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DESAIN SISTEM PENDATAAN KEHADIRAN KARYAWAN TERINTEGRASI FINGERPRINT DENGAN FUNGSI PENGATURAN SHIFT KERJA BERBASIS VISUAL Ahmad Zainudin; Lutfil Hakim Arif Efendi
Elkom : Jurnal Elektronika dan Komputer Vol 12 No 2 (2019): Desember: Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v12i2.452

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Data collection on employee attendance at a company is a must, with the aim of monitoring discipline, calculating employee salaries, and other needs. Data collection on employee attendance at companies that are used today is very diverse, following the development of technology. The United Tronik Semarang office, which employs relatively many employees, currently uses a manual card attendance data collection system that attracts researchers to make the United Tronik Office the object of research. Fingerprint is one of the hardware used to support employee attendance data collection which is relatively simple and easy to reach, the accuracy and ease of operation make the fingerprint attendance system more and more in demand. One of the human error problems in the attendance data collection system is attendance recording errors, especially for employees with shift work hours. Arrangement of work shifts in programs built with Visual Basic 2010 can minimize attendance recording errors, because it can set the recording time for employees. To support the ease of data access and shift settings, the researcher uses a Client Server database system with SQL Server 2005 Software.
Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin Agus Priyadi; Ahmad Zainudin; Eko Rustanto
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 2 (2022): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v2i2.162

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Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.
Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga Ahmad Zainudin; Agus Priyadi; Dewi Prehantini Wahyuningtyas
Pixel :Jurnal Ilmiah Komputer Grafis Vol 15 No 2 (2022): Vol 15 No 2 (2022): Jurnal Ilmiah Komputer Grafis
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v15i2.817

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Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
PELATIHAN PELATIHAN TEKNOLOGI INFORMASI TINGKAT DASAR FORUM KOMUNIKASI GURU SWASTA (FKGS) TK KABUPATEN SEMARANG Ahmad Zainudin; Andik Prakasa; Dewi Widyaningsih; Agus Priyadi; Robby Andika Kusumajaya; Dani Sasmoko
Community : Jurnal Pengabdian Pada Masyarakat Vol 2 No 2 (2022): Juli : Jurnal Pengabdian Pada Masyarakat
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (378.326 KB)

Abstract

Kegiatan ini dilakukan berdasarkan hasil pengamatan masih minimnya pengetahuan oleh pimpinan setempat beserta anggotanya tentang teknologi informasi, khususnya terkait kesulitan dalam mengarsipkan data serta mengolah data dan juga dapat membagikannya melalui jaringan internet. Pola pelaksanaan pelatihan dan penyuluhan Teknologi Informasi Tingkat Dasar dilakukan dengan menggunakan pelatihan bersama-sama dengan skema interaksi langsung dengan instruktur dengan dibantu mahasiswa. Dasar pertimbangan yang menjadi pilihan dilakukannya pelatihan yang bersifat bersama-sama karena adanya permintaan pelatihan dari peserta yang menginginkan pelatihan secara bersama-sama atau berkelompok. Pada prinsipnya, pelatihan secara klasikal dilakukan untuk pengenalan dasar mengenai strategi manajemen kelola data dengan menerapkan Teknologi Informasi yang efektif di Kabupaten Semarang. Setelah program tersebut selesai dilatihkan, maka TIM PPM akan dilakukan evaluasi berdasarkan materi dilatihkan secara individual
Peran Kepala Sekolah Untuk Mengembangkan Moderasi Beragama di Lingkungan Sekolah Efendi, Nur Mahfud; Anam, Choirul; Zainudin, Ahmad; Fathoni, Tamrin
Global Education Journal Vol. 2 No. 2 (2024): Global Education Journal (GEJ)
Publisher : Civiliza Publishing, Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59525/gej.v2i2.364

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This study investigates the pivotal role of school principals in fostering religious moderation within educational environments. School principals are crucial in enhancing educational quality and integrating values that promote religious moderation. The research adopts a comprehensive literature review approach, gathering and analyzing relevant data on concepts, theories, and best practices related to school leadership. The study aims to explore the strategies and challenges faced by principals in implementing religious moderation and character development in schools. Findings reveal that effective school leadership, characterized by strong leadership competencies and a deep understanding of diversity values, is essential for creating an inclusive and respectful school culture. Key strategies include professional development for teachers, extracurricular programs promoting tolerance, and strong collaboration with parents and the community. However, challenges such as resistance to change, limited resources, and external pressures must be addressed through flexible policies and effective communication. The study concludes that principals play a crucial role in shaping school culture, influencing the entire school community towards embracing diversity and reducing social conflicts. Effective school leadership contributes significantly to the positive character development of students, preparing them to live harmoniously in a diverse society. This research underscores the importance of principal leadership in building inclusive and culturally respectful educational communities.
ANALISIS PENGELOLAAN DANA KAS BERBASIS VB.NET DENGAN PENDEKATAN CASH BASIS Sumarlin, Tantik; Zainudin, Ahmad
Dinamika: Jurnal Manajemen Sosial Ekonomi Vol 4 No 1 (2024): DINAMIKA : Jurnal Manajemen Sosial Ekonomi
Publisher : LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/dinamika.v4i1.481

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Penelitian ini dilaksanakan di Zao Martial Art yang merupakan salah satu usaha industri konveksi yang bergerak dalam memproduksi seragam dan perlengkapan alat-alat taekwondo yang terletak di Jl. Raya Manyaran-Gunungpati, Cepoko, Kec.Gunung Pati, Kota Semarang. Perhitungan penerimaan dan pengeluaran kas setiap bulannya menggunakan Microsoft Excel dan untuk pencatatannya masih menggunakan tulis tangan pada selembar kertas. Belum adanya sistem informasi berbasis dekstop yang dapat memudahkan bagian pencatatan dan perhitungan penerimaan serta pengeluaran kas pada Zao Martial Art. Sistem informasi berbasis dekstop ini bertujuan untuk membantu mengelola pencatatan data serta perhitungan penerimaan dan pengeluaran kas. Pengumpulan data untuk penelitian dilakukan dengan beberapa opsi, diantaranya wawancara, observasi dan studi pustaka. Sistem ini dikembangkan dengan Microsoft Visual Studio 2013, Xampp, MySql. Perancangan sistem menggunakan UML (Unifed Modeling Language) dengan metode R&D (Research and Development) sebagai metode pengembangannya.
Leveraging Machine Learning for Personalized Recommendations in Mobile Tourism: A Study on Collaborative and Content-Based Filtering zainudin, ahmad; Siswanto, Edy
Journal of Technology Informatics and Engineering Vol 3 No 2 (2024): Agustus : Journal of Technology Informatics and Engineering
Publisher : University of Science and Computer Technology

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/jtie.v3i2.190

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The rapid growth of the tourism industry, coupled with the increasing reliance on mobile technology, necessitates the development of intelligent applications that enhance user experience through personalized recommendations. This research investigates the application of machine learning techniques, specifically Collaborative Filtering and Content-Based Filtering, to create a mobile tourism application that addresses the challenges of providing relevant and tailored suggestions to users. The primary objective of this study is to improve user satisfaction and engagement by delivering precise recommendations based on individual preferences and behaviors. To achieve this, the research employs a mixed-methods approach, combining quantitative data analysis from user interactions and qualitative assessments of user feedback. The study utilizes datasets sourced from reputable platforms, including user ratings and demographic information, to train the recommendation algorithms effectively. The evaluation of the implemented system demonstrates a significant increase in recommendation accuracy, leading to enhanced user satisfaction and increased visitation rates to tourist attractions. The findings indicate that the integration of Collaborative Filtering and Content-Based Filtering not only optimizes the personalization of recommendations but also fosters user loyalty and engagement with the application. By leveraging machine learning techniques, tourism providers can better understand user preferences, ultimately leading to a competitive advantage in a crowded market. This study contributes to the ongoing discourse on the intersection of technology and tourism, offering valuable insights for future research and application development in this dynamic field.
The role of family on children's education: Islamic law perspective Zainudin, Ahmad; Al-Muqri, Fatima
AS-SAKINAH Vol 2 No 2 (2024): Vol 2 No 2 Agustus 2024
Publisher : Prodi Hukum Keluarga Islam Fakultas Syari'ah Universitas Islam Zainul Hasan Genggong Probolinggo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55210/jhki.v2i2.436

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This research examines the role of the family in children's education from the perspective of Islamic law. The main issues raised are how the family influences the process of child education in accordance with the principles of Islamic law and what challenges are faced in its implementation. The purpose of this study is to analyze the role of the family in children's education and how Islamic law governs family responsibilities.. The research method used is literature reviewand in-depth interviews with parents and educators. Data were collected from relevant primary and secondary sources, including classical and contemporary texts on Islamic law and education. The results show that the family has a central role in children's education according to Islamic law, which includes the responsibility to provide adequate religious education, educate children with moral values, and support their academic development. The research found that despite the important role families play, challenges include a lack of understanding of the principles of Islamic law and limited resources. The findings emphasize the need for a more integrative approach and support for families in carrying out their role in children's education in accordance with Islamic law.
Implementation of the EVOLUSI (English Vocabulary Submission) Innovation Program Towards Bilingual Schools to Build Character Profile of Pancasila Students Mukhlisin, Mukhlisin; Zainudin, Ahmad; Setiani, Tri
JMSP (Jurnal Manajemen dan Supervisi Pendidikan) Vol 6, No 3 (2022): Vol. 6 No. 3 Juli 2022
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um025v6i3p129

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Abstract: EVOLUSI Program (English Vocabulary Submission) is the innovation of English program applied for improving vocabulary skill to all the school members as a form of achieving bilingual school. This research used mixed-method research. The data was collected by questionnaire, interview, and documentations. The research participants were 26 teachers and 313 students the seventh and eighth graders of SMP Islam Al-Fahd Jakabaring. The result showed that there were three main benefits in this innovation program: (1) Teachers and students’ confidence in vocabulary skill for all the school members was improved so that bilingual school could be achieved; (2) The literacy in reading interest for teachers and students was raised effectively and productively; (3) Establish the competent students in realizing Pancasila Student Profile.
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD Ahmad Zainudin; Agus priyadi; Andik Prakasa Hadi; ALDO KRISDIANANTA
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1979

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Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media. This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method. Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world. Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.