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BIJAK DALAM PENGGUNAAN INTERNET BAGI SISWA/I SMK YUPPENTEK 5 TANGERANG Robby Alvian Jaya Mulia; Afriyanto; Alin Lestari; Andi Afif Nawawi; Anisa Maulida; Ardiana; Arief Kurniawan; Muhamad Mustofa Ramadhan; Muhammad Nawawi; Yayah Zakiyah; Rinna Rachmatika
Abdi Jurnal Publikasi Vol. 1 No. 2 (2022): November
Publisher : Abdi Jurnal Publikasi

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Abstract

The rapid advancement of internet technology without education on how to use it leads to internet addiction and a tendency to use the internet for harmful or even futile purposes, although there are also many positive sides. Therefore, we carry out this activity to guide students at SMK Yuppentek 5 Tangerang so that they use the internet in a useful direction, such as looking for learning information, as a place to work, or even as a place to start a business. From the method of implementing the activities that we do, namely by being carried out directly or face-to-face, the students of SMK Yuppentek 5 Tangerang are very enthusiastic and active in listening to the material given. Through this community service activity, students can understand how to maximize internet use in a positive direction and minimize negative use so that they can create smart and productive students for the future.
Pembelajaran Pemrograman Web untuk Masa Depan Digital: Mengubah Ide menjadi Kode dalam Pelatihan Dasar Pembangunan Web bagi Siswa SMK Muhammad Ikhwanudin; Ahmad Fauzan; Ardyaksa, Aries; Muhyi Amaludin; Ryan Mahardika; Syahrul Umam; Rinna Rachmatika
APPA : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 6 (2024): APPA : Jurnal Pengabdian kepada Masyarakat
Publisher : Shofanah Media Berkah

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Abstract

Pendidikan di era digital saat ini tak terlepas dari kemajuan teknologi informasi dan komunikasi. Pemrograman web menjadi keterampilan kunci bagi siswa yang ingin sukses di masa depan. Namun, minat terhadap pemrograman web di SMKN 4 Tangerang masih rendah, menghadapi tantangan untuk meningkatkan pemahaman dan daya tarik terhadap subjek ini. Program Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk mengatasi masalah ini dengan menyediakan pelatihan sistematis dan terstruktur dalam pemrograman web. Pendekatan yang digunakan tidak hanya menekankan aspek teknis, tetapi juga pengembangan soft skill seperti berpikir kritis dan kolaborasi. Diharapkan, ini akan mempersiapkan siswa untuk industri IT yang semakin kompleks dan digital. Evaluasi program menunjukkan respons positif dari siswa dan guru, serta memberikan rekomendasi untuk pengembangan lebih lanjut.
SISTEM PENDUKUNG KEPUTUSAN DALAM PEMILIHAN BIBIT POHON SINGKONG MENGGUNAKAN METODE MULTIFACTOR EVALUATION PROCESS (MFEP) (STUDI KASUS DESA BANTARSARI KABUPATEN BOGOR) Juniar Puspasari; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 3 No 05 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Bantarsari Village is located in Bogor Regency from a very promising plantation sector, namely cassava is the main product and is a mainstay, almost in every resident's house there must be a cassava tree. Therefore cassava farmers must be able to sort out good cassava tree seeds in order to produce healthy trees, so they can get good results for sale or become beautiful when used as tourist attractions. Decision support systems that are currently developing have various methods, one of which is using the MFEP method. The purpose of this research is how to use the MFEP method as an alternative for decision makers in determining good cassava seeds to be planted by farmers so they can produce fresh trees and fruit. Rapid Application Development (RAD) is a method of developing an information system with a relatively short time. With the development of this system, it helps farmers in Bantarsari Village, Kab. Bogor in making decisions to determine cassava tree seeds that are in accordance with good nursery results quickly and efficiently. Researchers successfully implemented a decision support system using the Multifactor Evaluation Process (MFEP) method.
Sistem Informasi Pelayanan Publik Pada Kelurahan Jurangmangu Barat Mohamad Firmansyah; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 3 No 08 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Jurangmangu Barat sub-district is a sub-district in the Pondok Aren district of South Tangerang City, Banten Province. Currently, in its implementation, Jurangmangu Barat sub-district still uses conventional services to serve the residents, and for obtaining information, the sub-district relies on information from the district administration, which is still quite rigid. Therefore, Jurangmangu Barat sub-district needs a website-based information system that encompasses the overall profile of the sub-district, sub-district monographs, and public services that can be accessed through a single website. This information system aims to obtain and provide information that is not too rigid. With the implementation of this public service information system, the sub-district can manage services and obtain information through just one website. The purpose of developing this information system is to facilitate both the sub-district administration and the residents in obtaining information and streamlining the service process.
SOSIALISASI DATA ANALYST DAN PERKEMBANGANNYA Bintang; Robby Septiadi; Rendy Wijaya Saputra; Adinda Rachma Pradiah; Rizki Ramadhan; Ibnu Rafli Azahwa; Aisha Shinta Az-Zahra; Rangga Irgi Saputra8; Dimas Bagus Darmawan; Muhammad Irfan Maulana; Rinna Rachmatika
APPA : Jurnal Pengabdian Kepada Masyarakat Vol 2 No 6 (2025): APPA : Jurnal Pengabdian kepada Masyarakat
Publisher : Shofanah Media Berkah

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Abstract

Sosialisasi ini bertujuan memperkenalkan profesi Data Analyst kepada siswa SMP YAPPA Depok. Data Analyst dijelaskan sebagai profesi yang menganalisis data untuk memecahkan masalah dan membuat keputusan yang lebih baik. Sosialisasi ini akan mencakup contoh-contoh sederhana penggunaan data dalam kehidupan sehari- hari, seperti menganalisis tren penjualan di kantin sekolah atau menghitung rata-rata nilai ujian. Siswa juga akan diperkenalkan dengan alat- alat sederhana yang digunakan Data Analyst, serta perkembangan teknologi yang mendukung profesi ini di masa depan. Diharapkan sosialisasi ini dapat menumbuhkan minat siswa terhadap data dan teknologi. Oleh karena itu kita mensosialisasikan terhadap para siswa di SMP mulai dari Sosialisasi Data Analyst ini dirancang untuk memperkenalkan siswa SMP YAPPA Depok pada konsep dasar analisis data. Melalui kegiatan interaktif dan contoh-contoh yang relevan dengan kehidupan mereka, siswa akan diajak memahami pentingnya pengumpulan, pengorganisasian, dan interpretasi data. Sosialisasi ini akan menekankan keterampilan berpikir kritis dan pemecahan masalah dengan menggunakan data, seperti mengidentifikasi pola dan tren dari data sederhana. Selain itu, sosialisasi akan menyinggung perkembangan teknologi data yang relevan dengan kehidupan sehari-hari mereka, seperti penggunaan aplikasi dan media sosial. Tujuannya adalah untuk membangun fondasi pemahaman awal tentang analisis data dan memotivasi siswa untuk mengembangkan keterampilan berpikir analitis mereka.
Penerapan Algoritma Minimax Pada Permainan Checkers Joel Parlinggoman Aritonang; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 12 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Chekeres is a type of board game, which in this type of game relies on strategy as its main element. This game of checkers is generally played by two people with the objective being to spend the opponent's pieces. A checkers game made using a certain AI (Artificial Intelligence) implements the minimax algorithm. This minimax algorithm is used to make choices in order to minimize the possibility of losing the maximum value, which will describe where if a player experiences income, other players will experience a loss of that income. To reduce the scope of the search on the minimax algorithm, an algorithm called alpha-betha was developed as a solution to reduce the number of nodes in the search tree. In the checkers game, this algorithm will determine the steps taken by AI to generate maximum income by considering the possible steps that can be taken next. The application of the minimax algorithm in the game of checkers is made based on the Minimax procedure with the aim of getting the best move from the existing position. The minimax algorithm is based on a zero-sum game, which means that if one player wins, the other player loses, if one player gets 1 point then the other player gets -1 point.
Perancangan Sistem Informasi Penggajian Karyawan Berbasis Web Menggunakan Rapid Application Development (Studi Kasus : PT. Praktisindo Media Cipta) Muhammad Ghozi; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 12 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

PT. Practicalindo Media Cipta is a business engaged in services, sales of hardware, software, maintenance and maintenance of computers. At present the company's data processing has implemented a computerized payroll system using Ms.Excel but for attendance at the company it is still not computerized, namely by using a paper attendance form provided by the administration every day so that the data processing experiences problems and the occurrence of process errors such as salary calculations, payroll deductions and payroll reports. Things that often happen mistakes that can harm employees. The designed information system is expected to make it easier for companies to calculate employee salaries and reduce calculation errors and data validation. This information system design method uses the RAD (Rapid Application Development) method with the SDLC model which is able to create a system in stages so that it becomes an alternative method chosen in designing this application. The results of the research that has been done can facilitate the management of attendance data, record admin and payroll employees quickly and on time.
IMPLEMENTASI AUGMENTED REALITY TATA SURYA MENGGUNAKAN METODE MARKER BASED TRACKING (STUDI KASUS : MI ASSA’ADAH) Muhammad Fahmi Sidqi; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 11 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Education is a very important thing at this time to increase knowledge and as a support and ideals for the future. Therefore, now there are many technologies that promise lessons in it. With technology, it can provide positive benefits in the field of education. The technology in question is Augmented Reality. Augmented Reality is a technology that allows users to interact with virtual environments created by computers, so that users feel as if they are in the room. The purpose of the research is to create learning media that can display 3-dimensional objects using Augmented Reality. Researchers are devoted to the introduction of the solar system to children, the introduction of the solar system to children can stimulate the brain to imagine and train creativity. With the development of information technology, animal recognition facilities can be carried out using devices such as personal computers, laptops or smartphones. The development of Augmented Reality technology on smartphones will make it easier for early childhood to recognize several types of the solar system, especially in today's modern era where gadgets such as tablets and smartphones have been recognized by early childhood and kindergarten age children, which causes children to be more likes to play gadgets rather than studying with books. The design of the Augmented Reality application uses Unity software by designing markers made using CorelDraw and animal models that have been made with a 3D blender. The features in this application are several types of animals that are displayed in 3D and animation using Augmented Reality technology.
ANALISIS PENGARUH INTERFERENSI WIFI TERHADAP QUALITY OF SERVICE (QOS) PADA MODEM WIRELESS HUAWEI EG8145V5 DENGAN METODE ACTION RESEARCH Fahqi Juliansyah; Rinna Rachmatika
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 2 No 11 (2023): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

Wireless networks have grown rapidly over the last two decades. In its use, wireless networks have drawbacks, one of which is susceptible to interference. Interference occurs because there are other wireless networks that work on the same frequency or channel in the same coverage area. Biznet is an ISP that provides wireless modem facilities to its customers, using the Huawei EG8145V5 wireless modem, but in practice there have been many reports of decreased network performance after being checked due to network interference. It is necessary to analyze the quality of wifi services using the action research method using QoS parameters based on TIPHON, namely, packet loss, jitter, delay and throughput. This was done by simulating two Huawei EG8145V5 modems with two test scenarios, and measured using the WireShark and NetSpot applications. This study shows the results of testing the second scenario, namely testing without being affected by wireless network interference, has a higher QoS value of 0.75 (93.75% of the index in the Very Satisfying category) compared to the results of the first scenario testing (affected by interference) which only reached index value 3 (only 75% of the index with the Very Satisfactory category)