p-Index From 2021 - 2026
5.848
P-Index
This Author published in this journals
All Journal 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 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

IMPLEMENTASI SISTEM PAKAR DIAGNOSIS TINGKAT STRESS UNTUK SISWA SMA NEGERI 33 JAKARTA DALAM PROSES PEMBELAJARAN SELAMA PANDEMI COVID-19 Noviandi, Noviandi; Widiastuti, Mariyana; Aryani, Diah
Jurnal Pengabdian Masyarakat AbdiMas Vol 9, No 02 (2022): Jurnal Pengabdian Masyarakat Abdimas
Publisher : Universitas Esa Unggul

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47007/abd.v9i02.6014

Abstract

Dampak pandemi covid 19 mengharuskan pemerintah pusat, pemerintah daerah danlembaga terkait membuat suatu kebijakan dengan melaksanakan pembelajaran jarak jauh(daring) dan tatap muka (luring) dengan protokol kesehatan guna memutus mata rantaipenyebaran covid 19. Namun pembelajaran daring yang dilaksanakan di rumah oleh siswamempunyai berbagai macam kendala diantara sarana dan prasarana yang tidak memadaisehingga siswa merasa tertekan dalam proses pembelajaran, daya serap siswa yang tidakmaksimal terhadap materi yang diberikan karena kondisi dan lingkungan pembelajaranterkadang tidak mendukung untuk belajar dan ketidakmampuan orang tua untuk mendampingiproses pembelajaran di rumah. Berdasarkan permasalahan yang dialami oleh siswa SMA 33Jakarta, perlu dilakukan kegiatan pengabdian yang efektif selama enam bulan. Kegitanpengabdian ini dibagi menjadi empat aktivitas, 1) Sosialisasi program kerja 2) Mengedukasisiswa SMA 33 tentang stress dan resiko stress dalam belajar, 3) Mengimplementasikan aplikasisistem pakar stress, dan 4) melakukan evaluasi terhadap kinerja sistem.
Implementation of the Multimedia Development Life Cycle (MDLC) in Solar System Application Design Aryani, Diah; Noviandi, Noviandi; Siti Fatonah, Nenden; Akbar, Habibullah
International Journal of Science, Technology & Management Vol. 5 No. 4 (2024): July 2024
Publisher : Publisher Cv. Inara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46729/ijstm.v5i4.1123

Abstract

Augmented Reality (AR) technology has had an impact on changes in the world of education, especially improving the quality of education which has positively influenced the learning and teaching process, with the use of tools in education it has proven effective in improving the learning and teaching environment in the classroom and even changing the way we view education. This research aims to design a solar system application as an alternative AR-based learning media by integrating 3D models, animation and video to improve the learning experience of students, especially students of SDN Larangan 5 Tangerang. This is based on the lack of student learning experience, especially regarding the solar system material which is still lacking and not yet varied because so far SDN Larangan 5 has not used technology, especially AR technology in the learning process and still uses book texts and videos. This research used the Multimedia Development Life Cycle (MDLC) method and usability testing was carried out using the System Usability Scale (SUS) method with a total of 33 respondents with a test result of 78 which indicates the level of user satisfaction with the solar system application that has been tested on the respondents.
Rancang Bangun Aplikasi Prototype Sistem Penjualan Kopi Berbasis Mobile (Study Kasus: Kedai Cuan) Luri Sesy Apriyani; Diah Aryani; Ahmad Fathurrozi
Journal of Informatic and Information Security Vol. 5 No. 1 (2024): Juni 2024
Publisher : Program Studi Informatika, Fakultas Ilmu Komputer Universitas Bhayangkara Jakarta Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31599/jfz9pc41

Abstract

One of the shops in Tangerang that is attractive to young people because of its relatively cheap price is Kedai Cuan, this shop offers various types of coffee with a comfortable atmosphere. The absence of an application that can increase Kedai Cuan's online sales has led to a decline in sales, as shown by the current sales report. In addition, customers still have difficulty finding information about the available menu, and customers still have to place orders and make payments manually. This research aims to build an Android-based online sales system needed to speed up the sales process at Kedai Cuan with a system development method using the prototype method and the React Native framework JavaScript programming language and Supabase database so that it is hoped that this application can make it easier for owners and customers to buy and sell online and increase sales.
Game Edukasi Berbasis Augmented Reality (AR) Menggunakan Metode Marker-Based Tracking dalam Perancangan Aplikasi Tata Surya Aryani, Diah; Noviandi, Noviandi; Fatonah, Nenden Siti; Akbar, Habibullah
JUKI : Jurnal Komputer dan Informatika Vol. 6 No. 2 (2024): JUKI : Jurnal Komputer dan Informatika, Edisi Nopember 2024
Publisher : Yayasan Kita Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Augmented Reality (AR) technology has had a positive impact on education, particularly in improving the quality of learning and creating an interactive learning environment. This research aims to design a solar system application based on AR as an alternative learning media that integrates 3D models, animations, and videos to enhance the learning experience of students, especially at SDN Larangan 5 Tangerang. The background of this research is the lack of variety in teaching the solar system material at the school, which still relies on textbooks and videos without utilizing AR technology. The method used in this study is Marker-Based Tracking, which involves the use of specific markers to detect objects and display information as well as 3D models of the planets in the Solar System on the device screen. By using this method, the application provides a more interactive and immersive learning experience. For usability testing, the System Usability Scale (SUS) method was used, involving 33 respondents, including teachers, students, and parents. The test results yielded a score of 78, indicating a high level of user satisfaction with the application. This study is expected to be a first step in the application of AR technology to support learning innovation, particularly in enhancing students' understanding of the solar system concept
Implementasi Sistem Informasi Pengelolaan Surat Akademik Mahasiswa Menggunakan Framework Laravel Andreansyah, Tedy; Aryani, Diah; Sunarya, Po Abas
Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Vol 10 No 1 (2024): Journal CERITA : Creative Education of Research in Information Technology and Ar
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/cerita.v10i1.2863

Abstract

Mail management or archiving is very commonly carried out by an organization. At Esa Unggul University, the management of student academic letter needs is still done manually by the faculty administration staff, which is considered inefficient because there is only 1 faculty staff for each department, and they play a role in almost all faculty activities, so the management and service of academic letters has a slow process. Based on the problems found above, an academic letter management information system is proposed. This research is intended to be able to process student academic letter needs quickly and easily, so that it benefits both the students and the Faculty. The development method chosen for this system is prototyping using the Laravel framework, and producing an information system that can manage incoming and outgoing mail from the Esa Unggul University Faculty of Computer Science by the system. The benefits of this research include easing the work of the Faculty Admin, speeding up the process of serving academic letters, and reducing the risk of Human Error when managing academic letters
Sistem Penjadwalan Kerja di PT. Victory Chingluh Indonesia Berbasis Web Ramadhan, Kresna; Aryani, Diah; Santoso, Sugeng
ICIT Journal Vol 11 No 1 (2025): Februari 2025
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v11i1.3425

Abstract

Teknologi sangat berdampak baik apabila diterapkan dalam perusahaan dengan banyak karyawan karena dapat mengurangi waktu pengolahan data. Teknologi dapat mempermudah karyawan dalam melakukan pekerjaan dengan waktu yang lebih singkat dan juga data yang akurat. data dapat disimpan dan dicari dengan mudah. Penggunaan website untuk sebuah sistem penjadwalan kerja lembur tentunya sangat cocok karena kemudahan pengelolaan, akses dan juga biaya pembuatannya. Penelitian ini bertujuan untuk mengembangkan sebuah sistem digital yang mempermudah karyawan ataupun manajemen perusahaan dalam melakukan pengolahan data. Dengan menggunakan metode waterfall, pengembangan sistem dilakukan secara sistematis dan berurutan. Metode waterfall dianggap tepat untuk pengembangan sistem web ini karena setiap tahap dilakukan secara terstruktur dan terdokumentasi dengan baik serta menghasilkan output yang bagus. Berdasarkan hasil pengujian blackbox, adanya sistem ini dapat membantu karyawan dan juga tim perencanaan dalam menjadwalkan kerja lembur secara optimal dan lebih efisien. Adanya sistem ini pun mengurangi waktu yang dibutuhkan dalam penyebaran formulir lembur kepada masing masing karyawan yang tentunnya membutuhkan banyak waktu. Bahasa pemrograman yang digunakan yaitu PHP dengan menggunakan framework Laravel dan menggunakan database MySQL.
Sistem Penjualan Aplikasi Perancangan Pada Sistem Penjualan Aplikasi E-commerce Berbasis Web Menggunakan Metode Extreme Programming (Studi Kasus: Cafe TujuhSatuKopi) Arnas, Dio Hartawan; Ariessanti, Hani Dewi; Aryani, Diah; Sutanto, Imam
ICIT Journal Vol 11 No 1 (2025): Februari 2025
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v11i1.3454

Abstract

Di tengah kemajuan pesat dalam teknologi informasi dan perkembangan tren perdagangan online yang telah mengubah banyak aspek kehidupan sehari-hari, terutama dalam konteks belanja dan interaksi konsumen dengan bisnis, Cafe TujuhSatuKopi, yang bergerak di industri minuman kopi, merasakan perlunya beradaptasi. Cafe ini berupaya mengikuti tren online agar dapat memperluas pasar mereka dan memberikan pengalaman yang lebih nyaman bagi pelanggan. Namun, saat ini, Cafe TujuhSatuKopi masih belum memiliki platform web yang memungkinkan pelanggan untuk memesan kopi secara online. Oleh sebab itu, studi ini bertujuan untuk membuat dan mengembangkan sebuah aplikasi web yang dapat mendukung proses pemesanan dan penjualan kopi secara online bagi Cafe TujuhSatuKopi. Penelitian ini memanfaatkan metode Extreme Programming (XP) sebagai pendekatan utama. Bahasa pemrograman yang digunakan adalah JavaScript, sementara framework React.js digunakan untuk menciptakan interface pengguna yang responsif dan interaktif. Database Firebase digunakan untuk memastikan penyimpanan data yang andal dan sinkronisasi real-time, fitur kunci dalam lingkup E-commerce. Aplikasi ini memungkinkan pelanggan untuk menjelajahi menu kopi, menyesuaikan rasa dan pilihan tambahan, serta mengatur jumlah pesanan dengan mudah. Diharapkan penelitian ini dapat membantu Cafe TujuhSatuKopi meningkatkan pendapatan mereka..
PERANCANGAN CHATBOT UNTUK PELAYANAN INFORMASI AKADEMIK DI UNIVERSITAS ESA UNGGUL KAMPUS BEKASI Adrian, Adrian; Herwanto, Agus; Aryani, Diah; Yulhendri, Yulhendri
Kohesi: Jurnal Sains dan Teknologi Vol. 7 No. 3 (2025): Kohesi: Jurnal Sains dan Teknologi
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3785/kohesi.v7i3.11679

Abstract

Advances in information technology encourage educational institutions to adopt digital solutions to improve service efficiency. Esa Unggul University Bekasi is faced with the challenge of providing fast, accurate, and responsive information services to meet the needs of its students. This study focuses on the development of an automated chatbot based on Artificial Intelligence (AI) by utilizing Large Language Models (LLM) integrated with LangChain. This chatbot is designed to optimize academic and administrative information services, such as class schedules, academic guidance, and other administrative services. This system is designed to provide responses to various general student questions, including information related to filling out KRS, payments, and academic procedures. LangChain integration allows the chatbot to handle more complex interactions with a deeper understanding of user needs. In developing this system, the prototyping method is used to iterate design, development, and testing. Each iteration involves trials to improve the system based on user input. The results of the study show that the chatbot can provide responsive, relevant services and operate continuously with a high level of user satisfaction. This chatbot is expected to be able to improve the efficiency of information services for students, lighten the workload of administrative staff, and support the improvement of service quality at Esa Unggul University Bekasi.
Rancang Bangun Aplikasi Layanan Jasa di Bidang AC Berbasis Web CV. Citra Sejuk Manurung, Jhordy Noverdian; Aryani, Diah; Harahap, Eka Purnama
ICIT Journal Vol 11 No 2 (2025): Agustus 2025
Publisher : UNIVERSITAS RAHARJA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/icit.v11i2.3427

Abstract

Kepuasan pelanggan merupakan isu krusial bagi pelaku bisnis dalam menghadapi persaingan yang semakin ketat. Sebagai hasilnya, inovasi akan terus berlanjut melalui pemanfaatan perkembangan teknologi dan sistem informasi yang pesat saat ini. CV. Citra sejuk merupakan perusahaan bisnis jasa dibidang jasa pelayanan terkait pendingin ruangan atau biasa dikenal dengan AC. Pada CV. Citra Sejuk sekarang ini pelayanan jasa terkait AC masih dilakukan secara manual yaitu dengan pelanggan datang ke bengkel AC (workshop) meminta dilakukannya pelayanan atau memesannya dengan menelfon menggunakan telfon genggam. Oleh karena itu inovasi diperlukan untuk meningkatkan kualitas layanan dengan mengimplementasi sistem pemesanan jasa berbasis web. Maka dari itu akan dibuatnya sistem pemesanan berbasis web yang hasilnya merupakan website pemesanan jasa terkait layanan AC termasuk preventif, instalasi dan jasa perbaikan. Aplikasi berbasis web nanti akan berguna memudahkan admin dalam pengelolaan data pelanggan yang baik dan akurat. Sistem akan dibangun menggunakan framework CodeIgniter dan database MySQL. Metode pengembangan sistem yang digunakan yaitu metode waterfall. Hasil yang diharapkan dari dibangunnya aplikasi berbasis web ini yaitu berguna mempermudah pelanggan dalam melakukan pemesanan dan menerima pelayanan terkait AC dan bagi admin sebagai penginputan dan pengelolaan data yang baik.
Peningkatan Kreativitas Anak dengan Implementasi Augmented Reality Pembelajaran Hewan Berbasis Android Kusmawan, Dicky; Aryani, Diah; Yusuf, Mohamad
FORMAT Vol 14, No 2 (2025)
Publisher : Universitas Mercu Buana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22441/format.2025.v14.i2.007

Abstract

This study aims to address challenges in early childhood education, which are often caused by regulations, limited educator readiness, and inadequate interactive learning media. Augmented Reality (AR) technology offers a solution by integrating the virtual and real worlds, enabling children to experience 3D objects immersively using smartphones. The research was conducted at SD Bedahan 01 with third-grade students learning Natural Science (IPA) topics about animals, including their characteristics, classifications, habitats, and benefits. Initial observations showed the average student score was 78, meeting the Minimum Competency Criteria (KKM) but requiring improvement to optimize learning outcomes. To address this, an AR-based learning media application for Android was developed using the Multimedia Development Life Cycle (MDLC) method, integrating 3D visuals, audio, and interactive features to create an engaging and immersive learning experience. The results demonstrated that the use of AR technology increased students’ interest and understanding of the material, as well as their ability to recall and apply concepts. This study highlights the potential of AR as an effective educational tool and contributes to the development of innovative and interactive learning media for elementary education, particularly in subjects requiring visualization. Future research may explore expanding AR features to include gamification and advanced interactivity for broader educational applications.
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 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 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 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 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 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