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Rancang Bangun Sistem Informasi Geografis Pariwisata Berbasis Web Studi Kasus Kabupaten Bandung Sutedi, Ade; Heryanto, Deni; Hidayat, Miftahul
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1417

Abstract

One of the most sought after information currently is tourist attractions in an area. In the last year, Bandung Regency has had new tourist destinations which are emerging rapidly. To manage this tourist location, Bandung district has an information system, but this system still has limitations. Therefore, it is necessary to develop a tourism information system that is more detailed and can provide convenience for the Bandung Regency Culture and Tourism Office in managing and presenting tourism information. The aim of this research is to design and build a Tourism Geographic Information System in Bandung Regency. The development methodology used is the Rational Unified Process (RUP). The result of this research is a Tourism Geographic Information System which features information on tourist destinations including ticket prices, vehicle access and routes to tourist locations. Apart from that, this system also includes information on accommodation and restaurants around tourist destinations. Thus, this Tourism Geographic Information System can be used as a reference source of information on tourist destinations, especially for tourists in Bandung Regency.
Implementasi Puzzle Game pada Media Pembelajaran Aksara Sunda Nashier, Luthfi Abdurrahman; Sutedi, Ade; Heryanto, Deni
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1628

Abstract

Sundanese script is a culture that must be preserved from an early age to prevent extinction. At this time, not all Sundanese people understand Sundanese script, including students in schools from the Sundanese region, because not all schools require their students to learn Sundanese script. However, in fact there are deficiencies in teaching and learning activities for Sundanese script that exist with the application of media. current learning. Learning media is a vehicle for transmitting learning messages and information. Well-designed learning media will really help students digest and understand the lesson material. The aim of this research is to apply puzzle games to Sundanese script learning media, namely to apply Sundanese script puzzle games as supporting media for Sundanese script learning in learning how to combine words into sentences and can help preserve culture, especially Sundanese script. The system development method used in this research is the Multimedia Development Life Cycle (MDLC) which consists of Concept, Design, Material Collecting, Assembly, Testing and Distribution with activities carried out including literature studies, interviews, collecting material requirements, designing, creating programs, implementation of the program into an application, as well as the alpha and beta testing process. The results of this research are Sundanese script learning media that applies the puzzle game concept as a support in learning more interesting Sundanese script. With the questionnaire results reaching a score of 92.5%, the application is suitable for use for learning media purposes in class VII Madrasah Tsanawiah (MTs) schools.
Implementasi Puzzle Game pada Media Pembelajaran Aksara Sunda Nashier, Luthfi Abdurrahman; Sutedi, Ade; Heryanto, Deni
Jurnal Algoritma Vol 21 No 1 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-1.1628

Abstract

Sundanese script is a culture that must be preserved from an early age to prevent extinction. At this time, not all Sundanese people understand Sundanese script, including students in schools from the Sundanese region, because not all schools require their students to learn Sundanese script. However, in fact there are deficiencies in teaching and learning activities for Sundanese script that exist with the application of media. current learning. Learning media is a vehicle for transmitting learning messages and information. Well-designed learning media will really help students digest and understand the lesson material. The aim of this research is to apply puzzle games to Sundanese script learning media, namely to apply Sundanese script puzzle games as supporting media for Sundanese script learning in learning how to combine words into sentences and can help preserve culture, especially Sundanese script. The system development method used in this research is the Multimedia Development Life Cycle (MDLC) which consists of Concept, Design, Material Collecting, Assembly, Testing and Distribution with activities carried out including literature studies, interviews, collecting material requirements, designing, creating programs, implementation of the program into an application, as well as the alpha and beta testing process. The results of this research are Sundanese script learning media that applies the puzzle game concept as a support in learning more interesting Sundanese script. With the questionnaire results reaching a score of 92.5%, the application is suitable for use for learning media purposes in class VII Madrasah Tsanawiah (MTs) schools.
Adjuvant Chemotherapy For FIGO Stage IIA2 Cervical Cancer : A Case Report Heryanto, Deni; Syamel Muhammad; Puja Agung Antonius
Andalas Obstetrics And Gynecology Journal Vol. 8 No. 2 (2024)
Publisher : Fakultas Kedokteran Universitas Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25077/aoj.8.2.792-800.2024

Abstract

Background : Cervical cancer ranked as the third most prevalent cancer among women. This case report is to examine the current status of adjuvant chemotherapy in the treatment of early-stage cervical cancer as documented in the literature. Currently, there is no established evidence supporting the therapeutic efficacy of adjuvant chemotherapy as a standalone treatment following radical hysterectomy surgery. Nevertheless, some literature recommend the use of adjuvant radiotherapy (AR), adjuvant chemotherapy (AC), or concomitant chemoradiotherapy (CCRT) as the standard adjuvant therapies for early-stage cervical cancer following radical hysterectomy with positive prognostic factor. Case report: A 53-year-old female was diagnosed with stage IIA2 in April 2021. The histology type was determined to be keratinized squamous cell carcinoma, moderately well differentiated. The patient underwent a radical hysterectomy, resulting in the acquisition of uterine and cervical tissue measuring 11x11×6 cm. The histology results revealed moderately to poorly differentiated keratinizing squamous cell carcinoma, with no invasion of the parametrium or pelvic lymph nodes with vaginal cutting margin is free of tumor growth, but lymph vascular space invasion was present. Subsequently, adjuvant chemotherapy was administered using carboplatin (AUC 5) and paclitaxel for a total of 6 cycles. After 2 years with follow-up with CT-Scan examination in April 2023 confirmed the absence of any residual mass. Conclusion: A radical hysterectomy combined with adjuvant chemotherapy has been shown to reduce the chance of recurrence or progressiveness of the disease, in which this patient did not experience a recurrence after two years of treatment  
Rancang Bangun Platform Analisis Data Penjualan Dengan Menggunakan Algoritma Moving Average Study Kasus Heavy Cell: Studi Kasus Heavy Cell Heryanto, Deni; Guntur nuriawan, Ridzky
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.1705

Abstract

Heavy Cell is a telecommunications company facing two main issues: delays in procurement from suppliers and inefficient warehouse management. This study aims to develop a sales data analysis platform using the Moving Average Algorithm to improve stock management efficiency and demand forecasting. By applying the waterfall method, the research results in a web- and mobile-based platform expected to reduce procurement delays and optimize warehouse management. The contribution of this research lies in enhancing operational efficiency and customer satisfaction.
Rancang Bangun Virtual Tour Berbasis Web Sebagai Media Promosi: Studi Kasus: Madrasah Tsanawiyah Negeri 2 Garut Heryanto, Deni; Nurdiansyah, Farhan
Jurnal Algoritma Vol 22 No 1 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-1.2040

Abstract

Pada era digital saat ini, visualisasi informasi menjadi salah satu aspek penting dalam meningkatkan efektivitas penyampaian pesan. Penelitian ini bertujuan untuk merancang dan membangun aplikasi Virtual Tour berbasis web yang digunakan sebagai media promosi dan pengenalan lingkungan sekolah, studi kasus di Madrasah Tsanawiyah Negeri 2 Garut. Masalah yang dihadapi oleh sekolah adalah kesulitan dalam memperkenalkan fasilitas kepada siswa baru selama Masa Pengenalan Lingkungan Sekolah (MPLS) karena jadwal MPLS yang padat. Sekolah ini juga kekurangan dalam Sarana promosi Visual Interaktif yang dimana pada saat ini Web profil MTsN 2 Garut yang Hanya menyediakan informasi deskriptif dalam bentuk tulisan dan galeri foto tentang sekolah serta terbatasnya sumber informasi daring tentang MTsN 2 Garut, yang masih berupa brosur digital, video, dan foto yang diunggah melalui Sosial media seperti Whatsapp, Facebook, Instagram. Metode promosi ini kurang efektif meskipun ada gambar, akan tetapi Visualisasi yang ditampilkan tetap terbatas, Karena Objek dua dimensi (2D) yang digunakan dalam promosi memiliki  keterbatasan dalam sudut pandangnya karena hanya melihat satu sudut pandang Maka dari itu Teknologi Virtual Tour hadir untuk memberikan pengalaman visual yang lebih imersif dengan menggunakan gambar 360°, teks informasi, dan audio informasi. Metode yang digunakan dalam penelitian ini adalah Multimedia Development Life Cycle (MDLC), yang terdiri dari enam tahapan: Concept, Design, Material Collecting, Assembly, Testing, dan Distribution. Hasil dari penelitian ini adalah sebuah aplikasi Virtual Tour berbasis web Madrasah Tsanawiyah Negeri 2 Garut. Virtual tour menampilkan gambar 360, Teks informasi, Audio informasi yang memudahkan guru dalam mengenalkan lingkungan sekolah secara efektif kepada siswa baru, serta meningkatkan citra sekolah melalui promosi yang lebih imersif. Hasil dari pengujian dengan menggunakan metode usability testing, diperoleh skor rata-rata dari kelima aspek usability testing mencapai skor 4.31 dalam skala 1 sampai 5 di dalam skala likert yang artinya masuk ke dalam kategori “Sangat Baik/Setuju”, menyatakan bahwa Virtual Tour Berbasis Web layak untuk digunakan.
DESIGN OF A PLANE FIGURE MATHEMATICS EDUCATION GAME FOR CLASS IV STUDENTS BASED ON ANDROID Heryanto, Deni; Tri Julianto, Indri; Apriliani, Insani; Agreindra Helmiawan, Muhammad
Jurnal Teknik Informatika (Jutif) Vol. 4 No. 5 (2023): JUTIF Volume 4, Number 5, October 2023
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52436/1.jutif.2023.4.5.1413

Abstract

Mathematics is a branch of knowledge related to developing abstract concepts, structures, and relationships in the form of numbers, symbols, and patterns. The issue some students still have trouble recalling formulas, doing division in one of the flat shape materials, and doing multiplication using the formula for the perimeter and area of flat shapes. This research discusses the design of educational games to help fourth-grade students learn flat-shape mathematics. Interviews were conducted with class IV teachers at SDN Sirnajaya Five in conveying material to students; they did not use learning media or visual aids. The problem that often arises is that some students still need help learning flat-shape mathematics. This research aims to build a flat-shape math educational game application for fourth-grade students so that these students can quickly understand the basics of flat-shape material, the definition of flat shapes, formulas, and the properties of flat shapes. The method used is the Multimedia Development Life Cycle (MDLC), a pattern for developing software systems consisting of Concept, Design, Material Collecting, Assembly, Testing, and Distribution stages, which form a workflow for planning and controlling the design of Educational Game applications. This research results in an Android-based flat-shape mathematics educational game application.
Rancang Bangun Sistem Informasi Geografis Pariwisata Berbasis Web Studi Kasus Kabupaten Bandung Sutedi, Ade; Heryanto, Deni; Hidayat, Miftahul
Jurnal Algoritma Vol 20 No 2 (2023): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.20-2.1417

Abstract

One of the most sought after information currently is tourist attractions in an area. In the last year, Bandung Regency has had new tourist destinations which are emerging rapidly. To manage this tourist location, Bandung district has an information system, but this system still has limitations. Therefore, it is necessary to develop a tourism information system that is more detailed and can provide convenience for the Bandung Regency Culture and Tourism Office in managing and presenting tourism information. The aim of this research is to design and build a Tourism Geographic Information System in Bandung Regency. The development methodology used is the Rational Unified Process (RUP). The result of this research is a Tourism Geographic Information System which features information on tourist destinations including ticket prices, vehicle access and routes to tourist locations. Apart from that, this system also includes information on accommodation and restaurants around tourist destinations. Thus, this Tourism Geographic Information System can be used as a reference source of information on tourist destinations, especially for tourists in Bandung Regency.