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Implementasi Algoritma Greedy Untuk Menyelesaikan Travelling Salesman Problem di Distributor PT. Z Muhammad Zakaria Usman; Teguh Oktiarso
Journal of Integrated System Vol. 1 No. 2 (2018)
Publisher : Universitas Kristen Maranatha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jis.v1i2.1049

Abstract

Departemen logistik merupakan departemen yang memegang peran penting dalam perusahaan karenabertugas untuk menyalurkan barang ke konsumen. PT. Z merupakan  perusahaan distributor produk-produk obat dan barang kebutuhan sehari-hari menghadapi permasalahan rute distribusi dalam menyalurkan produk obat dan barang kebutuhan sehari hari. Penyelesaian masalah yang dihadapi oleh PT. X adalah menggunakan Travelling Salesman Problem dengan pendekatan algoritma Greedy untuk mendapatkan rute distribusi terpendek.. Hasil dari rancangan rute distribusi baru menghasilkan bahwa rayon Tangerang Kota memiliki total waktu pengiriman 6 jam 44 menit, rayon Bumi Serpong Damai 6 jam 38 menit, rayon Ciledug 5 jam 21 menit, rayon Pamulang, Bintaro, Ciputat 5 jam 01 menit, rayon Curug, Cikupa, Balaraja 5 jam 41 menit, dan rayon Seluruh Rumah Sakit 6 jam 50 menit. Hasil dari perancangan rute baru juga menyebabkan perubahan terhadap biaya distribusi yaitu perubahan pada biaya penggunaan bahan bakar minyak yang lebih kecil dari sebelumnya. Kata kunci: rute distribusi, algoritma Greedy, Travelling Salesman Problem
Game Edukasi Menggunakan Powerpoint dan Canva Sebagai Penunjang Pembelajaran di SMP Kristen 1 YPK Malang Yurida Ekawati; Teguh Oktiarso; Sunday Noya; Meme Susilowati
Jurnal Pengabdian Pada Masyarakat METHABDI Vol 5 No 2 (2025): Jurnal Pengabdian Pada Masyarakat METHABDI
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/methabdi.Vol5No2.pp347-353

Abstract

This community service program was conducted at SMP Kristen 1 YPK Malang to enhance teachers’ and students’ skills in utilizing educational technology through game-based learning using Microsoft PowerPoint (PPT) and Canva. The initiative was motivated by the need to improve educators’ competencies in employing interactive applications to address student boredom and the monotonous learning process. The implementation method involved workshops combining interactive lectures, live demonstrations, independent practice, and project presentations. Participants created interactive quizzes, puzzles, and digital board games. The results indicated an improvement in participants’ skills in using hyperlinks, visual design, and creativity in developing game-based learning media. Technical challenges, such as limited internet access, were resolved through practical solutions. Overall, the program had a positive impact on participants’ motivation, engagement, and ability to integrate technology into learning activities. In the long term, these skills are expected to support teachers in designing more varied, interactive, and effective classroom learning.