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Implementasi Algoritma Apriory Untuk Analisis Perbelanjaan Pada Toko Mitra Jaya Komputer Khairullah Khairullah; Marhalim Marhalim; Dandi Sunardi; Jemmy Saputra
JUKOMIKA (Jurnal Ilmu Komputer dan Informatika) Vol 5, No 1 (2022): Juni
Publisher : JUKOMIKA (Jurnal Ilmu Komputer dan Informatika)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (3204.417 KB)

Abstract

Dalam perkembangan teknologi, persaingan bisnis penjualan komputer dan berbagai macam aksesoris komputer terus bersaing dalam pasar dengan perubahan yang ce- pat, dan kompetitif yang terfokus pada pelanggan. Toko-toko yang menjual berbagai macam jenis pruduk kebutuhan computer banyak yang tidak mampu bertahan lama, karena per- saingan yang sangat ketat. Kendala tersebut terjadi karena banyaknya kesalahan dalam pemasaran produk oleh pemilik usaha sehingga mengeluarkan banyak biaya terhadap produk yang tidak diminati konsumen. Sehingga perlu diketahui seperti apa pola belanja konsumen dalam memilih barang-barang computer yang akan mereka beli, untuk menganalisa perma- salahan tersebut penggunaan data mining sangat sesuai untuk memberikan solusi dalam ma- salah ini. Salah satu sulusi adalah dengan menerapkan algoritma apriori dalam menganalisi perbelanjaan pada toko Mitra Jaya Komputer. Sehingga dalam penelitian ini menghasilkan system yang dapat menemukan frekuensi barag mana yang paling sering terjadi. Algoritma apriori berhasil diterapkan pada analisis perbelanjaan pada toko mitra jaya komputer, dengan memperoleh hasil item yang paling sering muncul dalam transaksi item flasdisk a data 6 GB dan Optik Mouse dengan bobot persentase sebesar 88 %, serta printer canon Pixma G2010 dengan bobo persentase sebesar 84,21 %. Algoritma apriori adalah model klasifikasi untuk mendapatkan analisa yang baik dalam melakukan klasifikasi data mining.
Pemilihan Perumahan Idaman dengan Penerapan Metode Weighted Product AR Walad Mahfuzhi; Sandhy Fernandez; Dandi Sunardi
Journal of Information System Research (JOSH) Vol 4 No 1 (2022): October 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (335.087 KB) | DOI: 10.47065/josh.v4i1.2331

Abstract

Home is a basic need for every human being. Each house will function as a place to live or as a place to rest and a place of protection from various outside disturbances. Based on the needs of every human being for the house, developers compete in providing houses with their respective advantages and disadvantages in order to attract consumers or buyers to buy the house, and prospective buyers are also faced with various choices, including house prices, house locations, and house models. And various choices that will affect the choice of a dream home. With the existing problems, it is necessary to design a decision support system that is designed with an incremental model. The method used in order to provide a recommendation is the weighted product method. With the existing problems, this study aims to provide recommendations for which housing to be chosen by consumers. The results obtained in this study in the form of calculations using the weighted product method, it was found that a company named PT Berkah Prosperous as a housing company had the highest preference weight value of 7.35852. With these results obtained, the first recommendation for determining the ideal housing was chosen from the company PT Berkah Sejahtera.
WORKSHOP PLATFORM TEKNOLOGI MENGENAI DIGITALISASI BAHAN AJAR DAN PENDIRIAN CANEL TV MEDIA PROMOSI ERA 4.0 Rozali Toyib; Ira Yuniati; Dandi Sunardi; Sastya H Wibowo; Harry Witriyono
PKM Linggau: Jurnal Pengabdian dan Pemberdayaan Masyarakat Vol. 2 No. 2 (2022): Jurnal PKM Linggau (Jurnal Pengabdian dan Pemberdayaan Masyarakat)
Publisher : LP3MKIL

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (811.031 KB) | DOI: 10.55526/pkml.v2i2.310

Abstract

Menghadapi Industri 4.0, maka satuan pendidikan kejuruan perlu melakukan perubahan baik itu perubahan kurikulum, metode pengajaran, media belajar yang mendukung di era 4.0 yang berbasis teknologi dan digital untuk itu perlu banyak pembenahan yang harus dilakukan oleh jajaran pengurus sekolah dan guru khususnya dalam hal pembelajaran dan promosi sekolah yang selama ini hanya mengikuti pola yang lama demikian juga dalam promisi sekolah hanya terbatas menggunakan brosur atau famplet yang kurang efektif hanya menjangkau kalangan tertentu saja untuk itu perlunya inovasi baru agar bisa mengikuti perkembangan dunia. Solusi dari permasalahan diatas adalah membuat bahan ajar dalam bentuk digital sehingga memudah bagi guru dalam penggunaan aplikasi belajar baik flatform yang disediakan oleh pemerintah maupun yang tersedia secara umum seperti zoom, google meet, teams atau yang lainnya dan penggunaan canel TV sekolah yang memungkin bisa menyebar luas informasi sekolah dan bisa dilihat orang banyak dan lebih efektif. Hasil pengabdian peserta pelatihan berjalan dengan lancar dan materi dapat diterima dan dipahami dengan baik oleh para peserta pelatihan menerima dan mencerna materi yang disampaikan oleh instruktur baik teori dan praktik dan kendala dan kendala yang beberapa peserta tertinggal saat praktik disampaikan oleh instruktur, dikarenakan terdapat gangguan pada perangkat pendukung seperti laptop maupun gadget lainnya
Comparison of the Use of Blender and Sketchup Applications in 3d Animation (Case Study: PT Rico Putra Selatan Fitri Adinda; Agung Kharisma Hidayah; Dandi Sunardi; Muntahanah Muntahanah
Jurnal Komputer, Informasi dan Teknologi (JKOMITEK) Vol. 2 No. 2 (2022): Desember
Publisher : Penerbit ADM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v2i2.1011

Abstract

This study discusses the comparative analysis of the use of Blender and Sketchup Applications in 3D Animation (Case Study: PT Rico Putra Selatan), the comparison analyzed is the process of how long the rendering process takes using the Blender and Sketchup applications and how the quality of the visuals/images produced by Blender and Sketchup applications. However, this requires intensive resources and strong hardware to run, then the 3D animated video created will be used as a medium for promotion.Comparative analysis of Blender and Sketchup will result in testing the rendering speed, and image quality of the results of making 3D animated videos. The results of this study are able to state that Blender outperforms Sketchup in the comparison of rendering speed, and the image quality of this 3D animation video that Blender is superior to Sketchup.
Peningkatkan Keterampilan Penggunaan Aplikasi Pembelajaran Online Bagi Guru dan Siswa Siswa Sekolah Dasar Surya Ade Saputera; Dandi Sunardi; Sri handayani; Ahmad Novianto
JURNAL ABDIMAS SERAWAI Vol. 1 No. 3 (2021): Jurnal Abdimas Serawai (JAMS)
Publisher : Program Studi Administrasi Fakultas Ilmu Sosial dan Ilmu Politik Universitas Muhammadiyah Bengkulu 

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jams.v1i3.4592

Abstract

The development of information technology does not only play a role in the economic field, but also in the field of education. Today every teacher and school student at almost all levels of education is required to be technology literate, especially information technology because every job has been in contact with information technology. In addition to supporting educational activities, information technology literacy also supports teachers in solving administrative problems and for students to support the learning system. One of the software that can be used to support education and administrative issues is Microsoft Word, Microsoft Excel and Microsoft PowerPoint. Microsoft Word, Microsoft Excel and Microsoft PowerPoint software has many features that are still not familiar to some users, especially elementary school teachers, especially elementary school students. This is also experienced by the teachers of SD 17 Bengkulu City who are not familiar with the many tools provided in Microsoft Word, Microsoft Excel and Microsoft PowerPoint software. Some of the obstacles that are often encountered are the less than optimal use of the merge function in Word, the function of conditional formulas in Excel and animation and multimedia in PowerPoint. This is the background for the dedication team to provide training "Improving the Skills in Using Microsoft Office Software for Teachers and Students at SDN 17 Bengkulu City". This activity was held in the classroom of SD N 17 Bengkulu city with lecture methods and direct practice. The participants of this training were teachers and grade 6 students, all of whom were teachers and students of SDN 17 Bengkulu City
Penerapan Shot List dan Story Line Sinematografi Pada Perancangan Video Animasi 3D Promosi SMA Negeri 4 Seluma Cecep Saputra; Dandi Sunardi; Yuza Reswan; Yovi Apridiansyah
JUKOMIKA (Jurnal Ilmu Komputer dan Informatika) Vol 5, No 2 (2022): Desember
Publisher : LPPMPP Yayasan Sejahtera Bersama Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54650/jukomika.v5i2.462

Abstract

The development of technology is currently developing so fast. Especially technology in the field of information and 3D animation. 3D animation is made with manual techniques to digital techniques. In making 3D animation, usually using software such as SketchUp, Blender, Unity and many other software. At this time 3D animation is used for many things, from making films, making video games, to the promotion of a certain building or agency, which aims to inform the general public about details, a shape or impression of the object. 3D animation has its own uniqueness which in the manufacturing process is not done by recording directly but through stages such as data collection, application of cinematographic techniques which include making storyboards, story objects, making shot lists.
Aplikasi Game Edukasi Sejarah Kota Bengkulu Menggunakan Algoritma Fisher Yates Yetman Erwadi; Dandi Sunardi; Septi Eka Putri Krisminati
JUKOMIKA (Jurnal Ilmu Komputer dan Informatika) Vol 5, No 2 (2022): Desember
Publisher : LPPMPP Yayasan Sejahtera Bersama Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54650/jukomika.v5i2.482

Abstract

Perkembangan teknologi saat ini juga bisa membantu dalam hal belajar mengajar yang lebih menarik dan mudah.Salah satu teknologi tersebut adalah smartphone android dimana salah satu keunggulannya adalah bisa digunakan kapan saja dan dimana saja serta ringan dibawa kemana saja. Terlebih lagi sistem android yang berbasis open source sehingga semua orang bisa turut serta membuat aplikasinya. Penulis ingin membangun sebuah aplikasi yang memberikan pengetahuan berupa sejarah kota Bengkulu sehingga banyak orang yang bisa menggunakannya. Sejarah kota Bengkulu telah mencatat banyak peristiwa bersejarah yang terjadi di kota ini. Pada masa penjajahan Inggris kota ini dijadikan sebagai salah satu pusat pertahanan Inggris dan meninggalkan bukti fisik berupa benteng pertahanan terbesar kedua di Asia setelah benteng yang ada di India. Benteng tersebut dinamakan Benteng Marlborough yang dibangun pada abad ke-18 dibawah kepemimpinan Gubernur Yoseph Callet pada tahun 1714. Selain Benteng Marlborough, terdapat juga rumah bekas kediaman Presiden Soekarno pada saat diasingkan pemerintah Belanda ke Bengkulu. Rumah tersebut banyak meninggalkan bukti fisik kisah kehidupan sang proklamator kemerdekaan Republik Indonesia itu. Selain dua situs bersejarah tersebut, masih banyak kawasan dan bangunan yang mempunyai nilai sejarah yang potensial untuk dilestarikan dan dikembangkan, misalnya situs-situs purbakala, Monumen Hamilton, Monumen Parr, Master House, Makam Inggris dan juga Perkampungan Cina. Aplikasi Game Edukasi Sejarah Kota Bengkulu Menggunakan Algoritma Fisher Yates dibangun dengan menggunakan bahasa pemrograman java dan kotlin.Aplikasi dapat menampilkan sejarah Bengkulu dalam bentuk teks dan video. Pertanyaan yang tampil diacak menggunakan algoritma Fisher Yates.
PERENCANAAN STRATEGIS SISTEM INFORMASI TERINTEGRASI PADA UNIVERSITAS MUHAMMADIYAH BENGKULU UNTUK MENINGKATKAN KEUNGGULAN KOMPETITIF Dandi Sunardi; Ema Utami; Sudarmawan Sudarmawan
Informasi Interaktif Vol 2, No 2 (2017): Jurnal Informasi Interaktif
Publisher : Universitas Janabadra

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (578.065 KB)

Abstract

The application of SI/TI in the Organization has three main objectives to improve work efficiency, effectiveness of management and competitive advantage. Planning of integrated information system strategy very important is done at the Muhammadiyah University of Bengkulu, so can having a mechanism applying SI/TI to optimal achieve the vision, mission and purpose. Limitations of this research is variable (1) the research is limited to the scope of the integrated information system strategic planning carried out at UMB, (2) The methodology used is Ward and Peppard with the method of analysis is value chain, SWOT and McFarlan Stragic Grid, (3) Data obtained through observation, interviews, documentation, and questionnaires, (4)  This research will devise a strategic information system with the final results of the research in the form of recommendations and roadmap information system implementation of integrated information system of the future at UMB. Keywords : Planning, Strategic, Integrated informaton System, Ward and Peppard, Value Chain, SWOT, McFarlan Strategic Grid. 
Visualisasi SD N 47 Kota Bengkulu Berbasis 3D Dengan Menggunakan Teknik Chrome Key Dan Sketchup Ade Saputra; Dandi Sunardi; Ardi Wijaya; Agung Kharismah Hidayah
Jurnal Media Infotama Vol 19 No 1 (2023): April
Publisher : UNIVED Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmi.v19i1.3684

Abstract

Profile video is an electronic medium to convey information that is very effective in introducing a school. Through this visual media, all information can be easily digested by all circles of society. State Elementary School 47 Bengkulu City, Mem needs promotional media to the community to increase the admission of new students. Based on this, then to do the promotion, a profile video of Sekolah Dasar Negeri 47 bengkulu city was made. In making this video, Sketchup software and enscape are used to make it easier to create profile videos. The purpose of the research is to make a 3D animated video as a promotional medium at Sekolah Dasar Negeri 47 Bengkulu City. Research methods through multimedia system development models using Luther Sutopo's Multimedia Development Life Cycle (MDLC). The research was carried out as a promotional medium through 3D animated videos using the sketchup application. The respondent's due diligence test received a response of 87.5%, which means that the video profile that was made is liked by the general public.
Decision Support System in The Distribution of Direct Village Cash Assistance (BLT DD) in Bunga Mas Kelurahan, Seluma Regency Using Simple Multi Attribute Rating Technique (SMART) Algorithm Ujang Juhardi; Diana Diana; Dandi Sunardi; Jefri Maulana Handika Siregar
Jurnal Komputer, Informasi dan Teknologi (JKOMITEK) Vol. 3 No. 1 (2023): Juni
Publisher : Penerbit ADM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i1.1176

Abstract

Dana Desa as described in Article 1 paragraph 8 of the Regulation of the Minister of Finance No. 190/PMK.7/2021 is a fund sourced from the state revenue and expenditure budget intended for Villages which is transferred through the district/city regional revenue and expenditure budget and is used to finance government administration, development implementation, community development, and community empowerment. Village BLT itself is budgeted for at least 40% of the ceiling value of the Village Fund received by each Village as regulated in Presidential Regulation No. 104 of 2021. For BLT Village recipients, it is regulated in Article 33 paragraph (1) of the Minister of Finance Number 190/PMK.07/ 2021. However, there are not a few mistakes and injustices in receiving BLT Desa. Decision Support System (DSS) is a system that can provide a reference in making decisions based on mathematical calculations of the values ​​of the determining criteria. Therefore, it is necessary to create a "Decision Support System in the Distribution of Direct Cash Assistance (BLTDD) in Bunga Mas Village, Seluma Regency Using the Simple Multi Attribute Rating Technique (SMART) Algorithm" through the calculation of the criteria values ​​that have been regulated in the Minister of Finance Regulation no. 190/PMK.7/2021 and this system will contain Techniques from the Simple Multi-Attribute Rating Technique (SMART) algorithm for the calculation method..