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SISTEM PENGOLAHAN PERSEDIAAN SEAFOOD PADA PT. JAYA ANUGRAH SUKSES ABADI MEDAN MENGGUNAKAN VISUAL BASIC.NET Nofyta Andryani; Jovi Antares; Afni Nia Sari
Djtechno: Jurnal Teknologi Informasi Vol 2, No 1 (2021): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v2i1.1273

Abstract

system to provide facilities for operational in industries .The study is done in pt .Jaya perennial gift success .Methods used is quantitative methods. The data was undertaken during his field of documentation, collected data , interview observation and review library concerned with theories.
PENGKLASIFIKASIAN CALON KANDIDAT CUSTOMER SERVICE TERBAIK DENGAN METODE SIMPLE ADDITIVE WEIGHTING. DI PT. ISH MITRA PT. TELKOMSEL Afni Nia Sari; Hafizah Hanim
Djtechno: Journal of Information Techhnology Research Vol 3, No 1 (2022): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v3i1.2193

Abstract

PT. Telkomsel merupakan salah satu perusahaan yang bergerak dibidang telekomunikasi di dalam ini untuk supervisor sangat mengalami kesulitan dalam menentukan setiap kandidat customer service yang menjadi terbaik, sehingga terjadi kecembuaruan antara kandidat yang lainnya(Penta et al., 2019). PT. Telkomsel perlu menentukan strategi untuk mempermudah dalam mengolah data setiap nilai-niali yang akan di input, yaitu dengan Simple Additive Weighting (SAW). Metode ini Merupakan salah satu metode yang paling sering diterapkan untuk mengetahui nilai-nilai yang terbaik dibutuhkan perusahaan untuk menjaga kelancaran dalam memilih kandidat yang terbaik(Suryana et al., 2017). Dari penelitian yang dapat disimpulkan bahwa setiap variabel bisa ditentukan dengan membagi nilai yang paling diprioritaskan adalah 0,5 Variabel Skill, 03 Parameter Knowledge, 02 Parameter Attitude dan dengan data customer service sebanyak 25 karyawan.
Perancangan Aplikasi Otomatisasi Pengontrolan Kamar Serta Proses Registrasi Tamu Di Nikita Hotel Bukittinggi Mellya Rindhani Aditia; Afni Nia Sari
Journal Of Informatics And Busisnes Vol. 1 No. 4 (2024): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jibs.v1i4.634

Abstract

Computer represent a created machine or appliance in the case af speed, correctness and process big information in member. Uppermost computer role progressively almost every big company. Even small company have gone to toward computerization. After done by research in Nikita Hotel Bukittnggi can know that there is internal issue do guest data processing, so that require sufficient time to yield a information. Therefore is to be designed by new system utilize to improve efektifitas and effeciency work at Nikita Hotel Bukittinggi. In marking of this report is done by some methode to process needed data, that is : first, field research to research object that is Nikita Hotel Bukittinggi. Second, library research whit book and literature related to problem of faced in making of this report. And the last, laboratoty research to test the truth of program weares and tested.
Pelatihan Penggunaan Quizizz untuk Menunjang Pembelajaran Kepada Guru di MTS Bait Al Makmur Afni Nia Sari; Sawitri, Elvira; ., Ilmawati
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 2 No 1 (2024): Juli - September
Publisher : CV. ITTC INDONESIA

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Abstract

The impact of the rapid development of information technology, especially in the field of education, has provided additional media in the teaching and learning process, both in teaching media and in learning evaluation1. Through gamification techniques, learning can be made more fun and innovative. However, there are still many teachers who have not been able to utilize information technology-based media. From a preliminary survey conducted by this service team on 23 Mts Bait Al Makmur teachers, it appears that only 1 teaching staff or 10 percent knew about gamification-based learning media in the form of Quizizz. The implementing team successfully carried out service activities aimed at all Mts Bait Al Makmur teaching staff for 2 days1. Of the 23 teachers who took part in the training process for using Quizizz, it was found that from the evaluation results of the implementation of this service it was found that 100% of the teachers were able to operate the Quizizz learning media. As many as 100 percent understand the existing features, and 100 percent also want to use Quizizz media as a tool for learning evaluation media2. Apart from that, students also expect teachers to use this Quizizz in every learning evaluation activity2.
Pemanfaatan Teknologi Suno AI untuk Pengembangan Musik dan Cerita Anak di Taman Kanak-Kanak Afni Nia Sari; Elvira Sawitri; Rizalina
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 3 No 1 (2025): Juli - September
Publisher : CV. ITTC INDONESIA

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Abstract

This community service activity aims to introduce and implement the use of Suno AI technology in developing learning media in the form of children's music and stories within the kindergarten environment. The primary issue faced by the partner institution is the limited resources for creating engaging teaching materials that are suitable for early childhood developmental stages. Through a training and mentoring approach, kindergarten teachers were provided with knowledge and practical skills in using Suno AI to produce children's songs and interactive stories relevant to classroom learning themes. The results of the activity show that this technology significantly aids in enhancing teacher creativity and enriching classroom learning media. The children also demonstrated high enthusiasm for the generated songs and stories, which positively impacted their learning motivation and language development. This activity provides tangible contributions to the utilization of AI-based technology in supporting creative and enjoyable early childhood education.
Pelatihan Pembuatan Media Pembelajaran Menggunakan Canva Kepada Guru di MAM Talu Afni Nia Sari; Elvira Sawitri; Rizalina
Jurnal Imiah Pengabdian Pada Masyarakat (JIPM) Vol 1 No 3 (2024): Januari - Maret
Publisher : CV. ITTC INDONESIA

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Abstract

In current technological developments, since the Covid-19 case occurred, a lot of learning has been done online and then after the cases started to improve, many schools are still implementing online learning. To increase students' interest in learning at school, a learning model is needed that attracts students' interest in learning, whether online or offline. One tool that can be used is canva1. Canva is a graphic design tool to help create creative designs that are easy to use. In this activity, training was carried out on making learning media using Canva for MAM Talu teachers. This activity aims to improve participants' abilities in creating learning media using Canva2. This activity consists of 3 stages, namely planning, implementation and evaluation and reporting. The implementation stage was carried out using interactive lecture and practice methods. The presentation of the material is continued with the practice of making learning media. This activity was attended by 25 MAM Talu teachers. After the training, all participants were able to create learning media3. Based on the survey, 16.13% strongly agreed, 45.16% of participants agreed, 29.03% disagreed and 9.68% disagreed with using Canva in creating learning media. This training activity was very useful and broadened participants' insight into creating learning media.