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PRIORITAS STRATEGI PERCEPATAN PENGEMBANGAN INDUSTRI KRIYA TENUN AKAR WANGI DI KABUPATEN GARUT Risa Aisyah; Hilmi Aulawi; Ayu Latifah
Jurnal MANAJERIAL Vol 21, No 1 (2022)
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/manajerial.v21i1.40539

Abstract

Penelitian ini bertujuan untuk mengetahui prioritas mempercepat strategi pengembangan Industri Kriya Tenun Akar Wangi di Kabupaten Garut. Penelitian ini dilakukan dengan pendekatan metode kualitatif deskriptif. Teknik analisis data yang digunakan dalam penelitian ini adalah analisis SWOT-AHP dengan perangkat lunak Expert Choice versi 11. Responden penelitian sebanyak 5 orang responden yang dipilih menggunakan metode probability sampling dengan teknik purposive sampling. Hasil dari penelitian dapat diketahui bahwa 1) analisis SWOT Industri Kriya Tenun Akar Wangi berada pada posisi kuadran IV defensive, 2) rekomendasi strategi yang ditetapkan adalah strategi S-T, dan 3) alternatif prioritas strategi berdasarkan hasil analisis AHP adalah membangun relasi dengan mitra pemasaran teknologi informasi.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Aplikasi Sistem Pakar Diagnosa Penyakit Kejiwaan Berbasis Web Menggunakan Forward Chaining dan Certainty Factor Fitri Nuraeni; Raden Erwin Gunadhi Rahayu; Muhamad Rifki Renaldi; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1169

Abstract

Patients with psychiatric disorders in Indonesia have increased every year, this is due to the lack of public knowledge of the symptoms and types of psychiatric disorders themselves, plus mental health facilities which are still limited in number, and the number of psychiatric specialists is relatively small and the cost of treatment is relatively not cheap. . In the current technological era, computer applications have been applied to all fields including the health sector, so to diagnose psychiatric disorders a computer application can be made that has the ability to diagnose like a psychiatrist. Therefore, in this study an expert system application was built that applied the forward chaining inference method and certainty factor, where the application was developed using the expert system development life cycle (ESDLC) method. The results of this study are a website-based expert system application with a knowledge base consisting of 2 diagnoseable diseases, namely Schizophrenia and Bipolar, as well as 22 disease symptoms. This application has been tested with 100% accuracy in 10 cases compared between the results of expert diagnoses and the results of expert system application inferences.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Aplikasi Sistem Pakar Diagnosa Penyakit Kejiwaan Berbasis Web Menggunakan Forward Chaining dan Certainty Factor Fitri Nuraeni; Raden Erwin Gunadhi Rahayu; Muhamad Rifki Renaldi; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1169

Abstract

Patients with psychiatric disorders in Indonesia have increased every year, this is due to the lack of public knowledge of the symptoms and types of psychiatric disorders themselves, plus mental health facilities which are still limited in number, and the number of psychiatric specialists is relatively small and the cost of treatment is relatively not cheap. . In the current technological era, computer applications have been applied to all fields including the health sector, so to diagnose psychiatric disorders a computer application can be made that has the ability to diagnose like a psychiatrist. Therefore, in this study an expert system application was built that applied the forward chaining inference method and certainty factor, where the application was developed using the expert system development life cycle (ESDLC) method. The results of this study are a website-based expert system application with a knowledge base consisting of 2 diagnoseable diseases, namely Schizophrenia and Bipolar, as well as 22 disease symptoms. This application has been tested with 100% accuracy in 10 cases compared between the results of expert diagnoses and the results of expert system application inferences.
Hubungan antara Peran Dosen, Pengalaman Belajar, dan Perilaku Berbagi Pengetahuan di Kalangan Mahasiswa Hilmi Aulawi; Risa Aisyah; Yanti
Didaktika: Jurnal Kependidikan Vol. 13 No. 001 Desemb (2024): Didaktika: Jurnal Kependidikan (Special Issue 2024)
Publisher : South Sulawesi Education Development (SSED)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58230/27454312.1341

Abstract

Pengetahuan adalah gabungan pengalaman, nilai, informasi, dan intuisi yang membentuk cara berpikir dan bertindak. Pendidikan, sebagai proses pembelajaran sepanjang hayat, berperan penting dalam memperoleh pengetahuan. Banyak penelitian sebelumnya telah membahas peran dosen dan pengalaman belajar mahasiswa dalam mendukung proses pembelajaran. Namun, masih ada kesenjangan pemahaman mengenai bagaimana peran dosen dan pengalaman belajar secara spesifik mempengaruhi perilaku berbagi pengetahuan di perguruan tinggi. Penelitian ini bertujuan mengkaji perkembangan perilaku berbagi pengetahuan mahasiswa di Perguruan Tinggi Swasta Indonesia, berdasarkan peran dosen dan pengalaman belajar di kelas. Dengan menggunakan pendekatan deskriptif kuantitatif dan metode Structural Equation Modeling (SEM) AMOS, penelitian ini menganalisis hubungan antara variabel-variabel yang mempengaruhi perilaku berbagi pengetahuan. Hasil penelitian menunjukkan bahwa peran dosen dan pengalaman belajar memiliki pengaruh signifikan terhadap perkembangan perilaku berbagi pengetahuan. Dosen berperan sebagai fasilitator yang menciptakan lingkungan belajar kondusif untuk berbagi pengetahuan, sementara pengalaman belajar yang beragam turut mendorong perilaku ini. Harapan dari penelitian ini adalah agar hasilnya dapat digunakan untuk meningkatkan strategi pengajaran dan pembelajaran yang lebih efektif dalam mengembangkan perilaku berbagi pengetahuan di kalangan mahasiswa pada Perguruan Tinggi Swasta di Indonesia.
Pendekatan Gamifikasi Non-Digital Untuk Meningkatkan Motivasi Ekstrinsik dan Produktivitas Karyawan Divisi Produksi Fitriyadi Salam; Hilmi Aulawi; Risa Aisyah
Jurnal Kalibrasi Vol 24 No 1 (2026): Jurnal Kalibrasi
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/kalibrasi/v.24-1.2750

Abstract

This study was motivated by the low level of extrinsic motivation and fluctuating productivity of employees in the production division of an instant food company with limited technological infrastructure. The study aims to design and test a non-digital gamification system based on game elements such as points, badges, and leaderboards to increase employees' extrinsic motivation and work productivity. This study uses a mixed-method approach with an exploratory sequential design. The initial stage involved in-depth interviews and thematic analysis to formulate gamification interventions. Next, the quantitative stage was carried out by distributing Likert questionnaires to production employees. The data were analyzed using PLS-SEM. The results showed that the application of non-digital gamification significantly increased extrinsic motivation (B=0.736; p<0.001) and employee productivity (B=0.601; p=0.008). However, extrinsic motivation did not significantly affect productivity (p=0.475) and did not mediate the gamification-productivity relationship. These findings provide empirical contributions to HR management with applicable gamification strategies, as well as implications for companies to implement game elements in reward systems without relying on advanced technology.
Perancangan Strategi Pemasaran Digital Produk Olahan Kentang di Taman Teknologi Pertanian Cikajang Ali Kamaludin; Hilmi Aulawi; Risa Aisyah
Jurnal Kalibrasi Vol 24 No 1 (2026): Jurnal Kalibrasi
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/kalibrasi/v.24-1.2954

Abstract

Penelitian ini bertujuan untuk merancang strategi pemasaran digital produk olahan kentang Taman Teknologi Pertanian (TTP) Cikajang dengan memanfaatkan kerangka SOSTAC serta metode Analytical Hierarchy Process (AHP). Permasalahan utama yang dihadapi adalah kurang optimalnya pemanfaatan saluran digital, sehingga penjualan masih terbatas pada warung sekitar dan pembelian langsung. Data diperoleh melalui wawancara dan kuesioner, kemudian dianalisis dengan perangkat lunak Super Decisions. Hasil penelitian menunjukkan bahwa kriteria paling berpengaruh adalah dampak terhadap penjualan (0,4412), sedangkan strategi prioritas adalah TikTok Live dan Konten Interaktif (0,3323). Strategi lain seperti Gratis Ongkir, Giveaway dan Event Lokal, serta Instagram Marketing dapat dijalankan sebagai pendukung. Dengan demikian, TTP Cikajang perlu memfokuskan strategi pada media sosial interaktif, khususnya TikTok Live, untuk meningkatkan keterlibatan konsumen dan memperluas pasar digital.