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SISTEM INFORMASI GEOGRAFIS PAPAN REKLAME (BILLBOARD) di KOTA DENPASAR BERBASIS WEB MENGGUNAKAN LEAFLET JAVASCRIPT: SISTEM INFORMASI GEOGRAFIS Iwan Setiawan Gde; Putu Roy Nurbhawa
Jurnal Manajemen dan Teknologi Informasi Vol. 11 No. 02 (2021): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (473.449 KB) | DOI: 10.5281/zenodo.5784816

Abstract

Abstract Advertisements are objects, tools, actions or media which according to their commercial purpose, are used to introduce goods and services. The problem that is often faced by the tenants is determining the location of the point where the billboard is still empty, because the tenants have so far had to do a direct survey, considering the location of the billboard points which are very large and numerous. The research methodology is carried out using the waterfall method, by presenting it as different process phases such as requirements analysis and definition, software design, implementation and unit testing, system integration and testing, operation and maintenance, by adding a JavaScript Leaflet or in short (LaefletJS) , Leaflet allows anyone without a GIS (geographic Information System) background to display a web map tile on a public server with ease. With this Geographical information system, it can help the Denpasar city government to monitor billboards. Vendors and advertisers can also monitor billboards that have an active or inactive status, because the system created is supported by spatial data in the form of a map that functions to display billboard points along with billboard status information.
RANCANG BANGUN SISTEM INFORMASI GEOGRAFIS DESTINASI WISATA BERBASIS ANDROID PADA DESA WISATA BLAHBATUH Ni Luh Gede Ambaradewi; G.I. Setiawan; I Gusti Ngurah Yoga Apriana
Jurnal Manajemen dan Teknologi Informasi Vol. 12 No. 01 (2022): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (500.896 KB) | DOI: 10.5281/zenodo.6508949

Abstract

Potensi Desa Wisata Blahbatuh yang belum diketahui banyak masyarakat di Bali maupun luar Bali menyebabkan terhambatnya perkembangan Desa Wisata di Desa Blahbatuh. Informasi Desa Wisata yang masih sulit didapatkan menyebabkan masyarakat enggan mencari informasi yang dibutuhkan sehingga pengetahuan tentang Desa Wisata menjadi kurang. Sehingga diperlukan sistem yang dapat membantu masyarakat dalam mengakses informasi Desa Wisata Blahbatuh. Penelitian ini bertujuan untuk membangun suatu aplikasi Sistem Informasi Destinasi Desa Wisata Blahbatuh Berbasis Android. Desa Wisata Blahbatuh Berbasis Android ini untuk mempermudah atau mengenal objek wisata yang ada di Desa Blahbatuh, dan untuk mempermudah mengetahui lokasi tempat objek wisata yang ada di Desa Blahbatuh. Diciptakannya dalam bentuk Android, bertujuan supaya mudah untuk dibawa kemana saja. Dengan diciptakannya aplikasi Sistem Informasi Destinasi Desa Wisata Blahbatuh memungkinkan pengguna untuk mengetahui atau mengenal wisata yang ada di Desa Blahbatuh. Hasil penelitian menunjukan bahwa aplikasi Sistem Informasi Destinasi Desa Wisata Blahbatuh Berbasis Android yang dibuat dapat digunakan oleh masyarakat untuk mencari informasi tentang Desa Wisata yang ada di Desa Blahbatuh.
Rancang Bangun Sistem Pendukung Keputusan Untuk Pelanggan Di PT Asia Hospitaliti Servis Dengan Metode Simple Additive Weighting Deasy Rahma Puspita Hakim; Gde Iwan Setiawan
Jurnal Manajemen dan Teknologi Informasi Vol. 12 No. 2 (2022): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7178026

Abstract

Asia Hospitaliti Servis adalah perusahaan yang bergerak di bidang jasa laundry dengan segmen pasar hotel dan villa. Perusahaan yang sudah bergerak selama 4 tahun telah banyak bekerja sama dengan para pelanggan hotel dan villa, untuk lebih menjamin kepuasan pelanggan dengan perusahaan laundry ini maka penulis membuat Rancang Bangun Sistem Pendukung Keputusan Untuk Pelanggan Di PT Asia Hospitaliti Servis Dengan Metode SAW. Yang bertujuan untuk mencari pelanggan yang loyalitas dan memberikan apresiasi untuk pelanggan. Metode yang digunakan dalam sistem pendukung keputusan ini adalah Simple Additive Weighting. Sistem ini menggunakan Bahasa pemrograman PHP dengan database MYSQL. Hasil dari Sistem Pendukung Keputusan ini adalah mencari pelanggan yang loyalitas dan memberikan reward untuk pelanggan Kata Kunci: Laundry, Sistem Pendukung Keputusan, Pelanggan, Simple Additive Weighting, WEB, Reward
RANCANG BANGUN GAME EDUKASI COVID-19 2 DIMENSI PIXEL ART MENGGUNAKAN CONSTRUCT 3 Lalu Aziz Habiburrahman; Gde Iwan Setiawan; I Nyoman Bagus Suweta Nugraha
Jurnal Manajemen dan Teknologi Informasi Vol. 13 No. 1 (2023): Jurnal Manajemen dan Teknologi Informasi
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5281/zenodo.7934316

Abstract

Di masa pandemi covid-19 ini semua kegiatan masyarakat rata-rata di lakukan melalui daring mulai dari sekolah hingga bekerja, masyarakat hampir melakukan aktivitas biasanya lewat rumah akibatnya banyak masyarakat yang mengalami kebosanan karena kebanyakan aktivitas mereka di lakukan di rumah. Game pun mejadi alternatif sebagian masyarakat untuk menghilangkan kejenuhan terhadap masa pandemi ini banyak orang yang memainkan game, mulai dari game online hingga game offline sekalipun. di tahun 2020 kemarin bahkan jumlah pemain game online meningkat hingga 75 persen yang membuktikan bahwa game cukup berdampak di saat masa pandemi ini. penulis pun membuat penelitian tentang rancang bangun game edukasi bertemakan covid-19 menggunakan construct 3, yang bertujuan media hiburan dan juga memberikan sarana edukasi tentang Covid-19 terhadap masyarakat dalam pencegahan virus corona. Dalam game pemain akan diminta untuk membasmi setiap virus yang terdapat di setiap area level/stage dan tidak lupa pemain juga dapat menjawab pertanyaan seputar covid-19 yang ada pada setiap level/stage game. Adapun metode pengembangan yang digunakan dalam penelitian ini menggunakan metode Prototype. Pada tahap pengujian menggunakan black box testing. Hasil dari penelitian ini berupa game edukasi “Covid Pixel”sebagai sarana edukasi dalam pencegahan virus corona.
Penerapan Metode TOPSIS Dalam Perekrutan Calon Karyawan Gde Iwan Setiawan; I Putu Eka Indrawan
Journal of Information System Research (JOSH) Vol 4 No 3 (2023): April 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v4i3.3128

Abstract

A company is said to be successful if it has a successful Human Resource Department (HRD) section based on the attitudes and skills possessed. Recruitment is the most important activity in human resource management, namely to get the right people for the company. To achieve company goals effectively and efficiently, competent and skilled employees are needed and the quality and quantity are in accordance with company needs. Determination of prospective employees to be recruited is adjusted to several criteria that influence each other, so we need a system that can help make decisions in recruiting the right and quality new employee candidates. The method used in recruiting candidates is the Technique for Order Preference by Similarity to Ideal Solution (TOPSIS) method, namely the MADM (Multiple-Attribute Decision Making) model. This method is used to determine the best choice from a number of alternatives, where a good chosen alternative does not only have the shortest distance from the positive ideal solution. This system was built using the PHP programming language with MySQL database. With this web-based system, applicants can register for job vacancies according to the needs of the company so that the end result is in the form of an ideal alternative report based on the ranking of the TOPSIS method and the number of prospective employees to be recruited to fill vacancies at PT. Telkom Access Denpasar.
PEMBERDAYAAN PEREMPUAN PENGERAJIN INDUSTRI MINYAK KELAPA TANDUSAN DI DESA TEGAL CANGKRING KABUPATEN NEGARA I Kadek Juni Arta; I Putu Eka Indrawan; Gde Iwan Setiawan
Sewagati Vol. 1 No. 1 (2022): Sewagati
Publisher : Fakultas Teknik dan Informatika Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (150.035 KB) | DOI: 10.5281/zenodo.7553022

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Desa Tegal Cangkring mempunyai visi sebagai sentra perdagangan dan jasa yang didukung potensi pertanian dan industri kerakyatan, menghadapi permasalahan pendapatan yang masih rendah, sehinga perlu usaha-usaha melakukan permberdayaan kepada masyarakat Tujuan penulisan paper ini adalah untuk mengetahui dampak pemberdayaan perempuan pengerajin terhadap produktivitas industri minyak kelapa tandusan di Tegal Cangkring Kabupaten Negara. Metode yang digunakan adalah pelatihan dan pendampingan. Hasil pemberdayaan menemukan peningkatan pengetahuan, prasarana dan sarana seperti mesin pemarut kelapa, alat pemeras kelapa serta peningkatan, produktivitas perempuan pengerajin industriy minyak kelapa
PkM. SMA NEGERI 2 ABIANSEMAL BADUNG DALAM MENINGKATKAN KAPASITAS PEMBELAJARAN KURIKULUM MERDEKA I Komang Sukendra; Ida Ayu Agung Ekasiadi; Gde Iwan Setiawan
Jurnal Pengabdian Kepada Masyarakat Widya Mahadi Vol. 5 No. 1 (2024): Desember 2024
Publisher : LP3M Universitas PGRI Mahadewa Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59672/widyamahadi.v5i1.4309

Abstract

SMA Negeri 2 Abiansemal Badung is located at JL. Denpasar-Abiansemal, Medium, Abiansemal, Badung, Medium, District. Abiansemal, Kab. Badung, Bali with principal I Made Suwardana, S.Pd., M.Pd. In carrying out its activities, SMA Negeri 2 Abiansemal is under the auspices of the Ministry of Education and Culture. Based on the problems at SMA Negeri 2 Abiansemal Badung, the PkM Team at PGRI Mahadewa Indonesia University decided on priority problems that could be helped by Partners, namely human resource problems, school facilities and infrastructure for which solutions were immediately sought. The first problem is that teachers still experience problems in creating independent curriculum teaching modules, and the second problem is the lack of organization in school libraries in the era of digitalization, namely digital libraries. The implementation method is training and mentoring through the application of technology. The first activity concerns the problem of teachers' lack of knowledge in writing independent curriculum teaching modules. The activities were carried out in two stages, namely training activities in presenting materials related to writing in the creation of independent curriculum teaching modules. The mentoring activity for making teaching modules aims to improve teacher skills for making independent curriculum teaching modules. The second activity is a solution to the problem of poorly organized school libraries, namely digital libraries involving library staff. Partner participation in preparing training places, mentoring, and helping prepare food at school. After conducting training and mentoring, there was an increase in teachers in creating independent curriculum teaching modules and there was an increase in knowledge in the digital library at SMA Negeri 2 Abiansemal. The PkM results show that there has been an increase in teachers in creating independent curriculum teaching modules, and an increase in digital library knowledge skills.
RESPON SISWA TERHADAP DESAIN PEMBELAJARAN MATEMATIKA BERBASIS BUDAYA: STUDI KASUS PADA PEMBELAJARAN GEOMETRI BERBASIS ETHNO-RME DAN INTERACTIVE E-MODULE Payadnya, I Putu Ade Andre; Puspadewi, Kadek Rahayu; Setiawan, Gde Iwan
Jurnal Pembelajaran dan Pengembangan Matematika Vol. 5 No. 1 (2025): Jurnal Pembelajaran dan Pengembangan Matematika
Publisher : Prodi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Unmas Denpasar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36733/pemantik.v5i1.11172

Abstract

Penelitian ini bertujuan untuk menganalisis respon siswa terhadap desain pembelajaran matematika berbasis budaya, khususnya dalam pembelajaran geometri. Dengan menggunakan pendekatan kualitatif, penelitian ini mengkaji bagaimana siswa merespons desain pembelajaran yang mengintegrasikan elemen budaya lokal dengan teknologi digital. Data dikumpulkan melalui observasi, wawancara, dan analisis dokumen, dengan partisipan siswa dari empat sekolah di Bali. Hasil penelitian menunjukkan bahwa siswa memberikan respon positif terhadap desain pembelajaran yang mengintegrasikan budaya lokal, seperti penggunaan Sanggah Cucuk sebagai media pembelajaran. Siswa merasa lebih termotivasi dan terlibat aktif dalam pembelajaran, serta mampu menghubungkan konsep matematika dengan konteks budaya mereka. Temuan ini menegaskan pentingnya merancang pembelajaran yang relevan dengan budaya siswa untuk meningkatkan keterlibatan dan pemahaman mereka dalam matematika.
PENINGKATAN PRODUKTIVITAS KOMUNITAS TULI-DENGAR DI RAYA HONEY SIBETAN BERBASIS SISTEM NYAMA BRAYA Sumandya, I Wayan; Setiawan, Gde Iwan; Dharmadewi, A A Istri Mirah
Jurnal Abdi Insani Vol 12 No 8 (2025): Jurnal Abdi Insani
Publisher : Universitas Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/abdiinsani.v12i8.2777

Abstract

The Great Honey Sibetan Deaf-Hearing Community is an inclusive community engaged in honey bee cultivation in Sibetan Village, Karangasem, Bali. This community faces challenges in honey productivity and harvesting technology, as well as limited access to training and mentoring. The Nyama Braya work system, as a local wisdom, has become a strength in building collaboration between deaf and hearing members. Technical and production capacity building remains an urgent need. This activity aims to increase community productivity through training, mentoring, and the application of STEM-based technology. This activity also encourages the replication of an empowerment model based on inclusion and local wisdom. The activity methods include program outreach, training on the installation of STEM-based Trigona bee boxes and harvesting tools, and ongoing mentoring and productivity evaluation. Results of the activity show an increase in the number of bee colonies from 40 to 75. Honey production increased from 30 liters to 54 liters per quarter, and all community members are able to operate modern harvesting equipment effectively. Participant reflections indicate increased self-confidence, collaboration, and social recognition from the surrounding community. This activity effectively increases productivity, independence, and community collaboration through the integration of the STEM approach and Nyama Braya values.
Penerapan Pendekatan Stem Dalam Edukasi Budidaya Lebah Madu Bagi Komunitas Tuli-Dengar Di Raya Honey Sebetan Sumandya, I Wayan; Gde Iwan Setiawan; A A Istri Mirah Dharmadewi
Jurnal Visi Pengabdian Kepada Masyarakat Vol. 6 No. 2 (2025): Jurnal Visi Pengabdian Kepada Masyarakat : Edisi Agustus 2025
Publisher : LPPM Universitas HKBP Nommensen

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51622/pengabdian.v6i2.2889

Abstract

The beekeeping of Trigona laeviceps honey bees has high economic and ecological potential; however, in the Raya Honey Sibetan Deaf-Hearing Community, traditional methods are still practiced, resulting in low productivity and product quality. This community service activity aimed to enhance technical skills, STEM knowledge, and honey production capacity through the application of STEM-based beekeeping box installation technology and honey harvesting tools designed to be inclusive. The target partner group consisted of 11 members. The implementation methods included (1) program socialization and needs assessment; (2) training on STEM concepts in beekeeping and the use of technology; (3) mentoring and productivity evaluation; and (4) sustainability planning through cadre development and strengthening marketing networks. The results showed an increase in the average understanding of the program’s objectives from 46.3% to 81.8%, STEM knowledge scores from 41.5% to 87.2%, and beehive box assembly skills from 18.2% to 100%. Average honey productivity reached 198.4 ml per box, with a bee population growth rate of +24.6% and a 90.9% success rate in using the technology. The integration of a STEM approach based on visual communication and hands-on practice effectively improved the technical skills, productivity, and economic independence of the Deaf-Hearing community. This service model has the potential to be replicated in other special-needs communities with technological adaptations to suit the local context.