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Perbandingan Metode SAW, WP Dan Topsis Dalam Penentuan Pembiayaan: (Studi Kasus BMT El-Raushan) Dede Supiyan
Jurnal Ilmiah Informatika Vol. 4 No. 2 (2019): Jurnal Imliah Informatika
Publisher : Department of Science and Technology Ibrahimy University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35316/jimi.v4i2.544

Abstract

Decision support system is the composition of a computer-based information system that functions as a supporter of decision making in an organization or company. Decision making in determining the provision of financing is very important because with the right decision the provision of financing can run well. Decision making method is useful for determining the best alternative from a number of other alternatives based on certain criteria, including the simple additive weighting method, Weighted Product and Technique For Order Preference by Similarity to Ideal Solution. A comparison of the methods of this decision support system is carried out to determine which method provides the highest accuracy value of the financing data for the El-Raushan BMT cooperative. Based on comparison of the SAW Method, Weighted Product and TOPSIS methods show that the Weighted Product method is more accurate than the simple additive weighting method Technique For Order Preference by Similarity to Ideal Solution. Judging from the value of the accuracy of the three methods with the highest accuracy WP (Weighted Product) method with an accuracy value of 94%.
SOSIALISASI APLIKASI GOOGLE FAMILY LINK SEBAGAI PARENTING CONTROL TOOL PADA ANAK DI RA/TK RIZQI PAMULANG Khanif Faozi; Dede Handayani; Dede Supiyan; Oke Hariansyah; Wiwin Winarti
KOMMAS: Jurnal Pengabdian Kepada Masyarakat Vol 1, No 3 (2020): KOMMAS: JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : KOMMAS: Jurnal Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (664.944 KB)

Abstract

Begitu banyak kemudahan dan kepraktisan yang ditawarkan dalam penggunaan teknologi. Saat ini komunikasi dapat dilakukan dengan sangat nyata tanpa terhambat ruang dan waktu. Kini kehidupan sosial anak-anak lebih terpengaruh oleh teknologi. Lebih sering anak usia dini berinteraksi dengan gadget dan juga dunia maya mempengaruhi daya pikir anak terhadap sesuatu di luar hal tersebut. Namun kemajuan teknologi juga dapat membantu daya kreatifitas anak jika pemanfaatannya di imbangi dengan interaksi anak-anak dengan lingkungan sekitarnya. Sebaiknya orang tua mengawasi anak saat bermain gadget agar mereka tidak terlalu tergantung dengan gadget dan tetap bersosialisasi dengan lingkungan sekitarnya. Akan lebih baik jika dilakukan pengawasan. Untuk itulah Google menghadirkan alat bantu berupa aplikasi yang bernama Family Link. Melalui Family Link, dapat membuatkan akun Google untuk anak dan menetapkan peraturan-peraturan spesifik terkait apa saja yang bisa anak lakukan bersama gadget. Yang paling utama adalah memilih aplikasi apa saja yang dapat anak gunakan. Jadi ketika anak hendak mengunduh aplikasi dari Google Play Store diperangkatnya, orang tua akan menerima notifikasi, dan dari situ dapat memilih untuk mengizinkan atau tidak. Jika tidak mengizinkan maka anak tidak bisa mengaksesnya sama sekali. Dengan dilaksanakannya PKM membahas tentang Google Family Link, aplikasi berbasis smartphone yang digunakan sebagai alat bantu kontrol pengasuhan anak untuk membatasi jumlah waktu anak-anak menggunakan smartphone, memantau aktivitas internet dan menjaga keamanan dari situs yang tidak pantas, juga pentingnya memberi jadwal penggunaan gadget, juga tetapkan wilayah wilayah bebas gadget dan pentingnya menahan diri khususnya dalam menggunakan gadget.
PENGENALAN DAN SOSIALISASI PENGARUH POSITIF DAN NEGATIF SMARTPHONE BAGI REMAJA KARANGTARUNA SEBAGAI MEDIA EDUKASI DALAM PERKEMBANGAN TEKNOLOGI INFORMASI Dede Supiyan; Rahmawati; Nasrul Hidayah
Abdi Jurnal Publikasi Vol. 3 No. 3 (2025): Januari
Publisher : Abdi Jurnal Publikasi

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Abstract

Smartphone use has become a global phenomenon that has a major impact on people's lives, including teenagers. On the one hand, smartphones provide significant benefits, such as easy access to information, global communication and opportunities for self-development. However, on the other hand, smartphone misuse can cause various problems, such as addiction, decreased quality of social interactions, and exposure to negative content. This research aims to introduce and socialize the positive and negative influences of smartphones to Karang Taruna youth, as an educational medium that is relevant to the development of information technology. This activity is carried out through a participatory approach involving introductory sessions, group discussions, case simulations, and comprehensive evaluations. Data was collected using pre- and post-activity survey methods to measure participants' level of understanding. The results showed that 85% of participants experienced increased understanding of digital literacy, cyber security and time management using smartphones. This activity also encourages participants' critical awareness to use smartphones wisely and productively, in line with Karang Taruna's educational values. This research concludes that introducing and socializing the influence of smartphones through an educational approach can be an effective strategy in shaping positive attitudes and behavior of teenagers in the digital era. Therefore, it is recommended to develop sustainable programs that involve stakeholders, such as educators, parents and youth communities, to support ethical and innovative digital literacy..
KONTROL LAMPU RUANG LAB MENGGUNAKAN PERINTAH SUARA BERBASIS ARDUINO UNO Dede Supiyan; Zainudin
Journal of Research and Publication Innovation Vol 3 No 2 (2025): APRIL
Publisher : Journal of Research and Publication Innovation

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Abstract

Utilizing the time needed in a work process, the speed of data transfer is direct human work, so IoT (Internet of Things) is currently the answer to all needs that replace direct physical functions, through data transfer using internet network media which is assisted by a microcontroller device to implement many things in everyday life, both in the industrial world, laboratories, agriculture, health and household needs. This Internet of Things (IoT) based lighting control system application uses an Arduino Uno as a microcontroller and an Android application as a control tool. This system is used to control the lights on or off. Apart from that, the design of this system also uses a relay which is used to connect the light to the system. From the results of testing and analysis, the control of electronic equipment in this light control system operates according to the commands given. As long as the system is connected to the internet network stably, there will be no problems with the IoT (Internet of Things) based light control system using Arduino Uno with voice commands using the Bluetooth voice application.
PENGEMBANGAN SISTEM INFORMASI RESERVASI PEMESANAN BAJU DASTER DENGAN FITUR REKOMENDASI PRODUK DI TOKO ALLFAZA COLLECTION Adi Febrianto; Dede Supiyan
Journal of Research and Publication Innovation Vol 3 No 3 (2025): JULY
Publisher : Journal of Research and Publication Innovation

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Abstract

The rapid development of the fashion industry has influenced consumer behavior in selecting clothing products, including dresses. Allfaza Collection, a store located in Depok City, still uses a manual ordering and transaction system, requiring customers to visit the store in person to make purchases. This poses a challenge for customers outside the city or those who prefer online transactions. Additionally, the absence of a product recommendation feature makes it difficult for customers to choose products that suit their preferences. This study aims to develop a web-based reservation system for daster dress orders, incorporating a product recommendation feature to assist customers in selecting suitable products. The development method used is the Waterfall model, which consists of analysis, design, implementation, testing, and maintenance stages. Data collection was conducted through direct observation, interviews with the store owner, and customer surveys to understand their product selection preferences. The research results indicate that the developed information system successfully enhances the efficiency of daster dress order transactions at Allfaza Collection. System testing was conducted using the White Box and User Response methods, demonstrating that the system facilitates customer purchases and provides real-time inventory information. With this system, customers can easily access the product catalog, place orders, and receive product recommendations based on their preferences, thereby improving customer satisfaction and store management efficiency.
Rancang Bangun Aplikasi Game Edukasi Berbasis Android Belajar Mengenal Huruf Hijaiyah Fahruji; Dede Supiyan
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 3 No 01 (2024): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract

The advancement of science and technology has continuously increased in line with various human needs. In addition, the impact of the Covid-19 pandemic has resulted in the number of smartphones connected to the network in Indonesia increasing to 370.1 million in January 2022. The problem that arises is children who are lazy to study, especially learning to recite the Koran and how to make educative learning methods for children to know hijaiyah letters or learn to recite the Koran. Data collection techniques used in are: interviews, observation, and literature study. MDLC (Multimedia Development Life Cycle) is a system development method that is suitable for developing multimedia systems because of the use of computers to represent and combine text, sound, images, and animation in an application system. By making this application it can help in good interaction between users because of the menu feature to play games together. An educational application game was created that provides a learning experience as well as playing so that children are more diligent in learning hijaiyah letters or the Al-Qur'an. The display design of the application is designed to be attractive to give new impetus for children to recognize hijaiyah letters, so they don't get bored and lazy when learning to recognize hijaiyah letters.
PERANCANGAN SISTEM E-LAUNDRY BERBASIS WEBSITE PADA IBI LAUNDRY DENGAN METODE EXTREME PROGRAMING Ahmad Suryana; Dede Supiyan
Journal of Research and Publication Innovation Vol 3 No 4 (2025): OCTOBER
Publisher : Journal of Research and Publication Innovation

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Abstract

IBI Laundry is a laundry service business that still relies on manual systems for order processing and customer data management, resulting in various issues such as disorganized data, risk of information loss, and inefficient service delivery. Therefore, a web-based system is needed to support faster, more accurate, and integrated operations. This research aims to design a web-based E-Laundry system to assist IBI Laundry in managing transactions and customer data digitally. The development method used in this study is Extreme Programming (XP), which emphasizes team collaboration, iterative development, and rapid user feedback. The stages in this method include planning, design, coding, and testing. The result of this research is a web-based E-Laundry system with features such as laundry status tracking, customer data management, and transaction reporting. The implementation of this system improves service efficiency and organization, as well as enhances customer satisfaction with IBI Laundry's services. This study is expected to be an innovative solution for the digitalization of laundry services and serve as a reference for similar system development projects.