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Rancang Bangun Game Edukasi Ular Tangga Pajak (ARTAJAK) sebagai Media Interaktif untuk Menarik Kesadaran Pajak Anak Sekolah Dasar Elsa Apriani; Rahmi Imanda; Hafizh Dhery Al Assyam; Atsna Virayani Yusriy Widarey
Prosiding Seminar Nasional Teknoka Vol 8 (2023): Proceeding of TEKNOKA National Seminar - 8
Publisher : Fakultas Teknik, Universitas Muhammadiyah Prof. Dr. Hamka, Jakarta

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Abstract

In this era of the 4.0 industrial revolution, there are still many people who lack understanding about taxes. Due to this situation, early tax education is highly necessary. Because of the limited comprehension among children regarding the significance of the role of taxes, it greatly influences national development. Therefore, the objective of this research is to educate elementary school children through the creation of a snake-and-ladder game accompanied by quizzes about basic tax concepts. The development of this game employs the prototype research method as it helps developers work with users to effectively define system requirements, thereby minimizing system errors from the outset. The results of creating this game indicate that the developed game is able to enhance users' insights into tax knowledge and has been field-tested by 5 elementary school students to assess the success of the created ARTAJAK game.
Implementasi Scrum Pada Perancangan Sistem Informasi Penyewaan Gedung Di Graha Garda Dirgantara Rahmi Imanda; Fahmi Abdillah
Prosiding Seminar Nasional Teknoka Vol 8 (2023): Proceeding of TEKNOKA National Seminar - 8
Publisher : Fakultas Teknik, Universitas Muhammadiyah Prof. Dr. Hamka, Jakarta

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Abstract

According to its capacity, a building can be used by the general public for various purposes. In thisresearch, the process of renting the building, namely Graha Garda Dirgantara, was still done manually,by going directly to the location. This causes problems for people with busy and hectic schedules. The aimof this research is to create a building rental system that can assist in the transaction process, reportingdata processing, and also marketing. The method used in system design in this research is agilemethodology starting from the product backlog, sprint, daily scrum and sprint review processes. Thisresearch uses the Laravel framework to create a web-based Scrum approach. The results of a surveyconducted using Google Form showed that 53.8 percent of respondents said they strongly agreed and 30.8percent said they agreed. These results also show that this approach makes rental data collection moreefficient because the data collection process has been saved to the database.
Perbandingan analisis sentimen pada aplikasi SIREKAP dengan aplikasi SITUNG di media sosial X menggunakan algoritma Support Vector Machine Taufik Akbar; Rahmi Imanda
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4084

Abstract

Indonesia is a democratic system, the election must through PEMILU. Until now, the KPU has made 2 applications for the elections, the Vote Selection Information System (SITUNG) and the Electronic Recapitulation Information System (SIREKAP). However, it turns out that the implementation of elections with these two applications raises various kinds of sentiments from the community. This research aims to determine the public sentiment towards SITUNG and SIREKAP and whether the number of negative sentiments of SIREKAP is more than SITUNG. This research takes data from X social media and uses SVM for algorithm. The number of sentiments used for SITUNG is 1469 which consists of 832 positive sentiments and 637 negative sentiments, then for SIREKAP is 1897 which consists of 1092 positive sentiments and 805 negative sentiments. The results of the precision, recall and f1-score values on SITUNG are around 70%, 69%, 69% while SIREKAP is around 67%, 66%, 66%.