Claim Missing Document
Check
Articles

Found 36 Documents
Search

Penerapan Algoritma Apostolico-Giancarlo dalam Sistem Sharing Knowledge Sebagai Upaya Meningkatkan Kompetensi Pegawai Puspita, Fanny Tania Ghia; Nur Wulan; Yessi Fitri Annisah Lubis
Jurnal Mahajana Informasi Vol 9 No 2 (2024): JURNAL MAHAJANA INFORMASI
Publisher : Universitas Sari Mutiara Indonesia Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51544/jurnalmi.v9i2.5681

Abstract

Knowledge Management is an effort made to manage knowledge through three important components, namely, people, processes and technology. The knowledge contained in each individual that is still stored in the head (tacit knowledge) needs to be documented in a media or system (explicit knowledge) so that intellectual assets in the organization are maintained. In line with the mission of the Ministry of Finance, namely adaptive management of Human Resources according to technological advances, the linkage and compatibility between education, learning and application of values ​​and performance targets supported by knowledge management has been realized. The Information and Communication Technology and State Property Management Office is a Technical Implementation Unit which is under and directly responsible to the Head of the Center for Information Systems and Financial Technology, Secretariat General, Ministry of Finance. Knowledge management must be managed well to increase employee competency by using the Apostolico-Giancarlo algorithm search method through the Knowledge Management System.
Sistem Pendukung Keputusan Penerimaan Mahasiswa Baru Universitas Harapan Dengan Menggunakan Metode PSI Jariansyah, Rafi; Hidayat, Muhammad Wahyu; Gunawan, Wahyu Cavin; Lubis, Yessi Fitri Annisah; David, David
Jurnal Ilmu Komputer dan Sistem Informasi Vol. 4 No. 1 (2025): Januari 2025
Publisher : LKP Unity Academy

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.70340/jirsi.v4i1.169

Abstract

The new student selection process is very important to ensure the quality of prospective students accepted into universities. Harapan University considers various factors, such as high school majors (science, social sciences, or TKJ), academic test results, interviews, diplomas, and academic and extracurricular achievements. The manual approach that is still often used tends to be time-consuming, inefficient, and prone to errors. This study aims to develop a decision support system based on the Preference Selection Index (PSI) method to improve the effectiveness and efficiency of the selection process. The PSI method was chosen because of its ability to evaluate criteria directly without requiring weighting. The results of the study show that the PSI approach is able to produce the best candidate rankings based on predetermined criteria. This system offers a more organized, transparent, and accurate solution in the new student selection process.
Pelatihan Digital Marketing Menggunakan Google Site Sebagai Optimalisasi Pemasaran Produk UMKM Usman, Ari; Lubis, Yessi Fitri Annisah; Lestari, Yuyun Dwi; Budiman, Arief; Sarudin, Sarudin; Wulan, Nur; Handoko, Divi; Khair, Ummul; Suriati, Suriati
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol. 7 No. 01 (2025): EDISI MARET 2025
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v7i01.1011

Abstract

Pengabdian masyarakat dengan memberikan pelatihan pemasaran digital menggunakan Google Sites pada Usaha Mikro, Kecil, dan Menengah (UMKM) berfokus pada peningkatan keterampilan digital dan pemasaran online. Kegiatan ini bertujuan untuk memberikan pelatihan kepada pelaku UMKM agar mereka dapat memanfaatkan Google Sites sebagai platform dari Google untuk membangun website resmi yang dapat meningkatkan branding dan penjualan produk. Melalui pelatihan ini, peserta diajarkan cara merancang dan mengelola website menggunakan Google Sites. Metode pelaksanaan terdiri dari analisis permasalahan, persiapan, praktik pembuatan website, serta monitoring dan evaluasi. Hasil dari kegiatan ini menunjukkan bahwa peserta telah berhasil membuat website sendiri, yang memungkinkan mereka untuk lebih efektif dalam mengoptimalkan produk dan jasa mereka secara online. Peningkatan pengetahuan tentang penggunaan teknologi informasi ini diharapkan dapat membantu UMKM untuk beradaptasi dengan perubahan pasar dan meningkatkan daya saing mereka di era digital. Kegiatan ini juga menciptakan kesadaran akan pentingnya digital marketing dalam pengembangan usaha, serta mendorong partisipasi aktif dari masyarakat dalam memanfaatkan teknologi untuk kemajuan ekonomi lokal.
Pemanfaatan Media Sosial Dan E-Commerce Sebagai Media Promosi Untuk Pemasaran Produk Di Toko Ayaa Fashion Annisah Lubis, Yessi Fitri; Yuyun Dwi Lestari; Mufida Khairani; Arief Budiman
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 1 No 1 (2022): Juli 2022
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (497.054 KB) | DOI: 10.62712/juribmas.v1i1.16

Abstract

Aplikasi media sosial dan E-commerce semakin banyak digunakan seiring dengan perkembangan teknologi pada masa sekarang ini. Pengguna dengan mudah dapat mengunduh aplikasi tersebut melalui smartphone. Toko Ayaa Fashion bergerak dalam bidang penjualan pakaian wanita, pakaian anak, mukena, jilbab, sepatu, tas, dan lainnya. Pada Toko Ayaa Fashion, pemasaran dan penjualan produk yang dilakukan dengan menjual produknya kepada para konsumen di wilayah sekitar saja, sehingga belum dapat memasarkan produk dan menarik konsumen secara luas. Tujuan dari kegiatan pengabdian kepada masyarakat ini ialah untuk memberikan pemahaman mengenai pemanfaatan media sosial dan e-commerce sebagai media promosi dalam memasarkan dan menjual produk pada Toko Ayaa Fashion. Sebagai upaya dalam meningkatkan penjualan produk yang berdampak pada kesejahteraan pelaku usaha beserta para karyawan toko dan bermanfaat bagi masyarakat secara luas.
Pemanfaatan Algoritma K-Means Clustering Pada Sistem Rental Mobil Maesaroh, Sri Wulandari; Diansyah, T M; Liza, Risko; Lubis, Yessi Fitri Annisah
Bulletin of Computer Science Research Vol. 5 No. 3 (2025): April 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v5i3.494

Abstract

This research utilizes the K-Means clustering algorithm to analyze car rental data from PT. Station Armada Indonesia, aiming to simplify customer car selection and improve the company's market responsiveness. The study addresses the problem of customer confusion stemming from the wide variety of car types offered by the company. By employing K-Means clustering on August 2023 rental data, the research groups cars based on rental price and mileage. The dataset, initially encompassing four car categories (Minibus MVP, SUV, City Car, and Van/Bus), was further detailed to include individual car models. Three parameters—rental duration, rental price, and mileage—were used for clustering. The K-Means algorithm, chosen for its ease of implementation and speed, was applied iteratively using Euclidean distance to assign data points to the nearest centroid. The study initially defined two clusters. Manual calculations, detailed in the paper, demonstrate the clustering process. These manual results were then compared against results obtained using RapidMiner Studio version 10.1, showcasing the software's efficiency in handling the K-Means process. The RapidMiner output included Data, Statistics, and Annotations views, providing a comprehensive analysis of the clusters. The final clustering, achieved after three iterations, revealed two distinct clusters: one representing less popular car types (Cluster 0), and the other representing the most popular car types (Cluster 1). Cluster 0 contained six car types with average customer mileage ranging from 673 km to 2050 km, while Cluster 1 included 24 car types with average mileage between 270 km and 3388 km. The findings enable PT. Station Armada Indonesia to optimize fleet management and marketing strategies by focusing on the most in-demand car types. The study concludes that K-Means clustering, implemented via RapidMiner, offers a valuable tool for enhancing customer understanding of car selection and improving the company's overall efficiency.
Game Edukasi Puzzle Anak Paud Berbasis Android Dengan Algoritma Steepest Ascent Hill Climbing Marito, Anggi; lubis, yessi fitri annisah
Jurnal Komputer Teknologi Informasi Sistem Informasi (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.562

Abstract

Pendidikan anak usia dini (PAUD) merupakan tahap penting dalam perkembangan kognitif, motorik, dan emosional anak. Pada fase ini, metode pembelajaran yang menyenangkan dan Interaktif sangat dibutuhkan agar anak dapat menerima materi secara optimal. Salah satu Pendekatan yang efektif adalah melalui game edukasi berbasis digital. Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi puzzle berbasis Android yang ditujukan bagi anak PAUD, dengan menerapkan algoritma Steepest Ascent Hill Climbing untuk mengatur dinamika tingkat kesulitan permainan secara adaptif. Algoritma ini berfungsi untuk mencari solusi terbaik dalam penyusunan puzzle berdasarkan Tingkat kemampuan pemain, sehingga anak selalu bertahan pada tantangan yang sesuai dan tidak monoton. Metode pengembangan yang digunakan dalam penelitian ini adalah model Waterfall, yang terdiri dari tahap analisis kebutuhan, desain sistem, implementasi, pengujian, dan evaluasi. Game ini dirancang dengan antarmuka sederhana dan ilustrasi visual yang menarik serta ramah anak, agar mudah digunakan dan tidak membingungkan. Hasil Pengujian menunjukkan bahwa game dapat berjalan dengan baik di perangkat Android dan berhasil menarik perhatian anak-anak saat proses pembelajaran berlangsung. Selain itu memberikan hiburan, game ini juga berkontribusi dalam meningkatkan kemampuan logika dasar, konsentrasi, dan daya ingat anak secara bertahap. Dengan menggabungkan teknologi kecerdasan buatan sederhana dan unsur pendidikan, aplikasi ini diharapkan menjadi alternatif media pembelajaran yang inovatif, efektif, dan menyenangkan bagi anak usia dini.
Penerapan Knuth's Algorithm X Pada Proses Pemecahan Masalah Game Sudoku Berbasis Android Fahmi, Muhammad Azis; Lubis, Yessi Fitri Annisah
Cosmic Jurnal Teknik Vol 2 No 3 (2025): Agustus
Publisher : Ali Institute or Research and Publication

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55537/cosmic.v2i3.1296

Abstract

Game Sudoku merupakan permainan logika angka yang mengandalkan kemampuan berpikir sistematis untuk menyusun angka 1 hingga 9 dalam kotak berukuran 9x9 tanpa ada angka yang sama di setiap baris, kolom, dan kotak 3x3. Penyelesaian Sudoku secara manual sering kali memerlukan waktu dan ketelitian tinggi, terutama pada tingkat kesulitan yang lebih tinggi. Penelitian ini bertujuan untuk mengembangkan aplikasi berbasis Android yang mampu menyelesaikan permasalahan Sudoku secara otomatis menggunakan Knuth's Algorithm X dengan teknik Dancing Links. Knuth's Algorithm X merupakan metode pencarian eksak (exact cover) yang sangat efisien dalam menangani persoalan kombinatorial seperti Sudoku. Pendekatan ini melibatkan pemetaan puzzle Sudoku ke dalam bentuk matriks biner yang kemudian diselesaikan melalui rekursi backtracking. Dalam implementasinya, aplikasi dirancang dengan antarmuka yang interaktif, memungkinkan pengguna untuk memasukkan teka-teki Sudoku dan mendapatkan solusi secara instan. Pengujian dilakukan dengan berbagai tingkat kesulitan puzzle, dan hasilnya menunjukkan bahwa algoritma ini mampu menyelesaikan setiap kasus dengan waktu eksekusi yang relatif cepat dan akurasi yang tinggi. Selain itu, integrasi pada platform Android memungkinkan aplikasi ini diakses dengan mudah oleh pengguna melalui perangkat mobile. Dengan demikian, penelitian ini tidak hanya menunjukkan efektivitas Knuth's Algorithm X dalam menyelesaikan Sudoku, tetapi juga memberikan kontribusi dalam pengembangan aplikasi edukatif yang menggabungkan kecerdasan algoritmik dengan teknologi mobile
Impact of Mobile Technology Use on Knowledge Management in the Education Sector Eka, Muhammad; Lubis, Yessi Fitri Annisah; Handoko, Divi; Rismayanti, Rismayanti; Supiyandi, Supiyandi
Journal of Computer Science, Artificial Intelligence and Communications Vol 2 No 1 (2025): May 2025
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/jocsaic.v2i1.21

Abstract

The integration of mobile technology into knowledge management (KM) practices has reshaped the landscape of information sharing and learning in the education sector. This study explores how mobile devices and applications contribute to the efficiency, accessibility, and effectiveness of KM processes among educators, students, and administrators. With the growing adoption of smartphones, tablets, and mobile learning platforms, educational institutions are experiencing a shift from traditional knowledge repositories to dynamic, real-time knowledge exchange environments. The research employs a mixed-method approach involving surveys and in-depth interviews with teachers, students, and IT staff across several secondary and higher education institutions. The findings reveal that mobile technology enhances knowledge acquisition and dissemination by enabling anytime-anywhere access to learning materials, collaborative tools, and institutional knowledge databases. However, challenges such as data security, digital literacy gaps, and resistance to change remain significant barriers to optimal utilization. Furthermore, the study highlights the role of institutional policies and support systems in facilitating effective mobile-based KM adoption. The results indicate that institutions with clear mobile technology strategies and investments in user training are more likely to achieve improved knowledge-sharing outcomes. This research provides practical insights into leveraging mobile technology to strengthen KM frameworks in education and emphasizes the need for continuous adaptation to technological advancements to sustain knowledge-based performance improvements.
The Use of Knowledge Management Systems to Improve Decision-Making in Local Government Saragih, Rusmin; Lestari, Yuyun Dwi; Lubis, Yessi Fitri Annisah; Handoko, Divi
Journal of Computer Science, Artificial Intelligence and Communications Vol 2 No 1 (2025): May 2025
Publisher : Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.64803/jocsaic.v2i1.22

Abstract

Effective and data-driven decision-making has become an urgent need for local governments in facing the challenges of public service complexity, socio-economic dynamics, and demands for transparency and accountability. One of the strategic approaches to support this process is through the implementation of a Knowledge Management System (KMS). This research aims to explore the role and impact of KMS implementation on the improvement of decision-making quality in regional government organizations. A qualitative approach is used in this study with a case study method on several regional government agencies in Indonesia that have implemented KMS, combined with an analysis of related academic literature. Research results show that KMS is capable of improving the efficiency of storage, distribution, and access to organizational knowledge, both tacit and explicit. KMS supports faster, more accurate, and participatory decision-making because strategic information can be obtained and used promptly by policymakers. The findings also indicate that the success of KMS implementation is greatly influenced by organizational culture, leadership support, and the capacity of human resources in managing and sharing knowledge. This study recommends the comprehensive integration of KMS into the government work system, with an emphasis on training aspects, digital infrastructure, and internal policies that support the knowledge-sharing process. The theoretical and practical implications of these findings are an important contribution to the development of knowledge-based governance at the regional level.
Implementasi Algoritma Gredy untuk Rekomendasi Objek Wisata di Pulau Nias Berbasis Website Ndruru, Rejeki; Yessi Fitri Annisah Lubis
Jurnal Komputer Teknologi Informasi Sistem Informasi (JUKTISI) Vol. 4 No. 2 (2025): September 2025
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juktisi.v4i2.578

Abstract

Tourism in Nias Island has great potential with a variety of attractions, including natural, cultural, and historical destinations. However, tourists often face difficulties in selecting the most suitable tourist spots according to their time, distance, and preferences. This research aims to develop a web-based tourism recommendation system by implementing the Greedy algorithm. The algorithm is applied to determine the sequence of tourist site visits by iteratively choosing the shortest distance, thus minimizing travel time. The system development method used is the Waterfall model, which includes requirements analysis, design, implementation, and testing. The testing results show that the system can provide more efficient travel route recommendations compared to manual selection, with consistent accuracy. In conclusion, the implementation of the Greedy algorithm in this recommendation system can assist tourists in planning their trips in Nias Island more effectively and efficiently.