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PENERAPAN SISTEM EVALUASI PEMBELAJARAN PEMROGRAMAN TERINTEGRASI DENGAN ONLINE JUDGE DI SMK Mustamiin, Muhamad; Suheryadi, Adi; Puspaningrum, Alifia
Jurnal Pengabdian Kepada Masyarakat Vol. 2 No. 2 (2023): Januari
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat Politeknik Negeri Media Kreatif

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46961/jpk.v2i2.636

Abstract

Abstrak: Proses evaluasi hasil pembelajaran pemrograman seperti pengkoreksian jawaban terkait dengan kode program atau sintaks tertentu dalam pemrograman belum optimal dan perlu adanya suatu proses penilaian otomatis untuk membantu proses tersebut dengan menggunakan online judge. Online judge merupakan sebuah sistem yang mampu melakukan evaluasi secara mendalam dan melakukan kompilasi terhadap sintaks yang meliputi waktu eksekusi, compilation error dan lain sebagainya. Kegiatan pengabdian penerapan sistem evaluasi pembelajaran pemrograman terintegrasi dengan online judge pada mata pelajaran pemrograman dasar di SMK N 2 Indramayu dilakukan dalam bentuk workshop dan pelaksanaan praktikum, diharapkan dapat membantu siswa untuk segera mendapatkan umpan balik dari hasil pengerjaan latihan dan tugas, serta guru dapat langsung melihat hasil dari pengerjaan latihan dan tugas siswa sehingga dengan diterapkannya sistem ini dapat meningkatkan produktifitas guru dengan lebih banyak membahas materi ataupun memberikan latihan yang lebih spesifik dan siswa dapat mengerjakan lebih banyak latihan dan tugas yang ada karena dalam setiap pengerjaannya dilakukan tanpa menunggu umpan balik dari guru melainkan langsung dari sistem.Kata Kunci: ujian; pemrograman dasar; smk; online judgeAbstract:  The process of evaluating programming learning outcomes such as correcting answers related to certain program codes or syntax in programming is not yet optimal and there is a need for an automatic assessment process to assist the process by using an online judge. Online judge is a system capable of in-depth evaluation and compilation of syntax which includes execution time, compilation errors and so on. Service activities for implementing an integrated programming learning evaluation system with online judges on basic programming subjects at SMK N 2 Indramayu are carried out in the form of workshops and practicum implementations, which are expected to help students to immediately get feedback from the results of exercises and assignments, and teachers can immediately see the results of working on exercises and student assignments so that with the implementation of this system it can increase teacher productivity by discussing more material or providing more specific exercises and students can do more exercises and existing tasks because in each process it is done without waiting for feedback from the teacher but rather directly from the system.Keywords: exam, basic programming, smk, online judge
Implementasi Metode Analytic Hierarchy Process (AHP) dalam Sistem Rekomendasi Mitigasi Bencana Alam Nugraha, Nur Budi; Santosa, Yaqutina Marjani; Puspaningrum, Alifia; Saiful, Ibnu
Journal of Computer System and Informatics (JoSYC) Vol 5 No 4 (2024): August 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v5i4.5626

Abstract

Flood disasters are a serious threat faced by various regions in Indonesia, including Indramayu Regency, West Java, as one of the most vulnerable areas. The geographical characteristics of Indramayu, which are dominated by lowlands and surrounded by large rivers such as Cimanuk and Cipunagara, cause this area to experience annual flooding, especially during the rainy season. The impact of this disaster extends from material losses to significant social and economic disruption for local communities. This research aims to develop an effective and targeted flood disaster mitigation recommendation system. Using a quantitative approach, this study focuses on developing a system based on the Analytical Hierarchy Process (AHP) method. The research methodology includes several key stages. First, identify and determine criteria and sub-criteria that are relevant to flood disaster mitigation. Second, weighting criteria using pairwise comparisons. Third, consistency calculations to ensure the validity of the assessment. Finally, the construction of a decision hierarchy that integrates all analysis elements. The results of the AHP analysis are then integrated into a system specifically designed to support decision making in disaster mitigation. The system combines geographic, demographic and historical disaster data to provide comprehensive and contextual recommendations. The system being developed is expected to facilitate several key aspects of disaster management in terms of quick and effective decision making by the authorities, increasing public awareness and knowledge about disaster management and understanding disaster distribution patterns.
Detection of Nutritional Status using K-Nearest Neighbors on a Mobile Based Platform Puspaningrum, Alifia; Santosa, Yaqutina Marjani; Nugraha, Nur Budi
Jurnal Sistem Informasi Bisnis Vol 15, No 2 (2025): Volume 15 Number 2 Year 2025
Publisher : Diponegoro University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.14710/vol15iss2pp185-190

Abstract

In recent decades, health issues related to nutritional status have become a major concern for the Indonesian government. Malnutrition or overnutrition can severely impact individual health, especially in children and adolescents. If left unaddressed, these issues can lead to various diseases, ranging from malnutrition to obesity and their associated complications. Despite the recognized importance of monitoring nutritional status, several challenges remain. Manual monitoring systems require significant time and resources. Moreover, access to healthcare services and qualified medical personnel for regular nutritional assessments is limited, particularly in remote or underserved areas. Indonesia’s geographical complexity, consisting of thousands of islands, further complicates the equitable distribution of healthcare services. As a result, many cases of malnutrition or overnutrition go undetected early, causing delayed interventions. This research proposes the development of a K-NN-based mobile application to detect nutritional status. The application provides an initial diagnosis based on the user's physical parameters, such as weight, height, age, and gender. The dataset includes 120,999 samples, with 70% used for training and 30% for testing. Implementation of K-NN with k=7 achieved an accuracy of 91% on the test data, with the best performance in the normal category (F1-score 0.950), followed by stunted (0.889) and severely stunted (0.863). This platform has the potential to contribute to sustainable health systems, particularly in low-resource settings, by reducing reliance on energy-intensive infrastructure and minimizing the need for long-distance travel for healthcare. It could also support public health initiatives by enabling efficient large-scale population monitoring and reducing the environmental impact of traditional health services.
Peningkatan Kapasitas Tenaga Kesehatan melalui Workshop SIPETER dalam Mendukung Transformasi Digital Puskesmas Yaqutina Marjani Santosa; Alifia Puspaningrum; Nugraha, Nur Budi
Journal Of Computer Science Contributions (JUCOSCO) Vol. 5 No. 2 (2025): Juli 2025
Publisher : Lembaga Penelitian, Pengabdian kepada Masyarakat dan Publikasi Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/ng242q08

Abstract

The administrative recording process at Puskesmas (Community Health Centers) is still not optimal. One of the common challenges is that the recording process does not correlate with the measurable monitoring of the Puskesmas' work program achievements. One solution that can be implemented to address this issue is the SIPETER application. SIPETER is a technology-based solution designed to replace manual recording and facilitate the achievement of work programs at Puskesmas. However, the successful adoption of this system depends on the readiness of human resources to master its technical features. Therefore, the process of technology transfer in the implementation of the SIPETER application becomes crucial. For this reason, this article proposes a SIPETER application workshop at Puskesmas Cantigi. The SIPETER workshop model at Puskesmas Cantigi includes: (1) introduction to core features, (2) real case simulations, (3) troubleshooting technical issues, and (4) continuous evaluation through a performance dashboard. This community service activity is expected to assist healthcare workers at Puskesmas Cantigi in promptly conducting recording and reporting. Meanwhile, the head of the Puskesmas can monitor the progress of the implementation of the work programs
Desain Prototipe Game Edukasi Mitigasi Banjir melalui Pemilahan Sampah Menggunakan Metode Rapid Application Development (RAD) Nugraha, Nur Budi; Santosa, Yaqutina Marjani; Puspaningrum, Alifia
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 3 (2025): Agustus - October
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i3.2100

Abstract

Banjir merupakan salah satu bencana hidrometeorologi yang paling sering terjadi di wilayah perkotaan maupun pedesaan di Indonesia. Faktor utama yang memperparah kejadian banjir bukan hanya curah hujan tinggi, melainkan juga pengelolaan sampah yang kurang optimal, terutama pembuangan sampah sembarangan ke sungai dan saluran drainase. Permasalahan ini menuntut adanya inovasi media edukasi yang mampu meningkatkan kesadaran masyarakat, khususnya generasi muda, terhadap pentingnya pemilahan sampah sebagai bagian dari upaya mitigasi banjir. Penelitian ini bertujuan untuk mengembangkan sebuah prototipe game edukasi mitigasi banjir berbasis web dengan menggunakan pendekatan Rapid Application Development (RAD). Metode RAD dipilih karena memungkinkan proses pengembangan yang cepat, iteratif, dan melibatkan pengguna secara aktif melalui tahapan perencanaan, analisis kebutuhan, desain, serta implementasi awal dalam bentuk prototipe. Validasi dilakukan oleh tiga ahli media dari bidang informatika dan lima ahli materi dari Dinas Lingkungan Hidup Kabupaten Indramayu. Hasil validasi ahli media memperoleh skor rata-rata 83,3% dengan kategori sangat baik, meskipun masih terdapat masukan terkait kesederhanaan visual antarmuka. Sementara itu, validasi ahli materi menghasilkan skor rata-rata 83,0% dengan kategori sangat baik, dengan rekomendasi penambahan narasi mengenai konsekuensi jangka panjang pengelolaan sampah terhadap lingkungan. Uji coba terbatas terhadap pengguna menunjukkan tingkat kepuasan rata-rata 84,3%, menandakan bahwa prototipe game diterima secara positif. Dengan demikian, dapat disimpulkan bahwa game edukasi ini telah layak secara konsep dan konten edukatif, meskipun masih memerlukan penyempurnaan pada aspek visualisasi antarmuka dan fitur interaktif agar dapat diimplementasikan secara lebih luas dalam konteks pendidikan dan sosialisasi lingkungan.
Software Effort Coefficient Optimization Using Hybrid Bat Algorithm and Whale Optimization Algorithm Puspaningrum, Alifia; Mustamiin, Muhamad; Herdiyanti, Fauziah; Noviyanto, Kamaludin
JURNAL INFOTEL Vol 17 No 1 (2025): February 2025
Publisher : LPPM INSTITUT TEKNOLOGI TELKOM PURWOKERTO

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20895/infotel.v17i1.1250

Abstract

Software effort estimation is a crucial aspect in software engineering, especially in project management. It defines an effort required by a person to develop an application in certain of time. One of models which widely used for this purpose is Constructive Cost Model (COCOMO) II. In COCOMO II, two coefficients have a significant role in determining the accuracy of the effort estimation. Various methods have been conducted to estimate these coefficients to closely match the actual effort with the predicted values, such as particle swarm optimization, cuckoo search algorithm, etc. However, several metaheuristics has limit in exploration and exploitation to find optimal value. To overcome this problem, a hybrid metaheuristic combining the Bat Algorithm and Whale Optimization Algorithm (BAWOA) is proposed. This approach aims to optimize the two COCOMO II coefficients for better estimation accuracy. Additionally, the proposed method is compared with several other metaheuristic algorithms using the NASA 93 datasets. There are two evaluation criteria used in this research namely Magnitude of Relative Error (MRE) and Mean Magnitude of Relative Error (MMRE). With the optimal score among comparing method. proposed method achieves superior effort estimation, with an MMRE of 51.657%. It also proves that hybrid BAWOA can estimates predicted effort close to actual effort value.
Pengembangan Media Edukasi Interaktif Pemilahan Sampah Berbasis Game Nugraha, Nur Budi; Santosa, Yaqutina Marjani; Puspaningrum, Alifia
Prosiding Seminar SeNTIK Vol. 9 No. 1 (2025): Prosiding SeNTIK 2025
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Game edukasi “Eco Sort” dikembangkan untuk meningkatkan kesadaran pemilahan sampah. Uji coba menunjukkan hasil sangat baik dalam aspek kegunaan, interaktivitas, dan kepuasan pengguna.
Game Edukasi Trash Sorter Untuk Meningkatkan Kesadaran Pemilahan Sampah Berbasis Model Addie Nugraha, Nur Budi; Santosa, Yaqutina Marjani; Puspaningrum, Alifia
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2911

Abstract

The low level of public awareness regarding waste sorting is one of the major contributing factors to flooding in various regions of Indonesia. This condition indicates the need for interactive and engaging learning media to foster environmental awareness from an early age. This study aims to develop the Trash Sorter educational game as a web-based learning medium that introduces waste-sorting concepts within the context of flood-mitigation efforts. The development process followed the ADDIE model (Analysis, Design, Development, Implementation, Evaluation) systematically. At the implementation stage, the game was tested on 20 participants consisting of elementary school students and community members living in flood-prone areas. Evaluation was conducted through pre-tests and post-tests to measure improvements in user understanding. The results showed an increase in the average score from 56.75 on the pre-test to 87.25 on the post-test. In addition, internal alpha testing successfully fixed several bugs and improved application performance. Thus, Trash Sorter has proven effective as an educational medium for increasing waste-sorting awareness as part of flood-mitigation efforts. Moving forward, the game has the potential to be implemented as environmental education media in elementary schools and community organizations to support learning based on environmental literacy and disaster mitigation.