Claim Missing Document
Check
Articles

Found 23 Documents
Search

MENGEMBANGKAN KETERAMPILAN DESAIN GRAFIS PESERTA DIDIK DESA HEGARMANAH MENGGUNAKAN CANVA Sutedi, Ade; Kamil, Zatnika Insan; Maulana, Fajar; Zahran, Fernuzuar Faiz; Rosarina, Risa; Hermansyah, M.fikri; Gopur, Muhammad; Nur Ihsan, Irsyad Ahmad; Sadiah, Rapiah; Nurlela, Nurlela; Jaelani, Akmal Abdul Kodir; Firginia, Rissky; Zahrahaq, Efica; Herian, Akmal Muh; Manikam, Menur; Aulya, Sofa Tsuroya Aulya; Malik, Luthfi Abdul; Hanan, Muhamad Ilham; Firmansyah, Lukman; Pratama, Guntur Eka; Iswandi, Wiky Asri
Jurnal PkM MIFTEK Vol 4 No 2 (2023): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.4-2.1468

Abstract

As a form of dedication to thematic Real Work Lecture (KKN) activities in Hegarmanah Village, the Writing Team took part in developing the education and knowledge of SMPN 3 Bayongbong students to be digitally literate. The aim is to develop creativity, innovation and skills in using technology, one of which is graphic design. The methods used in implementing this program are workshops and demonstrations, where students learn by being guided and then practice what they learn. This program involves outreach, training, implementation, and evaluation. The results of this program show an increase in students' understanding of graphic design, especially the use of the Canva application and design tools and related concepts to develop students' creativity and imagination in creating a Graphic Design. Apart from that, based on surveys obtained from the pre-test and post-test results of training participants, there was an increase in mastery and understanding of graphic design from 20% to 66%.
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.
Pengembangan Aplikasi Live Chat Menggunakan Extreme Programing Permana, Edwar; Sutedi, Ade; Elsen , Rickard
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.21-1.1530

Abstract

Reservations are a form of service provided by companies for arranging or ordering, for example, tickets, tables, hotel rooms for someone at a certain time. There are many ways to provide reservation services, one of which is through communication media. This research is a development of "Designing a Reservation Application for Karunia Tour and Travel Services with Payment Gateway Implementation". The aim is to complete the reservation application with a real-time chat service feature (livechat) to help companies and consumers communicate regarding tour and travel reservation services. Methodology The application development used in this research is Extreme Programing (XP) which is divided into four stages including Planning, Design, Coding and Testing. The application design model uses Unified Modeling Language (UML) and Class Responsibility Collaboration (CRC). chat that is integrated with the tour and travel reservation application at the Jasa Karunia company.
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.
Segmentasi Wilayah Terdampak Bencana Berdasarkan Fitur Geo-Posisi Sutedi, Ade; Julianto, Indri Tri; Fitriani, Leni
Jurnal Teknologi Informasi dan Ilmu Komputer Vol 11 No 4: Agustus 2024
Publisher : Fakultas Ilmu Komputer, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25126/jtiik.1148557

Abstract

Penelitian ini memperkenalkan prototipe aplikasi segmentasi wilayah terdampak bencana (DAS-Apps) untuk melakukan segmentasi wilayah terdampak bencana berdasarkan fitur latitude dan longitude (geo-posisi). Aplikasi ini berfungsi untuk menyeleksi informasi bencana dari media sosial, data resmi pemerintah dari Badan Nasional Penanggulangan Bencana (BNPB), dan informasi bencana yang dikirimkan melalui DAS-Apps secara real-time. Daerah terdampak dipetakan berdasarkan data geo-posisi kemudian dihitung menggunakan metode Haversine Formula untuk menunjukkan peristiwa bencana terjadi dan seberapa jauh jangkauan bencana dirasakan. Pada penelitian ini, simulasi DAS-Apps dilakukan menggunakan dataset gempa (M ≥ 5.0) yang berasal dari Badan Meteorologi, Klimatologi, dan Geofisika (BMKG) pada rentang bulan November dan Desember 2022 khusunya data bencana gempa bumi untuk wilayah Cianjur, Indonesia. Hasil pengujian menunjukkan bahwa prototipe DAS-Apps dapat melakukan proses segmentasi wilayah berdasarkan radius geo-posisi dari titik informasi bencana sehingga dapat diimplementasikan untuk untuk framework aplikasi tanggap darurat dan manajemen bencana pada penelitian selanjutnya.   Abstract   This research introduces a prototype Disaster-affected Area Segmentation Application (DAS-Apps) designed to perform segmentation of disaster-affected areas based on latitude and longitude features (geo-positioning). The application functions to filter disaster information from social media, official government data from Badan Nasional Penanggulangan Bencana (BNPB), and disaster information submitted in real-time through DAS-Apps. The affected areas are mapped based on geo-positioning data, and then calculated using the Haversine Formula method to indicate when and how far-reaching the disaster events are perceived. In this study, DAS-Apps simulations were conducted using earthquake datasets (magnitude ≥ 5.0) from the Meteorology, Climatology, and Geophysics Agency (BMKG) during the months of November and December 2022, specifically earthquake data for the Cianjur region, Indonesia. The test results indicate that the DAS-Apps prototype can successfully carry out the area segmentation process based on the geo-positioning radius from the disaster information point, making it suitable for implementation in emergency response and disaster management application frameworks in future research.
Pengembangan Aplikasi Live Chat Menggunakan Extreme Programing Permana, Edwar; Sutedi, Ade; Elsen , Rickard
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.21-1.1530

Abstract

Reservations are a form of service provided by companies for arranging or ordering, for example, tickets, tables, hotel rooms for someone at a certain time. There are many ways to provide reservation services, one of which is through communication media. This research is a development of "Designing a Reservation Application for Karunia Tour and Travel Services with Payment Gateway Implementation". The aim is to complete the reservation application with a real-time chat service feature (livechat) to help companies and consumers communicate regarding tour and travel reservation services. Methodology The application development used in this research is Extreme Programing (XP) which is divided into four stages including Planning, Design, Coding and Testing. The application design model uses Unified Modeling Language (UML) and Class Responsibility Collaboration (CRC). chat that is integrated with the tour and travel reservation application at the Jasa Karunia company.
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.
Multi Rule-based and Corpus-based for Sundanese Stemmer Sutedi, Ade; Nasrulloh, Muhammad Rikza; Elsen, Rickard
JOIN (Jurnal Online Informatika) Vol 7 No 2 (2022)
Publisher : Department of Informatics, UIN Sunan Gunung Djati Bandung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15575/join.v7i2.846

Abstract

The purpose of this study is to develop a stemming method by involved several methods including morphological (with affix and pro-lexeme removal), syllable (canonical) pattern, and corpus data as a comparison of the final results of stemming. The algorithm checks a number of the string first and removes affixes, then check the syllable pattern according to the stripping result, then compares to the corpus data which determines the final stemming process. In this study, the corpus data was taken from Sundanese dictionary consists of a single word used for the root word and the extracted dataset from the online Sundanese magazine. The results showed that the stripping of affix and pro-lexeme can remove the corresponding affixes and pro-lexeme then compares words that have a syllable pattern then executes the basic words quickly and the use of corpus can improve accuracy and reduce the over-stemming problems that occur in the stemming process.
PENERAPAN TEKNOLOGI DAN INOVASI UNTUK PEMBANGUNAN BERKELANJUTAN DI DESA SUKAHATI KECAMATAN CILAWU KABUPATEN GARUT Sutedi, Ade
Jurnal PkM MIFTEK Vol 5 No 2 (2024): Jurnal PkM MIFTEK
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/miftek/v.5-2.1967

Abstract

Community empowerment is an activity to increase community participation in fulfilling life needs and solving problems experienced by the community. This is implemented through the Real Work Lecture (KKN) program which is a community service-based activity to increase the concern of the academic community of higher education institutions for the conditions of the community and their environment. The 2024 Garut Institute of Technology Thematic KKN was implemented in Cilawu District, Garut Regency using the methods of counseling, demonstrations, and mentoring community groups. The results showed a positive response from the village and high active participation of the community, including participating in health programs, namely healthy gymnastics, stunting counseling through integrated health posts, which are estimated to have almost 30% of the community participating in the activities. In addition, several outputs from the application of technology and innovation produced: (1) Increasing the competitiveness of MSMEs in the community in the form of knowledge of product packaging using modern designs, tools and plastic press bags and Internet Marketing marketing techniques; (2) Increasing knowledge about ICT for Junior High School (SMP) students; (3) Improving road access for the community to carry out daily activities. In addition, there is an increase in discipline and a positive response from the community towards KKN activities by looking at the output of the products produced.
Sistem Informasi Geografis Pemetaan Industri Kecil dan Menengah di Kabupaten Garut Mulyani, Asri; Sutedi, Ade; Aulia, Husni
Jurnal Algoritma Vol 21 No 2 (2024): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.21-2.1487

Abstract

Garut merupakan salah satu kabupaten di Provinsi Jawa Barat yang mempunyai banyak pelaku usaha Industri Kecil dan Menengah (IKM) yang tersebar di berbagai daerah. IKM memiliki peran yang sangat penting dalam pertumbuhan perekonomian daerah, akan tetapi keberadaan dan lokasi IKM ini belum banyak diketahui oleh Masyarakat dikarenakan belum terolah dan tersajikannya informasi tiap IKM oleh Dinas Perindustrian dan Perdagangan. Tujuan dari penelitian ini yaitu untuk menerapkan sistem informasi geografis pemetaan IKM di Kabupaten Garut sehingga dapat membantu dinas pemerintahan dalam mengolah dan menyajikan data informasi IKM kepada masyarakat. Sistem ini dibangun menggunakan metodologi Rational Unified Process dengan tahapan inception, elaboration, construction dan transition dengan pemodelan sistem menggunakan Unified Modelling Language (UML). Hasil dari penelitian ini yaitu berupa sistem informasi geografis pemetaan IKM yang dapat membantu Dinas Perindustrian dan Perdagangan dalam mengelola, menyajikan dan meninjau sebaran IKM di Kabupaten Garut, dengan hasil pengujian sistem telah memenuhi standar usability dan termasuk ke dalam kriteria “Sangat Layak” pada interval skala likert antara 80% hingga 100% dengan skor penilaian masing-masing sebesar 95% dari sisi admin dan 86.93% dari masyarakat. Sistem ini dapat berkontribusi dalam mengenalkan usaha IKM yang ada di Kabupaten Garut kepada masyarakat, dimana dengan diketahui informasi dan lokasi tiap IKM dapat membantu usaha IKM agar dapat lebih dikenal dan mudah dikunjungi oleh masyarakat yang mencari produknya.
Co-Authors Agres Firdaus, Mochamad Agustin, Andieni Della Ahmad Ajiz, Rafi Nurkholiq Amalia, Aceu Emil Arselia, Seli Asri Mulyani Assidiq, Muhamad Imam Aulia, Husni Aulia, Wafa Ghaida Aulya, Sofa Tsuroya Aulya Baswardono, Wiyoga Dahman, Muhammad Deddy Supriatna, Asep Dede Kurniadi Deni Heryanto, Deni Deni Saputra Dewi Tresnawati Dini Destiani Siti Fatimah Elsen , Rickard Elsen, Rickard Eri Satria Erwin Gunadhi Fathori, Moch Zain Fauzan, Yasin Muhamad Fhadillah, Shelly Umayah Firginia, Rissky Firmansyah, Lukman Fitri Nuraeni Gopur, Muhammad Hakim, Arif Lukmanul Hanan, Muhamad Ilham Handiagi, Dede Herian, Akmal Muh Hermansyah, M.fikri Hermawan, Dani A Hestiyanti, Mita Ilyasa, Muhamad Indrakusumah, Muhamamad Rafi Indri Tri Julianto Iswandi, Wiky Asri Jaelani, Akmal Abdul Kodir Julia, Nurul Kamil, Zatnika Insan Khusaeri Dwi Putra, Rifaldi Al Latifah, Ayu Leni Fitriani, Leni Malik, Luthfi Abdul Manikam, Menur Maulana, Fajar Maulana, Ilham Ahmad Miftahul Hidayat, Miftahul Muhamad Gery Ms, Akbar Muhammad Zulfikar, Reza Muldani, Ilham Hikmah Muthoharoki, Oki Mutiara, Cahya Nashier, Luthfi Abdurrahman Nasrullah, Muhammad Rikza Nasrulloh, Muhammad Rikza Natasy, Gea Nur Ihsan, Irsyad Ahmad Nurbayinah, Siti Rahmah Nurfikri, Muhammad Ikhsan Nurlela Nurlela Nursyaban, Dzikri Permana, Dimas Satia Permana, Edwar Pratama, Aldy Gumelar Pratama, Guntur Eka Putra, Andre Pratama Rahadiansyah, Ardian Tri Ramadhani, Reski Ridwan Setiawan Rizal Setiawan Rizqulloh, Zidan Rakan Rosarina, Risa Rosmawati Rosmawati Sadiah, Rapiah Saifurrohman, Saifurrohman Santika, Sesti Saputra, Ali Noval Sautan Ali Arrozak Septiani, Anggi SRI RAHAYU Sriayuwahyuni, Putri Suryani, Isma Wawan Setiawan Yosep Septiana Zahrahaq, Efica Zahran, Fernuzuar Faiz