Claim Missing Document
Check
Articles

Found 19 Documents
Search

Automatic Spray Pump of Hand Sanitizer Tool for Helping Aisyiah Clinic GKB Rini Puji Astutik; Darmawan Aditama; Putri Aisyiyah Rakhma Devi; Yoedo Ageng Suryo; Eko Budi Leksono
Kontribusia : Research Dissemination for Community Development Vol 4 No 1 (2021): Kontribusia (Research Dissemination for Community Development)
Publisher : OJS Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (110.996 KB) | DOI: 10.30587/kontribusia.v4i1.1563

Abstract

Covid-19 Pandemic is a severe problem for all countries in the entire world, including Indonesia. The government has made much effort by giving raw food to all of society who have lower income or got impact from Pandemic. The other government's actions are Large Scale Social Restriction (PSBB), using masker, washing Hands with soap. To cut the contagion chain that it has not run well this moment. This activity needs more personal protective equipment such as masker and Hand Sanitizer; both tools are essential for tackling patients in the medical sector. In the Pandemic era, these tools are minimal, and also, the price is very high, so their stock tent to the shortage. The Muhammadiyah University of Gresik, as part of the Muhammadiyah Organization, has contributed to the society around the campus. We have done one activity making an automatic spray pump of Hand Sanitizer for helping Aisyiah Clinic as Muhammadiyah Health Facility. A mechanical spray pump of Hand Sanitizer is a tool used to avoid touching the tools; just put the Hand close to the device, and then spray a little bit of Hand sanitizer. Besides, we give an Automatic Spray Pump of Hand Sanitizer; we also offer two jerry cans refilling of hand sanitizer and masker. As per the interview with the doctor who works there, they are very appreciative of this giving, and it is beneficial for this clinic.
Perancangan Aplikasi Katalog Produk PT Petrosida Gresik Berbasis Android Muhammad Farhan Mahesa Ijlal; Umi Chotijah; Darmawan Aditama
Jurnal Komtika (Komputasi dan Informatika) Vol 6 No 1 (2022)
Publisher : Universitas Muhammadiyah Magelang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31603/komtika.v6i1.6997

Abstract

Tujuan penelitian ini adalah untuk merancang dan membangun aplikasi katalog produk PT. Petrosida Gresik dengan berbasis Android. Penelitian ini menggunakan metode metode Waterfall dengan menggunakan tahapan Software Development Life Cycle (SDLC). Hasil penelitian ini yaitu berupa aplikasi katalog berbagai macam produk PT. Petrosida Gresik seperti pestisida hingga bahan kimia untuk penunjang industri agrokimia dengan berbasis Android dan berdasarkan hasil pengujian black box terhadap semua input dan menjalankan fitur yang tersedia pada aplikasi didapatkan hasil yang sesuai dengan apa yang sudah dirancang dan diharapkan. Dengan aplikasi ini diharapkan dapat membantu para petani dan pelaku usaha yang bergerak di bidang pertanian dan perkebunan untuk menyelamatkan hasil panennya serta membantu pemerintah menciptakan swasembada pangan di Indonesia.
Socialization of Msmes Introduction Electronic Trade Darmawan Aditama
Kontribusia : Research Dissemination for Community Development Vol 6 No 2 (2023): Kontribusia, August
Publisher : OJS Universitas Muhammadiyah Gresik

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30587/kontribusia.v6i2.5711

Abstract

Village Offense Source is something village Which lie in Subdistrict Benjeng Regency Gresik Province Java East. Administration socialization And application This e-commerce is done to help increase partner sales results. Based on results survey field in village Offense Source there is a number of type MSMEs that is production food, curtains, clothes, service electronic. Almost 80 percent experience constraint in marketing product And service they, Where results sale No maximum Because method marketing Which very limited. Method activity Which used is with use observation directly along approach to para businessmen and do practice application marketing product through electronic commerce. Activity electronic commerce This succeed done with Good, matter This proven with has he made various type media social to para MSMEs Good in form What is it, Instagram, Facebook And etc as media promotion product business them. So that business they Already known wide And naturally increase request.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR di SDN Banjarmendalan Lamongan Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Saniyatul Mawaddah; Yunia Ikiawati; Moch. Robihul Mufid; Arif Basofi; Moch. Chafid; Moch. Turmudzi; Pratama Ekaluspita; Agus Wibowo; Novita Putri; Imam Junaidi; Dita Aulia Rahma
SOROT : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 2 (2023): Juli
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/sorot.v2i2.4755

Abstract

Rumah adat adalah rumah yang memiliki ciri khas bangunan yang melambangkan kebudayaan dari suatu daerah. Keunikan rumah-rumah adat di Indonesia menjadi salah satu materi pembelajaran untuk pelajar di Indonesia. Buku-buku yang menjadi media pengenalan rumah adat di Indonesia masih memiliki kekurangan berupa terbatasnya tampilan rumah adat secara visual. Sehingga mengurangi minat anak dalam mengenal rumah adat nusantara. Hal ini dapat mengakibatkan tergerusnya budaya. Oleh karena itu untuk meningkatkan minat dan wawasan terhadap budaya rumah adat ini digabungkan antara teknologi dan budaya. Penggabungan ini menggunakan teknologi augmented reality untuk mengenalkan rumah adat nusantara. Rumah adat divisualisasikan melalui objek 3-dimensi didalam aplikai android. Aplikasi augmented reality yang dikembangkan bersifat dinamis, sehingga penambahan konten dapat dilakukan tanpa memodifikasi kode program. Aplikasi ini akan memvisualkan 9 rumah adat dari 9 provinsi yang ada di Pulau Jawa, Nusa Tenggara, dan Bali. Hasil pengujian menunjukkan kenaikan pengetahuan siswa SDN Banjarmendalan sebesar 11% dan dari penilaian kepuasan responden berupa skala likert 1-5 didapatkan nilai sebesar 4,5 atau dapat dikatakan sangat baik.
Sistem Pendukung Keputusan Penerima Beasiswa Bidikmisi Universitas Muhammadiyah Gresik Dengan Metode WASPAS Amin Syifa'; Darmawan Aditama; Indra Gita Anugrah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 5 (2023): Oktober 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i5.6894

Abstract

Beasiswa bidikmisi UMG merupakan salah satu program bantuan biaya Pendidikan yang diberikan oleh instansi pendidikan Universitas Muhammadiyah Gresik. Penyeleksian calon penerima beasiswa bidikmisi UMG yang dilakukan oleh Biro Pemasaran dan Penerimaan Mahasiswa Baru dan Hubungan masyarakat (Biro P2MB HUMAS) dengan tujuan untuk menentukan penerima beasiswa bidikmisi UMG yang memiliki kemampuan dibidang akademik dengan kriteria yang sudah ditentukan meliputi nilai test akademik, nilai test kemampuan dasar, dan prestasi. hal ini bisa membuat staff Biro P2MB HUMAS memberikan nilai tanpa ada pembobotan kriteria dan bisa membuat nilai akhir yang diproses kurang detail. WASPAS (Weighted Aggregated Sum Product Assesment) merupakan metode yang dapat mengurangi kesalahan atau mengoptimalkan dalam penaksiran untuk pemilihan nilai tertinggi dan nilai terrendah. Manfaat dari penelitian ini adalah dapat membantu menentukan calon mahasiswa penerima beasiswa bidikmisi UMG dari kriteria Biro P2MB Humas di Universitas Muhammadiyah Gresik. Perhitungan penyeleksian menggunakan metode WASPAS dah hasil dari perhitungan sistem merupakan perangkingan nilai tertinggi ke rendah. Akurasi yang didapat pada Sistem Pendukung Keputusan seleksi calon mahasiswa penerima beasiswa bidikmisi Universitas Muhammadiyah Gresik adalah 95,9 %
Perancangan dan Pembuatan Pembelajaran Daring (E-Learning) Pada Sekolah Menengah Pertama 1 Tarik Sidoarjo Mufid, Mohammad Robihul; Marcell Bintang Setiawan; Arif Basofi; Saniyatul Mawaddah; Yunia Ikawati; Arna Fariza; Rosiyah Faradisa; Darmawan Aditama; Fardani Annisa Damastuti
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 8 No 3 (2023): Desember
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v8i1.4158

Abstract

SMP Negeri 1 Tarik is an educational institution located on Jl. Raya Tarik, Tarik, Sidoarjo. In the learning process at SMP Negeri 1 Tarik, so far students have studied face-to-face, and have never used or had a platform that can start learning online. The 2020 pandemic had such an impact on schools that schools had to try to carry out online education, but due to limited platforms for starting online learning it was a challenge in itself.Therefore this research exists to help schools so that if the same situation occurs again, the school will have no trouble, and with this research it helps schools to take advantage of technology, especially the web, in the learning process. This research resulted in an e-learning web-based application or Learning Management System (LMS) which will be useful for students and teachers in the learning process starting from making assignments, managing materials, recording attendance, and giving grades to assignments. Data collection was carried out by means of observation and interviews. From this study, the results of testing with several indicators with scores of Learnability (4.56), Memorability (4.37), Efficiency (4.36), Accuracy (4.47), Satisfaction (4.45). With an average score of (4.44). It can be concluded that the e-learning website for SMP Negeri 1 Tarik can be stated to be easy to learn, effective, and comfortable to use.
Sistem Informasi Pemasaran Ikan Berbasis Web di Desa Rejosari Kabupaten Lamongan: Web-Based Fish Marketing Information System in Rejosari Village, Lamongan Regency Mufid, Mohammad Robihul; Zulfian Nafis; Arif Basofi; Saniyatul Mawaddah; Yunia Ikawati; Arna Fariza; Rosiyah Faradisa; Darmawan Aditama; Sritrusta Sukaridhoto; Much Chafid; Muhammad Turmudzi; Agus Wibowo; Pratama Eskaluspita; Novita Putri Lestari; Yesta Medya Mahardhika
J-Dinamika : Jurnal Pengabdian Masyarakat Vol 9 No 2 (2024): Agustus
Publisher : Politeknik Negeri Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25047/j-dinamika.v9i2.5193

Abstract

Salah satu desa penghasil ikan di Lamongan terletak di desa Rejosari kecamatan Deket. Para pembudidaya ikan sering kali mengalami kesulitan didalam melakukan penjualan ikan dengan harga yang pantas. Selain itu juga terdapat permasalahan lain yang dialami oleh pelaku usaha perikanan dan pembeli ikan dalam mengakses informasi yang diperlukan terkait dengan jenis ikan, stok, harga, dan lokasi pemasaran. Pengabdian ini bertujuan untuk mengembangkan sistem penjualan ikan berbasis web di desa Rejosari yang bertujuan untuk meningkatkan interaksi antara pedagang dan konsumen serta efisiensi operasional dalam industri perikanan. Pengembangan platform ini memungkinkan pedagang untuk memasarkan dan menjual produk ikan secara daring, serta memberikan kemudahan dan keamanan bagi konsumen dalam melakukan pembelian ikan. Pengumpulan data dilakukan dengan cara observasi dan wawancara langsung ke masyarakat dan perangkat desa Rejosari. Metode pelaksanaan dilakukan dengan cara melakukan sosialisasi dan pelatihan mengenai sistem informasi penjualan ikan berbasis web. Hasil dari sosialisasi dan implementasi sistem, masyarakat dipermudah didalam melakukan penjualan ikan dan pembelian ikan, serta bisa melihat jenis ikan, stok, dan harga yang lebih akurat.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol 16 No 2 (2023): Vol 16 No 2 (2023): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.
Pengenalan Rumah Adat Nusantara Berbasis Mobile AR Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen; Ibrohim Yofid Fananda; Dita Aulia Rahma
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 16 No. 2 (2023): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v16i2.1221

Abstract

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.