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Sistem Monitoring Menggunakan The Dude Sebagai Peningkatan Layanan Jaringan Komputer Noor Muhammad Ayyub; Dimas Sasongko; Nuryanto
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 4 No. 1 (2023): Agustus 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v4i1.1133

Abstract

One of the network monitoring methods is to use the dude software. In 2022, the Temanggung Regency Government through the Communication and Informatics Department of the Temanggung Regency which facilitates OPD, District, Kelurahan, Village, several UPT and schools. To increase service quality for all clients, so network monitoring development is needed uses the dude application software to carry out network monitoring which was previously only through the Whatsapp group. The development model that will be applied in this research is NDLC (Network Development Life Cycle). The research location was in Temanggung Regency in April 2023. The population in this study were five repeaters with different IPs, namely the Regional Secretariat, Dinkominfo, RSUD, SDN 2 Katekan, and Tlogopucang Village. The dude server has been installed on core router in data center that connected with whole networks. So all events and activities can be managed efficiently.
Implementation of the Code Igniter Framework in the Online New Student Admission Application at SMK Muhammadiyah 2 Mertoyudan Magelang Andre Saputro; Nuryanto Nuryanto; Ardhin Primadewi
Urecol Journal. Part E: Engineering Vol. 2 No. 1 (2022): January-June
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53017/uje.143

Abstract

Student admission is one of the processes that exist in educational institutions. Schools accept students by selecting grades, achievements, and other factors. SMK Muhammadiyah 2 Mertoyudan located in Magelang Regency conducts semi-manual PPDB by compiling ledger records and spreadsheets. The school has difficulty getting PPDB historical data and PPDB reporting. Besides the CPDB has difficulty monitoring registration data directly. The PPDB application is developed with the Code Igniter framework with main features that can be accessed by 3 actors (PPDB manager, CPDB and admin). Applications can store historical data, provide convenience with all forms of custom PPDB reporting and can be accessed online by CPDB and CPDB trustees. From the results of the user acceptance test carried out on schools and CPDB, an assessment of 84.8% was obtained which showed that respondents were satisfied with the functionality of the online PPDB application.
Temperature and Humidity Control System for Tempe Gembus Fermentation Process Based on Internet of Things Riski Sinta Sari; Nuryanto Nuryanto; Andi Widiyanto
Urecol Journal. Part G: Multidisciplinary Research Vol. 1 No. 1 (2021): January - June
Publisher : Konsorsium LPPM Perguruan Tinggi Muhammadiyah 'Aisyiyah (PTMA) Koordinator Wilayah Jawa Tengah - DIY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53017/ujmr.63

Abstract

Tempe gembus is made from tofu dregs which are fermented by tempe mushrooms rhizopus sp. Fermentation process of tempe gembus using conventional method takes 2 days 1 night/about 36-48 hours with temperatures between 25oC-35oC, humidity 60-80%. To maintain temperature and humidity stability by covering the cloth and opening the cloth. This research will discuss how to maintain temperature and humidity automatically using the ESP8266 microcontroller which controls the temperature and humidity sensors using DHT11. When the temperature is below 35 °C the system will perform an automatic action in the form of a light on. When the temperature is above 35 °C, the system will automatically turn on the fan until the temperature returns to normal. The output of this system is displayed on thingspeak and can be seen through thingsview which can be accessed via a smartphone by utilizing the wireless features found on the ESP8266. Tempe gembus fermentation is strongly influenced by the temperature and humidity of the fermentation room. The test results show that using an automatic control system is 16 hours faster than conventional methods.
Penerapan Metode Design Thinking untuk Perancangan UI/UX Sistem E-Marketplace Berbasis Website Muhammad Ridwan Sulistyono; Agus Setiawan; Nuryanto Nuryanto
Journal of Information System Research (JOSH) Vol 4 No 4 (2023): Juli 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i4.3534

Abstract

E-Marketplace is an application that allows users to enjoy a shopping experience with a minimalist design. A systematic manufacturing process using design thinking empathize, define, ideate, prototype and test methodologies. The author hopes to create an ideal website for various marketing platforms. The design thinking method can also work smoothly if UI and UX (User Interface and User Experience) can be created. Using the usability test method as a prototype reference and using the Google Form to determine the best design for the TOP 5 marketplaces and using Preview Figma to solicit different opinions at the Emphatize stage by collecting data from 105 Shopee, Lazada, Blili, Bukalapak and Tokopedia users to use Google's market solutions. The purpose of this research is that this prototype can be accepted by the community, especially active market users. After going through different stages, the final result of this research is the creation of a homepage according to the components of the system design. Received user test data About 99% of the 105 data collected, of which 54.3% women and 45.7% men used the marketing platform and presented their assumptions about the header design obtained from the screen design which received 58.1% of the 105 users who chose SHOPEE. In the final stage, FGD (Forum Group Discussion) and expert judgment were carried out to determine whether the prototype created was ideal and able to compete in the virtual world market. can be interpreted as a conclusion that this prototype can be accepted in the community, considering that it still needs significant improvement and development according to user feedback.
RPG-Based Educational Game for Personal Data Security Awareness in Elementary School Students: A Design and Usability Study Muhamad Rizal Fahlefi; Uky Yudatama; Dimas Sasongko; Nuryanto Nuryanto; Setiya Nugroho; Purwono Hendradi
Journal of Information Technology and Cyber Security Vol. 4 No. 1 (2026): January
Publisher : Department of Information Systems and Technology, Faculty of Intelligent Electrical and Informatics Technology, Universitas 17 Agustus 1945 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30996/jitcs.133044

Abstract

As more and more elementary school-aged children use the internet, they are more likely to be exposed to cybersecurity threats, especially when it comes to keeping their personal information safe. Various educational media have been developed to introduce cybersecurity concepts to children, but most remain passive and do not engage children in simulated real-life digital risk situations. This research addresses this gap by proposing an RPG-based educational game that integrates personal data security concepts into gameplay missions tailored to the cognitive characteristics of children aged 10–12. The goal of this study was to create and assess an educational game that could serve as a substitute learning tool for personal data security. The game was developed using the Game Development Life Cycle framework and implemented using RPG Maker MV. Usability testing involved 20 elementary school students and was carried out through direct observation of 13 game scenes. The success rate indicates the number of students who were able to complete each scene independently. The test results showed that the beginning and end of the game had low success rates, indicating issues with text readability, navigation clarity, and reflective elements. The results showed that iterative improvements in the beta phase improved interface clarity and the gameplay experience. The findings in this study indicate that usability-based improvements have an important role in the design of educational games for children, and RPG-based educational games have the potential to be interactive and contextual personal data security education media.
Penerapan Metode SAW untuk Mengurangi Subjektivitas dalam Menentukan Kelayakan Penerima PKH Rochanah Rochanah; Nuryanto Nuryanto; Mukhtar hanafi
Journal of Information System Research (JOSH) Vol 6 No 2 (2025): January 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v6i2.6556

Abstract

This study aims to determine the priority scale for families eligible to receive benefits from the Family Hope Program (PKH) using the Simple Additive Weighting (SAW) method. The primary issue addressed is the limited allocation of assistance, which necessitates an objective and transparent selection process to ensure that aid reaches the families most in need. This research aims to provide a decision support system-based solution to assist in the selection process.The research employs the SAW approach, which involves several key steps: collecting data on prospective beneficiary families, normalizing the data to standardize the criteria scale, assigning weights to each criterion according to its importance, and calculating the final scores to rank each family. The criteria used include the number of family members, the presence of young children, the educational level of family members, disability status, elderly status, and pregnancy, with weights determined based on policy. The results indicate that the SAW method effectively identifies the families most in need based on objectively calculated total scores. From the total data tested, 75% of families were categorized as "Eligible" to receive assistance based on total scores exceeding the threshold, while 25% were categorized as "Not Eligible."This study contributes to improving the accuracy and transparency of the PKH beneficiary selection process. The generated data can be adopted by local governments to optimize the distribution of social assistance, minimize potential errors, and enhance fairness in aid distribution to the community.