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PEMBUATAN SISTEM LAYANAN INFORMASI KEUANGAN MAHASISWA PADA UNIVERSITAS WIDYA KARTIKA BERBASIS WEB Sugiarto, Stephen; Prayitno, Agus; Budhi, Robby Kurniawan
Seminar Nasional Ilmu Terapan Vol 5 No 1 (2021): Seminar Nasional Ilmu Terapan (SNITER) 2021
Publisher : Universitas Widya Kartika Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (286.208 KB)

Abstract

Informasi biaya studi di UWIKA merupakan hal yang penting bagi mahasiswa dan Badan Administrasi Akademik (BAA) dalam kegiatan akademik. Badan Administrasi Keuangan (BaKeu) di UWIKA harus memiliki informasi yang tepat terhadap mahasiswa. Mahasiswa adalah orang atau peserta didik yang sedang belajar di dalam perkuliahan, perguruan tinggi, atau universitas. Mahasiswa memiliki kewajiban untuk membayar beberapa hal dalam perkuliahan, mulai dari pembayaran uang pembangunan hingga wisuda. Sistem penjadwalan pembayaran uang kuliah di Universitas Widya Kartika menggunakan Microsoft Excel dan melakukan input manual untuk pembukuan. Pengerjaan aplikasi ini menggunakan metode waterfall. Aplikasi Sistem Layanan Informasi Keuangan Mahasiswa di Universitas Widya Kartika ini diperlukan agar mempercepat pekerjaan BaKeu dari input uang kuliah hingga pembuatan laporan. Di sisi mahasiswa, aplikasi ini memudahkan mahasiswa untuk mendapatkan info keuangan mereka secara up to date. Hasil dari pengerjaan aplikasi Sistem Layanan Informasi Keuangan Mahasiswa pada Universitas Widya Kartika ini dapat diharapkan dapat memudahkan pekerjaan BaKeu di bagian penjadwalan uang kuliah dan mempermudah mahasiswa untuk mendapatkan informasi keuangan mereka.
Analisis Game Rogue Lite Sebagai Pendukung Media Pembelajaran Lee, Michael; Budhi, Robby Kurniawan; Trisno, Indra Budi
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 7, No 6 (2024): Desember 2024
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v7i6.8417

Abstract

Abstrak – Analisis penggunaan game rogue lite sebagai media pembelajaran yang dapat membantu dalam memberikan informasi baru kepada murid-murid dan menambahkan rasa ketertarikan terhadap apa yang terjadi yang membuat Indonesia seperti sekarang. Game merupakan media global yang sedang diminati oleh banyak orang di masa ini, dan dibaliknya rogue lite merupakan genre yang sedang naik daun dikarenakan gameplay yang unik, tantangan berulang dan dapat dimainkan berkali-kali tanpa batas sehingga dengan memanfaatkan daya tarik game ini maka rogue lite dapat membantu memberikan informasi baru dan meningkatkan minat murid-murid terhadap materi yang diberikan. Tujuan dari penelitian ini adalah dengan membuat game yang dapat membantu guru dalam membuat pelajaran Sejarah lebih memliki banyak peminatnya yang dimana pelajaran sejarah sering dianggap monoton dan dengan game ini dapat membuat pengalaman belajar lebih menarik dan unik, sehingga untuk generasi baru tidak melupakan pengorbanan pahlawan-pahlawan yang telah melawan penjajah dan membuat Indonesia merdeka dan menjadi lebih baik bagi semua rakyat, sehingga tercipta rasa nasionalisme dan kebanggaan terhadap bangsa.Kata kunci: Rogue lite, Media Pembelajaran, Game, Procedural Generation,  Sejarah  Abstract – Analysis the use of rogue lite games as a learning medium highlights their potential so that it can help provide new information to students and increase their interest in understanding the events that shaped Indonesia into what it is today. Games are a globally popular medium, and rogue lite, in particular, is a genre gaining traction due to its unique gameplay, recurring challenges, and limitless replay ability. By leveraging the appeal of this genre, rogue lite games can serve as an effective tool for delivering new information and enhancing students' engagement with the material presented. The objective of this research is to develop a game that can assists teachers in making History lessons more appealing, as they are often perceived as monotonous. This game aims to create a more engaging and unique learning experience, ensuring that the new generation does not forget the sacrifices of the heroes who fought against colonial powers to achieve Indonesia's independence and pave the way for a better future for all its people. By doing so, the game seeks to foster a sense of nationalism and pride in the nation's heritage.Keywords: Rogue lite, Instructional Media, Game, Procedural Generation, History
Klasifikasi Stunting Beserta Penerapan Food Combining pada Balita di Desa Sendang Dajah Sayadi, Ahmad; Budhi, Robby Kurniawan; Widianto, Yonatan
JATISI Vol 12 No 4 (2025): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v12i4.14082

Abstract

Stunting is a condition characterized by impaired growth in toddlers caused by prolonged nutritional deficiency, which negatively affects physical development, cognitive capacity, and long-term productivity. Early identification of nutritional status using a data-driven classification approach serves as an essential strategy to prevent stunting, particularly in rural areas such as Sendang Dajah Village where access to health services is limited. This study aims to develop a nutritional status classification model for toddlers and generate food combining recommendations tailored to each child’s nutritional needs. The research variables include age, height, weight, and gender. The classification model was constructed using the Support Vector Machine (SVM) algorithm with an 80% training and 20% testing data split. The dataset consists of 300 toddler samples collected through Posyandu and field surveys. The experimental results indicate that SVM successfully classified nutritional status into four categories Severely Stunted, Stunted, Normal, and Tall with an accuracy of 95%, macro average precision of 0.95, recall of 0.96, and f1-score of 0.95, and weighted average precision of 0.96, recall of 0.95, and f1-score of 0.95. These findings demonstrate that SVM is an effective predictive method for early stunting detection and can serve as a decision-support tool for healthcare workers and parents in planning appropriate nutritional interventions.
Implementasi Sistem Pengukuran Kepuasan Masyarakat Berbasis Kuesioner Pada Pelayanan Publik Di Desa Mano'an. Fatli, Fatli; Budhi, Robby Kurniawan; Widianto, Yonatan
JATISI Vol 12 No 4 (2025): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Universitas Multi Data Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v12i4.14160

Abstract

Community contentment serves as a significant measure for evaluating the standard of public services within villages. However, in Mano’an Village, the satisfaction measurement process is still carried out in an unstructured manner, such as through verbal complaints, which does not produce valid data for evaluation and decision-making. This study develops a questionnaire-based community satisfaction measurement system to provide a more objective, directed, and well-documented assessment mechanism. The system is designed to systematically collect data from various types of village services, including administrative, health, education, infrastructure, land affairs, security, and social services. The introduction of an online system allows the village administration to handle information, conduct assessments, and generate clear and straightforward reports. The findings indicate that the system enhances the efficiency of evaluating public services, help the village government understand community needs, and assist in determining service improvement priorities. In addition, the availability of structured data supports transparency, accountability, and increased community participation in village development. Overall, this system is expected to serve as a strategic tool for improving the quality of public services and village governance