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Penerapan Computational Thinking Pada Materi Percabangan Dan Perulangan Untuk Menyelesaikan Permasalahan Sman5 Pekanbaru ibnu surya; Rika Perdana Sari; Silvana Rasio Henim; Puja Hanifah
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 3 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i3.10020

Abstract

The thought process needed to formulate problems and solutions so that these solutions can become effective information processing agents in solving problems is called computational thinking (CT). The process of implementing learning using the CT approach is related to those provided by Google for Education, namely abstraction, algorithm design, decomposition, and pattern recognition. CT is a term that refers to the main ideas and concepts in the fields of informatics and computer science, so the proposed Community Service (PkM) activity this time will introduce looping and branching materials. Learning is taught and presented in a fun way, and then activities are carried out that discuss the problems that exist around the students of SMAN 5 Pekanbaru. It is hoped that by injecting the CT concept it can foster students' creativity, foster a culture of information, algorithms, and computational thinking, and involve students in utilizing information technology, computers, and applications from an early age
Pengembangan Game 2D Pembelajaran Tentang Covid-19 Sebagai Media Pembelajaran Untuk Masyarakat Berbasis Android: Game 2D meilany dewi; Anggy Trisnadoli; ibnu surya
Jurnal Komputer Terapan Vol. 8 No. 2 (2022): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (441.012 KB) | DOI: 10.35143/jkt.v8i2.5409

Abstract

Covid-19 is an acronym for the English words “Corona Virus Disease – 2019”. The high growth of community mobile game users in Indonesia is quite large with the total number of mobile game players in Indonesia reaching 100 million in 2020. With the high growth of community mobile game users in Indonesia, alternative learning media in the form of games can be applied to appeal to the public about the dangers, modes of transmission and consequences of covid. This educational game was built as a learning medium for the public to be able to understand about covid-19, understand about covid-19, its consequences, how to spread it and how to prevent it. In this study, a survey was conducted to 30 respondents with quite diverse from various circles of students and students, entrepreneurs, employees, housewives and so on. The results of the study show that with this game, it can be an alternative to increase knowledge and understanding about COVID-19 as well as game-based learning media for the community. The entertainment provided by mobile-based learning games can be an interesting learning tool for the community.
Sistem Bilangan Organisasi Dan Arsitektur Komputer Pada Siswa Man 2 Pekanbaru Ibnu Surya; Agus Urip Ari Wibowo; Juni Nurma Sari; Maksum Rois Adin Saf; Muhammad Ihsan Zul
J-PEMAS - Jurnal Pengabdian Masyarakat Vol. 3 No. 2 (2022): Jurnal Pengabdian Masyarakat J_PEMAS
Publisher : STMIK Amik Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33372/j-pemas.v3i2.848

Abstract

Mata pelajaran informatika merupakan salah satu mata pelajaran yang ada dalam kurikulum MAN (Madrasah Aliyah) saat ini. Berdasarkan Keputusan menteri agama nomor 184 tahun 2019 tentang pedoman implementasi kurikulum, Mata pelajaran informatika merupakan mata pelajaran kelompok B yang merupakan kelompok mata pelajaran muatan atau acuannya dikembangkan oleh pusat dan dapat dilengkapi dengan muatan atau konten lokal. Salah satu MAN yang menerapkan mata pelajaran informatika menjadi mata pelajaran pilihan adalah MAN 2 Pekanbaru. Agar mata pelajaran informatika dapat disampaikan secara aplikatif, maka mata pelajaran informatika akan disampaikan atau diampu langsung oleh dosen prodi teknik informatika. Kegiatan ini dilakukan berdasarkan kerja sama yang dilakukan oleh pihak MAN 2 Pekanbaru dan prodi teknik informatika Politeknik Caltex Riau. Berdasarkan kerjasama tersebut, maka Kegiatan Pengabdian Kepada Masyarakat (PkM) yang akan diusulkan yakni memberikan materi mengenai pengenalan system bilangan komputer pada Siswa MAN 2 Pekanbaru, dimana materi ini merupakan salah satu materi wajib di bidang Informatika. Diharapkan dengan PkM ini siswa-siswi mengetahui apa itu system bilangan pada organisasi dan arsitektur komputer serta menambah wawasan mereka.
Pengembangan Sistem Survey Pembelajaran Berbasis Web Untuk Efisiensi Dan Evaluasi Kualitas Pembelajaran Dengan Metode Prototype Syaliman, Khairul Umam; Disa Putri, Tiara Ayu; Sapriadi, Sapriadi; Surya, Ibnu; Dwi Putra, Nanda
Jurnal Komputer Terapan Vol 10 No 2 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i2.6441

Abstract

Madrasah Aliyah Negeri 2 Pekanbaru (MAN 2 Pekanbaru) is one of the Madrasah Aliyah in Pekanbaru. In 2014, MAN 2 Pekanbaru conducted a learning quality survey that was filled in by students. The survey was conducted by distributing paper to students containing questions about learning during one semester. However, there are several obstacles in the survey process, namely the use of excess paper, inefficient time and requires special storage space to store the collected survey paper. These obstacles cause the survey filling process to not run effectively. To overcome these problems, a website for filling out surveys on the quality of learning in schools can be built. On this website there are three access roles, namely, students, teachers and academic fields. Making this survey website will use the prototype method. By using this method, users will be directly involved in the analysis and design process. The results of system testing using Black Box testing and User Acceptance Testing (UAT) show that the system functionality runs well and in accordance with user needs.
PENGEMBANGAN SISTEM INFORMASI PENGELOLAAN BEASISWA POLITEKNIK CALTEX RIAU Arifin, Satria Perdana; zainal Arifin Renaldo; Surya, Ibnu
Jurnal Komputer Terapan Vol 11 No 1 (2025): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v11i1.6464

Abstract

Politeknik Caltex Riau manages several scholarships whose funding sources can come from the government or private sector. The management of this scholarship scheme is done manually in the form of collecting files and recaps via Ms. Excel. In addition, the scholarship management process is carried out by an operator, namely the Head of Student Affairs, so it takes a long time to carry out the selection process until the announcement of scholarship recipients and has the potential for errors. The errors that occur include duplication of scholarship recipients, miscalculation of the scholarship funds submitted and inconsistency in writing data related to scholarship recipients. In fact, the presentation of information on scholarship recipients is absolutely needed as reporting material to related parties, such as reporting Scholarships to the Riau Provincial Government. Therefore, to assist the operator in managing scholarships, an information system was developed to manage Scholarships at Politeknik  Caltex Riau. In the development of this information system, it was built based on software development standards, namely the Software Development Life Cycle (SDLC) with Waterfall Methodology. The scholarship management system was tested on the head of student affairs, executives and scholarship recipients. From the results of testing this information system, there were no errors and it could run well. In addition, in terms of system acceptance by users, it can be concluded that this system is acceptable and makes it easier to manage scholarships
Penerapan Disaster Recovery Plan Pada Database MySQL Menggunakan Metode Master to Master Replication Berbasis Docker Suhatman, Rahmat; Fadhly Rida, Muhammad Arif; Surya, Ibnu; Tasya, Raudatul
Jurnal Komputer Terapan Vol 10 No 1 (2024): Jurnal Komputer Terapan
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35143/jkt.v10i1.6226

Abstract

Data stored in the database must have protection against attacks and interference. Attacks and disruptions have been experienced by the Caltex Riau Polytechnic (PCR), which only has one database. A database that experiences an attack or disruption results in the information system being inaccessible to users. Currently, PCR does not have an information system recovery plan so that information system recovery will take a long time so that it can be accessed again by users. Therefore, PCR requires a recovery plan if the database experiences an attack or disruption. Based on these problems, this research will create a recovery plan so that the information system can be accessed more quickly when the database experiences an attack or disruption. In this research, database replication was carried out using a Disaster Recovery Plan (DRP) to respond to emergencies, provide backup operations during disruptions, and manage recovery and rescue processes afterwards. The method used is Master to Master MySQL Replication. This method uses 2 servers as master 1 and master 2. If the database on master 1 experiences changes, it will be copied to master 2 in real time. By applying the Master to Master Replication method to the DRP, the PCR information system can provide a directly updated backup for the database, when it experiences an attack or damage
STRATEGI PEMASARAN PADA KLASTER UBI KAYU (Manihot esculenta) UNTUK MENINGKATKAN DAYA SAING DI KABUPATEN WONOGIRI Wardani, Irma; Dewi, Tria Rosana; Solikah, Umi Nur; Suwardi; Surya, Ibnu
Journal of Agribusiness, Social and Economic Vol. 5 No. 2 (2025)
Publisher : Universitas Veteran Bangun Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32585/jase.v5i2.7390

Abstract

Cluster development to improve performance based on regional commodity specialties by providing recommendations to stakeholders. The cassava cluster is one of the clusters in Wonogiri Regency. This study aims to analyze alternative strategies to be applied to the cassava cluster. The analysis methods used are Internal Factors Evaluation (IFE), External Factors Evaluation (EFE), SWOT analysis, and QSPM. The results of the study show that the IFE analysis is 2.980, while the EFE analysis is 2.512. The cassava cluster is in an aggressive position. The managerial implications of the alternative strategies are market expansion, business development, and productivity improvement. The QSPM results show that the total Attractive Strategy for the market expansion strategy is 4.760, the business development strategy is 5.773, and the productivity improvement strategy is 4.585. In the QSPM matrix, the selected strategy is the one with the highest score, so the chosen strategy is the cluster development strategy. The strategy can be implemented by business actors participating in training related to the cultivation of high-quality cassava and post-harvest processing of cassava. Cassava diversification can be done by processing cassava into mocaf flour or packaging it semi-cooked as frozen cassava. Keywords: Marketing, Cluster, Cassava, SWOT