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SISTEM INFORMASI KEDKLATAN SDM KESEHATAN (SIDIKLAT) PADA CV. UPTD BALAI PELATIHAN KESEHATAN PROVINSI KALIMANTAN TIMUR Muhammad Irwan Ukkas; Jundro Daud; Sofyan Sofyan
Sebatik Vol 7 No 1 (2012): JANUARI
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (484.21 KB)

Abstract

UPTD Balai Pelatihan Kesehatan Provinsi Kalimantan Timur adalah merupakan salah satu instansi pemerintah yang bergerak dalam bidang kediklatan kesehatan. Sampai saat ini Kediklatan SDM Kesehatan masih dilakukan dengan cara manual dan menggunakan perangkat komputer dengan pengolahan data laporan menggunakan aplikasi Ms. Excel. Metode yang digunakan pada penelitian ini meliputi metode pengumpulan data yaitu penelitian lapangan dan penelitian kepustakaan,. Sedangkan metode pengembangan sistem yang digunakan dalam pengembangan sistem informasi ini adalah metode Waterfall terdiri dari Perencanaan sistem, analisis sistem, desain sistem, penerapan sistem, dan perawatan sistem. Dengan bantuan tools seperti Flow on document (FOD), Data Flow document (DFD), Entity Relationship Diagram (ERD), Hiarcycal Input Proses Output (HIPO), struktur database dan desain input output program. Penelitian ini menghasilkan suatu aplikasi Sistem Informasi Kediklatan SDM Kesehatan (Sidiklat) yang dapat membantu panitia dalam pelakasanaan kegiatan kediklatan SDM kesehatan di UPTD Balai Pelatihan Kesehatan Provinsi Kalimantan Timur.
IMPLEMENTASI ALGORITMA FINITE STATE MACHINE SEBAGAI PERUBAHAN PERILAKU OTONOM DAN ADAPTIF PADA NON-PLAYER CHARACTER DALAM GAME PETUALANGAN KSATRIA PANCASILA Basrie Basrie; Jundro Daud Hasiholan; Abdul Rizal Suteja
Sebatik Vol 25 No 1 (2021): Juni 2021
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (709.272 KB) | DOI: 10.46984/sebatik.v25i1.1252

Abstract

Penelitian dilakukan untuk dapat membuat sebuah game 2 dimensi genre petualangan berbasis android yang nantinya jika penelitian ini berhasil bisa menjadi hiburan bagi anak anak. Penelitian ini dilakukan di STMIK Widya Cipta Dharma Samarinda. Metode pengumpulan data yang digunakan yaitu dengan wawancara yang mengajukan pertanyaan-pertanyaan yang berkaitan dengan game. Dengan cara observasi, yaitu mengadakan pengamatan secara langsung ke STMIK Widya Cipta Dharma Samarinda.Salah satu pengembangan metode yang dapat mendukung pembuatan game platform ini adalah Finite State Machine. Metode ini digunakan untuk mengatur perilaku NPC (Non Player Character) agar dapat melakukan perlawanan kepada player. Adapun hasil akhir dari penelitian ini yakni Game “Petualangan Kesatria Pancasila” berbasis android, memiliki tampilan gameplay yang menarik dan menghibur serta anak-anak bisa belajar mengamalkan nilai sila-sila Pancasila.
MEMBANGUN VIRTUAL TRAVELING KABUPATEN KUTAI KARTANEGARA (KUKAR) SEBAGAI MEDIA WISATA VIRTUAL DI MASA PANDEMI Siti Lailiyah; Jundro Daud Hasiholan; Muhammad Jahriansyah
Jurnal Ilmiah Matrik Vol 23 No 1 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i1.1291

Abstract

large-scale social restriction make tourists no longer able to visit tourist objects freely like they used to. Research to develop Virtual Traveling of Kutai Kartanegara is one of the media that will be used to support tourism in Kutai district during the Covid-19 pandemic, in a fun way so that it will attract millennials to get to know tourism in Kutai Kartanegara (KUKAR) so it is hoped that tourism objects that will become candidates for the new capital city of Indonesia which is better known in the archipelago. Virtual Traveling is an alternative for traveling without having to go far to the city. Virtual tourism can be an interesting medium to introduce various tourist objects in KUKAR through interactive applications. The purpose of establishing Kutai Kartanegara Virtual Traveling is that KUKAR tourism will be easily introduced to the public with interactive and interesting media. In this research, the method used to build a tourism application is multimedia life-cycle development, starts from concept, design, materials collecting, assembly, testing, and distribution. The result, this virtual tourism application can be used as promotional media for the KUKAR Tourism Department
Studi Perbandingan Metode MABAC dan WASPAS dengan Pembobotan ROC dalam Sistem Pendukung Keputusan Pemilihan Supplier Terbaik Pratiwi, Heny; Sa’ad, Muhammad Ibnu; Hasiholan, Jundro Daud
Building of Informatics, Technology and Science (BITS) Vol 7 No 1 (2025): June (2025)
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v7i1.7278

Abstract

The selection of the right supplier is a crucial factor in the supply chain to ensure product quality, cost efficiency, and timely delivery. This study aims to determine the best supplier by comparing two multi-criteria decision-making methods: Multi-Attributive Border Approximation Area Comparison (MABAC) and Weighted Aggregated Sum Product Assessment (WASPAS). Five key criteria were used in the evaluation: product quality, price, delivery punctuality, service and responsiveness, and reputation and trust. The analysis results show that PT. Indo Makmur (A1) consistently ranked first in both methods, with the highest scores of 0.456 (MABAC) and 0.982 (WASPAS), making it the recommended supplier. PT. Sukses Bersama (A7) and PT. Cahaya Abadi (A3) ranked second and third in both methods, indicating good performance. Meanwhile, UD. Sentosa Jaya (A4) ranked the lowest in both methods, suggesting that this supplier is less competitive than the other alternatives. The comparison of results between MABAC and WASPAS methods demonstrates ranking consistency, confirming that both methods can be reliably used in decision-making. This study provides data-driven recommendations for companies in selecting the best supplier, thereby enhancing supply chain efficiency and supporting long-term business strategies.
Perancangan Iklan Layanan Masyarakat Tentang Pola Hidup Sehat Menggunakan Media Animasi 2 Dimensi Kevin Dwi Aristo; Jundro Daud Hasiholan; Andi Yusika Rangan
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 8, No 3 (2025): Juni 2025
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v8i3.9047

Abstract

Abstrak - Perancangan iklan layanan masyarakat tentang pola hidup sehat menggunakan media animasi 2 dimensi bertujuan untuk meningkatkan kesadaran masyarakat tentang pentingnya menerapkan pola hidup sehat yang menarik dan mudah dipahami. Media animasi 2 dimensi dipilih karena kemampuannya dalam menyajikan pesan edukatif melalui visual yang atraktif dan narasi yang interaktif, sehingga mampu menjangkau berbagai kalangan usia, khususnya anak-anak dan remaja. Proses perancangan ini meliputi tahapan pra-produksi, produksi, dan pasca produksi. Iklan ini dirancang untuk menyampaikan pesan penting seperti mengkonsumsi makanan bergizi seimbang, aktivitas fisik, serta istirahat yang cukup dalam bentuk cerita fiktif yang  diperankan oleh karakter animasi 2 dimensi, Pengujian efektivitas iklan dilakukan melalui survei kepada masyarakat umum, yang akan menunjukkan hasil positif dengan tingkat penerimaan dan pemahaman yang tinggi. Dengan demikian, iklan layanan masyarakat berbasis animasi 2 dimensi ini terbukti efektif sebagai media sosialisasi pola hidup sehat yang menarik dan mudah diakses oleh masyarakat luas.  Kata kunci: Animasi 2 Dimensi; Pola Hidup Sehat; Iklan Layanan Masyarakat. Abstract - The design of a public service announcement (PSA) about healthy lifestyles using 2D animation media aims to increase public awareness regarding the importance of adopting a healthy lifestyle in an engaging and easily understandable manner. 2D animation media was chosen for its ability to present educational messages through attractive visuals and an engaging narrative, enabling it to reach various age groups, particularly children and teenagers. This design process encompasses pre-production, production, and post-production stages. This advertisement is designed to convey crucial messages such as consuming balanced nutritious food, engaging in physical activity, and getting adequate rest, presented as a fictional story portrayed by 2D animated characters. Testing the advertisement's effectiveness was conducted through surveys administered to the general public, which indicated positive results with high levels of acceptance and comprehension. Thus, this 2D animation-based public service announcement proves effective as an engaging and easily accessible medium for promoting healthy lifestyles to the wider community.Keywords: 2D Animation; Healthy Lifestyle; Public Service Announcement.
Perancangan Pembelajaran Interaktif Berbasis Multimedia Pada Anak TK Menggunakan Metode Research and Development (R&D) Fitrian, Muhammad Ghilang; Rangga, Andi Yusika; Hasiholan, Jundro Daud
Journal of Informatics, Electrical and Electronics Engineering Vol. 5 No. 2 (2025): December 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jieee.v5i2.2825

Abstract

Early childhood reading ability is an essential foundation for subsequent academic development. The main problem at Mekar Sari Kindergarten is the low reading interest of children, characterized by frequent boredom and easily distracted attention during conventional learning. This study aims to develop an interactive multimedia learning system based on the VAK (Visual, Auditory, Kinesthetic) approach to create a more engaging and meaningful learning experience. The method used is Research and Development (R&D) with a prototyping approach through participatory observation and in-depth interviews with teachers. The contribution of this research lies in the design of an interface that organically integrates multimodal stimuli according to early childhood learning characteristics. The results show that the developed prototype successfully created positive responses where children appeared enthusiastic and actively engaged throughout the learning process. Detailed observations revealed significant improvements in children's attention span and spontaneous participation in learning activities. Feedback from teachers highlighted the ease of integrating this media into the daily curriculum and its effectiveness in maintaining children's engagement. The study concludes with a multimedia system prototype that has been pedagogically proven capable of creating an immersive and enjoyable learning environment for early childhood.
Pengenalan Tarian Adat Dayak Hudoq Melalui Media Virtual Reality Untuk Pelestarian Budaya Otovianus Oscar; Muhammad Ibnu Sa’ad; Jundro Daud Hasiholan
Bulletin of Information Technology (BIT) Vol 6 No 4 (2025): Desember 2025
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v7i1.2338

Abstract

Abstract- The preservation of the traditional Dayak Hudoq dance faces serious challenges due to globalization and the use of conventional learning media that are less appealing to the digital native generation. These challenges have resulted in a lack of understanding among the younger generation of the philosophical values of dance. There is a research gap in the use of Virtual Reality (VR) technology that focuses on the philosophical values of the dance and can be accessed independently (offline) using low-cost devices. This study aims to (1) develop an offline-based Virtual Reality educational application (VR-Box) using the Multimedia Development Life Cycle (MDLC) method, and (2) test the feasibility of this media as a means of cultural preservation. The MDLC method is applied through six systematic stages: Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The testing process involved Alpha testing for functionality and Beta testing using a Likert scale questionnaire with 10 vocational high school students in Samarinda to measure ease of use and appeal. The results of the study show that the VR-Box application was successfully developed and functions well. The beta test results show a “Very Good” level of user acceptance with an overall average score of 88%. This application is considered very practical to use (96%) and capable of increasing interest in learning about culture (88%). It is concluded that the VR-Box application is feasible and effective to be implemented as a portable and low-cost medium for cultural preservation. However, user evaluation shows that visual quality (74%) is still an aspect that needs to be improved in further research. Keywords: MDLC, Visualization, Dayak, Cultural Preservation, VR
Visualisasi Interaksi Habitat Hewan dalam Lingkungan WebAR sebagai Media Pembelajaran Biologi Atventitus Etwin Loho; Heny Pratiwi; Jundro Daud Hasiholan
TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi Vol 5 No 2 (2025): TAMIKA: Jurnal Tugas Akhir Manajemen Informatika & Komputerisasi Akuntansi
Publisher : Universitas Methodist Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46880/tamika.Vol5No2.pp478-485

Abstract

The study aimed to develop an interactive learning medium based on Web-based Augmented Reality (WebAR) markerless to visualize various animal habitats as part of Science education in elementary schools. The research employed the Multimedia Development Life Cycle (MDLC) method, which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The developed WebAR application allows students to explore 3D dioramas of animal habitats directly through a browser without additional installation. A beta test was conducted with 10 fifth-grade students from SDN 024 Samarinda using a Likert scale questionnaire that covered accessibility, visual display, interactivity, and user satisfaction. The test results showed an average score of 82.8%, indicating that the developed medium is well-received and effective in increasing students' motivation and concept understanding. This markerless WebAR medium provides a more immersive and contextual learning experience compared to conventional two-dimensional media. Future research could expand the number of respondents, test in different learning contexts, and add interactive features such as quizzes or narration to enhance learning engagement.
Implementasi Augmented Reality Pada Aplikasi Pengenalan Suku Dayak Sub Suku Dayak Bahau Busang Elyza Julio Koho; Jundro Daud Hasiholan; Aisyah Fajriantini
Digital Transformation Technology Vol. 6 No. 1 (2026): Periode Maret 2026
Publisher : Information Technology and Science(ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/digitech.v6i1.8486

Abstract

Penelitian ini bertujuan untuk mentransformasi metode pengenalan budaya lokal melalui pengembangan aplikasi pameran virtual berbasis mobile Augmented Reality (AR) bagi siswa SDN 024 Samarinda. Fokus utama penelitian adalah digitalisasi warisan budaya sub-suku Dayak Bahau Busang yang mencakup lima objek ikonik: Penari Hudoq, Tameng (Kelebit), Kalung Taring, Anjat, dan Mandau. Metodologi yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang terdiri dari tahap pengonsepan, perancangan, pengumpulan material, perakitan, pengujian, hingga distribusi. Aplikasi ini memanfaatkan fitur plane detection yang memungkinkan siswa memunculkan beberapa objek 3D sekaligus secara interaktif di lingkungan nyata tanpa memerlukan penanda fisik (markerless). Hasil pengujian beta terhadap 10 responden siswa menunjukkan tingkat kepuasan rata-rata sebesar 87,6%, yang menempatkan media ini dalam kategori "Sangat Baik". Temuan ini menegaskan bahwa integrasi teknologi AR mampu menciptakan pengalaman belajar yang lebih imersif dan efektif dalam meningkatkan retensi informasi mengenai detail artefak budaya Dayak di tingkat sekolah dasar