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Pengenalan Algoritma Pemrograman Menggunakan Scratch Usaha Meningkatkan Computational Thinking Bagi Siswa Sma Darurrohman Walantaka Kota Serang Kristiyanto, Arip; Supriyadi, Dede; Anwar, Aep Saepul; Setiawan, Billy Febri; Safitri, Hellen
Tensile : Jurnal Pengabdian Kepada Masyarakat Vol 1 No 2 (2023): Juli 2023
Publisher : Teknik Mesin ,Universitas Pamulang Serang

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Abstract

Dalam era digitalisasi perkembangan teknologi sangat pesat, mendorong siswa untuk memiliki ketrampilan berfikir komputasi. Belajar algoritma dan pemrograman komputer diyakini mampu meningkatkan berpikir komputasi siswa. Melalui algoritma dan pemrograman mengajarkan siswa untuk berpikir logis, sistematis, analitis dan kreatif. dalam menyelesaikan masalah (problem solving). Langkah awal untuk menarik siswa belajar algoritma dan pemrograman yaitu menggunakan tools scratch.  Berdasarkan permasalahan diatas kami tim Pengabdian kepada Masyarakat Universitas Sutomo memberikan pengetahuan terhadap siswa SMA Darurrahman Walantakan dengan judul  “Pengenalan Algoritma Pemrograman Menggunakan Scratch Usaha Meningkatkan Computational Thinking Bagi Siswa SMA Darurrahman Walantaka Kota Serang”. Pelaksanaaan kegiatan melalui ceramah, yaitu  pengenalan algoritma dan pemrograman serta scratch. Pelaksanaan kegiatan ini memberi pengaruh positif  terhadap siswa, hal ini dapat dilihat dari hasil evaluasi melalaui pre-test dan post-test, hasil pre-test sebesar 50 % dan post-test  75%. Artinya dari hasil evaluaasi test terdapat peningkatan 25%.
Rancang Bangun Aplikasi Bank Sampah Berbasis Android raihan muhammad, alwi; supriyadi, dede
Liaison Journal of Engineering Vol. 3 No. 2 (2023): Vol III
Publisher : Liaison Journal of Engineering

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Abstract

Population growth and changes in people& consumption patterns lead to an increase in the volume, types, and characteristics of increasingly diverse waste. However, waste management so far has not been in accordance with environmentally sound waste management methods and techniques, resulting in negative impacts on public health and the environment. Waste Bank emerged as a local community initiative in an effort to participate in dealing with existing problems. The community- based 3R (Reduce, Reuse, and Recycle) waste management strategy, is able to change the image of most people towards waste that has no economic value into economic value. The Muda Karya Garbage Bank in RW 01 Pondok Cabe Ilir Village in all processes of data collection and writing of customer transactions, as well as monthly reports still uses customer passbooks and monthly reports, so transaction data storage is not well organized. As for the design, the researcher uses an object- based method with UML (Unified Method Language) tools. The Information System for the Young Waste Bank of Karya Pondok Cabe Ilir can be accessed by admins and customers. Admin can manage waste deposit transactions and withdrawals of customer balances. Customers can change profile data, view garbage deposit history, and balance withdrawal history. An android-based information system for the Karya Muda Pondok Cabe Ilir Garbage Bank that is connected to the internet network allows users to access information every day in order to assist in obtaining information on the Pondok Cabe Ilir Young Garbage Bank and make it easier for admins to manage waste deposit transactions and customer balance withdrawals. Keywords: Information System, Muda Karya Waste Bank, Waste Bank, Java, UML, Waterfall.
Design And Build Virtual Reality Technology To Create a 3D House Proprety simulation Based On Android Supriyadi, Dede; Nurfaizal, Habib
Jurnal Informatika Universitas Pamulang Vol 8 No 4 (2023): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v8i4.38259

Abstract

Virtual realty is a technology that can make users feel like they are in a virtual world (virtual). This technology can be used in various fields such as marketing for housing. Currently, the marketing process is still a lot that uses brochures and mock-up forms or miniature model houses with the aim of promoting where visitors or potential home buyers can find out examples of houses offered. In addition to the standard usage of brochures by marketers, making this mock-up takes a relatively long time and the results of the mock-up are not very detailed and not as similar to the original house. From the results of existing data and information, it is necessary to evaluate to change the way of promotion in accordance with current technological advances which aims to make it easier for marketing parties to convey the products sold to prospective buyers, so as to make potential buyers interested in buying the house offered. This study designs a simulation using visualization with designs and concepts that make potential buyers feel the sensation of being in a marketed house. For system design used is using UML, namely the use of use case diagrams, and flowchart diagrams. This Virtual Reality application is made using the C programming language and for implementation using Unity and several other supporting tools such as Google VR SDK, Android Studio and Blender for modular design. It is hoped that this solution will be useful to make it easier to carry out promotions so that it attracts the interest of potential home buyers.
Pemilihan Siswa Terbaik Melalui Metode Pendukung Keputusan WP, TOPSIS Dan SAW Supriyadi, Dede; Muhamad Ridzal Khasbullah; Muhamad Galih Aria Sunarso; Perani Rosyani
LOGIC : Jurnal Ilmu Komputer dan Pendidikan Vol. 1 No. 3 (2023): LOGIC : Jurnal Ilmu Komputer dan Pendidikan
Publisher : Shofanah Media Berkah

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Abstract

Sistem pendukung keputusan merupakan suatu sistem yang bisa membantu dalam menentukan pemilihan dalam berbagai bidang. Dalam menentukan keputusan dengan kriteria lebih dari satu atau disebut dengan multikriteria terkadang dianggap rumit dikarenakan faktor yang mempengaruhi diantaranya ketidakpastian akan informasi dan juga data yang digunakan. sekolah menengah di daerah malang, sistem pemilihan siswa terbaik masih dianggap subjektif. Oleh sebab itu, diperlukan metode pendukung keputusan yang akan membantu pengolahan data dari segi kriteria yang multikritaria bukan hanya berdasarkan nilai saja. Metode WP merupakan salah satu metode yang digunakan sebagai sistem pendukung keputusan untuk membantu menyelesaikan permsalahan dengan sistem pendukung keputusan dengan multikriteria. Penggunaan metode WP dilakukan dengan perbaikan nilai bobot yang selanjutnya perhitungan nilai preferensi setiap alternative dengan hasil akhir dari perhitungan nilai preferensi relasi.
Penerapan Model View Kontroler Pada Pengembangan Aplikasi Penawaran dan Penerimaan Barang Zulfikar, Ahmad Fikri; Supriyadi, Dede
Journal of Information System Research (JOSH) Vol 3 No 4 (2022): Juli 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josh.v3i4.1814

Abstract

The role of the internet is very important in order to produce information that is faster and more accurate, CV Lavender Bakery is a food and beverage provider. CV Lavender Bakery is currently using internet media optimally for the performance of the company, especially in the field of supply and demand for goods as a marketing medium. The process of delivering information on supply and demand has been through the company's web. The design of the information system uses the PHP programming language and data storage with MySQL. The results achieved in designing web-based supply and demand applications are good data processing and storage, and to be more efficient and structured, I will develop this web application with the MVC (Model View Controller) concept
Analisis Pemahaman Mahasiswa Ditinjau dari Teori Skemp pada Konsep Bujursangkar Latin melalui Penyelesaian Permainan Sudoku Andea, Feby; Wicaksono, Bayu; Rahmah, Annisa Auliya; Supriyadi, Dede; Putri, Dita Amanda; Majidah, Rani; Yani T, Ahmad; Meldi, Nadya Febriani
Jurnal Pendidikan Matematika Unpatti Vol 6 No 3 (2025): Jurnal Pendidikan Matematika Unpatti
Publisher : Program Studi Pendidikan Matematika Fakultas Keguruan dan Ilmu Pendidikan Universitas Pattimura

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30598/jpmunpatti.v6.i3.p158-168

Abstract

Penelitian ini bertujuan menganalisis bentuk pemahaman mahasiswa terhadap konsep bujursangkar latin melalui penyelesaian permainan Sudoku dengan menggunakan teori Skemp yang dibedakan menjadi dua kategori, yaitu pemahaman instrumental dan pemahaman relasional. Penelitian dilakukan dengan pendekatan kualitatif deskriptif terhadap lima mahasiswa Program Studi Pendidikan Matematika yang dipilih menggunakan teknik purposive sampling dengan pertimbangan telah mempelajari materi bujursangkar latin. Data dikumpulkan melalui tes penyelesaian Sudoku, wawancara mendalam, dan dokumentasi hasil pekerjaan, kemudian dianalisis menggunakan tahapan reduksi data, penyajian data, serta penarikan kesimpulan. Hasil penelitian menunjukkan bahwa tiga mahasiswa memiliki pemahaman instrumental yang ditandai dengan penggunaan prosedur secara mekanis, strategi coba-coba, serta ketidakmampuan menjaga konsistensi aturan baris, kolom, dan blok. Sebaliknya, dua mahasiswa menunjukkan pemahaman relasional melalui kemampuan menjelaskan alasan setiap langkah, melakukan verifikasi logis, serta mengaitkan strategi penyelesaian dengan konsep bujursangkar latin. Temuan ini mengindikasikan bahwa dominasi pemahaman instrumental menjadi faktor utama kegagalan mahasiswa dalam menyelesaikan struktur Sudoku secara konsisten. Penelitian ini menekankan pentingnya aktivitas pembelajaran yang mendorong keterkaitan konsep untuk memperkuat pemahaman relasional.
EKSPLORASI ETNOMATEMATIKA: KAJIAN KONSEP MATEMATIKA PADA PEMBUATAN LEMANG DI PONTIANAK Supriyadi, Dede; Arasy, Siti Nurul; Wicaksono, Bayu; Jamiah, Yulis; Meldi, Nadya Febriani
Prismatika: Jurnal Pendidikan dan Riset Matematika Vol. 8 No. 2 (2026): Prismatika: Jurnal Pendidikan dan Riset Matematika
Publisher : Universitas Insan Budi Utomo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33503/prismatika.v8i2.2579

Abstract

Mathematics is often perceived as an abstract discipline that is detached from student’s daily lives and cultural contexts. This perception poses a challenge in mathematics education, as students frequently experience difficulties in connecting mathematical concepts with cultural contexts and real-life situations. Therefore, a meaningful and contextual learning approach is needed. This study aims to identify and describe the mathematical concepts involved in the process of making lemang in Pontianak through an ethnomathematical perspective. This research employed a descriptive qualitative method with an ethnomathematical approach. The research subjects consisted of lemang makers and sellers in Pontianak City, West Kalimantan. Data were collected through observation, interviews, and documentation, and were analyzed using the interactive analysis model proposed by Miles and Huberman. The results show that the process of making lemang involves various activities that intuitively represent mathematical concepts, including (1) the concept of three-dimensional shapes in lemang, (2) the Pythagorean concept, (3) the concept of similarity and proportional size comparison, (4) the concept of time and production comparison, and (5) the concept of rotation in the lemang roasting process. These findings indicate that the tradition of making lemang contains mathematical values that can be integrated into learning to enhance student’s mathematical literacy and conceptual understanding in a contextual manner.