Claim Missing Document
Check
Articles

Found 4 Documents
Search

Prediksi Potensi Relawan Pendonor Darah Menjadi Pendonor Darah Tetap dengan Penerapan Metode Klasifikasi Decision Tree Afifah Cahayani Adha; Y Yuhandri; Gunadi Widi Nurcahyo
Jurnal Informasi dan Teknologi 2021, Vol. 3, No. 4
Publisher : SEULANGA SYSTEM PUBLISHER

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37034/jidt.v3i4.158

Abstract

Blood donation is an important activity to obtain blood as a raw material into the blood supply chain. If there is not enough blood in the human body, then human survival will be threatened, for some conditions blood transfusions are required, such as accidents, childbirth or certain grades of dengue fever. UTD PMI Pekanbaru City is the organizing body for blood donation activities in the process of helping and serving the blood needs for public. Based on data from the Ministry of Health in 2019, Pekanbaru City lacked in blood stock 32.4 percent, which the ideal supply of blood bags in Pekanbaru City was 130,019 blood stock. This causes some hospitals difficult to find the supply of blood stock. The cause of lacking in blood bags' availability in Pekanbaru City was the number of volunteer donors fluctuates and the public's low interest in becoming volunteer blood donors. So it becomes a problem when the number of requests for blood increases, while the supply at the blood bank is running low. The method used in this research was the Decision Tree method. The algorithm used in this study was the C.45 Algorithm. To solve the problems that occur, data analysis of blood donor volunteers was carried out. Based on the results of the testing data analysis as many as 50 records, 6 rules were produced which can be concluded that age over 19 years with an entrepreneur job has the potential to become a permanent blood donor
Rancang Bangun Aplikasi Pemesanan Makanan dan Minuman Hamdi Indra; Afifah Cahayani Adha; Devi Yuliana; Agusdi Syafrizal; Khairul Sabri
Jurnal Minfo Polgan Vol. 12 No. 1 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i1.12771

Abstract

Restoran Plaza merupakan sebuah tempat yang menyediakan makanan dan minuman yang dijual serta cara penyajian dan pelayanan yang diberikan kepada pelanggan yang datang untuk menikmati hidangan maupun sekedar untuk bersantai. Sering terjadinya kesalahan dalam pemesanan, kesalahan dalam pelaporan penjualan serta lambatnya penyajian pesanan karena lambatnya pesanan sampai kedapur juga menjadi kendala dalam kemajuan bisnis restoran. Untuk itu dibutuhkan informasi yang cukup akurat bagi manager sebagai acuan dalam penentuan strategi bisnis yang dibutuhkan. Sistem informasi merupakan salah satu cara yang dapat digunakan untuk mempersingkat proses bisnis dan memberikan informasi yang akurat bagi manager. Maka dibangunlah aplikasi pemesanan makanan dan minuman ini. Aplikasi dibangun menggunakan Webframework yang sudah ada yaitu Framework CodeIgniter menggunakan konsep Model, View, dan Controller (MVC) dalam struktur sistemnya dan menggunakan pendekatan Berbasis Objek dalam pemrogramanya.
EFEK RADIASI GADGET TERHADAP PRETASI BELAJAR DI SMK KESEHATAN PRO-SKILL INDONESIA Marido Bisra; Bobi Handoko; Afifah Cahayani Adha; Shelly Angella
Awal Bros Journal of Community Development Vol 4 No 1 (2023): Awal Bros Journal of Community Development
Publisher : LPPM Universitas Awal Bros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54973/abjcd.v4i1.315

Abstract

Radiation is the transmitter and propagation of waves that carry energy through space or intermediate substances. In physics, radiation can be interpreted as a process in which energy moves through a medium or through space, and finally is absorbed by other objects. Gadgets as an electronic tool for communicating and accessing information are growing rapidly. The use of gadgets for students is urgently needed with the aim of supporting their learning, especially during the Covid-19 pandemic yesterday. Some examples of using gadgets as learning media such as the zoom application, gmeet, teacher's room, zenius and so on. Apart from being used for studying, gadgets are also used by students to play online games or open social media such as Instagram, Whatsup, TikTok, Youtube and others. The purpose of this community service is to determine the effect of gadget radiation on student achievement. This community service is Quantitative community service with a survey approach, samples were taken using the Probability Sampling technique with a sample of 30 respondents. The instruments used in community service are questionnaires and documentation. The classic assumption test uses a normality test, auticoleration test, multicollinearity test, heteroscedasticity test using a regression analysis with a significant value of 0.05 or 5%.
EDUKASI BAHAYA PENGGUNAAN GADGET YANG BERLEBIHAN PADA SISWA SMK 2 PEKANBARU Afifah Cahayani Adha; Asep Marzuki; Sisi Hendriani
Awal Bros Journal of Community Development Vol 5 No 1 (2024): Awal Bros Journal of Community Development
Publisher : LPPM Universitas Awal Bros

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54973/abjcd.v5i1.484

Abstract

The aim of this educational activity is on the dangers of excessive use of gadgets among students at Vocational High School (SMK) 2 Pekanbaru so that participants can understand the impacts of excessive use of gadgets, both physically, psychologically and socio-economically. Socialization activities use participatory methods, lectures and discussions. The socialization activity was carried out on May 20 2024 with the number of participants taking part in the socialization activity consisting of 40 students located in classes at Vocational High School (SMK) 2 Pekanbaru. For this reason, through educational activities on the dangers of excessive use of gadgets among students, it is possible to increase the understanding of students at Vocational High School (SMK) 2 Pekanbaru regarding the dangers of excessive use of gadgets, the impact of including gadgets from physical, psychological, educational, social and economic aspects as well as How to prevent excessive use of gadgets among children and teenagers. For this reason, this socialization activity can protect the younger generation as the nation's next generation, especially students at Vocational High School (SMK) 2 Pekanbaru from the dangers of using gadgets.