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Pengembangan Video Animasi 2D Interaktif untuk Meningkatkan Pemahaman Siswa SD Negeri 011 Kota Dumai tentang Energi Terbarukan Handayani, Tri; Gellysa Urva; Tri Yuliati; Ari Sellyana; Rahmawati, Anisa
Smart Dedication: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2025): Smart Dedication: Jurnal Pengabdian Masyarakat
Publisher : SMART SCIENTI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70427/smartdedication.v2i2.197

Abstract

Pengembangan media pembelajaran berupa video animasi 2D interaktif dilakukan guna mendukung peningkatan pemahaman siswa sekolah dasar terhadap konsep dasar energi terbarukan. Kegiatan ini dilaksanakan di SD Negeri 011 Kota Dumai dengan melibatkan siswa kelas III sebagai subjek utama. Proses pengembangan media mengikuti tahapan metode Multimedia Development Life Cycle (MDLC) yang meliputi enam langkah utama, yaitu: concept, design, material collecting, assembly, testing, dan distribution. Pada tahap awal, dilakukan penyusunan alur cerita (storyline) dan papan cerita (storyboard) yang disesuaikan dengan tingkat perkembangan kognitif siswa. Selanjutnya, desain tersebut divisualisasikan dalam bentuk animasi dua dimensi yang edukatif dan menarik. Konten pembelajaran difokuskan pada pengenalan berbagai jenis sumber energi serta aplikasinya dalam kehidupan sehari-hari, tanpa membahas aspek teknis yang kompleks, agar sesuai dengan ruang lingkup pembelajaran di tingkat dasar. Hasil penerapan media menunjukkan adanya peningkatan minat dan keterlibatan siswa selama proses belajar berlangsung, serta memudahkan pemahaman mereka terhadap materi. Dengan demikian, media animasi edukatif 2D ini dinilai layak untuk dijadikan alternatif pendukung dalam pembelajaran tematik, khususnya pada mata pelajaran Ilmu Pengetahuan Alam di sekolah dasar.
MENGUKUR TINGKAT KEPUASAN MASYARAKAT PADA PELAYANAN KEPOLISIAN RESOR(POLRES) DUMAI MENGGUNAKAN ALGORITMA K-MEANS CLUSTERING Burelia, Ulfhi; Urva, Gellysa; Sellyana, Ari
Jurnal Teknologi Komputer dan Informasi Vol. 10 No. 1 (2022): Januari - Juni 2022
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v10i1.354

Abstract

Kepolisian Resor (Polres) merupakan salah satu organisasi pemerintah yang fungsinya sebagai pelindung dan pengayom masyarakat yaitu di bidang pelayanan. Salah satu upaya meningkatkan kepuasan pelayanan di Polres Dumai, penulis mencoba mengukut tingkat kepuasan di Polres Dumai salah satunya pembuatan Surat Keterangan Catatan Kepolisian (SKCK)..Pada penelitian ini menggunakan metode K-means Clustering menghasilkan tingkat kepuasan pada pelayanan Polres Dumai menggunakan 79 data jawaban dari responden/ pemohon dari kuesioner yang sifatnya tertutup. Dari metode k-means clustering penelitian ini menghasilkan Grafik kepuasan yaitu yang didapatkan Step I (68 responden sangat puas dan 11 responden cukup puas) , Step II (66 responden sangat puas dan 13 responden puas), Step III (79 responden sangat puas) , Step IV (66 responden sangat puas dan 13 responden puas) , Step V (67 responden sangat puas dan 12 responden cukup puas). Jadi dari step I-V dapat disimpulkan tingkat kepuasan pada pelayanan Di Polres Dumai Sangat Puas.
ALAT PENDETEKSI KEBOCORAN GAS LPG MENGGUNAKAN MIKROKONTROLER ARDUINO DENGAN OUTPUT LCD, LED DAN BUZZER Nugraha, Irvantri; Khairijal, Khairijal; Sellyana, Ari
Jurnal Teknologi Komputer dan Informasi Vol. 10 No. 1 (2022): Januari - Juni 2022
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v10i1.355

Abstract

Gas mempunyai manfaat yang banyak bagi kehidupan manusia, akan tetapi gas dapat menyebabkan bahaya apabila terjadi kebocoran gas. Pada penelitian ini telah dibuat alat pendeteksi gas LPG untuk membantu manusia mendeteksi keberadaan gas LPG pada suatu ruangan. Penelitian ini menggunakan sensor gas MQ-2 sebagai pendeteksi gas LPG. Sebagai indikator keberadaan gas maka digunakan Buzzer, LED dan LCD. Buzzer akan berbunyi dan LCD akan menampilkan kondisi gas sebagai tanda bahwa alat mendeteksi adanya gas di lingkungan sekitar alat. Berdasarkan pengujian yang dilakukan dengan memberikan stimulus berupa gas LPG, alat berhasil mendeteksi keberadaan gas dilingkungan sekitar dari sumber gas. Dalam penggunaannya alat dapat diatur tingkat sensitifitasnya sesuai dengan keadaan lingkungan.
Studi Kelayakan Kepuasan Pelanggan PAMSIMAS Bagan Keladi Berbasis Web Menggunakan Metode CSI (Customer Satisfaction Index) Wulan Dari, Puji; Sellyana, Ari
Jurnal Teknologi Komputer dan Informasi Vol. 10 No. 2 (2022): Juli - Desember 2022
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v10i2.436

Abstract

PAMSIMAS Bagan Keladi merupakan organisasi yang menyediakan sistem penyediaan air minum dan sanitasi dengan pendekatan berbasis masyarakat yang disusun dalam Rencana Aksi Daerah bidang Air Minum dan Penyehatan Lingkungan (RADAMPL) dan dibentuknya KP-SPAM yang bertugas sebagai pengelola air bersih tersebut. Dengan misi menyediakan air bersih yang memenuhi standar pelayanan, pengelolaan dengan professional, dan melestarikan sumber daya air maka pihak KP-SPAM dituntut untuk terus meningkatkan pelayanan secara professional dan optimal dalam rangka usaha untuk memberikan kepuasan pelanggan. Mengingat pentingnya aspek mutu pelayanan dan aspek kepuasan pelanggan bagi keberlangsungan organisasi, maka penulis melakukan penelitian untuk mengetahui kepuasan pelanggan menggunakan metode CSI (Customer Satisfaction Index). Dimana CSI digunakan untuk mengetahui tingkat kepuasan pelanggan secara menyeluruh dengan melihat kepentingan dan kepuasan terhadap 5 dimensi atau RATER (Responsiveness, Assurance, Tangibles, Empathy, dan Reliability). Berdasarkan penelitian yang dilakukan, diperoleh hasil pencarian CSI untuk kepuasan pelanggan berada pada klasifikasi “PUAS” dengan nilai 68,39%.
Sistem Pendukung Keputusan Penentuan Penerima Beasiswa Cendikia Baznas(BCB)Kota Dumai Menggunakan Metode Combined Compromise Solution (CoCoSo) Sarah Zulvianty; Tri Handayani; Ari Sellyana
Jurnal Teknologi Komputer dan Informasi Vol. 12 No. 1 (2024): Januari - Juni 2024
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v12i1.644

Abstract

The National Zakat Amil Agency (BAZNAS) is an official body formed by the government based on the Decree of the President of the Republic of Indonesia which has the task and function of collecting and distributing zakat, infaq and alms at the national level. The Cendikia Baznas Scholarship (BCB) Dumai City is one of the Dumai Smart programs which is intended for prospective and underprivileged students from Dumai City who will study at the Tazkia Bogor Islamic Institute (IAI) with all costs borne by Baznas Dumai City. Dumai City Baznas always provides BCB scholarships with a quota of five people who will be selected to undertake 4 years of education at IAI Tazkia Bogor. The selection of BCB scholarship recipients is based on several criteria such as grade transcripts, parents' income, registration form, parental approval letter, achievements, school recommendation letters, certificates of incapacity, participation in organizations, academic tests, and writing the essay "Me in 2030 ”. These criteria will show their eligibility as a BCB scholarship recipient. Currently, there is no computerized calculation process that uses unclear decision-making methods and reporting processes in selecting the BCB scholarship, so it is considered inappropriate. Therefore, we need a system using the CoCoSo method to rank the names of prospective students who will be selected as BCB Dumai City scholarship recipients, with the final result being alternative A37 in the name of Elli Suryati which has the highest optimization value, namely 1.4593, which is the best alternative. Becoming a BCB scholarship recipient is followed by the next four alternatives, namely alternative A44 with the name Bayu Alfi Putra, Alternative A38 named Deswandi Saputra, Alternative A23 named Naufal Hakim, and Alternative A25 named Van Halen.
Media Pembelajaran Praja Muda Karana (Pramuka) Berbasis Android Yusrina, Yusrina Ruzana; Sellyana, Ari; Handayani, Tri
Jurnal Teknologi Komputer dan Informasi Vol. 12 No. 1 (2024): Januari - Juni 2024
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v12i1.658

Abstract

Pramuka stands for Praja Muda Karana which is a mandatory extracurricular activity that students must take part in at school, and has the aim of forming the personality, skills and noble character of young people. The scout learning process that is carried out at SMAN 5 Dumai still uses pocket books that have a simple appearance with a small size and will have the potential to experience loss, making it difficult for students to have to buy pocket books again. Researchers designed and created an android-based scout application to make it easier for students and teachers in the teaching and learning process. Researchers used the Multimedia Development Life Cycle (MDLC) method in conducting research. The development of the MDLC method was carried out based on six stages, namely concept, design, material collecting, assembly, testing and distribution. This learning media produces material in the form of animated videos and in its manufacture uses Adobe Animate with the Action Script 3.0 programming language. Evaluation of the testing of the scout learning media application was carried out by filling out a research questionnaire containing 10 questions and 20 respondents. Based on the calculation results of data processing in the questionnaire, it produces a percentage of 91.7% and is included in the very good category. This application is expected to help scout teachers and students in the process of scout learning activities.
Aplikasi Edukasi Tematik Tumbuhan Pada TK Bunda Kreatif Kota Dumai Berbasis Android jihan, Jihan Viyona; Yuliati, Tri; Sellyana, Ari
Jurnal Teknologi Komputer dan Informasi Vol. 12 No. 1 (2024): Januari - Juni 2024
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v12i1.667

Abstract

TK Bunda Kreatif merupakan jenjang pendidikan anak usia dini (usia 6 tahun atau dibawahnya) dalam bentuk pendidikan formal yang berlokasi di Jaya Mukti, Jl. Bandes, Tj. Palas, Dumai Timur, Kota Dumai, Riau. TK Bunda Kreatif telah menggunakan buku tematik Pintar Belajar dimana guru menggunakan buku yang membahas satu tema sebagai fokus dari kegiatan pembelajaran. Untuk memudahkan pemahaman anak dalam proses belajar mengajar, maka dibutuhkan media tematik agar pembelajaran tersebut lebih nyata dan menarik minat sehingga pelajaran lebih mudah dicerna oleh anak. Berkaitan dengan permasalahan tersebut, maka diperlukan media pembelajaran agar dapat menyampaiakan informasi secara optimal dalam pembelajaran tematik ini. Penelitian dirancang menjadi media edukasi berupa aplikasi berbasis video animasi 2d dan dibuat lebih menarik untuk menambah minat murid dalam belajar. Metode pengembangan sistem yang digunakan adalah Multimedia Development Life Cycle (MDLC). Media pembelajaran ini terdiri dari beberapa materi yaitu Tanaman Obat, Tanaman Bunga, Tanaman Buah dan Tanaman Sayur yang dibuat semenarik mungkin sehingga dapat menarik minat Taman Kanak-Kanak dalam mempelajari penjelasan dan jenis tanaman serta bersifat menghibur dalam kegiatan dan rutinitas proses belajar mereka sehari-hari.
Game Edukasi Infinity Investigation dengan menggunakan Unity Enggine berbasis Android Di Kejaksaan Negeri Dumai Ariadi, Arvan; Suhaidi, Mustazihim; Sellyana, Ari
Jurnal Teknologi Komputer dan Informasi Vol. 12 No. 1 (2024): Januari - Juni 2024
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v12i1.690

Abstract

The development of science and technology encourages the learning process to be more applicable and interesting in an effort to improve the quality of education. One of the media that can be used for learning is a game or game application. Educational genre games can be used by the Dumai State Prosecutor's Office, which is based in the City of Dumai, as one of the media in holding digital forensic themed outreach, especially for high school students in Dumai City. The ineffectiveness of the socialization was evident from the low interest and enthusiasm of the public for the socialization held by the Dumai State Prosecutor's Office, especially among high school students in Dumai City. The ineffective socialization on the theme of digital forensics held by the Dumai State Prosecutor's Office in the form of the presentation of material using PowerPoint media caused high school students to be bored while participating in socialization activities. Therefore, educational games with the theme of digital forensics can help the Dumai State Prosecutor's Office carry out interesting and interactive outreach to educate high school students regarding digital forensic materials in the City of Dumai. With game media, material packaged in the form of a game will make students excited about participating in socialization seminars. In this study, the game was designed to be built using the Unity Engine application and designed using storyboards, storylines, and Unified Modeling Language (UML) flowcharts. From the implementation results, it can be concluded that educational games can help the Dumai District Attorney overcome the ineffectiveness of socialization on the theme of digital forensics.
Game Monopoly Bahaya Narkoba Sebagai Media Edukasi Berbasis Android Di BNN Kota Dumai Kirawan, Hari; Sellyana, Ari; Suhaidi, Mustahzzihim
Jurnal Teknologi Komputer dan Informasi Vol. 12 No. 2 (2024): Juli - Desember 2024
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v12i2.691

Abstract

Communication between computer and android devices and networks can provide great benefits, especially in the delivery of information or learning. One of the media that can be used in the delivery of information or learning is a game or game. Information about the dangers of drugs presented by BNN Kota Dumai sometimes makes students less interesting and makes them less interested. BNN Kota Dumai is an institution tasked with preventing and eradicating narcotics abuse. BNN Kota Dumai in carrying out counseling on the dangers of drugs is still in the form of counseling activities. So that BNN Kota Dumai needs something interesting that can be used as a supporting tool in providing multimedia-based information. BNN Dumai City in conducting counseling on the dangers of drugs still uses PowerPoint which is still less effective and boring. It directly makes students less interested in participating in counseling on drug abuse in Dumai City, especially among high school students in Dumai City.
Implementasi Metode WASPAS Untuk Menentukan Pengawas Vendor Terbaik Pada PT Sumber Mutiara Indah Perdana Syahputra, Bayu; Sellyana, Ari; Desriyati, Welly
Jurnal Teknologi Komputer dan Informasi Vol. 13 No. 1 (2025): Januari - Juni 2025
Publisher : Sekolah Tinggi Teknologi Dumai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52072/jutekinf.v13i1.764

Abstract

PT Sumber Mutiara Indah Perdana is a factory that operates in the industrial sector, namely building a sugar factory located on Jl. Pelintung, Dumai, Riau. Every month the company always gets a project tender to collaborate with anothercompany, the company always gives opportunities to employees who are trusted to handle a project. However, the problem faced by the company is that many employees want to take over a project, because if an employee succeeds and wins the project, the employee will get a bonus, so the company is very confused about choosing who will be the vendor supervisor if they get a new project. The company only uses Excel or a performance evaluation form to assess the performance of employees who will be trusted to handle a project. So far, companies only assess the performance of employees who are close to managers, who always get good ratings, resulting in gaps between employees and becoming an obstacle for companies to be able to develop a company's business. For this reason, a computerized system is needed that can help companies minimize the emergence of jealousy between fellow employees in becoming supervisors of vendors on a project.