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Implementasi Aplikasi Presensi Mobile Dengan Pengenalan Wajah Dan Lokasi Ilhami, Mohamad; Assegaff, Setiawan
Jurnal Manajemen Sistem Informasi Vol 7 No 2 (2022): MANAJEMEN SISTEM INFORMASI
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33998/jurnalmanajemensisteminformasi.2022.7.2.1238

Abstract

The attendance application is an application to record employee attendance in the organization. Usually attendance uses a special tool that can record fingerprints that are placed in the office. The equipment is placed in the office and connected to the internal network in the office. This is felt to be less flexible because it creates queues at attendance times. For an organization with many locations and buildings scattered and far apart, this requires a lot of equipment which must be installed in each office location. The application works by taking photos of employees along with the coordinates of the employee's location. The employee's photo is matched with the employee's photo reference. If the photos match, then the photo is accepted as evidence of being present. The coordinates of the employee's location are matched with the campus area expressed in polygons. If the employee coordinates are in the campus area and attendance is allowed on the campus, the employee's presence is accepted. By using mobile application, the employee’s photo is valid and employees can make attendance using a cellphone regardless of the office internet connection.
Pemeliharaan dan Pelatihan Troubleshoot Jaringan Komputer untuk Peningkatan Layanan Akademik Universitas Jambi Sahrial; Arsa, Daniel; Utomo, Pradita Eko Prasetyo; Suprayogi, Dawam; Ilhami, Mohamad
Jurnal Pengabdian Masyarakat Pinang Masak Vol. 6 No. 1 (2025): Juni 2025
Publisher : Fakultas Sains dan Teknologi, Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jpm.v6i1.42032

Abstract

ICT (Information and Communication Technology) infrastructure and networks are essential components in supporting the success of an organization. In today's digital era, ICT infrastructure and networks are key in facilitating communication and collaboration, managing data, optimizing operational efficiency, and increasing organizational innovation capabilities. Therefore, investment in ICT infrastructure and networks is significant in strengthening the competitiveness and sustainability of organizations in the current digital era. This investment may be related to routine maintenance and training for related human resources. To support academic and operational activities at the Faculty of Science and Technology and Institute for Research and Community Services (LPPM) Universitas Jambi, it is necessary to carry out comprehensive computer and internet network maintenance activities at these two locations. Then, it is also necessary to carry out more intensive training for the assigned Engineer on-site to handle basic computer network problems (troubleshooting).
Development of Health Educational Game Application “Worm Free” Based on Android Guspianto, Guspianto; Humaryanto; Yun Nina , Ekawati; Mohamad , Ilhami; Shabira, Diyank
Jambi Medical Journal : Jurnal Kedokteran dan Kesehatan Vol. 11 No. 2 (2023): Jambi Medical Journal: Jurnal Kedokteran dan Kesehatan Special Issues: Jambi M
Publisher : FAKULTAS KEDOKTERAN DAN ILMU KESEHATAN UNIVERSITAS JAMBI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jmj.v11i2.24993

Abstract

Background: Strategies for preventing and controlling worms are carried out by increasing PHBS behavior from an early age. Health promotion efforts such as health education for student have been carried out, one of which was through the game method (gamification) which was able to stimulate various senses, attract and be liked by children. In line with the development of communication and information technology, digital-based educational models were very necessary and helpful in improving children's thinking patterns, creativity, and ability to obtain health information. This study aims to develop a digital game application "worm-free" based on Android. Method: This studied conducted Research and Development (R&D) design with five stages namely needs analysis, product design development, validation, revision, limited trial and field test. Result: The validation results of media experts and material experts as well as limited trials concluded that the digital game product was informative, easy to access and use, and interesting so it was very feasible to use and proven to increase PHBS knowledge for Helminthiasis prevention in primary school students. Conclusion: It is recommended that digital game health education "Worm Free" based on Android can be widely utilized by the community, especially elementary school children to increase PHBS knowledge and behavior to prevent worms from early age.
Implementasi Model Support Vector Machine Dalam Analisa Sentimen Masyarakat Mengenai Kebijakan Penerapan Aplikasi Mypertamina Salsabila Dwi Fitri; Dewi Lestari; Rizqa Raaiqa Bintana; Reni Aryani; Mohamad Ilhami; Yolla Noverina
Bridge : Jurnal Publikasi Sistem Informasi dan Telekomunikasi Vol. 2 No. 2 (2024): Mei: Bridge: Jurnal Publikasi Sistem Informasi dan Telekomunikasi
Publisher : Asosiasi Profesi Telekomunikasi Dan Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62951/bridge.v2i3.180

Abstract

The policy for using the MyPertamina application issued does not rule out the possibility of differences of opinion due to changes in the policy. There are many positive, neutral, and negative responses to the MyPertamina application implementation policy. To see the public's reaction to the MyPertamina application implementation policy, it can be seen through various media, including social media. Twitter is a social network that is widely used by people in Indonesia. The number of Twitter users in Indonesia reached 18.45 million in 2022, making Indonesia the fifth largest Twitter user country in the world. Researchers conducted a sentiment analysis of the search results for tweets containing the keyword "MyPertamina" using the support vector machine algorithm. 382 tweet data were obtained and classified using the support vector machine algorithm. Support vector machine is a supervised learning algorithm for data classification. SVM is very fast and effective in solving text data problems. Text data is suitable for classification with the SVM algorithm because the basic nature of text tends to be high-dimensional. Of the 382 data analyzed, the support vector machine classification using the RBF kernel with parameter C=2 gave the highest accuracy value of 80.51%, precision value of 81%, recall value of 81%, and F1 score value of 80%.
THE INFLUENCE OF SCIENTIFIC ATTITUDE, ACTIVE LEARNING, AND FRIENDLY CHARACTER ON SCIENCE LEARNING OUTCOMES IN JUNIOR HIGH SCHOOL STUDENTS Ilhami, Mohamad; Amanah, Siti; Rahmawati, Sophia; Priyanto, Priyanto; Kumalasari, Ade; Kurniati, Erisa; Hayati, Suci; Nusantara, Duano Sapta
Jurnal Ilmiah Ilmu Terapan Universitas Jambi Vol. 9 No. 1 (2025): Volume 9, Nomor 1, March 2025
Publisher : LPPM Universitas Jambi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22437/jiituj.v9i1.41809

Abstract

This research investigates the combined influence of scientific attitude, active learning, and friendly character on the science learning outcomes of junior high school students in Kota Jambi. It explores how these factors contribute to student's academic performance and social development in science education. A mixed-methods approach was used, integrating quantitative data from questionnaires with qualitative insights from interviews. The sample consisted of junior high school students in Kota Jambi. Data analysis was performed using multiple regression tests with SPSS to examine the relationship between the variables. The results indicate that scientific attitude, active learning, and friendly character significantly and positively affect students' science learning outcomes. Active learning enhanced students’ engagement and critical thinking skills, while a strong scientific attitude improved their curiosity and problem-solving abilities. Students with well-developed, friendly character traits also demonstrated better social interactions, leading to more effective collaboration in group-based learning activities. Despite these positive outcomes, the study highlights the challenge of translating scientific concepts into real-world applications, which requires greater emphasis on contextual learning and motivation. This study offers a fresh perspective by integrating social-emotional traits such as friendly character into analyzing science learning outcomes, an area often overlooked in previous research. It provides actionable insights into how fostering active learning and positive social interactions can create a more engaging and effective science learning environment.
Penerapan WebQual 4.0 dan End User Computing Satisfaction Dalam Mengukur Kepuasan Serta Loyalitas Pengguna Website Codashop Sinurat, Ricky Maulana; Setiawan, Dedy; Ilhami, Mohamad
JSI: Jurnal Sistem Informasi (E-Journal) Vol 17 No 2 (2025): JSI: Jurnal Sistem Informasi (E-Journal)
Publisher : Jurusan Sistem Informasi Fakultas Ilmu Komputer Universitas Sriwijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.18495/jsi.v17i2.234

Abstract

The rapid development of internet and smartphone technology affects the online gaming industry in Indonesia. User satisfaction in the gaming industry is also supported by the development of game voucher top-up platform services, one of which is Codashop. Measuring user satisfaction with the quality of this website requires a method to see the level of user satisfaction with website quality, namely the WebQual 4.0 method and End User Computing Satisfaction (EUCS). The WebQual 4.0 method is a method of measuring the quality of a website from the end-user perspective in order to improve the quality of website performance so that website development can be improved and developed. Meanwhile, End User Computing Satisfaction is a method of measuring user satisfaction so that a comprehensive system evaluation is carried out based on user experience. The variables used include Usability, Information Quality, Service Interaction Quality, and Content. The hypothesis was tested using 5 hypotheses, 3 of which were accepted and 2 were rejected, namely Usability has no positive effect on User Satisfaction, Information Quality Satisfaction affects User Satisfaction, Service Interaction Quality has no positive effect on User Satisfaction, Content affects User Satisfaction, and User Satisfaction affects User Loyalty.