Claim Missing Document
Check
Articles

Found 6 Documents
Search

IMPLEMENTASI SISTEM TATA KELOLA PELAYANAN JASA CUCI KENDARAAN TERINTEGRASI APLIKASI SOSIAL MEDIA WHATSAPP Markani Markani; Asrul Halim; Siti Nurhalizah; Neneng Awaliah; Tamra Tamra; Andi Yulia Muniar; First Wanita
Nusantara Hasana Journal Vol. 2 No. 1 (2022): Nusantara Hasana Journal, June 2022
Publisher : Nusantara Hasana Berdikari

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Maximum service is an absolute thing for agencies or companies, especially those engaged in services. Services will affect the increase or decrease in the performance of a company or agency. One of the companies engaged in vehicle washing services, namely Syainaya Car Wash, still requires a good service management system by utilizing qualified technology. Services at Syainaya Car Wash still use conventional methods so that customer queues are still often confused because the recording system is still manual which results in customers waiting a long time. This study aims to create a governance system for vehicle washing services at Syainaya Car Wash to facilitate cashier services in interacting with employees using WhatsApp media, to make it easier for customers to find out when their vehicle has been washed when the vehicle is left for other matters, and make it easier for leaders in check transaction data and make it easier to calculate employee commissions every week. This data was obtained through, 1) Field research, 2) Direct interviews with the company. This system is made using a sublime text editor application and xampp as a database storage service with the PHP programming language. The results of this study indicate that the implementation of a governance system that is integrated with WhatsApp social media is very user friendly, has an attractive appearance and is easy to understand for both cashiers, managers and customers. Based on the test results using the UAT (User Acceptance Testing) testing technique, 86.8% of 27 respondents obtained results, so that it was declared feasible based on the tests carried out.
SOSIALISASI IMPLEMENTASI SISTEM KEHADIRAN KARYAWAN TERINTRAGRASI GEOTAGGING PADA PT. KOOKMIN CARD FINANSIA MULTI FINANCE Markani Pato; Ramlah P; Nurnaningsih Nurnaningsih; Syaharullah Disa; First Wanita; Neneng Awaliah; Asnimar Asnimar; Mursalim Mursalim; Amran Amiruddin
JURNAL PENGABDIAN MANDIRI Vol. 2 No. 2: Februari 2023
Publisher : Bajang Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Employees of PT Kookmin Card Finansia Multi Finance, still uses traditional methods is fingerprint where are have various limitations and weaknesses such as making a marketing employee assigned outside the company to come to the office first to make kehadiran. This study aims to create a Geotagging Integrated Attendence System at PT Kookmin Card Finansia Multi Finance to make it easier for marketing employees to do kehadiran and documentation by providing gps access to find out the location. And the company can monitor employees on duty outside the company. The system development method used in this research is the Rapid Application Development (RAD) method. The RAD method is a system development method with a relatively short processing time. This data was obtained through, 1) Field Research, 2) Direct interviews with marketing, 3) Documentation. The system development method used in this research is the Rapid Application Development (RAD) method. The RAD method is a system development method with a relatively short processing time. Based on the test results using the UAT (User Acceptance Tens) testing technique, 84% of the 21 respondents obtained results, so it was declared feasible based on the tests carried out
Rachita Garden Housing Development Progress Monitoring Information System In Maros Regency First Wanita; Andryanto A; Ramlah Ramlah; Julianti Julianti
Bit (Fakultas Teknologi Informasi Universitas Budi Luhur) Vol 20, No 1 (2023): APRIL 2023
Publisher : Universitas Budi Luhur

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36080/bit.v20i1.2320

Abstract

Rachita Garden merupakan salah satu perumahan yang terletak di Kabupaten Maros dengan desain minimalis dan lokasi yang strategis. Meskipun demikian, masih ada masalah yang dihadapi dalam proses pembangunan seperti laporan dokumentasi pembangunan yang masih dilaporkan melalui media chat atau WhatsApp. Oleh karena itu, untuk mengetahui progres pekerjaan setiap rumah, staf konstruksi harus pergi ke lokasi pembangunan untuk melihat secara langsung progres pembangunan. Penelitian ini bertujuan untuk membuat sistem informasi monitoring pembangunan perumahan untuk mempermudah bagian developer perumahan, khususnya staf konstruksi dan pimpinan, dalam memproses data penting seperti proyek, laporan dokumentasi pekerjaan, dan progres setiap pembangunan. Data diperoleh melalui penelitian lapangan dan penelitian pustaka. Metode pengembangan sistem yang digunakan adalah Agile Development dan pengujian dan perhitungan kuesioner menggunakan User Acceptance Testing (UAT). Hasil dari penelitian ini menunjukkan bahwa penelitian ini berhasil menghasilkan sistem informasi monitoring pembangunan perumahan berbasis web yang mempermudah bagian developer perumahan, khususnya staf konstruksi dan pimpinan. Berdasarkan hasil pengujian kuesioner, 82% menunjukkan bahwa sistem layak untuk dioperasikan dan sesuai dengan fungsinya. Sistem ini akan membantu bagian developer perumahan dalam memantau dan memproses data-data penting seperti proyek, laporan dokumentasi pekerjaan, dan progres setiap pembangunan secara efisien dan efektif.
Optimasi Prediksi Kelulusan Mahasiswa Menggunakan Random Forest untuk Meningkatkan Tingkat Retensi Marwa Sulehu; Wisda Wisda; First Wanita; Markani Markani
Jurnal Minfo Polgan Vol. 13 No. 2 (2024): Artikel Penelitian
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v13i2.14472

Abstract

Penelitian ini bertujuan untuk mengembangkan model prediksi berbasis algoritma Random Forest guna mengidentifikasi mahasiswa yang berisiko putus kuliah di Universitas Teknologi AKBA Makassar, di mana tingginya angka putus kuliah menjadi tantangan signifikan yang disebabkan oleh berbagai faktor akademik, sosial-ekonomi, dan psikologis. Dengan pendekatan kuantitatif melalui metode data mining, data dari sistem informasi akademik dan survei primer, menggunakan 1.425 data mahasiswa yang diolah melalui tahap preprocessing dan dibagi menjadi 80% untuk pelatihan dan 20% untuk pengujian. Hasil penelitian menunjukkan bahwa IPK, motivasi belajar, dan kehadiran merupakan variabel paling signifikan dalam memprediksi kelulusan, dengan model prediksi yang mencapai akurasi 70% serta performa precision dan recall yang memadai. Penelitian ini memberikan kontribusi penting dalam mendukung pengambilan keputusan strategis di institusi pendidikan tinggi untuk meningkatkan tingkat retensi mahasiswa dan mengurangi angka putus kuliah, meskipun masih terdapat ruang untuk peningkatan kinerja model, khususnya dalam menangani ketidakseimbangan data.
Augmented Reality and Virtual Reality in English Learning: Bibliometric Analysis of Research Trends, Citation Patterns, and Future Directions Tamra Tamra; Wisda Wisda; Muhammad Rizal H; First Wanita; Mursalim Mursalim
Journal of System and Computer Engineering Vol 7 No 1 (2026): JSCE: January 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i1.2472

Abstract

This study conducts a comprehensive bibliometric analysis to map the development of research on Augmented Reality (AR) and Virtual Reality (VR) in English language learning (ELL) from 2010 to 2025. Using 386 Scopus-indexed documents, the analysis examines publication growth, citation performance, influential authors and countries, core sources, and the thematic evolution of immersive learning research. The findings show a sharp increase in scientific production after 2020, reflecting the global rise of digital and immersive technologies in education. China, Korea, and Malaysia emerge as dominant contributors, demonstrating Asia’s leading role in AR/VR-driven language innovation. Citation trends reveal the coexistence of foundational highly cited works and rapidly influential recent publications. Source impact analysis confirms the interdisciplinary character of the field, spanning educational technology, linguistics, psychology, and computer science. Trend-topic analysis indicates a shift from general pedagogical themes toward AI-enhanced AR applications, deep learning, virtual reality environments, and interactive vocabulary learning systems. Despite significant growth, gaps remain in long-term studies, cross-country collaboration, and research on advanced language competencies. Overall, the study provides a data-driven understanding of how AR and VR have evolved as transformative tools for English language learning and offers strategic insights for guiding future research agendas in immersive educational technologies.
Implementation of Fisher-Yates Shuffle Algorithm in Mobile-Based Vocabulary Learning Game for Children with Disabilities khaidir rahman nasir; Tamra Tamra; Muhammad Rizal H; First Wanita; Mursalim Mursalim
Journal of System and Computer Engineering Vol 7 No 2 (2026): JSCE: April 2026
Publisher : Universitas Pancasakti

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61628/jsce.v7i2.2479

Abstract

Children with disabilities face significant challenges in vocabulary acquisition, necessitating the development of specialized educational technologies that accommodate their unique learning characteristics. This study aims to implement the Fisher-Yates shuffle algorithm in a mobile-based vocabulary learning game specifically designed for children with disabilities, ensuring unbiased randomization of educational content to promote authentic vocabulary comprehension. This research employed the Multimedia Development Life Cycle methodology, encompassing concept definition, design, material collection, assembly, testing, and distribution phases. The Fisher-Yates shuffle algorithm was implemented following the modern Durstenfeld variant, operating through backward iteration, generating random indices, and performing in-place element swapping. Algorithm validation was conducted through simulation calculations and chi-square goodness-of-fit statistical testing across ten thousand randomization trials. The application "Tebak Kosakata" successfully integrates the randomization algorithm with an accessible user interface, featuring multimodal content presentation, immediate positive feedback mechanisms, and cumulative scoring systems. Simulation calculations confirmed that each vocabulary item maintains an equal probability for occupying any position in the final sequence. Statistical validation yielded a chi-square value of 8.47 with nine degrees of freedom and a probability value of 0.487, confirming uniformly distributed randomization without detectable bias. The algorithm achieves optimal computational efficiency with linear time complexity and constant auxiliary space complexity. The randomization of question sequences and answer option positions effectively prevents pattern-based response strategies, encouraging authentic vocabulary learning rather than positional memorization. This study establishes that the Fisher-Yates shuffle algorithm constitutes an effective mechanism for implementing unbiased randomization in educational games for children with disabilities, bridging computational algorithm theory with special education pedagogy while providing a replicable methodological framework for future development.