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All Journal Infotech Journal Jurnal Penelitian Pendidikan IPA (JPPIPA) IJIS - Indonesian Journal On Information System JATI (Jurnal Mahasiswa Teknik Informatika) BERNAS: Jurnal Pengabdian Kepada Masyarakat Journal of Advanced in Information and Industrial Technology (JAIIT) Jurnal Mandala Pengabdian Masyarakat JINAV: Journal of Information and Visualization Jurnal Sosial dan Teknologi International Journal of Engagement and Empowerment (IJE2) ARRUS Journal of Engineering and Technology Jurnal Ekonomi JURNAL ILMIAH GLOBAL EDUCATION Conten : Computer and Network Technology International Journal of Multidisciplinary Research and Literature (IJOMRAL) Batara Wisnu : Indonesian Journal of Community Services PROSISKO : Jurnal Pengembangan Riset dan observasi Rekayasa Sistem Komputer Jurnal Sistem Informasi dan Teknologi (SINTEK) Jurnal Ilmiah Sistem Informasi dan Ilmu Komputer Buletin Ilmiah Informatika Teknologi Journal of Artificial Intelligence and Digital Business Ekalaya: Jurnal Pengabdian Kepada Masyarakat Indonesia Indonesian Research Journal on Education Innovative: Journal Of Social Science Research Indonesian Journal of Thousand Literacies Jurnal Ilmiah Sistem Informasi International Research of Multidisciplinary Analysis Jurnal Satya Informatika Jurnal Ilmiah Informatika dan Ilmu Komputer Jurnal Ilmiah Mahasiswa Teknik Jurnal Ilmiah Betrik : Besemah Teknologi Informasi dan Komputer WINDRADI: Jurnal Pengabdian Masyarakat Sintek Kuwera Pustabiblia: Journal of Library and Information Science INTERNATIONAL JOURNAL OF SOCIETY REVIEWS (INJOSER)
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Perancangan Denah 3D Berbasis Augmented Reality Menggunakan Blender Terintegrasi Unity 3D pada Rumah Sakit Mata Achmad Wardi Kota Serang Azizah, Rizqia Nur; Auliana, Sigit; Setya, Basuki Rakhim
Indonesian Research Journal on Education Vol. 5 No. 4 (2025): Irje 2025
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v5i4.3177

Abstract

Kemajuan teknologi Augmented Reality (AR) membuka peluang baru dalam menyampaikan informasi secara interaktif, termasuk dalam menampilkan denah bangunan secara visual. Penelitian ini bertujuan untuk merancang denah 3D Rumah Sakit Mata Achmad Wardi di Kota Serang berbasis AR dengan bantuan perangkat lunak Blender dan Unity 3D. Tahapan pengembangan dimulai dari pembuatan model 3D bangunan di Blender, lalu dilanjutkan dengan integrasi ke Unity 3D untuk membangun fitur AR. Teknologi Augmented Reality memberikan kemudahan bagi pengguna dalam memahami tata ruang rumah sakit secara lebih intuitif melalui perangkat seluler. Sistem ini juga dirancang agar mampu menampilkan informasi setiap ruangan secara interaktif ketika kamera diarahkan ke marker tertentu. Hasil pengujian membuktikan bahwa aplikasi AR ini dapat berfungsi dengan baik di berbagai perangkat Android serta memberikan pengalaman visual yang informatif bagi pengguna di area rumah sakit.
Pengembangan Aplikasi Al-Qur’an Digital Berbasis Mobile Menggunakan Flutter Di Mushola Al-Bantani Zaman, Habib Nur; Setya, Basuki Rakhim; Kalsum, Ummy
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 2 (2025): Mei - Juli
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i2.1836

Abstract

Kemajuan teknologi digital mendorong inovasi dalam penyediaan media keagamaan, termasuk aplikasi Al-Qur’an berbasis mobile. Penelitian ini bertujuan mengembangkan aplikasi Al-Qur’an digital yang sederhana, ringan, dan mudah diakses oleh jamaah Mushola Al-Bantani. Aplikasi ini menyediakan fitur pembacaan Al-Qur’an 30 juz secara offline, jadwal salat otomatis berdasarkan lokasi, pengingat adzan, serta bookmark bacaan terakhir. Metode pengembangan yang digunakan adalah Research and Development (R&D) dengan model Waterfall, melalui lima tahapan: analisis, perancangan, implementasi, pengujian, dan pemeliharaan. Framework Flutter dipilih karena mendukung pengembangan antarmuka lintas platform yang responsif. Pengumpulan data dilakukan melalui observasi dan wawancara kepada jamaah mushola untuk menggali kebutuhan pengguna. Hasil pengujian dengan metode White Box dan Black Box menunjukkan seluruh fitur utama berjalan dengan baik, baik dalam kondisi online maupun offline. Aplikasi ini tidak bergantung pada basis data eksternal sehingga tetap dapat diakses tanpa koneksi internet. Dengan antarmuka yang ramah pengguna dan performa yang stabil, aplikasi ini dinilai mampu memenuhi kebutuhan jamaah dalam aktivitas ibadah harian secara digital. Penelitian ini menyarankan pengembangan lanjutan, seperti fitur pencarian ayat, mode malam, dan dukungan multiplatform untuk menjangkau pengguna yang lebih luas.
Development of Basic Mathematics Educational Game Based on Construct 3 as an Effective Interactive Learning Solution Oula, Kiki Nabilah Pusvita; Permana, Basuki Rakhim Setya; Auliana, Sigit; Sunardi, Sunardi
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2631

Abstract

Game media as a learning medium in Indonesia does not have a long tradition. The image of games in the eyes of many people as a medium that can give the impression of entertainment compared to learning media, that's why the author decided to make a basic mathematics educational game. The purpose of this thesis proposal is 2, first to create an android-based basic mathematics education game application for children using construct 3, second to hone children's ability to calculate precisely with easy play. The type of research method used in making this educational game is Research and Development (R&D). This research process adapts the ADDIE development model according to Branch (2015), which is a development model consisting of five stages which include Analysis, Design, Development, Implementation, and Evaluation. The results of the research in this thesis proposal are producing basic mathematics educational games that focus on addition and subtraction material for children with an attractive display concept and easy way to play, this game can be accessed on Android smartphones.
Integrated Umrah Management Application System (SISKOPATUH) Audit at PT Inayah Haromain Tours & Travel Cilegon Auliana, Sigit; Permana, Basuki Rakhim Setya; Aryono, Gagah Dwiki Putra; Andriani, Fipi
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2642

Abstract

In organizing Umrah worship trips, there is a monitoring system launched by the Ministry of Religion in August 2019, namely the Umrah Integrated Management Computerization System. The purpose of this study is to determine the application of audits on the SISKOPATUH Application to evaluate and make the results as input to improve the management of this application at PT Inayah Haromain Tours & Travel. In the procedure for conducting an audit of this application carried out by researchers, it includes a process, namely: preliminary examination, further examination, examination results, discussion of examination results and recommendations / proposals, then an examination report. The results showed that there were problems that occurred in this Information System, namely the existence of a timer in the data entry system which caused the data to become more than one if the data input was long. The application of the SISKOPATUH Application Information System at PT Inayah Haromain Tours & Travel is still not efficient because there are still many resources that have not mastered this application, as well as the lack of government concern to socialize to technical personnel so that nothing detrimental to both parties occurs.
Audit of the Basic Education Data Application Information System (Dapodik) Juhut 1 State Primary School Aryono, Gagah Dwiki Putra; Auliana, Sigit; Permana, Basuki Rakhim Setya; Arief, Rahadian; Azis, Marisa
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2707

Abstract

Basic Education Data Application (Dapodik) is an integrated national scale data collection system, and is the main national data source, which is part of the National Education planning program in creating intelligent and competitive Indonesian people. This research aims to find out how the information system created by the Department of National Education is right on target and easy to access. The object of this research is the Dapodik Application at SDN Juhut 1 Pandeglang Regency, the sample used in this research is the School Operator as the system user. Based on the survey results, the problems that occurred were still incomplete in the application and network menus at the school. So this problem can result in delays in the input process in the application used by the operator. The implementation of the Dapodik Application Information System at SDN Juhut 1 has followed the stages in the Dapodik Application guidebook.
Learning Application Through Visual Media to Enhance Senses for Early Childhood Based on Multimedia at Dahlia Kindergarten Pratama, Gelard Untirtha; Permana, Basuki Rakhim Setya; Auliana, Sigit; Sunardi, Sunardi; Arrasit, Dio Falla
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2708

Abstract

With the rapid advancement of information technology, there has been an overflow of dynamically flowing data without limits and regardless of time. Perhaps one thing we must not forget is that data can be communicated with the help of images. One of the most popular learning methods today is sensory perception learning media. The analysis used is to study a number of information about sensory perception learning and collect materials related to sensory perception that will be used in this application program. Such as searching and editing images. The aim is to help beginners learn about sensory perception so that it can provide convenience in learning, without having to adjust the time of learning. Then an application program was made to recognize sensory perception. Sensory perception learning through this learning media is a useful media for helping to recognize sensory perception, through sensory perception learning media this makes an interesting and effective thing because it is designed with images, animations, and sounds that support the atmosphere of learning.
Online Guest Book Application for Computer Science Department at Bina Bangsa University Permana, Basuki Rakhim Setya; Auliana, Sigit; Rohman, Ali; Munawir, Ahmad; Mulyawansyah, Ahmad Andika
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2709

Abstract

Information technology is currently useful for automating various processes and activities that were previously done manually. Now human activities are turning into computerized systems. Information that is presented quickly and precisely greatly influences the level of work efficiency and effectiveness in various fields. This research uses the waterfall method, which is a software development process model which is a sequential and linear approach. This approach relies on sequential and progressive stages, where each stage must be completed before entering the next stage. Based on the results of the research and discussions that have been carried out, it can be stated that with this web-based guest book application, it is hoped that the input, data collection and recording processes can be more effective and efficient and the security of data storage will be more guaranteed
Design of a Mobile Phone Sales System Website at Vivo Store Auliana, Sigit; Pratama, Gelard Untirtha; Permana, Basuki Rakhim Setya; Sunardi, Sunardi; Firmansyah, Oki
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2710

Abstract

One aspect highlighted is the importance of the internet in commerce, particularly e-commerce, which connects sellers and buyers without limitations of time and place. Websites serve as crucial instruments to facilitate the ordering and sales processes, enabling access to information anytime and anywhere, clarifying company operations, and enhancing customer convenience in placing orders. This study aims to analyze the development of the Vivo Store mobile phone sales website and evaluate its effectiveness. The website aims to broaden marketing reach and enhance customer accessibility in placing orders. The research is expected to contribute by optimizing the mobile phone sales process at Vivo Store through a waterfall methodology-designed website. This website aims to simplify purchasing for customers without the need to visit physical stores and assist employees in data management through a database. The results show that the development of the mobile phone sales website at Vivo Store using the waterfall method has been successfully completed. This website allows customers to make purchases online without visiting physical stores and assists employees in managing available units through a database. The development of the mobile phone sales website using the waterfall method is a successful step that benefits Vivo Store in optimizing their e-commerce business. This research provides valuable contributions to infrmation technology and marketing strategies in the current era of online commerce. The analysis used is to study a number of information about sensory perception learning and collect materials related to sensory perception that will be used in this application program. Such as searching and editing images. The aim is to help beginners learn about sensory perception so that it can provide convenience in learning, without having to adjust the time of learning. Then an application program was made to recognize sensory perception. Sensory perception learning through this learning media is a useful media for helping to recognize sensory perception, through sensory perception learning media this makes an interesting and effective thing because it is designed with images, animations, and sounds that support the atmosphere of learning.
Perancangan Aplikasi Pengajuan Cuti Berbasis Android Di Rumah Sakit Umum Ibunda Serang Rakhim Setya, Basuki; Darip, Mochammad; Sayyidah, Arnaeta Aprilia
Innovative: Journal Of Social Science Research Vol. 4 No. 1 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i1.8444

Abstract

Perkembangan teknologi yang sangat cepat memberikan kemudahan bagi pengguna, terutama pengguna smartphone. Dalam penelitian ini, penulis mengamati proses pengajuan cuti di Rumah Sakit Umum Ibunda Serang. Saat ini, proses pengajuan cuti di rumah sakit masih menggunakan kertas yang dicetak oleh bagian Sumber Daya Manusia, sehingga rentan terhadap risiko kehilangan data. Selain itu, karyawan yang ingin mengajukan cuti atau mendapatkan informasi mengenai cuti sering menghadapi kendala saat berada di ruangan yang jauh dari Sumber Daya Manusia. Untuk mengurangi risiko tersebut dan untuk mempermudah karyawan dalam pengajuan cuti serta memperbaiki komunikasi antara karyawan dan manajemen terkait pengajuan cuti, penulis mengusulkan perancangan aplikasi pengajuan cuti berbasis Android. Dalam pengembangan aplikasi ini, penulis menggunakan metode pengembangan perangkat lunak Extreme Programming, serta bahasa pemrograman Dart dan Firebase untuk database. Dengan adanya aplikasi pengajuan cuti ini karyawan dapat melakukan pengajuan cuti dan mengakses informasi cuti hanya dengan menggunakan smartphone. Selain itu bagian sumber daya manusia juga dapat mengelola laporan dan persetujuan cuti dengan mudah.
Implementasi Framework Flutter untuk Chatbot Informasi Sistem Berbasis Aplikasi Mobile Kalsum, Ummy; Rakhim, Basuki
Innovative: Journal Of Social Science Research Vol. 4 No. 2 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i2.9435

Abstract

Pada tahun 2020, pasar chatbot bernilai $17,17 miliar, diperkirakan pada tahun 2026 dapat mencapai $102,29 miliar. Pertumbuhan ini telah dicatat oleh compound annual growth rate (CAGR) sebesar 34,75% pada periode perkiraan 2021 – 2026. Chatbot merupakan salah satu bentuk pelayanan yang diberikan perusahaan dalam memaksimalkan good service kepada seluruh dunia. Seperti dilansir (Widya Wicara, 2021), tentang perusahaan indonesia yang memakai chatbot sebagai virtual assistant seperti Bank Indonesia dengan Lisa, Bank Mandiri dengan Mita, Telkomsel dengan Veronica dan Unilever dengan Jemma. Chatbot saat ini diakui sebagai salah satu solusi untuk meningkatkan efektivitas layanan bagi pengguna jasa atau produk, termasuk di sektor Pendidikan seperti perguruan tinggi. Perguruan tinggi perlu senantiasa memberikan layanan unggulan guna menjamin kepuasan calon mahasiswa. Layanan ini dapat berupa penyediaan informasi yang relevan mengenai pendaftaran, biaya kuliah, dan juga kebutuhan pelayanan serta informasi yang berkaitan dengan studi (Kurniawan dkk, 2022). Penelitian ini bertujuan untuk (1) Perancangan dan pengembangan teknologi chatbot, (2) Implementasi framework flutter.  Metode yang digunakan yaitu agile kanban. Hasil dari penelitian ini adalah (1) framework flutter berhasil mengimplementasikan aplikasi UNIBA CHATBOT yang interaktif, cepat, responsif dan realtime (2) Release aplikasi.   Kata kunci: chatbot, flutter, aplikasi mobile, android
Co-Authors Aisah, Anggi Nur Alandito, Alhdias Ali Rohman Ali Rohman Aminuyati Andriani, Fipi Anggraini, Seftian April Laksana Ardiyansah Ardiyansah Ariansyah, Irgi Arief, Rahadian Arrasit, Dio Falla Arta Rusidarma Putra Asep Rahmatullah Asep Safaatulloh Asih Setyo Rini Auliana, Sigit Azis, Marisa Azizah, Rizqia Nur Bambang Setyo Panulisan Bate’e, Welni Desrinayanti Dedy Khaerudin Eka Yuliana Elfrida Ratnawati Eris Dwi Purnama Fajri Fatullah Fatullah, Fajri Firmansyah, Oki Gagah Dwiki Putra Aryono Gagah Dwiki Putra Aryono, Gelard Untirtha Pratama, Ahmad Munawir, Maman Masyhuri Gelard Untirtha Pratama Gelard Untitha Pratama Hadi Ramadhan, Muhamad Hamdan Hamdan Hamdan Hamdan Hermanto, Dadang Iis Nurasiah Jalis, Jalis Kalsum, Ummy Katla Novriyani Kayla Maharani Kenedi, Kenedi Kustianto, Prahmono Lesmana, Tedi Maman Masyhuri Masyhuri, Maman Masyuri, Umar Maulana, Rafli Maulida, Fadia Syifa Mawazi, Mawazi Meilani, Putri Miftahul Huda Mochammad Darif Mochammad Darip Mulyawansyah, Ahmad Andika Munawir, Ahmad Naufallinho, Muchamad Khairan Nitami, Shella Nopithasari, Lola Nurfitrianda, Deden Oula, Kiki Nabilah Pusvita Praditya, Dinar Okto Pratama, Gelard Untirtha Puput Julyanti Purnama, Eris Dwi Putra, Abraham Refi Mulyadi Restiana, Anti Rifky Laghoza Andrea Rizki Ramadhan Rohman, Itqu Romli, Ombi Rudianto Rudianto Rudianto Sabilillah, Sahrul Safitri, Esti Sapaatullah, Asep Saputro, Ahmad Dwi Sayyidah, Arnaeta Aprilia Sumarna, Maman Sunardi Sunardi Sunardi Sunardi Umar Mansyuri Ummy Kalsum Untirtha Pratama, Gelard Wahyu Cahyadi Wiwien Suzanti Yansyah, Mardi Yolla Sukma Handayani Zaman, Habib Nur