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RANCANG BANGUN SISTEM MONITORING DAN CONTROLLING SUHU COOL BOX VAKSIN MENINGITIS MPSV4 BERBASIS IoT Anisa Khoirul Umami; Dendy Kurniawan
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 3 No. 3 (2023): November : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v3i3.2206

Abstract

Meningitis is generally an infectious disease of the lining of the brain and spinal cord with manifestations of fever and stiff neck. Prevention efforts for meningitis include vaccination. Meningococcal polysaccharide vaccine (MPSV4) is a type of quadrivalent meningitis vaccine recommended to control meningitis outbreaks. In storage, this vaccine uses a cold chain and cool box with a temperature between 2-8˚C. For vaccination activities, the vaccine is stored in a cool box with a cool pack provided to maintain temperature stability in the cool box. A cool pack itself is a rectangular plastic container that is filled with water and then cooled in a refrigerator at a temperature of 2-8°C for a minimum of 24 hours. From the existing problems, the author had the idea to create an IoT-based MPSV4 Meningitis Vaccine Cool Box Temperature Monitoring and Controlling System Design. The working system of this tool, namely TEC, will maintain the cool box temperature according to needs. If the dht11 detects that the temperature is too high then both TECs will turn on, whereas if the temperature is stable then one of the TECs will turn off. The temperature inside the cool box will be displayed on the LCD and also sent via the NodeMCU ESP8266 to the Firebase database which will then be displayed on the smartphone in real time.
Penerapan Management Information Systems Untuk Kelayakan Pinjaman Menggunakan Metode Fuzzy Logic Model Tsukamoto Robby Andika Kusumajaya; Dendy Kurniawan; Haris Ihsanil Huda; Eko Siswanto
Kompak :Jurnal Ilmiah Komputerisasi Akuntansi Vol. 13 No. 2 (2020): Jurnal Ilmiah Komputer Akuntansi
Publisher : Universitas Sains dan Teknologi Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/kompak.v13i2.663

Abstract

KSP (Koperasi Simpan Pinjam) Makmur Mandiri bergerak dalam usaha perkreditan yang menyediakan pinjaman atau kredit sebagai mana koperasi pada umumnya. Sistem penerimaan pinjaman dalam KSP Makmur Mandiri yang sedang berjalan dilakukan dengan cara calon peminjam datang ke lokasi koperasi dengan mengajukan peminjaman kemudian karyawan mendata peminjam ke dalam form rekomendasi anggota setelah itu form rekomendasi anggota tersebut diberikan kepada pimpinan koperasi. Masalah yang terjadi pada KSP Makmur Mandiri adalah kehadiran pimpinan koperasi yang sering tidak ada di koperasi, sehingga pengajuan pinjaman yang ada di koperasi menumpuk dan tidak dapat segera di tentukan hasil kelayakan pinjaman. Selain itu masalah yang juga terjadi di koperasi adalah penilaian yang dilakukan pimpinan dalam menentukan kelayakan pinjaman masih bersifat subyektif yaitu hanya memberikan keputusan layak atau tidak seorang peminjam, tanpa memperhitungkan persentase nilai kelayakan pinjaman tersebut. Solusi untuk menyelesaikan masalah ini maka dibuatlah sebuah keputusan penentuan kelayakan yang mampu membantu pimpinan dalam proses penilaian dan memberikan perhitungan tepat dalam menilai kelayakan pinjaman. Metode yang dapat mendukung keputusan adalah Fuzzy logic, karena penilain yang bersifat subyektif atau non-linear dapat dimodelkan dan dihitung secara tepat.
IMPROVING ENGLISH VOCABULARY PROFICIENCY THROUGH THE 'SAVE THE HANGMAN' GAME METHOD: A STUDY ON CLASS VIII B STUDENTS AT SMPN 11 PONTIANAK IN THE ACADEMIC YEAR 2022-2023 Kurniawan, Dendy; Rosnija, Eni; Mekar, Susanty
JOEEL (Journal of English Education and Literature) Vol 5, No 1 (2024)
Publisher : English Language Education Study Program

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38114/joeel.v5i1.387

Abstract

Improving English Vocabulary Proficiency by Using Save the Hangman Game Method to Students of Class VIII B in SMPN 11 Pontianak in Academic Year 2022-2023. This study aimed to enhance English vocabulary proficiency among eighth-grade students in Class VIII B at SMPN 11 Pontianak during the 2022-2023 academic year using the Hangman game method. It employed a Class Action Research approach, focusing on implementing the Save the Hangman game at SMPN 11 Pontianak. The research consisted of two cycles involving planning, action, observation, and reflection. Data collection instruments included observation sheets for student and teacher activities, vocabulary tests, and a questionnaire. The findings indicated a 7% increase in vocabulary skills from the first cycle (62%) to the second cycle (70%), reaching the passing criteria of a score above 61. The quality of teacher activity improved by 10%, from 64.52% in the first cycle to 74% in the second cycle. Additionally, student engagement in active learning increased by 14% for very active criteria (from 41% to 55%) and by 16% for active criteria (from 29% to 45%). However, the percentage of students considered active enough decreased by 5% (from 14% to 9%), and no students fell into the less active criteria in the second cycle.
PEMANFAATAN SOCIAL NETWORK ANALYSIS (SNA) UNTUK MENGANALISIS KOLABORASI KARYAWAN PADA PT. ARUM MANDIRI GROUP Kurniawan, Dendy; Iriani, Ade; Manongga, Danny
Jurnal Transformatika Vol. 17 No. 2 (2020): January 2020
Publisher : Jurusan Teknologi Informasi Universitas Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26623/transformatika.v17i2.1646

Abstract

Pertumbuhan industri di Kendal Jawa Tengah membuat PT. Arum Mandiri Group mencoba meningkatkan unit bisnisnya dengan mengoptimalkan SDM nya. Peningkatan SDM perusahaan salah satunya dengan kolaborasi komunikasi antara karyawan dan pimpinan. Penelitian ini mencoba untuk mengidentifikasi kolaborasi jaringan komunikasi karyawan dalam perusahaan dengan menggunakan metode Social Network Analysis (SNA). Berdasarkan analisa diperoleh hasil tingkat density sebesar 14,9% yang dianggap memiliki ikatan lemah karena dibawah 50%. Individu nomor 31 memiliki degree centrality tertinggi dengan nilai outdegree 15 dan indegree 10, sedangkan individu nomor 25 yang memiliki closeness centrality tertinggi dengan nilai inCloseness 50.602 dan nilai outCloseness 27,815. Individu nomor 25 juga memiliki betweenness centrality tertinggi dengan nilai Betweenness 743.194dan nBetweenness 43.159. Dapat disimpulkan dalam penelitian ini terdapat kolaborasi dalam jaringan sosial dari masing-masing individu yang terbagi dalam tiga divisi kerja dan tergambarkan dalam bentuk sociogram.  Industrial growth in Kendal, Central Java made PT. Arum Mandiri Group is trying to improve its business units by optimizing its human resources. One of the improvements in corporate HR is through collaborative communication between employees and leaders. This study tries to identify employee communication network collaboration within a company by using the Social Network Analysis (SNA) method. The result of this research are density level of 14.9% which is considered to have a weak bond because under 50%. Individual number 31 has the highest of degree centrality with an outdegree value of 15 and indegree of 10, while individual number 25 has the highest closeness centrality with value inCloseness 50.602 and outCloseness value 27.815. Individual number 25 also has the highest centrality betweenness with a value of Betweenness 743,194 and nBetweenness 43,159. It can be concluded in this study there is collaboration in the social network of each individual which is divided into three work divisions and described in the form of a sociogram.
PERANCANGAN MEDIA INTERAKTIF BERBASIS ANIMASI 2D UNTUK PENGENALAN HURUF ALFABET DAN ANGKA PADAANAK DI RA PERWANIDA 01 CEPIRING Devi Sartika; Bagus Sudirman; Ahmad Ashifuddin Aqham; Edy Siswanto; Dendy Kurniawan
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 6 No. 1 (2026): MEI : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v6i1.1432

Abstract

Learning while playing is the most enjoyable way for children to understand something new. Based on this idea, this study designed an interactive 2D animation-based learning media entitled “LANCAR”, as an effort to provide a more interesting and interactive learning experience for early childhood. The background of this research stems from the learning conditions at RA Perwanida 01 Cepiring, which still uses conventional media, thus necessitating the application of digital media to support the learning process. This research uses the R&D (Research and Development) method with the MDLC (Multimedia Development Life Cycle) development model, which consists of six stages, namely concept, design, material collection, development, testing, and distribution. The development was carried out using Adobe Animate CC 2023 with child-friendly visual designs, sounds, and animations. The test results showed that the media was very suitable for use, with an average of 92.5% from subject matter experts, 90% from media experts, and 88.9% from user trials. In conclusion, this 2D animation-based interactive learning media is feasible and effective for introducing letters and numbers.
SISTEM INFORMASI SIMPAN PINJAM MENGGUNAKAN METODE ACCRUAL BASIS BERBASIS WEB PADA KOPERASI KSPPS BMT AL-HIKMAH SEMESTA WELERI Indriyani Indriyani; Sukemi Kamto Sudibyo; Edy Siswanto; Ahmad Ashifuddin Aqham; Dendy Kurniawan
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 6 No. 1 (2026): MEI : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v6i1.1442

Abstract

A cooperative is an economic institution based on mutual cooperation to improve members’ welfare. KSPPS BMT Al-Hikmah Semesta Weleri, engaged in savings and loans, still manages transactions manually using Microsoft Excel, causing delays and data inaccuracies. This study aims to design a web-based savings and loan information system using the accrual basis method and Database Management System (DBMS) to enhance data accuracy and efficiency.The research uses the Research and Development (R&D) method with a qualitative approach. The results show that the system improves operational efficiency, financial report accuracy, and data retrieval.
SISTEM SMART FARM BERBASIS IOT MENGGUNAKAN NODEMCU PADA PETERNAKAN AYAM KAMPUNG Sandi Yoni Saputra; Dendy Kurniawan; Iman Saufik Suasana; Ahmad Ashifuddin Aqham; Edy Siswanto
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 6 No. 1 (2026): MEI : JURNAL INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v6i1.1666

Abstract

Native chicken farming plays an essential role in supporting community food supply, particularly as a source of animal protein. However, feeding activities and feed stock management are still commonly performed manually, resulting in high labor requirements and time consumption. inconsistent feeding schedules, and inadequate monitoring of feed availability, which may negatively affect farm productivity. This study aims to design and implement an Internet of Things (IoT)-based smart farm system that enables automatic feeding and real-time monitoring of feed stock for native chicken farming. The system utilizes an ESP32 microcontroller as the main control unit, a servo motor to regulate feed distribution, an HC-SR04 ultrasonic sensor to measure feed levels, and a Real Time Clock (RTC) module to manage feeding schedules. All system information and feed stock status are transmitted directly to farmers through the Telegram application using a Bot API. The research method applied in this study is Research and Development (R&D) using a prototyping approach, which consists of requirement analysis, system design, prototype development, testing, and implementation. The results demonstrate that the developed system can operate automatically according to predefined schedules and provide timely notifications when feed stock reaches a critical level. The implementation of this system improves operational efficiency, reduces manual workload, and supports better management of native chicken farming through the use of IoT technology.
A Context Aware Knowledge Graph Framework for Enhancing Semantic Interoperability in Large Scale Distributed Information Systems Wiwien Hadikurniawati; Dendy kurniawan; Edy Siswanto
Indonesian Journal of Infomatics Vol. 1 No. 1 (2026): February: Indonesian Journal of Infomatics
Publisher : Asosiasi Pengelola Jurnal Informatika dan Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.66472/iji.v1i1.31

Abstract

Semantic interoperability remains a major challenge in large scale distributed information systems due to heterogeneous data schemas, diverse contextual interpretations, and the dynamic nature of distributed environments. Traditional metadata-based interoperability approaches are often insufficient to address these challenges, as they lack semantic expressiveness and adaptability. This study proposes a context aware knowledge graph framework to enhance semantic interoperability across heterogeneous distributed systems. The research adopts a design-oriented methodology involving requirement analysis, knowledge graph construction, ontology modeling and alignment, context aware semantic representation, and semantic reasoning. A prototype implementation is developed to evaluate the effectiveness of the proposed framework through interoperability scenarios and cross-system semantic queries. The results demonstrate that the proposed approach significantly improves semantic alignment accuracy, query precision, and recall compared to conventional metadata-based solutions. The explicit integration of contextual information and ontology-based reasoning enables adaptive semantic interpretation and reduces ambiguity across systems. Overall, the findings confirm that combining knowledge graphs with ontology modeling and context aware mechanisms provides a robust and scalable solution for improving semantic interoperability in complex distributed information systems.
Sistem Deteksi Dini Kebakaran berbasis IoT dengan Integrasi Database dan Aplikasi Android untuk Pengawasan Lingkungan pada Al Bumi It Store Muhammad Iyas Kustiantoro; Dendy Kurniawan; Bagus Sudirman; Edy Siswanto; Ahmad Ashifuddin Aqham
Dinamik Vol 31 No 2 (2026)
Publisher : Universitas Stikubank

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35315/dinamik.v31i2.10439

Abstract

The high risk of fire at the AL Bumi IT Store, an electronics shop, without an automatic detection system requires a proactive monitoring solution. This research aims to design and implement an Internet of Things (IoT)-Based Fire Early Detection System with Database Integration and an Android Application for fast and accurate environmental monitoring. The system uses an ESP32 as the main microcontroller, which processes data from Temperature (DHT11), Smoke (MQ-2), and Fire (Flame Sensor) sensors. Environmental status data are transmitted in real time to a MySQL database and visualized through an Android application to facilitate remote monitoring by users. In addition, the system is equipped with local alerts in the form of LEDs and a buzzer. The implementation of this system is expected to minimize material losses and secure company assets by ensuring an instant and centralized emergency response.
Evaluasi Usability Aplikasi Spotify Berbasis Mobile Menggunakan System Usability Scale (SUS) Muhammad Hafidz; Aditya Triguna Wicaksana; Setyo Bagus Adi Nugroho; Zuhrul Anam; Dendy Kurniawan
Jurnal Riset Sistem Informasi Vol. 3 No. 2 (2026): April : Jurnal Riset Sistem Informasi
Publisher : CV. Denasya Smart Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69714/9kj2q384

Abstract

Spotify is a mobile-based music streaming application that is widely used by the public to access digital entertainment in a practical manner. The high level of usage of this application requires ease of use (usability) so that users can operate the application comfortably and efficiently. Therefore, usability evaluation is needed to determine the extent to which the Spotify application is able to meet user needs. This study aims to evaluate the usability level of the mobile-based Spotify application using the System Usability Scale (SUS) method. The research was conducted using a descriptive quantitative approach by distributing a SUS questionnaire consisting of ten questions to 58 respondents who are Spotify application users. The data obtained was analyzed by calculating the SUS score of each respondent and the average usability score. The results showed that the mobile-based Spotify application obtained an average SUS score of 62.59, which is in the marginal category with a grade of C and an OK rating. These results indicate that the Spotify application is generally quite easy to use, but there are still several usability aspects that need to be improved. The System Usability Scale (SUS) method was used because it is able to provide quick, reliable usability measurements and is widely used in the evaluation of mobile-based applications. Thus, it can be concluded that the usability of the mobile-based Spotify application is quite good, but there are still aspects that need to be improved.