Subhan Panji Cipta
Teknologi Informasi, Universitas Sari Mulia

Published : 2 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 2 Documents
Search

Analisis dan Pemodelan Sistem Informasi Penjadwalan Perkuliahan Menggunakan Fuzzy Simple Additive Weighting Nurhaeni Nurhaeni; Liliana Swastina; Subhan Panji Cipta
Jurnal Informasi dan Teknologi 2023, Vol. 5, No. 2
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jidt.v5i2.317

Abstract

Penjadwalan mata kuliah merupakan kegiatan yang sangat penting sebagai awal dari proses belajar mengajar agar dapat terlaksana dengan teratur, baik bagi dosen yang mengajar maupun mahasiswa yang mengambil mata kuliah. Dalam penggambaran sistem ini menggunakan metode pendekatan berorientasi objek dengan alat bantu pemodelan UML (Unified Modeling Language) dan menggunakan metode pengembangan sistem model prototipe sebagai acuan tahapan penelitian. Penelitian ini merupakan tahap awal dalam membangun sistem informasi penjadwalan kuliah. Hasil penelitian ini berupa model penerapan algoritma Fuzzy Simple Additive Weighting (FSAW) untuk optimasi sistem informasi penjadwalan mata kuliah.
Digital Escape Room Sebagai Media Edukasi Literasi Digital Bagi Siswa SMA Mambang Mambang; Muhammad Zulfadhilah; Septyan Eka Prastya; Subhan Panji Cipta; Abdul Latif; Ratna Lindawati; Trifebi Shina Sabrila; Finki Dona Marleny
Jumat Informatika: Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2026): Agustus
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/afja2406

Abstract

This community service activity stems from the low digital literacy skills of high school students in recognizing risks, technological ethics, and verifying the veracity of hoax information amidst the rapid development of digital technology. The main objective of this activity is to broaden knowledge and raise students' awareness of the importance of digital literacy, including online security and internet ethics, through innovative and fun methods. The methods applied are participatory learning and experiential learning approaches, where students play an active role in direct practice using web-based Digital Escape Room educational media. This activity involved 22 10th-grade students as participants. The results of the community service activity showed an excellent success rate, where all participants (100%) successfully completed the game challenges correctly. In addition, at least 80% of participants were able to identify the characteristics of hoaxes and carry out simple verification steps.