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Sistem Informasi Inventaris Barang Di UPTD Puskesmas Kemlagi Menggunakan Metode Waterfall Rafi Fakhruddin Rizaldi; Suhendro Busono; Arif Senja Fitrani
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 14 No 01 (2024): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM STIKI MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v14i01.1128

Abstract

This research is motivated by rapid developments in technology and science which have a positive impact on society. UPTD Puskesmas Kemlagi, as a public health institution, faces challenges in managing inventory using manual methods and MS Excel. The aim of this research is to make it easier to monitor, maintain and analyze item acceptance by utilizing the Waterfall software development approach. Black box testing is a research approach used to assess the functionality and performance of an inventory information system being developed. The research results show that the existence of an inventory information system has succeeded in helping employees carry out their duties more easily and comfortably. The implementation of the Waterfall method has proven to be effective in increasing efficiency and performance, responding to the challenges faced by the UPTD Puskesmas Kemlagi, and making a positive contribution to the management of inventory at the health institution.
Rancang Bangun Sistem Informasi Silsilah Keluarga Berbasis Website Menggunakan Metode Rapid Application Development (RAD) Mardiono, Adimas Prasetyo; Rosid, Mochamad Alfan; Busono, Suhendro
JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Vol 9, No 4 (2024)
Publisher : STKIP PGRI Tulungagung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29100/jipi.v9i4.5516

Abstract

Keluarga adalah entitas sosial yang terdiri dari individu-individu yang terhubung melalui ikatan darah, pernikahan, atau hubungan lainnya. Silsilah keluarga adalah catatan yang menunjukkan hubungan antar generasi dalam keluarga. Penelitian ini merancang aplikasi Silsilah Keluarga menggunakan Bahasa pemrograman PHP serta menggunakan Framework Laravel dengan metode Rapid Application Development (RAD) dan pengujian melalui Black Box Testing serta pengujian UAT. Pengujian menggunakan black box testing menyatakan bahwa sistem ini berjalan dengan baik sesuai fungsionalitasnya, serta pada pengujian sistem UAT sebanyak 30 responden yang telah berpartisipasi menghasilkan skor sebanyak 79,25%. Sehingga bisa disimpulkan bawah sistem ini layak untuk digunakan karena memberikan kemudahan bagi para pengguna yang ingin membuat struktur silsilah keluarganya. Secara keseluruhan, Tujuan dari penelitian adalah untuk mengembangkan sistem informasi website Silsilah Keluarga sebagai alat penting untuk memperkuat ikatan keluarga dan meningkatkan apresiasi terhadap warisan keluarga, serta mempermudah individu dalam mengenali silsilahnya. Dari hasil penelitian dengan memanfaatkan penggunaan Framework Laravel menghasilkan sebuah sistem informasi silsilah keluarga berbasis website bagi para pengguna untuk mempermudah memvisualisasikan garis keturunan dan pada website tersebut telah disediakan berbagai fitur untuk membantu individu dalam mengelola atau membuat  struktur data yang lengkap dari anggota keluarganya.
Optimasi Naive Bayes Menggunakan Algoritma Genetika Sebagai Seleksi Fitur Untuk Memprediksi Performa Siswa Suhendro Busono
Jurnal Ilmiah Teknologi Informasi Asia Vol 14 No 1 (2020): Volume 14 Nomor 1 (8)
Publisher : LP2M INSTITUT TEKNOLOGI DAN BISNIS ASIA MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32815/jitika.v14i1.400

Abstract

In this globalisation era, the morality tenegers decrease.This fenomena can be seen on mass or electronic media. Mass or electronic media inform that the negatif case often happend on teenegers community. Negatif case such as brawl, drug, gambling, rape, disobidience to parents, and others. The cause of negatif case is not from himself or hisself but it is triggered by bad customs. The less of parent attention, the low of parent relation quality can inflict bad customs from children. Parent education, parent job, the parent support of education can influence children mainset. How long time children study, how long time children have sparetime, how long time children make friend, and how long time children acess internet can influence mainset of children. The customs of children explained on sentences before, can be measured by science and tecnology. Data Mining that is branch of computer science can measure how much quality children or adult perform based on custom framer indicator. In the last research of student performance using Naive Bayes Methode, the number of attribute is too much (33 attribut) and the score of accuracy is 91.15 %. In this research, the researcher optimize attributes of the last research using Genetic Algorithm. Genetic Algorithm can choose relevant attribut. The choice of relevant attributes can increase score of accuracy. The score of accuracy after using Genetic Algorithm is 97.21 %.
Aplikasi Go Tour Sekitar Tugu Yogyakarta Berbasis Augmented Reality Putri, Revanda Silva Astianto; Rahmawati, Yunianita; Busono, Suhendro; Eviyanti, Ade
Jurnal Teknologi dan Manajemen Informatika Vol. 9 No. 2 (2023): Desember 2023
Publisher : Universitas Merdeka Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26905/jtmi.v9i2.10587

Abstract

The Covid pandemic has impacted the tourism industry in Central Java Province, resulting in a decrease in the number of tourists. This research aims to create an application as an information media using Augmented Reality technology and developed through SketchUp, combining text, audio, and images. This application serves as an information source for the Tugu Yogyakarta tourist attraction and its surrounding areas in Central Java. Additionally, it also serves as an alternative to introduce tourist attractions to both the local and non-local communities in and outside of Central Java Province. The application utilizes the Marker Based Tracking method. The research output is an Augmented Reality application for information media that displays 4 tourist attractions, with audio-based information for each attraction. The testing scenario is conducted using the black box testing method (testing the system or its features). Based on the response evaluation, it can be concluded that this information media is considered suitable with a percentage of 94.8%. Therefore, this application can be used as an effective information media.
- RANCANGAN DAN IMPLEMENTASI APLIKASI MANAJEMEN KOLEKSI BUKU DIGITAL DI UD NDARIK HELM COLLECTION UNTUK MENINGKATKAN EFISIENSI PENCARIAN Rahmawati, Yunianita; Farihah, Anis; Busono, Suhendro
Jurnal Gembira: Pengabdian Kepada Masyarakat Vol 3 No 05 (2025): OKTOBER 2025
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

Pengabdian masyarakat ini bertujuan membantu UD Ndarik Helm Collection dalam mengelola koleksi buku yang sebelumnya belum tertata secara sistematis. Permasalahan utama yang dihadapi adalah kesulitan dalam pencatatan, pencarian, dan identifikasi posisi buku, sehingga sering terjadi duplikasi pembelian dan keterlambatan dalam menemukan koleksi. Sebagai solusi, dikembangkan aplikasi manajemen koleksi buku digital yang menyediakan fitur pencatatan data, pengelompokan kategori, pelaporan koleksi, serta pencarian buku secara cepat dan terstruktur. Metode pelaksanaan meliputi identifikasi masalah, analisis kebutuhan, pengembangan aplikasi dengan metode waterfall, serta pendampingan penggunaan. Evaluasi dilakukan melalui black box testing untuk menguji fungsi utama aplikasi dan kuesioner dengan lima pertanyaan yang diisi sepuluh responden menggunakan skala Likert. Hasil pengujian menunjukkan tingkat kepuasan pengguna berada pada kategori sangat baik dengan rata-rata keseluruhan sebesar 91,6%, terutama pada aspek kemudahan pencarian dan manfaat aplikasi dalam meningkatkan efisiensi pengelolaan koleksi. Dengan demikian, aplikasi ini terbukti membantu mitra menata koleksi buku secara lebih efisien, terstruktur, dan mudah diakses.
Ensemble Machine Learning to Detect Sarcasm in English on Twitter Social Media Rosid, Mochamad Alfan; Sambada, Muhammad Arginanta Kafi; Busono, Suhendro; Muharram, Fajar
Journal of INISTA Vol 6 No 1 (2023): November 2023
Publisher : LPPM Institut Teknologi Telkom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/inista.v6i1.1073

Abstract

Detecting sarcasm in English tweets on social media platforms like Twitter is a complex task due to its subtle and ambiguous nature. This study explores the use of ensemble machine learning techniques, including Logistic Regression, Naive Bayes, Decision Tree, and Support Vector Machine (SVM), to effectively identify sarcasm. A dataset containing sarcastic and non-sarcastic English tweets was collected and preprocessed. Features representing lexical, syntactic, and semantic information were extracted to train and evaluate the ensemble models. The Support Vector Machine method demonstrated the highest performance among the techniques employed, achieving an accuracy of 80% and an F1-score of 80% for sarcasm detection. This highlights the efficacy of Support Vector Machines in capturing complex patterns and differentiating between sarcastic and non-sarcastic tweets. By leveraging the strengths of multiple machine learning algorithms, the ensemble approach enhances the overall performance of the sarcasm detection system. It provides a more robust and accurate detection of sarcasm, thereby improving the understanding of user sentiments and opinions in online conversations. This research contributes to sentiment analysis and natural language processing, offering valuable insights into sarcasm detection in social media. The findings have practical implications for interpreting user-generated content on platforms like Twitter, enabling a better understanding of user sentiments and facilitating more meaningful interactions.
Systematic RPG Development Maximizes Player Engagement in Global Context: Pengembangan RPG yang Sistematis Memaksimalkan Keterlibatan Pemain dalam Konteks Global Hidayatullah, Vika Tanjung; Astutik, Ika Ratna Indra; Ariyanti, Novia; Busono, Suhendro
Indonesian Journal of Innovation Studies Vol. 25 No. 3 (2024): July
Publisher : Universitas Muhammadiyah Sidoarjo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21070/ijins.v25i3.1155

Abstract

This study presents the systematic development of an Adventure RPG game titled "Tomorrow Will Come" using the ADDIE method, aiming to enhance understanding of RPG game development. Leveraging the Godot Engine and GDscript programming language, the research follows the Analysis, Design, Development, Implementation, and Evaluation phases. Feedback from beta testers highlights positive gameplay experiences but suggests room for improvement, particularly in gameplay difficulty. The findings underscore the significance of iterative design and player feedback in refining game mechanics. Overall, this research contributes to advancing RPG game development methodologies and emphasizes the importance of innovation and user-centric design in creating compelling gaming experiences. Highlight: 1. ADDIE method enhances structured RPG game development. 2. Player feedback refines mechanics, enhancing overall quality. 3. Godot Engine innovates technical aspects, prioritizing user-centric design. Keyword: RPG game development, ADDIE method, Godot Engine, Player feedback, Iterative design
Pengembangan Game 2D “Cat Collection Coin” Berbasis Single Player Menggunakan Metode Finite State Machine untuk Manajemen State Karakter Awalludin, Krisna; Busono, Suhendro; Indahyanti, Uce; Rahmawati, Yunianita
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2424

Abstract

Penelitian ini bertujuan untuk mengembangkan game 2D berjudul "Cat Collection Coin" berbasis single player dengan mengimplementasikan metode Finite State Machine (FSM) untuk mengelola perilaku karakter secara sistematis. FSM memungkinkan setiap karakter dalam game memiliki transisi keadaan yang terstruktur, seperti diam, berjalan, melompat, dan menyerang, berdasarkan input pemain dan kondisi permainan. Game ini dikembangkan menggunakan Godot Engine, yang menyediakan dukungan optimal untuk pengembangan game 2D. Penelitian ini juga membahas bagaimana FSM diterapkan pada berbagai level permainan untuk menciptakan alur permainan yang responsif dan menantang. Hasil perancangan menunjukkan bahwa penggunaan FSM mampu meningkatkan modularitas logika permainan serta memberikan pengalaman bermain yang lebih dinamis. Implementasi ini menjadi solusi efektif dalam mengelola kompleksitas perilaku karakter pada game 2D berbasis single player.
Pelatihan Media Pembelajaran Digital untuk Tenaga Pendidik Di Masa Pandemi Di SMP Muhammadiyah 4 Porong Sidoarjo Busono, Suhendro; Rosid, Moch Alfan; Rahmawati, Yunianita
Jurnal ABDINUS : Jurnal Pengabdian Nusantara Vol 5 No 1 (2021): Volume 5 Nomor 1 Tahun 2021
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/ja.v5i1.15387

Abstract

In 2020 Indonesia goverment got the big disaster from God, It is namely Corona Virus. In education sector such as school,university and other formal education can’t do teaching learning activity directly.Teacher and student can’t do face to face activity because they are limited by goverment policy about social distancing.Education Ministry can solve the limitation of internet access bandwith by using free internet access or big bandwith, unfortunetly the big problem that can’t be solved by Indonesia Goverment is teacher have no knowladge about digital learning. Abdimas Team of Sidoarjo Muhammadiyah University try to aim this big problem. Abdimas Team of Sidoarjo Muhammadiyah University held training of digital learning for SMP Muhammadiyah 4 Porong Sidoarjo. Platform of this digital learning uses EDMODO. The result of this training is teacher and student can do teaching and learning activity periodically using internet media. The conclusion of this article is digital learning is necessary in revolution 4.0 because growth of information technology raise significantly
Aplikasi Pengenalan Alutsista Berbasis Mobile Menggunakan Augmented Reality (AR) Ridwan Dwi Sofian; Suhendro Busono; Yunianita Rahmawati
SMATIKA JURNAL : STIKI Informatika Jurnal Vol 13 No 02 (2023): SMATIKA Jurnal : STIKI Informatika Jurnal
Publisher : LPPM UBHINUS MALANG

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32664/smatika.v13i02.936

Abstract

Indonesia as a sovereign state has made significant progress in increasing its capacity for defense. Since then, Indonesia has continued to work together to increase the capacity of defense equipment as the main support of the Indonesian National Army. In this strategic position, Indonesia has open sea and land borders with several neighboring countries. This makes Indonesia vulnerable to security threats resulting in national instability. This research aims to develop a Mobile-Based Defense Equipment Recognition Application using Augmented Reality (AR) which is able to recognition defense equipment models in the field of education, which is used as a means of learning media, so that people who don't know about defense equipment in AR form can find out. With the ability to scan objects in three dimensions, so that they can explore the introduction of defense equipment digitally through applications and can increase knowledge.