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Pelatihan Pembuatan Sistem Informasi Penjualan Produk Tani Untuk Kelompok Tani Muda di Desa Labulia Rosanensi, Melati; Sakti, Lanang; Santoso, Heroe; Madani, Miftahul; Suriyati; Mayadi
Jurnal Ilmiah Pengabdian dan Inovasi Vol. 3 No. 2 (2024): Jurnal Ilmiah Pengabdian dan Inovasi (Desember)
Publisher : Insan Kreasi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57248/jilpi.v3i2.524

Abstract

As time goes by, information systems are still very much needed, both for individuals and groups. Information systems are still very reliable, especially for sales, such as selling agricultural products to Indonesian young farmers' associations. The Indonesian Young Farmers Association is a community that sells and produces various agricultural products such as fertilizers, pesticides, medicines, seeds, fruits, vegetables, spices, and food crops. The Indonesian Young Farmers Association is one of the farmer groups located in rural areas. So far the Indonesian Young Farmers Association still uses a conventional system, namely customers who come to their place of business, so buyers have to go to the place where they buy agricultural products and customers need energy to choose the goods or agricultural products they want to buy, and to face intense competition they must have a marketing strategy. Different from its competitors, this requires an information system that can provide information about products to customers quickly and accurately. This research uses the waterfall method which starts from analysis, design, implementation, testing, and maintenance. Results From the trial, a tabulation of 100% was obtained which stated that they strongly agreed that the system that had been created was suitable and could be implemented in the Farmer Product Sales Information System at the Indonesian Young Farmers Association for village progress.
Visualization of Gastric Acid Reflux Using Mobile-Based Augmented Reality Adil, Ahmat; Triwijoyo, Bambang Krismono; Madani, Miftahul; Damar, Lalu Riyandi
International Journal of Engineering and Computer Science Applications (IJECSA) Vol. 1 No. 2 (2022): September 2022
Publisher : Universitas Bumigora Mataram-Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/ijecsa.v1i2.2370

Abstract

Interactive information media has many benefits in the process of conveying information, one of which is by visualizing objects in real time. Socialization activities at the Rensing Health Center in conveying information on gastric diseases still do not use visual aids as a medium for delivering counseling. Therefore, this study aims to develop information media in the form of an android application by utilizing Augmented reality (AR) technology to show the stomach acid process in real time which is visualized in the form of 3D animation. The method used in application development is Multimedia Development Life Cycle (MDLC). Where this method consists of 6 (six) stages of development, namely concept, design, Material Collecting, Assembly, testing and distribution. The results of this study are a visualization application of gastric acid reflux using mobile-based augmented reality built using Unity 2017.3.1f1 and the Vuforia Software Development Kit (SDK), with several stages of the process, namely entering the database and all assets into unity, lighting, creating a user interface, scripting and finally build the application to the android platform Based on the results of application trials that have been carried out at the Rensing Health Center, it shows that mobile-based augmented reality has succeeded in assisting officers in visualizing gastric acid reflux. The satisfaction of health officers in using the application can be seen from the results of the questionnaire to the respondents, where the results of the questionnaire 32% stated strongly agree, 59% agreed, 6% disagreed and 2% disagreed.
E-Commerce UMKM Bale Tenun Lombok dengan Metode Multimedia Development Life Cycle Sugianto, Ervan; Priyanto, Dadang; Madani, Miftahul
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5511

Abstract

UMKM Bale Tenun ini memiliki beberapa kain yang di hasilkan, yaitu seperti subhanalle, rangrang, songket motif nanas, bulan begantung, bulan bekurung, catur, kemalu, kecapang ambon dan lain-lain. Akan tetapi keberadaan pengrajin di desa ini belum diketahui oleh banyak kalangan. Sehingga kain Tenun asal desa pelambik ini tidak sepopuler kain tenun dari desa lain. Kendala yang dihadapi yaitu kurangnya kemampuan mereka untuk memasarkan produknya, kurangnya media informasi serta promosi, dan biasanya penenun mengambil upah dari orang lain yang memasarkan, sehingga penenun ingin mencoba memasarkan produknya sendiri secara langsung melalui media internet atau website. Tujuan penelitian ini adalah membangun E-Commerce UMKM Bale Tenun Lombok dengan Metode Multimedia Development Life Cycle. Pembangunan e-commerce pada penelitian ini menggunakan metode MDCL (Multimedia Development Life Cycle), dimana metode ini memiliki 6 tahapan yaitu Concept (Konsep), Design (Perancangan), Material Collecting (Pengumpulan Materi), Assembly (Pembuatan), Testing (Pengujian), Distribution (Distribusi). Hasil akhir yang akan dicapai ialah sebuah e-commerce umkm bale tenun Lombok dengan metode multimedia development life cycle memuat 5 elemen utama multimedia, yaitu teks, suara, gambar, video, dan animasi. Kesimpulan dari penelitian ini adalah mampu membuat e-commerce sebagai media promosi, mampu meningkatkan penjualan produk, meningkatkan omset penjualan, dan umkm lebih dikenal oleh masyarakat luas.
Pengembangan Multimedia Interaktif Pembelajaran Teknik Dasar Karate dengan Teknologi Markerless AR Putri, Novia Arista; Syafitri, Dian; Madani, Miftahul; Rosanensi, Melati
CORISINDO 2025 Vol. 1 (2025): Prosiding Seminar Nasional CORISINDO 2025
Publisher : CORISINDO 2025

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/corisindo.v1.5542

Abstract

Penelitian ini dilatarbelakangi oleh kebutuhan media pembelajaran interaktif untuk membantu karateka pemula memahami teknik dasar karate yang sulit dipelajari melalui metode konvensional. Tujuan penelitian ini adalah mengembangkan aplikasi pengenalan gerakan teknik dasar karate berbasis Augmented Reality (AR) pada platform Android, dengan visualisasi model 3D interaktif menggunakan teknologi markerless sehingga dapat diakses tanpa penanda fisik. Penelitian ini menggunakan metode Multimedia Development Life Cycle (MDLC) yang mencakup tahapan concept, design, material collecting, assembly, testing, dan distribution. Pengujian melibatkan validasi oleh ahli media dan ahli materi, serta kuesioner kepada pengguna. Hasil validasi menunjukkan skor rata-rata 80,63% yang mengindikasikan kualitas baik pada aspek tampilan dan keakuratan gerakan, sementara 89,68% pengguna merasa terbantu dengan aplikasi ini. Temuan ini menunjukkan bahwa aplikasi layak digunakan sebagai media pembelajaran interaktif yang efektif untuk meningkatkan pemahaman teknik dasar karate.
Media Pembelajaran Hewan Penghasil Listrik dengan Pemanfaatan Teknologi Augmented Reality untuk Siswa SMP Miftahul Madani; Hendri Hamzanwadi; Melati Rosanensi; Danang Tejo Kumoro
Jurnal Teknologi Informasi dan Multimedia Vol. 6 No. 1 (2024): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v6i1.510

Abstract

Augmented reality technology is a virtual object that can provide information to help users carry out work related to this technology. The learning process applied to students at SMPN 1 Praya Tengah with the theme of introducing electricity-producing animals with a learning method using printed books and verbal explanations using a whiteboard as a learning medium so that students cannot see pictures of electricity-producing animals. This research is aimed at producing more interactive learning media in introducing electricity-producing animals by using augmented re-ality technology at SMPN 1 Praya Tengah to increase interest in learning. The methodology used is the MDLC method which uses 6 stages, namely the concept, design, material collection, manu-facturing, testing and distribution stages which are implemented in learning media. The results obtained are interactive learning media on how to recognize electricity-producing animals using augmented reality which can be run on desktop-based computers. The conclusion obtained from this research is that the application of a learning media application to introduce electrici-ty-producing animals using augmented reality technology for students at SMPN 1 Praya Tengah can help students learn about electricity-producing animals in real time or in the form of 3-dimensional objects and animations. The test results used a test scale, namely a Likert scale with a value of 45.25 which can be categorized as Strongly Agree.
Media Pembelajaran Peralatan Servis Sepeda Motor dengan Menerapkan Teknologi Augmented Reality Miftahul Madani; Melati Rosanensi
Jurnal Teknologi Informasi dan Multimedia Vol. 7 No. 2 (2025): May
Publisher : Sekawan Institut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v7i2.682

Abstract

Learning media is one of the key components in the educational process. Teachers need to pay special attention to the use of learning media during teaching and learning activities. However, a lack of variety and suboptimal utilization of learning media often causes students to lose interest in learning. In fact, learning media aim to serve as tools to enhance the effectiveness of the learning process. Learning media are available in various forms, one of which is printed media or verbal explanation-based methods that are widely used in schools. This type of media is chosen for its practicality, adaptability to students' abilities, and ease of distribution. However, printed media have limitations, such as the inability to present elements like sound, animation, or three-dimensional objects. This study employs the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: Concept, Design, Material Collection, Assembly, Testing, and Distribution. The final product of this research is an application in ".apk" format that can be installed on Android devices. Augmented reality is a term used to describe various types of display technology that can add or integrate information in the form of text, symbols or graphics into the user's view of the real world, this application utilizes Augmented Reality technology to introduce motorcycle service tools, helping vocational high school (SMK) students acquire basic skills and access information via their smartphones. User testing using the Likert Scale resulted in a score of 33.46, which falls into the "Strongly Agree" category.
Detection of Rice Diseases Using Leaf Images with Visual Geometric Group (VGG-19) Architecture and Different Optimizers Lalu Zazuli Azhar Mardedi; Fahry Fahry; Miftahul Madani; Hairani Hairani
MATRIK : Jurnal Manajemen, Teknik Informatika dan Rekayasa Komputer Vol. 25 No. 1 (2025)
Publisher : Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/matrik.v25i1.5286

Abstract

Rice is a major food commodity in Indonesia that plays a vital role in maintaining national food security. However, rice productivity often declines due to pest and disease attacks, especially when the disease is not detected early. Currently, the process of identifying rice diseases is generally still carried out manually by farmers or experts through direct observation, which is subjective, time-consuming, and prone to identification errors. To overcome these limitations, a technology-based solution is needed that is able to detect rice diseases automatically, quickly, and accurately. This study aims to develop a rice disease detection system based on leaf images using a deep learning approach with the Visual Geometric Group (VGG-19) architecture. The research method used is experimental by comparing the performance of the VGG-19 architecture using three different types of optimizers, namely Adaptive Moment Estimation (ADAM), Root Mean Square Propagation (RMSProp), and Stochastic Gradient Descent (SGD), to obtain the best accuracy in rice disease classification. The findings show that the combination of VGG-19 with the ADAM optimizer produces the highest accuracy of 96.45%, followed by RMSProp at 95.96% and SGD at 87.08%. These findings indicate that the selection of optimizers plays an important role in improving the performance of deep learning models, especially in detecting rice diseases based on leaf images.
Pengembangan Game Pembelajaran Lagu Anak-Anak Untuk TK Mutiara Hati Mataram Menggunakan Smartphone Android Madani, Miftahul; Rahman, Mochamad Farhan Caesar; Rosanensi, Melati; Mayadi, Mayadi; Mardedi, Lalu Zazuli Azhar; Hairani, Hairani; Innuddin, Muhammad
ADMA : Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 6 No. 2 (2025): ADMA: Jurnal Pengabdian dan Pemberdayaan Mayarakat: In-Progress
Publisher : LPPM Universitas Bumigora

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30812/adma.v6i2.5541

Abstract

Pemanfaatan teknologi multimedia memegang peranan penting dalam pendidikan. Saat ini, proses pembelajaran musik di TK Mutiara Hati Mataram masih dilakukan secara konvensional menggunakan buku lirik, sehingga memicu kebosanan dan penurunan minat belajar siswa. Penelitian ini bertujuan merancang "Game Edukasi Bernyanyi Lagu Anak-Anak" untuk mengatasi masalah tersebut. Metode pengembangan sistem menggunakan Multimedia Development Life Cycle (MDLC) yang terdiri dari tahapan concept, design, material collecting, assembly, testing, dan distribution. Hasil pengujian menunjukkan bahwa responden sangat setuju aplikasi ini diterapkan sebagai media edukasi. Kesimpulannya, penggunaan aplikasi ini efektif meningkatkan minat belajar anak-anak di TK Mutiara Hati Mataram. 
Peningkatan Kemampuan Fungsi TIK Polda NTB Melalui Pelatihan Penerapan AI di Era Digitalisasi Azwar, Muhamad; Hariyadi, I Putu; Ismarmiyati, Ismarmiyati; Anas, Andi Sofyan; Madani, Miftahul; Zulkipli, Zulkipli
Bakti Sekawan : Jurnal Pengabdian Masyarakat Vol. 6 No. 1 (2026): Juni
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/bakwan.v6i1.979

Abstract

Perkembangan teknologi digital menuntut Kepolisian Daerah Nusa Tenggara Barat (Polda NTB) untuk memperkuat ekosistem Teknologi Informasi dan Komunikasi (TIK) guna mendukung program Satu Data Polri. Namun, pemanfaatan kecerdasan buatan (AI) dalam tugas administratif dan operasional harian masih perlu ditingkatkan. Oleh karena itu, kegiatan pengabdian kepada masyarakat ini bertujuan untuk memberikan bimbingan teknis terkait penerapan AI sederhana bagi personel Bid TIK dan Satuan Operasional Polda NTB. Metode pelaksanaan menggunakan pendekatan Participatory Action Learning (PAL) melalui pelatihan interaktif dan demonstrasi praktis yang diselenggarakan dalam agenda Rapat Kerja Teknis pada tanggal 6 November 2025 di Mataram. Hasil evaluasi cepat (rapid assessment) sebelum dan sesudah kegiatan menunjukkan adanya peningkatan pemahaman dan keterampilan peserta yang signifikan. Pemahaman konsep dasar AI generatif meningkat dari 40% menjadi 90%, kemampuan menyusun perintah (prompt) yang efektif melonjak dari 25% menjadi 85%, dan kesadaran terkait keamanan data sensitif instansi pada penggunaan AI publik naik dari 50% menjadi 95%. Selain itu, peserta menunjukkan antusiasme tinggi dalam mempraktikkan AI untuk menyusun draf dokumen dan merangkum regulasi. Kesimpulannya, pengenalan dan pelatihan AI sederhana terbukti sangat efektif dalam meningkatkan literasi digital serta kapasitas sumber daya manusia di lingkungan Polda NTB. Pemanfaatan teknologi ini diharapkan berlanjut untuk menciptakan efisiensi kerja yang terukur, sekaligus memperkokoh kesiapan kepolisian dalam menghadapi tantangan operasional di era modern yang terdigitalisasi.
Implementasi Teknik Normalisasi Basis Data untuk Menghindari Redundansi Data pada Sistem Penjualan Suriyati Suriyati; Heroe Santoso; Muhamad Azwar; Miftahul Madani; Ismarmiaty Ismarmiaty; Muhammad Innuddin; Mudawil Qulub; I Made Yadi Dharma; Muhamad Wisnu Alfiansyah
Journal of Information System, Informatics and Computing Vol 10 No 1 (2026): JISICOM (June 2026)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/jisicom.v10i1.2354

Abstract

In today's digital era, efficient information management is key to a business's operational success. In the sales sector, high transaction volumes generate vast amounts of data daily. However, many sales systems still face a classic data architecture problem: data redundancy, or unnecessary duplication of information. Data redundancy is not simply a matter of inefficient storage; it directly impacts the emergence of data anomalies. When the same data is stored in multiple locations, the risk of information inconsistency during updates, deletions, and insertions is very high. Inconsistent data can mislead management in decision-making, for example, errors in inventory reports or financial recapitulations. The main objective of this research is to eliminate data redundancy and prevent anomalies in the sales system to ensure information integrity. Through systematic table organization, this research seeks to create a more efficient and accurate database architecture to support management decision-making. The method used is structured analysis through data decomposition stages. The process begins with collecting raw (unnormalized) transaction data, which is then processed through the 1NF, 2NF, and 3NF stages. The final stage involves validating the Create, Read, Update, and Delete (CRUD) functions to ensure the consistency of the new schema. The desired result is an optimal relational database schema, where data is logically distributed into specific, interconnected tables. This implementation will result in a lighter system, efficient storage usage, and error-free sales reporting.
Co-Authors Ahmat Adil Amir Fatah Sofyan Andi Sofyan Anas Anwar, Riky Adbul Gani Apriani Apriani Arfa, Muhammad Arief Setyanto Bukran Bukran Damar, Lalu Riyandi Danang Tejo Kumoro Diah Supatmiwati Dyah Supatmiwati Dyah Susilowati Fadli, M. Najmul Fahry, Fahry Fatimatuzahra, Fatimatuzahra Fatimatuzzahra Fatimatuzzahra Hairani Hairani Hammad, Rifqi Hariyadi, I Putu Haryono Haryono Haryono Haryono Hasbullah Hendri Hamzanwadi Heroe Santoso I Made Yadi Dharma I Nyoman Yoga Sumadewa Ibjan Syarif Hidayatullah Indah Puji Lestari Intan Apriliani Adi Ningsih Ismarmiaty Ismarmiaty Ismarmiaty Ismarmiyati, Ismarmiyati Kartarina, Kartarina Kumoro, Danang Tejo Kurniadin Abd Latif Lalu Ganda Rady Putra Lalu Naufal Azmi Lalu Riyandi Damar Lalu Zazuli Azhar Mardedi Lanang Sakti Lela Rahmawati Lestari, Humaediah Lestari, I Desak Ayu Adhia Lilik Widyawati lnnuddin, Muhammad M. Chothibul Umam Assa’ady Made Nugraha Dwitama Mardedi, Lalu Zazuli Azhar Mardedi, Lalu Zazuli Azhar Mayadi Mayadi, Mayadi Melati Rosanensi Melati Rosanensi Miftahul Jihad Mudawil Qulub Muhamad Azwar Muhamad Azwar, Muhamad Muhamad Wisnu Alfiansyah Muhamad Wisnu Alfiansyah Muhammad Haris Nasri Muhammad Innuddin Muhammad Innuddin Muhammad Tahir Ni Ketut Sriwinarti Putri, Novia Arista Rahman, Mochamad Farhan Caesar Rahmawati, Lela Regina Aprilia Riberu Regina Aprilia Riberu Santoso, Heroe Setiawan, Pandu Dwi Sugianto, Ervan Suriyati Suriyati Suriyati Suriyati Syafitri, Dian Triwijoyo, Bambang Krismono Widia Febriana, Widia Zainuddin Zulkipli Zulkipli