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Journal : Format : Jurnal Imiah Teknik Informatika

Implementasi Algoritma Quick Sort Pada Aplikasi Pemrograman Berorientasi Objek Berbasis Python Dan Mysql Workbench Yusuf, Mohamad; Naimah, Faaza
FORMAT Vol 14, No 1 (2025)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2025.v14.i1.009

Abstract

This study aims to develop another long-term receivables management system based on Python, using Tkinter for the GUI, and MySQL Workbench as the database administrator. The system development method employs an incremental approach with two main stages: CRUD for basic data management operations and general information presented through data visualization.  This study focuses on implementing the performance of the Quick Sort algorithm within an Object-Oriented Programming (OOP) application. The results of system testing with the white-box testing method, using Python Unittest, demonstrate the consistency of functions and logic as expected. The system was tested on 108 cases of other long-term receivables information, successfully providing ease of use, data accuracy, speed of access, and improved information visualization.
Peningkatan Kreativitas Anak dengan Implementasi Augmented Reality Pembelajaran Hewan Berbasis Android Kusmawan, Dicky; Aryani, Diah; Yusuf, Mohamad
FORMAT Vol 14, No 2 (2025)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2025.v14.i2.007

Abstract

This study aims to address challenges in early childhood education, which are often caused by regulations, limited educator readiness, and inadequate interactive learning media. Augmented Reality (AR) technology offers a solution by integrating the virtual and real worlds, enabling children to experience 3D objects immersively using smartphones. The research was conducted at SD Bedahan 01 with third-grade students learning Natural Science (IPA) topics about animals, including their characteristics, classifications, habitats, and benefits. Initial observations showed the average student score was 78, meeting the Minimum Competency Criteria (KKM) but requiring improvement to optimize learning outcomes. To address this, an AR-based learning media application for Android was developed using the Multimedia Development Life Cycle (MDLC) method, integrating 3D visuals, audio, and interactive features to create an engaging and immersive learning experience. The results demonstrated that the use of AR technology increased students’ interest and understanding of the material, as well as their ability to recall and apply concepts. This study highlights the potential of AR as an effective educational tool and contributes to the development of innovative and interactive learning media for elementary education, particularly in subjects requiring visualization. Future research may explore expanding AR features to include gamification and advanced interactivity for broader educational applications.
Implementasi Algoritma Greedy dan Dynamic Programming untuk Masalah Penjadwalan Interval dengan Model Knapsack Prasha, Achmad Ardani; Rachmadi, Clavino Ourizqi; Sari, Amanda Puspita; Raditya, Nanda Garin; Mutiara, Sabrina Laila; Yusuf, Mohamad
FORMAT Vol 13, No 2 (2024)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2024.v13.i2.005

Abstract

Penelitian ini membahas implementasi algoritma Greedy dan Dynamic Programming untuk penjadwalan interval dengan model knapsack, yang esensial dalam optimasi. Tujuan penelitian ini adalah memberikan panduan praktis dalam memilih algoritma yang tepat untuk aplikasi dunia nyata. Metode yang digunakan mencakup algoritma Greedy, yang membuat pilihan lokal terbaik untuk mencapai solusi global optimal, dan Dynamic Programming, yang memecah masalah menjadi submasalah lebih kecil dan menyelesaikannya secara berulang. Hasil penelitian menunjukkan bahwa Dynamic Programming memberikan solusi optimal dengan penggunaan waktu dan ruang yang lebih besar dibandingkan dengan Greedy. Algoritma Greedy lebih cepat tetapi tidak selalu memberikan solusi optimal, sedangkan Dynamic Programming lebih cocok untuk masalah kecil yang membutuhkan solusi optimal. Penelitian ini menyimpulkan bahwa kedua algoritma memiliki kelebihan dan kekurangan masing-masing tergantung pada skala dan kebutuhan masalah. Penelitian ini berkontribusi dalam bidang optimasi dan penjadwalan serta membuka jalan bagi pengembangan algoritma lebih lanjut. Implementasi kedua algoritma ini membantu dalam pengambilan keputusan yang lebih baik dalam aplikasi penjadwalan interval dengan model knapsack.Kata kunci: Algoritma Greedy, Dynamic Programming, Knapsack Problems, Interval Scheduling, Optimasi, Task Scheduling