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Pengembangan Aplikasi Pembelajaran Multimedia Menstruasi dan Permasalahannya Bagi Wanita Muslimah Berbasis Mobile Iskandar Ikbal; Latifah Nurdiana; Senny Luckyardi; Agis Abhi Rafdhi
Jurnal Teknologi Informasi dan Pendidikan Vol 14 No 2 (2021): Jurnal Teknologi Informasi dan Pendidikan
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/jtip.v14i2.449

Abstract

In the current millennial era, the acceleration of advances in technology and information affects the movement of human life, including women in all their dynamics. But despite all that, women cannot escape their nature that they will always experience menstrual or usually called Haid, which usually comes from a monthly cycle. Even though it has become a common thing, menstrual still leaves a question for some women, especially Muslim women. The goal is to help Muslim women understand and become their guide regarding menstrual and its issues such as Nifas and Istihadhah. The method used for the development of menstrual multimedia learning application and its issues for Muslim women on mobile-based is to use two approaches, the first is data collection stage consisting of literature studies, observation, interviews, and the second is the application engineering stage using the Waterfall models. The results showed that are two, the first alpha testing that the development of this application has been running as expected both in terms of validation and error handling processes and secondly beta testing that the development of this application is the objectives, easy to use or user friendly, useful and can be an alternative medium in menstrual learning. So can be the conclusion, this application helps Muslim women to learn menstrual in Islamic manner and can be used anywhere and anytime
Effect of UI/UX Designer on Front End A Nurpalah; M S Pasha; D D Rhamdhan; Hanhan Maulana; Agis Abhi Rafdhi
International Journal of Research and Applied Technology (INJURATECH) Vol 1 No 2 (2021): International Journal of Research and Applied Technology (INJURATECH)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/injuratech.v1i2.6759

Abstract

In this digital era, product quality cannot be separated from aesthetics, those who are responsible for the beauty of product appearance are UI/UX Design and FrontEnd. Therefore, this study aims to find out what distinguishes UI/UX from FrontEnd and the correlation between UI/UX to FrontEnd. The method that this research uses is descriptive by presenting a complete picture of a particular situation based on facts, theories, and accurate reference sources with previous research. The results show that the presence of a UI/UX Designer can affect FrontEnd in the design/development of information systems. The main influence it has is in terms of appearance being more interactive as well as attractive. Even so, the position of FrontEnd cannot be replaced by a UI/UX Designer, because it is FrontEnd here who will implement the design and ensure that the aesthetics and functionality of the system run well.
Gamification Implementation in Health Service Website in 5.0 Society Era Ricky Muhammad Ramdhani; Aditya Dwi Nurrahman; Prayogi Haris Affendi; Leonardi Paris Hasugian; Agis Abhi Rafdhi
International Journal of Research and Applied Technology (INJURATECH) Vol 1 No 2 (2021): International Journal of Research and Applied Technology (INJURATECH)
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/injuratech.v1i2.6777

Abstract

The purpose of this research is to identify how to implement the gamification concept for health service in the 5.0 Society Era. This research is done in qualitative method with descriptive study approach. The results from this research are the increase in public awareness to maintaining their health with the application of gamification element on the health service website. Gamification in health service website interface means presenting game elements in user mechanisms to increase public participation in the needs of everyday health information. This research is to know how to implement the gamification concept in the public health service website in the 5.0 Society Era. The benefit of this research is to increase health public awareness from the gamification web interface and provide health information.
A systematic Literature Review of Internet of Things for Higher Education: Architecture and Implementation Eddy Soeryanto Soegoto; Herman Soegoto; Dedi Sulistiyo Soegoto; Suryatno Wiganepdo Soegoto; Agis Abhi Rafdhi; Herry Saputra; Dina Oktafiani
Indonesian Journal of Science and Technology Vol 7, No 3 (2022): IJOST: VOLUME 7, ISSUE 3, December 2022
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/ijost.v7i3.51464

Abstract

The objectives of this paper are to analyze the implementation and architecture of the Internet of Things (IoT) from previous studies, specifically in the world of higher education; offer recommendations for future research, as well as strengthen the theory of IoT architecture that already exists in higher education. This study employed a systematic literature review (SLR) with data collection utilizing Funnel Diagrams to select articles based on their relevance to the research question. The three publisher databases (Scopus, Emerald, and EBSCO) and index journals were utilized in the search for articles. A total of 1,200 articles were gathered from these three sources, with distributions of up to 800 in Scopus, 150 in Emerald, and 250 in EBSCO. The findings demonstrate that the existing IoT architecture has a more sophisticated model than the fundamental idea, which has three layers, implying that using IoT in education may have a significant influence on user convenience. This is due to the increasingly complicated requirements of higher education's many business procedures. This study serves as an inspiration and reference for future research for higher education institutions that include the Internet of Things in their implementation to build an efficient teaching and learning environment.
SITAMPAN: Mobile application for planting and harvesting of horticultural crops in Garut Regency Eddy Soeryanto Soegoto; Lia Warlina; Sri Supatmi; Agis Abhi Rafdhi; Rizky Jumansyah; Herry Saputra
Matrix : Jurnal Manajemen Teknologi dan Informatika Vol. 12 No. 3 (2022): Jurnal Manajemen Teknologi dan Informatika
Publisher : Unit Publikasi Ilmiah, P3M, Politeknik Negeri Bali

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31940/matrix.v12i3.123-136

Abstract

Garut Regency’s agriculture sector has the most impact on the region’s GDP compared to other sectors. The Central Statistics Agency reports that the agricultural sector’s contribution was 39.11% in 2014 and will be 37.97% in 2020. The farmer’s inability to manage their crop goods is the primary cause of the contribution decline. The study aims to build a prototype of a mobile application information system for planting and harvesting. commodities based on a geospatial information system. The research method used was field surveys, interviews, and focus group discussions (FGD) with farmers, farmer group leaders, agricultural extension workers, and officials at Garut Regency Agriculture Office. The designed application is Sitampan which stands for Sistem Informasi Tanam dan Panen (Planting and Harvesting Information System). The users of this application are farmers, farmer group leaders, agricultural extension workers, and Garut Regency Agriculture Office. Each user will have a specific role and access based on their roles. The public can only see the data contained in this application. In conclusion, this app can serve as a platform for information and communication for farmers. Farmers can use this app as a decision-making tool to manage their crops, including when to sell, plant, and harvest. Hopefully, this application will enhance the welfare of farmers, particularly those in Garut district, one of the industries that have the most impact on the Indonesian agricultural sector.
Tree Algorithm Model on Size Classification Data Mining Agis Abhi Rafdhi; Eddy Soeryanto Soegoto; Senny Luckyardi; Chepi Nur Albar
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 7 No 4 (2023): August 2023
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/resti.v7i4.4572

Abstract

The goal of this research is to use a tree algorithm to categorize student clothing in order to acquire an accurate size. This research is qualitative through descriptive analysis, while the analysis used C.45 tree algorithm classification. Manual calculations utilizing the tree algorithm formula revealed that most students require XL-sized clothing. On the characteristic of X5 (length of the shoulder), the maximum entropy and information gain values were obtained at 0.212642462. According to the forecast, the shoulder length attribute is the first calculation in developing a decision tree scheme since it has the largest entropy and the value of information gain. Lastly, the findings of this study analysis can be used as a mapping prediction to make decisions on the size of the student group's clothing.