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Sistem Pendukung Keputusan Dalam Penentuan Pemberian Pinjaman Uang Pada Koperasi Simpan Pinjam Dengan Metode Promethee Eka Sahputra; Sirdian Sahiri
JTIS: Journal of Technopreneurship and Information System Vol. 1 No. 1 (2018): Journal Techoprenership and Information System
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jtis.v1i1.33

Abstract

Koperasi Bangkahulu merupakan salah satu koperasi yang bergerak dibidang simpan pinjam yang melayani pinjaman dikelurahan Bangkahulu. Dengan banyaknya pengajuan pinjaman, sehingga pihak koperasi membutuhkan sebuah sistem yang dapat memberikan kemudahan dalam memberikan pelayanan pengajuan pinjaman pada anggotanya. Dari permasalahan tersebut maka penulis akan membahas bagaimana penerapan metode Promethee dalam membangun sistem pendukung keputusan sehingga dapat menghasilkan hasil rekomendasi untuk ajuan pinjaman koperasi Bangkahulu. Adapun tujuan dari sistem pendukung keputusan ini adalah untuk menghasilkan sebuah software aplikasi dalam pengambilan keputusan untuk pemberian pinjaman uang pada koperasi simpan pinjam Bangkahulu. Sehingga manfaat dari penelitian ini adalah dapat digunakan sebagai alat bantu dalam sistem pendukung keputusan bagi penerima pinjaman dan sebagai referensi bahan acuan untuk menambah ilmu pengetahuan dalam menerapkan metode promethee. penelitian ini telah dilaksanakan di koperasi Simpan Pinjam Muara Bangkahulu. Promethee adalah suatu metode penentuan urutan (prioritas) dalam analisis multikriteria. Masalah pokoknya adalah kesederhanaan, kejelasan, dan kestabilan. Dalam penerapan metode Promethee penentuan nasabah menggunakan kriteria penilaian dan kriteria pemohon yang fleksibel, yaitu nilai bobot dan nilai perhitungan preferensi sesuai dengan kebutuhan dari pihak koperasi tersebut.Kata Kunci : Sistem Pendukung Keputusan, Koperasi, Metode Promethee
KULIAH KERJA NYATA MANDIRI SEBAGAI AGEN GERAKAN NASIONAL REVOLUSI MENTAL DI MASYARAKAT RT 12 KELURAHAN KANDANG LIMUN Destiana Destiana; Eka Sahputra; Selly Sepika
Jurnal Ilmiah Mahasiswa Kuliah Kerja Nyata (JIMAKUKERTA) Vol. 2 No. 1 (2022): JIMAKUKERTA
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (720.732 KB) | DOI: 10.36085/jimakukerta.v2i1.2564

Abstract

Kegiatan Abdi Masyarakat ini di lakukan di RT  12 RW 03 kelurahan Kandang Limun, Kecamatan Muara Bangkahulu. Metode yang digunakan adalah pemecahan permasalahan berbasis pendampingan, dan penyuluhan. Pengabdian kepada masyarakat di laksanakan selama satu bulan yaitu, 26 Agustus 2021 sampai dengan 26 September 2021. Hasil dari pengabdian masyarakat yaitu masyarakat merasa terbantu dengan adanya berbagai program kerja bidang keilmuan, bidang keagamaan, dan bidang tematik/non tematik sesuai dengan permasalahan yang dihadapi dimasyarakat. Kesimpulan dari kegiatan abdi masyarakat dalam bentuk pengabdian masyarakat yaitu, secara keseluruhan program kegiatan dapat berjalan dengan baik walaupun ada kegiatan yang dalam pelaksanaannya terdapat kendala. Semua kegiatan yang sudah dilakukan dapat dirasakan manfaatnya secara langsung. Program kerja yang telah terlaksanakan dapat dijadikan sebagai program berkelanjutan sebagai bentuk gerakan nasional revolusi mental (Sutra et al., 2021). Kata Kunci: GNRM, Bidang Keagamaan, Bidang Tematik, Bidang Non Tematik, Bidang Keilmuan
UPAYA DALAM MENINGKATKAN MINAT BELAJAR ANAK TINGKAT SEKOLAH DASAR (SD) DI DESA KETENONG II Aldhi Nuliansah; Eka Sahputra; Selly Sepika
Jurnal Ilmiah Mahasiswa Kuliah Kerja Nyata (JIMAKUKERTA) Vol. 2 No. 2 (2022): JIMAKUKERTA
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (530.74 KB)

Abstract

Penelitian ini bertujuan untuk menerapkan ilmu pengetahuan yang di dapat selama perkuliahan dalam bentuk pengabdian masyarakat di Desa Ketenong II Kecamatan Pinang Belapis Kabupaten Lebong. Membandingkan ilmu pengetahuan yang didapat selama perkuliahan terjadi perbedaan-perbedaan, melatih mahasiswa untuk bekerja mandiri di lapangan dan sekaligus menyesuaikam diri dengan kondisi masyarakat yang beraneka ragam sehingga dapat menjadi bekal ketika lulus dari Perguruan Tinggi. Kegiatan ini hendaknya dapat mengupayakan permasalahan yang ada dalam rendahnya minat belajar anak di desa setempat, dalam rangka meningkatkan minat belajar anak dalam setiap mata pelajaran yang diajarkan di sekolah. Maka dari itu agar dapat menarik minat anak setempat tim melakukan metode pengajaran yang berbeda, yaitu dengan metode bermain sambil belajar. Metode tersebut dianggap dapat memicu minat belajar anak agar anak-anak setempat tidak mudah bosan sehingga tertarik dalam mengikuti semua rangkaian kegiatan belajar mengajar yang dilakukan. Kata Kunci: Minat Belajar Anak, Anak Sekolah Dasar
PEMANFAATAN MEDIA SOSIAL DALAM UPAYA MENINGKATKAN PENERIMAAN SISWA BARU Marcelina Novizarti; Eka Sahputra; Fitri Lestari; Kurnia Padila
Jurnal Ilmiah Mahasiswa Kuliah Kerja Nyata (JIMAKUKERTA) Vol. 3 No. 1 (2023): JIMAKUKERTA
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Muhammadiyah Bengkulu

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

Abstract

Pelaksanaan   kegiatan guna mempromosikan penerimaan mahasiswa baru menggunakan pamflet dan konten media sosial yaitu masih banyak yang kurang mendapat informasi tentang pendaftaran dan syarat pendaftaran terhadap mahasiswa baru. Kami melakukan kegiatan sehari-hari di Ruangan PMB berlokasi Kampung Bali Kota Bengkulu yaitu melakukan mempromosikan penerimaan mahasiswa baru menggunakan pamflet dan konten media sosial karena mahasiswa belum banyak mendapatkan informasi tentang pendaftaran dan syarat pendaftaran. Adapun promosi dalam melaksanakn Praktek Kerja Lapangan yaitu Perancangan media promosi adalah untuk mengomunikasikan suatu produk atau jasa yang dilakukan oleh perusahaan dalam bentuk kasat mata dengan cara mempengaruhi konsumen secara langsung maupun tidak langsung untuk menciptakan jual beli dalam pemasaran.  Pembuatan promosi menggunakan multimedia yaitu membuat desain, video sebagai media informasi. Literasi digital adalah ketertarikan, sikap dan kemampuan individu dalam menggunakan teknologi digital dan alat komunikasi untuk mengakses, mengelola. Kata  kunci: Literasi Media Digital, Media Promosi, PKL, Promosi
PELATIHAN PEMBUATAN MEDIA PEMBELAJARAN BERBASIS MULTIMEDIA UNTUK MENINGKATKAN KUALITAS PEMBELAJARAN BAGI GURU SMA MUHAMMADIYAH 4 KOTA BENGKULU Dandi Sunardi; Eka Sahputra; Agung Kharisma Hidayah
JPMTT (Jurnal Pengabdian Masyarakat Teknologi Terbarukan) Vol. 1 No. 1 (2021): April
Publisher : Lembaga Penelitian Pengabdian Masyarakat Penerbitan dan Percetakan Indonesian Scholar Khiar Wafi (LPPMPP IKHAFI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54650/jpmtt.v1i1.340

Abstract

Pemanfaatan media pembelajaran dalam proses belajar mengajar sekaligus menunjukan guru telah melakukan perencanaan dalam melakukan pengajaran di kelas. Hal ini dapat dipahami dari definisi media pembelajaran sebagai segala sesuatu yang dapat menyapaikan dan menyalurkan pesan dari sumber secara terencana sehingga tercipta lingkungan beajar yang kondusif dimana penerimanya dapat melakukan proses belajar secara efisien dan efektif. Kegiatan pelatihan pembuatan media pembelajaran berbasis multimedia menggunakan perangkat lunak wondershare filmora secara keseluruhan dapat berjalan dengan baik. Guru dapat mengikuti dan memahami setiap materi yang diberikan oleh pemateri. Melalui pratik teknik pengambilan gambar/video guru mampu menghasilkan gambar/video dengan kualitas yang baik, begitu juga dengan praktik editing video, para peserta dapat memadukan bahan ajar baik teks, poto, audio dan video menjadi media pembelajaran yang dapat mereka gunakan dalam kegiatan belajar mengajar dengan siswa. Dari gambaran capaian tersebut, maka dapat disimpulkan bahwa penyelenggaraan pengabdian pada masyarakat bagi guru di lingkungan SMA Muhammadiyah 4 Kota Bengkulu telah berhasil dengan baik Kata Kunci: belajar, gambar, video, media, pembelajaran
Implementasi Algoritma Knuth Morris Pratt di Pencarian Data Asosiasi UMKM Provinsi Bengkulu Eka Sahputra; Franki Ade Putra Franki; Yetman Erwadi
JSAI (Journal Scientific and Applied Informatics) Vol 7 No 1 (2024): Januari
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v7i1.5971

Abstract

The development of technology changes the way of view, the way of human interaction and how to utilize information technology for several needs. The application of the digital archiving information system at the Micro, Small and Medium Enterprises Association, abbreviated as MSMEs, is very helpful for micro, small and medium enterprises in recording information data for a long time that can be accessed by everyone quickly, anywhere and anytime as long as it is connected to the internet network. Data search is carried out using  the Knuth Morris Pratt  algorithm abbreviated as KMP in the process of searching data by matching patterns or word arrangements typed in search engines on the system. The Knuth Morris Pratt  algorithm  eliminates unnecessary comparison of patterns with text with precomputed tables that allow patterns to pass through as many positions as possible. The purpose of this study is the application  of the Knuth Morris Pratt  Algorithm  in the Data Search Application of the MSME Association of Bengkulu Province. This research also produced a data search application for the MSME association of Bengkulu Province with a fast and reliable data search system with an accuracy rate of 100 percent. In the assessment  of the System Usability Scale  aspect, it received a score of 77 with a good predicate. This means that the Bengkulu MSME Association Data Search Application received a good response from the members of the association/users of the system. For the test results, OKTAVIA data search at  the Pattern  position [1,2,3,4,5,6,7] and string  [9,10,11,12,13,14,15].
Analysis of Eevee Engine Rendering Engineering in Making 3D Animation Videos Mukomuko Hospital Eka Sahputra; Muhardi Hari Sucahyo
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.845

Abstract

Blender is a free and open source 3D computer software, Blender is used to create animated films, visual effects, and video games. This software features 3D modeling, UV unwrapping, texturing, ringing and skinning, fluid and smoke simulation, particle simulation, animating, match moving, camera tracking, rendering, video editing, compositing and a built-in game engine. Where we can design and create 3D animated films not only as a medium of entertainment in cinema, but also can be used in various fields including visual socialization media, which can bring new colors in the delivery of information. The formulation of this research is to determine how long the render time is generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels on the 3D animation video of Mukomuko Hospital and the quality of the graphics/visuals produced by Eevee rendering engine. The animation video used is the 3D animation “Mukomuko Hospital”. The process of making animation using Blender 3D application and Adobe Premiere CC animation video design. The software used is Blender 2.82. The duration of the video analyzed using Eevee Engine Render is 54 seconds. The image resolution analyzed using the Eevee Engine is 320, 720 and 1080 pixels. The conclusion of this research is in the pre, production and post production process of 3D animation video at RSUD Mukomuko in accordance with the planning made previously. The rendering time generated to perform the rendering process using the Eevee rendering engine in Blender Software with a video duration of 54 seconds and a resolution of 320, 720, 1080 pixels, obtained various results with their respective advantages and disadvantages.
Jalan Kito Application For Services, Suggestions And Complaints Of Traffic And Land Transfortation (LLAJ) Geographic Information System-Based Safety Facilities Eka Sahputra; Robby Egi Purnandi
Jurnal Komputer, Informasi dan Teknologi Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.869

Abstract

Bengkulu Province Transportation Agency (Dishub) constituses one of the agencies engaged in public services, especially in the Traffic and Land Transportation (LLAJ) section to provide road safety facilities for the community. There are various kinds of facilities that have been provided at several location points, but the Bengkulu Province Transportation Agency (Dishub) does not immediately receive accurate information, resulting in delays in handling the damaged facilities. Therefore, complaints from the public are needed to find out the direct damage that is at the point of location of road safety facilities. Public complaints usually often occur in the field of public facilities and services which are handled by government agencies. The community's complaints have not been conveyed directly properly but only through social media intermediaries so that it makes people confused about who to complain to. So in this study, we will discuss the Jalan Kito application which is a service for advice and complaints of the Traffic and Land Transportation(LLAJ) safety facilities based on the Geographic Information System to help the public in reporting damage to road safety facilities. This study employed the Extreme Programming, Extreme Programming (XP) method, which is a software development method that is fast, efficient, low risk, flexible, predictable, scientific, and fun. This model tends to use an Object-Oriented approach. The stages that must be passed include Planning, Design, Coding, and Testing, For testing, it used the Black Box method. In testing with this Black Box method, the results obtained are that all menus, pages, and features that are made run according to what is expected
Miniature Design of Liquid Filling Machine Automatically Using ESP32 Based IOT (Internet of Things) Ariski Munandar; Nuri David Maria Veronika; Dedy Abdulllah; Eka Sahputra
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1185

Abstract

This study aimed to design automatic liquid filling on miniature machines to make it easier to use by making volume control innovations on automatic liquid filling machines, and design an IOT system for filling automatic liquid machines by using esp32. The data collection method of this study was literature or literature studies. The data processing of this study was qualitative processing of performing data centering. Presentation of data was done in order to easily draw conclusions and take further action. The overall discussion of the tool was the final test after all components run smoothly. The components were placed based on the function of each component so that the tool can look neater and function properly. As an application for testing ESP32 microcontrollers, push buttons, ultrasonic sensors, and relays. The tool released liquid when the push button was pressed according to the desired volume selection. The overall test was carried out with 2 variations of liquid volume, namely 350 ml and 450 ml. The result of testing the liquid output from the tool show that from the 350 ml volume test which was the output of the push button/button 1. It can be seen from the results of measurements by using a measuring cup which was not much different from the setpoint of 350 ml and had a liquid filling time of about 7 seconds out of 10 experiments. It means that the input button 1 with a setpoint of 350 ml is successful and very close to the setpoint given. The test results for a volume of 450 ml which is the output of push button / button 1. It can be seen that the results of measurements by using a measuring cup are not much different with a setpoint. of 450 ml and a liquid filling time of about 9 seconds out of 10 experiments. Based on the results of the study can be concluded that from the input button 1 with a setpoint of 450 ml is successful and very close to the given setpoint. The liquid that has been using the manual method. The liquid volume control innovation is designed by using two push button buttons. With one push button for 350 ml liquid variations and another push button for 450 ml liquid variations. The IoT monitoring works well by using an ultrasonic sensor as a liquid level meter and the blynk application as a liquid level display.
Application Of Data Mining Using The Naïve Bayes Classification Method To Predict Public Interest Participation In The 2024 Elections Marcelina Novi Zarti; Eka Sahputra; Anisya Sonita; Yovi Apridiansyah
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1192

Abstract

A big data processing process using a Data Mining technique that will be used in a study in the Application of Data Mining Using the Naïve Bayes classification to predict the participation of the Public Interest in the 2024 election. The data was obtained from the General Election Commission (KPU). The data was tested using the Naïve Bayes classification method with Weka Tools and 7 predetermined attributes. The dataset was taken as much as 96.67% of 11,406 training data, namely 2014 election data and 99.90% of 11,908 testing data, namely 2020 election data. Results It is known that the number of participants in Central Bengkulu Regency for the 2024 election based on participant data in 2020 and the 2014 election results is likely to increase by up to 3.23%, from 96.67% per 11,406 participants to 99.90% per 11,908 participants and the results predictions are likely to increase.