Claim Missing Document
Check
Articles

GAME WHAC-A-MOLE BERBASIS AUGMENTED REALITY SEBAGAI MEDIA PEMBELAJARAN HEWAN KARNIVORA DAN HERBIVORA Hariadi, Fajar
Akrab Juara : Jurnal Ilmu-ilmu Sosial Vol. 4 No. 2 (2019)
Publisher : Yayasan Azam Kemajuan Rantau Anak Bengkalis

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

Abstract

Visual media are very useful to transfer information from one person to others. The game is an interactive visual media where players can interact with what they saw on the digital screen. It can be used to make a pleasing interactive education. Combining the popular game whack-a-mole with Augmented Reality can make children easily understand which animal is Carnivore and which one is a herbivore. So we hope this prototype can support traditional education to transfer the information to children.
Analisis Sentimen Pengguna X Terkait Danantara Menggunakan Metode Support Vector Machine Njurumana, Adie Fito; Hariadi, Fajar; Uly, Novem Berlian
Riau Jurnal Teknik Informatika Vol. 4 No. 2 (2025): Juli 2025
Publisher : Prodi Teknik Informatika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjti.v4i2.3439

Abstract

Daya Anagata Nusantara (DANANTARA) adalah badan investasi milik pemerintah Indonesia yang diresmikan oleh Presiden Prabowo Subianto pada 24 Februari 2025. Dengan total aset mencapai USD900 miliar atau Rp14.000 triliun, DANANTARA bertujuan mengoptimalkan investasi, operasional BUMN, dan pengelolaan sumber dana lainnya. Kehadirannya menuai berbagai reaksi publik, terutama dari pengguna media sosial X, sebagian menilai lembaga ini belum matang dan berisiko gagal. Penelitian ini menganalisis sentimen publik terhadap DANANTARA melalui 1000 tweet periode Februari–Maret 2025. Data diberi label menggunakan metode leksikon menjadi Positif, Negatif, dan Netral, lalu dibagi menjadi 700 data latih dan 300 data uji. Hasil klasifikasi menggunakan Support Vector Machine menunjukkan akurasi 68,7%. Kelas Negatif paling akurat (recall 0.944, f1-score 0.740), Netral terendah (recall 0.152, f1-score 0.237), dan Positif di tengah (recall 0.309, f1-score 0.436). Rata-rata makro precision, recall, dan f1-score berturut-turut adalah 0.630, 0.468, dan 0.471. Berdasarkan polarisasinya, Sentimen Negatif mendominasi 55,6%, disusul Positif 29,1% dan Netral 15,3%, menunjukkan respons publik cenderung negatif terhadap DANANTARA.
Game Edukasi Pengenalan Budaya Sumba Timur Menggunakan Algoritma Fisher Yates Shuffle Mira, Tri Sari Dewi Novyanti Bertha; Hariadi, Fajar; Hunggurami, Jitro; Djara, Ferdinand Yonatan
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 9 No. 1 : Tahun 2024
Publisher : LPPM UNIKA Santo Thomas

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

Abstract

Salah satu bentuk kearifan lokal di Kabupaten Sumba Timur adalah benda-benda yang digunakan dalam budaya, adat istiadat maupun digunakan dalam kehidupan sehari-hari. Namun hal ini makin terkikis dengan kurangnya penyampaian informasi terkait budaya Sumba Timur dalam bentuk media yang modern. Salah satu upaya yang dapat dilakukan adalah dengan membuat media pembelajaran dalam bentuk game edukasi sehingga generasi muda sekarang mendapatkan alternatif sumber pengetahuan terkait budaya Sumba Timur. Game edukasi budaya Sumba Timur ini dibentuk menggunakan metode Software Development Life Cycle (SDLC), diuji fungsionalitasnya menggunakan black box dan telah berjalan dengan baik. Serta diujikan kepada 20 orang anak usia 8 – 10 tahun menggunakan pre-test dan post-test dan mendapatkan hasil N-Gain sebesar 0.42 yang berarti game edukasi ini mampu meningkatkan pengetahuan anak terkait budaya Sumba Timur dengan kategori peningkatan sedang.
Game Edukasi Pengenalan Budaya Sumba Timur Menggunakan Algoritma Fisher Yates Shuffle Mira, Tri Sari Dewi Novyanti Bertha; Hariadi, Fajar; Hunggurami, Jitro; Djara, Ferdinand Yonatan
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 9 No. 1 : Tahun 2024
Publisher : LPPM UNIKA Santo Thomas

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

Abstract

Salah satu bentuk kearifan lokal di Kabupaten Sumba Timur adalah benda-benda yang digunakan dalam budaya, adat istiadat maupun digunakan dalam kehidupan sehari-hari. Namun hal ini makin terkikis dengan kurangnya penyampaian informasi terkait budaya Sumba Timur dalam bentuk media yang modern. Salah satu upaya yang dapat dilakukan adalah dengan membuat media pembelajaran dalam bentuk game edukasi sehingga generasi muda sekarang mendapatkan alternatif sumber pengetahuan terkait budaya Sumba Timur. Game edukasi budaya Sumba Timur ini dibentuk menggunakan metode Software Development Life Cycle (SDLC), diuji fungsionalitasnya menggunakan black box dan telah berjalan dengan baik. Serta diujikan kepada 20 orang anak usia 8 – 10 tahun menggunakan pre-test dan post-test dan mendapatkan hasil N-Gain sebesar 0.42 yang berarti game edukasi ini mampu meningkatkan pengetahuan anak terkait budaya Sumba Timur dengan kategori peningkatan sedang.
PROGRAM WIRAUSAHA (KRIPIK) DENGAN MEMANFAATKAN POTENSI LOKAL DI DESA KOMBAPARI KABUPATEN SUMBA TIMUR Hariadi, Fajar; Enda, Riwa Rambu Hada; Jowa, Ngailu; Kudu, Yonski Umbu; Ndima, Indra Huki R.; Ndamung, Enjelita Pati; Chintika, Resni Ina; Kapu, Senli Rosiana; Lunga, Magdalena Tenga; Lero, Paschalis Risto Padi; Tamar, Debora Dembi; Pati, Ardon Umbu K.; Aprilia Kahi
BESIRU : Jurnal Pengabdian Masyarakat Vol. 2 No. 7 (2025): BESIRU : Jurnal Pengabdian Masyarakat, Juli 2025
Publisher : Lembaga Pendidikan dan Penelitian Manggala Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62335/besiru.v2i7.1586

Abstract

Real Work Lectures (KKN) are a form of university students' service to the community through the provision of empowerment assistance, training, counseling, guidance, mentoring and to realize their potential, as well as helping to improve the quality of life and development. Observation was carried out by the following methods: (I) Visiting (2) Questions and answers, (3) Documentation, and (4) Looking at the field directly. The physical group programs are the Village Office Arrangement Program and Introduction, Devotional Work, Mutual Cooperation in the village office and in elementary schools, Procurement of garbage cans and the Making and Installation of RT/RW Planks, Chairmen of BPD, Posyandu, Hamlets (I and 2), Churches and PAUD and Basic Family Data Collection for the creation of village and entrepreneurial profiles. Meanwhile, the non-physical group program is Counseling for Making Chips Business Proposals and training on making chips.  The potential of the community and the environmental conditions are very supportive for the holding of a flagship program which is hoped that this activity can continue with the support of the entire community. Judging from the program, students play the role of facilitators, dynamizers and motivators.  Overall, all work programs were carried out according to plan. The success is seen from the number of participation and support of the Kombapari Village community in all activities. All activities can run well, it is evident from the public opinion in general. Thus, the residents of Kombapari Village can continue to develop their existing potential.
The Effect Of Load Balancing And Failover Of Two Wide Area Networks With Per Connection Classifier Method On Qos Throughput, Packet Loss, Qos Delay, And Qos Jitter: Pengaruh Load Balancing dan Failover Dua Wide Area Network Dengan Metode Per Connection Classifier pada QoS Throughput, Packet Loss, QoS delay, dan QoS jitter Hariadi, Fajar; Alfa Ray Leo Lede, Pingky; Melvy Kalaway, Umbu
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 4 No. 2 (2021): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (935.175 KB) | DOI: 10.21070/joincs.v4i2.1502

Abstract

This study discussed the design and implementation of load balancing of two WANs so that the traffic load and bandwidth provided by both WANs could be used equally. The methods used in this research were observation and identification, network topology design, implementation, and testing. This study found that load balancing could divide the network load to all available gateways so that there was no overload on the network used by visitors. After implementing load balancing, the network throughput parameter increased 1.51% compared to the Indihome 1 network and 7.5% compared to the Indihome 2 network. The packet loss parameter increased by 99% compared to the Indihome 1 network and increased 90% compared to the Indihome 2 network. Network delay decreased by 1.33% compared to the Indihome 1 network, and decreased by 1.5% compared to the Indihome 2 network. The Network jitter parameter decreased by 0.93% compared to the Indihome 1 network and decreased by 1.54% compared to the Indihome 2 network.
The Effect Of Queue Tree On Packet Loss In Bandwitch Management Online Based School Exam: Pengaruh Queue Tree pada paket loss dalam management Bandwitch Ujian Sekolah Berbasis Online Dale, Wellem Wila; Hariadi, Fajar; Mikaela Indri Malo, Raynesta
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 4 No. 2 (2021): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1354.951 KB) | DOI: 10.21070/joincs.v4i2.1515

Abstract

Unequal bandwidth distribution between clients that are used for online tests will cause the quality connection among clients to differ. Especially when some client dominates the bandwidth. The other client will suffer to have a proper connection. Using Queue Tree bandwidth management with the type of Per Connection Queue (PCQ) the distribution of bandwidth can be done evenly among clients. The implementation of PCQ Queue Tree is able to reduce the length of ping time by 90% from 134 ms and 13 ms. Delay is decreased 47% from 17 ms to 9 ms with a very good category. Jitter decreased 41% from 17 ms to 7 ms with a very good category. Throughput increased 53% from 234.582 Kbps to 503.584 Kbps in the medium category. Meanwhile, in the packet loss parameter, there is no difference in conditions before and after the implementation of PCQ Queue Tree because there is no packet loss during the test, which means packet loss condition is in the very good category.
User And Bandwidth Management Using Mikrotik Hotspot At State Vocational School 5 Waingapu: Manajemen Pengguna dan Bandwidth Menggunakan Hotspot Mikrotik Pada Sekolah Menengah Kejuruan Negeri 5 Waingapu Hariadi, Fajar; Anamatalu, Deonisius
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 6 No. 2 (2023): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v6i2.1605

Abstract

The use of the internet in schools is very helpful for teachers, staff and students, the internet is an important need for most adult people, they even regard the internet as a basic daily need that must be met, such as at SMK Negeri 5 Waingapu. The use of the internet in schools is very helpful for teachers, staff and students. State Vocational High School 5 Waingapu uses an internet service provider (ISP) sourced from KOMINFO Bakti as internet access with a total bandwidth of 2 Mbps with an average user of 15 clients. The distance to access the internet network on WIFi is 20 meters, but there is still no good management of network usage so that when accessing the internet, many users (clients) often experience interference. One form of utilizing wireless technology is a hotspot. The development method used in this research is to develop a hotspot network at SMK Negeri 5 Waingapu using the Network Development Life Cycle (NDLC) model which is used as the overall development method in developing or designing computer network systems. By implementing bandwidth management using a hotspot router proxy at SMK Negeri 5 Waingapu and testing it using a speedtest before implementation, namely a download speed of 4.55 and an upload speed of 1.09. And after the implementation of bandwidth management for teacher user hotspots, namely for download bandwidth of 0.95 Mbps and upload bandwidth of 0.21 Mbps, then for hotspot user principals download bandwidth is 0.94 Mbps and upload bandwidth is 0.94 Mbps and hotspot user download bandwidth for students is 0.73 Mbps and upload of 0.94 Mbps.
Expert System for Diagnosing Diseases in Tomato Plants Using a Website-Based Forward Chaining Method : Sistem Pakar Mendiagnosa Penyakit pada Tanaman Tomat menggunakan Metode Forward Chaining Berbasis Website Roni, Katrina Rambu Bangi; Hariadi, Fajar
JOINCS (Journal of Informatics, Network, and Computer Science) Vol. 5 No. 2 (2022): November
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/joincs.v5i2.1609

Abstract

Tomato plant is one of the plants in agriculture that is widely cultivated in Indonesia, one of which is in East Sumba Regency. The problem that is often faced is the lack of knowledge and facilities for tomato farmers which are still limited in dealing with diseases in these tomatoes. To diagnose tomato plant diseases that attack through the symptoms they cause, a tomato plant expert is needed to analyze and diagnose. Currently farmers often ignore tomato diseases due to lack of knowledge. They assume it's finally happening in the planting phase, tomato pest and disease experts are reduced, they don't know how to control and eliminate decreased productivity. In this case, to help farmers know the type of disease that attacks, an expert system is needed to help diagnose tomato plant diseases and provide the right solution in handling the disease using the Forward Chaining method. In the Forward Chaining method, the data search process starts from the premise to the final conclusion. Based on the test results, it can be seen that the probability value for the accuracy of the expert system produced is capable of having a percentage of 100%, from the calculation of the 8 types of the same disease, for inaccuracy so that this expert system can be stated to have been running well.
PERANCANGAN APLIKASI PENGOLAHAN DATA PENDUDUK DI KELURAHAN MATAWAI BERBASIS WEBSITE Bale Lay, Dearly Dady Ropa; Hariadi, Fajar; Sitaniapessy, Desy Asnath
Jurnal Informatika dan Teknik Elektro Terapan Vol. 12 No. 1 (2024)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v12i1.3932

Abstract

Proses pengolahan data kependudukan di Kelurahan Matawai, Kota Waingapu, menghadapi kendala signifikan, seperti pendataan manual oleh Ketua RT yang dapat menyebabkan hilangnya data saat pergantian anggota pengurus. Untuk mengatasi masalah tersebut, penelitian ini bertujuan membangun Aplikasi Pengelolaan Data Penduduk di Kelurahan Matawai Kota Waingapu Berbasis Website. Aplikasi ini dirancang untuk meningkatkan efisiensi dan akurasi pengelolaan data, serta mengurangi risiko kehilangan data pada saat pergantian pengurus. Dengan fokus pada pemanfaatan teknologi, Aplikasi ini menggantikan pendekatan manual dengan penggunaan React JS sebagai bahasa pemrograman. Uji coba menggunakan System Usability Scale (SUS) menunjukkan tingkat penerimaan yang tinggi, dengan nilai rata-rata 89,75, menandakan bahwa calon pengguna menganggap aplikasi ini layak digunakan. Dengan demikian, implementasi Aplikasi Pengelolaan Data Penduduk di Kelurahan Matawai berbasis website diharapkan dapat memberikan solusi efektif terhadap kendala-kendala yang diidentifikasi, meningkatkan efisiensi dan efektivitas pengelolaan data kependudukan secara lebih terstruktur dan terintegrasi di Kelurahan Matawai.
Co-Authors Aha Pekuwali, Arini Alberto Koro, Januard Alex Dangi Maneka Alfa Ray Leo Lede, Pingky Alfrian Carmen Talakua Anamatalu, Deonisius Aprilia Kahi Aprilian Ina Arysanti Ndapa Huda, Desy Atahau, Fonensia Djati Bale Lay, Dearly Dady Ropa Behar, Melvianus Chintika, Resni Ina D. N. B. Mira, Trisari Dale, Wellem Wila Dearly Dady Ropa Bale Lay Desy Asnath Sitaniapessy Dewi N. B. Mira, Trisari Djara, Ferdinand Yonatan Enda, Riwa Rambu Hada Fendi Djami, Ferdian Gehur, Amir Gutu Hawu Yogia Pradana Uly Hinggu Maramba Nau, Mahir Hunggurami, Jitro Indri Malo, Raynesta Mikaela Jowa, Ngailu Jumalia, Jumalia Kalaway, Rambu Yetti Kapu, Senli Rosiana Karolina A. Rewa Katanga Mutu, Adipapa Kudu, Yonski Umbu Lede, Pingky Alfa Lemba Oy, Demaris Lero, Paschalis Risto Padi Lunga, Magdalena Tenga Malo Damanuna, Alvindo Marten Doni Ratu, Leonard Mbana, Marlyn Rambu Day Mbaru, Arto Rehi Melvy Kalaway, Umbu Mete, Merling Agreni Inna Mikaela Indri Malo, Raynesta Mira, Trisari Dewi Novyanti B Nai Besie, Anamaria Rosalia Ndamung, Enjelita Pati Ndapa Otu, Toni Yiwa Ndima, Indra Huki R. Nikolas Nara Huri Njurumana, Adie Fito Oy, Maria Kapading Pati, Ardon Umbu K. Priyasthiti, Itha Rada, Yustina Rambu Hada Enda, Riwa Raynesta Mikaela Indri Malo Raynesta Mikaela Indri Malo, Raynesta Mikaela Indri Rivandi Bara, Papy Riwa Rambu Hada Endah Roni, Katrina Rambu Bangi Sindi Asmiati Mudang Sri Mulyani Sukadi . T, Alfrian Carmen Talakua, Alfrian Carmen Tamar, Debora Dembi Theofilus Dendimara, Umbu Thimotius Abineno, Reynaldi Trisari Dewi Noviyanti Bertha Mira Uly, Novem Berlian Wawu, Ardi Kalendi Wuhi, Andri Umbu Yandrianus Christianto Dara Yetti Kalaway, Rambu