari kegiatan ini menghasilkan peningkatan pengetahuan pelaku UMKM dalam menentukan strategi marketing dan menampilkan produk yang menarik minat konsumen di marketplace.
PEMANFAATAN TEKNOLOGI LMS DENGAN PENDEKATAN TPACK DI SDN LARANGAN 9 KOTA TANGERANG Yulhendri Yulhendri; Ratnawati Susanto; Diah Aryani
Jurnal Abdimas Bina Bangsa Vol. 4 No. 1 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i1.356

Abstract

This Abdimas aims to provide training and coaching to the teachers of SDN Larangan 9 Kota Tangerang in the application of Learning Management System (LMS) technology with the Technological Pedagogical and Content Knowledge (TPACK) approach to improve the quality of learning in the digital era. This activity uses the community service method with stages of activities including identifying needs and challenges, training and fostering the use of LMS, as well as evaluating and monitoring implementation results. The results of the training and coaching show that teachers at SD Larangan 9 Tangerang City are able to apply LMS technology with the TPACK approach in learning more effectively and efficiently. In this case, teachers are able to integrate knowledge of technology, education, and learning materials in a more integrated manner, so that learning can become more interactive, creative, and interesting for students. Therefore, the application of LMS technology with the TPACK approach can improve the quality of learning in the digital era and support the creation of a more competent generation in the future
Comparative Analysis Of On-Page And Off-Page White Hat Search Engine Optimization (SEO) Techniques On Website Popularity Diah Aryani; Shine Pintor Siolemba Patiro; Aji Setiawan; Budi Tjahjono
International Journal of Science, Technology & Management Vol. 4 No. 3 (2023): May 2023
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v4i3.815

Abstract

Currently, the use of Search Engine Optimization (SEO) has become a necessity to achieve better ranking results from Search Engines known as Search Engine Optimization, which is a collection of techniques for positioning a site so that it can be indexed by search engines and get a position in search engine results—result Pages (SERPs). Based on Globalstatistics data, there has been an increase in internet users in Indonesia who search for products through the search engine market, which has reached 97.38%. This study aims to increase the visibility of a website or multi-umah web page in search results to get a higher ranking on the SERPs in the search results. search results using white hat SEO by comparing on-page techniques and off-page techniques through descriptive qualitative methods, then analyzed using Google Search Console and Google Analytics tools to understand keyword performance, behavior, and customer interests on the umahmulti.biz.id website
Implementasi Framework Reactjs Pada Desain Aplikasi E-menu Restoran Dengan Payment Gateway (Studi Kasus: Restoran Hosit Bangka Kuliner) Diah Aryani; Willi Kornellius; Yulhendri Yulhendri; Hani Dewi Ariessanti
ICIT Journal Vol 10 No 1 (2024): Februari 2024
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v10i1.2815

Abstract

Sustaining and enhancing customer satisfaction consistently is a crucial determinant for a company to achieve competitive advantage in its industry, E-Menu is an innovative application that functions as a replacement for conventional menus and ordering systems. Therefore, continuous innovation is needed to improve service quality by implementing e-menus which are expected to shorten service time and improve service quality to customers. The Hosit Bangka Kuliner restaurant, which still uses conventional methods in terms of service and operational aspects in the process of ordering food or drinks, also does not have a checkout menu, so the waiter must read the menu list of the selected orders to confirm the order, which is less effective. This study aims to develop an e-menu application that displays different functionalities categorized according to the intended user, namely (employees and customers to display menu details and order status, in addition to functioning as a menu ordering tool.The prototype method is utilised as the research methodology for the development of an E-Menu website. The utilised programming languages comprise HTML, CSS, and ReactJs. The expected results from the development of this application are none other than to serve as a viable solution to address current problems, and to increase customer satisfaction by providing an optimal user experience.
SOSIALISASI TEKNOLOGI AUGMENTED REALITY DALAM MENINGKATKAN HASIL BELAJAR SISWA PADA LINGKUP PENGAJARAN YANG TERINTEGRASI Diah Aryani; Dwi Sloria Suharti; Noviandi Noviandi; Hani Dewi Ariessanti
Universal Raharja Community (URNITY Journal) Vol 4 No 1 (2024): URNITY (Universal Raharja Community)
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/urnity.v4i1.3047

Abstract

Because of its emphasis on superimposing virtual information on top of real environments, augmented reality (AR) technology in education has emerged as a cutting-edge and promising field in both research and practice. This sets learning in a different context from traditional learning and opens up a whole new creative realm for learning.. The gap between teaching methods and the technological environment is increasing as a result of students' disinterest and low motivation when using traditional teaching approaches as well as teachers' reluctance to implement learning with technology. The lack of knowledge and ability of teachers at SDN Larangan 5, Tangerang City in the use and use of integrated technology in classroom teaching is still limited, especially for Augmented Reality (AR) technology, so boredom and lack of variety in the disclosure of their teaching materials often occur, which has an impact on learning outcomes. which is not optimal. This community service activity aims to achieve knowledge transfer by socializing learning content by utilizing Augmented Reality (AR) technology using a smartphone or tablet which will later be used to see and observe objects from the markers that have been provided. This activity uses the Community-Based Participatory Action Research (CBPAR) method with three core stages of the CBPAR action cycle, namely: planning, implementation and evaluation. And the results of the analysis of this activity state that there has been an increase in knowledge and interest regarding the use of technology, especially Augmented Reality (AR) technology which is included in learning activities with analysis results of 50%. Keywords: Augmented Reality, Community Based Participatory Action Research (CBPAR), learning content