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SISTEM REPOSITORI MENGGUNAKAN ALGORITMA PENCARIAN SEQUENTIAL DAN ANALISIS QOS Syafikah Kamal; Anwar Anwar; Mursyidah Mursyidah
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 2 No. 1 (2018): Sisfo: Jurnal Ilmiah Sistem Informasi, Mei 2018
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v2i1.999

Abstract

Teaching and Learning Process is the concept of combining two concepts,namely teaching and learning conducted by students and lecturers. Thanksto technological developments, there has been a lot of enlargement of theeducation system from the world of conventional face-to-face educationtowards more open education. During this time sharing material files in theteaching-learning process still uses the media manually such as CDs,DVDs, Flashdisks and other physical media. As a result, performance isdisrupted and can slow down the learning process. These weaknesses canbe overcome by utilizing the repository system. This system is a media fordisseminating web-based information. Aiming to build a data repository todetermine storage space capacity by applying data search using theautocomplete feature and sequential algorithm, where the data analyzed isthe quality of the system using the QoS parameters. The system canprovide convenience for students, lecturers or lecturers to share materialfiles quickly and efficiently.
Diagnosa Kesehatan Mental Pecandu Game Online Menggunakan Metode Forward Chaining Mahdi Mahdi; Muhammad Rizka; Reynold Herwinsyah; Huzaeni Huzaeni; Mursyidah Mursyidah
Jurnal Infomedia: Teknik Informatika, Multimedia, dan Jaringan Vol 11, No 1 (2026): Jurnal Infomedia
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jim.v11i1.8190

Abstract

Perkembangan teknologi informasi terus meningkat, popularitas game online yang terus berkembang, maka semakin mudah dalam mengakses game online dan menyebabkan lonjakan pemain game online di Indonesia. Ada banyak penyedia game online, baik yang di akses free maupun yang diakses secara berbayar. Apabila dimainkan secara berlebihan maka akan menjadi kecanduan. Sehingga dapat mempengaruhi kesehatan fisik, mental, dan sosial pada pemainnya. Kesehatan mental adalah kondisi emosional, psikologis, dan sosial yang memungkinkan seseorang untuk mengelola stres, membangun hubungan positif, dan membuat keputusan yang baik dalam kehidupan. Kesehatan mental mencakup berbagai aspek, termasuk cara berpikir, merasakan, dan berperilaku, yang sangat penting karena memengaruhi interaksi individu dengan lingkungan, kemampuan menghadapi tantangan, serta kontribusi dalam masyarakat. Dalam konteks ini, sistem pakar dapat berperan penting dalam mendiagnosa gangguan kesehatan mental yang semakin umum di masyarakat. Ada 13 jenis ganguan mental: Gangguan Kecemasan, Gangguan Mood, Skizofernia,Gangguan Psikotik, Gangguan Makan, Obsessive-Compulsive Disorder (Ocd), Gangguan Kepribadian, Sindrom Tourette, Psikomastis, Factitious Disorder, Disosiatif, Post Traumatic Stress Disorder (PTSD ), Depresi, Attention Deficit Hyperactivity Disorder (ADHD. Aplikasi ini, diharapkan dapat membantu masyarakat dalam mendeteksi gangguan kesehatan mental pengguna game online, sehingga intervensi yang tepat dapat dilakukan. Penelitian ini diharapkan dapat memberikan kontribusi pada perkembangan sistem pakar
Multiplayer Quiz Adventure Educational Game Arts and Culture Using the Fisher-Yates Shuffle Algorithm Rahul Devnanza; Mursyidah Mursyidah; Atthariq Atthariq
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 2 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i2.7481

Abstract

The rapid development of games, with a wide variety of genres, includes strategy, adventure, arcade, puzzle, sports, and more, packaged in PlayStation games, PC games, and mobile devices. Games with educational content are better known as educational games. These educational games aim to stimulate interest in learning the subject matter while playing, so that with a sense of enjoyment, it is hoped that it will be easier to understand the material presented. As we know, arts and culture play a crucial role in shaping a nation's identity. Appreciating arts and culture has a positive impact in helping society understand the historical roots, values, and cultural heritage that form the basis of cultural diversity. However, often the teaching of arts and culture in educational environments does not create sufficient appeal and does not meet expected standards. Therefore, creative and innovative approaches are needed so that the younger generation can be more actively involved in learning and appreciating arts and culture in an interesting and interactive way. The author hopes that this video game will be an interesting alternative to traditional learning approaches. This game itself uses the Fisher-Yates Shuffle algorithm to randomize quiz questions so that each game has a different order. In this game, players are invited on an adventure to overcome the obstacles presented. Furthermore, players are expected to answer questions about arts and culture, which will broaden their knowledge and understanding. Furthermore, players will find these questions entertaining and challenging.
Implementation of Fuzzy Logic in NPCs for Online Multiplayer Games Using Photon Muhammad Haris; Mursyidah Mursyidah; Atthariq Atthariq
Jurnal Teknologi Rekayasa Informasi dan Komputer Vol 8, No 2 (2025): JURNAL TRIK - POLITEKNIK NEGERI LHOKSEUMAWE
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/jtrik.v8i1.7435

Abstract

This thesis discusses the implementation of fuzzy logic techniques in managing the behavior of non-playable characters (NPC) in a game with online multiplayer features that utilize the Photon platform. Games with online multiplayer modes have become very popular, but managing NPC behavior in a multiplayer context is often a complex challenge, requiring high adaptability to changes in the environment and player behavior. This research describes the process of implementing fuzzy logic on NPCs to improve interactivity and player experience. in multiplayer online games. There are three main components in this study: the NPC behavior model, the selection of relevant environmental variables, and the design of fuzzy rules for decision making. In addition, this thesis also describes the integration of Photon technology as a multiplayer platform, which allows players to interact in real-time in the game.The experimental and evaluation results show that the use of fuzzy logic in managing NPC behavior in multiplayer online games can increase the level of realism in player interactions with NPC characters. This makes a positive contribution to the player's gaming experience and results in a more challenging and exciting gameplay in an online multiplayer context. This research provides valuable insights into the use of fuzzy logic in online multiplayer games as well as the integration of Photon as an effective multiplayer platform.
Peningkatan Kualitas dan Produktivitas Keripik Pisang UMKM IBDA Lhoksukon dengan Menggunakan Mesin Pengiris Keripik Pisang Luthfi Luthfi; Herri Mahyar; Mursyidah Mursyidah; Azhar Azhar; Sumardi Sumardi
Jurnal Vokasi Vol 10, No 1 (2026): Maret
Publisher : Politeknik Negeri Lhokseumawe

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30811/vokasi.v10i1.8732

Abstract

Pisang merupakan salah satu buah yang banyak dikonsumsi masyarakat Indonesia dan sering diolah menjadi berbagai produk makanan, salah satunya keripik pisang. Namun, mitra kegiatan Pengabdian Kepada Masyarakat (PKM), yaitu UMKM IBDA yang dirintis oleh Teuku Muhammad Imam Shiddiq di Lhoksukon, menghadapi kendala dalam proses produksi karena pengirisan pisang masih dilakukan secara manual. Proses tersebut memakan waktu, melelahkan, serta berisiko melukai jari pekerja, sehingga produktivitas dan kualitas produk terbatas. Kegiatan PKM ini bertujuan meningkatkan produktivitas dan kualitas keripik pisang melalui hibah mesin pengiris pisang kepada mitra. Metode yang digunakan adalah participation approach, di mana mitra dilibatkan secara aktif dalam setiap tahap kegiatan meliputi identifikasi kebutuhan, pemilihan jenis mesin, uji coba, dan demonstrasi alat. Hasil kegiatan menunjukkan bahwa penggunaan mesin pengiris dapat menggantikan proses manual dengan kecepatan dan kualitas irisan yang setara. Selain itu, kapasitas produksi meningkat signifikan, dan mutu irisan menjadi lebih seragam sehingga berdampak positif terhadap keberlanjutan usaha mitra