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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.
Seminar Digital Marketing untuk Mendorong Inovasi Strategi Pemasaran pada UMKM Hasanah, Huswatun; Nofiyanti, Bela; Salsa, Cinta Tasya; Wahyuni, Indah Tri; Fitriani, Leni
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 4 No 2 (2024): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol4No2.pp206-210

Abstract

In the current digital era, digital marketing has become a vital tool for the development of business The digital marketing seminar was held as an effort to increase the knowledge and skills of Micro, Small and Medium Enterprises (MSMEs) players in optimizing digital technology to expand market reach and increase sales. This research aims to evaluate the effectiveness of digital marketing seminars in improving the digital capabilities of MSME players and analyze the long-term impact of the knowledge gained.
Pendampingan Kelompok UMKM di Garut Dalam Penggunaan Dompet Digital Untuk Mendukung Ekonomi Digital Kurniawati, Rina; Fitriani, Leni; Nashrulloh, Muhammad Rikza
Journal of Community Development Vol. 5 No. 3 (2025): April
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i3.1292

Abstract

The community service program aimed to enhance the competitiveness of Micro, Small, and Medium Enterprises (MSMEs) in Garut Regency through the implementation of digital wallet technology. Addressing the challenges of market access and financial management faced by MSMEs, the program developed an application called MitraREID. This application was designed to assist MSMEs in managing transactions, recording expenses, generating financial reports, and optimizing product management. The implementation process included socialization, intensive training, application deployment, and technical assistance involving the UMKM community, Mikromega, in Garut. The results indicated a significant improvement in the MSMEs' ability to utilize digital technology for daily operations. The MitraREID application facilitated business management, enhanced transaction efficiency, and allowed MSMEs to structure their financial management more effectively. The program's impact was quantitatively measured by pre- and post-test scores, which showed an increase from an average of 79/100 before training to 99/100 after training. This significant improvement demonstrated the enhanced digital skills and understanding of participants in utilizing digital wallet technology to support their business operations, enabling them to compete more effectively in local and national markets.
Melatih Cara Berfikir Komputasi Pada Siswa Sekolah Dasar dan Menengah di Kabupaten Garut Tresnawati, Dewi; Rostilawati, Detila; Latifah, Ayu; Satria, Eri; Mulyani, Asri; Rahayu, Sri; Fitriani, Leni; Cahyana, Rinda; Nurhidayanti, Shopi; Asyah, Cha Cha Nisya
Journal of Community Development Vol. 5 No. 2 (2024): December
Publisher : Indonesian Journal Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47134/comdev.v5i2.1373

Abstract

Technological advances in the 21st century demand Computational Thinking skills that are increasingly important in the digital era. However, the application of Computational Thinking (CT) at the primary and secondary education levels in Garut Regency is still limited. This study aims to improve the understanding of CT among students in elementary schools, junior high schools, and vocational high schools through a training program that includes pre-test, interactive training, and post-test. The training method was designed according to the educational level of the participants, using Bebras questions to train CT skills. The pre-test results showed an average initial score of 47.19, while the post-test results increased by an average of 25.75 points to 72.94. The findings show that the training successfully improved participants' understanding of CT through a structured approach, including introduction of concepts through sample Bebras problems, practice problems, as well as a comprehensive question and answer session.
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.
Implementation of Machine Learning Model to Detect Sign Language Movement in SIBI Learning Media Fitriani, Leni; Kurniadi, Dede; Rajab, Ilham Syahidatul
Teknika Vol. 14 No. 1 (2025): March 2025
Publisher : Center for Research and Community Service, Institut Informatika Indonesia (IKADO) Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34148/teknika.v14i1.1159

Abstract

This research focuses on the development of a web-based Indonesian Sign Language System (SIBI) learning application with motion detection to improve the precision of sign language practice. Despite the government's introduction of SIBI as an official system, existing platforms lack tools to validate the accuracy of hand movements. Using the Design Sprint methodology—comprising Understand, Define, Sketch, Decide, Prototype, and Validate phases—this study employs Microsoft Azure Machine Learning to create a motion detection model capable of recognizing SIBI gestures. The application offers an interactive learning experience, allowing users to practice and receive real-time feedback on their accuracy. Initial trials demonstrated high prediction accuracy, achieving 99.82% on public datasets and 96.4% on private datasets. Beta testing revealed an 86% satisfaction rate among users, indicating the application’s effectiveness in enhancing the learning process. By providing accessibility through standard web browsers and incorporating advanced motion detection, this application contributes to inclusivity, facilitating broader public understanding and interest in learning sign language.
Research on Online Hate Speech Detection from Popper and Kuhn's Philosophical Perspective Cahyana, Rinda; Fitriani, Leni; Setiawan, Yudi; Mahayana, Dimitri
Journal of Digital Literacy and Volunteering Vol. 2 No. 2 (2024): July
Publisher : Puslitbang Akademi Relawan TIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57119/litdig.v2i2.96

Abstract

The negative impact of spreading hate speech on social media has prompted various parties to intervene. Computer science researchers have conducted experiments to find solutions for automated intervention by applying artificial intelligence, such as machine learning and deep learning. The fulfillment of the theory of truth makes the machine learning paradigm considered by scientists to solve problems. However, the increasing size of social media data has shifted its paradigm to deep learning. Deep learning becomes a new normal science after completing the task of classifying hate speech well on a large amount of data. However, any approach will be an anomaly when it cannot complete the task. The accessibility of research resources makes it easier for researchers to determine the nature of their experiments, whether scientific or pseudo-science.
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.