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Journal : JURNAL KARYA ILMIAH MULTIDISIPLIN

Sistem Pendukung Keputusan Penilaian Kinerja Pegawai Menggunakan Metode Ahp Mustika Mustika; Lisnawita Lisnawita; Yogi Yunefri; Loneli Costaner
Jurnal Karya Ilmiah Multidisiplin (JURKIM) Vol. 2 No. 1 (2022): Jurnal Karya Ilmiah Multidisiplin (Jurkim)
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (416.841 KB) | DOI: 10.31849/jurkim.v2i1.8970

Abstract

HRD (Human Resources Departement) atau pimpinan sering merasa sulit dalam memilih sesuatu mulai dari memilih sesuatu yang ringan dan sederhana hingga sampai ke hal yang sangat berat dan rumit. Pihak puskesmas kesulitan dalam penilaian kinerja pegawai yang sering terjadi kekeliruan data dari bagian administrasi seperti penilaian kriteria dan nilai lainnya sering terlihat tidak singkron, jadi diharapkan dengan adanya aplikasi ini nanti nya bisa membantu pihak puskesmas dalam meng query data tersebut. Maka solusi dalam sistem pendukung keputusan penilaian kinerja pegawai tersebut diperlukanlah suatu sistem pendukung keputusan dan menerapkan Metode AHP (Analytic Hierarchy Process).Sehingga dalam penilaian kinerja pegawai dapat dapat lebih terarah dan terstruktur.Dalam hal ini penulis menggunakan metode AHP karena metode tersebut dapat memecahkan permasalahan yang kompleks melalui pendekatan sistem dan pengintegrasian secara deduktif. Beberapa metode yang penulis bandingkan seperti SAW (Simple Addictive Weighting) yang dapat digunakan pada elemen-elemen sistem yang saling bebas dan tidak memerlukan hubungan linier. Dengan menerapkan sistem pendukung keputusan penilaian kinerja pegawai Puskesmas Sapta Taruna Pekanbaru dapat membantu dan memudahkan user dalam penilaian kinerja pegawai dan dapat mempermudah pengolahan nilai masing-masing kriteria. Abstrak (Human Resources Department) or leaders often find it difficult to choose anything from choosing something that is light and simple to something that is very heavy and complicated. The health center has difficulty in evaluating employee performance, where data errors from the administrative section often occur, such as the assessment of criteria and other values ​​that often look out of sync, so it is hoped that this application will later be able to help the puskesmas in querying the data. So the solution in the employee performance appraisal decision support system requires a decision support system and applies the AHP (Analytic Hierarchy Process) method. So that employee performance appraisals can be more focused and structured. In this case the author uses the AHP method because this method can solve problems through a systems approach and deductive integration. Some of the methods that the authors compare, such as SAW (Simple Addictive Weighting), can be used on independent system elements and do not require a linear relationship. By implementing a decision support system for employee performance appraisal of the Sapta Taruna Public Health Center in Pekanbaru, it can be more helpful and easier for users to assess employee performance and can simplify the processing of the value of each criterion.
Penerapan Metode Finite State Machine Pada Game Pembelajaran Matematika Antonius Fernando; Guntoro Guntoro*; Loneli Costaner; Mariza Devega; Lisnawita Lisnawita
Jurnal Karya Ilmiah Multidisiplin (JURKIM) Vol. 3 No. 1 (2023): Jurnal Karya Ilmiah Multidisiplin (Jurkim)
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.651 KB) | DOI: 10.31849/jurkim.v3i1.11762

Abstract

Mathematics is a compulsory field of study that is learned from elementary school, junior high school, high school, and college. A very important lesson, can help every citizen in transactions in selling an item, because it can calculate the amount of income and expenses in a business and various other examples related to mathematics lessons. In learning mathematics, students experience problems in understanding mathematical material. The problem faced by students is the lack of understanding of students in learning mathematics because students are used to finding answers on the internet. In overcoming the problems experienced by students, teachers try to improve understanding of mathematics learning by teaching slowly so that students can understand mathematics learning. When the teacher finished explaining, some students did not understand and asked the teacher to explain again from the beginning. This learning game was made to increase the interest in learning for vocational school children not to be bored in learning mathematics, because most students are not interested in learning mathematics because the material is difficult to reach and makes it easier for teachers to repeat the material presented by the teacher. In this mathematics application, a multimedia-based mobile application will be created. This math application supports multimedia video, sound, image, text and also text. This study aims to make the application of the Finite State Machine Method in Mathematics Learning Games for Elementary School Children. Methods of collecting data by browsing the internet, studying books, journals. FSM as AI (Artificial Intelligence). With this game, it is hoped that it can increase knowledge and facilitate the process of learning Mathematics.The result of this application can run well in accordance with blackbox testing and the application of the fiite state machine method can also be applied in this application according to the finite state machine method testing.
Rancang Bangun Peta 3D Universitaas Lancang Kuning Chan, Andhi; Costaner, Loneli
Jurnal Karya Ilmiah Multidisiplin (JURKIM) Vol. 4 No. 1 (2024): Jurnal Karya Ilmiah Multidisiplin (Jurkim)
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jurkim.v4i1.18992

Abstract

Peta merupakan hal yang dibutuhkan banyak pengguna, tidak terkecuali instansi pendidikan tinggi. Universitas Lancang Kuning merupakan salah satu perguruan tinggi yang mempunyai banyak bangunan fisik. Informasi peta kampus yang masih digunakan sampai sekarang adalah dalam bentuk peta 2D. Hal ini mengakibatkan mahasiswa/unilak dan pengunjung Universitas Lancang Kuning menjadi kebingungan dan tidak mengetahui letak bangunan yang ingin dituju. Membangun sebuah peta 3D interaktif yang dapat memperlihatkan lokasi dan letak bangunan. Penelitian ini menggunakan metode pengembangan sistem multimedia interaktif (IMSDD) sebagai metode evaluasi. Hasil dari penelitian ini adalah sebuah peta kampus berbentuk 3D bebasis web pada kampus Universitas Lancang Kuning yang dapat memperlihatkan bentuk fisik bangunan, lokasi, dan informasi nama gedung yang ada di kampus Universitas Lancang Kuning dalam bentuk peta digital.