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Pelatihan Pembuatan Media Dengan Metode Blended Learning Untuk Mendukung Proses Belajar Mengajar Jarti, Nanda; Rizki, Sestri Novia; Yusran, Rio Rahmat
Alamtana: Jurnal Pengabdian Masyarakat UNW Mataram Vol 5 No 1 (2024): Edisi Mei 2024
Publisher : LPPM UNIVERSITAS NAHDLATUL WATHAN MATARAM

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51673/jaltn.v5i1.2233

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Abstract: Siswa SMKN 8 BATAM yang selama ini hanya mengandalkan pemberian materi pelajaran secara manual dan terbatas kepada siswa. Manfaat dari penggunaan e-learning dan juga blended learning dalam dunia pendidikan saat ini memberikan kesempatan bagi siswa secara mandiri memegang kendali atas keberhasilan belajar. Pembelajar bebas menentukan kapan akan mulai, kapan akan menyelesaikan, dan bagian mana dalam satu modul yang ingin dipelajarinya terlebih dulu. Dengan adanya kegiatan ini diharapkan kepada para pengajar / pembimbing serta siswa SMKN 8 BATAM tersebut untuk dapat memberikan bahan pengajaran secara lebih kreatif serta inovatif dan menyenangkan untuk siswa didik di sekolah tersebut. Selain itu, dengan adanya tambahan pengetahuan tentang pembelajaran secara komputerisasi / e-learning kepada para pengajar / pembimbing siswa , diharapkan proses dalam pemberian materi pelajaran kepada SMK 8 BATAM lebih modern dan lebih mengikuti perkembangan teknologi yang sudah semakin canggih.
Kecanduan Teknologi : Dampak Penggunaan Komputer Terhadap Kesehatan Mental: Penelitian Muhammad Zulfadli; Kavita Devi Saputri; Nanda Jarti
Jurnal Pengabdian Masyarakat dan Riset Pendidikan Vol. 4 No. 2 (2025): Jurnal Pengabdian Masyarakat dan Riset Pendidikan Volume 4 Nomor 2 (October 202
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jerkin.v4i2.3260

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The rapid development of computer technology has significantly influenced human life in various aspects, including work, education, and entertainment. However, excessive use of computers may lead to technology addiction, which negatively impacts mental health. This study aims to analyze the effects of excessive computer use on individuals’ psychological conditions and identify the factors influencing this relationship. The research employs a Systematic Literature Review (SLR) approach by examining relevant studies and scientific articles. The findings indicate that prolonged computer use can lead to stress, anxiety, depression, and a decline in social interaction skills. Moreover, factors such as self-control, social support, and usage patterns play a vital role in moderating mental health risks. This study highlights the importance of self-regulation and awareness in utilizing technology wisely so that computers can be used effectively without causing adverse effects on users’ psychological well-being.
Algoritma General and Test Menggunakan Metode Depth First Search Dalam Penentuan Jalur Rute Terpendek Putri, Weni Lestari; Jarti, Nanda
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 4, No 2 (2023): Edisi Juni
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v4i2.190

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General and Test is a branch of knowledge that is included in the field of artificial intelligence. Success in using the system is the basic goal of artificial intelligence itself. General and test works in solving problems and finding the best solution which is used as a reference in determining the path to find the smallest value so that you can quickly go to the place to be visited and can save time and money while traveling to the location. General and test has the concept of looking for the smallest alternative path by how to find all the path values to be visited, after being processed as a whole for each path, alternative starling values will be obtained which can be used as directions. The way the General and test method works is to combine Depth First Search with a backracking system. All solutions must be discussed in full prior to testing. The procedure for working with this method must be carried out systematically in order to get a good solution. General and test has a working principle (1). Generate possible solutions (2). Test whether the solution is correct according to the required criteria. (3). If a solution has been found then exit, but if it has not been found then the next step is to repeat the steps until you find the highest result that can be used as a reference in finding the path with the least or shortest distance. The problem in this study is the lack of information in passing the smallest path because there are many paths that must be chosen to get to the destination. The benefit of this research is to help the user in providing information on the path to be passed so as to save time and costs. Alternative results are obtained that can be used as a solution, namely the A-B-G-J-M-T line = 23+15+5+11=54 KM. This discussion can be used as a reference by traders in finding the shortest alternative so as to save travel costs and time
Perancangan Game Edukasi Pendidikan Karakter Berbahasa Inggris Dengan Jenis Role Playing Game Berbasis Android Hutabri, Ellbert; Jarti, Nanda; Fauzi, Rahmat
Brahmana : Jurnal Penerapan Kecerdasan Buatan Vol 5, No 1 (2023): Edisi Desember
Publisher : LPPM STIKOM Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/brahmana.v5i1.289

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Educational games are designed to enable users to learn through engaging and enjoyable experiences. This motivates users to participate and allows for more effective learning. The game is developed as a Role-playing game (RPG), utilizing the Game Development Life Cycle (GDLC), and UML as an analysis tool, with black-box testing used for testing. Research findings have shown that games are an intriguing method used as an interactive learning medium. With educational elements, especially character education, students feel joy in learning while playing, embedding educational values into children's characters at home, school, and their surrounding environment. Games are created to be as close as possible to students, making them more relevant to students' everyday lives, and making it easier to practice character education taught within the game. The game developed in English can assist students in learning English while playing. From conducted tests, students express enjoyment in using the game and can assist in their memorization of English vocabulary.
Implementasi Sistem Informasi Raport Online Berbasis Website untuk Meningkatkan Efisiensi dan Aksesibilitas Pengelolaan Nilai Siswa di Sekolah Menengah Pertama Jarti, Nanda; Suryadi, Agus; Andriawan, Arya
Jurnal Liga Ilmu Serantau Vol. 1 No. 1 (2024): Edisi Februari - JLIS: Jurnal Liga Ilmu Serantau
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jlis.v1i1.787

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The current method of recording student grades at Kallista School is not fully computerized. Grades are manually entered into report books, which, when errors or mistakes occur, result in disorganized report content. Additionally, the extensive and complex recording of student data, attendance, class schedules, subjects, and grades in the junior high school's ledger book poses difficulties in data processing in case of errors in both recording and managing large-scale data. Therefore, it is imperative for the school to provide a service that offers rapid, easy, practical, and efficient access to report card information for students and their parents or guardians. This information system is designed as a website using PHP programming language and MySQL database. The implementation of this online report information system facilitates the tasks of teachers and administrative staff in fulfilling their responsibilities, while enabling parents to easily, quickly, and economically access school report information from anywhere, anytime, transcending geographical and temporal constraints.
Sistem Manajemen Inventory dan Costing Produk pada Minimarket Puri Mart Berbasis Web Dwiputri, Ririt; Jarti, Nanda; Angiani, Windi Eka
Jurnal Liga Ilmu Serantau Vol. 1 No. 1 (2024): Edisi Februari - JLIS: Jurnal Liga Ilmu Serantau
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jlis.v1i1.789

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In inventory management, computerized data collection is needed, therefore the warehouse and store section can handle the data collection process easily and minimize errors and shorten the time required. control any costs that may be too large or too small in the production process. This research was conducted at the Puri Mart Minimarket. The process of checking the stock of goods at the Puri Mart minimarket still uses the manual method, namely seeing the stock directly one by one in the warehouse, the manual work system by recording in excel one by one which requires the Puri Mart minimarket to update its working system so it doesn't take too much time to check goods one by one and if there is a dispute over the number of goods. The purpose of this study is to produce an inventory and costing management system at the Puri mart minimarket and make it easier for the Puri mart minimarket admin to determine the selling price of a product, so that it can provide benefits for the minimarket. The result of this research is a web-based management system that is able to record, manage and print stock and price reports at the Puri Mart Minimarket which consists of calculating the number of incoming and outgoing stock and the price of a product. Data collection methods used in this study were interviews, observation, and literature study. The system development method used is Waterfall with UML (Unified Modeling Language) modeling which consists of use case diagrams, activity diagrams, sequence diagrams and class diagrams. The system is designed web-based using the PHP programming language, using MySQL as a database and using Black box testing
Pengendalian Material Loss Dengan Menggunakan Metode Six Sigma Pada Proses Produksi Di Departement BCOIL PT Panasonic Yunesman, Yunesman; Larisang, Larisang; Zidane, Mohammad; Jarti, Nanda
Jurnal Liga Ilmu Serantau Vol. 1 No. 2 (2024): Edisi Agustus - Jurnal Liga Ilmu Serantau (JLIS)
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jlis.v1i2.855

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Penelitian ini membahas tentang material loss pada proses pembuatan strip terminal. Tujuan dari penelitian ini adalah untuk mengidentifikasi penyebab material loss dan mengurangi material loss. Objek penelitian ini dilakuan pada perusahaan multi nasional PT Panasonic Indonesia khususnyadepatment bcoil , fokus penelitian pada proses pembuatan strip terminal yang akan dipakai dalam proses pengalengan produk . Penelitian ini dianalisis menggunakan metode Six Sigma dengan tahapan Define, Measure, Analyze, Improve, Control (DMAIC). Metode Six Sigma merupakan tahapan peningkatan kualitas untuk mencapai 3,4 kecacatan per satu juta kesempatan. Hasil penelitian ini yaitu 4 penyebab terjadinya losses material yaitu Defect Strip Terminal, Defect Coil, Defect Terminal dan Scraps (Material Sisa). Penurunan nilai kecacatan produk pada proses pembuatan strip terminal terjadi secara cukup signifikan, yaitu dari 2568,79 DPMO menjadi 2257,04 DPMO yang berarti turun sebesar 311,75 DPMO. Jika dilihat dari kapabilitas Six-Sigma, maka penerapan metode DMAIC dapat meningkatkan level Sigma dari 4,31 menjadi 4,36 yang berarti terjadi peningkatan level Sigma sebesar 0,05.Metode six-sigma sangat cocok digunakan dalam menganalisa Pengendalian Material Loss Pada Proses Produksi pada depatment becoil yang ibsa digunakan pada analisa proses produksi perusahaan elektronik lain .
Systematic Literature Review (SLR): Perkembangan Penelitian E-Goverment di Indonsia dengan VOSviewer Wijaya, Muhamad Ilham; Sari, Dela Puspita; Jarti, Nanda
Jurnal Sains dan Teknologi (JSIT) Vol. 5 No. 3 (2025): September-Desember
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v5i3.3690

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This study aims to analyze the development of e-government research in Indonesia using a Systematic Literature Review (SLR) approach supported by bibliometric analysis using VOSviewer software. The review was conducted on scientific publications obtained from the Google Scholar database between 2020 and 2025. The results indicate that the topic of e-government is strongly linked to themes such as bureaucratic transformation, good governance, digital public services, and information technology literacy. Through network visualization and keyword density, it was found that e-government research in Indonesia has experienced a significant increase in line with the Electronic-Based Government System (SPBE) policy. Furthermore, the analysis results show positive trends in Indonesia's E-Government Development Index (EGDI) and Human Capital Index (HCI), reflecting advances in digital infrastructure, increased public literacy, and the effectiveness of public services. Overall, this study concludes that the implementation of e-government in Indonesia plays a crucial role in realizing transparent, efficient, and sustainable governance, as well as supporting the achievement of the Sustainable Development Goals (SDGs).
ANALISIS SIMULASI MONTE CARLO DALAM MEMPREDIKSI PERMINTAAN JASA SERVICE KOMPUTER PADA HANIFNAFI COMPUTER BATAM Putri, Weni Lestari; Jarti, Nanda
Jurnal Liga Ilmu Serantau Vol. 3 No. 1 (2026): Jurnal Liga Ilmu Serantau
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jlis.v3i1.1390

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Penelitian ini bertujuan untuk memprediksi permintaan produk dan mengoptimalkan persediaan pada Hanifnafi Computer Batam menggunakan Simulasi Monte Carlo melalui perangkat lunak Jamovi. Ketidakpastian pasar retail komputer di Batam menuntut metode peramalan yang lebih akurat daripada sekadar perhitungan rata-rata. Dengan menggunakan data historis penjualan dua tahun terakhir, simulasi dijalankan sebanyak 10.000 iterasi untuk memetakan probabilitas permintaan di masa depan. Hasil analisis menunjukkan bahwa permintaan paling mungkin berada pada rentang 35–45 unit, dengan risiko stok tidak laku sebesar 14% dan peluang lonjakan permintaan sebesar 11%. Penelitian ini menyimpulkan bahwa penggunaan simulasi Monte Carlo membantu pemilik usaha dalam menetapkan safety stock yang tepat guna meminimalkan kerugian akibat penumpukan barang atau kehabisan stok
ANALISIS PENGUKURAN KINERJA PERUSAHAAN PT. KUANTUM GABE INTEGRITAS MENGGUNAKAN METODE BALANCED SCORECARD Yunesman Yunesman; Nanda Jarti; Linda Wulan Sari
Jurnal Liga Ilmu Serantau Vol. 2 No. 1 (2025): Edisi Februari - Jurnal Liga Ilmu Serantau
Publisher : LPPM Universitas Ibnu Sina

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36352/jlis.v2i1.1035

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Mengukur kinerja perusahaan, bertujuan untuk menentukan sejauh mana perkembangan bisnis telah dicapai. Pengetahuan tentang situasi saat ini menjadi dasar bagi perusahaan untuk berbenah dan mengambil langkah selanjutnya. Penelitian yang dilakukan peneliti bertujuan untuk mengetahui bagaimana kinerja perusahaan pada PT. Kuantum Gabe Integritas diukur dengan kartu skor berimbang. Sumber data yang diperoleh dalam penelitian ini adalah data sekunder berupa data penjualan, laba bersih, dan persentase laba. Hasil penelitian menunjukkan bahwa tingkat kinerja PT. Quantum of Integrity Gabe berada pada kategori Tidak Sehat dengan skor keseluruhan sebesar 64,55% pada kategori BBB. Outlook Keuangan Tidak Sehat dengan skor komponen akhir sebesar 58,4% dan pada kategori BBB, Perspektif Pelanggan Sangat Sehat dengan skor komponen akhir sebesar 75% dan Outlook Bisnis Internal pada kategori A dan skor komponen akhir sebesar 62,5% pada kategori “BBB ”, Prospek Pertumbuhan dan Pembelajaran dalam Kondisi Tidak Sehat dimana nilai komponen akhir sebesar 62,5% dan masuk dalam kategori BBB.