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Pengaruh Persepsi Kemanfaatan dan Kemudahan Penggunaan Terhadap Penerimaan Sistem E-Learning Di SMK Negeri 4 Kota Sorong Muhammad Jundullah; Rusydi Umar; Anton Yudhana
Bahasa Indonesia Vol 8 No 1 (2021): Bina Insani ICT Journal (Juni) 2021
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (190.047 KB) | DOI: 10.51211/biict.v8i1.1487

Abstract

Abstrak: Keberhasilan dari penerapan teknologi tidak lepas dari pada faktor penggunanya. Bagaimana sikap dari pengguna terhadap penerapan suatu teknologi yang ada. Model TAM merupakan metode pendekatan untuk mengetahui bagaimana sikap dari pengguna terhadap suatu teknologi. Tujuan dari penelitian ini adalah untuk mengetahui pengaruh sikap dari pengguna terhadap penerapan e-learning di SMK Negeri 4 Kota Sorong. Sikap pengguna didasarkan pada variabel persepsi kemanfaatan dan kemudahan penggunaan yang ada pada model TAM. Penelitian melibatkan 61 siswa jurusan TKJ di SMK Negeri 4 Kota Sorong sebagai responden. Data didapat dari penyebaran kuesioner menggunakan google form. Pengolahan data menggunakan software SPSS dilakukan dengan uji validitas dan reliabilitas. Kemudian dilakukan Analisa data dengan uji t dan uji F untuk mengetahui hasil. Hasilnya didapat adalah dari persepsi kemudahan pengguna dan persepsi kemanfaatan berpengaruh positif terhadap penerimaan e-learning di SMK Negeri 4 Kota Sorong. Kata kunci: e-learning, persepsi kebermanfaatan, persepsi kemudahan penggunaan, penerimaan sistem, TAM. Abstract: The success of the implementation of technology cannot be separated from the user factor. How is the user's attitude towards the application of an existing technology. The TAM model is a method approach to see how the attitudes of users towards a technology. The purpose of this study was to see the effect of user attitudes on the application of e-learning in SMK Negeri 4 Kota Sorong. Based on the perceived usefulness and perceived ease of use variables of the TAM model. The respondent are 61 students of SMK Negeri 4 Kota Sorong majoring in computer and network engineering (TKJ). Data obtained from distributing questionnaires using google forms. Data processing using SPSS software by performing validity tests, realibility tests. Then do data analysis with t test and F test to see the results. The results show that the perceived ease of use and perceived usefulness has a positive effect on the acceptance of e-learning at SMK Negeri 4 Kota Sorong. Keywords: e-learning, perceived usefulness, perceived ease of use, system acceptance, TAM.
Perancangan Database Point of Sales Apotek Dengan Menerapkan Model Data Relasional Rusydi Umar; Abdul Hadi; Panggah Widiandana; Fahmi Anwar; Muhammad Jundullah; Ahmad Ikrom
Query: Journal of Information Systems VOLUME: 03, NUMBER: 02, OCTOBER 2019
Publisher : Program Studi Sistem Informasi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (327.013 KB)

Abstract

Database design is a process of designing data needed to support various system designs. The benefit of a database in Point of Sales drug sales in the Jogja Pharmacy enables storing, changing and returning all data quickly and easily. Problems in database design are different viewpoints from the designer, programmer and end-user. Because of that, the design is needed a methodology the process of designing a good database starting from procedures, techniques, tools and documentation. The database planning method used in Research and Development (R & D) and the database design method uses the Database Life Cycle (DBLC) variable research is POS pharmacy. Research aspects include requirement analysis, conceptual design, logical design and physical design. The final result of this research is to create 8 types of conceptual consists of drugs, drugs, customers, stores, users, detailed details, and temporary details.Keywords: database, apotek, POS, DBLC, relational data 
Feasibility Analysis Of Implementation In Palm Oil Processing Factories Using The House Of Method Risk Jundullah, Muhammad; Gani, Mardhiah; Ahistasari, Asih; Hahury, Sanny; Akram, Darul
Journal of Industrial System Engineering and Management Vol. 3 No. 1 (2024): Journal of Industrial System Engineering and Management (Edisi mey)
Publisher : PT. SAFARI AMALIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56882/jisem.v3i1.29

Abstract

This study assesses the effectiveness of the House of Risk (HOR) method in mitigating supply chain risks within palm oil processing plants. By integrating Failure Mode and Effects Analysis (FMEA) with House of Quality (HOQ), the method identifies and prioritizes risk factors while proposing actionable measures for risk mitigation. Findings demonstrate that adopting the HOR method contributes to decreased liquid waste generation and enhanced production efficiency. Additionally, a bibliometric analysis of scholarly publications reveals a notable growth in research focused on risk management in the palm oil sector between 2014 and 2024. This highlights a growing recognition of the importance of systematic risk assessment and management strategies in enhancing sustainability and operational resilience within palm oil processing. The study underscores the HOR method's utility as a comprehensive approach to addressing complex supply chain challenges, thereby promoting sustainable practices and operational excellence in the industry.
Sosialisasi Dampak Negatif Gadget Di SD Negeri 15 Kota Sorong Papua Barat Daya Pangri, Muzakkir; Ahistasari, Asih; Jundullah, Muhammad; Yusuf, Muhammad; Surahmanto, Muhammad
AMMA : Jurnal Pengabdian Masyarakat Vol. 3 No. 7 : Agustus (2024): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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

Abstract

Gadgets, as modern communication tools, are making interactions between people easier. Nowadays, the development in communication has progressed rapidly with the presence of smartphones such as iPhone, Android, Blackberry, and notebook. However, in the context of early childhood developmental psychology (0-6 years), the use of gadgets can affect their social aspects. Gadgets can have both positive and negative effects on children's social and emotional development. Excessive use of gadgets can have adverse effects, such as making children more introverted, experiencing sleep disturbances, preferring to be alone, exhibiting aggressive behaviour, decreased creativity, and increased risk of cyberbullying. To overcome these negative impacts, some solutions that can be implemented include limiting the time of gadget use, parental supervision when children play gadgets, and setting an appropriate schedule so that gadget use does not interfere with early childhood social development. With this approach, it is hoped that the negative impact of gadget use can be minimised and children's social development maintained.
ANALISIS KEPUASAN PELANGGAN TRANSPORTASI ONLINE DENGAN PENERAPAN KLASIFIKASI TEKS MENGGUNAKAN METODE KNN Ermin, Ermin; Soekarta, Rendra; Jupriadi Fakhri, La; Jundullah, Muhammad; Retno Irianto, Dwi
Antivirus : Jurnal Ilmiah Teknik Informatika Vol 18 No 2 (2024): November 2024
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35457/antivirus.v18i2.3994

Abstract

Gojek merupakan transportasi online yang memanfaatkan aplikasi untuk melayani Pengguna (masyarakat). Layanan aplikasi Gojek memiliki layanan yang terbatas pada ojek online. Perkembangan pada jasa layanan didukung dengan pembayaran transaksi non tunai (GoPay), untuk mempermudah trasaksi para pelanggan. Untuk mengklasifikasikan kepuasan pelanggan digunakan metode K-Nearest Neighbor (KNN). Dalam penelitian ini, penggunaan metode KNN dipilih karena sederhana dan intuitif, cocok untuk data teks, dapat menangani data tidak seimbang, dan memiliki kemampuan untuk mengatasi data baru. Selain itu, KNN juga dapat digunakan sebagai baseline yang cukup baik dalam membandingkan performa dengan metode-metode lain dalam klasifikasi kepuasan pelanggan transportasi online berdasarkan ulasan atau komentar. Web yang dibangun menggunakan library dari python yaitu streamlit. Dataset yang digunakan dari penelitian ini adalah data hasil scraping ulasan gojek dari google play store sebanyak 4000 ulasan. Pengujian dilakukan mengambil salah satu ulasan terbaru bintang 1 dan salah satu ulasan bintang 5 yang relevan, Hasil yang didapatkan menunjukan bahwa ulasan tersebut dapat di klasifikasi sebagai puas dan tidak puas dengan nilai akurasi 84,08%.
Pengenalan Game Edukasi Flora dan Fauna untuk Siswa SD Inpres 4 Arborek Raja Ampat Tella, Fitriyani; Jundullah, Muhammad; Murni; Nurdjan, Nirwana; Hasa, Muh. Fadli; Ghiraldy
Jurnal Pengabdian Nasional (JPN) Indonesia Vol. 6 No. 1 (2025): Januari
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jpni.v6i1.1305

Abstract

Education in remote areas often encounters challenges such as inadequate infrastructure and limited access to technology, as seen at SD Inpres 4 Arborek, Raja Ampat, West Papua. To address these issues, a technology-based learning medium emphasizing Papua's biodiversity was developed. This interactive digital educational game includes features like a flora and fauna encyclopedia, quizzes, and puzzles designed to enhance students' comprehension of local natural resources. A community service activity conducted on August 21, 2024, engaged 38 students from grades 1 to 6, accompanied by two teachers and the vice principal. The activity employed direct student training and demonstrations to illustrate the game's potential as a learning tool. Students were encouraged to explore the game independently, while teachers observed its integration into daily learning routines. The results demonstrated the effectiveness of this educational medium in enhancing student motivation, engagement, and understanding. The integration of local content within the game also reinforced students' connection to their environment, cultivated cultural pride, and heightened conservation awareness. Challenges with younger students' adaptation to digital tools were mitigated through proper guidance. Questionnaire feedback indicated strong acceptance of the game as a supplementary learning resource and highlighted its potential as a model for implementing educational technology in other remote regions.
Design to Impress: Creating Stunning Landing Pages with the Power of HTML and CSS Fajar, Fajar Rahardika Bahari Putra; Muhammad Rizki Setyawan; Muzakkir Pangri; Muhammad Jundullah; Haris, Haris; Elisabeth Serlina Elensia Bupu
Abdimas: Papua Journal of Community Service Vol. 7 No. 1 (2025): Januari
Publisher : Lembaga Pengabdian Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/pjcs.v7i1.4100

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Kegiatan Pengabdian Kepada Masyarakat (PkM) dengan tema "Design to Impress: Creating Stunning Landing Pages with HTML and CSS" yang dilaksanakan di SMK Negeri 1 Kota Sorong ialah untuk meningkatkan keterampilan siswa jurusan PPLG (Pengembangan Perangkat Lunak dan GIM) dalam pembuatan halaman web. Kegiatan ini melibatkan 60 siswa dan bertujuan untuk memberikan pemahaman dasar hingga lanjutan mengenai HTML dan CSS, serta teknik pembuatan landing pages yang responsif. Metode yang digunakan mencakup penyuluhan, praktikum, dan pendampingan langsung. Hasil pelatihan menunjukkan bahwa siswa/i mampu mengaplikasikan pengetahuan yang diperoleh, meskipun terdapat kendala seperti keterbatasan pemahaman teknis dan akses terhadap sumber daya. Kegiatan ini diharapkan dapat memotivasi siswa untuk memanfaatkan teknologi digital dalam karier mereka di masa depan.
PERANCANGAN GAME EDUKASI FLORA DAN FAUNA BERBASIS ANDROID UNTUK ANAK-ANAK DI RAJA AMPAT Tella, Fitriyani; Jundullah, Muhammad; Murni, Murni; Anggawan, Ghiraldy Patrick Toshka
Jurnal Informatika Vol 9, No 1 (2025): JIKA (Jurnal Informatika)
Publisher : University of Muhammadiyah Tangerang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31000/jika.v9i1.12544

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Raja Ampat merupakan gugusan kepulauan yang terletak di provinsi Papua Barat Daya, Indonesia, yang telah menjadi fokus perhatian dunia karena keindahan alam bawah lautnya yang luar biasa. Namun, dibalik pesonanya yang memukau. Kawasan ini juga menghadapi tentang serius terkait pelestarian satwa endemiknya. Generasi muda perlu mempunyai pengetahuan luas mengenai satwa endemik yang masih sangat minim dikarenakan kurangnya ketertarikan untuk belajar. Namun, mayoritas game yang ada saat ini hanya menonjolkan hiburan saja dibandingkan game yang bertujuan untuk edukasi pembelajaran. Salah satu pendekatan yang menjanjikan adalah pengembangan game edukasi berbasis android yang mampu menjangkai generasi muda dengan cara yang menarik dan interaktif. Tujuan dari penelitian ini adalah membangun game edukasi berbasis android yang dapat dipahami oleh anak-anak Sekolah Dasar untuk mengenalkan flora dan fauna. Metode Pengembangan menggunakan Multimedia Development Life Cycle (MDLC). Perancangan menggunakan Flowchart dan usecase. Menggambar asset flora dan fauna menggunakan ibisPaintX. Pembuatan scene interface menggunakan unity. Game ini telah diimplementasikan pada SD 4 dikepualauan raja ampat, Papua Barat Daya. Game ini mudah untuk dipahami, sehingga anak-anak paham flora dan fauna endemik yang ada di wilayah Papua.