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Journal : Jurnal Algoritma

Tracer Study Berbasis Website dengan menggunakan Metodologi Agile Framework Scrum Fitriani, Leni; Setiawan, Ridwan; Anwar, Deviliana Nabila
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.21-1.1401

Abstract

In the current era of the industrial revolution, the need for human resources is increasingly stringent for skills that are in line with the latest technological developments. As an education provider, the Garut Institute of Technology strives to provide quality education to prepare alumni to be able to compete in the world of work. To get feedback from alumni, you need a way to get that information. Tracer study is an activity carried out by educational institutions to obtain information regarding the success of the educational process carried out by alumni. Apart from that, using the tracer study data can be used as evaluation material for educational institutions to improve learning and existing services. The Garut Institute of Technology, as a private university in Garut, which graduates hundreds of students each year, has carried out tracer study activities using the existing system. Based on the results of interviews conducted, there are system limitations in terms of monitoring in the form of the distribution of alumni who are already working and require a consultation feature which aims to be able to carry out online consultations regarding careers. The aim of this research is to build a web-based tracer study and build a tracer study system so that it can monitor alumni distribution and provide career-related consultations. This research uses the Agile methodology with the Scrum framework with the stages of requirements, product backlog, sprint planning, sprint, sprint review and sprint retrospective. By using system design modeling using Unified Modeling Language (UML). The results of this research are a system that can be used to determine the distribution of alumni and to provide feedback regarding the education received.
Pengembangan Desain Aplikasi Daily Report dengan Pendekatan User Centered Design Tresnawati, Dewi; Fitriani, Leni; Kamal, Muhammad Abyan; Setiawan, Asep Trisna
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.21-1.1525

Abstract

Independent learning is an activity carried out by students with the aim that students can explore the material provided by the lecturer. Therefore, the Daily Report application is here to help students report independent learning activities carried out by students. Problems arise when students find it difficult to use the Daily Report application due to several things such as inappropriate button placement, input form design that is too rigid and using inappropriate fonts and icons. The aim of this research is to develop the Daily Report application design by applying the user-centered design methodology. The user-centered design methodology is an application design development methodology that focuses on user needs. This research resulted in the development of the Daily Report application design with test results using the usability scale system obtaining an average usability score of 73 with a scale grade of C and an adjective rating of Good, which proves that the development of the application design makes it easier for students to use the Daily Report application.
Pengembangan E-Portofolio Berbasis Web untuk Career Development Center Fitriani, Leni; Setiawan, Ridwan; Hamdi, Wildan Hidayatul
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.21-1.1619

Abstract

This research aims to develop an e-portfolio system for students and alumni of the Garut Institute of Technology, which is provided by the Career Development Center (CDC). This system allows users to archive digital work or proof of achievement which can be in the form of achievements, awards, certifications, work history, education, and involvement in organizations, as an e-portfolio. Agile methodology with a Scrum approach is used in this research, and this system is designed as a website using the React JS Framework. The result of this research is an alternative system that makes it easier for users to create and access e-portfolios digitally and helps the Career Development Center increase opportunities for students and alumni to find jobs that suit their skills and interests. This system allows users to manage and share e-portfolio results online or download them in pdf format.
Perancangan Gamifikasi dalam Pembelajaran Matematika Diskrit Menggunakan Role Playing Game Tresnawati, Dewi; Fitriani, Leni; Alim, Ikbal Nur
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.21-2.1464

Abstract

Saat ini pembelajaran berbasis online menjadi alternatif dalam kegiatan belajar mengajar yang mengakibatkan menurunnya minat dapat pembelajaran hingga pemahaman akan suatu materi. Konsep gamifikasi adalah salah satu konsep yang mana mengambil unsur-unsur dalam permainan yang bertujuan untuk memotivasi suatu materi pembelajaran khususnya dalam mata kuliah matematika diskrit yang mana pada mata kuliah ini diperlukan fokus dan konsentrasi yang kuat untuk memahaminya. Tujuan dari penelitian ini adalah membuat media pembelajaran dengan menerapkan konsep gamifikasi pada mata kuliah matematika diskrit berbasis Role Playing Game dengan menggunakan metode Multimedia Development Life Cycle. Hasil dari penelitian ini adalah sebuah media pembelajaran menggunakan gamifikasi pada mata kuliah matematika diskrit berbasis game.
Rancang Bangun Game Edukasi Keamanan Berkendara Berbasis Mobile Fitriani, Leni; Wafa, Adhima Rasyadani
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.22-1.1689

Abstract

Driving safety is an important aspect in reducing the risk of traffic accidents. This research aims to develop a mobile-based educational game as a learning media about driving safety. The methodology used is Digital Game-Based Learning (DGBL) - Instructional Design (ID) with stages of Analysis, Design, Development, Quality Assurance, and Implementation & Evaluation. Testing is done with Black-box Testing and effectiveness evaluation using Likert scale. The results showed that this educational game scored 94.44% in the strongly agree category, indicating high effectiveness in improving users' understanding of driving safety. The contribution of this research is to offer an interactive learning approach that can be applied in driving safety education more broadly, with the potential to expand to other platforms to increase user reach.
Rancang Bangun Sistem Monitoring Pengaduan dan Pelaporan Pada Desa Berbasis Web Rifaldi, Muhammad; Fitriani, Leni
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.22-1.1859

Abstract

The advancement of digital technology in the era of the Industrial Revolution 4.0 opens up opportunities for village governments to improve the quality of public services. This research aims to design and build a web-based complaint monitoring and reporting system, with implementation in the Village, Garut Regency. The developed system, E-LaporDesa, uses the Rational Unified Process (RUP) method which includes the Inception, Elaboration, Construction, and Transition stages. The system integrates a Geographic Information System (GIS) to visualize data to support data-based decision-making. The main features of E-LaporDesa include location-based reporting, continuous monitoring, and comprehensive data management. Testing was conducted through blackbox testing to ensure system functions run according to specifications, as well as beta testing with end users to obtain feedback before publication. The results showed that this system can improve the responsiveness of village government services. The implementation of E-LaporDesa is expected to be a model that can be replicated and adapted to the needs of other villages to improve the effectiveness of complaints management and digital-based public services.
Implementasi Forward Chaining dan Certainty Factor pada Aplikasi Sistem Pakar Diagnosa Penyakit Kulit Wajah Nuraeni, Fitri; Fitriani, Leni; Yusuf , Alifa Witri Alfahira
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.22-1.2096

Abstract

Facial skin diseases are not life-threatening, but they can interfere with a person's quality of life. Like people with skin diseases, they are unable to carry out normal activities because they can interfere with the comfort of themselves and others. However, to be able to diagnose skin diseases, it is necessary to have the role of a skin disease expert. Meanwhile, the existence of skin disease experts is still relatively rare and even if they exist, they usually require costs and limited service time. Therefore, this research develops a web-based expert system to help diagnose facial skin diseases by utilizing forward chaining and certainty factor methods. The system was designed using the expert system development cycle, and involved two experts in knowledge acquisition. Test results on 20 cases showed an accuracy rate of 85%. This system can be an initial diagnosis tool when specialists are not available.
Pemetaan Toko Komputer Berbasis Web di Kabupaten Garut Fitriani, Leni; Agustin, Yoga Handoko; Fauzi, Bayu Muhammad
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.20-2.1304

Abstract

A computer shop is a place that sells equipment related to computers. As technology advances, people's needs for computer shop locations are also increasing. Computer shops themselves not only sell various computer needs such as hard disks, Random Access Memory, and accessories such as mice and keyboards, some computer shops also sell products in the form of services such as computer servicing, computer assembly, installing software, and buying and selling used computers. Currently, information about computer shops only consists of explanations about the shop and mapping of computer shop location points, there is no information based on completeness categories in the form of product services, computer accessories, computer buying and selling. This means that the public or potential consumers do not know much about the location and search for computer shops in the city of Garut. Because the level of public need for the availability of goods and services will be very necessary, an application system is needed that can help increase store sales and the needs of the public as consumers. The aim of this research is the design and development of web-based computer shop mapping in Garut Regency. The methodology used to design this application is Rational Unified Process (RUP) with several stages of inception, elaboration, construction, and using Unified Modeling Language (UML) modeling. The results of this research are a geographic information system mapping computer shops to help make it easier for users or potential consumers to choose a complete computer shop and recommended computer shop.
Rancang Bangun Permainan Arkade Aksara Sunda Menggunakan Metode Game Development Life Cycle Ilyasa, Salya; Fitriani, Leni
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.1962

Abstract

This research aims to develop an arcade game based on Sundanese script as an interactive educational media. The main contribution of this research is the systematic application of the Game Development Life Cycle (GDLC) method in the development of educational games, as well as testing their effectiveness in improving the understanding of Sundanese script among elementary school students. The GDLC method was used to ensure that the development of the game was carried out in stages from initiation to release. The results showed that the game developed was able to increase students' interest and understanding of Sundanese script, as evidenced through Alpha Testing and Beta Testing evaluations. Compared to previous studies, this approach focuses more on the entertainment and interactivity aspects of Sundanese script learning. Thus, this research contributes to the development of more interesting and effective game-based learning media.
Implementasi User Experience Menggunakan Metode Design Thinking Pada Aplikasi KostHub Fitriani, Leni; Kurniadi, Dede; Irawan, Muhammad Randy
Jurnal Algoritma Vol 22 No 2 (2025): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.22-2.2117

Abstract

Bisnis penyewaan indekos adalah jenis bisnis yang permintaannya meningkat dari tahun tahun. Tetapi, di tengah besarnya kebutuhan kos di Indonesia, masih terdapat permasalahan yang dialami baik oleh pemilik atau pencari indekos. Hingga saat ini, pencarian indekos masih mengandalkan informasi yang diperoleh melalui rekomendasi dari teman atau pihak lain. Kemudian dari sisi pemilik kos, mereka seringkali kesulitan untuk mempromosikan kos milik mereka. Melihat permasalahan tersebut, perlu adanya suatu platform pencarian indekos yang dapat mengatasi permasalahan pengguna salah satunya dengan memperhatikan sisi user experience. Penelitian ini bertujuan untuk melakukan implementasi user experience pada platform kosthub. Kosthub merupakan sebuah platform penyewaan kos yang dapat membantu pemilik dan juga pencari kos untuk bisa terhubung dan bekerja sama dalam menemukan solusi bagi kebutuhan mereka. Platform kosthub melakukan perancangan dari sisi user experience agar memperhatikan fungsi dan kegunaannya dalam mengatasi permasalahan calon pengguna. Adapun metode dari penelitian ini akan menggunakan pendekatan design thinking dengan tahapan empathize, define, ideate, prototype dan test dengan bantuan usability testing. Penelitian ini menghasilkan berupa rancangan tampilan yang sudah memenuhi kriteria ramah pengguna dengan persentase 85,5 persen untuk pencari indekos dan 93,5 persen untuk pemilik indekos. Kesimpulan dari penelitian ini bahwa tampilan dari kosthub telah memenuhi kriteria ramah pengguna.