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Optimalisasi Aplikasi Renpy untuk Pembuatan Webflow Berbasis Game Bergenre Visual Novel Asmiatun, Siti; Tarigan, Aditya Vikky; Susanto, Susanto
Smart Comp :Jurnalnya Orang Pintar Komputer Vol 13, No 1 (2024): Smart Comp: Jurnalnya Orang Pintar Komputer
Publisher : Politeknik Harapan Bersama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30591/smartcomp.v13i1.4272

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Saat ini game sudah dapat dimainkan dimanapun dan kapanpun selama memiliki peralatan untuk memainkan game itu sendiri seperti smartphone, komputer, console dan lain-lain. Selain sebagai sarana hiburan, game juga memiliki kegunaan lain dalam kehidupan sehari-hari seperti sebagai media pembelajaran bagi pelajar, sarana pengenalan, maupun sebagai simulasi dari pencerminan kehidupan sehari-hari di dunia nyata. Banyak lulusan teknologi dan informasi pada bidang programming yang masih kesulitan dalam membuat aplikasi khususnya pada pengembangan website, banyak mahasiswa yang mengeluhkan sulitnya dalam membuat website karena tidak bisa coding, padahal saat kuliah telah dipelajari bagaimana membuat sebuah website dari struktur html dasar, css, javascript, hingga framework. Dari permasalahan tersebut penulis ingin membuat sebuah game edukasi untuk memperkenalkan webflow yang dapat digunakan untuk membuat sebuah website tanpa perlu memiliki kemampuan coding yang luas. Game ini akan dibuat dengan genre visual novel agar penyamapaian materi dari penulis dapat tersampaikan dengan baik kepada pemain, gami ini dibuat menggunakan aplikasi RenPy yang menggunakan bahasa pemrogramman Python, sehingga dapat digunakan pada berbagai macam platform seperti IOS, Android, Windows, bahkan Website. Dengan adanya game tersebut diharapkan mahasiswa atau masyarakat umum yang ingin membuat sebuah website dapat membuat sebuah website yang diinginkan dengan mudah tanpa harus terkendala oleh kesulitan coding, karena dasar dari webflow sendiri adalah codeless.
Sistem Monitoring Pekerjaan Proyek Menggunakan Metode Extreme Programming Prayoga, Mohamad Adrian; Huizen, Lenny Margaretta; Asmiatun, Siti
Journal of Information System Research (JOSH) Vol 5 No 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v5i3.5001

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Government agencies such as the Office of Public Works (PU) Bina Marga and Cipta Karya (BMCK) are in charge of managing and carrying out projects related to housing and road infrastructure development, maintenance, and oversight. There is a need to keep an eye on the road infrastructure projects going on at the Public Works Office of Bina Marga and Cipta Karya. Road building is slowed down, complicated, and prone to mistakes since the Public Works Office of Highways and Human Settlements does not yet have a framework in place to enable monitoring. The goal of this study is to develop a method for tracking road building progress that will make the process easier and faster. One development approach that streamlines the many phases of development to make it more adaptable and flexible is the Extreme Programming technique. This system is designed using UML(Unified Modeling Language) as a means to analyze and design the system. The test results using the Technology Acceptance Model (TAM) resulted in a value of 92.33%, which is considered very good and has met the expected criteria.
Reward Decision Support System and Punishment on Food Companies Using MABAC Method Eka Putri Rachmawati; Saifur Rohman Cholil; Siti Asmiatun
Jurnal Rekayasa Sistem & Industri Vol 9 No 02 (2022): Jurnal Rekayasa Sistem & Industri
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/jrsi.v9i02.542

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The improvement of a company performances cannot be separated from the performance of each employee.Periodic evaluation of employee performance becomes a routine task of the Human Resources General Affair(HRGA) team that takes a long time and effort because it is still done manually. The results of employeeperformance that have been assessed as a reference of determination of rewards and punishment. TheDecision Support System (DSS) is made with the aim of making it easier for HRGA to determine employeerewards and punishments based on assessor factors that have been determined by the company. The criteriachosen are attendance, loyalty and responsibility, work competency and work results (quality and quantityresults). The DSS methods that can be applied to this process is the Multi-Attributive Border Approximationarea Comparison (MABAC) Method. This method is used because consistent in solutions and expert for usein logical decision making. The research data was taken from 11 samplings of bakery division employeeperformance data for 1 year. Data is obtained from attendance and assessments from supervisors of eachdivision. The results of this research, is a decision support system web based in order to determine thereward and punishment method using MABAC.
Transformasi digital sekolah : pengelolaan situs web untuk meningkatkan brand image SMK Kristen Surakarta Pratama Angga Buana; Titin Winarti; Edi Widodo; Siti Asmiatun; Daffa Nurin Nabil Ma’arif; Kasa Kusuma Wardani; Djoko Susilo
SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Vol 10, No 2 (2026): April
Publisher : Universitas Muhammadiyah Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31764/jpmb.v10i2.38409

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AbstrakBelum adanya jejak digital yang kuat serta terbatasnya aktivitas promosi sekolah secara daring menjadi permasalahan utama di SMK Kristen Surakarta. Program pengabdian ini dilaksanakan untuk meningkatkan kemampuan warga sekolah dalam mengelola situs web sebagai saluran informasi resmi yang kredibel guna memperkuat transparansi informasi bagi masyarakat. Kegiatan dilaksanakan melalui pelatihan langsung kepada 15 peserta yang terdiri dari 5 pendidik/tenaga kependidikan sebagai pengelola administrasi dan 10 peserta didik sebagai kontributor konten kreatif. Cakupan materi yang diberikan antara lain pembuatan konten positif, penerapan etika digital, serta optimalisasi fitur-fitur yang terdapat pada situs web sekolah. Proses evaluasi dilakukan melalui pretest dan posttest guna mengukur tingkat pemahaman etika digital, keamanan data, hak cipta, dan keterampilan pembuatan konten. Data hasil tes dianalisis menggunakan teknik komparatif deskriptif. Hasil menunjukkan adanya kenaikan nilai rata-rata dari 36,78 menjadi 40,44 dengan peningkatan tertinggi pada aspek pemahaman hak cipta (+18%). Selain itu, peserta menunjukkan sikap yang lebih positif terkait fungsi situs web sekolah, terutama dalam kemudahan memperoleh informasi dan mendukung proses penerimaan peserta didik baru. Secara keseluruhan, pelatihan ini memberikan dampak efektif dalam meningkatkan literasi digital dan citra sekolah secara daring. Keterbatasan program terletak pada waktu pelaksanaan yang relatif singkat sehingga disarankan adanya pelatihan lanjutan di masa mendatang. Kata kunci: branding sekolah; literasi digital; pelatihan; situs web; SMK Kristen Surakarta AbstractThe absence of a strong digital footprint and limited online promotional activities are the main challenges at SMK Kristen Surakarta. This community service program was conducted to improve the school community's ability to manage its website as a credible official information channel to strengthen information transparency for the public. The activity was carried out through direct training for 15 participants consisting of 5 teachers/staff as administrative managers and 10 students as creative content contributors. The material covered included creating positive content, applying digital ethics, and optimizing the school website's features. The evaluation process was conducted using pre-tests and post-tests to measure digital ethics, data security, copyright understanding, and content creation skills. The test data were analyzed using descriptive comparative techniques. The results showed an increase in the average score from 36.78 to 40.44, with the highest improvement in the copyright understanding aspect (+18%). In addition, participants showed a more positive attitude regarding the function of the school website, especially in the ease of obtaining information and supporting the new student admission process. Overall, this training effectively improved digital literacy and the school's online image. The limitation of the program is the relatively short implementation time; therefore, follow-up training is recommended in the future. Keywords: digital literacy; school branding; SMK Kristen Surakarta; training; situs web
3D Visualization of Post-Disaster Priorities Using CILOS–MARCOS for Decision Support and Mitigation Siti Asmiatun; Agusta Praba Ristadi Pinem; Nurtriana Hidayati; Mohammad Burhan Hanif
Journal of Innovation Information Technology and Application (JINITA) Vol 8 No 1 (2026): JINITA, June 2026
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v8i1.2908

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One of the main challenges in disaster mitigation is delivering information that various stakeholders, including the public, policymakers, and emergency response teams, can easily understand. Visualization of disaster damage serves as an intuitive and informative tool to support better decision-making during emergencies. It also enhances public and stakeholder understanding of risk levels, thereby improving preparedness for future disasters. This study develops a disaster damage visualization model integrated with a decision-support system, using Multiple Criteria Decision-Making (MCDM) techniques. The model applies the CILOS method to determine objective weights of disaster criteria by evaluating the influence and loss of importance when a criterion is optimized. These weights are then used in the MARCOS method to perform ranking analysis, combining normalization and ideal-solution concepts to ensure a robust evaluation. The results demonstrate high reliability, with a Spearman rank correlation coefficient of 0.96, indicating strong agreement between the CILOS-MARCOS ranking results and the official JITUPASNA priority document. The final rankings are visualized in an interactive 3D format using the Unity Engine, allowing users to explore affected areas spatially, view detailed sectoral damage values, and compare subdistrict-level data. Integrating MCDM-based analysis with 3D visualization provides a novel, data-driven approach to enhance the effectiveness and transparency of disaster mitigation and rehabilitation planning. This model contributes to more adaptive and efficient strategies by linking disaster data, multi-criteria evaluation, and interactive visualization for comprehensive decision support.
Game Virtual Tour Pengenalan Sistem Tata Surya Berbasis VR Google Cardboard dan Voice Command Muh Ulil Alkhaq; Siti Asmiatun
Jurnal Teknologi Informasi dan Multimedia Vol. 8 No. 1 (2026): February
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v8i1.854

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The solar system is an essential topic in elementary school science education, playing a role in developing students' critical thinking skills and scientific understanding. However, conventional teaching methods often make students passive recipients of information, discouraging interaction and independent exploration. This can decrease interest and engagement in learning. Therefore, a more interactive and engaging approach is necessary to teach students about the solar system ef-fectively. This game uses VR technology and voice commands to provide an immersive experience exploring the solar system. Players can interact with objects in the solar system. It also features voice control, which allows students to interact with objects in the solar system and access addi-tional information. The average score on the questionnaire survey of the application was 86.30%. Integrating VR and voice commands has proven effective in increasing students' interest in learn-ing and facilitating navigation in immersive learning environments.
dfs Penerapan Mekanisme Kontrol Adaptif dalam Game Edukasi Penyakit Diabetes Menggunakan Finite State Machine Danang Firman Sasetyo; Siti Asmiatun
MULTINETICS Vol. 11 No. 02 (2025): MULTINETICS Nopember (2025)
Publisher : POLITEKNIK NEGERI JAKARTA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32722/multinetics.v11i02.7705

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Diabetes mellitus merupakan penyakit kronis yang memerlukan pemahaman mendalam tentang pengelolaan gula darah, pola makan, dan aktivitas fisik. Edukasi konvensional tentang diabetes seringkali kurang menarik dan sulit dipahami, terutama bagi kelompok usia muda. Penelitian ini mengembangkan game edukasi berbasis mekanisme kontrol adaptif menggunakan Finite State Machine (FSM) untuk meningkatkan pemahaman tentang manajemen diabetes mellitus. Metode yang digunakan meliputi perancangan sistem FSM untuk mengelola berbagai kondisi dan skenario dalam game edukasi diabetes. Algoritma kontrol adaptif diterapkan untuk menyesuaikan tingkat kesulitan game berdasarkan performa pemain secara real-time. Sistem menggunakan parameter input berupa pilihan makanan atau aktivitas fisik untuk mengontrol transisi antar state dalam FSM. Hasil penelitian menunjukkan bahwa implementasi FSM berhasil menciptakan gameplay yang responsif dan adaptif terhadap kemampuan pemain. Mekanisme kontrol adaptif mampu menyesuaikan tingkat kesulitan secara dinamis, memungkinkan setiap pemain mendapatkan pengalaman belajar yang optimal. Sistem FSM yang dikembangkan efektif dalam mengelola transisi state, menciptakan simulasi kondisi diabetes yang realistis dalam lingkungan game edukasi. Integrasi antara mekanisme kontrol adaptif dan FSM menghasilkan platform edukasi interaktif yang mudah dipahami untuk pembelajaran manajemen diabetes mellitus. Penelitian ini membuktikan bahwa penerapan FSM dalam game edukasi dapat menjadi alternatif efektif untuk meningkatkan literasi kesehatan tentang diabetes.
Implementasi Data Mining Untuk Estimasi Produktivitas Kacang Hijau Dengan Menggunakan Algoritma Regresi Linier Di Kabupaten Grobogan Yulinda Kusumaningrum; Siti Asmiatun; Astrid Novita Putri
Jurnal Transformatika Vol. 19 No. 1 (2021): July 2021
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v19i1.9450

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The Grobogan Regency Agriculture Service is an agency that operates in the agricultural sector. One of the crop commodities in Grobogan Regency is green beans. Judging from the results obtained each year, green bean production in Grobogan Regency is inconsistent. The rise and fall of green bean productivity is influenced by several factors. Factors such as area, production, number of farmers and productivity can be estimated to determine the production of green beans in Grobogan Regency. Therefore, using the Multiple Linear Regression algorithm is expected to help to obtain results on how much green bean production is in Grogoban Regency as a reference for farmers to increase their green bean harvest each year. Based on the calculation results, it was found that the estimated productivity of green beans in Grobogan Regency reached 760.8297302 Tons/Ha, whereas previously the land was 865 Hectares (Ha) Keywords: data mining, linear regression, estimation, productivity, green beans
IDENTIFIKASI PENGELOMPOKKAN KONDISI PERMUKAAN JALAN MENGGUNAKAN ALGORITMA K-MEANS Siti Asmiatun; Nur Wakhidah
Jurnal Pengembangan Rekayasa dan Teknologi Vol. 2 No. 1 (2018): Mei (2018)
Publisher : Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/jprt.v14i1.1215

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Kondisi jalan merupakan sesuatu yang sangat penting untuk diketahui informasinya oleh pengguna jalan karena bermanfaat untuk menghindari beberapa resiko yang akan terjadi jika pengguna jalan melewati kondisi yang rusak. Penelitian ini membahas tentang analisis pengelompokan kondisi permukaan jalan yang ada di Semarang khususnya. Kondisi permukaan jalan di beberapa titik yang rusak sering mengakibatkan kecelakaan bagi pengguna jalan oleh karena itu jika pengguna jalan dapat menghindari kondisi permukaan jalan maka dapat meminimalisir terjadinya resiko kecelakaan. Pada penelitiam ini menggunakan aplikasi Accelerometer yang berfungsi untuk pengambilan data. Sedangkan untuk pengelompokkan data menggunakan algoritma  K-Means. Hasil data yang diperoleh sejumlah 2014 titik jalan yang rusak telah dikelompokkan menjadi 7 kecematan dengan hasil kecamatan Gayamsari merupakan daerah paling rawan rusak.  
Penerapan Algoritma Bubble Sort Pada Sistem Perpustakaan Menggunakan Framework Codeigniter Toha Aziz; Siti Asmiatun
Information Science and Library Vol. 3 No. 1 (2022): Juni
Publisher : UPT Perpustakaan Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/jisl.v3i1.5104

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SMA IT Bina Amal was founded in 2015, having its address at Jl. Kyai pious No. 8 Semarang ,. Bina Amal Integrated Islamic School has dreams and aspirations for the future of children to get an education that is integral to all aspects of life. One of the efforts is to promote library services. The library of SMA IT BINA AMAL Semarang in managing library administration data still finds many problems that hinder the service process to students. With problems still being found in book data management and a lack of information about books that are often borrowed from the SMA IT BINA AMAL Semarang library, a software that can provide a solution is needed to help librarians in managing library book data and students at SMA IT BINA AMAL Semarang. The results of this study can provide solutions to improve service and performance of librarian in terms of library book data management and accelerate borrowing transactions, returning books by students. And make it easier for students to find out which books are often borrowed, the system is built using the Codeigniter Framework and using the Bubble Sort Algorithm.SMA IT Bina Amal berdiri pada tahun 2015 beralamat di Jl. Kyai saleh No. 8 Semarang,. Sekolah Islam Terpadu Bina Amal memiliki mimpi dan cita-cita masa depan anak-anak mendapatkan pendidikan yang integral mencakup semua aspek kehidupan. Salah satu usahanya adalah memajukan pelayanan perpustakaan. Perpustakaan sekolah SMA IT BINA AMAL Semarang dalam pengelolaan data administrasi perpustakaan masih banyak menemukan masalah yang menghambat proses pelayanan kepada siswa-siswi. Dengan masih ditemukan masalah dalam pengelolaan data buku dan kurangnya informasi mengenai buku yang sering dipinjam pada perpustakaan SMA IT BINA AMAL Semarang maka dibutuhkan suatu perangkat lunak yang bisa memberi solusi untuk membantu petugas perpustakaan dalam mengelola data buku perpustakaan dan siswa di SMA IT BINA AMAL Semarang. Hasil penelitian ini dapat memberi solusi untuk meningkatkan pelayanan dan kinerja petugas perpustakaan dalam hal pengelolaan data buku perpustakaan serta mempercepat transaksi peminjaman, pengembalian buku oleh siswa. Dan mempermudah siswa untuk mengetahui buku yang sering dipinjam, sistem dibangun menggunakan Framework Codeigniter dan menggunkan Algoritma Bubble Sort