Claim Missing Document
Check
Articles

Found 11 Documents
Search

Penerapan Pengambilan Keputusan Penentuan Kompetensi Assisten Praktikum Laboratorium Dengan Metode Profil Matching (Studi Kasus: Forum Assisten Laboratorium Stmik Amikom Surakarta) Lilik Sugiarto; Handoko Handoko
Majalah Ilmiah UNIKOM Vol 22 No 1 (2024): Majalah Ilmiah Unikom
Publisher : Universitas Komputer Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/miu.v22i1.13384

Abstract

Untuk mendukung perkuliahan, sesuai dengan visi misi perguruan tinggi salah satu metode pembelajarannya adalah praktikum. Pembobotan praktikum disesuaikan dengan capaian pembelajaran Lulusan (CPL). STMIK AMIKOM SURAKARTA menerapkan kurang lebih 60% Praktikum. Dengan prosentase tersebut menyebabkan padatnya jadwal laboratorium praktikum, di STMIK AMIKOM SURAKARTA memiliki Asisten lab. Sedangkan UPT membutuhkan koordinator laboratorium untuk bertanggung jawab atas beroperasinya laboratorium praktikum. Setiap laboratorium membutuhkan Koordinator dengan kompetensi khusus dalam pengelolaanya. Profil matching adalah metode yang bisa dijadikan acuan, metode Profil matchingdigunakan untuk mengetahui tingkat kompetensi dari seluruh assisten yang direkrut sesuai dengan kompetensi setiap laboratorium. Penelitian ini bertujuan untuk mengetahui seberapa besar metode Profil matching dapat mengetahui peluang tertinggi dari assisten praktikum untuk menjadi seorang koordinator laboratorium yang sesuai dengan kompetensinya. Penerapan metode Profil matching digunakan dalam pengambilan keputusan, Dari hasil pembobotan dan perengkingan untuk lab pemrograman didapatkan profil asisten lab atas nama octa selsa yang bepotensi menjadi koordinator lab pemrograman. Kata Kunci: assisten,kompetensi, laboratorium, profil matching,perengkingan
Perancangan UI/UX Aplikasi e-wallet “MyBank” Priyo Dwi Cahyo; Febrianta Surya Nugraha; Lilik Sugiarto
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 1 No. 3 (2023): AGUSTUS : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v1i3.615

Abstract

Financial technology innovation in the form of a digital wallet has attracted the public's attention. The efficiency offered by this payment system has made people start to switch from conventional payments to digital payments. Besides that, there are many other factors that influence multi-generations to use digital wallets as an alternative for their daily payments. The use of digital wallets is currently widely applied for online transportation transactions, purchases in e-commerce, to food and beverage delivery services. The method used in this study is the literature study method with the aim of knowing developments in the use of digital wallets in society from various journals sourced from Scholar and several websites that have been analyzed and processed by researchers. become a MyBank application. From the application made, it can be concluded that it is able to facilitate digital wallet users, especially in Indonesia. Especially after there are many digital wallet applications, the number of digital wallet users is increasing because of that the MyBank application will make it easier for users to make more transactions digitally.
Perancangan Jaringan MAN Dengan Dyamic Routing EIGRP Dan Algoritma DUAL Menggunakan Cisco Packet Tracer Falih Nawwaf; Moch. Hari Purwidiantoro; Lilik Sugiarto
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 1 No. 3 (2023): AGUSTUS : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v1i3.674

Abstract

Metropolitan Area Network (MAN) is a computer network that covers a geographical area larger than LAN (Local Area Network) but smaller than WAN (Wide Area Network). In the design of MAN networks is very important because it ensures the availability, reliability, and efficiency of routes to transmit data throughout the network. Therefore, the use of dynamic routing protocols such as the Enhanced Interior Gateway Routing Protocol (EIFRP) with the Diffusing Update Algorithm (DUAL) algorithm and simulated on Cisco packet tracer is the main concern in this study.
Perancangan Sistem Informasi Pemesanan Salon Kecantikan Pada Aura Salon Berbasis Website Viky Fithrotul Qolbi; Lilik Sugiarto; Hadis Turmudi
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 1 No. 3 (2023): AGUSTUS : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v1i3.792

Abstract

Current technological developments greatly affect life, making companies compete in improving product quality, one of which is in the field of marketing. The purpose of making this information system is to use it to improve the quality and service of ordering at Aura salon, which is a company engaged in the service sector. Services at this salon still serve orders via WhatsApp and customers come directly to the salon as well as promotions that are distributed through print media and social media such as WhatsApp, Facebook and Instagram. The results of this study are designing a website-based beauty salon ordering information system which is expected to facilitate ordering services to customers to be more effective and efficient. The information system was designed using UML (Unified Modeling Language) and using qualitative research methods and using observation data collection techniques, interviews and literature study.
Perancangan Media Pembelajaran Berbasis Mobile Matematika Materi Pengenalan Diagram Tingkat SD Kelas 1 Rinal Dwi Septiawan; Lilik Sugiarto; Sri Widiyanti
JURNAL PENELITIAN SISTEM INFORMASI (JPSI) Vol. 1 No. 4 (2023): NOVEMBER : JURNAL PENELITIAN SISTEM INFORMASI
Publisher : Institut Teknologi dan Bisnis (ITB) Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54066/jpsi.v1i4.857

Abstract

The graph of the average mathematics scores from 2021-2023 shows that the material for recognizing diagrams in 2023 received an average score of 60. Meanwhile, the KKM value for the material for recognizing diagrams is 62. So it can be concluded that the material for recognizing diagrams is below the KKM value. This research uses the method development of ADDIE (Analysis, Design, Development, Implementation, evaluation). framework used in instructional design to develop and implement effective learning programs. This method has 5 structured and flexible parts. At the quiz test stage of the application for grade 1 students at SDN 2 Gondangslamet. Get the results of the increase in value compared to the previous daily value. The design of interactive learning media regarding the introduction of diagrams uses Adobe Animate CC 2020 software for design, CorelDraw as an asset creation for the interactive media application for the introduction of diagrams. The research method uses ADDIE (analysis, design, development, implementation, evaluation), data collection techniques use observation, interviews, literature studies, questionnaires. b. The results of the questionnaire and tests, the results of the questionnaire showed a result of 86% and were included in the "Very Good" category in terms of design, text material and can make it easier for users to use the interactive learning media application for introducing diagrams. Then the assessment test shows an increase in scores based on interactive testing.
SISTEM PENDUKUNG KEPUTUSAN PENENTUAN DOSEN PEMBIMBING SKRIPSI MENGGUNAKAN METODE PROFILE MATCHING Syarita Nur Azizah; Lilik Sugiarto; Tinuk Agustin
Journal of Scientech Research and Development Vol 6 No 1 (2024): JSRD, June 2024
Publisher : Ikatan Dosen Menulis

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56670/jsrd.v6i1.503

Abstract

Penentuan dosen pembimbing skripsi sangatlah penting untuk diperhatikan dalam kemaksimalan hasil dari skripsi mahasiswa. Dalam proses penyelesaian skripsi biasanya mahasiswa dibantu dosen pembimbing untuk mengarahkan penyelesaian skripsi tersebut. Dalam penentuan dosen pembimbing harus sangat diperhatikan terlebih kesesuaian dengan bidangnya. Penentuan dosen pembimbing ditentukan oleh Ketua Program Studi, pengerjaan harus sangat diperhatikan sehingga sangat memerlukan waktu yang cukup lama dalam penyesuaian judul skripsi dan kepakaran dosen. Sistem yang sangat dibutuhkan adalah Sistem Pendukung Keputusan Penentuan Dosen Pembimbing Skripsi. Penelitian ini menerapkan metode profile matching untuk membuat sistem pendukung keputusan penentuan dosen pembimbing skripsi. Dalam penentuan dosen pembimbing skripsi ini melihat beberapa aspek yaitu pendidikan, penelitian, dan pendukung yang sudah ditentukan. Pembuatan sistem ini dimulai dari melakukan observasi, pengumpulan data, dan analisis data untuk menentukan aspek dan kriteria, selanjutnya desain alur aplikasi, desain database, desain user interface, dan selanjutnya membangun sistem dengan aplikasi Microsoft Visual Code Studio 2010 dan MySQL untuk basis datanya. Hasil akhir penelitian ini adalah menghasilkan sistem pendukung keputusan penentuan dosen pembimbing skripsi dengan menerapkan metode profile matching. Sistem Penentuan Dosen Pembimbing Skripsi yang dibuat dapat membantu Ketua Program Studi dalam menentukan dosen pembimbing skripsi dengan cepat dan tepat.
Studi Komparatif Performa Framework Javascript Modern dalam Pengembangan Aplikasi Web Octa Selsa Is Anggraeni; Lilik Sugiarto; Tinuk Agustin
Modem : Jurnal Informatika dan Sains Teknologi. Vol. 2 No. 4 (2024): Oktober : Modem : Jurnal Informatika dan Sains Teknologi
Publisher : Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/modem.v2i4.239

Abstract

This research conducts a comparative study on the performance of modern JavaScript frameworks - React, Angular, and Vue.js - in the context of web application development. Using an experimental approach, this study measures various performance aspects including rendering time, bundle size, page load time, and memory usage. The research method involves developing web applications using all three frameworks in different scenarios, as well as interviews with experienced developers. Results show that Vue.js excels in rendering speed and memory efficiency, React demonstrates superiority in handling large-scale dynamic updates, while Angular offers a robust structured architecture. This study also reveals the importance of non-technical factors such as learning curve and community support in framework selection. In conclusion, the selection of an optimal framework should consider project-specific needs, team expertise, and long-term organizational goals. This research provides valuable insights for developers and organizations in choosing the appropriate JavaScript framework for their projects.
Perancangan Video Pembelajaran Animasi 2D Pengenalan Kosa Kata Bahasa Inggris Hewan dan Buah Wisnu Aji; Lilik Sugiarto; Hadis Turmudi
Jupiter: Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika Vol. 2 No. 5 (2024): September : Publikasi Ilmu Keteknikan Industri, Teknik Elektro dan Informatika
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/jupiter.v2i5.564

Abstract

Learning videos are a medium or tool used in the educational process to convey information, concepts or learning materials to students using visual and audio elements. The purpose of this design is to create a teaching and learning activity that is fun and effective. Making this learning media uses Adobe Illustrator software as an asset maker, and Adobe After Effects to create the animation. This learning video design uses the ADDIE method. Then to collect data using a questionnaire with 6 question indicators, from the 6 question indicators the score was 90.9%, it can be concluded that this learning video can be said to be successful and capable of being an alternative in teaching and learning activities at Pertiwi Mundu Kindergarten, Klaten, Central Java. This learning video contains 10 names of fruit, 10 names of animals taken from the surrounding environment, this design aims to enable children to fish and know English in everyday life.
Penerapan Metode Luther Sutopo Pada Pengembangan Aplikasi Media Pembelajaran Interaktif Pengenalan Hewan Mamalia Abdul Aziz, Riyan; Lilik Sugiarto
J-Innovation Vol. 13 No. 2 (2024): Jurnal J-Innovation
Publisher : Politeknik Aceh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55600/jipa.v13i2.311

Abstract

The learning method that has been used to introduce mammal groups is posters. For children aged four until six years, it is tough to focus on learning to use posters to understand their contents. Interactive learning media is the solution offered by researchers in this study. The method used in this study is the Luther Sutopo method. Interactive learning media for introducing mammals has been successfully created, there are material features in the form of descriptions, food, and audio, and features of audio, video, and image material types that the user can select. The results of the black box test show that all buttons and features can run and are by their respective functions. The results of the distribution to mobile devices, tablets, and laptops did not experience any problems, the application ran well and normally.
PEMBELAJARAN INTERAKTIF IPA MATERI SISTEM PERNAPASAN MANUSIA DENGAN TEKNIK ANIMASI 2D (Studi Kasus: SD Negeri Sepat 2) Aisyah Nur Azizah; Lilik Sugiarto; Riyan Abdul Aziz
Kohesi: Jurnal Sains dan Teknologi Vol. 7 No. 3 (2025): Kohesi: Jurnal Sains dan Teknologi
Publisher : CV SWA Anugerah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.3785/kohesi.v7i3.11690

Abstract

Penelitian ini bertujuan untuk mengembangkan media pembelajaran interaktif berbasis animasi 2D pada materi sistem pernapasan manusia untuk kelas 5 SD. Media pembelajaran ini dirancang sebagai solusi atas kesulitan siswa dalam memahami materi, serta untuk meningkatkan efektivitas pembelajaran di SD Negeri Sepat 2. Metode penelitian yang digunakan adalah model pengembangan ADDIE (Analysis, Design, Development, Implementation, and Evaluation). Hasil penelitian menunjukkan bahwa media pembelajaran interaktif yang dikembangkan mampu meningkatkan pemahaman siswa terhadap materi sistem pernapasan manusia. Pengujian menggunakan metode Black Box membuktikan bahwa seluruh fitur dalam aplikasi berjalan dengan baik. Selain itu, hasil Pre-Test dan post-test menunjukkan adanya peningkatan signifikan dalam nilai siswa, dengan rata-rata nilai Pre-Test sebesar 58,3 dan post-test sebesar 85,5. Dengan demikian, penggunaan media pembelajaran interaktif ini terbukti efektif dalam meningkatkan motivasi belajar dan pemahaman siswa.