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Implementasi Algoritma FIFO (First In First Out) Pada Sistem Pergudangan Di Bagian Furniture Production Muhammad Ruslan Maulani; Supriady; Marwanto Rahmatuloh; Indah Triapriliani; Hafidzul Fauzan
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 9 No. 2 (2023)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/jitter.vol9.iss2.2023.1011

Abstract

CV Manis Maqbul Jaya is a Specialist Interior Design company, Furniture Production, Contractor Consultant and Kitchen Set Design. In the warehousing process carried out by CV Manis Maqbul Jaya, they still use the manual method, namely the process of goods entering the warehouse and the process of goods leaving the warehouse by recording using a book. Warehousing is used for the storage of goods, namely raw materials and finished goods (Production). The recording of manual inventory updates causes the accumulation of transaction data for incoming and outgoing goods, due to delays in delivering information from store clerks and production officers to warehouse officers or vice versa. so that the process of releasing goods is carried out not based on storage or expiration dates, resulting in damaged or expired old goods. These problems can be overcome by creating a warehousing application using the FIFO (First in First Out) method, where the first item that enters means that the item is the first one out. The warehouse application is software that functions to record and monitor all activities of goods leaving the warehouse and entering the warehouse in real-time. This application is made on a web-based basis to assist the process of recording inventory updates, accurate goods data can be used as an evaluation of incoming goods as an inventory report, thus facilitating the process of running calculations in inventory recording by paying attention to the quality of wood and the expiration of goods used in the warehousing process.
PENERAPAN KONSEP BIG DATA UNTUK OPTIMALISASI MANAJEMEN ASET DI PT POS INDONESIA Muhammad Ruslan Maulani; Iwan Setiawan; Marwanto Rahmatuloh
Jurnal Ilmiah Teknologi Infomasi Terapan Vol. 10 No. 2 (2024)
Publisher : Universitas Widyatama

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33197/jitter.vol10.iss2.2024.1528

Abstract

This research aims to apply the Big Data concept in order to optimize asset management at PT Pos Indonesia. PT Pos Indonesia needs to adopt Big Data technology to collect, manage, and analyze data generated by various sources. The research method used in this study is Scrum, a software development framework that focuses on flexibility and team collaboration. This research involves several stages. First, a needs analysis and identification of assets that need to be optimized were conducted. Next, data was collected from various sources such as asset management systems. The collected data is then processed and stored in a suitable Big Data infrastructure. Next, using the Scrum method, the research team and stakeholders were involved in the process of developing a Big Data solution. Short sprints were conducted to implement and test various components of the system, such as the data collection platform, analysis algorithms, and visualization of results. Regular iterations allowed for continuous adjustments and improvements according to feedback provided by the team and stakeholders. The result of this research is a prototype application and the application of the Big Data concept implemented in the asset management application at PT Pos Indonesia. By optimizing the use of data, PT Pos Indonesia can increase operational efficiency, improve decision making based on more accurate data analysis.
Efektivitas Pelatihan Augmented Reality Berbasis Project-Based Learning Untuk Meningkatkan Keterampilan Digital Siswa SMK Muhammad Ruslan Maulani; Santoso Santoso
Jurnal Medika: Medika in progres
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/nnr64271

Abstract

Vocational high school (SMK) students, despite being adept technology consumers, often face a "productive digital skills gap." They have not been empowered to become content creators, and smartphone use in schools remains sub-optimal for learning. This community service (PkM) aims to enhance students' productive digital skills by transforming their role from passive consumers to creators. The specific objective is to measure the effectiveness of Augmented Reality (AR) learning media creation training implemented using the Project-Based Learning (PBL) method. The method involved intensive training and mentoring with 30 students from SMK Daarut Tauhid (TKJ department). Effectiveness was measured using a one-group pre-test/post-test design, with competency data analyzed using the N-Gain Score. The usability of the student-developed products was tested using the System Usability Scale (SUS). The results demonstrated a highly significant improvement in competence. The average pre-test score (38.50) increased dramatically to 84.75 on the post-test. The N-Gain analysis yielded a score of 0.752, which falls into the "High" effectiveness category. Furthermore, 100% of the groups successfully created functional AR prototypes, with the best product achieving a SUS usability score of 79.5 ("Good"). It is concluded that PBL-based AR training is highly effective in improving the productive digital skills of vocational students and shifting their mindset from passive consumers to technology creators.