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Sistem Pakar Diagnosa Kerusakan Motor Suzuki Smash Titan 115 Cc Menggunakan Metode Forward Chaining Andi Seppewali; Warseno Hari Mulyo; Riswan Riswan
Jurnal Teknologi Dan Sistem Informasi Bisnis Vol 5 No 1 (2023): Januari 2023
Publisher : Prodi Sistem Informasi Universitas Dharma Andalas

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jteksis.v5i1.728

Abstract

Expert system is a computer-based system that uses knowledge, facts, and reasoning techniques that adapts the methods of an expert in a particular field to solve complex problems using a computer as an aid and a certain programming language. This expert system is built to assist Suzuki motorcycle users and technicians in resolving problems, especially with the Smash Titan 115 cc motorcycle. Problems with the Smash Titan 115 cc motorcycle require expert knowledge to find a solution. The expert system is built using the Forward Chaining method, where the system makes forward-based reasoning based on existing symptoms, then diagnoses the damage of each symptom of a problem and the system will draw conclusions from these symptoms. After this expert system is designed and implemented using the CodeIgniter framework and using the MySQL database, the process of searching for problems can be done quickly and accurately. In using the software that is built, the menus are designed very simply so that users can easily use it. The knowledge representation technique used in this expert system is production rules with the Best-First Search technique. Expert System, Forward Chaining, Expert Knowledge, Best first search
Analisis Hubungan antara Nilai Mata Kuliah Metode Statistika dan Mata Kuliah Teori Peluang pada Mahasiswa Statistika dengan Korelasi Somers' D Reski Wahyu Yanti; Retno Mayapada; Andi Sri Rahayu Kasma; Syandriana Syarifuddin; Andi Seppewali
Journal of Mathematics: Theory and Applications Volume 5, Nomor 1, 2023
Publisher : Program Studi Matematika Universitas Sulawesi Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31605/jomta.v5i1.2782

Abstract

The subjects studied at university are often interrelated and form an intact of complete knowledge. This study aims to analyze the asymmetrical relationship between Statistical Methods scores and Probability Theory scores in Statistics students through Somers' d correlation analysis. Based on the analysis performed, it was found that there was a strong correlation (0.612 and 0.716) between the scores obtained by students in the Statistical Methods and Probability Theory. The analysis also shows that the scores of the Statistical Method that students obtained has a significant influence on students' Probability Theory scores. So it can be concluded, that the higher the student's Statistical Method score obtained in the early semester, the higher the chance for students to get high Probability Theory scores in the following semester.
Implementasi Aplikasi Mobile Knowledge Management System pada PT. Pesona Edukasi menggunakan Pendekatan Rapid Application Development Andi Seppewali; Farly Fitrian Dwiputra; Warseno Hari Mulyo
Pixel :Jurnal Ilmiah Komputer Grafis Vol 17 No 1 (2024): Vol 17 No 1 (2024): Jurnal Ilmiah Komputer Grafis
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1990

Abstract

Effective knowledge management is crucial for maintaining competitiveness in today's digital era. PT. Pesona Edukasi, as a developer of educational software, faces challenges in managing and disseminating knowledge among their frequently mobile IT Helpdesk team. To address this, this research aims to implement a Mobile Knowledge Management System using the Rapid Application Development (RAD) approach at PT. Pesona Edukasi.The RAD method was chosen to enable rapid, flexible, and responsive application development to meet changing business and technological needs. This study includes needs analysis, system design, prototype development, and application evaluation to ensure its effectiveness in enhancing access and collaboration in knowledge dissemination throughout the company. The results of the research, following the application implementation, demonstrate a positive contribution to improving operational efficiency and IT service quality at PT. Pesona Edukasi, accelerating knowledge exchange and enhancing the productivity of the IT Helpdesk team.
Edugame Interaktif untuk Pembelajaran Literasi Data dan Keuangan Syariah di Sekolah Dasar Islam Terpadu andi seppewali; Reski Wahyu Yanti; Supardi Muh Said; Ahmad Adivar; Rosmila; Bintang Guntur
Symmetry: Pasundan Journal of Research in Mathematics Learning and Education Vol. 9 No. 2 (2024): Symmetry: Pasundan Journal of Research in Mathematics Learning and Education
Publisher : Mathematics Education Study Program, FKIP, Universitas Pasundan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23969/symmetry.v9i2.20520

Abstract

With the increasing complexity of information and the growing importance of understanding data and sharia financial literacy in society, developing effective and engaging learning methods has become crucial, especially at the elementary school level. The objective of this study is to develop and implement an interactive edugame based on the Guided Discovery approach as a learning tool to enhance students' data and sharia financial literacy. The research method employed is the R&D approach, following the 4D stages: define, design, develop, and disseminate. A comprehensive literature review was conducted to design an interactive edugame that aligns with learning needs and principles. The edugame development process includes graphic design, software coding using HTML5 and Android Studio, as well as iterative testing and revisions. The edugame implementation was carried out at an Integrated Islamic Elementary School, involving training for teachers and students, along with mentoring during the learning process. Furthermore, this study is expected to contribute to the development of innovative learning approaches, particularly in the context of data and sharia financial literacy at the Integrated Islamic Elementary School level.
Pengembangan Aplikasi Pembelajaran Matematika Digital Interaktif Berbasis HTML 5 Pada Android Dan Windows Untuk Materi Transformasi Geometri Kelas IX Andi Seppewali; Sulistia Rini; Supardi Muh Said
Al Qodiri : Jurnal Pendidikan, Sosial dan Keagamaan Vol. 20 No. 2 (2022): Al Qodiri : Jurnal Pendidikan, Sosial dan Keagamaan
Publisher : Lembaga Penelitian, Pengabdian kepada Masyarakat dan Publikasi Ilmiah (LP3M) Institut Agama Islam (IAI) Al-Qodiri Jember, Jawa Timur Indonesia bekerjasama dengan Kopertais Wilayah 4 Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53515/qodiri.2022.20.2.229-247

Abstract

This study aims to determine (1) the validity level of an interactive digital mathematics learning application product based on HTML5 on Android and Windows for geometry transformation material for grade IX, (2) student responses and teacher responses after using interactive digital mathematics learning applications, (3) implementation of learning using interactive digital mathematics learning application products, (4) the level of understanding of students' mathematical concepts after using interactive digital mathematics learning applications. This product development research design uses the 4D model, namely Define, Design, Development, Disseminate. The subjects in this study were 60 students of SMP Perguruan Rakyat 3 Jakarta grade 9. The results of the validity test for interactive digital mathematics learning application products through the alpha test on the five validators produced an average value of 4.45 (very valid). Furthermore, in the small group beta test each obtained results of 4.25 (very valid) and 4.73 (very valid). The results of the large group product validity test for student responses and teacher responses after use obtained results of 4.22 (very good), and 4.51 (very good). The results of the implementation of learning using interactive digital mathematics learning applications through the results of observations of the implementation of teacher learning activities and student activities obtained results of 92.53% and 90.80%, respectively. The results test of the students' ability to understand mathematical concepts showed that 81.67% of the students had achieved the minimum completeness criteria (KKM) score with a class average score of 82.
Implementasi Aplikasi Mobile Knowledge Management System pada PT. Pesona Edukasi menggunakan Pendekatan Rapid Application Development Andi Seppewali; Farly Fitrian Dwiputra; Warseno Hari Mulyo
Pixel :Jurnal Ilmiah Komputer Grafis Vol. 17 No. 1 (2024): Pixel :Jurnal Ilmiah Komputer Grafis dan Ilmu Komputer
Publisher : UNIVERSITAS STEKOM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/pixel.v17i1.1990

Abstract

Effective knowledge management is crucial for maintaining competitiveness in today's digital era. PT. Pesona Edukasi, as a developer of educational software, faces challenges in managing and disseminating knowledge among their frequently mobile IT Helpdesk team. To address this, this research aims to implement a Mobile Knowledge Management System using the Rapid Application Development (RAD) approach at PT. Pesona Edukasi.The RAD method was chosen to enable rapid, flexible, and responsive application development to meet changing business and technological needs. This study includes needs analysis, system design, prototype development, and application evaluation to ensure its effectiveness in enhancing access and collaboration in knowledge dissemination throughout the company. The results of the research, following the application implementation, demonstrate a positive contribution to improving operational efficiency and IT service quality at PT. Pesona Edukasi, accelerating knowledge exchange and enhancing the productivity of the IT Helpdesk team.