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EVALUASI PERFORMA WEBSITE BERDASARKAN PENGUJIAN BEBAN DAN STRESS MENGGUNAKAN LOADIMPACT (STUDI KASUS WEBSITE IAIN SALATIGA) Agung Suprapto; Dimas Sasongko
Network Engineering Research Operation Vol 6, No 1 (2021): NERO
Publisher : Universitas Trunojoyo Madura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21107/nero.v6i1.198

Abstract

Penelitian ini menyajikan hasil pengujian beban dan stress pada website IAIN Salatiga menggunakan tools Loadimpact. Penelitian dilakukan dengan empat tahap utama yaitu: observasi traffic website, perancangan skenario pengujian beban website, pengujian beban website, dan analisis data hasil pengujian beban website. Berdasarkan hasil pengujian yang sudah dilakukan pada website IAIN Salatiga hasilnya adalah (i) tidak ditemukan adanya kegagalan HTTP pada website IAIN Salatiga, (ii) konsumsi CPU tertinggi berada pada tingkat yang sangat baik yaitu sekitar 6 - 11%, dan (iii) konsumsi memory berada pada tingkat yang sangat baik yaitu sekitar 2 - 4%. Walaupun terdapat temuan permasalahan bottleneck saat pengujian dengan jumlah virtual user 50 dan durasi pengujian 5 menit, namun secara keseluruhan tidak menjadi permasalahan serius pada website IAIN Salatiga. Penelitian yang dilakukan masih memiliki keterbatasan yaitu aplikasi yang digunakan pada penelitian ini masih menggunakan versi free, sehingga masih memiliki keterbatasan pada penggunaan jumlah virtual user, durasi waktu pengujian, dan lokasi pengujian. Hasil penelitian ini dapat digunakan oleh akademis dan praktisi pada bidang kajian evaluasi website dan temuan dari penelitian ini dapat menjadi perhatian bagi pengembang website dalam membangun sebuah website.
Pengembangan Pemasaran UMKM Asih Di Kabupaten Magelang Dengan Memanfaatkan Digital Marketing Dimas Sasongko; Putri Mega Yuliawati; Ramona Nurhidayah; Ryan Ghafala Utomo; Anjas Setyawan; Kurnia Suciati
Jurnal Pengabdian Masyarakat IPTEKS Vol 7, No 1 (2021): JURNAL PENGABDIAN MASYARAKAT IPTEKS
Publisher : Universitas Muhammadiyah Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32528/jpmi.v7i1.3943

Abstract

Usaha Mikro Kecil Menengah (UMKM) memiliki peran penting dalam pertumbuhan perekonomian sebuah negara dan memiliki kesempatan untuk menyerap tenaga kerja sehingga perlu untuk dikembangkan. UMKM Asih menjual gula kacang dengan rasa yang manis dan berlokasi di Kecamatan Salam, Kabupaten Magelang, Provinsi Jawa Tengah. Masalah yang dihadapi oleh UMKM Asih yaitu packaging masih sederhana, pemasaran produk masih tradisional, pemasaran produk masih mencakup wilayah tertentu dan belum adanya promosi produk. Solusi dari masalah yang dihadapi oleh UMKM Asih adalah membuatkan akun media sosial, pembuatan branding, pengemasan barang, dan memposting foto produk. Metode penyelesaian masalah dalam program PKM dengan metode penyelesaian berupa pelatihan dan pendampingan tentang Digital Marketing. Kegiatan PKM menghasilkan packaging, logo, dan media sosial yang dapat digunakan UMKM Asih untuk menarik minat pembeli. Pelatihan dan pendampingan dilakukan secara intensif untuk memastikan UMKM Asih dapat menggunakan secara maksimal hasil luaran PKM. 
Pelatihan Manajemen Website Sekolah Bagi Guru SMK Muhammadiyah 2 Mertoyudan Kabupaten Magelang Dimas Sasongko; Ardhin Primadewi
Prosiding University Research Colloquium Proceeding of The 11th University Research Colloquium 2020: Bidang Pengabdian Masyarakat
Publisher : Konsorsium Lembaga Penelitian dan Pengabdian kepada Masyarakat Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1120.03 KB)

Abstract

Permasalahan yang dihadapi oleh mitra pengabdian masyarakat adalah guru dan karyawan kesulitan untuk melakukan update konten/informasi pada website yang dimiliki oleh SMK Muhammadiyah 2 Mertoyudan karena tidak memiliki kompetensi manajemen website. Tujuan kegiatan pengabdian masyarakat yang dilaksanakan adalah meningkatkan kompetensi Teknologi Informasi dan Komunikasi guru dan karyawan SMK Muhammadiyah 2 Mertoyudan khususnya manajemen website. Melalui kegiatan ini diharapkan guru dan karyawan akan memiliki keterampilan untuk menyampaikan informasi seperti pengumuman, publikasi kegiatan, dan promosi tentang sekolah melalui website sekolah. Permasalahan yang terjadi diselesaikan dalam lima tahap kegiatan yaitu sosialisasi, pelatihan, pendampingan, monitoring evaluasi, dan pelaporan. Pelaksanaan pengabdian masyarakat menggunakan metode transfer ilmu pengetahuan kepada mitra melalui pelatihan, pendampingan, dan penugasan. Hasil kegiatan pelatihan menunjukkan keberhasilan, ditunjukkan dengan hasil kuesioner pelatihan yang menunjukkan nilai sangat baik dan adanya respon positif dari peserta dalam tingkat keberhasilan menyelesaikan penugasan.
Pembuatan alat deteksi suhu tubuh untuk jamaah masjid sebagai pencegahan penyebaran COVID-19 di rumah ibadah Agung Kridoyono; Aris Sudaryanto; Dimas Sasongko; Muhammad Wali; Budi Yanto; Novica Ogidia Bella
Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Vol 5, No 3 (2022): In progress (November)
Publisher : University of Islam Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33474/jipemas.v5i3.15031

Abstract

ESPCam Control Using Telegram on ESP32 Microcontroller-Based Security Camera Systems Aris Sudaryanto; Dimas Sasongko; Agung Kridoyono; Rizqi Putri Nourma Budiarti; Savilla Tifania Mahadewi; Feby Ade Arvianto
TEKNOLOGI DITERAPKAN DAN JURNAL SAINS KOMPUTER Vol 5 No 2 (2022): December
Publisher : Universitas Nahdlatul Ulama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33086/atcsj.v5i2.3760

Abstract

A security camera must be easy to control, because users need to be able to monitor and control it even when they are in another place. To accommodate this need, security cameras are generally controlled by a computer, then the data is sent to a web server that can be accessed by users. However, the system is quite complicated because it still requires a computer, as well as the additional cost of renting a website server. In this study, computer functions were replaced with the ESP32 microcontroller, and the website server as well as the application interface was replaced with the Telegram BOT. The ESP32 microcontroller was chosen because its function is almost the same as a computer, while the Telegram BOT can be used free of charge. This study focuses on testing the success rate of the system in responding to commands given via the Telegram BOT, with the type of command connecting the Telegram BOT with ESPCam, turning on or off the LED flash, taking pictures, and the combination. Based on the tests that have been carried out for all existing command combinations, with each test being repeated 25 times, it was found that the success rate of the system reached 84.67%.
Implementation of the prototyping method in the development of information systems (case study: pelangi laundry) Ade Ragil Bintoro; R. Arri Widyanto; Dimas Sasongko
Borobudur Informatics Review Vol 2 No 2 (2022): Vol 2 No 2 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/binr.6968

Abstract

Laundry Pelangi is an individual company engaged in laundry services. Laundry Pelangi is located in Rejosari RT 01 RW 09 Mungkid, Magelang Regency. Currently, Laundry Pelangi's transaction notes and income reports are still done manually using paper-based notes. The manual process has many shortcomings, including inaccurate recording or missing records. This research will develop a laundry information system to help make it easier for employees to manage data and function to create a service feature in the form of free laundry. The method used in the development of this system is the prototyping method, namely identifying user needs, making prototypes, testing prototypes, improving prototypes, developing production versions. Through the development of this system, the transaction ordering process and income report data can be stored properly. The results of the overall test conducted by consumers, employees, and owners obtained a value of 92.11%, which means it is very feasible. It is concluded that the system built can make it easier for employees to process input transactions, print notes and print consumer cards, while consumers make it easier to order laundry and monitor laundry status.
PENERAPAN METODE ADDIE PADA PENGEMBANGAN KOMIK INTERAKTIF SEBAGAI MEDIA EDUKASI KEAMANAN DATA PRIBADI BAGI ANAK Dimas Sasongko; Septiyati Purwandari
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 4 No. 2 (2023): Jurnal Indonesia : Manajemen Informatika dan Komunikasi (JIMIK)
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) AMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jimik.v4i2.267

Abstract

In 2020 there was an increase in internet users from the elementary school level, reaching 35.97%. Children's activity in cyberspace has negative impacts, such as the personal data they have can be spread, and there is a great potential for violations of children's rights. They become targets or victims of cybercrime. According to UNICEF data, in 2017, there were five million child profiles and accounts that hackers in the digital world stole. More and more children are using the Internet, but education regarding personal data security with media that suits children's needs is still limited. Therefore, this research will design, design, and build Android-based interactive comics that will be used as educational media for children about personal data security. This research aims to familiarize oneself with personal data security and protection strategies. The specific objective of this study is to make comics by compiling storyline scenarios according to everyday life practices. This research uses the ADDIE method (Analysis, Design, Development, Implementation, Evaluation). This research produces a collection of comic strips about personal data security packaged in an Android-based application. Based on the test, the perspective of test participants regarding interactive comic applications is that they have acceptability ranges in the acceptable category, have a grade scale with category C, and have an adjective rating with the good category.
Implementasi Rule-Based System untuk Mengidentifikasi Status Aktivitas Fisik Mingguan dalam Platform Pelaporan Web untuk Siswa Sekolah Dasar Aslam Dafa Fauzan; Purwono Hendradi; Dimas Sasongko; Endah Ratna Arumi; Emilya Ully Artha
JESII: Journal of Elektronik Sistem InformasI Vol 4 No 1 (2026): Journal of Elektronik Sistem InformasI - JESII (DECEMBER)
Publisher : Departement Information Systems Universitas Kebangsaan Republik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31848/jesii.v4i1.4731

Abstract

Low levels of physical activity and increasing sedentary behavior among elementary school students make it difficult for teachers and parents to monitor children’s physical activity when records are still kept manually. This study aims to develop a web-based physical activity reporting system that supports the process of recording, summarizing, and monitoring students’ physical activity on a daily and weekly basis. The study used the Waterfall development model, which includes needs analysis through observation and interviews, system design, implementation, and testing. The system was developed using Laravel, PHP, and a MySQL database. To determine students’ physical activity status, the system employs a Rule-Based System (RBS) based on World Health Organization (WHO) recommendations, whereby students are categorized as “Active” if their total physical activity duration reaches at least 420 minutes per week and as “Inactive” if it falls below that threshold. System verification was conducted through functional and integration testing, as well as a comparison between the system’s classification results and manual calculations using five test data scenarios. The test results showed a 100% level of agreement between the system’s output and manual calculations, including in boundary condition testing at 420 minutes per week. The developed system provides a structured mechanism for recording, reporting, and monitoring students’ physical activity, thereby supporting teachers and parents in obtaining more documented and systematic information about students’ physical activity.
SERIOUS GAMES BERBASIS ROLE PLAYING GAME UNTUK MENGUKUR POTENSI PERILAKU CYBERBULLYING PADA SISWA SEKOLAH MENENGAH PERTAMA Miftahul Munawaroh; Purwono Hendradi; Dimas Sasongko; Andi Widiyanto; Mukhtar Hanafi
Jurnal Fakultas Teknologi Informasi Vol 8 No 2 (2026): BIMASAKTI
Publisher : Prodi Teknik Informatika, Fakultas Sains dan Teknologi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/bimasakti.v8i2.14400

Abstract

Cyberbullying among junior high school students is a problem that is difficult to identify early because it occurs in the digital space and is hidden. This article aims to develop and test an educational game based on a Role Playing Game (RPG) as an instrument to measure the potential for cyberbullying behavior in junior high school students. The study used a Research and Development method that includes needs analysis, system design, application development, and product dissemination. The game was developed based on the Illinois Bully Scale indicators implemented in 18 interactive scenarios with a standardized decision-making mechanism and scoring system. Evaluation was carried out through expert validation using the Technology Acceptance Model, which includes aspects of perceived usefulness, attitude toward using, system relevance, and interface clarity. The results show that the developed educational game is considered feasible and relevant as a technology-based assessment medium to identify potential cyberbullying behavior and support educational management at the junior high school level.
RPG-Based Educational Game for Personal Data Security Awareness in Elementary School Students: A Design and Usability Study Muhamad Rizal Fahlefi; Uky Yudatama; Dimas Sasongko; Nuryanto Nuryanto; Setiya Nugroho; Purwono Hendradi
Journal of Information Technology and Cyber Security Vol. 4 No. 1 (2026): January
Publisher : Department of Information Systems and Technology, Faculty of Intelligent Electrical and Informatics Technology, Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jitcs.133044

Abstract

As more and more elementary school-aged children use the internet, they are more likely to be exposed to cybersecurity threats, especially when it comes to keeping their personal information safe. Various educational media have been developed to introduce cybersecurity concepts to children, but most remain passive and do not engage children in simulated real-life digital risk situations. This research addresses this gap by proposing an RPG-based educational game that integrates personal data security concepts into gameplay missions tailored to the cognitive characteristics of children aged 10–12. The goal of this study was to create and assess an educational game that could serve as a substitute learning tool for personal data security. The game was developed using the Game Development Life Cycle framework and implemented using RPG Maker MV. Usability testing involved 20 elementary school students and was carried out through direct observation of 13 game scenes. The success rate indicates the number of students who were able to complete each scene independently. The test results showed that the beginning and end of the game had low success rates, indicating issues with text readability, navigation clarity, and reflective elements. The results showed that iterative improvements in the beta phase improved interface clarity and the gameplay experience. The findings in this study indicate that usability-based improvements have an important role in the design of educational games for children, and RPG-based educational games have the potential to be interactive and contextual personal data security education media.