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PERANCANGAN GAME EDUKASI MATEMATIKA DASAR BERBASIS CONSTRUCT 3 DALAM MENINGKATKAN PEMAHAMAN SISWA TERHADAP KONSEP MATEMATIKA SECARA EFEKTIF Fachruroji, Fahmi; Auliana, Sigit; Untirtha Pratama, Gelard; Halim, Abdul; Dwiki Putra Aryono, Gagah
JATI (Jurnal Mahasiswa Teknik Informatika) Vol. 9 No. 1 (2025): JATI Vol. 9 No. 1
Publisher : Institut Teknologi Nasional Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36040/jati.v9i1.12589

Abstract

Penggunaan gamifikasi dalam pendidikan telah diakui sebagai metode efektif untuk meningkatkan pemahaman siswa, khususnya dalam mata pelajaran matematika. Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis Construct 3 yang dirancang untuk siswa sekolah dasar. Game ini berfokus pada penguatan pemahaman konsep dasar matematika, seperti penjumlahan, pengurangan, perkalian, dan pembagian, melalui pendekatan yang menyenangkan dan interaktif. Pengembangan game mengikuti model ADDIE (Analysis, Design, Development, Implementation, and Evaluation), yang memastikan proses perancangan dilakukan secara sistematis. Elemen pembelajaran adaptif dan mekanisme umpan balik terintegrasi untuk menyesuaikan tingkat kesulitan dengan kemampuan siswa, sehingga memberikan pengalaman belajar yang optimal. Hasil pengujian awal menunjukkan bahwa siswa lebih termotivasi dan hasil belajar mereka meningkat secara signifikan dibandingkan metode pembelajaran tradisional. Game ini dirancang menggunakan Construct 3, sebuah platform berbasis HTML5 untuk pembuatan game 2D yang mudah digunakan karena mengadopsi mekanisme drag and drop tanpa memerlukan pemrograman kompleks. Proses pengembangannya melibatkan penambahan objek, penetapan sifat, serta penyusunan logika permainan menggunakan fitur kondisi dan aksi.Game ini menyajikan materi penjumlahan dan pengurangan dengan desain menarik, ceria, dan mudah dipahami oleh anak-anak. Melalui pendekatan ini, siswa dapat meningkatkan ketepatan dan kecepatan berhitung mereka sekaligus menikmati proses pembelajaran. Game edukasi ini diharapkan menjadi jembatan antara metode pembelajaran tradisional dan teknologi digital untuk meningkatkan kemampuan matematika siswa dengan cara yang menyenangkan.
BRANDING PRODUK EMPING MELINJO DENGAN MEMANFAATKAN WEBSITE E-COMMERCE DAN PENGGUNAAN TEKNOLOGI TEPAT GUNA MESIN SEALER/PRESS DI DESA SUKACAI Gagah Dwiki Putra Aryono; Sigit Auliana; Asep Sapaatullah; Maman Masyhuri; Eris Dwi Purnama
Jurnal Pengabdian Multidisiplin Indonesia (JUPEMI) Vol. 2 No. 2 (2024): Oktober
Publisher : Merwinspy Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69820/jupemi.v2i2.181

Abstract

Sukacai area, Pandeglang is an area in West Java that is known for its people who have skills in making emping and producing melinjo. For MSMEs, building branding is often a complex challenge. Limited resources, both in terms of finances, knowledge, and manpower, are often the main obstacle in developing an effective branding strategy. Not infrequently, MSMEs are trapped in the mindset that branding is only relevant for large companies with large budgets. In fact, proper branding can actually be the main weapon for MSMEs to compete with larger business actors. Strong branding helps MSMEs create a positive image in the eyes of consumers, build trust, and expand market reach. Manual Plastic Press is one of the appropriate technology machines that functions to cover the plastic surface of product packaging so that it gives a neat, beautiful, hygienic and non- spillable impression (making it easier to bring drinks or food for buyers), this tool uses the working principle of heating and cutting (automatic cutting), In general on the market there are manual, semi-automatic and automatic sealer machine types, What sets it apart as a whole is the way the engine operates
PKM IMPLEMENTASI APLIKASI PEMBELAJARAN INTERAKTIF PENGENALAN TATA SURYA BERBASIS CONSTRUCT 2 PADA SMP NEGERI 2 JIPUT Gagah Dwiki Putra Aryono; Sigit Auliana; Asep Sapaatullah; Maman Masyhuri; Achmad Dwi Saputro
Jurnal Pengabdian Multidisiplin Indonesia (JUPEMI) Vol. 2 No. 3 (2025): Februari
Publisher : Merwinspy Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69820/jupemi.v2i3.182

Abstract

This Community Service Program (PKM) aims to implement an interactive learning application based on Construct 2 for introducing the solar system at SMP Negeri 2 Jiput. The application is designed to enhance students' understanding of the solar system through engaging and interactive visual approaches. The methods used in this activity include teacher training, application installation on school devices, and monitoring during the learning process. The expected outcomes are increased student interest and a deeper understanding of solar system concepts. This program is expected to positively impact the effectiveness of learning and promote the integration of information technology in the educational process.
PENDAMPINGAN DIGITALISASI SISTEM ADMINISTRASI DESA BERBASIS APLIKASI DI DESA SUKACAI KECAMATAN JIPUT KABUPATEN PANDEGLANG Gagah Dwiki Putra Aryono; Sigit Auliana; Asep Sapaatullah; Maman Masyhuri; Achmad Dwi Saputro
Jurnal Pengabdian Multidisiplin Indonesia (JUPEMI) Vol. 2 No. 3 (2025): Februari
Publisher : Merwinspy Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.69820/jupemi.v2i3.183

Abstract

This community service initiative seeks to support the implementation of a village service application system based on the Laravel framework in Sukacai Village, Jiput District, Pandeglang Regency. The system is intended to improve the efficiency and transparency of village administrative processes by digitizing them. The methods involve training local staff, installing the application, and providing ongoing monitoring during the implementation phase. The desired outcomes include a system that enables village officials to manage public services more effectively, leading to faster, more reliable services for the community. In addition, this project emphasizes capacity building to ensure that village officials not only use the system but can maintain it independently in the long term. By improving digital literacy among village staff and fostering a more tech-savvy environment, the system's sustainability and adaptability are expected to benefit the community at large. Through these efforts, the overall goal is to create a model for other rural areas to follow in improving public services with technology.
Utilization of GIS in the development of marine tourism in the provincial strategic tourism area (KSSP) of Carita Aryono, Gagah Dwiki Putra; Laksana, April; Sukmawan, Irwan; Huda, Miftahul
Jurnal Teknika Vol 20, No 2 (2024): Available Online in November 2024
Publisher : Faculty of Engineering, Universitas Sultan Ageng Tirtayasa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62870/tjst.v20i2.28789

Abstract

The development of marine tourism is crucial as it holds great potential to boost the economy, particularly in coastal areas and small islands. This is related to the potential for new income sources, economic growth, environmental awareness, cultural heritage preservation, and the promotion of infrastructure development. The purpose of this study is to design a strategy for the development of marine tourism in the Carita Strategic Tourism Area (KSPP) using GIS, in order to produce a well-structured and directed marine tourism development plan. This research uses a mixed-method approach, combining quantitative and qualitative methods, where data were collected through literature reviews, surveys, observations, and in-depth interviews with tourism stakeholders in the Carita KSPP. The research findings show that Matahari Beach has moderate attractiveness with a classification value of 660 and moderate accessibility with a classification value of 300. Karang Sari Beach has moderate attractiveness with a classification value of 540 and moderate accessibility with a classification value of 300. Meanwhile, Pasir Putih Carita Beach has high attractiveness with a classification value of 930 and high accessibility with a classification value of 300
Comparative Analysis of Multiple – Linear Regression Algorithm with Random Forest Regression for Prediction of House Plot Prices Permana, Basuki Rakhim Setya; Auliana, Sigit; Aryono, Gagah Dwiki Putra
Jurnal Ilmiah Global Education Vol. 5 No. 2 (2024): JURNAL ILMIAH GLOBAL EDUCATION, Volume 5 Nomor 2, Juni 2024
Publisher : LPPM Institut Pendidikan Nusantara Global

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55681/jige.v5i2.2794

Abstract

Humans basically have a basic need to have a place to live, which can be a house or shelter. Along with the rapid population growth in Indonesia, which continues to increase every year, many people do not have or have a decent place to live. Therefore, careful planning is needed so that every family can have a decent home. One very important aspect in planning investment in the form of property is predicting future house prices. One approach that can be used is to use a Random Forest and Multiple Linear Regression algorithm, which is an algorithm from Machine Learning. There are several factors that can influence the price of a house, including land area, building area, number of bedrooms, bathrooms and garage. In this research, multiple linear regression and random forest regression methods were chosen. The aim of this research is to find the best prediction results between the two methods. To achieve accurate predictions, research was carried out repeatedly by dividing the dataset into 80% for training and 20% for testing. The research results show that the random forest regression algorithm provides the best results, with an accuracy of 81.6% .
Strategi Pengembangan Usaha Mikro, Kecil, dan Menengah (UMKM) dalam Industri Keripik Beras Di Desa Kalumpang Kedung Bulus: Studi Kasus Analisis Potensi Pasar dan Inovasi Produk Gagah Dwiki Putra Aryono
Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri Vol. 2 No. 4 (2023): Oktober : Jurnal Inspirasi Mengabdi Untuk Negeri
Publisher : Universitas Maritim AMNI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58192/sejahtera.v2i4.1339

Abstract

This research raises the theme of strategies for developing Micro, Small and Medium Enterprises (MSMEs) in the rice chips industry in Kalumpang Kedung Bulus Village. The aim of this research is to analyze market potential and product innovation as key components in the growth of MSMEs in the rice chips industry. The research method used is a case study with a qualitative approach. Data was collected through in-depth interviews with rice chips MSME owners, field observations, and analysis of documents related to the industry and market. The research results show that MSMEs in Kalumpang Kedung Bulus Village have adopted a product diversification strategy and focused on innovation in taste, packaging and product quality. Market potential analysis identified significant consumer demand for healthy snacks, as well as a preference for local products. The implication of this research is the need to develop policies that support the empowerment of MSMEs through management training, access to financing, and wider market access through the use of digital platforms. Thus, this research provides practical guidance for MSMEs in optimizing market potential and innovating products in order to achieve sustainable growth in the rice chips industry in the region.
Analisis Penggunaan Sistem Face Recognition dalam Mengelola Absensi Karyawan di PT Bintang Inspeksi Indonesia Arfiansyah Putra; Umar Mansyuri; Gagah Dwiki Putra Aryono
Jurnal ilmiah Sistem Informasi dan Ilmu Komputer Vol. 5 No. 1 (2025): Maret : Jurnal ilmiah Sistem Informasi dan Ilmu Komputer
Publisher : Lembaga Pengembangan Kinerja Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/juisik.v5i1.940

Abstract

The attendance system is one of the important components in human resource management in the company. Along with the development of technology, conventional attendance methods began to be replaced with more modern systems such as face recognition. This research aims to analyze the use of face recognition system in managing attendance at PT Bintang Inspeksi Indonesia. The method used in this research is descriptive qualitative, with a case study approach based on direct experience during Practical Work Lecture (KKP) activities. Data was collected through observation, interviews, and documentation. The results showed that the implementation of the face recognition system increased the efficiency of recording attendance, reduced the potential for data manipulation, and accelerated the process of recapitulating employee attendance. Despite challenges such as dependence on network quality and hardware, the system is considered effective and feasible to implement across the board. This study recommends improving the network infrastructure and training all employees on the use of the system.
The PERANCANGAN SISTEM INFORMASI PENJUALAN BAN BERBASIS WEB DI FORMOSA BAN SERANG MENGGUNAKAN FRAMEWORK CODEIGNITER Saifulloh, Muhammad; Auliana, Sigit; Nurul Chafid; Gagah Dwiki Putra Aryono
Jurnal Multimedia dan Teknologi Informasi (Jatilima) Vol. 7 No. 02 (2025): Jatilima : Jurnal Multimedia Dan Teknologi Informasi
Publisher : Cattleya Darmaya Fortuna

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54209/jatilima.v7i02.1375

Abstract

Pengelolaan inventaris dan penjualan yang efektif sangat penting untuk memastikan ketersediaan barang dan pengelolaan keuangan perusahaan. Namun, pencatatan manual sering menimbulkan masalah seperti ketidakefisienan dan ketidaktepatan stok data. Penelitian ini di buat untuk perancangan sistem informasi berbasis web menggunakan framework codeigniter di Formosa Ban untuk mengatasi kendala tersebut, termasuk mempermudah proses penjualan, pencatatan inventaris, serta menghasilkan laporan yang lebih akurat dan efisien. Pengembangan sistem dilakukan dengan metode SDLC (Software Development Life Cycle) menggunakan pendekatan prototyping, yang mencakup analisis kebutuhan, perancangan, implementasi, dan pengujian. Data diperoleh melalui observasi dan wawancara dengan karyawan di Formosa Ban. Sistem ini dirancang dengan menggunakan framework CodeIgniter, bahasa pemrograman PHP, database MySQL, web server XAMPP dan aplikasi VSCode. Sistem yang di hasilkan adalah sistem informasi penjualan ban berbasis website.
Web-Based Information System Design For Printing Services at CV.MRF Business Using Laravel Framework Ramadhan, Adhitya; Aryono, Gagah Dwiki Putra; Masyhuri, Maman
INOVTEK Polbeng - Seri Informatika Vol. 10 No. 2 (2025): July
Publisher : P3M Politeknik Negeri Bengkalis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35314/a61hdt98

Abstract

CV. MRF as a digital printing company, faces an operational crisis with a 23% monthly order error rate, 48-72-hour customer response time, and 15% potential customer loss due to a manual WhatsApp-spreadsheet system creating a 3.5-hour processing bottleneck per order, representing 78% of Indonesian printing SMEs. This research develops an innovative hybrid Waterfall methodology with integration checkpoints for the printing SME sector, creating a cost-effective digital transformation model with 180% ROI and 35% lower total cost of ownership than existing commercial solutions. Integrated Laravel system encompasses an automated workflow engine, dual authentication, real-time tracking, Midtrans payment gateway, and automated WhatsApp notifications. Black box testing results show a 100% success rate for 45 test cases with 83% operational efficiency improvement, processing time reduction from 30 minutes to 5 minutes, conversion rate increase from 65% to 92%, and 95% data accuracy. Scientific contribution produces a replicable methodology and performance metrics framework for 200+ similar printing businesses, providing benchmarking standards for the national printing sector digital transformation.