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ANALISA PENGARUH MOBILE APPLICATION DALAM MENUNJANG KEBERHASILAN WIRAUSAHA DI KOTA BEKASI Muhamad Hasan; Ahmad Hafidzul Kahfi; Doni Purnama Alamsyah
Jurnal Informatika Vol 6, No 1 (2019): April 2019
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.043 KB) | DOI: 10.31294/ji.v6i1.4989

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Technopreneur dibutuhkan sebagai kunci keberhasilan negara dalam membangun perekonomian bangsa yang lebih baik. Dengan memanfaatkan teknologi menjadikan peluang adanya mobile application dalam menunjang keberhasilan masyarakat berwirausaha dengan menganalisis faktor-faktor yang mempengaruhi penggunanan mobile application. Untuk mengetahui penerimaan sistem yang digunakan pada mobile application, digunakan model TAM (Technology Acceptance Model) yang dipengaruhi oleh dua faktor yaitu perceived ease of use dan perceived usefulness. Tujuan dari penelitian ini adalah untuk mengetahui seberapa besar pengaruh mobile application terhadap kegiatan wirasuaha di kota Bekasi dengan menggunakan fitur Go-Food pada mobile application  Gojek. Hasil penelitian ini menunjukkan bahwa variabel bebas yang terdiri dari persepsi kemanfaatan dan persepsi kemudahan memberikan sumbangan sebesar 38,6% terhadap pengaruh mobile application dalam menunjang wirausaha.
Analisis Market Basket Dengan Algoritma Apriori Pada Transaksi Penjualan Di Freshfood Ahmad Rifqy Alfiyan; Ahmad Hafidzul Kahfi; Mochammad Rizky Kusumayudha; Muhammad Rezki
IJCIT (Indonesian Journal on Computer and Information Technology) Vol 4, No 1 (2019): IJCIT Mei 2019
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (849.156 KB) | DOI: 10.31294/ijcit.v4i1.4968

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AbstrakDengan semakin banyaknya minimarket yang saling bersaing membuat pihak minimarket melakukan berbagai macam promosi. Selain itu ketersediaan data transaksi yang menumpuk serta belum adanya pengorganisiran promosi sesuai dengan keadaan. Data transaksi penjualan yang ada hanya dijadikan arsip tanpa dimanfaatkan dengan baik. Pada dasarnya kumpulan data memiliki informasi yang sangat bermanfaat. Akan tetapi pemrosesan data yang banyak akan membutuhkan waktu yang lama. Sehingga dalam proses pengolahan data tersebut membutuhkan metode yang tepat. Kumpulan data penjualan yang dimiliki sebenarnya dapat diolah menggunakan data mining untuk melihat pola pembelian pelanggan, dengan data mining untuk data yang besar tidak akan terbuang begitu saja dan dapat bermanfaat sehingga dapat memberikan keuntungan kepada perusahaan. Pada penelitian ini, proses pengolahan data menggunakan Algoritma Apriori yang merupakan salah satu metode data mining yang bertujuan untuk mencari pola assosiasi berdasarkan pola belanja yang dilakukan oleh konsumen, sehingga bisa diketahui item-item barang apa saja yang sering dibeli secara bersamaan. Hasil penelitian ini adalah dengan algoritma apriori dapat membentuk pola kombinasi itemset. Pengetahuan yang dihasilkan dari pola kombinasi tersebut dapat digunakan sebagai pedoman dalam penyusunan market basket.Kata Kunci: Data Mining, Algoritma Apriori, Transaksi Penjualan, Metode Asosiasi AbstractWith the increasing number of competing minimarkets, minimarkets carry out various types of promotions. In addition, data transactions accumulate and there has been no organizing of promotions in accordance with the circumstances. Sales transaction data that can only be used archives that can be used properly. Basically the data set has very useful information. However, needing a lot of data will require a long time. Required in processing the data requires the right method. Collection of sales data collected can actually be processed using data mining to see the pattern of customer purchases, by mining data for large data will not be wasted and can be useful so that it can provide benefits to the company. In this study, the data processing uses the Apriori Algorithm, which is one method of data mining that aims to find patterns of associations based on shopping patterns carried out by consumers, so that items can be identified which can be purchased simultaneously. The results of this study are application methods that can create itemset combination patterns. Knowledge generated from a combination pattern can be used as a guide in market basket collection.Keywords: Data Mining, Apriori Algorithms, Sales Transactions, Association Methods
Analisis Pengaruh Intensitas Penggunaan Internet Terhadap Prestasi Belajar Siswa SMA Al-Mukrom Bojonggambir Fitra Septia Nugraha; Deddy Supriadi; Hendri Mahmud Nawawi; Ahmad Hafidzul Kahfi
IJCIT (Indonesian Journal on Computer and Information Technology) Vol 6, No 2 (2021): IJCIT November 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (359.368 KB) | DOI: 10.31294/ijcit.v6i2.11918

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ABSTRAKSalah satu bentuk komunikasi yang paling banyak digunakan saat ini adalah internet. Berdasarkan hasil survei APJII menunjukan, pemanfaatan internet lebih digunakan sebagai gaya hidup. Peneliti juga melihat rendahnya minat peserta didik SMA Al-Mukrom Bojonggambir terhadap belajar dan lebih memilih memainkan handphone untuk berinternet. Penelitian ini bertujuan untuk mengetahui pengaruh intensitas penggunaan internet terhadap prestasi belajar siswa dan dampak intensitas penggunaan internet pada siswa SMA Al-Mukrom Bojonggambir. Penelitian ini merupakan penelitian survei. Variabel bebas yang digunakan adalah intensitas penggunaan internet dengan variabel terikatnya yaitu prestasi belajar. Subjek penelitian adalah siswa kelas XI angkatan 2018 dengan sampel 47 siswa. Data diperoleh dari hasil kuisioner dan dokumentasi. Teknik analisis data menggunakan statistik deskriptif dan analisis regresi. Uji validitas menggunakan korelasi product moment dan uji reliabilitas menggunakan rumus Cronbach Alpha. Uji prasyarat analisis menggunakan uji normalitas dan uji linieritas, sedangkan uji hipotesis menggunakan regresi linier sederhana. Hasil penelitian menunjukkan bahwa terdapat pengaruh negatif antara intensitas penggunaan internet terhadap prestasi belajar siswa. Hal ini dibuktikan dengan nilai koefisien korelasi sebesar -0,722 dan nilai koefisien determinasi (Rsquare) yang didapat sebesar 0,522. Persamaan regresi yang diperoleh yaitu Y=95,228+(-0,578)X. Intensitas penggunaan internet di kalangan siswa ini masuk kategori heavy user.ABSTRACTSOne of the most widely used forms of communication today is the internet. Based on the results of the APJII survey, the use of the internet is more used as a lifestyle. The researcher also saw the low interest of students at Al-Mukrom Bojonggambir High School towards learning and preferring to play their cellphones to surf the internet. This study aims to determine the effect of the intensity of internet use on student achievement and the impact of the intensity of internet use on students of Al-Mukrom Bojonggambir Senior High School. This research is a survey research. The independent variable used in this study is the intensity of internet use and the dependent variable is learning achievement. The research subjects were class XI 2018 students with a sample of 47. The data were obtained from the results of questionnaires and documentation. The data analysis technique used descriptive statistics and regression analysis. The validity test uses the product moment correlation and the reliability test uses the Cronbach Alpha formula. The analysis prerequisite test used normality test and linearity test, while the hypothesis test used simple linear regression. The results showed that there was a negative influence between the intensity of internet use on student achievement. This is evidenced by the correlation coefficient value of -0.722 and the coefficient of determination (Rsquare) obtained by 0.522. The regression equation obtained is Y=95,228+(-0,578)X. The intensity of internet use among students is in the heavy user category.
ANIMASI INTERAKTIF PEMBELAJARAN SHALAT MENGGUNAKAN METODE MULTIMEDIA DEVELOPMENT LIFE CYCLE PADA RA AT-TAUFIQ CIKARANG Yulihani Yulihani; Siti Masturoh; Agung Fazriansyah; Ahmad Hafidzul Kahfi
INTI Nusa Mandiri Vol 14 No 2 (2020): INTI Periode Februari 2020
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/inti.v14i2.1106

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Abstract— Education is one of the main foundations in shaping one's personality. Learning to pray must be instilled in children from an early age. Prayer is a weapon of believers, a pillar of religion, light in the sky and on earth. Prayers can prevent vile and morbid deeds. Prayers can be judged if they fulfill all the conditions and pillars. The obligation to perform prayer as well as by carrying out other obligations according to the Islamic Shari'ah. This research was conducted using the Adobe Flash application program, using the method of developing Multimedia Development Life Cycle (MDLC) software, the data collection method used in this study were Observation, Interview, and Library methods. From the results of this study, obtained an Interactive Animation of Five Times Prayer Learning using Adobe Flash CS6 as a learning vehicle for students and facilitating RA Ataufiq students at Cikarang in obtaining material information, especially for prayer learning.
Sistem Penunjang Keputusan Pemilihan Siswa Berprestasi Metode AHP di SMP Era Informatika Anggi Rahardiansyah; Arief Rusman; Ahmad Hafidzul Kahfi
Bianglala Informatika Vol 10, No 1 (2022): Bianglala Informatika 2022
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (791.985 KB) | DOI: 10.31294/bi.v10i1.11521

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Menjadi siswa berprestasi adalah impian setiap siswa di sekolah. Prestasi yang didapat tentu didasarkan dengan suatu kemampuan terhadap pengetahuan yang dimiliki oleh masing-masing siswa. SMP Era Informatika adalah Sekolah SMP Swasta yang terletak di Provinsi Banten Kota Tangerang Selatan, SMP Era Informatika memiliki visi dan misi yang berorientasi pada lulusan terbaik, cerdas, unggul dalam prestasi dan berwawasan luas sekolah ini ingin memberikan predikat kepada siswa berprestasi yang memenuhi kriteria yang telah ditetapkan di sekolah, tetapi dalam pemilihan siswa berprestasi di sekolah ini hanya berdasarkan nilai akademik saja sehingga hasil keputusan tidak akurat. Kriteria yang diterapkan dalam penelitian ini 4 kriteria yaitu nilai rapor, absensi, kepribadian, dan nilai IQ. Pemilihan siswa berprestasi ini diharapkan mempermudah pihak sekolah dan guru dalam menentukan siswa berprestasi. Dalam penelitian ini metode yang digunakan yaitu metode Analytical Hierarchy Process (AHP) untuk membantu pemilihan siswa berprestasi. Hasil pembobotan yang didapat dari4 kriteria yang digunakan adalah nilai rapor menjadi kriteria paling penting dengan bobot 52,3%, Absensi 22,9%, Kepribadian 15,5%, Nilai IQ 9,3%. Total rangking yang didapat dari 4 alternatif calon penerima beasiswa adalah Raniya (41,8%).Kata Kunci : Siswa Berprestasi, Sekolah, Sistem Penunjang Keputusan, Analitycal Hierarchy Process (AHP)Becoming an outstanding student is the dream of every student at school. The achievements obtained are of course based on the ability to the knowledge possessed by each student. Era Informatics Junior High School is a Private Junior High School located in Banten Province, South Tangerang City, Era Informatics Junior High School has a vision and mission that is oriented towards the best graduates, intelligent, superior in achievement, and broad-minded. determined at the school, but the selection of outstanding students in this school is only based on academic grades so the results of the decision are not accurate. The criteria applied in this study were 4 criteria, namely report cards, absenteeism, personality, and IQ scores. The selection of outstanding students is expected to make it easier for schools and teachers to determine outstanding students. In this study, the method used is the Analytical Hierarchy Process (AHP) method to assist the selection of outstanding students. The weighting results obtained from the 4 criteria used are the report card score being the most important criterion with a weight of 52.3%, 22.9% Attendance, 15.5% Personality, 9.3% IQ score. The total ranking obtained from the 4 alternative scholarship recipients is Raniya (41.8%).Keywords: Student achievement, School, Analitycal Hierarchy Process (AHP), Decision Support System,
MULTIMEDIA LEARNING FOR WUDHU AND SHOLAT PROCEDURES ANDROID BASED AT TK PERTIWI 01 SERANG Widiastuti Widiastuti; Siti Masturoh; Ahmad Hafidzul Kahfi; M Rangga Ramadhan Saelan; Ridan Nurfalah; Muhammad Hilman Fakhriza
Jurnal Techno Nusa Mandiri Vol 17 No 1 (2020): Techno Nusa Mandiri : Journal of Computing and Information Technology Period of
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1382.401 KB) | DOI: 10.33480/techno.v17i1.1290

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Wudhu is one way to purify oneself from uncleanness and suffering. Performing ablution perfectly in accordance with Islamic Shari'a is the key to receiving prayer. The introduction of religious activities such as ablution and prayer from an early age is considered necessary. Learning ablution and prayer is usually done by parents repeatedly and by example. In one study, 8 out of 10 children aged 5-6 years did not recognize ablution when they were praying. The method of developing multimedia systems by Luther-Sutopo is one of the system development methods used by multimedia application developers. Therefore it will be built an Android operating learning media that uses Adobe Flash technology to display an animated image, motion, and audio in a 2-dimensional form. This learning media will display 2-dimensional objects of ablution movements, namely intentions, washing both feet and prayer after ablution, and prayer movements from beginning to end and added a few daily prayers. The results of this study are in the form of learning applications for ablution and five-time prayer based on Android. In this application using elements of text, images, animations, and sounds to attract and make it easier for children to remember lessons on how to perform ablution and prayer and various kinds of daily prayers.
SISTEM PENDUKUNGKEPUTUSANPENENTUAN PENERIMA BANTUAN SISWA MISKIN MENGGUNAKAN SIMPLE ADDITIVE WEIGHTING Wina Widiati; Ahmad Hafidzul Kahfi
Jurnal Mantik Penusa Vol. 3 No. 3 (19): COmputer Science
Publisher : Lembaga Penelitian dan Pengabdian (LPPM) STMIK Pelita Nusantara Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (653.929 KB)

Abstract

Pemerintah Indonesia memberlakukan  program wajib belajar 9 tahun yang bertujuan untuk meningkatkan sumber daya manusia. Akan tetapi, program tersebut masih belum bisa terpenuhi mengingat saat ini pendidikan tidak lagi murah. Untuk itu, pemerintah juga memberlakukan program BSM. MTs. Sirojul Athfal merupakan salah satu lembaga pendidikan swasta di Kabupaten Bogor yang menerima program BSM. Dalam menentukan siswa yang layak menerima BSM, pihak madrasah mengalami kesulitan untuk mengambil keputusan. Hal ini disebabkan karena banyaknya siswa yang mengajukan untuk mendapatkan BSM, sedangkan jumlah penerima bantuan yang ditentukan oleh pemerintah sangat terbatas. Selain itu, dalam penilaian dari setiap kriteria masih menggunakan asumsi dan perkiraan dari pihak kepada madrasah. Dari permasalahan tersebut maka dibutuhkan sebuah sistem pendukung keputusan yang dapat membantu pihak madrasah dalam menyeleksi calon penerima BSM. Adapun metode yang digunakan adalah Simple Additive Weighting yang dimulai dari mengidentifikasi masalah dan menentukan tujuan, menentukan kriteria dan alternatif, menentukan bobot hingga diperoleh hasil akhir dan dilanjutkan dengan proses perankingan yang akan menyeleksi alternatif yang sudah diberikan sehingga dapat dihasilkanalternatif siswa terbaik yang layak mendapatkan BSM. 
Decision Support System for Determination of Promotion Using Simple Additive Weighting Ahmad Hafidzul Kahfi; Mochammad Rizky Kusumayudha; Ahmad Fachrurozi
Jurnal Mantik Vol. 4 No. 4 (2021): February: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol4.2021.1168.pp2388-2394

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The human resources of a company greatly influence many aspects that determine the success of the work of the company. One of the most important processes in the human resources department of a company or business entity is the promotion process. When determining which employees are eligible for promotion, it is difficult for companies to make a decision. This is because many employees are highly qualified and the number of positions required is limited. In addition, the processing of employee evaluation data in companies is still done manually, so that considering a large number of employees, the possibility of input errors is quite high and takes a relatively long time. For that, we need a decision support system that can assist companies in selecting employees to be promoted to various positions. The method used is the Simple Additive Weighting method, which starts from finding problems, determining goals, determining standards and alternatives, determining weights until the final result is obtained, then carrying out a ranking process, which will select the alternatives given so that employees who deserve to be promoted can be determined.
Maintainability Prediction in Eclipse Mylyn Software Program Code Using Mamdani's Fuzzy Inference System Approach Mochammad Abdul Azis; Imam Nawawi; Ahmad Fauzi; Ginabila; Ahmad Hafidzul Kahfi; Abdul Hamid
Jurnal Mantik Vol. 5 No. 2 (2021): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35335/mantik.Vol5.2021.1355.pp512-516

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Software quality can be assessed using certain measures and methods, as well as using software testing. ISO is used as one of the benchmarks of software quality that has been created by the International Organization for Standardization (ISO) and the International Electrotechnical Commission (IEC). Software testing can use metrics to increase productivity, this software is very useful in simplifying the testing process by focusing the programmer on the code quality part of the program. The ability of software to be modified includes correction, improvement or adaptation to changes in the environment, requirements, and functional specifications. Metrics can be used to measure the quality level of a model's program code based on indicators from Chidamber Kemerer (CK) by performing Maintainability Predictions which are tested on the metrics bug prediction found in the eclipse mylyn application which consists of four properties, namely WMC, DIT, NOC, and , RFCs. To be able to help carry out the process of calculating software quality based on CK Metrics on mylyn eclips data using the Mamdani fuzzy inference system, it can prove the classification into Low, Medium, High forms. In this case, the defuzzification method is confirmed using the COA (centre of area) method to determine the final value obtained from the membership function formed from the composition process of all outputs.
Analysis of the Impact of the Use of Electronic Money on Community Consumption Behavior in The Bogor Station Environment Mochammad Rizky Kusumayudha; Ahmad Hafidzul Kahfi; Muhamad Hasan; Fitra Septia Nugraha
Jurnal Mantik Vol. 5 No. 4 (2022): February: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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

Abstract

With the existence of non-cash payment instruments such as electronic money (e-money), which is part of the new policy in the payment system by Bank Indonesia, it will be able to optimize people's purchasing power which at the same time has an impact on improving the country's economy. This non-cash payment system makes it easier for people to transact. As happened in several cases regarding the effect of using e-money on people in Indonesia, namely the increase in consumptive behavior and the difficulty of saving when they have more than enough money for their daily needs. The method used by the author to obtain the necessary data is by observation, interviews, and literature study. The results of the analysis of this problem are to find out what impacts can affect the behavior of people who use e-money, as well as precautions that can be taken to reduce the impact and influence of using e-money.