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PENGEMBANGAN MEDIA PROMOSI KERAJINAN BATU ALAM DI DESA BALAD BERBASIS MULTIMEDIA INTERAKTIF Saeful Bakri; Nining Rahaningsih; Ade Purnamasari Purnamasari; Edi Tohodi; Kaslani Kaslani
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.394

Abstract

Abstrak Kegiatan promosi saat ini sangat penting untuk memperkenalkan suatu produk atau jasa guna meningkatkan daya tarik masyarakat luas. Kerajinan Batu Alam di Desa Balad sebelumnya hanya menggunakan media lisan dan tulisan yang masih sederhana, serta menggunakan beberapa media seperti contoh plang atau papan nama. Sehingga media promosinya dirasa belum tepat, informasinya masih kurang lengkap dalam menginformasikan kerajinan Batu Alam di Desa Balad. Permasalahan saat ini membutuhkan perancangan media video promosi dengan informasi yang lebih lengkap, update dan menarik. Maka diperlukan adanya promosi melalui pembuatan video promosi tentang kerjinan Batu Alam di Desa Balad, sehingga dapat meningkatkan daya tarik pembeli dan dapat dikenal masyarakat luas. Metode penelitiannya yaitu dengan menggunakan pengumpulan data seperti jenis Batu, tipe, ukuran, motif atau corak dan lain sebagainya. Hasil dari penelitian ini berupa media video promosi Kerajinan Batu Alam di Desa Balad yang diharapkan dapat meningkatkan jumlah pembeli atau konsumen perluasan promosi. Kata kunci: media, video, video promosi, kerajinan batu alam
RANCANG BANGUNG APLIAKSI BERBASIS ANDROID UNTUK PENCARIAN LOKASI INDEKOS MENGGUNAKAN FRAMEWORK FLUTTER DI KOTA CIREBON Handreyan Rizki Pratama; Nining Rahaningsih; Fadhil M. Basysyar
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 2 (2022): Jursima Vol. 10 No. 2, Agustus Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i2.416

Abstract

Continue the school to the college level who come from outside the city would need a place lodger, as well as pakerja that comes from outside the region need the same thing. Search place lodger with the use of a manual will require the time of a day. Today many application that provides easy access to help find a place lodger. But of the many applications , sometimes not specific, so a lodger who are found not in accordance with expectations. This study aims to develop an Android-based location search lodger using the framework flutter in the region of Cirebon City, making it easier for the students/workers from outside the city in search of the lodger needed. Feature of this app is a GPS to facilitate the students/workers from outside the city in search of the lodger needed. where this feature is different from the application that has been built before. The method used in developing this application is the waterfall method. The stages are requirements analysis, system design, implementation, integration and testing. The expected outcome of this research is that a of some aspects of the quality of the software aspects of reliability, effeciency, integrity and usability. Keyword : Android, GPS, FLutter
GAME PUZZLE HEWAN UNTUK PENINGKATAN KEMAMPUAN BAHASA INGGRIS SISWA PAUD MENGGUNAKAN METODE ADDIE Bayu Ryanto; Nining Rahaningsih; Ade Irma Purnamasari
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.432

Abstract

The learning ability of PAUD students at SITI FATIMAH PAUD CITY CIREBON in recognizing the names of animals in English is still low. The data shows that of the 17 PAUD students studied, 5 people or 20.8% were able to know the names of animals in English while the remaining 12 PAUD students or 70.2% were not able to know the names of animals in English. To overcome this problem, an animal image puzzle game application was made using Unity 3D. The purpose of making an animal picture puzzle game application using Unity 3D is to improve the learning abilities of PAUD students in recognizing the names of animals in English. This puzzle game application was made using the ADDIE method with the following stages: 1) Analysis, 2) Design, 3) Development, 4) Implement, and 5) Evaluate. Based on the results of previous tests using PAUD students' book media, it was still less effective and after the media game with puzzle games for PAUD students was more effective and testing the level of respondent's achievement, the overall average score was 851 with an 85.1% level of respondent achievement in the very good category. It can be concluded that the animal picture puzzle game in English can improve the English language skills of students at PAUD SITI FATIMAH Cirebon City. Keywords: Puzzle Games, ADDIE method, English, PAUD
PENGEMBANGAN MEDIA PROMOSI KERAJINAN BATU ALAM DI DESA BALAD BERBASIS MULTIMEDIA INTERAKTIF Saeful Bakri; Nining Rahaningsih; Ade Purnamasari Purnamasari; Edi Tohodi; Kaslani Kaslani
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.394

Abstract

Abstrak Kegiatan promosi saat ini sangat penting untuk memperkenalkan suatu produk atau jasa guna meningkatkan daya tarik masyarakat luas. Kerajinan Batu Alam di Desa Balad sebelumnya hanya menggunakan media lisan dan tulisan yang masih sederhana, serta menggunakan beberapa media seperti contoh plang atau papan nama. Sehingga media promosinya dirasa belum tepat, informasinya masih kurang lengkap dalam menginformasikan kerajinan Batu Alam di Desa Balad. Permasalahan saat ini membutuhkan perancangan media video promosi dengan informasi yang lebih lengkap, update dan menarik. Maka diperlukan adanya promosi melalui pembuatan video promosi tentang kerjinan Batu Alam di Desa Balad, sehingga dapat meningkatkan daya tarik pembeli dan dapat dikenal masyarakat luas. Metode penelitiannya yaitu dengan menggunakan pengumpulan data seperti jenis Batu, tipe, ukuran, motif atau corak dan lain sebagainya. Hasil dari penelitian ini berupa media video promosi Kerajinan Batu Alam di Desa Balad yang diharapkan dapat meningkatkan jumlah pembeli atau konsumen perluasan promosi. Kata kunci: media, video, video promosi, kerajinan batu alam
RANCANG BANGUNG APLIAKSI BERBASIS ANDROID UNTUK PENCARIAN LOKASI INDEKOS MENGGUNAKAN FRAMEWORK FLUTTER DI KOTA CIREBON Handreyan Rizki Pratama; Nining Rahaningsih; Fadhil M. Basysyar
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 2 (2022): Jursima Vol. 10 No. 2, Agustus Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i2.416

Abstract

Continue the school to the college level who come from outside the city would need a place lodger, as well as pakerja that comes from outside the region need the same thing. Search place lodger with the use of a manual will require the time of a day. Today many application that provides easy access to help find a place lodger. But of the many applications , sometimes not specific, so a lodger who are found not in accordance with expectations. This study aims to develop an Android-based location search lodger using the framework flutter in the region of Cirebon City, making it easier for the students/workers from outside the city in search of the lodger needed. Feature of this app is a GPS to facilitate the students/workers from outside the city in search of the lodger needed. where this feature is different from the application that has been built before. The method used in developing this application is the waterfall method. The stages are requirements analysis, system design, implementation, integration and testing. The expected outcome of this research is that a of some aspects of the quality of the software aspects of reliability, effeciency, integrity and usability. Keyword : Android, GPS, FLutter
GAME PUZZLE HEWAN UNTUK PENINGKATAN KEMAMPUAN BAHASA INGGRIS SISWA PAUD MENGGUNAKAN METODE ADDIE Bayu Ryanto; Nining Rahaningsih; Ade Irma Purnamasari
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.432

Abstract

The learning ability of PAUD students at SITI FATIMAH PAUD CITY CIREBON in recognizing the names of animals in English is still low. The data shows that of the 17 PAUD students studied, 5 people or 20.8% were able to know the names of animals in English while the remaining 12 PAUD students or 70.2% were not able to know the names of animals in English. To overcome this problem, an animal image puzzle game application was made using Unity 3D. The purpose of making an animal picture puzzle game application using Unity 3D is to improve the learning abilities of PAUD students in recognizing the names of animals in English. This puzzle game application was made using the ADDIE method with the following stages: 1) Analysis, 2) Design, 3) Development, 4) Implement, and 5) Evaluate. Based on the results of previous tests using PAUD students' book media, it was still less effective and after the media game with puzzle games for PAUD students was more effective and testing the level of respondent's achievement, the overall average score was 851 with an 85.1% level of respondent achievement in the very good category. It can be concluded that the animal picture puzzle game in English can improve the English language skills of students at PAUD SITI FATIMAH Cirebon City. Keywords: Puzzle Games, ADDIE method, English, PAUD
Perancangan Sistem Informasi Penggajian Karyawan Berbasis Web Pada Perumda BPR Bank Cirebon Fitri Kurniasari; Nining Rahaningsih
JURNAL MANAJEMEN DAN BISNIS EKONOMI Vol. 1 No. 1 (2023): January : JURNAL MANAJEMEN DAN BISNIS EKONOMI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1400.272 KB) | DOI: 10.54066/jmbe-itb.v1i1.61

Abstract

Perumda BPR Bank Cirebon, sebuah lembaga keuangan perbankan yang menyalurkan uang sebagai usaha perkreditan rakyat, dimiliki oleh Pemerintah Daerah Cirebon. Penggajian karyawan kini dihitung secara manual menggunakan perangkat lunak Microsoft Office Excel. Gaji karyawan dihitung sebagai gaji pokok ditambah tunjangan tetap dan tunjangan tidak tetap dikurangi pinjaman. Berdasarkan permasalahan tersebut maka diperlukan suatu sistem komputerisasi untuk mempermudah dan mempercepat perhitungan gaji pegawai pada Perumda BPR Bank Cirebon sehingga memberikan hasil yang lebih akurat. Untuk menyimpan data dalam sistem akan digunakan bahasa PHP dan database MySQL, dan teknik perancangannya adalah System Development Life Sycle (SDLC) Waterfall, dengan langkah-langkah sebagai berikut: pengumpulan data, analisis sistem, perancangan sistem, scripting, dan sistem penerapan. Sistem akan secara otomatis menghitung gaji dengan menggabungkan komponen kenaikan gaji dan komponen pemotongan, menghasilkan gaji bersih. Sistem informasi penggajian ini juga lebih praktis karena memiliki desain antarmuka yang tertata rapi, jelas, dan mudah dipahami.
Pengembangan Aplikasi Informasi Posyandu dalam Meningkatkan Layanan Kesehatan Ibu dan Anak Nana Suarna; Nining Rahaningsih; Euis Fadilah; Farah Nur Farida
AMMA : Jurnal Pengabdian Masyarakat Vol. 1 No. 04 (2022): AMMA : Jurnal Pengabdian Masyarakat
Publisher : CV. Multi Kreasi Media

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

Abstract

This Community Partnership Program aims to develop a Posyandu information system application to improve the efficiency and effectiveness of maternal and child health services. This application is designed to facilitate Posyandu officers in managing patient data, recording health histories, monitoring child development, and providing relevant health information. The application development includes needs analysis, user interface (UI) design, implementation of key features, and application usage training for Posyandu officers. It is expected that with this application, the quality of health services at Posyandu can be improved, and health information access for mothers and children can be facilitated.
Pengaruh Augmentasi Data dan Dropout terhadap Generalisasi Model Deteksi Kerusakan Panel Surya Irfan Ali; Rudi Kurniawan; Dadang Sudrajat; Saeful Anwar; Nining Rahaningsih
Prosiding SISFOTEK Vol 9 No 1 (2025): SISFOTEK IX 2025
Publisher : Ikatan Ahli Informatika Indonesia

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

Abstract

Automatic defect detection in photovoltaic (PV) panels is a crucial challenge for maintaining energy efficiency and reliability in renewable power systems. However, the limited availability of labeled datasets and high environmental variability often lead deep learning models to overfit and lose generalization capability. This study investigates the combined effects of data augmentation and dropout regularization on improving the generalization performance of transfer learning-based models for multi-class PV defect classification. Two pretrained architectures, VGG16 and InceptionV3, were fine-tuned using the Faulty Solar Panel dataset comprising six defect categories. Experiments were conducted under three main configurations: (1) baseline without regularization, (2) augmentation only, and (3) combined augmentation–dropout with dropout rates of 0.2, 0.3, and 0.5. Performance evaluation employed accuracy, precision, recall, macro-F1, and confusion matrix analysis for each defect class. The results demonstrate that the combination of data augmentation and moderate dropout (0.3) significantly enhances generalization, achieving 92.10% accuracy and 0.90 macro-F1 with the InceptionV3 architecture. Higher dropout values (0.5) caused slower convergence and decreased accuracy. These findings confirm that balanced integration of augmentation and dropout effectively mitigates overfitting and strengthens model robustness under limited and imbalanced data conditions. The proposed approach provides practical implications for implementing reliable, lightweight, and deployable deep learning-based inspection systems in real-world PV monitoring using edge computing devices.
Model Machine Learning Untuk Prediksi Risiko Penyakit Liver Dengan Random Forest Teroptimasi Rizky Andrea Arifa; Nana Suarna; Agus Bahtiar; Nining Rahaningsih; Willy Prihartono
Jurnal Sistem Informasi dan Teknologi Vol 6 No 1 (2026): Jurnal Sistem Informasi dan Teknologi (SINTEK)
Publisher : LPPM STMIK KUWERA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56995/sintek.v6i1.204

Abstract

Penyakit liver merupakan salah satu kondisi kronis dengan tingkat mortalitas tinggi, sehingga diperlukan pendekatan prediksi yang akurat untuk mendukung deteksi dini. Penelitian ini bertujuan mengembangkan model machine learning untuk memprediksi risiko penyakit liver menggunakan algoritma Random Forest yang dioptimalkan dengan RandomizedSearchCV. Dataset yang digunakan terdiri dari 1.700 entri yang mencakup variabel klinis dan gaya hidup, termasuk usia, jenis kelamin, BMI, konsumsi alkohol, kebiasaan merokok, riwayat genetik, aktivitas fisik, diabetes, hipertensi, serta hasil Liver Function Test. Proses penelitian meliputi preprocessing, normalisasi skala, pembagian data menggunakan train-test split 80:20, pembangunan model baseline, dan optimasi hiperparameter. Hasil eksperimen menunjukkan bahwa optimasi menghasilkan peningkatan performa model, dengan akurasi 0.91, peningkatan recall sebesar 3.20%, dan AUC-ROC mencapai 0.96. Analisis feature importance menunjukkan bahwa LiverFunctionTest, BMI, dan AlcoholConsumption merupakan fitur paling berpengaruh terhadap prediksi risiko penyakit liver. Dengan demikian, Random Forest teroptimasi terbukti efektif dalam menghasilkan model prediksi yang akurat dan dapat digunakan sebagai alat pendukung keputusan dalam deteksi dini penyakit liver.