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Combination of Multi-Objective Optimization on the basis of Ratio Analysis (MOORA) and Pivot Pairwise Relative Criteria Importance Assessment (PIPRECIA) in Determining the Best Cashier Sintaro, Sanriomi; Aldino, Ahmad Ari; Setiawansyah, Setiawansyah; Saputra, Very Hendra
Journal of Computing and Informatics Research Vol 3 No 1 (2023): November 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/comforch.v3i1.969

Abstract

MOORA (Multi-Objective Optimization by Ratio Analysis) method is one of the multi-criteria analysis techniques used for alternative selection based on several different criteria or objectives. In the context of selecting the best cashier, by using the MOORA method to select cashiers based on several relevant criteria. While Pivot Pairwise Relative Criteria Importance Assessment (PIPRECIA) is a method used to assess the importance of criteria relative to each other in the context of multi-criteria analysis. This method helps in determining the weight of criteria used in multi-criteria decision making. The combination of MOORA and PIPRECIA will produce the best cashier selection based on the criteria used. The results of the best cashier assessment ranking using the Multi-Objective Optimization method on the basis of Ratio Analysis (MOORA) and the Simplified Pivot Pairwise Relative Criteria Importance Assessment weighting method obtained results, namely for Rank 1 obtained by Rini Maya with a final value of 0.343.
Penerapan Metode SWARA dan Grey Relational Analysis Dalam Pemilihan Karyawan Terbaik Saputra, Very Hendra; Setiawansyah, Setiawansyah
Journal of Artificial Intelligence and Technology Information (JAITI) Vol. 2 No. 1 (2024): Volume 2 Number 1 March 2024
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jaiti.v2i1.107

Abstract

The best employees are individuals who not only have exceptional expertise in their work, but also stand out in their attitude, dedication, and engagement towards the job and the company. One of the problems that often arises in the selection of the best employees is the lack of congruence between the skills possessed and the lack of transparency and communication in the best employee appraisal process to understand what is expected by the company. This study aims to select the best employees by applying a combination of the SWARA method for determining the weight of criteria and the GRA method for selecting the best employees based on the data from the assessment results that have been carried out. The final score ranking results recommend for the best employee 1 with a final score of 0.1799 on behalf of Desi Puspasari, the best employee 2 with a final value of 0.1147 on behalf of M. Budianto, and the best employee 3 with a final score of 0.1082 on behalf of Akhmadi.
RANCANG BANGUN APLIKASI GAME MATEMATIKA UNTUK PENYANDANG TUNAGRAHITA BERBASIS MOBILE Saputra, Very Hendra; Darwis, Dedi; Febrianto, Endi
Computatio : Journal of Computer Science and Information Systems Vol. 3 No. 2 (2019): COMPUTATIO : JOURNAL OF COMPUTER SCIENCE AND INFORMATION SYSTEMS
Publisher : Faculty of Information Technology, Universitas Tarumanagara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24912/computatio.v3i2.6033

Abstract

Mentally disabled is the condition of a person experiencing mental retardation. This situation results in a person experiencing barriers in one or more basic psychological processes include the use of oral and written language problems. Based on interviews with SD SLB teachers, mental disabled in numeracy learning more interested in learning media audio visual because students more enthusiastic and enjoyed the learning process. This research designs and develops learning media form of educational games for the introduction of numbers 1-100 and calculations 1-20 for student using Construct 2. The development method used Multimedia Development Life Cycle (MDLC) which includes concept, design, collecting material, assembly, testing distribution. The game has been developed gets a good response, because students enthusiastic and enjoy learning about the introduction and calculation of numbers. Based on the results of validation by experts to see the feasibility of the media obtained an average score of 42.5 which indicates the media appropriateness of being used as a learning media, based on the blackbox test, the application functions are running well. The results of the research in the form of this game can also be operated on android based handphone. Tunagrahita adalah kondisi seseorang mengalami keterbelakangan mental. Keadaan tersebut mengakibatkan seseorang mengalami hambatan pada satu atau lebih proses psikologis dasar yang mencakup penggunaan bahasa lisan maupun tulisan yang menyebabkan permasalahan perkembangan. Berdasarkan wawancara dengan guru SD SLB siswa penyandang tunagrahita pada pembelajaran berhitung lebih tertarik dengan media pembelajaran berupa audio visual karena siswa tunagrahita lebih antusias dan menikmati proses pembelajaran. Penelitian ini merancang dan mengembangkan media pembelajaran berupa game edukasi pengenenalan angka 1-100 dan perhitungan 1-20 untuk anak tunagrahita mengunakan Software Construct 2. Metode pengembangan yang digunakan yaitu Multimedia Development Life Cycle(MDLC) yang meliputi concept, design, material collecting, assembly, testing dan distribution. Game yang telah dikembangkan mendapat respon yang baik dari guru dan orang tua, hal tersebut dikarenakan siswa tunagrahita lebih antusias dan menikmati pembelajaran tentang pengenalan dan perhitungan angka. Berdasarkan hasil validasi oleh ahli materi dan media untuk melihat kelayakan media diperoleh rata-rata skor 42,5 yang menunjukan bahwa media layak digunakan sebagai media pembelajaran serta berdasarkan uji blackbox, fungsi aplikasi sudah berjalan dengan baik. Hasil penelitian berupa game ini juga dapat di operasikan pada handphone berbasis android.