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Induksi Teknologi Media Pembelajaran Interaktif Sebagai Sarana Peningkatan Proses Pembelajaran dan Manajemen Evaluasi Siswa Indah Nofikasari; Fajar Suryani; Margareta Evi Yuliana
Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstorming Vol 2, No 2 (2019): Jurnal Abdimas PHB : Jurnal Pengabdian Masyarakat Progresif Humanis Brainstormin
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (650.057 KB) | DOI: 10.30591/japhb.v2i2.1442

Abstract

Tujuan kegiatan pengabdian ini adalah melakukan induksi teknologi yang terdiri dari Aplikasi Pembelajaran Interaktif dan Menarik berbasis multimedia serta manajemen  administrasi hasil evaluasi siswa. Kegiatan ini untuk  meningkatkan  proses   pembelajaran  dan  manajemen  evaluasi  siswa. Kegiatan Induksi teknologi dilakukan dalam lima  tahap  yaitu (1) Penyusunan Materi, (2) Pelatihan, (3) Persiapan peralatan, Desain Sistem dan  Implementasi Program, (4) Pendampingan dan (5) Monitoring. Pendekatan yang dilakukan untuk proses penyusunan materi dan pelatihan adalah  pendekatan  konsep  proses  pembelajaran interaktif berbasis multimedia. Pendekatan yang digunakan untuk proses pendampingan adalah pendekatan Project pembuatan materi   pembelajaran interaktif berbasis multimedia. Pendekatan  yang digunakan untuk  kegiatan  monitoring  adalah  problem solving. Kegiatan ini mitra dikenalkan dengan teknologi dan cara menggunakan aplikasi yang akan diimplementasikan dan manajemen evaluasi hasil pembelajaran siswa menggunakan Microsoft excel dan Microsoft word. Proses   implementasi   media pembelajaran  interaktif  yang  terdiri  dari  pembuatan  aplikasi  pembelajaran  berbasis multimedia  dan  manajemen  evaluasi  hasil  pembelajaran  siswa  akan  dilakukan  oleh mitra dengan pendampingan dari tim pengabdian. Kegiatan pengabdian ini adalah implementasi media pembelajaran interaktif berbasis   multimedia yang meliputi pembuatan aplikasi pembelajaran interaktif berbasis multimedia,  mengedit  gambar  dan  video,  publish aplikasi ke media penyimpanan dan perbaikan manajemen evaluasi hasil pembelajaran siswa. Kata kunci : Pembelajaran, Interaktif, Evaluasi, Manajemen
Sistem Deteksi Dini Jenis Perilaku Attention Deficit Hyperactivity Disorder Berdasarkan Diasnogtic and Statistical Manual of Mental Disoders Fajar - Suryani; Ardymulya Iswardani
Jurnal Informatika Upgris Vol 4, No 1: Juni (2018)
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/jiu.v4i1.2337

Abstract

The ADHD  is a hyperactive individual and tends to respond excessively. In identification, the therapist only observes the child's development. The results of the therapist's observation will show that the child has ADHD Collection of characteristics in the identification and intervention based on the literature and questioner.The tracking method used is forward chaining and the method of calculating the certainty value is certainty factor. The result of the research is a web-based ADHD identification system .Application was made to help parents and therapists in identifying ADHD, on test data that resulted in hyperactive child identified with 98.953% confidence level percentage, inatentive with confidence percentage of 83.354% and impulsivity with percentage of confidence 92,067 %Keywords: System, Expert, ADHD, Forward Chaining, Certainty Factor
Implementasi Algoritma Sequential Search Pada Aplikasi Ensiklopedia Dermatologi berbasis Mobile Agustina Srirahayu; Fajar Suryani
Jurnal Infokes Vol 11 No 1 (2021): Jurnal Ilmiah Rekam Medis dan Informatika Kesehatan
Publisher : Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Encyclopdia Dermatology contains various lists of skin diseases, of course terms that some people find difficult to understand. Search for the term skin disease in the essence of health can be done in this dermatology encyclopedia application, with search keywords for symptoms, skin rashes and location, as well as based on alphabetical order of the name of the skin disease. Search keywords can be written in the search field found in the Disease Menu. There are several types of search algorithms, one of which is the sequential search algorithm. Sequential search was chosen because this method performs sequential linear searches that compare keywords with elements that have been stored in the database. These elements are stored in the form of an array data. There are three stages in the process of the sequential search algorithm method until the search process is complete. The results of the research have been tested with the black box method where all activities are successful and successful according to the needs of the implemented application functionality.
Designing of Learning Media in Productive Lesson by Using Human Computer Interaction (HCI) Approach Agustina Srirahayu; Arifki Dimas Sulistianto; Fajar Suryani
Proceeding of International Conference on Science, Health, And Technology Proceeding of the 1st International Conference Health, Science And Technology (ICOHETECH)
Publisher : LPPM Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (2207.781 KB) | DOI: 10.47701/icohetech.v1i1.799

Abstract

State Vocational School 1 Miri opened the department of multimedia with one of the productive subjects of multimedia learning competencies including Image Capturing Production, Graphic Design Printing, Audio Video, 2D and 3D Animation, PKK (Entrepreneurship Creative Products), and Computer Assembly. Productive subjects 2D and 3D animation is one of the applied subjects of theoretical practice that focuses on the application of tweening animation techniques. To produce a good animated film, learning theory and practice given in class is not enough, additional materials and tools are needed that are interestingly packaged and can be used as learning media for students to better understand how to make the right animation. Android-based learning media design aims to produce an application interface that is easy to use, comfortable, and easy for users to operate the learning media. The design of instructional media with the HCI approach helps the developer in achieving user friendly designs according to HCI factors in Mobile-based applications. Based on observations made in class XI MM 2 with a total of 36 students, all students already have an Android smartphone. Seeing this potential, learning media by utilizing smartphones is by making an Android-based learning media design.
Pengembangan Sistem Pembayaran Menggunakan Model Prototype pada SMK Mandala Bhakti Surakarta Moh. Muhtarom; Fajar Suryani
Politeknosains Vol 17 No 2 (2018): Jurnal Politeknosains Volume 17 Nomor 2 - September 2018
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM) Politeknik Pratama Mulia Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (712.464 KB)

Abstract

Progress of a business activity, especially in the field of finance at educational institutions, can be seen from the financial statements of educational institutions. Financial information in the world of education also plays an important role in addition to the quality or quality of education produced in an educational institution itself. To know the condition of an institution's treasures or finances, it is necessary to make periodic financial reports. This research has purpose to develop information system of student payment by using prototype model and also implement information system of student payment at SMK Mandala Bhakti Surakarta. The description of the research that is carried out is problem identification, problem analysis, needs analysis, and the design of student payment information system. System design using Data Flow Diagram (DFD) and programming language used is Visual FoxPro 9.0. This research will produce a prototype of student payment information system at SMK Mandala Bhakti which includes student data processing, SPP payment, payment per class, transaction data, and print recap of payment in the form of certain reports.
Aplikasi Jimpitan Berbasis Mobile pada Perumahan Tantular Songgolangit Agustina Srirahayu; Fajar Suryani
Jurnal DutaCom Vol 16 No 1
Publisher : Fakultas Ilmu Komputer Universitas Duta Bangsa Surakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47701/dutacom.v16i1.2559

Abstract

Salah satu norma yang wajib dilaksanakan oleh warga tantular adalah ronda malam. Kewajiban ronda malam warga tantular adalah membayar jimpitan setiap hari. Uang jimpitan tersebut dikumpulkan oleh warga yang terjadwal ronda, nantinya uang tersebut sebagai modal dalam pembangunan sosial secara mandiri. Jadi kegiatan ronda malam mendapatkan aktivitas wajib dan terkontrol kinerjanya dengan mengumpulkan dana jimpitan. Aplikasi berbasis mobile ini dirancang sangat sederhana, pengguna hanya perlu mencatat dan meng-entry besaran dana penerimaan jimpitan. Laporan penerimaan iuran jimpitan ini berupa file Excel yang dapat di filter berdasarkan periode waktu. Aplikasi berbasis mobile ini dibangun menggunakan databases MySQL dan Bahasa pemrograman PHP dengan menggunakan framework bootstrap. Basis aplikasi ini adalah mobile view dengan hak akses pengguna ada dua yaitu warga dan admin. Metode penelitian diringkas dalam bagan fishbone dengan hasil implementasi aplikasi jimpitan tantular untuk warga RT 4 RW 5 Desa Gentan, Kecamatan Baki, Kabupaten Sukoharjo, Provinsi Jawa Tengah. Pengujain sistem juga dilakukan dengan metode blackbox testing dengan hasil pengujian berhasil dan pengujian usabilitas dengan hasil aplikasi mudah dipahami dengan tingat 70,9%