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Sistem Pendukung Keputusan Pemilihan Vendor Pengadaan Barang Dan Jasa Pada Perumda Pasar Jaya Dengan Menggunakan Metode Analytical Hierarchy Process Yasin, Abdul Malik; wijianto, ragil; Widayanto, Aprih
Informatics and Computer Engineering Journal Vol 2 No 2 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i2.792

Abstract

Procurement of goods and service selection is one of the most important activity in a company. Vendor selection is a multi criteria problem which includes legality, financial statements, address checking, price and production capacity. For thus reason selecting the best vendor will affect a lot on desired working quality expectation. Analytical hierarchy process (AHP) can be utilized as one of effective method, by this means the value from a critieria of selection are not defined at the beginning but through priority scales formula (level of importance). This research was conducted at Perumda Pasar Jaya who will develop a partnership with PT. Damai Prima Tangguh, PT. Han awal, and PT. Rekan Sukses Sejahtera to complete a project According to the result of priority scales (level of importance) value research in vendor selection, PT Damai proma tangguh is chosen as the first by employee with 0,514 value score, the second one to be chosen is pt han awal with 0,274 value score, and the last place is pt rekan sukses sejahtera with 0,208 vakue score. The ideal vendro According to the analysis above is PT Damai Prima Tangguh. Keywords: Vendor selection, Analytical Hierarchy Process (AHP), Best vendor
Penerapan Sistem Metode Analitical hierarcy proces (AHP) Untuk Menilai Kinerja Guru Terbaik Atau Produktif Pada SDIT Greenvile Bekasi Jawa Barat Lenny Oktavianingsih, Lenny; wijianto, ragil; Sutrisno, Sutrisno; Muhammad Nur, Hidayat
Informatics and Computer Engineering Journal Vol 2 No 2 (2022): Periode Agustus 2022
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v2i2.801

Abstract

One of the efforts of higher education institutions to ensure the quality of graduates and the teaching and learning process is to improve the quality of teacher performance in the teaching and learning process. The quality of educational institutions is determined by a minimum of three factors, namely students, teachers and teaching and learning facilities, these three factors are interrelated and mutually support each other in creating a good learning process. This study aims to build a decision support system to facilitate the assessment of the best and productive teacher performance in learning by using the Analytical Hierarchy Process (AHP) method. For the object of my research, I used teachers and school principals by distributing questionnaires for questions about learning in the classroom and the scope of the school that served as a tool for educational institutions in assessing the best teachers. In order for the purpose of this decision support system to be successful, research and observation are carried out as objects in the preparation. Keywords : Best Teacher Performance Decision Support System With Using the Analytical Hierarchy Process (AHP) method.
PENGEMBANGAN APLIKASI TAMU WAJIB LAPOR DI DESA KARANGSALAM BATURADEN BERBASIS ANDROID Ragil, Ragil Wijianto; Wijianto, Ragil; Saefudin, Saefudin; Saputra, Arif Dwi
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1783

Abstract

Information technology and its application devices are growing rapidly. Android-based technology is a technology that has been widely used in recent years, this is because Android supports the mobility of its users, only through smartphones can access various information as needed. Android is an operating system using Linux which is being developed in the midst of other OS. The application of android applications is not only carried out by large companies or agencies but can also be used in villages. Karangsalam Baturaden Village, Banyumas Regency, at the RT level has a guest system that is required to report 1x24 hours for security in the living environment, but many residents sometimes find it difficult and ignore this due to busyness and time constraints, as well as inefficiency when it comes to filling out forms and attaching files. such as photocopy of ID card. From these problems, it is necessary to solve the problem by making an Android-Based Application for Guest Visits in Karangsalam Baturaden Village. The method used is the Extime Programming method for system design and analysis, system description using flowcharts or flowcharts, data collection, namely observation and literature study, for making applications using the Kotlin programming language, Android Studio as an android-based application creation tool, for backend making APIs. using the php language, the database using PHPmyadmin. The guest application must report to facilitate the services of Karangsalam villagers at the RT level, especially when managing and monitoring visiting guests
GAME EDUKASI “PERJALANAN SI KOKO” SEBAGAI MEDIA PEMBELAJARAN Hellyana, Corie Mei; Fadlilah, Nuzul Imam; wijianto, ragil; Ade Putra, Khoerul Amin
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1784

Abstract

Learning the introduction of computer device for children is will very monotonous. Of course, this is not effective and efficient in the learning of children who tend to see something that attracts attention. In addition, very few elements that help learning include images and text. In teaching and learning activities, the learning method is the key to the success of the learning activities carried out. The method used in this research is by means of observation and literature study where researchers make direct observations and study, research and examine various literatures related to the subject related to the background of this educational game. Therefore, the game “Si Koko’s journey” was made as a learning medium which is a game with an educational concept and makes the game fun learning medium. Games are on of the entertainment media that are currently favored by children and adults as mere pleasure, but it would be better if games were created as learning tool so that children can be more creative in thinking. Games that have educational values are better known as educational games. This educational type game aims to provoke interest in learning about the subject matter while playing, so that feelings of pleasure arise in the hope that children can more easily understand the subject matter provided.
APLIKASI PENCARIAN DAN PENGUMUMAN BARANG HILANG “CARLIK-CARI PEMILIK” BERBASIS MOBILE Mulyanto, Joko Dwi; wijianto, ragil; Saefudin, Saefudin; Sholahuddin, Affan
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.1785

Abstract

Generally, every soul has almost experienced the loss of something that previously existed and had no longer exists. The event off loss, especially of property, can cause anxiety for someone who is looking for lost items. This is because there is a possibility of someone will find the lost items. Currently, the process of searching and announcing lost items is not going well because of existing factors such as that information does no spread widely. Therefore, a media is needed that can be a place to accommodate information on the search and find of lost items with the intention of helping people find and return lost items. Android-based application development using Dart programming language, Flutter framework, Firebase database, and Nominatim API. Application development method using Software Development Life Cycle (SDLC) method with waterfall model and tested with black box testing method. The results of the application development indicate the application can run well according the required specifications and can be seen from black box testing with valid results
Aplikasi Dewisita Pesona Wisata Di Jawa Tengah Berbasis Android Ragil Wijianto; Nurdeviyanti, Yesti
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.2266

Abstract

Indonesia is one of the island country in the world. Many tourist destinations that can be developed in every region throughout Indonesia. Central Java Provice as one of the province that has a variety of attractions that can be used as a mainstay of income. The development of various kinds of new tourism in Central Java and the development of mobile technology is also growing very rapidly at this time. One operation that is widely used today on smartphones is Android. Apart from being a communication device, smartphones are also added features such as video management, images, documents and so on. Tourists will be able to use their smartphone to find out tourism information in Central Java practically. For this reason the author tries to make a Final Project about the Android-based DEWISITA application program. This application can make it easier for users to travel in Central Java Province. This application uses an online system, so users can open applications must be connected to the internet. It is expected that the Central Java tourism application can be developed to run on other operating systems (multi platform)
Pengaruh Teknik Spilce Fiber Optic Terhadap Redaman (DB) Pada PT. Pandawa Karya Wijaya Putra Mitra ICON NET Ragil Wijianto; Saputra, Pandu Adi
Informatics and Computer Engineering Journal Vol 5 No 1 (2025): Periode Februari 2025
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v5i1.7044

Abstract

Serat optik merupakan media transmisi yang banyak digunakan untuk jaringan pada serat optik pada lokal. transmisi terdapat berbagai macam kerugian atau loss redaman, salah satunya dikarenakan penyambungan serat optik. Kerugian dari penyambungan serat optik disebabkan oleh metode penyambungannya, yaitu metode fusion dan metode mekanik. Pada tugas akhir ini dilakukan penelitian tentang pengaruh teknik penyambungan fusion dan penyambungan mekanik terhadap serat optik guna mengetahui metode mana yang lebih baik untuk digunakan. Adapun serat optik yang diamati menggunakan serat optik Single Mode dengan panjang 30m, 70m, 90 dan 160m. Hasil yang diperoleh berupa table kerugian dari penyambungan serat optik. Pada penyambungan fusion didapatkan hasil yang tetap yaitu 0,01 dB. Pada penyambungan mekanik didapatkan hasil yang tidak tetap yaitu 0,06 dB dan 0,13 dB. Dari hasil yang diperoleh maka dianalisis bahwa penyambungan menggunakan metode fusion menghasilkan redaman yang lebih kecil dibandingkan dengan penyambungan menggunakan metode mekanik
ANALISIS PERBANDINGAN ALGORITMA NAIVE BAYES DAN KNN UNTUK ANALISIS SENTIMEN ULASAN PENGGUNA APLIKASI VIDIO DI GOOGLE PLAY STORE Pratmanto, Dany; Widayanto, Aprih; Kristania, Yustina Meisella; Ubaidillah , Ubaidillah; Wijianto, Ragil
CONTEN : Computer and Network Technology Vol. 4 No. 2 (2024): Desember 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/conten.v4i2.6891

Abstract

Penelitian ini mengkaji efektivitas algoritma Naive Bayes (NB) dan K-Nearest Neighbors (KNN) dalam analisis sentimen ulasan pengguna aplikasi Vidio di Google Play Store. Evaluasi kinerja kedua model dilakukan menggunakan berbagai metrik, termasuk akurasi, precision, recall, dan Area Under Curve (AUC). Hasil penelitian menunjukkan bahwa KNN mengungguli Naive Bayes dalam beberapa aspek penting. KNN mencapai akurasi 74.92% dibandingkan dengan Naive Bayes sebesar 71.32%. Dalam hal precision, KNN juga menunjukkan performa yang lebih baik dengan nilai 76.52%, sementara Naive Bayes mencapai 71.61%. Meskipun demikian, kedua model menunjukkan kinerja yang sebanding dalam hal recall, dengan KNN mencapai 72.54% dan Naive Bayes 71.46%. Yang menarik, kedua model memiliki nilai AUC yang sangat tinggi dan hampir setara, yaitu 90.10% untuk KNN dan 90.00% untuk Naive Bayes, menunjukkan kemampuan yang sangat baik dalam membedakan sentimen positif dan negatif. Berdasarkan hasil evaluasi secara keseluruhan, algoritma KNN lebih direkomendasikan untuk implementasi analisis sentimen pada ulasan pengguna aplikasi Vidio.