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Penentuan Penerimaan Bantuan Pangan Nontunai Dengan Metode Simple Additive Weighted Mochzen Gito Resmi; Muhammad Rafi Muttaqin; Meriska Defriani
INTECOMS: Journal of Information Technology and Computer Science Vol 4 No 1 (2021): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v4i1.2102

Abstract

Bantuan Pangan Non Tunai (BPNT) merupakan bantuan pangan yang diberikan oleh pemerintah kepada masyarakat miskin yang ada di Indonesia. Bantuan tersebut bertujuan untuk mengurangi beban pengeluaran dan memberikan asupan nutrisi yang lebih baik kepada masyarakat miskin secara tepat sasaran dan tepat waktu. Berdasarkan hal tersebut, Dinas Sosial Kabupaten Purwakarta khususnya Bidang Balinsos harus mampu menentukan peserta Keluarga Penerima Manfaat (KPM) sesuai dengan peraturan yang telah ditentukan oleh Presiden tentang penyaluran bantuan sosial non tunai. Dalam melakukan proses pemilihan peserta Keluarga Penerima Manfaat (KPM) diperlukan kriteria-kriteria untuk memilih calon peserta yang akan terpilih menjadi Keluarga Penerima Manfaat (KPM) Bantuan Pangan Non Tunai. Penelitian ini mengunakan metode Simple Addtive Weighted (SAW) dan metode pengembangan sistem Waterfall. Dengan dibuatnya Sistem Pendukung Keputusan untuk menentukan peserta Keluarga Penerima Manfaat (KPM) Bantuan Pangan Non Tunai, Dinas Sosial Kabupaten Purwakarta lebih mudah dalam memberikan alternatif keputusan siapa peserta yang lebih berhak menerima. Hasil alternatif keputusan dilengkapi dengan nilai prioritas yang mengacu pada kriteria-kriteria pengambilan keputusan yang telah ditetapkan. Kata Kunci – Simple Addtive Weighted (Saw), Sistem Pendukung Keputusan, Waterfall, Bantuan Pangan Non Tunai (BPNT).
Pelatihan Daring Cara Edit Video Mudah dan Menarik untuk Memaksimalkan Pembelajaran Siswa Tingkat Pre-School Meriska Defriani; Mochzen Gito Resmi; Dede Irmayanti
Jurnal Abdimas Adpi Sosial dan Humaniora Vol. 1 No. 1 (2020): Jurnal Abdimas ADPI Sosial dan Humaniora
Publisher : Asosiasi Dosen Pengabdian kepada Masyarakat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47841/jsoshum.v1i1.117

Abstract

Sekolah Alam Purwakarta (SAP) is a school that integrates four pillars of education, namely the pillars of faith, knowledge, leadership, and entrepreneurship. SAP not only emphasizes on achieving academic goals but also on developing life skills. In addition, SAP uses a national curriculum which was later developed so as to make the universe and local potential a source of learning, learning media, and classrooms. During the Covid-19 pandemic, pre-school level student learning is almost entirely done at home with guidance in the form of assignments that have been prepared by the facilitator. Each task given aims to develop students' cognitive, motoric, or affective. Every task that has been done must be submitted with documentation by the parents to the facilitator as a daily assessment. To get good documentation, parents can use photos or videos as media. Therefore, video editing training needs to be done to maximize the learning process of pre-school students in SAP. This activity is carried out by providing online training to facilitators and parents of pre-school level students in SAP. This training was carried out for 120 minutes and was attended by 8 facilitators and 20 parents. At the end of the activity, the facilitator makes an example of a learning video while the parents make an example of a video of their child's assignment portfolio. With the implementation of this training, facilitators and parents have the ability to edit videos so they can maximize the learning of pre-school level students in SAP.
User Interface and User Experience Design of Sales Application Mobile Using User Method Centered Design On CV. MK Sejahtera Rifqi Restu Djunaedi; Meriska Defriani; Muhammad Rafi Muttaqien
RISTEC : Research in Information Systems and Technology Vol 3, No 1 (2022): Research in Information Systems and Technology
Publisher : Institut Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (789.258 KB) | DOI: 10.31980/ristec.v3i1.1905

Abstract

Applications are software that are often found in everyday life in this digital era, especially mobile-based applications because mobile devices are almost owned and accessed by various groups at any time. The thing that needs to be considered in a mobile application is the appearance of the user interface or interface because it becomes a bridge between the user and the system used. The design of this interface is designed using the user centered design method in which there are 4 steps in the stages, namely specify the context of use, specify user and organizational requirements, produce design solutions and evaluate design. This application prototype design was designed using the figma application with features such as chat, item search, favorites, order tracking and baskets, as well as for testing 30 respondents using the use questionnaire method with calculations using a Likert scale. with the results of the usability value reaching 82.7%, it shows that the MK Mobile application is very suitable for use by customers to be used as a means of transactions on CV MK Sejahtera.
Implementation of Model-View-ViewModel and Clean Architecture in Android Mobile App Development Meriska Defriani; Irsan Jaelani; Leonard Putra Sanjaya; Rezha Shahidzinda
CoreID Journal Vol. 4 No. 2 (2026): July 2026
Publisher : CV. Generasi Intelektual Digital

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.60005/coreid.v4i2.163

Abstract

Android applications are capable of assisting users in managing activities effectively, including the management of school tasks. However, in the development process, several issues often arise, such as code complexity, low maintainability, and difficulties in further development. These problems are generally caused by the lack of a clear separation between business logic and the user interface. Therefore, the implementation of an appropriate software architecture is necessary. One widely used approach is Model-View-ViewModel (MVVM). The MVVM concept is able to separate the user interface from the business logic. In addition to MVVM, Clean Architecture is another approach that provides a solution for building well-structured systems. Clean Architecture divides an application into several layers, such as presentation, domain, and data. Previous studies have implemented either the MVVM or Clean Architecture independently. In addition, these architectures have been applied using different development frameworks and programming languages. Although several studies have successfully implemented both MVVM and Clean Architecture in mobile application development, their implementation has generally not been extended to unit and instrumentation testing. In this study, a mobile application was developed by implementing the MVVM concept and Clean Architecture using the Kotlin programming language and Room as the local data storage solution. The development of an application using Extreme Programming (XP) Software Development Method. The developed application was tested using unit testing and instrumentation testing with the JUnit, Mockito, Espresso, and Room Testing frameworks. The testing process was conducted across three application layers, namely the presentation, domain, and data layers, with a total of nine test files evaluated modularly. The test results showed that all executed scenarios were successfully passed. The test results demonstrate that the implementation of MVVM and Clean Architecture improves application modularity, allowing each layer to be tested independently. It shows that by implementing MVVM and Clean Architecture, the program code becomes more organized, structured, easier to understand, and easier to be tested. In addition, due to the low coupling between components, the code is more maintainable and easier to extend in the future.