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Journal : Informatics and Computer Engineering Journal

APLIKASI GAME EDUKASI AYO MENGENAL SHOLAWAT UNTUK ANAK USIA 9 TAHUN BERBASIS ANDROID Aprih Widayanto; Agus Setiawan
Informatics and Computer Engineering Journal Vol 2 No 1 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (431.389 KB) | DOI: 10.31294/icej.v2i1.691

Abstract

Abstract - Sholawat is a reading in Arabic spoken by Muslims as a sign of honor and appreciation to the Prophet Muhammad SAW. In this modern era, sholawat needs to be introduced to everyone, especially for children. In this case, it is necessary to implement media development to introduce easy-to-understand and interesting sholawat in order to motivate children to know about sholawat at an early age, especially in today's era, many young children are already using gadgets. At this time, Sholawat has been widely introduced through videos uploaded on social media YouTube. But here the author wants to introduce sholawat through interactive educational game application media and with visuals that are more attractive, simple, easy to use. The author uses research methods, observation, interviews and literature study so that later in making the application more systematic and efficient. The educational game application is packaged in a more modern way by following current technological developments, making it faster to be recognized by all users of this educational game application Keywords: Sholawat, Applications, Educational Games
Sistem Pendukung Keputusan Pemilihan Vendor Pengadaan Barang Dan Jasa Pada Perumda Pasar Jaya Dengan Menggunakan Metode Analytical Hierarchy Process Abdul Malik Yasin; ragil wijianto; Aprih Widayanto
Informatics and Computer Engineering Journal Vol 2 No 2 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i2.792

Abstract

Procurement of goods and service selection is one of the most important activity in a company. Vendor selection is a multi criteria problem which includes legality, financial statements, address checking, price and production capacity. For thus reason selecting the best vendor will affect a lot on desired working quality expectation. Analytical hierarchy process (AHP) can be utilized as one of effective method, by this means the value from a critieria of selection are not defined at the beginning but through priority scales formula (level of importance). This research was conducted at Perumda Pasar Jaya who will develop a partnership with PT. Damai Prima Tangguh, PT. Han awal, and PT. Rekan Sukses Sejahtera to complete a project According to the result of priority scales (level of importance) value research in vendor selection, PT Damai proma tangguh is chosen as the first by employee with 0,514 value score, the second one to be chosen is pt han awal with 0,274 value score, and the last place is pt rekan sukses sejahtera with 0,208 vakue score. The ideal vendro According to the analysis above is PT Damai Prima Tangguh. Keywords: Vendor selection, Analytical Hierarchy Process (AHP), Best vendor
GAME EDUKASI MENGENAL KEBUDAYAAN BANGSA BERBASIS ANDROID Aprih Widayanto; Saifudin Saifudin; Fajar Julianto
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1704

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Abstracts - With so many foreign cultures entering and more and more people adapting foreign cultures, fewer people are familiar with the culture of the Indonesian people. Therefore, introducing national culture to the younger generation is very important to maintain and preserve national culture as the identity of the Indonesian nation. In this final project, an educational game called Petualangan Si Nau was developed with some assets made using Adobe Photoshop software and some downloaded from the Internet and the game engine used is Construct 2 software and does not use a special programming language because all commands used in the game are set. using EvenSheet which consists of Event and Action. The mechanism in the game developed is almost the same as platformer games in general, namely passing obstacles, collecting items, and achieving a goal at each level in the game. But the difference is, this game adds educational elements such as answering questions and so on. The educational game Petualangan Si Nau was built using the game engine Construct 2 and exported using the Cordova CLI, All the features contained in the educational game Petualangan Si Nau can function as expected, The educational game Petualangan Si Nau is a place or media to introduce traditional culture that exist in Indonesia to the younger generation, With the educational game Petualangan Si Nau students will find it easier to learn about traditional culture in Indonesia. Keywords: National Identity, Culture, Educational Games
PEMBUATAN GAME “TEBAK GAMBAR HEWAN” UNTUK ANAK SD KELAS 3 BERBASIS ANDROID Aprih Widayanto; Wahyu Nur Pradana Pradana
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1786

Abstract

Abstracts - The goal to be achieved in this Final Project is to create an animal-themed educational game by guessing pictures as the main gameplay element that can be run on Smartphone media. This is motivated by the unavailability of all animals in the children's residence and the absence of an educational park or zoo in the children's neighborhood. By using games as a medium for learning animal names, the author will make the learning process to recognize animal names more interesting. There are many things to learn and need to know in the process of making this Guess the Picture: World of Animals game. The first of course is the selection of the type of animal and the animals in it, the next is to make the design concept, of course all the design concepts in this game will be adjusted to the goals and themes, then the next process is to create or search game assets based on the concepts that have been selected and make preparations into the program (software) that has been selected. Here the author uses a main software, namely Construct2 which is a game designer application that uses HTML5 as its programming language. Keywords: Game, Education, Animal, Construct2, HTML5
SISTEM INFORMASI POSYANDU DESA SALAWANGI KABUPATEN MAJALENGKA BERBASIS WEBSITE Aprih Widayanto; Yogi Adiyanto
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.2267

Abstract

Posyandu is a basic health activity organized from, by and for the community assisted by health workers. Posyandu is one of the Community-Based Health Efforts (UKBM). So, Posyandu is a self-help activity from the community in the health sector with the person in charge of the village head. The concept of Posyandu is closely related to cohesiveness. The integration referred to includes integration in the aspects of the target, aspects of the location of activities, aspects of the organizing officer, aspects of data and so forth. (MOH RI, 2012: 1). Internet technology can be utilized to gain access to Posyandu information. Data can be stored online so that it can be accessed by the people who are members of the group. A web-based posyandu information system is needed to make this happen. This system is used by Posyandu cadres to record data on posyandu activities. Then it can be accessed by residents to get information about posyandu activities. Internet technology is needed to access information without being bound by place and time. It is hoped that with this web-based Information System, data recording is more easily done by posyandu cadres and information on posyandu activities can be accessed easily by the community. Keywords : Information Systems, Posyandu, Web-Based, Internet
Komparasi K-Nearest Neighbors (KNN) dan Naive Bayes pada Klasifikasi Sentimen Ulasan Aplikasi Tokopedia di Google Play Store Ragil Wijianto; Pratmanto, Dany; Widayanto, Aprih; Ubaidilah
Informatics and Computer Engineering Journal Vol 5 No 2 (2025): Periode Agustus 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/r1sgr558

Abstract

Ulasan pengguna aplikasi e-commerce di platform seperti Google Play Store merupakan sumber umpan balik vital bagi pengembang, namun volumenya yang masif menyulitkan analisis manual. Penelitian ini bertujuan untuk mengatasi tantangan tersebut dengan melakukan analisis sentimen otomatis pada ulasan aplikasi Tokopedia. Fokus utama adalah mengklasifikasikan sentimen ulasan ke dalam kategori positif dan negatif serta membandingkan secara empiris kinerja dua algoritma klasifikasi populer, yaitu Naive Bayes (NB) dan K-Nearest Neighbors (KNN). Metodologi penelitian mencakup tahapan pengumpulan data ulasan dari Google Play Store, pra-pemrosesan teks ekstensif (termasuk case folding, cleaning, tokenizing, stopword removal, stemming), ekstraksi fitur numerik dari teks, implementasi model NB dan KNN, serta evaluasi komparatif menggunakan metrik Akurasi, F1-Score, dan Area Under the Curve (AUC). Hasil evaluasi pada data uji menunjukkan bahwa algoritma KNN menunjukkan kinerja yang secara signifikan lebih unggul dibandingkan Naive Bayes. KNN berhasil mencapai akurasi sebesar 80.00% dengan nilai AUC 0.865, sementara Naive Bayes hanya mencapai akurasi 71.50% dengan nilai AUC 0.576 yang mengindikasikan kemampuan diskriminatif rendah. Penelitian ini menyimpulkan bahwa KNN merupakan metode yang lebih efektif dan reliabel dibandingkan NB untuk tugas klasifikasi sentimen pada dataset ulasan aplikasi Tokopedia ini, dan menawarkan potensi aplikasi praktis untuk memonitor opini pengguna secara otomatis.