This Author published in this journals
All Journal IJCCS (Indonesian Journal of Computing and Cybernetics Systems) snimed Edutech Jurnal Edik Informatika : Penelitian Bidang Komputer Sains dan Pendidikan Informatika Format : Jurnal Imiah Teknik Informatika JURNAL MEDIA INFORMATIKA BUDIDARMA Jurnal Pengabdian Masyarakat AbdiMas Jurnal Inovasi Hasil Pengabdian Masyarakat (JIPEMAS) Petir Aptisi Transactions on Management CSRID (Computer Science Research and Its Development Journal) CCIT (Creative Communication and Innovative Technology) Journal JOURNAL INFORMATICS, SCIENCE & TECHNOLOGY JISICOM (Journal of Information System, Infomatics and Computing) Journal of Information System, Applied, Management, Accounting and Research E-JURNAL JUSITI : Jurnal Sistem Informasi dan Teknologi Informasi Informatika TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri ICIT (Innovative Creative and Information Technology) Journal Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Jurnal Sistem Komputer & Kecerdasan Buatan JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) Community Development Journal: Jurnal Pengabdian Masyarakat JUKI : Jurnal Komputer dan Informatika Jurnal Abdidas Jurnal Teknik Informatika (JUTIF) International Journal Of Science, Technology & Management (IJSTM) Entrepreneurship Bisnis Manajemen Akuntansi (E-BISMA) International Journal of Engineering, Science and Information Technology Jurnal Abdimas Bina Bangsa Tridharmadimas: Jurnal Pengabdian Kepada Masyarakat Jayakarta Jurnal Minfo Polgan (JMP) Formosa Journal of Science and Technology (FJST) Teknik: Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Universal Raharja Community (URNITY Journal) STORAGE: Jurnal Ilmiah Teknik dan Ilmu Komputer Kohesi: Jurnal Sains dan Teknologi Journal of Informatics and Information Security
Claim Missing Document
Check
Articles

Pemanfaatan Aplikasi Gamifikasi Wordwall Di Era Pandemi Covid-19 Untuk Meningkatkan Proses Pembelajaran Daring Syahrizal Dwi Putra; Diah Aryani; Hani Dewi Ariessanti
Terang Vol 4 No 1 (2021): TERANG : Jurnal Pengabdian Pada Masyarakat Menerangi Negeri
Publisher : Sekolah Tinggi Teknik - PLN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33322/terang.v4i1.1453

Abstract

Gamification applications for online learning are something that needs to be socialized at this time, especially during the pandemic to improve the learning process. SDIT Insan Rabbani / Integrated Islamic School (SIT) Insan Rabbani is an Islamic educational institution that is oriented towards character building for its students. To improve the online learning process in this pandemic era, the school wants to use the concept of gamification in the online learning process. Besides that, teachers also want ways to build school learning content that can increase student engagement for online learning, especially during the current pandemic. So the abdimas team provided a solution by offering counseling on the use of gamification using a wordwall. Wordwall was chosen so that teachers can easily understand the concept of gamification and create various quiz/evaluation templates that are owned by wordwall. The expected target is for teachers to understand concepts and use gamification to increase student involvement in the online learning process.
Pengembangan Metode Sistem Terdistribusi (Peer to Peer and Client Server) Untuk Informasi Hasil Pertanian Menggunakan IOT Fredy Susanto; Diah Aryani; Ari Asmawati
Jurnal SISKOM-KB (Sistem Komputer dan Kecerdasan Buatan) Vol. 3 No. 2 (2020): Volume III - Nomor 2 - Maret 2020
Publisher : Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47970/siskom-kb.v3i2.146

Abstract

Abstract — Penggunaan teknologi TIK (Teknologi Informasi Komunikasi) telah sangat menyentuh sendi kehidupan, baik kehidupan individu di kota dan di pedesaan. Penggunaan teknologi informasi telah menembus kehidupan pedesaan dan meningkatkan standar kehidupan untuk mensejahterakan desa. Karena lebih dari 50% kehidupan bangsa ini terletak di sisi negara. Informasi tentang hasil pertanian sangat penting bagi masyarakat pedesaan dan perkotaan, di mana tanaman pertanian merupakan indikator pengambilan keputusan dan kebijakan. Metode yang digunakan adalah metode sistem terdistribusi di mana informasi yang dihasilkan oleh petani mengenai panen mereka didistribusikan secara peer to peer melalui teknologi IoT (internet of things) yang menggunakan perangkat server web Arduino Uno. Menggunakan perangkat Arduino Uno berarti penggunaan perangkat minimalis atau sistem embed untuk menekankan sumber daya, dan ramah lingkungan.
Implementasi Firebase Realtime Platform Berbasis Mobile Untuk Sistem Pemesanan Pakaian Dengan Payment Gateway (Studi Kasus: Distro Collection) Hani Dewi Ariessanti; Diah Aryani; Sigit Santoso
ICIT Journal Vol 8 No 2 (2022): Agustus 2022
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (914.526 KB) | DOI: 10.33050/icit.v8i2.2404

Abstract

Distro Collection merupakan toko distro menjual pakaian di daerah Tangerang yang menyediakan berbagai macam produk / outfit seperti kaos, jaket, celana jeans, dan lain – lain. Sistem penjualan dan promosi di Distro Collection masih dilakukan secara manual dimana pelanggan harus mendatangi ke toko untuk memilih dan membeli produk – produk yang disediakan. Dalam proses pengelolaan data produk, pembelian, dan transaksi pelanggan masih menggunakan pencatatan data sehingga kurang efektif karna dapat terjadi kesalahan dalam mencatat tiap data. Transaksi juga masih dilakukan secara manual saat pelanggan melakukan pembelian. Oleh karena itu peneliti bertujuan untuk membangun sebuah sistem berbasis mobile yang dapat melakukan pengelolaan data dan pembelian produk secara online untuk memudahkan customer, dan juga pihak distro collection. Sistem tersebut juga dibangun dengan payment gateway agar dapat memudahkan customer dalam melakukan transaksi. Dalam meneliti dan menganalisis kebutuhan sistem agar terpenuhi, peneliti menggunakan metode pengembangan sistem prototyping, sistem dikembangkan menggunakan bahasa pemrograman Javascript dengan framework React dan database Firebase. Dalam memberikan hasil yang maksimal dalam pembuatan sistem dilakukan pengujian dengan menggunakan Black Box Testing. Kata Kunci: Mobile, payment gateway, Javascript, React, Firebase
Sistem Pakar Diagnosis Tingkat Stres Berbasis Android dengan Metode Certainty Factor Noviandi Noviandi; Diah Aryani; Arief Ichwani
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 4 (2022): Oktober 2022
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i4.4727

Abstract

The number of cases of Corona Virus Diesis (COVID-19) according to the World Health Organization (WHO) is 93,217,287 people. In the case of Covid-19, one of which is making changes in behavior is education. The teaching and learning process has changed into bold learning in the education sector. Students who continuously carry out the learning process at home can increase stress because previous research data stated that the level of severe anxiety experienced by students was one of them caused by daring learning, which reached 95.59%, and students reached 97.69%. This research aims to develop an expert system for dealing with stress in high school students. The method used for making the expert system is the Certainty Factor. Based on functionality testing using black box testing, it shows that all components produce the expected and appropriate results, then for accuracy testing using a confusion matrix through a comparison between manual calculations and system calculations, so that the accuracy test results are 100%. Therefore, the expert system for diagnosing stress diseases in high school students can be said to be feasible.
Penerapan Konsep Computational Thinking dengan Block-based Programming bagi Guru SMPIT Insan Rabbani Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan
TRIDHARMADIMAS: Jurnal Pengabdian Kepada Masyarakat Jayakarta Vol 2 No 2 (2022): PKM-TRIDHARMADIMAS (Desember 2022)
Publisher : Sekolah Tinggi Manajemen Informatika dan Komputer Jayakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.52362/tridharmadimas.v2i2.981

Abstract

Berpikir komputasional (computational thinking) adalah metode menyelesaikan persoalan dengan menerapkan teknik ilmu komputer (informatika). Teknik berpikir computional thinking sebagai sebuah pendekatan sangat penting dikuasai para siswa untuk membantu mereka menstrukturisasi penyelesaian masalah yang rumit. SMPIT Insan Rabbani merupakan lembaga pendidikan Islam yang berorientasi pada pembentukan karakter bagi peserta didiknya. Untuk meningkatkan proses pembelajaran, pihak sekolah menginginkan peningkatan pemahaman konsep computational thinking ke dalam proses pembelajaran khususnya mata pelajaran informatika yang wajib ada di sekolah sesuai perubahan kurikulum menjadi kurikulum merdeka. Disamping itu guru menginginkan pula cara membangun konten pembelajaran sekolah yang dapat meningkatkan kemampuan berpikir komputasional murid. Maka tim abdimas memberikan solusi dengan menawarkan penyuluhan dan pelatihan tentang penerapanan konsep computational thinking dengan blocks-based programming. Blocks-based programming dengan menggunakan MIT App Inventor dipilih agar guru dapat dengan mudah memahami konsep computational thinking termasuk algoritma dan lebih fokus tanpa perlu memikirkan tentang pemrograman/coding untuk membuat aplikasi mobile. Hasil dari pengabdian masyarakat adalah guru dapat memahami konsep computational thinking dan memanfaatkan blocks-based programming dengan menggunakan MIT App Inventor untuk proses pembelajaran mata pelajaran informatika sesuai dengan kurikulum merdeka.
Aplikasi Augmented Reality Geometri Sekolah Dasar Untuk Bangun Datar dan Ruang Menggunakan Metode Marker Based Tracking Syahrizal Dwi Putra; Diah Aryani; Harlinda Syofyan; Verdi Yasin
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 7, No 1 (2023): Januari 2023
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v7i1.5281

Abstract

Geometry is an important part of students' mastery of mathematics. In its application, students are still constrained in imagining objects abstractly. It takes the right learning media that is used by teachers and keeps abreast of current technological developments. This study aims to describe flat and spatial geometric objects in teaching geometry using augmented reality learning media based on Android applications so that learning becomes more interesting, concrete and visual equipped with a quiz game feature that contains quizzes that are puzzle games. This application was built using Unity3D and Vuforia SDK and 3D objects created using Blender. This application utilizes the marker method used to determine the point of emergence of 3D objects. The results of application testing using the black box method state that the detection of markers on objects, features and the speed level of devices using the application is running well. The Marker Based Tracking method can be used to recognize flat object markers and spatial planes very well.
Design Application of Augmented Reality-Based Computer Device Assembly Practicum Modules Diah Aryani; Syahrizal Dwi Putra; Noviandi Noviandi; Habibullah Akbar
CCIT Journal Vol 16 No 1 (2023): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (821.209 KB) | DOI: 10.33050/ccit.v16i1.2509

Abstract

The adaptation and use of digital technology have presented various opportunities and challenges for actors involved in educational services, i.e., colleges, educators, and students. Augmented reality has recently emerged as one of the digital technologies that have attracted the attention of many academies and practitioners; in addition, AR technology has brought about a change in the way users and machines interact that can teach and direct students to handle the topic of lessons differently and more proactively. This study aims to design and build an android-based Augmented Reality (AR) computer hardware assembly practicum module application as an alternative learning media in the computer hardware device assembly practicum module, which is expected in a learning activity to be more exciting and increase students' skills about computer assembly through AR technology can be one of the solutions to overcome the practicum module which was previously still in the form of a textbook and was not yet technology-based. The research method used is the Multimedia Development Life Cycle (MDLC), which consists of six stages, namely concept, design, material, collection, assembly, testing, and distribution. The results of the practicum module application with Augmented Reality technology can be run on mobile devices with an Android operating system for version 5.1 and above, and this module has a feature that can introduce 3-D objects of hardware devices and simulate the assembly of hardware devices 3D objects 3D IC processor components and mainboards that are driven with the touch of a finger by pairing elements (Drag and Drop).
PEMANFAATAN TEKNOLOGI LMS DENGAN PENDEKATAN TPACK DI SDN LARANGAN 9 KOTA TANGERANG Yulhendri Yulhendri; Ratnawati Susanto; Diah Aryani
Jurnal Abdimas Bina Bangsa Vol. 4 No. 1 (2023): Jurnal Abdimas Bina Bangsa
Publisher : LPPM Universitas Bina Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46306/jabb.v4i1.356

Abstract

This Abdimas aims to provide training and coaching to the teachers of SDN Larangan 9 Kota Tangerang in the application of Learning Management System (LMS) technology with the Technological Pedagogical and Content Knowledge (TPACK) approach to improve the quality of learning in the digital era. This activity uses the community service method with stages of activities including identifying needs and challenges, training and fostering the use of LMS, as well as evaluating and monitoring implementation results. The results of the training and coaching show that teachers at SD Larangan 9 Tangerang City are able to apply LMS technology with the TPACK approach in learning more effectively and efficiently. In this case, teachers are able to integrate knowledge of technology, education, and learning materials in a more integrated manner, so that learning can become more interactive, creative, and interesting for students. Therefore, the application of LMS technology with the TPACK approach can improve the quality of learning in the digital era and support the creation of a more competent generation in the future
Implementasi Framework Reactjs Pada Desain Aplikasi E-menu Restoran Dengan Payment Gateway (Studi Kasus: Restoran Hosit Bangka Kuliner) Diah Aryani; Willi Kornellius; Yulhendri Yulhendri; Hani Dewi Ariessanti
ICIT Journal Vol 10 No 1 (2024): Februari 2024
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v10i1.2815

Abstract

Sustaining and enhancing customer satisfaction consistently is a crucial determinant for a company to achieve competitive advantage in its industry, E-Menu is an innovative application that functions as a replacement for conventional menus and ordering systems. Therefore, continuous innovation is needed to improve service quality by implementing e-menus which are expected to shorten service time and improve service quality to customers. The Hosit Bangka Kuliner restaurant, which still uses conventional methods in terms of service and operational aspects in the process of ordering food or drinks, also does not have a checkout menu, so the waiter must read the menu list of the selected orders to confirm the order, which is less effective. This study aims to develop an e-menu application that displays different functionalities categorized according to the intended user, namely (employees and customers to display menu details and order status, in addition to functioning as a menu ordering tool.The prototype method is utilised as the research methodology for the development of an E-Menu website. The utilised programming languages comprise HTML, CSS, and ReactJs. The expected results from the development of this application are none other than to serve as a viable solution to address current problems, and to increase customer satisfaction by providing an optimal user experience.
DETEKSI BANJIR AREA PERKOTAAN BERBASIS CITRA DIGITAL CONVOLUTIONAL NEURAL NETWORK (VGG19) Habibullah Akbar; Diah Aryani; Muhamad Bahrul Ulum
Jurnal Teknik Mesin, Elektro dan Ilmu Komputer Vol. 2 No. 3 (2022): November : Jurnal Teknik Mesin, Elektro dan Ilmu Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (992.245 KB) | DOI: 10.55606/teknik.v2i3.798

Abstract

Geographically and demographically, Indonesia has natural conditions that have the potential for floods disaster. There are at least 16,771 islands and 65,017 rivers that fill the archipelago. Unfortunately, the ever-increasing urban population accompanied by a lack of awareness and preparation for protecting the environment has resulted in a higher risk of flooding in urban areas. This study utilizes digital imagery to detect flood conditions in urban areas. In terms of access, digital images are available in urban CCTV monitoring systems as well as office areas, housing, and from people who have smartphones. The detection method used in this study is the VGG19 model which consists of 16 convolution layers and 3 standard classification layers. All convolution layers are divided into 5 blocks followed by a MaxPooling layer for each block to reduce the resolution of the input image. In the last layer, SoftMax layer is used to estimate the probability between flood labels and normal conditions. There are 4 parameters that were optimized during the VGG19 model training process, namely Batch Size, Learning Rate, Dropout and Epoch (training repetition). To test the proposed model, public datasets are used, namely the Roadway Flooding Image Dataset and Road Vehicle Images Dataset. The best flood detection results (or normal conditions) achieve the accuracy of 98.78%. As for the other three performance metrics, namely precision, recall and F1-score, they reach 99%. These results are generated by the VGG19 model with a Batch Size parameter of 20, a Learning Rate of 1e-5 (0.00001), 50% Dropout and 100 Epoch. The achievement values of the four metrics can be considered quite good, so that the VGG19 model has the opportunity to be developed for flood detection applications in order to monitor urban flood conditions.
Co-Authors Adaafi'ah, Yasinta Addaafi’ah, Yasinta Ade Setiadi Adnandi, M Arba Adrian Adrian Ahmad Fathurrozi Aji Setiawan Akbar, Habibullah Andreansyah, Tedy Ari Asmawati Ari Pambudi Arnas, Dio Hartawan Ary Budi Warsito, Ary Budi Asianto, Andriyanti Bashir, Pandu Bayu Sulistiyanto Ipung Sutejo Budi Tjahjono Damayanti, Prisila Delio, Ferdinand Defin Endi Rekarti, Endi Fannya, Puteri Fatonah, Nenden Siti Fifit Alfiah Fredy Susanto Gaol, Lasando Lumban H. Haris H. Haris Hani Dewi Ariessanti Harahap, Eka Purnama Haris Haris ., Haris Harlinda Syofyan Hendrian Hendrian Hendrian, Hendrian Herwanto, Agus Ichwani, Arief Ichyan Holilan Ilamsyah Ilamsyah Indri Handayani, Indri Ira Tyas Ningrum Izza Ilma Insyifani Jefry Sunupurwa Asri Kurnia, Rafi Zhafar Kusmawan, Dicky Luri Sesy Apriyani Malabay ., Malabay Malabay Malabay Manurung, Jhordy Noverdian Mariyana Widiastuti Martino Wibowo Martono, Aris Mohamad Yusuf Mohammed Al-shammari, Marwan Kadhim Muhamad Bahrul Ulum Muhamad Bahrul Ulum Muhamad Yusup Noviandi Noviandi Noviandi Noviandi, Noviandi Po Abas Sunarya Purnomo, Yunianto Putra, Syahrizal Dwi Putri, Dian Mustika Qurotul Aini Ramadhan, Kresna Ratna Dewi Ratnawati Susanto RR. Ella Evrita Hestiandari Ruli Supriati, Ruli Sabar Sukarno Sakina Nusarifa Tantri Saputra, Mochamad Adi Setiadi, Ade Shine Pintor Siolemba Patiro Sigit Santoso Siti Maesaroh STMIK, Author Super Sudaryono Sudaryono Sugeng Santoso Suhandi Junaedi Suharti, Dwi Sloria Sunarto, Ronald Nur Supriyono, Ignatius Agus Suryana, Endang Sutanto, Imam Syafnidawati, Syafnidawati Syahrizal Dwi Putra Syahrizal Dwi Putra Syahrizal Dwi Putra Syahrizal Dwi Putra Tiara Fanny Eldiana Ulum, M. Bahrul Untung Rahardja Verdi Yasin Wahyu, Sawali Widiarso, Rafif Tri Willi Kornellius Yaya Sudarya Triana Yose Amelia, Sabrina Yulhendri Yulhendri