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Efek Domino Bullwhip Effect Supply Chain Management pada Manajemen Perguruan Tinggi (Studi Kasus : Sekolah Tinggi Manajemen Informatika dan Komputer Lombok) - STMIK Lombok, Andi Sofyan Anas
Speed - Sentra Penelitian Engineering dan Edukasi Vol 7, No 4 (2015): Jurnal Speed 28 - 2015
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (85.91 KB) | DOI: 10.3112/speed.v7i4.1377

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Abstract - This researchdescribes abouthow to identifythe bullwhip effectand its impact onSTMIKLombokmanagement. Bullwhip effect is a distortion of demand information from lower chain or end users to upper chain, and then demand quantities often not completed on maximum fulfill.  Entity involved is non-profit entity,STMIKLombokCollege, with internal supply chain flows and not involves business entities supply chain. This research purpose to identify bullwhip effect phenomena and the implication on college management. The method uses are study literature method, descriptive-comparative analysis, and field research. By those method, writer believes the result will be accomplished.Based on research, every chain affected by bullwhip effect influences other chains called domino effect.  Also, domino effect will be influence entire management performances. Those treatment works continuously on upstream flow of supply chain. The domino effect inflicted significantly on supply chain management of STMIK Lombok. As the result, STMIK Lombok’s management troubled on fulfill the needs demand by scholars.By researching bullwhip effect on college management, we believe the implementation of result can bring improvement on college management. Although, supply chain management of STMIK Lombok was affected by bullwhip effect. It caused chain effects called domino effect. Domino effect influences significantly on STMIK Lombok management performances especially on effectiveness of college programs.Keywords: Bullwhip Effect, Domino Effect, Supply Chain Management, College Management Abstrak – Peneltian ini memaparkan tentang bagaimana mengidentifikasi bullwhip effect dan dampaknya terhadap manajemen STMIK Lombok. Bullwhip effect merupakan distorsi informasi permintaan dari rantai bawah atau hilir atauenduser ke rantai di atasnya,sehingga kuantitas permintaan sering tidak dapat terpenuhi secara maksimal.Entitas terlibat adalah entitas non-profit—perguruan tinggi STMIK Lombok—dengan aliran supply chain internal dan tidak membahas supply chain entitas bisnis.Penelitian ini bertujuan mengidentifikasi fenomena bullwhip effect dan dampaknya terhadap manajemen perguruan tinggi. Dengan menggunakan metode studi literatur, analisis deskriptif komparatif, dan pengamatan lapangan, diharapkan dapat menemukan hasil sesuai tujuan dari peneitian.Berdasar penelitian ditemukan bahwa setiap chain yang terkenabullwhipeffectakan mempengaruhichain lainnyadisebut efek domino. Efek domino akanmempengaruhi kinerja manajemen secara keseluruhan. Efek domino akanterusberlanjutsepanjangaliranupstream dalam supply chain. Efek domino tersebutberdampaksignifikanterhadapkelangsungansupply chainmanagementSTMIK Lombok. Adanya efek domino bullwhip effectmembuat manajemen STMIK Lombok kesulitan dalam memenuhi kebutuhan sesuai yang diinginkan mahasiswa.Dengan meneliti bullwhip effect pada perguruan tinggi, dapat memperbaikimanajemen perguruan tinggi.Pada supply chain management STMIK Lombok telah terjadi Bullwhip effect. Bullwhip effect yang terjadi pada supply chain management STMIK Lombok menimbulkan efek berantai yang disebut efek domino. Efek domino secara signifikan mempengaruhi kinerja manajemen STMIK Lombok terutama terkait efektivitas program perguruan tinggi.Kata Kunci: Bullwhip Effect, Efek Domino, Supply Chain Management, Manajemen Perguruan Tinggi 
Sosialisasi Computational Thingking Pada Guru MTs Yayasan NW Darul Abror Gunung Rajak Lombok Barat Hammad, Rifqi; Latif, Kurniadin Abd; Kartarina, Kartarina; Irfan, Pahrul; Syahrir, Moch.; Anas, Andi Sofyan; Cahyablindar, Ayu; Hidayatullah, M.
Jurnal Pengabdi Vol 4, No 1 (2021): April 2021
Publisher : Universitas Tanjungpura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/jplp2km.v4i1.44516

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Computational thinking merupakan kemampuan intelektual yang digunakan dalam menyusun permasalahan serta solusinya, sehingga solusi yang diberikan dapat digunakan secara efektif oleh agen pemroses informasi baik itu manusia maupun komputer. Pengabdian ini dilakukan dengan tujuan untuk memperkenalkan konsep Computational thingking dan penerapannya di mata pelajaran. Sosialisasi dan pelatihan ini diberikan kepada guru-guru MTs Yayasan NW Darul Abror Gunung Rajak dengan jumlah peserta kurang lebih 52 orang. Pengabdian ini dilaksanakan menjadi 2 sesi yaitu sesi sosialisasi dan evaluasi. Pada bagian sosialisasi guru-guru diberikan materi tentang gambaran, manfaat dan pentingnya computational thinking untuk diterapkan sejak dini. Pada sesi sosialisasi ini juga para guru juga diberikan materi terkait penerapan computational thinking di berbagai macam mata pelajaran seperti matematika, IPA, IPS dan Bahasa. Pada sesi evaluasi, para guru diberikan beberapa pertanyaan untuk mengetahui sejauh mana para guru memahami konsep Computational thinking dan penerapannya dalam mata pelajaran. Berdasarkan hasil evaluasi, didapatkan bawah para guru sudah cukup memahami konsep Computational thinking dan penerapannya di mata pelajaran. Hal ini terlihat pada hasil evaluasi dari kegiatan yang telah dilakukan kepada para guru. Para guru mampu menjawab tentang computational thinking dan dapat membuat contoh penerapan computational thinking pada matapelajaran yang diajarkannya.
Forensic Whatsapp Investigation Analysis on Bluestack Simulator Device Using Live Forensic Method With ACPO Standard Kurniadin Abd. Latif; Rifqi Hammad; Tomi Tri Sujaka; Khairan Marzuki; Andi Sofyan Anas
IJISTECH (International Journal of Information System and Technology) Vol 5, No 3 (2021): October
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i3.148

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This study aims to conduct a forensic analysis of the WhatsApp application on the Bluestacks android simulator device. BlueStacks App Player is designed to allow Android apps to run on PCs running Microsoft Windows and Apple's macOS. In this study, the scenario was carried out using two devices as Whatsapp communication media. The first device is a laptop device that uses the Bluestacks android simulator with the SM-G955F device type, and the second is a smartphone device as opposed to communication. This study uses the ACPO standard which consists of several stages such as Plan, Capture, Analysis, Present. Pada tahap Capture, teknik yang digunakan dalam melakukan  pencarian bukti pada aplikasi BlueStacks adalah live forensik. Hasil penelitian ini menunjukan bahwa analisis forensik pada perangkat android simulator Bluestacks dapat dilakukan sesuai prosedur ACPO. From the procedure carried out, information related to communication on the WhatsApp application was obtained. The source of this information is obtained from the WhatsApp database file msgstore.db.crypt12 which has been decrypted using the SQLite Browser application with a combination of the WhatsApp Key file contained in the cloned digital evidence. From the results of the decryption that has been carried out, then an explanation is carried out through the WhatsApp viewer application to make it easier to understand from the display side.
Rancang Bangun Sistem Monitoring Penggunaan Daya Listrik Berbasis Internet of Things Sirojul Hadi; Andi Sofyan Anas; Lalu Ganda Rady Putra
CIRCUIT: Jurnal Ilmiah Pendidikan Teknik Elektro Vol 6, No 1 (2022)
Publisher : PTE FTK UIN Ar-Raniry

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22373/crc.v6i1.10862

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The modern lifestyle of Indonesian people has influenced the level of increasing of the electricity consumption. The wasteful use of household electricity even uncontrolled due to the lack of monitoring of the amount of power used. It does not enough to monitor power depends on the kWh meter because the electricity users cannot monitor every room which excessive in terms of electricity consumption. In this study, a monitoring tool was designed to monitor power consumption in each room. The purpose of this study is to determine the power consumption in each room. Thus, it is easier to save electrical energy. Implementation of the internet of things (IoT) used the Blynk platform. The results showed that the tools (design) have been successful in monitoring the power consumption of each IoT-based room. At load the laptop charger produces 99.61% efficiency, at load two lamps produces efficiency 98.94%, at fan load produces efficiency 99.08% and at load two lamps and laptop charger produces efficiency 99.07%. It can be concluded that the system built has very good efficiency and can make it easier to monitor power consumption in household electronic equipment.
Aplikasi Belajar Interaktif Algoritma Sorting Berbasis Desktop Abdul Aziz Jabar; Andi Sofyan Anas
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 1 (2019): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i1.10

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Making software requires a lot of algorithms that are implemented into the making, one of the algorithms used is the sorting algorithm. Algorithms are logical sequences of steps to solve problems that are arranged systematically. Sorting algorithms (sequencing) are generally defined as the process of rearranging a series of objects in a certain order. The purpose of the sequencing process is to facilitate the search process for a beginner who wants to learn to make software, of course they have to go through stages in learning algorithms and in the learning process there will usually be obstacles faced such as not fully understanding how the algorithm works, especially the sorting algorithm or the media used as learning materials have not been able to maximize the knowledge of sorting algorithms, therefore it requires an application of learning aids media that can help in learning and understanding the material of the sorting algorithm more optimally. In making assistive media applications learn how to work the steps of the sorting algorithm, the author uses the luther-sutopo method. The stages are concept, design, collecting materials, assembly, testing, and distribution. In the application there is general material about sorting and video algorithms that can help maximize understanding of the sorting algorithm material. The results achieved by an auxiliary media application are learning desktopbased sorting algorithms that are used for learning specific sorting algorithms in theory
Pembuatan Video Profil dengan Efek Vintage Kampung Wisata Adat Sengkoah sebagai Media Informasi Zohriyatun Apriliani; Uswatun Hasanah; Andi Sofyan Anas
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 1 (2019): May
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i1.15

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Central Lombok Regency is one of the districts that supports the establishment of Tourism Villages. One of the Tourism Villages that was recently initiated was the Sengkoah Traditional Tourism Village. This village has not been widely known by the wider community due to lack of information dissemination. Previously the dissemination of information was only through facebook pages and internet articles. In order to introduce this Sengkoah Indigenous Tourism Village, researchers created a profile video with vintage effects. Where this vintage effect will strengthen the impression of the past in the video part that is needed. In the process of making a profile video through three stages, namely, the first pre-production stage where the location survey and video drafting begin. The two stages of production are taking pictures and recording sound and preparing all the materials needed in the video. The three post-production stages are the video editing stage that brings together all the materials needed to become a complete video. After doing all of these steps, it is expected to produce a profile video of the Sengkoah Traditional Tourism Village with vintage effects. So that this video can be used as a more effective medium of information to introduce to the general public about the existence of this tourist village and the traditional activities offered. To find out the feasibility of the videos that have been made a beta test is proposed by submitting questionnaires to 30 respondents. The results obtained were profile videos with vintage effects of the traditional Sengkoah tourist village worthy of dissemination.
Analisis Pesan Visual Bahaya Virus Covid-19 Dalam Film Animasi “ Larva” Hasbullah Hasbullah; Andi Sofyan Anas; Anak Agung Gde Agung Indrawan; Tomi Tri Sujaka
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 3 No 3 (2021): November
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v3i3.167

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The COVID-19 pandemic has paralyzed all activities and economies in almost all land areas of the world. The paralysis of community activities in various places disturbs creative ideas emerging through visual communication media, one of which is the animation of Larva from South Korea. The problem to be raised in this paper is about how the form of visual messages conveyed through Larva animation. The purpose of this article is for the audience to understand the message that is hidden behind the Larva animation. The method used in this paper is qualitative with observation data collection techniques or direct observation of Larva animation videos and literature study. Data analysis techniques, namely, reduction, presentation, and drawing conclusions based on the semiotic theory of Raland Barthes. The results presented in this paper lead to a visual message that displays the shape at the denotative level of the covid-19 virus in red to purple plus the effect of a dirty brown color that attacks larvae that are eating without implementing health protocols so that the Larva cough and spread the virus a group of larvae. which is enjoying food and immediately dies, then attacks the two red and yellow Larva. However, they apply health protocols such as washing hands using hand sanitizer and wearing masks. Connotatively, this visual message illustrates the importance of implementing health protocols during this COVID-19 period.
Sosialisasi Internet Sehat, Cerdas, Kreatif dan Produktif di Era Pandemi COVID 19 pada MA NW Tanak Maik Masbagek Muhammad Innuddin; Dedy Febry Rahman; Hairani Hairani; Andi Sofyan Anas; Hasbullah Hasbullah
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol 2 No 2 (2022)
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v2i2.1609

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Healthy, Smart, Creative and Productive Internet in the Era of the Covid 19 Pandemic. The research objectives include: to find out how to use the technology and describing how to use technology properly to reduce negative impacts. This research method is a descriptive qualitative method. The techniques used in collecting data are observation techniques, interview techniques, and documentation. The results of this study found two problems, including 1) did not understand how to use and utilize internet technology properly, 2) lack of teacher evaluation and control on students. The conclusion of this research is the use and utilization of technology properly, leading to positive impacts and reducing negative impacts. By knowing how to use internet technology properly and correctly, it will be able to make students smart, creative, and productive. The purpose of being intelligent, creative, and productive is that students can develop and apply what has been obtained in internet technology, which is applied in their daily lives, both within the school environment or outside the school environment.
APLIKASI MULTIMEDIA INTERAKTIF MODEL INSTRUCTIONAL GAMES PADA MATA PELAJARAN BAHASA INGGRIS DI SMPN 3 ALAS Novian syah; Andi Sofyan Anas
Jurnal Bumigora Information Technology (BITe) Vol 1 No 1 (2019)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1938.634 KB) | DOI: 10.30812/bite.v1i1.416

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Di Indonesia, bahasa Inggris mulai mengajar di sekolah sejak usia dini. Ada sekolah yang memulai sekolah dasar, beberapa bahkan mulai dari taman kanak-kanak. Namun, setelah ribuan jam belajar bahasa Inggris, muncul pertanyaan mengapa masih sangat sulit untuk berkomunikasi dalam bahasa Inggris. Rilis, jika berbahasa Inggris di tempat umum atau mungkin di televisi, bisa langsung mengerti artinya. SMPN 3 Alas adalah salah satu sekolah yang belajar bahasa Inggris hanya ada buku LKS dan seorang guru. Master hanya satu bahasa. Situasi ini tentu saja tidak efektif untuk departemen Siswa mengerti bahasa Inggris. Oleh karena itu, Aplikasi Multimedia Pembelajaran Interaktif pada Mata Pelajaran Bahasa Inggris adalah salah satu upaya dalam meningkatkan pemahaman siswa. dengan memanfaatkan Model Game instruksional, Siswa akan dihadapkan pada beberapa petunjuk dan aturan permainan yang lebih menantang dan menyenangkan. Dalam pembuatan Aplikasi Game Pembelajaran Model Multimedia Interaktif, penulis menggunakan metode Luther Sutopo. Tahapan tersebut adalah Konsep, Desain, Pengumpulan Bahan, Perakitan, Pengujian dan Distribusi. Dalam aplikasi ini akan ada fitur seperti Profil, Pesan, Studi, Prestasi dan Hall of Fame dibuat menggunakan perangkat lunak Visual Studio 2012 dan perangkat lunak multimedia seperti Swishmax. Hasil dari tesis ini adalah Permainan Model Aplikasi Multimedia Interaktif Permainan Bahasa Inggris. Berdasarkan hasil tes tes betha oleh siswa, mereka setuju dengan kemudahan menggunakan aplikasi dan bahan pada aplikasi aplikasi yang ada layak untuk digunakan sebagai media pembelajaran alternatif atau sebagai media pendamping dalam bahasa Inggris untuk membantu semangat siswa dalam belajar bahasa Inggris.
Aplikasi Media Informasi Produk Motor Dealer Viar Lombok Berbasis Android Maulvi Nurhavizi; Andi Sofyan Anas
Jurnal Bumigora Information Technology (BITe) Vol 2 No 1 (2020)
Publisher : Prodi Ilmu Komputer Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (521.014 KB) | DOI: 10.30812/bite.v2i1.801

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Viar merupakan sebuah perusahaan otomotif asal Indonesia yang di dirikan pada tahun 2000 di Jakarta. Perusahaan Viar mengahasilkan berbagai macam perlengkapan otomotif. Karena Viar motor mampu memproduksi sepeda motor hingga 1000unit perhari, sehingga Viar termasuk salah satu penghasil sepeda motor terbesar di Indonesia. Viar juga memastikan produk-produk sepeda motornya merupakan produk yang bermutu tinggi sehingga dengan majunya perkembangan teknologi saat ini sangat berperan perting dalam melakukan pemasaran produk Viar motor. Viar Motor Lombok belum terlalu dikenal oleh masyarakat, sehingga menyulitkan dalam pemasaran. Oleh karena itu dengan adanya pembuatan perancangan aplikasi interaktif ini dapat membantu penyampaian informasi kepada masyarakat dan membantu pemasaran produk Viar motor Lombok serta memudahkan konsumen melakukan pemesanan produk Viar Motor melalui ponsel konsumen itu sendiri. Dalam penyelesaian aplikasi ini, penulis menggunakan metode Luther Sutopo yang terdiri dari enam tahapan yaitu Konsep, Desain, Material Collecting atau pengumpulan materi, Assembly, dan Pengujian. Aplikasi ini dibuat berbasis mobile dengan memanfaatkan teknologi android. Dengan adanya aplikasi media informasi ini, mampu memudahkan konsumen melihat langsung daftar produk serta spesifikasi produk motor tanpa harus mengecek langsung ke dealer Viar Lombok, sehingga konsumen juga dapat melakukan pemesanan langsung lewat aplikasi Viar motor Lombok
Co-Authors Abdul Aziz Jabar Abdul Muhid, Abdul Adam Bachtiar Maulachela Agus Pribadi, Agus Ahmad Zuli Amrullah Ahmat Adil Akbar Juliansyah Alfariza, Elga Anak Agung Gde Agung Indrawan Ardi, R Fanny Printi Arfa, Muhammad ashari, Lalu Arif Trasna Augustin, Kartarina Azhar, Lalu Zazuli Azhar, Raisul Azkari, Adzan Naufal Cahyablindar, Ayu Danang Tejo Kumoro Darma, I Made Yadi Dedi Febry Rachman Dedy Febry Rahman Deni Rahman Fatimatuzahra, Fatimatuzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Fatimatuzzahra Gilang Primajati Gilang Primajati Hairani Hairani Hammad, Rifqi Hariyadi, I Putu Hasbullah Hasbullah Hasbullah Hasbullah Hasbullah Hasbullah Hendra Setiawan Husain Husain I Gusti Ayu Sri Devi Gayatri Utami I Made Yadi Dharma Idham Halid Kartarina, Kartarina Khairan marzuki Kurniadin Abd Latif Lalu Ganda Rady Putra Lestari, I Desak Ayu Adhia Lilik Widyawati M. Hidayatullah Maulvi Nurhavizi Miftahul Madani Muh. Adrian Juniarta Hidayat Muhamad Azwar, Muhamad Muhammad Azwar Muhammad Innuddin MUHAMMAD TAJUDDIN Muhammad Zulfikri Nanang Samudra Novian syah Ondi Asroni Pahrul Irfan Phyta Rahima Qudsi, Jihadil Qulub, Mudawil R. Fanny Printi Ardi Raden Fanny Printi Ardi Ria Rismayati Rifqi Hammad Rukmin Ulfa Ayu Lestari Samudra, Nanang Sandi Justitia Putra Santoso, Heroe Sirojul Hadi Solly Aryza Suryati Syahrir, Moch. Syahroni Hidayat Tajuddin, Muhammad Tanwir, Tanwir Tomi Tri Sujaka Triwijoyo, Bambang Krismono Tue, Dicksa Ananda Christian USWATUN HASANAH Uswatun Hasanah Yudistira, Yudha Yusuf, Siti Agrippina Alodia Zainal Abidin Zohriyatun Apriliani Zulkipli Zulkipli