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Animasi Interaktif Pengenalan Alat Transportasi Pada TK Islam Al-Amin Bekasi Heri Kuswara
ASWAJA: Jurnal Pendidikan dan Keislaman Vol. 1 No. 2 (2021): Jurnal Pendidikan dan Keislaman
Publisher : Pergunu Jawa Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (893.727 KB)

Abstract

Animasi dalam dunia pendidikan berperan sebagai media pembelajaran yang menarik. Animasi dapat merupakan salah satu bentuk visual bergerak yang dapat dimanfaatkan untuk menjelaskan materi pelajaran yang sulit disampaikan secara konvensional. Dalam dunia pendidikan suatu metode pembelajaran dapat menggunakan multimedia sebagai sarana informasi dan alat peraga pembelajaran atau sering dikenal dengan media pembelajaran. Taman Kanak-kanak merupakan dasar untuk menanamkan konsep–konsep dasar pembelajaran dan pengenalan lingkungan bagi anak Taman Kanak–kanak (TK). Karena pendidikan sangat berpengaruh dalam pembentukan Sumber Daya Manusia (SDM) yang berkualitas. Dengan sistem pembelajaran yang lebih efisien dan baik akan mampu mencetak sumber daya manusia yang mandiri. Metode pembelajaran pengenalan alat transportasi dikatakan penting karena merupakan langkah awal untuk membuat anak-anak menambah wawasan dan mengenal alat transportasi disekitarnya, apa lagi alat transportasi dalam dunia anak–anak banyak diminati dan digemari. Dan saat ini metode pendidikan lebih menggunakan metode yang kurang efisien yang menggunakan media usang baik dalam bentuk gambar maupun alat lainnya sehingga proses atau pelaksanaan pembelajaran kurang kreatif dan tidak inovatif.
Sistem Informasi Penjualan Berbasis Web Pada PT Era Makmur Cahaya Damai Bekasi Mikhael Ferdika; Heri Kuswara
INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS : Journal of Information System Vol 1 No 2 (2017): INFORMATION SYSTEM FOR EDUCATORS AND PROFESSIONALS (Juni 2017)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

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Abstract

Abstrak. Pada saat ini, ada banyak usaha seperti penjualan bahan bangunan yang berperan penting dalam masyarakat, termasuk dalam hal penjualan yang dilakukan oleh beberapa bagian Perusahaan yang bergerak di bidang bangunan ini. Perusahaan retail bangunan pada umumnya menjual peralatan dan perlengkapan bangunan dimana salah satunya adalah untuk penjualan peralatan dan perlengkapan bangunan dan sangat lengkap adalah yang disediakan oleh PT.Era Makmur Cahaya Damai. Dalam memeberikan pelayanan yang terbaik kepada pelanggan/pembeli/calon pembeli sangat diperlukan sebuah sistem penjualan yang terkomputerisasi dan berbasis online. Dimana seluruh kegiatan dewasa ini sangat penting untuk di komputerisasikan serta berbasis online. Tujuan penelitian yang dilakukan untuk membuat PT. Era Makmur Cahaya Damai lebih efisien dalam konteks penjualan yang mudah dengan menggunakan web. Metode yang digunakan disini lebih mengarah kepada proses penelitian dengan Metode Waterfall. Dalam dibangunnya system seperti ini, supaya lebih memudahkan dalam penjualan, melakukan transaksi dengan mudah, memudahkan pembeli dalam pembelian barang secara online jika jauh, meningkatkan pendapatan dan memperluas promosi penjualan pada PT. Era Makmur Cahaya Damai. Kata Kunci : PT. Era Makmur Cahaya Damai, Sistem Informasi, Penjualan, Web, Waterfall, PHP. Abstract. Abstract. At this time, there are a lot of several businesses such as sales of building materials play an important role in society, including in the case of sales made by some parts of the Company engaged in this building. Building retail companies generally sell tools and equipment building where one of them is for the sale of equipment and supplies fully equipped building and is provided by PT.ERA Makmur Cahaya Damai. In giving out the best service to customers / buyers / potential buyers urgently needed a computerized sales system and online-based. Where all the action today is very important for computerization and online-based. The purpose of research is done to make the PT. Era Makmur Cahaya Damai is more efficient in the context of the sale of an easy to use web. The method used here is more directed to the research process by the Waterfall method. In the construction of such a system, in order to further facilitate the sales, transactions with ease, allowing the buyer to purchase goods online if distant, increase revenue and expand sales promotion at PT. Era Makmur Cahaya Damai. Keywords: PT. Era Makmur Cahaya Damai, Sales Information System Design, Waterfall, Web, PHP.
MULTIMEDIA PEMBELAJARAN MENGGUNAKAN ADOBE FLASH SEBAGAI GAME EDUKASI DALAM PENGENALAN MATA UANG RUPIAH PADA SISWA KELAS SATU SEKOLAH DASAR Obeth Andre Wacanno; Heri Kuswara - Universitas BSI; Anna Mukhayaroh - Universitas Nusa Mandiri
Indonesian Journal of Networking and Security (IJNS) Vol 11, No 3 (2022): IJNS September 2022
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55181/ijns.v11i3.1810

Abstract

ABSTRACT - The application of information technology as learning multimedia is one of the main tools in facilitating the learning process. Through multimedia learning, each teacher and student becomes more attractive and interactive in their learning. One of the software used as learning multimedia is the Adobe Flash application. The absence of an educational curriculum and the lack of introduction to the rupiah currency from an early age, especially to first-grade elementary school students, is one of the problems for teachers to be able to provide easy and fun learning and introduction. The Adobe Flash application is one of the tools that can be used as an educational game to make it easier for first-grade elementary school students to immediately understand the various values of the rupiah in our country. Through the observations made, the researchers tried to design an educational game with the Adobe Flash program application that could be used as a learning medium for first-grade elementary school students to recognize and understand the value of the rupiah from an early age. Through the existing facilities in Adobe Flash such as animation, sound, images, and text, it is expected that first grade elementary school students can become skilled at using and understanding the introduction of the rupiah currency according to their level of ability. This designed learning media is presented as interesting and attractive as possible so that it can generate interest and pleasure for students during the learning process.. Keywords: Learning Multimedia, Adobe Flash, Educational Games, Money ABSTRAK - Penerapan teknologi informasi sebagai multimedia pembelajaran menjadi salah satu alat bantu utama dalam memudahkan proses pembelajaran. Melalui multimedia pembelajaran, setiap guru dan siswa menjadi lebih atraktif dan interaktif dan pembelajarannya.Salah satu perangkat lunak yang dimanfaatkan sebagai multimedia pembelajaran adalah aplikasi Adobe Flash. Tidak adanya kurikulum pendidikan dan minimnya pengenalan mata uang rupiah sejak dini terutama kepada siswa kelas satu sekolah dasar, menjadi salah satu masalah bagi guru untuk dapat memberikan pembelajaran dan pengenalan yang mudah dan menyenangkan. Aplikasi Adobe Flash adalah salah satu alat (tools) yang dapat dijadikan sebagai game edukasi dalam memudahkan siswa pada kelas satu sekolah dasar untuk dapat segera memahami berbagai nilai mata uang rupiah yang ada di negara kita. Melalui observasi yang dilakukan, peneliti mencoba merancang sebuah game edukasi dengan aplikasi program Adobe Flash yang dapat digunakan sebagai media belajar siswa kelas satu sekolah dasar dalam mengenal dan memahami nilai mata uang rupiah sejak dini. Melalui fasilitas-fasilitas yang ada pada Adobe Flash seperti animasi, suara, gambar, dan teks, diharapkan siswa kelas satu sekolah dasar dapat terampil menggunakan dan memahami pengenalan mata uang rupiah sesuai tingkat kemampuannya. Media pembelajaran yang dirancang ini, disuguhkan semenarik dan seatraktif mungkin sehingga mampu menimbulkan ketertarikan dan rasa senang bagi siswa selama proses pembelajaran berlangsung. Kata Kunci : Multimedia Pembelajaran, Adobe Flash, Game Edukasi, Uang
Game Edukasi Untuk Menghafal Al-Quran Secara Sederhana Menggunakan Game Development Kit Sopiyan Dalis; Heri Kuswara; Muhammad Idrus; Syamsul Bahri
Jurnal INSAN: Journal of Information System Management Innovation Vol. 2 No. 2 (2022): Desember 2022
Publisher : LPPM Universitas Bina Sarana Informatika

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Abstract

The Covid-19 pandemic has greatly impacted various aspects around the world, the education aspect has not escaped attention, forcing students and workers to do activities at home. And most students (especially Islamic schools) who when they enter school are memorizing the Al-Quran forget to return when they return to school. This is very unfortunate considering the virtue of memorizing the Qur'an is very great reward and also the goodness in it. Various methods are also widely used by parents and teachers, including through learning media in the form of games. Education Game "Ngaji Yuk" is based on the problem of memorizing the Al-Quran using a Game Development Life Cycle (GDLC) game development kit based with AppGameKit Classic programming language. This game is made so that players can memorize the Al-Quran in a very simple way, namely by choosing true or false statements in the questions that appear in front of the screen. It is hoped that this game can become an interactive game for everyone, especially children who are learning to memorize the Al-Quran. It is also hoped that this game can become a new learning medium that can help raise children's enthusiasm to memorize the Al-Quran with the main emphasis on always repeating memorization (Muroja'ah), with this learning being carried out properly, because this game has gone through the testing phase using Cyclomatic Complexity. From the results of the questionnaire that the author conducted with respondents aged 18 to 34 years who are still active with computers, it can be concluded that the game "Ngaji Yuk" has been developed according to user needs.
SISTEM PENDUKUNG KEPUTUSAN PENGANGKATAN JABATAN UNIT HEAD DENGAN METODE SAW DI PT FIFGROUP CABANG BEKASI 2 Muhammad Rizkiandana - STMIK Nusa Mandiri; Frans Edward Schaduw; Heri Kuswara - Universitas BSI
SPEED - Sentra Penelitian Engineering dan Edukasi Vol 14, No 4 (2022): Speed Oktober 2022
Publisher : APMMI - Asosiasi Profesi Multimedia Indonwsia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55181/speed.v14i4.782

Abstract

ABSTRACT - Management of human resources (HR) of a company has an impact on the critical aspects of the work success of the company. Employees are the most important assets owned by the company in its efforts to maintain survival, develop, the ability to compete and make a profit. One of the most important in managing human resources (HR) in a company is the selection of the best employees to rise to the Unit Head position. But in fact PT FIFGROUP is still not optimal in the implementation of the best employee appraisal this is due to the unavailability of media that can process employee appraisals and provide recommendations in employee appraisals. Promotion of position is important because it is the rejuvenation of each position so that it is occupied by employees who have suitable evaluation criteria for the position. In selecting for appointment with the Simple Additve Weighting (SAW) method, it can be a solution in the appointment that is done by PT FIFGROUP. From the results of calculations using the Simple Additve Weighting (SAW) method, the employee named Rizky Aulizar got a percentage value of 98.36% which is only 4.52% different from Wahyuitna Irawan who was ranked second with a percentage value of 93.84%.Keywords: HR, SAW, Employee, Appointment Position ABSTRAK - Pengelolaan sumber daya manusia (SDM) dari suatu perusahaan sangat berdampak pada aspek penentu keberhasilan kerja dari perusahaan tersebut. Karyawan merupakan aset terpenting yang dimiliki oleh perusahaan dalam usahanya mempertahankan kelangsungan hidup, berkembang, kemampuan untuk bersaing serta mendapatkan laba.Salah satu yang terpenting dalam menajeman sumber daya manusia (SDM)  di suatu perusahaan adalah pemilihan karyawan terbaik untuk naik ke jabatan Unit Head. Namun pada kenyataanya  PT FIFGROUP masih belum optimal dalam pelaksanaan penilaian  karyawan terbaik hal ini disebabkan oleh belum tersedianya media yang dapat memproses penilaian karyawan dan memberikan rekomendasi dalam penilaian karyawan. Promosi jabatan merupakan hal yang penting karena hal tersebut merupakan peremajaan setiap  posisi jabatan agar diduduki oleh karyawan yang memiliki kriteria penilaian yang cocok untuk menduduki jabatan tersebut. Dalam menyeleksi untuk pengangkatan jabatan dengan metode Simple Additve Weighting (SAW) dapat menjadi solusi dalam pengangkatan jabatan yang dlakukan oleh PT FIFGROUP. Dari hasil perhitungan dengan menggunakan metode Simple Additve Weighting (SAW), karyawn yang bernama Rizky Aulizar mendapatkan persentase nilai sebesar 98,36% yang hanya berbeda 4,52% dari Wahyuitna Irawan yang berada diperingkat kedua dengan persentase nilai sebesar 93,84%.Kata Kunci: SDM, SAW, Karyawan, Pengangkatan Jabatan
SISTEM INFORMASI MANUFAKTUR DENGAN MATERIAL REQUIREMENT PLANNING DALAM KERANGKA KERJA SISTEM INFORMASI MANAJEMEN Heri Kuswara
Paradigma Vol 10, No 1 (2008): Periode Januari 2008
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/p.v10i1.17053

Abstract

A tights competition between companies nowadays is triggered by the speeding development of information technology. Each company must arm itself with the best information technology that can be integrated with its main infrastructures to handle all company’s business activities. Two information systems that can increase company’s performance is the Material Requirement Planning information system (MRP) and the Manufacturing Resource Planning (MRP II) is the best solution to any company in controlling its production components supply. Applying one or both of these information systems is proven significant to increase company’s competitive power.
Stufflebeam's Model Application of Education Management Information Systems (EMIS) in Improving the Quality of Learning Services Heri Kuswara; Engkus Kuswarno; Ahmad Mudrikah; Usep Kosasih
Nidhomul Haq : Jurnal Manajemen Pendidikan Islam Vol 6 No 1 (2021): Islamic Education Management
Publisher : Program Studi Manajemen Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/ndh.v6i1.1311

Abstract

Advances in science and information technology have changed the perspective and lifestyle of the Indonesian people in carrying out their activities, including in the world of education. The application of the Education Management Information System (Emis) today is a must for every educational institution. In learning, the application of Emis is expected to improve the quality of learning services which in turn will improve the quality of teachers and students, especially in the field of Information Technology. The four basic management functions put forward by Terry are Planning, Organizing, Actuating and Controlling (POAC), the dimensions of service quality created by Haksever et al., As well as the program evaluation model developed by Stufflebeam (Stufflebeam's Model) or CIPP Model, Becomes theoretical basis as an analysis knife or the framework of ideas used to analyze, synthesize and provide solutions for the application of Emis in SMA and SMK Ma'arif Banyuresmi Garut in improving the quality of learning services. The implementation of Emis in SMA and SMK Ma'arif starts with the creation of a strategic plan for learning Emis, the formation of an IT team and a letter of assignment, budget provision, preparation and procurement of learning media for Emis, preparation of Standard Operating Procedures (SOP), socialization and training on the use of Learning Emis, Implementation of Learning Emis, Evaluation of the application of Learning Emis and the impact of the application of Learning Emis on the quality of learning services and on the quality of teacher human resources and the quality of student human resources
Evaluation of Management of the Use of Information and Communication Technology Heri Kuswara; Ihsan Mustofa
Nidhomul Haq : Jurnal Manajemen Pendidikan Islam Vol 7 No 2 (2022): Management of Islamic Education
Publisher : Program Studi Manajemen Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/ndh.v7i2.2348

Abstract

These stages in Terry's management function are known as Planning, Organizing, Actuating, and Controlling (POAC). To measure the success of the use of information and communication technology in the learning space, an evaluation of the management stages that are carried out is needed. Stufflebeam's Model or CIPP Model is an evaluation model that can be used to evaluate the extent to which an educational program can achieve its goals. Madrasah Aliyah (MA) Al-Musthofa is one of the madrasas that used information and communication technology in the learning room. The management stages become a reference for Madrasah aliyah Al-Musthofa in the use of information and communication technology in the learning room. This research with a descriptive qualitative approach provides an evaluation description that the management function has been carried out well by Madrasah Aliyah Al-Musthofa but there are still various shortcomings and weaknesses both in terms of human resources and other resources. These shortcomings and weaknesses have an impact on not achieving the objectives of the use of information and communication technology in the learning space at Madrasah aliyah al-Musthofa.
Evaluation of Computer Training Programs Using Models Kirkpatrick to Increase the Competency Capacity of PerGunu Teachers Ihsan Mustofa; Heri Kuswara; Rosmawati Rosmawati; Enita Rosmika
Nidhomul Haq : Jurnal Manajemen Pendidikan Islam Vol 8 No 2 (2023): Management of Islamic Education
Publisher : Program Studi Manajemen Pendidikan Islam Institut Pesantren KH Abdul Chalim Mojokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31538/ndh.v8i2.3778

Abstract

Computers have very multi-tasking functions. Computers can help complete various jobs, one of which is that they can be used in the teaching and learning process. With the sophistication of hardware and software on computers, teachers can present attractive, interesting, and fun learning methods and models. Unfortunately, not all teachers can make the most of computers as a solution in their teaching and learning process. One of them happened to teachers who were members of the Nahdlatul Ulama Teachers' Association (Pergunu) in Lampung Province. Therefore, the Regional Board of the Nahdlatul Ulama Teachers Association of Lampung Province has carried out computer training program activities for Gunu teachers. To determine the extent to which the success of this training can be felt by the participants, researchers conducted research on this computer training program using the Kirkpatrick model or what is known as the Kirkpatrick Four Levels Evaluation Model, namely evaluating the effectiveness of Kirkpatrick's training program by evaluating training programs based on four stages of evaluation, namely: 1) reaction, 2) learning, 3) behavior, and 4) results. This evaluation was carried out as an effort to improve computer training programs in the future so as to be able to increase the competency capacity of teachers in optimizing computers as a means of successful learning. The results of the research that has been carried out on this Computer Training Program, meanwhile, show that participants get the benefits to be applied in the learning process.
COMPARISON OF ADALINE AND HEBBIAN ALGORITHMS ON PATTERN RECOGNITION WITH QUANTUM COMPUTING APPROACH Taufik Baidawi; Heri Kuswara; Muhammad Ridwan Effendi; Solikhun Solikhun
JITK (Jurnal Ilmu Pengetahuan dan Teknologi Komputer) Vol. 10 No. 1 (2024): JITK Issue August 2024
Publisher : LPPM Nusa Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/jitk.v10i1.4941

Abstract

In this research, a quantum computational approach was employed to enhance the Adaline and Hebbian algorithms. A comparative analysis of these algorithms was conducted, focusing on their performance, specifically the accuracy of test outcomes. The investigation was carried out utilizing a hepatitis prediction dataset comprising data related to individuals diagnosed with hepatitis, with observations on whether they were alive or deceased. The dataset encompassed 19 distinctive symptoms, with 18 symptoms utilized for hepatitis pattern recognition and ten symptoms employed as simulated test data for the Adaline and Hebbian algorithms integrated with quantum computation methodologies. The findings of the study revealed advancements in the Adaline and Hebbian algorithms, as influenced by the integration of a quantum computational framework. Notably, the simulation testing outcomes exhibited a remarkable accuracy rate of 100% for both the Adaline and Hebbian algorithms. Consequently, the results underscore the comparable performance of the two algorithms, highlighting their identical accuracy levels.