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Searching Optimal Route for Public Transportation Of Palembang City Using A*Algorithm Fithri Selva Jumeilah
ICON-CSE Vol 1, No 1 (2014)
Publisher : ICON-CSE

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Abstract

Palembang is the capital city South Sumatra Province as well as big city. For a big city, transportation is a critical issue for society as well as its tourist. This study develops an optimal route search system using A * algorithm. A * algorithm using nearest distance estimates to achieve goals and have a heuristic value that is used as a basis for consideration. The resulting software is capable of finding the optimal transportation solution in the Palembang area so that people can get information easily and the accuracy of the application by 91.8%.
Implementasi Algoritma Genetika pada Penjadwalan Job Shop Fithri Selva Jumeilah
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 1 No 2 (2015): JATISI MARET 2015
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (525.381 KB) | DOI: 10.35957/jatisi.v1i2.39

Abstract

In the industry to create a product is divided into several processes and each process requires a different machine to process during a certain time unit. If not scheduled properly, it will take a long time to produce. Scheduling is the process of determining a resource that will process the job with a certain order for a certain time. The more jobs and machines, the more difficult transfers. Good scheduling is who has the time or the completion of all work is often referred to (makespan) and the smallest waiting time machine. To obtain the best schedule quickly it takes a scheduling application that implements a genetic algorithm. This study uses metododologi software development Rational Unified Process. From the results of this study showed that the schedule generated by the genetic algorithm approach is best scheduling. This is evidenced by the results of tests resulted in the percentage accuracy of 94.3%.
Layanan Informasi Pembayaran Biaya Kuliah Berbasis SMS Interaktif Pada Sekolah Tinggi XYZ Fransiska Prihatini Sihotang; Fithri Selva Jumeilah
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 4 No 2 (2018): JATISI MARET 2018
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (320.637 KB) | DOI: 10.35957/jatisi.v4i2.95

Abstract

Sekolah Tinggi XYZ is one of the college that already use e-learning. This system used by lecturers, students, and administrators. Lecturers and students use the system to support the learning and teaching process. Administrators use it to submit information related to academics such as lecture schedules, exam schedules, payment announcements, and more. Every semester, the administrator will announce the payment information of the Biaya Pengembangan Pendidikan (BPP) and the Satuan Kredit Semester (SKS) fee in accordance with the predefined schedule. The announcement was only up to the students and not yet reached the parents. Until now parents of students are still not familiar with the use of the internet so they can not access e-learning website. Therefore, there are still many students who are late in making payments. Late payment may cause the student to pay a penaltyor postpone the college. To prevent this, an information system is created to disseminate payment schedule information via SMS gateway. The system will be built using Gammu as the SMS gateway server and using the Ruby on rails framework. With this system the payment schedule information will arrive directly to the student's parents. If parents wants to ask about the payment schedule, parents simply send SMS in accordance with the format that has been determined.
SOSIALISASI PENGUNAAN APLIKASI KAMUS DIGITAL BAHASA BASEMAH Ariansyah Saputra; Azwardi; Fithri Selva Jumeilah; Nadilah
Aptekmas Jurnal Pengabdian pada Masyarakat Vol 7 No 3 (2024): Aptekmas Volume 7 Nomor 3 2024
Publisher : Politeknik Negeri Sriwijaya

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Abstract

Saat ini seiring berkembangnya teknologi telah banyak aplikasi yang diciptakan untuk membantu manusia dalam kegiatan dan kebutuhan sehari-hari. Otomatisasi adalah proses penerapan teknologi untuk membantu manusia melaksanakan aktifitas manual. Pemanfaatkan teknologi ini bertujuan agar aktifitas dapat terbantu meskipun terbatas jarak dan waktu. Salah satunya adalah dokumentasi Bahasa daerah seperti Bahasa Basemah yang tidak mengenal waktu. Saat ini dokumentasi Bahasa Basemah telah menggunakan aplikasi android. aplikasi ini memungkinkan proses dokumentasi dan akses dapat dilakukan secara otomatis dan tidak terbatas oleh jarak dan waktu. Hal ini disebabkan, aplikasi ini dapat digunakan dari perangkat smartphone masing-masing sehingga dapat diakses dari mana saja dan kapan saja. Kegiatan sosialisasi ini diawali dengan pengamatan awal, analisis kebutuhan, kemudian pemasangan alat, sosialisasi penggunan alat dan evaluasi kegiatan. Dari hasil evaluasi sosialisasi ini di dapatkan bahwa peserta memahami cara kerja alat dan aplikasi mencapai 81%.
Implementasi MDLC Dalam Pembuatan Video Profile Sekolah Dasar Negeri 136 Palembang Aziz, Muhammad Abdul; Ahyar Supani; Fithri Selva Jumeilah
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 1 (2024): Jurnal Teknologi Informatika Multimedia Digital
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14233909

Abstract

From the progress of the times that have developed, there are now many ways to spread information from one party to another intended party, especially in promoting something to attract people's attention. Sekolah Dasar Negeri 136 Palembang is one of the elementary schools located at the address Jl. KH. Ahmad Dahlan 26 Ilir, Bukit Kecil District, Palembang City. In doing promotion, Sekolah SD Negeri 136 Palembang already has several forms of promotional media, especially profile video. But the profile video owned by Sekolah SD Negeri 136 Palembang has several weaknesses such as videos that have been made for a long time, unstable videos (have a lot of shaking), poor video quality, and unclear audio volume. So, an update is needed so that the information submitted is more accurate and in accordance with the latest school conditions and can better attract the attention of prospective students and parents of prospective students at Sekolah SD Negeri 136 Palembang
Pengembangan Media Interaktif Pengenalan Organ Tubuh Manusia di SDN 16 Tanjung Batu Kabupaten Ogan Ilir Menggunakan Metode MDLC Mutaz, M. Wadjie; Yulian Mirza; Fithri Selva Jumeilah
Jurnal Teknologi Informatika Multimedia Digital Vol 1 No 2 (2024): September
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.14234899

Abstract

Jurnal ini membahas pengembangan media interaktif sebagai sarana pembelajaran untuk siswa sekolah dasar. Fokus penelitian adalah mengadaptasi subtema mengenai Organ Tubuh Manusia dan Hewan dalam buku tematik. Metode yang digunakan dalam pengembangan media interaktif adalah MDLC (Model Development Life Cycle). Tujuan utama dari jurnal ini adalah untuk meningkatkan pemahaman siswa tentang struktur dan fungsi organ tubuh manusia secara visual dan interaktif
A Unity-Based Android Educational Game as an English Learning Media for SMPN 2 Palembang: Game Edukasi Android Berbasis Unity Sebagai Media Pembelajaran Bahasa Inggris SMPN 2 Palembang Niken Rulian Suci, Niken Rulian Suci; Azwardi; Fithri Selva Jumeilah
Jurnal Teknologi Informatika Multimedia Digital Vol 2 No 1 (2025): Maret
Publisher : Teknik Komputer Politeknik Negeri Sriwijaya

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Abstract

Mastering English is crucial as it is an international language. In Indonesia, English lessons have been included in the curriculum from an early age. However, some teaching methods are not aligned with the learning media used, making certain concepts difficult for students to understand. This can hinder their comprehension and proficiency at the early stages, which may affect their ability to acquire more complex language skills in later learning stages. To address this issue, this study develops an educational game as a learning medium with supporting features. The game development follows the Multimedia Development Life Cycle (MDLC) method, which consists of six phases: concept, design, material collection, assembly, testing, and distribution. Unity is used as the game engine. The research findings indicate that the educational game achieves an N-Gain of 67.98%, which falls under the "Moderately Effective" category. These results suggest that educational games can be a viable tool to enhance students' language learning experiences and comprehension.