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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).
APLIKASI PENGELOLAAN BARANG DENGAN METODE FIFO DAN EXTREME PROGRAMMING BERBASIS WEB Ahmad Kurtubi; Syahrizal Dwi Putra
J-Com (Journal of Computer) Vol 3, No 1 (2023): MARET 2023
Publisher : LPPM STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/j-com.v3i1.2028

Abstract

Abstract: Inventory of goods is an important thing in a company, because inventory can support the operational needs of the company so that it runs smoothly. A good goods management process will produce accurate transaction and inventory reports. The process of managing goods at BPRS Artha Madani is currently still being carried out manually using Microsoft Excel, this results in difficulties in making reports on incoming and outgoing goods transactions and frequent discrepancies between the data in Microsoft Excel and the actual goods in the warehouse during stock taking. In addition, the process of picking up goods at the warehouse is still not structured, so it is necessary to apply a method of stock management. Therefore, in this study, the design and manufacture of web-based applications was carried out by applying the FIFO method. The FIFO method is a problem-solving method that can be applied in a way that goods that come in first are assumed to be sold or out first [1]. In building this application the author uses the extreme programming (XP) method for system development, this method consists of 4 stages, namely planning, design, coding, testing. With the development of this application, it is hoped that it can overcome problems in managing goods at BPRS Artha Madani.            Keywords: extreme programming; FIFO; inventory of goods  Abstrak: Persediaan barang merupakan hal yang penting pada sebuah perusahaan, karena persediaan barang dapat menunjang kebutuhan operasional pada perusahaan tersebut agar berjalan dengan lancar. Proses pengelolaan barang yang baik akan menghasilkan laporan transaksi dan stok barang yang akurat. Proses pengelolaan barang pada BPRS Artha Madani saat ini masih dilakukan secara manual dengan menggunakan Microsoft excel, hal ini mengakibatkan sulitnya membuat laporan transaksi barang masuk dan keluar serta seringnya terjadi selisih antara data pada Microsoft excel dan aktual barang di gudang saat melakukan stock opname. Selain itu proses pengambilan barang di gudang masih belum terstruktur sehingga perlu diterapkan metode pengelolaan stok barang. Oleh karena itu pada penelitian ini dilakukan perancangan dan pembuatan aplikasi berbasis web dengan menerapkan metode FIFO. Metode FIFO adalah sebuah metode pemecahan masalah yang dapat diterapkan dengan cara barang yang pertama kali masuk diasumsikan terjual atau keluar pertama kali [1]. Dalam membangun aplikasi ini penulis menggunakan metode extreme programming (XP) untuk pengembangan sistem, metode ini terdiri dari 4 tahapan, yaitu planning, design, coding, testing. Dengan dibangunnya aplikasi ini diharapkan dapat mengatasi masalah dalam pengelolaan barang pada BPRS Artha Madani. Kata kunci: extreme programming; FIFO; pengelolaan barang 
Persiapan Pembelajaran Dan Teknologi Untuk Tahun Ajaran Baru Di Era Pandemi Pada Smpit Al Inayah Dwi Putra, Syahrizal
Literasi Jurnal Pengabdian Masyarakat dan Inovasi Vol 1 No 2 (2021)
Publisher : Pengelola Jurnal Politeknik Negeri Ketapang Jl. Rangga Sentap, Dalong Sukaharja, Ketapang 78813. Telp. (0534) 3030686 Kalimantan Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58466/literasi.v1i2.1298

Abstract

The COVID-19 pandemic has changed the learning process from face to face to online. Based on IASP 2020, the components of the learning process and the sub-components of learning quality require an active learning process, an assessment of processes and outcomes as well as a remedial and/or enrichment program. Things that need to be prepared in the online learning process in accordance with the quality of learning desired by IASP 2020 and supporting technologies that can be used are video conferencing, Learning Management System (LMS) and Gamification. The results of data collection using questionnaires or questionnaires on participant responses showed positive results where teachers gained knowledge and skills in accordance with the objectives of the activity, namely 80% strongly agreed and 20% agreed
Pelatihan Komite Pembelajaran dalam Menunjang Penerapan Kurikulum Merdeka di SD Wilayah Jakarta Barat Syofyan, Harlinda; Ratnawati Susanto; M. Bahrul Ulum; Syahrizal Dwi Putra
International Journal of Community Service Learning Vol. 7 No. 1 (2023): February 2023
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/ijcsl.v7i1.56419

Abstract

Sekolah yang tergabung dalam Program Sekolah Penggerak merupakan Sekolah yang telah diseleksi oleh Kemdikbudristek. Merujuk pada permasalahan yang diidentifikasi, dalam penyusunan kurikulum paradigma baru, maka berdasarkan pertimbangan tim bersama dengan mitra PKM, maka untuk  kegiatan pada aspek penting yang akan dilaksanakan pada kegiatan ini adalah bertujuan untuk mengadakan pelatihan komponen yang diperlukan dalam penyusunan Kurikulum Merdeka. Metode yang digunakan adalah pelatihan yang terdiri dari tahap persiapan, tahap pelaksanaan, praktek pengembangan diri, serta tahap pengukuran dan evaluasi. Sasaran pengabdian kepada masyarakat ini adalah kepala sekolah dan guru di lima Sekolah Dasar Negeri wilayah Jakarta Barat dampingan program sekolah penggerak. Kegiatan pengabdian kepada masyarakat ini menghasilkan luaran, yaitu kesesuaian materi yang disampaikan sehingga mendapat respon positif dari peserta berupa antusiasme dan memahami materi dengan baik. Melalui kegiatan pengabdian kepada masyarakat ini diharapkan para peserta dalam hal ini Kepala Sekolah dan Guru mampu menerapkan sesuai ketentuan mengenai peningkatan dalam membuat draft Kurikulum Operasional Satuan Pendidikan.