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Pemanfaatan Website untuk Selekta Galaktika Musik sebagai Sarana Meningkatkan Promosi Usaha di Masa Pandemi Covid-19 Hendra Kurniawan
Batara Wisnu : Indonesian Journal of Community Services Vol. 2 No. 3 (2022): Batara Wisnu | September - Desember 2022
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v2i3.133

Abstract

The COVID-19 pandemic in Indonesia has had a major impact on the economic sector. Many business actors (Micro, Small, and Medium Enterprises) are experiencing a decrease in turnover and income, as well as an increase in debt. Some of the business constraints faced by business actors today include marketing, debt payments, payment of employee wages, rental payments, and raw material costs. The biggest obstacle lies in the marketing or sales of products with a percentage of 48.60%. This condition is also felt by Selekta Galaktika Musik which is a business actor engaged in the sale of special musical instruments for guitars, which is located at Jl. Janti 37A Caturtunggal, Depok, Sleman, D.I. Yogyakarta. The guitar products marketed come from local craftsmen in the village area of ??Bregan, Baki, Sukoharjo, Central Java. The COVID-19 pandemic that has occurred to date and the entry of imported products through the marketplace platform has had a major impact on guitar marketing. Imported guitar products with low prices and good quality have been proven to attract people's enthusiasm, so that local guitar products such as those marketed by Selekta Galaktika Musik are difficult to compete. Marketing efforts using social media have also been carried out, but have no significant impact on guitar product sales. Therefore, other efforts are needed to support digital marketing that has been carried out, namely by utilizing e-commerce in the form of a website. It is hoped that this website will be able to support promotional activities and can educate the public to choose local guitar products.
PEMBUATAN PERPUSTAKAAN DIGITAL MENGGUNAKAN METODE RAPID APPLICATION PADA SMAN 1 TANJUNGPINANG Novi Rizki Wahyuni; Hendra Kurniawan
JuTI "Jurnal Teknologi Informasi" Vol 1, No 1 (2022): Agustus
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1535.438 KB) | DOI: 10.26798/juti.v1i1.583

Abstract

Perpustakaan merupakan tempat yang menyediakan fasilitas sumber informasi, pengetahuan, dan fasilitas belajar, sehingga memudahkan setiap orang untuk mendapatkan informasi yang mereka butuhkan. Dalam hal ini perpustakaan SMAN 1 Tanjungpinang mendukung siswa untuk menambah pengetahuan dengan memanfaatkan sistem berbasis teknologi informasi. Hanya saja dalam hal peminjaman dan pengembalian buku di perpustakaan SMAN 1 Tanjungpinang masih menggunakan sistem manual, sehingga banyak masalah jika buku manual hilang atau jumlah siswa yang meminjam sangat banyak dalam waktu bersamaan. Oleh karena itu, untuk memfasilitasi hal tersebut diperlukan inovasi berupa pengembangan sistem perpustakaan digital berbasis web di SMAN 1 Tanjungpinang. Penerapan perpustakaan digital juga dapat mempermudah petugas dalam mengelola buku, peminjaman dan pengembalian, atau laporan perpustakaan. Dalam pembuatan sistem perpustakaan ini direncanakan terdapat beberapa fitur seperti sistem peminjaman dan pengembalian buku yang sistematis, input buku baru yang sistematis, dan penataan layout buku. Pada sistem ini peneliti menggunakan sistem pengembangan Rapid Application Development (RAD) dan teknik data mining. Teknik ini digunakan untuk memudahkan pengunjung melihat buku dengan layout buku yang menarik minat siswa dan memberikan kemudahan bagi pustakawan dalam hal penyusunan buku. Buku-buku yang sering dipinjam akan ditata pada rak khusus yang mudah dilihat oleh pengunjung, sehingga potensi buku-buku tersebut untuk dipinjam semakin besar.
Implementasi Algoritma Knuth Morris Pratt untuk Pencariaan Data Buku Pada Sistem Informasi Perpustakaan Hendra Kurniawan; Veri Indrianti
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 3 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i3.411

Abstract

The library is a place to store various forms of knowledge sources, such as books, magazines, newspapers, videos, audio, and others. Libraries are useful for meeting the educational, research, information, and recreational needs of users, such as students, teachers, university students, lecturers, and the general public. The existence of a library is one of the efforts to increase effectiveness and efficiency in the teaching and learning process held in educational institutions, such as junior high schools. Therefore, the library must be managed properly and professionally so that students can easily find a collection of books or magazines. One way to do this is by implementing the Knuth Morris Pratt algorithm in a library information system for searching book data. The fastest time needed by the KMP algorithm in searching book data is 0.012 seconds and the longest time is 0.019 seconds. The average time needed by the KMP algrotima to search book data is 0.014 seconds. Thus, the KMP algorithm is able to work quickly and precisely in searching book data in the SMPN 2 Depok library information system
Penerapan Metode Simple Additive Weighting untuk Meningkatkan Efisiensi pada Pemilihan Mahasiswa Berprestasi Dismas Banar Purnandi; Ika Nur Fajri; Hendra Kurniawan
JURIKOM (Jurnal Riset Komputer) Vol 10, No 2 (2023): April 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v10i2.5956

Abstract

Poltekkes Kemenkes Yogyakarta is one of the higher education institutions that has an Mahasiswa Berprestasi program that gives awards to outstanding students who meet the requirements based on predetermined criteria. The Selection of Mahasiswa Berprestasi at the Poltekkes Kemenkes Yogyakarta has so far started with collecting student data, then calculating the results of the scores obtained by each student starting from calculating the value of each student's criteria which will be multiplied by the weight of each predetermined criterion and then the total of all scores obtained is added up with calculator or Microsoft Excel. This can result in errors in the calculation of the results (human error) such as data input errors to be processed, to perform calculations requires a long time and more effort so that the alternative calculation results obtained are inaccurate. Making a website-based Decision Support System that will be built using database MySQL, the programming language using Hypertext Preprocessor (PHP) with the CodeIgniter 4 framework by applying the Simple Additive Weighting (SAW) method because the SAW method can select the best students from a number of students registered to receive student achievement awards. In addition, data collection was carried out using interview and observation methods as well as methods in system development using methods waterfall. The results of calculations using the SAW method manually with system calculations have 100% similarity in results with Nabilah Fathiyah Rahmah who obtained the first stage with a score of 0.986 then Wahyu Adi Pratama with a score of 0.943 and then to the last stage was obtained by Riska Annisa Putri with a score of 0.637.
IMPLEMENTASI METODE PROTOTYPE UNTUK PERANCANGAN SISTEM INFORMASI PENYEDIA JASA MONTIR Andi Muh. Rahul Rajes Topares; Hendra Kurniawan; Ika Nur Fajri
JuTI "Jurnal Teknologi Informasi" Vol 2, No 1 (2023): Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat - Universitas Teknologi Digital Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26798/juti.v2i1.959

Abstract

Kendaraan pribadi khususnya sepeda motor menjadi moda transportasi yang murah dan banyak digunakan oleh masyarakat di Indonesia. Pengendara sepeda motor menempati urutan pertama terbanyak dibandingkan dengan jenis kendaraan lain. Penggunaan sepeda motor juga terus mengalami peningkatan dari tahun ke tahun. Akan tetapi, hampir semua pengendara sepeda motor pernah mengalami masalah pada kendaraannya, seperti ban bocor, mesin macet, dan lain-lain. Bagi pengendara yang awam terhadap mesin, kondisi ini dapat menimbulkan kepanikan. Bengkel mempunyai peran penting terhadap segala masalah yang dihadapi oleh pengendara sepeda motor. Dengan demikian, terdapat peluang untuk mengembangkan sebuah sistem informasi penyedia jasa montir yang dapat menghubungkan antara pengendara sepeda motor dengan bengkel. Sistem ini dikembangkan berbasis website dan mengadopsi metode prototype untuk menyesuaikan kebutuhan pengguna. Diharapkan melalui penelitian ini dapat menghasilkan sistem informasi penyedia jasa montir yang dapat memudahkan pencarian bengkel dan meningkatkan daya saing antar bengkel.
PEMBUATAN WEBSITE UNTUK MEDIA PEMASARAN ONLINE PADA SAVANA ADVENTURE YOGYAKARTA Hendra Kurniawan; Ika Nur Fajri
Batara Wisnu : Indonesian Journal of Community Services Vol. 4 No. 2 (2024): Batara Wisnu | Mei - Agustus 2024
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v4i2.253

Abstract

The Industrial Revolution 4.0 has changed the marketing models used by business actors, especially MSMEs (Micro, Small, and Medium Enterprises). By 2022, 21.8 million MSMEs had gone digital, utilizing the internet and online media. Savana Adventure, which acts as a partner, is an MSME involved in outdoor equipment rental, located at Jl. Banteng Utama II No. 82 C, Banteng, Sinduharjo, Ngaglik, Sleman, Yogyakarta. This MSME was founded in 2018 by three individuals who share a background as nature enthusiasts. Its main products include equipment for mountain climbing, camping, outbound activities, off-roading, and trail running. The partners also collaborate with various parties, such as other outdoor equipment providers, camping sites, tour guide services, and mountain climbing guides around Yogyakarta, to expand the range of services offered to consumers. Currently, the partners are facing challenges in marketing, particularly online. The large number of competitors in the same business sector makes it difficult for them to attract new customers. Despite various online marketing efforts, the impact has been minimal and not fully optimized. Therefore, there is a need for additional efforts to support the existing online marketing, such as creating a website. A website can enhance online marketing activities, build a strong brand image in the community, and facilitate communication between partners and consumers
Optimizing 4-ary Huffman Trees and Normalizing Binary Code Structures to Minimize Redundancy and Level Reduction Tonny Hidayat; Hendra Kurniawan; Ali Mustopa; Jeki Kuswanto
Elinvo (Electronics, Informatics, and Vocational Education) Vol. 10 No. 1 (2025): May 2025
Publisher : Department of Electronic and Informatic Engineering Education, Faculty of Engineering, UNY

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/elinvo.v10i1.78722

Abstract

Since the present data expansion and increase are occurring at an increasingly rapid pace, the solution of adding storage space is not sustainable in the long run. The growing need for storage media can be addressed with lossless compression, which reduces stored data while allowing complete restoration. Huffman remains a potent method for data compression, functioning as a "back end" process and serving as the foundational algorithm in applications, among others, Monkey's PKZIP, WinZip, 7-Zip, and Monkey's Audio. Lossless compression of 16-bit audio requires binary structure adjustments to balance speed and optimal compression ratio. The use of a 4-ary Huffman tree (4-ary) branching procedure to generate binary code generation and to insert a maximum of 2 dummy data symbol variables that are given a binary value of 0 with the condition that if the number of MOD 3 data variables = remaining 2, then two dummy data are added, if the result is the remainder 0 = 1 dummy data, and if the remainder = 1 then it is not required. This process effectively maintains a high ratio level while speeding up the 4-ary Huffman code algorithm's performance in compression time. The results show that the efficiency reaches 95.94%, the ratio is 38%, and the comparison is 1/3 of the Level based on calculations, testing, and comparison with other generations of the Huffman code. The 4-ary algorithm significantly optimizes archived data storage, reducing redundancy to 0.124 and achieving an entropy value of 2.91 across various data types.
Pelatihan Pemanfaatan Scratch untuk Mengembangkan Media Pembelajaran Interaktif bagi IGTKI Kabupaten Bantul Hendra Kurniawan; Agung Pambudi
JURIBMAS : Jurnal Hasil Pengabdian Masyarakat Vol 5 No 1 (2026): Juli 2026
Publisher : LKP KARYA PRIMA KURSUS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/juribmas.v5i1.1441

Abstract

Pemanfaatan teknologi digital dalam pembelajaran anak usia dini menjadi salah satu upaya untuk menciptakan proses belajar yang lebih kreatif, interaktif, dan inovatif. Namun, guru anggota Ikatan Guru Taman Kanak-kanak Indonesia (IGTKI) kabupaten Bantul masih menghadapi keterbatasan kompetensi dalam mengembangkan media pembelajaran berbasis teknologi. Kegiatan Pengabdian kepada Masyarakat (PKM) ini bertujuan meningkatkan pengetahuan dan keterampilan guru dalam memanfaatkan Scratch untuk mengembangkan media pembelajaran interaktif. Metode pelaksanaan kegiatan PKM meliputi pelatihan dan pendampingan, serta evaluasi melalui pre-test dan post-test menggunakan kuesioner yang terdiri atas 15 pernyataan dengan skala Likert. Kegiatan diikuti oleh 46 guru anggota IGTKI kabupaten Bantul. Hasil evaluasi menunjukkan bahwa rata-rata persentase pre-test sebesar 57,53% meningkat menjadi 80,32% pada post-test atau mengalami peningkatan sebesar 22,79%. Mayoritas peserta juga mampu mengembangkan media pembelajaran interaktif bertema Peternakan Kakek Gani yang memadukan animasi, karakter, suara, dan interaksi sederhana menggunakan Scratch. Meskipun demikian, program pelatihan dan pendampingan yang berkelanjutan diperlukan agar pemanfaatan Scratch dapat diimplementasikan secara optimal untuk mengembangkan media pembelajaran interaktif pada anak usia dini.