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Website-Based Information System for Posyandu Services (Case Study of Posyandu Kemuning 1, Prasung Village) Danang Firmansyah; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (556.56 KB) | DOI: 10.21070/pels.v1i2.1001

Abstract

The development of toddlers is very important to continue to be monitored. Monitoring the growth and development of toddlers is carried out through monthly services at the posyandu, posyandu cadres will record the results of weighing the weight, height, and immunizations that have been received by toddlers. With this system, it is hoped that it can help the implementation process of the posyandu which includes the process of recording the results of the posyandu. This research method uses the System Development Life Cycle (SDLC), which uses a quantitative, systematic, planned, and clearly structured approach from the beginning of the research design. The purpose of this information system is to make it easier for the public to obtain information about the posyandu which includes the results of the posyandu implementation without having to come to the posyandu to ask for data on the results of the posyandu every month. The result of this research is to build a Website-Based Posyandu Service Information System. The conclusion of this study, can be used as an alternative to the use of technology so that it can be used to record the results of posyandu activities and archive storage reports on toddler development quickly, precisely and accurately.
Website-Based Sales Information System at One Coffe Point Cafe Dwiki Aulia Akbar; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (849.531 KB) | DOI: 10.21070/pels.v1i2.1008

Abstract

. Currently the development of technology in the marketing of a product is growing and easy, The amount of competition in the business world requires business actors to develop an innovation and strategy in marketing their products so that they can increase sales results. One of them is by using website media in their marketing process and data processing. With good data processing and marketing, it can be an evaluation for entrepreneurs in their product development and marketing. So that it can reduce unwanted things in the future. The purpose of this research is to facilitate entrepreneurs in marketing and processing data from their business by creating a website-based sales information system. While the method used is the waterfall method where this method has several stages of manufacture from start to finish and in making it is made as attractive as possible. The results of this study are the website can provide all information about the point one coffee cafe to customers and can be accessed anywhere from the device available by the customer.
Web-Based Gamification Loaded E-Learning Information System For Junior High Schools Muhammad Reza Pahlevi; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.423 KB) | DOI: 10.21070/pels.v1i2.1038

Abstract

Currently teaching and learning activities are carried out using E-learning facilities, E-learning is a means of teaching and learning activities from school to college. E-learning itself is now one of the standard learning methods in several schools and gamification is needed to support e-learning so that users are interested in its use. Gamification itself implements in-game features into a non-game context such as points, badges, and leaderboard. The method used in this research is the waterfall method which this method plans a system from upstream to downstream. In terms of appearance, this website looks attractive in for its users. This system is easy to use, so it is easier for students to do learning even though they are at home. The result of this research is that students can learn anywhere using available devices.
Decision Support System For Computer Recommendations Using Web-Based Fuzzy Tahani Logic Method Farrell Ega Santoso; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (665.391 KB) | DOI: 10.21070/pels.v1i2.1066

Abstract

Nowadays people are familiar with computers and many use computers to support their needs, but many people do not understand the specifications of computers that suit their needs, so a web-based application is made that provides recommendations for computer specifications using fuzzy logic. This research method uses observation to obtain information about computer components. The results of this study indicate the recommendations for computer components, namely computer, monitors, keyboard, and mouse according to the user's wishes. The conclusion of this study, this website makes it easier for users to choose computer components.
Design and Build WEB-Based Applications as E-Commerce Media for Sales of Custom Products at CLOVE STORE Stores Nurul Hidayah; Mohammad Suryawinata; Hindarto; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 2 (2021): Proceedings of the 3rd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (511.385 KB) | DOI: 10.21070/pels.v2i0.1160

Abstract

E-commerce provides information about the items offered by business actors in the form of catalogs, which are given to make it easier for the general public or potential purchasers to select the required product. Making this e-commerce application is for owners who have full control over the e-commerce website or administrators who can enter data on products or services offered, while visitors to e-commerce websites can place orders for those products or services. The results of testing a website-based e-commerce application on the Clove Store store from the trials that have been carried out show that the success rate is 90%, In terms of the benefits of building an e-commerce website, there are many advantages, including for buyers, they don't need to come directly to the store, just by looking at the catalogs available on the website, buyers can directly order available products and for sellers in terms of promotion it will be easier and no need to spend more costs to market their products.
Deteksi Dini Gangguan Kecemasan Menggunakan Metode Naive Bayes Tutut Anjarsari; Ika Ratna Indra Astutik; Uce Indahyanti
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 7, No 4 (2022)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v7i4.3197

Abstract

Kecemasan adalah emosi yang umum ketika menghadapi stres dan masalah sehari-hari. Kecemasan pada umumnya normal, namun menjadi berbeda apabila rasa cemas tersebut berlangsung secara terus-menerus dan terjadi tanpa alasan yang jelas. Dalam beberapa kasus, kecemasan yang berlebihan dikategori-kan ke dalam suatu gangguan kecemasan. Bagi penyandang gangguan kecemasan, rasa cemas yang mereka alami muncul secara konsisten, kecemasan tersebut akan sangat sulit dikontrol dan disertai dengan gejala-gejala fisik lainnya. Kecemasan yang di alami penyandang gangguan kecemasan bersifat berlebihan dalam artian ancaman yang mereka hadapi tidak ada atau tidak sebanding dengan respon cemas yang mereka rasakan. Oleh karena itu, Tujuan dari penelitian ini adalah membuat aplikasi sistem pakar untuk mengidentifikasi gangguan kecemasan yang diberi nama Moodlify. Dalam pembuatan ap-likasi Moodlify, digunakan metode Naïve Bayes untuk memprediksi apakah seseorang mengalami gangguan kecemasan. Hasil dari penelitian ini adalah sebuah aplikasi berbasis web yang diharapkan dapat berguna untuk menjadi media bantu dalam deteksi dini gangguan kecemasan. Menurut hasil, aplikasi Moodlify dapat menjadi media bantu untuk deteksi dini gangguan kecemasan dengan tingkat akurasi model naive bayes sebesar 81%.
Pelatihan Support Sistem SD Inklusi di Era Pandemi Covid-19 Feri Tirtoni; Rugaya Meis Andhiarini; Ika Ratna Indra Astutik
Jurnal Abdimas ADPI Sains dan Teknologi Vol. 2 No. 1 (2021): Jurnal Abdimas ADPI Sains dan Teknologi
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/saintek.v2i1.132

Abstract

The purpose of implementing the community partnership program at SDN Wedi Gedangan is training in the Covid 19 pandemic support system through the use of the smart psychological test application and the design of an inclusive smart bag design to solve problems in partner schools. This is a manifestation of the Tri Dharma of higher education organized by Sidoarjo Muhammadiyah University. Some of the things that are being done are a series of activities to support the system for the inclusion program that is currently running at the school. In the first part we explain about a prototype Smart Survival Bag Inclusion which is still an initial design. The design of this bag is equipped with a barcode which has the function of helping other people in the vicinity to provide assistance if inclusive students need it, starting from the home address menu, the telephone contact menu that can be contacted, a GPS tracking device that can be installed on an Android cellphone, so that parents are not again has a heavy burden to teach their children to be independent when outside the home. The bag is also designed to have a seat that can be folded on the back of the bag. In the second session we explained the support system that can be used to carry out psychological tests on new students, both inclusion and regular through an online application during the Covid pandemic, which required everything to be systemized online, from registration to testing new students later. the application of using this application is quite easy for teachers to map students' IQs, so that potential students can be identified earlier, and this application can be accessed online and can be configured on the school's website later.
Geographic Information System of UMKM Location Mapping in Sidoarjo Regency Moch Eko Budi Setiawan; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 2 No 2 (2022): Proceedings of the 4th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v2i2.1228

Abstract

Sidoarjo Regency is an area that has a large number of MSMEs. Culinary and handicraft SMEs are widespread in 18 sub-districts in Sidoarjo Regency, numbering in the thousands. There are still a few MSMEs who understand how to promote online, and some MSMEs have gone out of business due to a lack of consumers. Many of the people of Sidoarjo still don't know the location of MSMEs because the location of MSMEs in villages and far from urban areas makes MSMEs unable to develop due to lack of customers. From that problem, the author's goal is to create a geographic information system for MSMEs in Sidoarjo to promote their products to the wider community in Disidoarjo and at the same time provide information on the location of MSMEs. In making this system, it was created using the CodeIgniter framework and MySQL as the database to store MSME data. The results of this study are that it is easier for people to find information on MSMEs in Sidoarjo Regency and with an interesting and interactive information system that can be accessed in various places, whenever and wherever so that they can help MSMEs for their products to be known more broadly, specifically for the Sidoarjo Regency and can also increase sales of MSME products.
Expert System Detection of Disease Due to Bacteria Salmonella using Android-Based Forward Chaining Method Mochammad Bisri Mustofa; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 2 No 2 (2022): Proceedings of the 4th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v2i2.1282

Abstract

Many diseases are caused by unhealthy food, one of which is Salmonella bacteria. Diseases from the Samonella bacteria can attack the digestive tract which includes the stomach, small intestine, and large intestine or colon. Some species of salmonella can cause infection through food. This includes Salmonella Typhi and Salmonella Shigella. Based on the problems above, there are still many people who do not know the symptoms of this bacterial disease and how to diagnose it with a high certainty value. With the aim of making an expert system application through each android phone by means of a diagnosis through the signs and symptoms. The researcher chose to use the forward chaining method. This method was chosen because this method is considered capable of providing a high level of certainty. The forward chaining method is one of the decision-making strategies starting from facts to conclusions or final conclusions. The result of this research is to create an android-based expert system application that can diagnose diseases caused by salmonella bacteria based on existing symptoms using the forward chaining method. This expert system has the benefit of providing good education to the public regarding diseases caused by salmonella bacteria.
Design and Build 2D Android-based Adventure Game “Excuse Me” Muhammad Nur Kholis; Cindy Taurusta; Ika Ratna Indra Astutik
Procedia of Engineering and Life Science Vol 2 No 2 (2022): Proceedings of the 4th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/pels.v2i2.1294

Abstract

Manners are a must for a child as basic education from an early age. Learning manners should be taught in childhood starting with an introduction to simple manners and manners. This encourages the idea to create a game that can be used as a tool in teaching etiquette for early childhood. Learning methods accompanied by play will make it easier for children to understand things easily. This educational game is entitled "excuse me" with a 2D adventure genre where a story is presented about a little boy who wants to return to his house after school, but on the way, he meets many obstacles. The little boy must pass through one after another in order to return to his home safely. This game has 5 levels and each level has different obstacles. The game framework development in this research uses the Unity 3D game engine to build android based games. The advantage of the "excuse me" game is that this game can be a more interactive and interesting learning method and can make players feel that etiquette is very important in everyday life and in the game. and the disadvantages of this game are that it cannot run on the iOS operating system, lacks levels, and has an unattractive interface. Responses from children aged 13 and over indicated that the media was "very interesting".