Claim Missing Document
Check
Articles

Rancang Bangun Sistem Informasi Manajemen Anggaran Pada Organisasi Kemahasiswaan Berbasis Web Septiana, Yosep; Ridwan Alamsyah, Fathi
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1839

Abstract

Organisasi kemahasiswaan di Institut Teknologi Garut menghadapi ketidakakuratan dalam pengajuan dan pencairan anggaran, menyebabkan kesalahan dan penundaan serta mengganggu transparansi dan akuntabilitas. Penelitian ini bertujuan mengembangkan sistem informasi manajemen anggaran berbasis web untuk mempermudah pengelolaan dan meningkatkan akurasi serta transparansi melalui pemantauan real-time. Sistem ini dikembangkan dan memanfaatkan fase inception, elaboration, construction, dan transition metodologi Rational Unified Process (RUP). Data dikumpulkan melalui pemodelan dengan Unified Modeling Language (UML), tinjauan literatur, kemudian percakapan dengan pemangku kepentingan. Pengujian alpha dilakukan untuk uji fungsionalitas, dan pengujian beta untuk kelayakan pengguna menggunakan metode usability testing. Dari 24 responden, hasil pengujian menunjukkan rata-rata kelayakan pengguna sebesar 87,79%, menunjukkan bahwa sistem ini sangat layak digunakan.
Pengembangan Desa Wisata Melalui Digital Marketing, Inovasi Produk dan Tata Kelola Kelembagaan BUMDes di Kabupaten Garut Hanifah, Hani Siti; Harahap, Eliya Fatma; Marlina, Siska; Septiana, Yosep
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2426

Abstract

Penelitian ini bertujuan untuk menganalisa pengembangan desa wisata melalui digital marketing, inovasi produk UMKM dan tata kelola kelembagaan BUMDes di Kabupaten Garut agar terwujud Desa Wisata mandiri, kompetitif dan berkelanjutan. Pembangunan dan pengembangan desa wisata sangatlah penting untuk meningkatkan perekonomian dan kesejahteraan masyarakat dengan mensinergikan pengembangan destinasi pariwisata secara profesional, efektif dan efisien serta dapat mengurangi jumlah penduduk miskin di desa dan menghilangkan kesenjangan. Pengembangan Desa wisata melalui kolaborasi digital marketing lembaga Desa pada aspek implementasi kebijakan BUMDes baik dari sisi tata kelola kelembagaan maupun inovasi produk UMKM yang terdapat pada Desa wisata. Metode penelitian dengan pendekatan kualitatif. Data primer dari wawancara dengan pengelola BUMDes, pelaku UMKM, pengelola Desa Wisata dan Dinas Pemberdayaan Masyarakat Desa (DPMD) di Kabupaten Garut dan data sekunder dari literatur, jurnal serta situs yang relevan. Populasi 47 Desa Wisata dan UMKM pada 42 kecamatan serta BUMDes yang sudah memiliki badan hukum di Kabupaten Garut. Sampel menggunakan teknik purposive sampling dengan kriteria yang diinginkan maka diperoleh sampel 6 Desa Wisata yang terkatagori maju dengan jumlah 30 responden dan 4 informan. Penelitian menggunakan teknik triangulasi. Hasil penelitian menunjukkan variabel digital marketing, inovasi produk dan pengembangan masih implementasi dilapangan belum optimal pada sedangkan pada variabel tata kelola kelembagaan pada umumnya sudah terlaksana dengan baik pada Desa wisata di Kabupaten Garut. Oleh karena itu perlu adanya upaya kolaboratif dari setiap pihak yang terkait untuk dapat melalukan perubahan - perubahan yang sinergis agar Desa Wisata dapat kompetitif dan meningktakan kesejahteraan masyarakat desa
Membentuk Cara Berpikir Komputasi Siswa di Garut Dengan Tantangan Bebras Tresnawati, Dewi; Setiawan, Ridwan; Fitriani, Leni; Mulyani, Asri; Rahayu, Sri; Nasrullah, Muhammad Rikza; Septiana, Yosep; Siti Fatimah, Dini Destiani; Satria, Eri; Gunadhi, Erwin; Latifah, Ayu; Sutedi, Ade
Jurnal PkM MIFTEK Vol 1 No 1 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (438.332 KB) | DOI: 10.33364/miftek/v.1-1.55

Abstract

Tantangan Bebras merupakan kegiatan kompetisi secara daring (online). Kegiatan ini bertujuan agar siswa belajar Computational Thinking selama maupun setelah lomba. Tantangan Bebras menyajikan soal-soal yang mendorong siswa untuk berpikir kreatif dan kritis dalam menyelesaikan persoalan dengan menerapkan konsep-konsep berpikir komputasional. Program Studi Teknik Informatika Sekolah Tinggi Teknologi Garut merupakan salah satu Mitra/Biro National Board Organization Bebras Indonesia yang menyelenggarakan tantangan ini sejak Tahun 2016. Pelaksanaan Tantangan Bebras di Kabupaten Garut diikuti oleh sekolah-sekolah mulai dari tingkat dasar, menengah sampai atas. Hasil Tantangan menunjukkan peningkatan kemampuan berpikir komputasi siswa-siswa sekolah di Kabupaten Garut.
Edukasi Cara Berpikir Komputasi Melalui Tantangan Bebras 2020 di Garut Tresnawati, Dewi; Latifah, Ayu; Nashrulloh, Muhammad Rikza; Fitriani, Leni; Rahayu, Sri; Mulyani, Asri; Cahyana, Rinda; Satria, Eri; Setiawan, Ridwan; Septiana, Yosep; Kurniadi, Dede
Jurnal PkM MIFTEK Vol 1 No 2 (2020): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (334.226 KB) | DOI: 10.33364/miftek/v.1-2.181

Abstract

Bebras Computational Thinking Challenge atau Tantangan Bebras merupakan suatu kegiatan kompetisi untuk mengukur kemampuan cara berpikir komputasi dengan cara menyelesaikan soal-soal mengenai computational thinking yang disajikan melalui uraian dengan disertai gambar yang menarik. Sekolah Tinggi Teknologi Garut sebagai salah satu Biro dari Bebras Indonesia telah menyelenggarakan kegiatan ini sejak tahun 2016 hingga saat ini. Pada Tantangan tahun 2020 jumlah peserta Bebras Computational Thinking Challenge berjumlah 724 siswa yang terdiri dari 95 siswa Sekolah Dasar/MI, 313 siswa Sekolah Menengah Pertama/MTs, 316 siswa Sekolah Menengah Atas/SMK/MA. Terdapat 42 sekolah yang mengikuti kegiatan Tantangan Bebras tahun 2020. Hasil kompetisi menunjukkan kemampuan berpikir komputasi pada siswa-siswa di Garut sudah cukup tinggi dengan pencapaian nilai 100 untuk kategori Sikecil dan 90,28 untuk kategori Siaga.
Rancang Bangun Game Basmi Corona dengan Augmented Reality Berbasis Android Mulyani, Asri; Septiana, Yosep; Burhanuddin, Ridwan
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1345

Abstract

Pada akhir tahun 2019, terjadi wabah penyakit Covid-19 yang pertama kali ditemuka di Cina lalu menyerbar ke seluruh dunia, data yang di ambil dari dashboard WHO mengenai statistik kasus Covid-19, indonesia tercatan per tanggal 25 Mei 2023 kasus yang terkonfirmasi mencapai 6.799.760 dan orang yang meninggal dunia akibat Covid-19 mencapat 161.646. karena itu indonesia mengadakan kebijakan new normal dimana masyarakat masih dapat melakukan aktifitas tapi harus mematuhi protocol kesehatan. Dengan kemajuan teknologi saat ini banyak media yang dapat digunakan untuk mengedukasi masyarakat, salah satunya media game dengan teknologi augmented reality yang dimana gaame dapat digunakan sebagai bentuk hiburan dan juga pengguna dapat mempelajari setidaknya bentuk virus corona. Metodoloi yang digunakan untuk merancang game Basmi Corona adalah Multimedia Development Life Cycle (MDLC) dengan beberapa tahapan, yaitu: concept, design, material collecting, assembly, testing, distribution. Hasil dari penelitian ini adalah game Basmi Corona dengan augmented reality berbasis android yang dibuat dengan unity engine sebgai bentuk hiburan dan juga terdapat edukasi mengenai pengenala Covid-19.
Rancang Bangun Aplikasi Layanan Informasi dan Pemesanan Tiket pada Objek Wisata Situ Bagendit Berbasis Mobile Septiana, Yosep; Tresnawati, Dewi; Nurohmah, Novita Fitri; Ikhwana, Andri
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1434

Abstract

The development of technology is a tool that is much needed by tourism to make it easier to obtain information and can also help, simplify and speed up tourist attraction managers in managing data on tourist visits. This information aims to increase tourism profits. Situ Bagendit is a tourist attraction in Bagendit Village, District. Banyuresmi, Kab. Garut. Situ Bagendit is a tourist spot that is of interest to many visitors. Based on the results of interviews with the management of Situ Bagendit and seeing that there are problems with information services where the presentation of information about this tourist attraction is still minimal, whereas after revitalizing this tourist attraction it will become an international scale tourist attraction and also ticket reservations are recorded manually, namely the door guard or the person guarding it. in terms of serving visitors to buy and make payments, they still use paper. The aim of this research is to create an application regarding information services and ticket reservations at these tourist attractions as an effort to make it easier for visiting tourists to find information in advance and order tickets online, tourists no longer need to queue to order tickets. Similar literature studies, field studies with observations and interviews, and literature studies were used to collect data. The methodology used is the Unified Software Development Process, then uses the Flutter framework and Unified Modeling Language modeling and applies the Mobile concept. The results of the research carried out are in the form of a mobile-based application for information services and ticket reservations at the Situ Bagendit tourist attraction so that it can convey information about the tourist attraction and help make it easier for tourists to order tickets online so that those who will visit can make reservations in advance and without delay. have to queue first.
Pengukuran Keterlibatan Pelajar Menggunakan Learning Analytic dan Metode Kanban Tresnawati, Dewi; Septiana, Yosep; Hidayatno, Fachrul Ramdaniar
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2369

Abstract

Currently, Learning Management Systems (LMS) are widely used in schools. However, the features of LMS that are commonly used today are not yet capable of increasing student engagement in learning, especially in online learning. Learning analytics helps teachers identify learning targets, understand results, behaviors, and learning processes so that teachers can determine the right learning strategies. The purpose of this study is to apply learning analytics, measure student engagement in online learning using a Learning Management System built with the Kanban method and NodeJS framework as the backend. The Learning Management System has proven to be capable of generating data and information related to learning activities such as attendance, assessments, assignments, and quizzes, as well as supporting teaching staff in providing clear feedback in accordance with the activities carried out by students. The results of this study indicate that the Learning Management System using the Kanban method has met the expectations of teachers and students in the learning process.
Rancang Bangun Aplikasi Pembelajaran Pengucapan Alfabet Melalui Gerak Bibir Untuk Anak Tunarungu Sekolah Dasar Luar Biasa Septiana, Yosep; Fauziah, Ainun Alvia
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2689

Abstract

Deaf children have difficulty understanding verbal information, including the pronunciation of letters of the alphabet, which is important in PKPBI lessons. Observations at special elementary schools show that existing learning methods are not interactive enough and lack objective evaluation. This study aims to design a web application for learning alphabet pronunciation through lip movements using the Multimedia Development Life Cycle (MDLC) method. The application includes lip movement videos, exercises, tests, and a teacher dashboard. The alpha and beta test results show that this application is feasible for use, with a SUS score of 84.38 in the “acceptable” category, and is effective in supporting the learning of deaf children.
Rancang Bangun Web Pengaduan Masalah Sampah dan Edukasi Berbasis Gamifikasi Struktural Septiana, Yosep; Kilin, Mochammad Agus Dharma
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.3045

Abstract

The waste problem in Indonesia, particularly in urban areas, remains a complex and persistent environmental issue. Garut Regency faces serious challenges in waste management, with an average daily production of around 230 tons, of which only 30 percent can be managed optimally. Low public awareness and limited participation in reporting waste-related issues remain major obstacles to effective handling. This study designs and develops a web-based waste complaint and education platform incorporating structural gamification as an effort to increase community engagement. The system design applies the Rational Unified Process (RUP), which involves four phases: Inception, Elaboration, Construction, and Transition. The application was built using the Laravel framework and MySQL as its database, featuring location-based reporting, follow-up management by officers, and environmental education supported by structural gamification elements such as points, levels, badges, and rewards. Testing results show a user satisfaction rate of 90.45 percent in the “strongly agree” category, indicating that the system operates well and meets user needs. Beyond serving as a reporting tool, the system also functions as an educational platform that enhances motivation and community involvement through the application of structural gamification elements for sustainable waste management.
Peran Digital Linguistic dalam Optimalisasi Promosi E-Commerce UMKM Kuliner: Pendekatan Analisis Wacana Digital pada Coffee Shop di Garut Qoriah, Desi; Muhammad Akbar, Dioka; Nurmalasari, Mutiana; Hilman Firmansyah, Muhamad; Septiana, Yosep
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.3082

Abstract

In the era of the digital economy, language plays a strategic role in enhancing the visibility and success of Micro, Small, and Medium Enterprises (MSMEs), particularly in the culinary sector of coffee shops. However, many culinary MSME owners in rural areas such as Garut, West Java, still lack awareness and skills in using language effectively for digital marketing. This study aims to explore the concept of Digital Linguistic Capital by examining how language use on digital platforms influences customer engagement and business performance. This research employs a qualitative method using semi-structured interviews, discourse analysis of online content, and passive observation of several cafés and coffee shops in Garut. The findings indicate that most MSME owners intuitively use trendy and persuasive language, but they do not yet possess formal knowledge of SEO, brand linguistics, or stylistic consistency. MSMEs with strong linguistic strategies—such as emotional diction, persuasive expressions, and a consistent brand voice—demonstrate higher levels of customer interaction and digital visibility. In contrast, MSMEs with inconsistent language use experience low online engagement. The study concludes that digital linguistic capital is an essential yet underdeveloped asset. Strengthening digital communication skills and persuasive copywriting can enhance competitiveness as well as the cultural representation of coffee shop MSMEs in the digital marketplace. This research contributes to the development of a linguistics-based digital communication model for MSMEs.
Co-Authors Abdul Aziz Nurhakim Abdusy Syakur Amin Abdusyukur, Muhamad Ade Sutedi Ade Sutedi, Ade Agung Khofidin Agus Hermawan Akmala Hadita Alwufudz Biahdilah Andri Ikhwana Anisa, Kamelia Arbi Yuan Aspahany Asep Deddy Supriatna Asri Mulyani Asri Rahayu Ningsih Ayu Latifah Barwardono, Wiyoga Burhanuddin, Ridwan Dede Kurniadi Dewi Tresnawati Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Dini Destiani Siti Fatimah Efi Sofiah Eri Satria Eri Satria Erwin Gunadhi Erwin Gunadhi Evita Prananda Dewi Fakhrul Hawariyan Fauza Rohman Fauziah, Ainun Alvia Firdaus Al Anwari, M Riadi Fitri Nuraeni Gilang Ramadhan Hamdan Sidik Hanifah, Hani Siti Harahap, Eliya Fatma Hendra Gunawan Hendri Aji Pangestu Heri Suhendar Hidayatno, Fachrul Ramdaniar Ilmasik, Heryaman Saptahadi Imanuloh, Agil Nazhar Indri Tri Julianto Jungjunan, Aditya Rahma Kilin, Mochammad Agus Dharma Kusmira, Mira Latifah, Ayu Leni Fitriani Leni Fitriani, Leni Luthfi Muhammad Iqbal M Aldi Nugraha M. Safik Aghna Marlina, Siska Moch Renaldi Rismawan Mochamad Deni Ramdani Muhamad Hilman Firmansyah Muhammad Abdul Yusup Hanifah Muhammad Akbar, Dioka Muhammad Farhan Muhammad Rikza Nashrulloh Muhammad Syauqi Mubarok Nasrullah, Muhammad Rikza Nurhalim, Ahmad Nurmalasari, Mutiana Nurohmah, Novita Fitri Qoriah, Desi R. Mujahid Al-Haq Renaldy Alamsyah Ridwan Alamsyah, Fathi Ridwan Setiawan Ridwan Setiawan Rifki Abdul Halim Rina Kurniawati Rinda Cahyana Risma Liyana Ulfa Rizda Ramadhan Rizky Helmi Rohman, Muhammad Iqbal Fathur Rosy Elisa Nurkholis Awaludin Saepul Rochman Siti Wahyuni, Yayu Sonny Jati Wijaya SRI RAHAYU Teguh Aji Renaldi Vinka Febbiliani winda, melisa Wiyoga Baswardono Wufron Wufron Yanti Apriyani, Yanti Yeni Pariyatin Yoga Handoko Agustin Yosviani Qudsiyyah Yusuf, David