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Sistem Pendataan Inventaris Barang Pada Program Studi Teknik Informatika Universitas Malikussaleh Retno, Sujacka; Agusniar, Cut; Sinambela, Ilmi Suciani
Sisfo: Jurnal Ilmiah Sistem Informasi Vol. 7 No. 2 (2023): Sisfo: Jurnal Ilmiah Sistem Informasi, Oktober 2023
Publisher : Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/sisfo.v7i2.13944

Abstract

Sistem pendataan inventaris barang adalah sebuah alat bantu untuk mencatat dan mendata seluruh barang-barang dengan cara yang terstruktur. Sistem ini dibangun untuk mengatasi permasalahan yang ada di Program Studi Teknik Informatika yang mana dalam mendata inventaris masih bersifat manual, dimana hal ini sangat tidak efesien karena berkas yang disusun cenderung lama dan tidak efektif untuk dikelola secara berkala. Oleh karena itu sangat perlu untuk merubah sistem pendataan inventaris yang manual menjadi sistem berbasis komputer supaya membantu proses penyimpanan data menjadi lebih efektif. Sehingga dapat meningkatkan kualitas sistem pada layanan pengelolaan data inventaris. Hasil penelitian ini dapat mendata inventaris barang di prodi Teknik Informatika. Sistem informasi yang akan dibuat ini menggunakan database secara terpusat dan berbasis desktop.
Educational Game: Introduction to 11 Icons in Each ASEAN Member Country Sinambela, Ilmi Suciani; Avilla, Yudha
Gameology and Multimedia Expert Vol 1, No 2 (2024): Gameology and Multimedia Expert - April 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i2.15884

Abstract

The use of games in learning media is an effective strategy in increasing children's knowledge. This provides a more immersive and enjoyable learning experience for children. This research aims to develop a simple game to introduce countries in the Southeast Asia region, especially those that are members of ASEAN, to children and the wider community through interesting visualizations. This game can be accessed easily on computer devices with low specifications so that it reaches a wider range of users. It is hoped that the creation of this simple game will provide motivation and inspiration for children and all groups to continue learning to broaden their horizons.
Developing the Console Dash: a 2D Adventure Game using Godot Game Engine Retno, Sujacka; Fortilla, Zeny Arsya; Sinambela, Ilmi Suciani
Gameology and Multimedia Expert Vol 1, No 1 (2024): Gameology and Multimedia Expert - January 2024
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v1i1.14555

Abstract

A 2D platformer game, console dash is a game that tells the story of Dax, a curious game character, jumping out of his console to go on an adventure. He goes through difficult levels, collects objects and meets new friends. They form a team and fight a villain named Glitch. The aim of this research is to design a 2D Console Dash platformer game with an adventure genre that is interesting and also quite difficult to complete. This application was created using the Godot game engine with the GDScript programming language. The method used in this final assignment uses the MDLC model software development method, and uses the SWOT method for system weakness analysis. The final result of this project is a 2D platformer game that plays smoothly and provides an enjoyable gaming experience. Console Dash offers attractive graphics, music and sound effects that liven up the atmosphere of the game, as well as challenging levels to explore. Moreover, this game has an intuitive interface and responsive controls.
Development Of The Educational Game Math Land Using Construct 2 Sinambela, Ilmi Suciani; Febri, Indah
Gameology and Multimedia Expert Vol 2, No 1 (2025): Gameology and Multimedia Expert - January 2025
Publisher : Department of Informatics Faculty of Engineering Universitas Malikussaleh

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29103/game.v2i1.20335

Abstract

In the digital era, technological advancements have brought significant changes to In the digital era, technological advancements have brought significant changes to the field of education. Conventional learning methods often cause boredom among students, making it necessary to innovate the delivery of learning materials. One solution that can be implemented is the development of educational games, which combine entertainment and education to create an enjoyable learning experience for children. This study aims to develop an educational game that combines learning with play to facilitate a more effective and engaging learning process. The game development is carried out using the Construct 2 game engine, with the implementation of the ADDIE method (Analyze, Design, Development, Implementation, Evaluation) as a systematic framework to ensure the quality and effectiveness of the resulting educational games
IMPLEMENTASI METODE ENTROPY DAN TOPSIS DALAM PEMILIHAN DOSEN PEMBIMBING SKRIPSI MAHASISWA TEKNIK INFORMATIKA UNIVERSITAS MALIKUSSALEH Sinambela, Ilmi Suciani; Uvaira , Padila; Putri, Ayunda
SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi Vol. 2 No. 3 (2025): SULIWA: Jurnal Multidisiplin Teknik, Sains, Pendidikan dan Teknologi, Nopember
Publisher : LEMBAGA KAJIAN PEMBANGUNAN PERTANIAN DAN LINGKUNGAN (LKPPL)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62671/suliwa.v2i3.88

Abstract

The selection of thesis supervisors is a crucial process in higher education but is often conducted manually and subjectively, leading to mismatches in expertise, unequal workload distribution, and inefficiencies. This study aims to develop a decision support system (DSS) to assign thesis supervisors objectively and fairly. The approach combines the Entropy and TOPSIS methods. The Entropy method is used to calculate objective weights for five criteria: academic rank, field of expertise, student preference, supervision quota, and student graduation speed. The TOPSIS (Technique for Order Preference by Similarity to Ideal Solution) method is then applied to rank supervisor candidates based on their proximity to ideal solutions. The results demonstrate that the system effectively recommends the most suitable supervisor, with Lecturer G identified as the top choice. This system is expected to enhance the efficiency, transparency, and equity of the thesis supervisor assignment process within the Informatics Engineering Program at Malikussaleh University.