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IMPLEMENTASI APLIKASI PEMBELAJARAN UNTUK ANAK BERBASIS ANDROID Sam'ani Sam'ani; Sutami Sutami; Muhammad Haris Qamaruzzaman
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 2, No 2 (2019): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (810.167 KB) | DOI: 10.31604/jpm.v2i2.106-110

Abstract

Permendiknas No. 16/2007 concerning Academic Qualification Standards and Teacher Competence, Pedagogical Competence of 5th / Senior High School teachers says that "High School / Vocational Teachers must utilize information and communication technology for the benefit of learning". Reinforced in Permendiknas No. 41 of 2007 concerning Process Standards, in accordance with Graduates Competency Standards and Content Standards, the learning principle used in point 13 states that "Utilization of information and communication technology to improve the efficiency and effectiveness of learning". But now when the world is entering the era of the industrial revolution 4.0. or the fourth world industrial revolution where technology has become the basis in human life the use of information and communication technology for learning must begin at the Early Childhood Education level (PAUD) in order to be more interesting and interactive and increase children's interest and curiosity in what is taught . The method of applying science and technology used is mobile technology which is very popular at the moment, namely the Android-based children's learning application as an effort to increase knowledge and understanding as well as increase the learning interest of students in grades 2, 3 and 4 of Bereng Kajang Elementary School I. The purpose of this program is to increase knowledge and understanding and increase learning interest of students in grades 2, 3 and 4 of Bereng Kajang I Elementary School on various things including letters, numbers, colors, vegetables, animals, fruits, jobs and vehicles. Both in Indonesian and English pronunciation through the implementation / dissemination of learning applications for children based on Android. Keywords: Learning applications, Children, Android, Implementation
IMPLEMENTASI SISTEM PENGAWASAN DAN PENGENDALIAN SERTA PENGGUNAAN KOMPUTER PADA LABORATORIUM KOMPUTER SMK ISEN MULANG PALANGKARAYA Sam'ani Sam'ani; Muhammad Haris Qamaruzzaman; Sutami Sutami
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 3, No 2 (2020): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v3i2.303-307

Abstract

Advances in technology and computer surveillance systems at this time have made a significant positive contribution in all fields to support and improve the performance of an order. One of the technological advances in the field of computers is the existence of a system of supervision and control of computer use in a network-based laboratory. At the Isen Mulang Palangkaraya Vocational School, there is still no computer system for monitoring and control of computer use, so students cannot supervise and control computer use during practical activities. Therefore to oversee the use of all computers in the SMK Isen Mulang Palangkaraya laboratory, it is necessary to apply an application system that functions to supervise and control the use of existing computers so that their use is only for practicum subjects not other needs.
Penerapan Media Belajar Interaktif Berbasis Android Bagi Anak Desa Petuk Ketimpun Binaan Yayasan Ransel Buku Bayu Pratama Nugroho; Norhayati Norhayati; Rosmiati Rosmiati; Susi Hendartie; Ferdiyani Haris; Sam'ani Sam'ani; Moch. Ichsan
Jurnal Pengabdian Masyarakat - PIMAS Vol 1 No 2 (2022): Mei
Publisher : LPPM Universitas Harapan Bangsa Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1166.542 KB) | DOI: 10.35960/pimas.v1i2.765

Abstract

In order to improve the quality of learning, it is necessary to use information technology in learning media. The use of information technology and media in learning can form a learning atmosphere because students can actively participate. Nowadays, children are increasingly familiar and attached to smartphones or tablets. And when the world is entering the era of the industrial revolution 4.0. or the fourth world industrial revolution where technology has become the basis in human life, the use of information and communication technology for learning must start from the Early Childhood Education (PAUD) level so that it can be more interesting and interactive and increase children's interest and curiosity in what is taught. . The method of applying science and technology is using mobile technology which is very popular today, namely an Android-based children's learning application as an effort to increase knowledge and understanding as well as increase interest in learning for the children of the Petuk Ketimpun village which is under the guidance of the Palangkaraya Book Backpack Foundation. The purpose of implementing this program is to increase knowledge and understanding and increase children's interest in learning about various things including letters, numbers, colors, vegetables, animals, fruit, work and vehicles. Both in Indonesian and English pronunciation through the implementation of learning applications for Android-based children.
Sistem Pakar Untuk Mendiagnosa Penyakit Mata Pada Manusia Menggunakan Teorema Bayes M Haris Qamaruzzaman; Sam’ani - STMIK Palangkaraya
Indonesian Journal of Networking and Security (IJNS) Vol 5, No 4 (2016): IJNS Oktober 2016
Publisher : APMMI - Asosiasi Profesi Multimedia Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (201.057 KB) | DOI: 10.55181/ijns.v5i4.1435

Abstract

ABSTRACT- The eyes are one of the senses that is very important in human life to see. If the eyes get disorders or diseases of the eye, it will be fatal to human life. The activities of an expert cause the handling of the eye diseases cannot be done fast. Therefore, an expert system is needed as an alternative solution to solve the problem. The objective of this study was to implement the Bayes Theorem on the expert system for diagnosing diseases of the human eye. The subject of this study was diagnosing the eye diseases by using forward and backward chaining methods. Software development method used in this study is the development of expert systems. Encoding system created using Borland Delphi 7.0 and system testing using black box testing and validation experts. The result of the study was an expert system application that is able to diagnose eye diseases in humans by applying Bayes Theorem to cope with uncertainty. On testing 20 samples of data of disease symptoms indicate that the application generates an accuracy value of 90%. The result of system test shows that this application is feasible to use. Keywords: Expert system, Eye disease, Bayes theorem ABSTRAK - Mata adalah salah satu panca indra yang sangat penting dalam kehidupan manusia untuk melihat. Jika mata mengalami gangguan atau penyakit mata, maka akan berakibat fatal bagi kehidupan manusia. Kesibukan seorang pakar membuat penanganan terhadapat penyakit mata tidak bisa cepat dilakukan. Oleh karena itu, diperlukan sebuah sistem pakar dapat menjadi alternatif dalam mengatasi permasalahan tersebut. Tujuan dari penelitian ini adalah mengimplementasikan Teorema Bayes pada sistem pakar untuk mendiagnosa penyakit mata manusia. Subjek pada penelitian ini adalah untuk mendiagnosa penyakit mata dengan menggunakan metode penalaran forward chaining dan backward chaining. Metode pengembangan perangkat lunak yang digunakan dalam penelitian ini adalah metode pengembangan sistem pakar. Pengkodean sistem dibuat menggunakan Borland Delphi 7.0 dan pengujian sistem menggunakan black box testing dan validasi pakar. Dari penelitian yang dilakukan menghasilkan sebuah aplikasi sistem pakar yang mampu mendiagnosa penyakit mata pada manusia dengan menerapkan Teorema Bayes untuk mengatasi ketidakpastian. Pada pengujian 20 sampel data gejala penyakit menunjukkan bahwa aplikasi menghasilkan nilai akurasi sebesar 90%. Hasil uji coba sistem menunjukkan bahwa aplikasi ini layak digunakan. Kata Kunci : Sistem Pakar, Penyakit Mata, Teorema Bayes
Pengenalan Huruf Dan Angka Tulisan Tangan Mengunakan Metode Convolution Neural Network (CNN) Sam’ani - STMIK Palangkaraya; M. Haris Qamaruzzaman - STMIK Palangkaraya
SPEED - Sentra Penelitian Engineering dan Edukasi Vol 9, No 2 (2017): Speed 2017
Publisher : APMMI - Asosiasi Profesi Multimedia Indonwsia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (640.538 KB) | DOI: 10.55181/speed.v9i2.349

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ABSTRACT - Handwritten character recognition is a kind of pattern recognition task. Character recognition is a simple task to human, but not for a computer program. In recognizing someone’s handwriting, a computer program must be trained first.In recognizing handwriting, a computer program must be trained first. This thesis discusses how a computer recognizes a digital image pattern in the form of handwriting recognition using convolution neural network. The system that will make by desktop basic used C# language program with visual studio 2010 .And based on testing with inputs in the form of letters and single numbers as much as 184 test images obtained correct answers as many as 153 and wrong answers sebayak 31 While the test results with inputs in the form of words and sentences consisting of 191 letters and numbers with the number of correct answers as much as 158 and wrong answer as many as 33 letters that can not be recognized correctly.Keywords : Handwritten introduction, Convolution Neural Network  ABSTRAK - Pengenalan huruf tulisan tangan merupakan salah satu bentuk dari pengenalan pola. Pengenalan Huruf terlihat sederhana bagi manusia, namun menjadi tugas yang sangat sulit bagi program komputer untuk menyelesaikannya.Di dalam mengenali tulisan tangan, sebuah program komputer harus dilatih terlebih dahulu. Penelitian ini membahas tentang bagaimana sebuah komputer mengenali sebuah pola citra digital berupa pengenalan huruf tulisan tangan yang menggunakan metode convolution neural network. Sistem akan dibuat berbasis desktop mengunakan bahasa pemrograman C# dengan visual studio 2010.Dan berdasarkan uji coba testing dengan inputan berupa huruf dan angka tunggal sebanyak 184 citra uji diperoleh jawaban benar sebanyak 153 dan jawaban salah sebayak 31 Sedangkan  hasil uji coba dengan input berupa kata dan kalimat yang terdiri dari 191 huruf dan angka dengan jumlah jawaban benar sebanyak 158 dan jawaban salah sebanyak 33 huruf yang tidak dapat dikenali  dengan benar.Kata kunci : Pengenalan Tulisan Tangan, Convolution Neural Network,.
Rancang Bangun Biografi Pahlawan Nasional Berbasis Android Sam'ani Sam'ani; Muhammad Haris Qamaruzzaman; Sutami Sutami
Jurnal Ilmiah Informatika Vol. 5 No. 2 (2020): Jurnal Ilmiah Informatika
Publisher : Department of Science and Technology Ibrahimy University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/jimi.v5i2.892

Abstract

This beloved Indonesian independence is thanks to the great services of the heroes who have valiantly and all their souls fought for the nation from before to after independence. So that the history of the struggle is not forgotten, it is necessary to develop a system that makes it easy for all Indonesian citizens to remember and remember the struggles of the heroes. As the rapid development of technology, especially Android-based smartphones that have been used by almost all walks of life, an application system about the biographical history of the struggle of national heroes can be used anywhere. The problem of this research is how to produce a national hero biography application system based on Android. The software is developed by modeling Waterfall, the system modeling uses UML (Unified Modeling Language). The purpose of this research is to produce a system that will present a biographical history of national heroes visually that can help remember, remember and add to the public's knowledge in getting to know the National Heroes.
Penerapan Metode Harris Benedict Pada Media Informasi Kebutuhan Gizi Harian Berbasis Android Muhammad Haris Qamaruzzaman; Sutami Sutami; Sam'ani Sam'ani; Irwan Budiman
JURIKOM (Jurnal Riset Komputer) Vol 9, No 5 (2022): Oktober 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i5.4867

Abstract

Calculation of nutritional needs is a way to find out a person's nutritional needs, which is usually done by nutritionists before compiling a diet menu. One formula that is often used is the Harris Benedict formula. The problem of this research is how to make an application for calculating nutritional needs with the Harris Benedict formula based on android mobile. This application aims to assist nutritionists and ordinary users in calculating nutritional needs through the results of calculations and dietary advice provided. The methodology in this study uses research and development which includes observation/data collection, interviews and literature study. As for software development using the waterfall model development method (waterfall). The implementation is built with the Java programming language, IDE (Integrated Development Environment) with Eclipse applications, Software Development Kit (SDK) which includes API (Application Programming Interface) tools. Testing is done by black box testing to evaluate the external appearance (Interface) and application functionality. This research has succeeded in implementing the Harris Benedict formula in an Android mobile-based nutritional needs calculation application that provides output for weight categories, ideal body weight, and dietary advice. Other features include a list of food and household sized tools, and an application guide. The purpose of this study is to produce an application that helps users calculate nutritional needs faster than manual calculations with correct results such as manual calculations. From the results of testing the application in black box, the results are in line with expectations.
Perancangan E-Business UKM Kerajinan Khas Daerah Kalimantan Tengah di Kota Palangka Raya Mochammad Ichsan; Lili Rusdiana; Sam'ani Sam'ani; Ferdiyani Haris; Muhammad Haris Qamaruzzaman
Jurnal Sains Komputer dan Teknologi Informasi Vol. 4 No. 2 (2022): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/jsakti.v4i2.3340

Abstract

The design is one of the foundations in building an application or system. The need for design as a support can be illustrated through diagrams and user interfaces. This study uses Unified Modeling Language as a plot description using Microsoft Visio software and the user interface using Balsamiq Mockups software. The design is carried out in building e-business Small and Medium Enterprises typical crafts of Central Kalimantan in the City of Palangka Raya. The design presented illustrates the need for applications for visitors or customers who will visit e-business, members who have an account in order to access e-business, and admin for managing data in e-business
Rancang Bangun Kendali Lampu Dengan Bluetooth Berbasis Android Sam'ani; Ferdiyani Haris; Mochammad Ichsan; Sulistyowati; M. Ihsanul Fikry
Jurnal Sains Komputer dan Teknologi Informasi Vol. 5 No. 1 (2022): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Teknologi yang berkembang pesat dan populer saat ini adalah Android, salah satu sistem operasi smartphone yang mengalami peningkatan pengguna yang luar biasa. Selain sifatnya yang open source, banyaknya fitur menjadi alasan Android sangat disukai. Salah satu fitur yang ada dan dapat diimplementasikan untuk komunikasi nirkabel adalah bluetooth. Hal ini menjadi salah satu alasan kenapa diperlukannya suatu sistem baru yang berbasis Android dengan memanfaatkan fitur bluetooth dan perangkat tambahan mikrokontroler ATmega328P-PU dalam pengontrolan lampu secara nirkabel. Permasalahan dari penelitian ini adalah bagaimana membuat sistem kontrol lampu melalui bluetooth menggunakan ATmega328P-PU berbasis Android?. Sistem kontrol ini hanya dapat digunakan untuk menyalakan dan memadamkan 6 buah lampu ruangan dan aplikasi pengontrol lampunya hanya dapat diimplementasikan pada smartphone berbasis Android minimal versi 2.2 (froyo) serta memiliki fitur bluetooth, yang nantinya berfungsi sebagai sarana komunikasinya. Tujuan dari penelitian ini adalah untuk membuat sistem pengontrol lampu ruangan secara nirkabel melalui bluetooth menggunakan smartphone berbasis Android dan mikrokontroler ATmega328P-PU. Metode-metode penulisan yang digunakan dalam penelitian ini meliputi metode pengumpulan data (kepustakaan, observasi dan eksperimen), menggunakan model Prototype untuk pengembangan perangkat lunaknya dan menggunakan Unified Modeling Language (UML) untuk pemodelan sistemnya. Hasil penelitian telah berhasil diimplementasikan sebuah sistem kontrol lampu melalui bluetooth menggunakan ATmega328P-PU berbasis Android, serta telah dilakukan pengujian terhadap implementasi tersebut. Jarak jangkau maksimal pengontrolan semua lampu dapat dilakukan dengan baik pada jarak 14 meter sesuai dengan hasil pengujian yang dilakukan. Dengan demikian sistem ini layak diimplementasikan dan digunakan untuk membantu pengguna smartphone Android dalam mengontrol lampu ruangan secara nirkabel menggunakan bluetooth, sehingga dapat menghemat waktu dan lebih fleksibel.
Media Informasi Pengenalan Budaya Adat Dayak Ngaju Untuk Anak (Studi Kasus SMPN 3 Palangka Raya) Rosmiati; Susi Hendartie; Bayu Pratama Nugroho; Sam'ani; Rudini
Jurnal Sains Komputer dan Teknologi Informasi Vol. 5 No. 1 (2022): Jurnal Sains Komputer dan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Teknologi komputer dapat menjadi bahan untuk media pembelajaran agar dapat memudahkan tenaga pengajar dalam menyampaikan, memberikan dan menjelaskan tentang materi pelajaran yang akan dibahas. Diantaranya melalui pemrograman dan aplikasi yang ada, komputer mampu mem-visualisasikan materi-materi pelajaran yang sulit untuk disajikan, terutama mengenai kebudayaan adat dayak, dalam proses pengenalan adat budaya dayak ngaju. Karena semakin berkurangnya suku asli dayak di Kalimantan Tengah yang masih mempertahankan dan melestarikan budaya dayak maka perlu dibangun program animasi pengenalan adat dayak ngaju yang akan dibuat secara menarik dengan menggunakan program Adobe Photoshop dan CorelDRAW yang kemudian dipadukan dalam program Macromedia Flash yang bertujuan supaya para siswa tingkat Sekolah Menengah Pertama (SMP) dapat belajar mengenal, menghargai bahkan mencintai budaya lokal atau budaya leluhurnya. Permasalahan penelitian ini adalah bagaimana merancang dan membangun suatu media informasi pengenalan budaya adat dayak Kalimantan Tengah pada anak-anak SMP. Penelitian ini telah menghasilkan aplikasi media informasi pengenalan budaya adat dayak Kalimantan Tengah yang dipergunakan oleh guru muatan lokal SMP Negeri 3 Palangka Raya Kelas VII sampai IX.