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APLIKASI SISTEM INFORMASI PEMANDU WISATA DAERAH BANDA NEIRA BERBASIS ANDROID Ahmad Thariq; Dwi F Pattiha
J-ICON : Jurnal Komputer dan Informatika Vol 11 No 1 (2023): Maret 2023
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v11i1.9795

Abstract

Tourism is a means to introduce a region's natural beauty and cultural uniqueness. Maluku Province, especially in Eastern Indonesia, has a sub-district called Banda Neira. Tourism potential includes historical tourism, nature tourism, and cultural tourism. However, disseminating information about tourist attractions in Banda Neira is still lacking because some information on the internet is not updated, there are no plans or directions to get to a tourist location and some historical information boards of tourist locations are also damaged or even non-existent. An android-based application was made as an answer using android studio tools, and the model used is the prototype. The final result of this application is that it can provide information about various tourist attractions equipped with pictures and maps to make it easier for visitors to choose places to visit while travelling.
Perbandingan Penerapan Algoritma Dynamic Programming dengan Algoritma Greedy dalam Menentukan Optimasi Posisi Pasar di Suatu Wilayah Ahmad Thariq
JURNAL SIMETRIK Vol. 13 No. 1 (2023)
Publisher : Pusat Penelitian dan Pengabdian Kepada Masyarakat (P3M) Politeknik Negeri Ambon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31959/js.v13i1.1316

Abstract

Ketepatan penempatan lokasi pasar merupakan hal yang sangat penting bagi masyarakat di suatu wilayah. Banyaknya faktor yang mempengaruhi menuntut pemerintah harus bijak dalam mengambil keputusan. Salah satu yang paling berpengaruhi adalah dengan memperhitungkan kepadatan penduduk dan jarak antar wilayahnya. Oleh karena itu pada penelitian ini dilakukan penentuan lokasi pasar dengan menggunakan Algoritma Dynamic Programming yang dibandingkan dengan Algoritma Greedy sehingga penempatan pasar dapat dibuat seoptimal mungkin. Formulasi yang digunakan dalam penelitian ini menggunakan teori gaya interaksi antar dua muatan, dimana kepadatan penduduk sebagai muatan dan jarak wilayah sebagai pengganti jarak muatan. Dari hasil penelitian terlihat bahwa penempatan lokasi pasar berada di wilayah yang memiliki hubungan interaksi yang besar. Kata kunci: Algoritma Dynamic, Algoritma Greedy, Pasar
Penerapan Metode Fisher Yates Shuffle Pada Game Edukasi Pendidikan Agama Islam Ahmad Thariq; Husaini; Apriani Pattimura
Bulletin of Computer Science Research Vol. 4 No. 3 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bulletincsr.v4i3.344

Abstract

Since childhood children must be familiarized with various teachings about religion. Where in the teaching process there is a need for software that is suitable for children, namely learning software in the form of educational games. Because with the existence of educational games, learning that was originally considered troublesome, difficult, boring and tiring can be an increase in motivation for students in studying Islam besides that, the purpose of this study can provide knowledge about the basics of Islamic religious learning from an early age through educational game applications and make student learning more interesting and fun. Educational games in this system by displaying learning menu options that will be selected by the user and quiz using randomized questions. Programs needed to create this application include unity 3D which uses the C# programming language and uses additional supporting software, namely adobe photoshop CS6. For the development model using the Interactive Multimedia System of Design and Development model while for the randomized question process using the fisher yates shuffle method which consists of 40 questions but for those displayed on the quiz only 10 questions so that each question will change for each student. The results with this educational game can prevent student cheating when answering questions and can increase students' concentration and interest in learning in using educational games.
APLIKASI GAME EDUKASI PEMBELAJARAN SENI BUDAYA MENGGUNAKAN LINEAR CONGRUENTIAL GENERATOR (LCG) Ahmad Thariq; Mita Paramitha
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 5 No. 1 (2024): Juni 2024
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v5i1.168

Abstract

Cultural arts have several types. One of them that has developed in Maluku for generations is traditional music. The lack of knowledge of students about the introduction of traditional music is partly due to limited facilities and lack of cultural arts learning hours at school. The existence of this research aims to create an innovative educational game for learning cultural arts that is more modern by utilizing smartphone technology. Making this educational game will use the MDLC (multimedia development life cycle) model using the C# programming language and unity 3D as software. In addition to displaying some material about learning cultural arts, in this case the introduction of Maluku traditional musical instruments in the application there is also a quiz that displays 10 randomized questions with a total of 20 questions. The method used in randomizing questions is linear congruential generator (LCG). By utilizing a linear congruential generator (LCG) can produce randomized question numbers so that students have questions with different numbers and the learning process at SD Negeri 9 Namlea becomes more effective. This application can be a learning media for students at SD Negeri 9 Namlea, because it provides cultural arts learning information about the types of traditional musical instruments in Maluku and is equipped with a quiz that can be played by the user.
Pengaruh Teknologi Pengelolaan Keuangan Terhadap Kinerja UMKM Di Desa Waiheru Kota Ambon Sanduan, Abdullah; Ahmad Thariq; Arifin, Husaini
Innovative: Journal Of Social Science Research Vol. 5 No. 1 (2025): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v5i1.17457

Abstract

Penelitian ini bertujuan untuk mengetahui, menganalisa dan mendapatkan bukti empiris tentang pengaruh Teknologi Pengelolaan Keuangan terhadap Kinerja UMKM di Desa Waiheru Kota Ambon. Variabel independen dalam penelitian ini adalah Teknologi Pengelolaan Keuangan. Untuk variabel dependen dalam penelitian in adalah Kinerja UMKM. Data dalam penelitian ini adalah data primer yang diperoleh dari penyebaran kuesioner secara langsung kepada karyawan dan pemilik UMKM di Desa Waiheru Kota Ambon dan data sekunder sebagai pendukung. Model analisis yang digunakan untuk menguji hipotesis adalah analisis kuantitatif berupa sampling, analisis ini didasarkan pada data dari 29 responden karyawan dan pemilik UMKM di Desa Waiheru Kota Ambon melalui penyebaran kuesioner. Hasil penelitian ini menunjukan bahwa secara parsial Teknologi Pengelolaan Keuangan berpengaruh signifikan sebesar 0,884 terhadap Kinerja UMKM di Desa Waiheru Kota Ambon.
Perancangan Prototype Alat Penentu Arah Kiblat Dengan Sensor Kompas Berbasis Mikrokontroller ATMega8535: Prototype Design of Qibla Direction Determining Device with Compass Sensor Based on ATMega8535 Microcontroller Ahmad Thariq
Jurnal Kolaboratif Sains Vol. 8 No. 10: Oktober 2025
Publisher : Universitas Muhammadiyah Palu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56338/jks.v8i10.7473

Abstract

Sensor kompas berbasis mikrokontroler digunakan untuk menentukan arah kiblat. Tujuan utama penelitian ini adalah untuk menciptakan teknologi yang akan membantu umat islam dalam menentukan arah kiblat secara tepat. Saat kita menekan tombol on alat ini akan beroperasi, jika kita menggerakkan sensor kompas secara otomatis akan mengukur sudut arah kiblat yang diukur dalam derajat. Selain itu, buzzer akan berbunyi secara independen berdasarkan derajat sudut yang diperoleh semakin jauh kiblat dari sumber maka semakin lambat bunyinya jika arah kiblat sudah mendekati akurat maka buzzer akan berbunyi lebih cepat. Menurut penelitian penulis, perangkat elektronik lain yang memiliki medan magnet kuat seharusnya tidak mengganggu penggunaan sensor kompas cmps03. Selain itu, alat ini akan menampilkan derajat arah kiblat tempat kita berada saat diarahkan ke arah yang diinginkan.