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Pemanfaatan Teknologi E_Commerce dalam Proses Bisnis pada Era Society 5.0 Indra Kanedi; Siswanto Siswanto; Yupianti Yupianti; Venny Novita Sari; Bela Oktavia
Jurnal Dehasen Untuk Negeri Vol 1 No 2 (2022): Juli
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v1i2.2840

Abstract

The development of information technology in the industrial era 4.0 has affected all aspects of life. The growth and development of E-commerce in the community has been felt by all people in all corners of both cities and villages, both among the general public and students. Judging from the many interests in buying and selling online through E-Commerce, it is necessary to prepare competitive human resources through education and training both at school and outside of school. SMK Negeri 2 Bengkulu Tengah is a technology-based vocational school, so it is possible through this school to generate interest for students to understand and learn digital business processes through E-Commerce. The subjects in this service activity were students of SMK Negeri 2 Bengkulu Tengah. The output targets to be achieved in community service activities this time are (1) Students of SMK Negeri 2 Central Bengkulu can understand the use of E-Commerce technology in business processes in the Era Society 5.0, (2) Students of SMK Negeri 2 Bengkulu Tengah are able to describe the influence, readiness and suitability of industry 4.0 with society 5.0, (3) Students of SMK Negeri 2 Bengkulu Tengah can know that through the development and utilization of E-commerce applications in the era of society 5.0 this can improve the economy and trade, because buying and selling transactions can occur anywhere and convenient for customers, reduced transaction costs, information is easy and cheap to obtain as long as within the reach of the internet network.
Simulasi Sistem Otomasi Sederhana Pada Light Emitting Diode (LED) Berjalan di Sekolah Menengah Atas Negeri 6 Kabupaten Kepahyang Yoli Andi Rozzi; Siswanto Siswanto; Devi Sartika; Eko Suryana; Agung Pradana; Nanda Eka Juniawan
Jurnal Dehasen Untuk Negeri Vol 2 No 2 (2023): Juli
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v2i2.4276

Abstract

Community service activities in the form of socialization and practice regarding simple automation system simulations on running Light Emitting Diode (LED) have the aim of providing knowledge and information to students at SMAN 6 Kepahyang Regency so that they gain knowledge about current technological advances. The subjects in this community service activity were students at SMAN 6 Kepahyang Regency. The socialization process is carried out by providing information and hands-on practice in assembling components of a simple automation system simulation on a running Light Emitting Diode (LED). Where the running LED simulation is an example of a simple implementation of a simple automation system from artificial intelligence (Artificial Intelligence). In practice, the system will use the Arduino Uno Microcontroller for data processing. Then the result of this community service activity is that students at SMAN 6 Kepahyang Regency will gain knowledge about current technological advances, besides that students at SMAN 6 Kepahyang Regency are also expected to be able to develop more creative and innovative ideas related to technological developments that exists. The conclusions obtained from carrying out community service activities, especially students at SMAN 6 Kepahyang Regency are in the form of obtaining knowledge and information regarding simple automation systems on Light Emitting Diode (LED) running on the implementation of artificial intelligence (Artificial Intelligence), knowing what electronic components can be used in a simple automation system simulation on a running Light Emitting Diode (LED), practice directly in making a simple automation system simulation circuit on a running Light Emitting Diode (LED). Then through socialization and hands-on practice students at SMAN 6 Kepahyang Regency can gain knowledge so that in the future it is hoped that they will be able to develop more creative and innovative ideas, especially in the field of technology and information advancement.
Determination of Recipients of Livestock Assistance for Villages Using the Simple Additive Weighting Method Anisyah Juniarti; Siswanto Siswanto; Jhoanne Fredricka
Jurnal Media Computer Science Vol 2 No 2 (2023): Juli
Publisher : Fakultas Ilmu Komputer Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v2i2.3945

Abstract

Decision support systems are systems capable of providing data and information. In today's digital and globalization era, where the need for fast, precise and accurate information is very important. What's more, currently various public and private agencies will develop their businesses, one of which is to make changes by utilizing sophisticated technology such as computers as a substitute for human labor, The simple additive weighting method is one of the methods used to solve the problem of fuzzy multiple attribute decision making (FMADM). The simple additive weighting (SAW) method is a method used to find optimal alternatives from a number of alternatives with certain criteria. The result of this research is a software that adopts the SAW method which is able to assist the agriculture and animal husbandry department for decision making in determining recipients of livestock assistance every year.
Implementation of Forecasting Sales of Electronic Goods Using the Semi Average Method at Alex Electronics Store Merwin Afrizal; Siswanto Siswanto; Aji Sudarsono
Jurnal Media Computer Science Vol 2 No 2 (2023): Juli
Publisher : Fakultas Ilmu Komputer Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v2i2.4433

Abstract

Alex Electronics Store is one of the Electronics Stores in Kepahiang. So far, the sales system at the Alek Elektronik Store is still done manually where every sale will be made a sales note that will be given to consumers, and then a recapitulation is made at the end of the month how many items are sold at the Alex Elektronik Store. In addition, the shop owner checks regularly by looking at the remaining inventory one by one, if the remaining electronic goods are less than 10, purchases will be made to increase the existing stock. However, this takes quite a long time, and the store only sees the remaining stock of goods at the end of the month, and the large number of items in the store makes it difficult for the store to determine the amount to buy, because it does not see sales data that occurred during the previous few months. Implementation of forecasting sales of electronic goods using the Semi Average Method at the Alex Elektronik Store is used to provide information on the results of forecasting the number of sales of electronic goods in each forecast month based on data analysis of the number of sales of electronic goods for the last 12 months. In this study, a supporting application was built by implementing the Semi Average Method in it so that the forecasting process for sales of electronic goods can be easily used. With this application, it can provide information to the owner of the Alex Electronics Store so that he can manage the availability of electronic goods in the store by looking at the results of the sales forecast of electronic goods in the following year, thus avoiding errors in the management of the availability of electronic goods. Based on testing using the MAPE method, the results of the accuracy of forecasting using MAPE are obtained, it is concluded that the MAPE value obtained is 96.67%..
Designing An Educational Game To Recognize Human Body Organs And The Functions For V-Grade Children Of Sdn 18 In South Bengkulu Using Construct 2 Rahma Safitrah; Siswanto Siswanto; Rizka Tri Alinse
Jurnal Media Computer Science Vol 2 No 2 (2023): Juli
Publisher : Fakultas Ilmu Komputer Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v2i2.4435

Abstract

Education is a very important thing for the progress of a nation. Success in the field of education will give birth to superior and competitive human resources. The learning process is an effort that can improve the quality of human resources that we can get at school. But there are still many schools today which in their learning process are still conventional or still use books. The learning process like this has many drawbacks, one of which is that students will get bored easily and find it difficult to understand the material. In the current era of advanced technology, there are many technologies that can be used as media in the learning process to replace the role of books, one of which is games. By using educational games as learning media for the introduction of human organs, the learning process will be more interesting and interactive. This research uses the Multimedia Development Life Cycle (MDLC) method in the process of making this game. With games as a learning medium, students will not get bored easily because they can learn while playing. Based on the results of the questionnaire from 16 respondents, the feasibility level of the game was 76.56% or in the acceptable category. Based on the tests conducted, it can be concluded that this educational game can help students at SDN 18 of South Bengkulu learn about human organs in a more enjoyable way.
Membagun Usaha Secara Digital / Online Achmat Fikri Sallaby; Indra Kanedi; Siswanto Siswanto; Setiaji Ayu Handayani; Endah Puspaningrum
Jurnal Dehasen Untuk Negeri Vol 3 No 1 (2024): Januari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i1.5050

Abstract

Based on reviews of the implementation of Community Service activities held in Hamlet II, Harapan Village, Pondok Kelapa District, Central Bengkulu Regency, residents are enthusiastic about understanding more about building digital/online businesses. Very big impact. So it is hoped that in the future these residents will be willing to implement and interact with each other to build digital businesses such as using e-business and e-commerce applications in Harpan Village, Pondok Coconut District, Central Bengkulu Regency, and be able to compete with the ability to guarantee that e-business meets the three key characteristics required. in any business transaction, validation, integrity and privacy encourage the adoption of digital technology which reduces cost efficiency and competition. This can be seen from the many questions asked by residents during the activity.
Sosialisasi Sistem Pemantauan Tempat Sampah Pintar Secara Real-Time Berbasis IoT di SMAN 1 Kepahiang Yoli Andi Rozzi; Siswanto Siswanto; Jhoanne Fredericka; Nofi Qurniati; Hendi Raden Wijaya
Jurnal Dehasen Untuk Negeri Vol 3 No 1 (2024): Januari
Publisher : Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jdun.v3i1.5518

Abstract

Community service activities in the form of socialization and practice regarding IoT-based Real-Time Smart Trash Monitoring System simulations have the aim of providing knowledge and information to students at SMAN 1 Kepahiang Regency so that they gain knowledge about current technological advances. The subjects of this service activity were students at SMAN 1 Kepahiang Regency. The socialization process is carried out by providing information and direct practice in assembling IoT-based Real-Time Smart Trash Monitoring simulation components. Where the IoT-based Real-Time Smart Trash Monitoring System simulation is an example of the implementation of artificial intelligence. In practice, the system will use a microcontroller for data processing. Then the result of this community service activity is that students at SMAN 1 Kepahiang Regency will gain knowledge about current technological advances. Apart from that, students at SMAN 1 Kepahiang Regency are also expected to be able to develop more creative and innovative ideas related to technological developments. that exists. The conclusion obtained from carrying out community service activities, especially students at SMAN 1 Kepahiang Regency, is in the form of gaining knowledge and information regarding the Real-Time IoT Based Smart Trash Monitoring System.
PENERAPAN METODE VIKOR DALAM REKOMENDASI PEMILIHAN SUSU GYM TERBAIK Novyar Roly Antwo; Siswanto Siswanto; Yupianti Yupianti
JOURNAL OF SCIENCE AND SOCIAL RESEARCH Vol 6, No 3 (2023): October 2023
Publisher : Smart Education

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54314/jssr.v6i3.1446

Abstract

Abstract: Gym milk is milk that can be used as the best source of protein because it has complete amino acid content and has sufficient nutritional content to help in muscle development. For men, having an ideal body is described as having strong, dense and full body muscles. Those who are thin or too fat have many benefits that men want to get by building their body muscles. Apart from supporting a more attractive appearance compared to those who do not build muscle in their bodies, Green Fitness always recommends the best gym milk to all members. The Vikor method (VLSE Kriterijumska Optimizacija I Kompromisno Resenje in Serbian, which means Multicriteria Optimization and Compromise Solution) is a ranking method using a multicriteria ranking index based on a certain measure of closeness to the ideal solution. The main aim of this method is to carry out rankings by compromising the results of alternative values and contradictory criteria. Application of the Vikor Method in Recommendations for Selecting the Best Gym Milk, this application runs on the Android operating system which was created using the Dart and Flutter programming languages. This application can be used to assist in the process of selecting the best milk at Green Fitness Bengkulu City. This application consists of several main menus, namely data processing and report menus.Keywords: gym milk; vikor method; green fitness bengkulu city Abstrak: Susu gym adalah Susu yang dapat digunakan sebagai sumber protein terbaik karena memiliki kelengkapan dari kandungan asam amino dan memiliki kandungan gizi yang cukup untuk membantu dalam perkembangan otot. Bagi para pria memiliki tubuh ideal digambarkan dengan memiliki otot tubuh kekar, padat dan berisi yang memiliki badan kurus, atau terlalu gemuk banyak manfaat yang ingin di dapat oleh pria dengan membentuk otot tubuhnya. Selain menunjang penampilan yang lebih menarik di bandingkan mereka yang tidak membentuk otot di tubuhnya, untuk itu Green Fitness selalu merekomendasi susu gym terbaik kepada seluruh anggota. Metode Vikor (VLSE Kriterijumska Optimizacija I Kompromisno Resenje dalam bahasa Serbia, yang artinya Multicriteria Optimization dan Compromise Solution) adalah metode perankingan dengan menggunakan indeks peringkat multikriteria berdasarkan ukuran tertentu dari kedekatan dengan solusi yang ideal. Tujuan utama metode ini adalah melakukan perankingan dengan mengkompromi hasil nilai alternatif dan kriteria yang bertolak belakang. Penerapan Metode Vikor Dalam Rekomendasi Pemilihan Susu Gym Terbaik, aplikasi ini berjalan diatas operating system android yang dibuat menggunakan bahasa pemerograman Dart dan Flutter. Aplikasi ini dapat digunakan untuk membantu dalam proses pemilihan susu terbaik pada Green Fitness Kota Bengkulu. Aplikasi ini terdiri dari beberapa menu utama, yaitu menu pengolahan data dan laporan. Kata kunci: susu gym; metode vikor; green fitness kota bengkulu.
Decision Support System for Giving Annual Bonus at PT. Vizta Pratama by Using the Analytical Hierarchy Process (AHP) Method Surya Ramadhan; Siswanto Siswanto; Jhoanne Fredricka
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 1 (2021): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i1.109

Abstract

PT Vizta Pratama Bengkulu is a branch of a franchise company engaged in family karaoke entertainment services, founded by a well-known dangdut singer, Inul Daratista and starting its first operation in 2005 in Kelapa Gading area. PT. Vizta Pratama Bengkulu has not used the Decision Support System Application. The decision to determine the recipient of the annual bonus is only to calculate the total value based on 3 criteria, namely responsibility, discipline, honesty without using a decision support method, therefore sometimes it is felt that the giving of employee annual bonuses is not right on target. Decision support system for giving annual bonus at PT. Vizta pratama using the analytical hierarchy process (AHP) method is a desktop-based application that has implemented the AHP (Analytical Hierarchy Process) method, this application runs on a Windows operating system created using the Visual Basic .NET programming language and SQL Server 2008r2. This application can be used to assist in the assessment process in determining the annual bonus at PT. Vizta Pratama Bengkulu where this application uses 4 predetermined criteria and then processed using the AHP (Analytical Hierarchy Process) method so as to produce values that will be ranked. Based on the results of the Blackbox testing that has been carried out, it can be concluded that the decision support system for providing annual bonuses at PT. Viztapratama by using the analytical hierarchy process (AHP) method is able to run well and can overcome data input errors by users and the SPK application with the Analytical Hierarchy Process method has provided effective results in accordance with the results of calculations using paired comparisons of 4 criteria where the comparison of pairs of criteria must produce consistent weighting criteria.
Media Promotion of the Faculty of Computer Science, Bengkulu University, based on Multimedia Wulandari Wulandari; Khairil Khairil; Siswanto Siswanto
Jurnal Komputer, Informasi dan Teknologi Vol. 1 No. 1 (2021): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v1i1.141

Abstract

Multimedia is one of the existing information technology products. Multimedia has the power to attract interest in which multimedia combines various media sources such as text, images, sound, animation, and video and so on. Multimedia can be used in the fields of marketing, industry, commerce, entertainment, and education. Therefore, the writer will make an animated video as a promotion for the Faculty of Computer Science at the University of Dehasen Bengkulu using the Adobe After Effects CS6 application and assisted by the Adobe Illustrator CS6 and Adobe Photoshop CS6 applications. With the creation of promotional media for the Faculty of Computer Science, University of Dehasen Bengkulu in the form of animated videos, it is intended that it can help or be an alternative to promote the departments are in the Faculty of Computer Science, University of Dehasen Bengkulu to the public.