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Planning and Organization of High School Activities with Google Classroom Asysyakirin Tangerang Islamic High School Training Participants Reni, Reni Utami; Ari Hidayatullah
Jurnal Pengabdian Bersama Masyarakat Indonesia Vol. 2 No. 3 (2024): Juli : Jurnal Pengabdian Bersama Masyarakat Indonesia
Publisher : CV. Aksara Global Akademia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59031/jpbmi.v2i3.414

Abstract

The PKM implemented aims to train high school students to use Google Classroom media for the teaching and learning process in the current hybrid era, after the Covid-19 pandemic. With this training, students and teachers can optimize their use of Google Classroom more optimally and efficiently because they have previously used it. The first stage was to explore problems related to the potential of e-learning during the Covid-19 pandemic. 3 years ago, this activity resulted in an increase in students' knowledge about e-learning and skills in using Google Class Room in the current era. Classes are an online learning medium that is interactive and fun in the teaching process and collecting assignments
Planning and Organization of Vocational School Activities with Google Calendar at Asysyakirin Tangerang Islamic High School Irfan Nurdiansyah; Ari Hidayatullah
Jurnal Pengabdian Bersama Masyarakat Indonesia Vol. 2 No. 3 (2024): Juli : Jurnal Pengabdian Bersama Masyarakat Indonesia
Publisher : CV. Aksara Global Akademia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59031/jpbmi.v2i3.415

Abstract

Community service Planning and Organization of Vocational School Activities with Google Calendar focuses on how to use the features in Google Calendar from the initial stages to the results achieved. The aim of this service is to improve the performance of structured activities or meetings with digitalization.
The Prediksi Curah Hujan Pada Stasiun BMKG (CITEKO) Menggunakan Metode Backpropogation Neural Network Reni, Reni Utami; Ari Hidayatullah
Elkom : Jurnal Elektronika dan Komputer Vol 17 No 1 (2024): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i1.1921

Abstract

Accurate rainfall prediction is needed to improve the performance of land that always uses rainfall data. Data mining or often called knowledge discovery in databases (KDD) is an activity that includes collecting, using historical data to find regularities, patterns or relationships in large data. In predicting rainfall, there are several conditions that can be observed as reference data to predict rainfall, namely wind speed, temperature, and air humidity. In this research, a backpropagation artificial neural network prediction method is developed that can be used in predicting future rainfall. The backpropogation artificial neural network method that was built produced an accuracy value of 95.36%, a precision value of 90.50%, a recall value of 97.50% and an f-measure value of 92.00%
The CLASSIFICATION OF PROSPECTIVE POLICY HOLDERS FOR SELECTING INSURANCE PRODUCTS USING A COMPARISON OF THE K-NEAREST NEIGHBOR METHOD AND THE NAIVE BAYES METHO irfan, Irfan Nurdiansyah; Ari Hidayatullah
Elkom : Jurnal Elektronika dan Komputer Vol 17 No 1 (2024): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i1.1922

Abstract

The insurance business within an insurance company offers insurance products owned by the insurance company. In every insurance product there is a premium payment and the premium is the income of an insurance company at the rate of the amount insured. The problem that PT BNI Life Insurance has is that there are many stops in premium payments such as policy redemptions due to errors in the benefits received or incorrect selection of the insurance product, this can reduce the achievement of targets for an insurance company. The aim of this research is to find out the best classification algorithm compared between K-Nearest Neighbor and Naive Bayes to predict the type of insurance product that customers will choose. In this research, data mining methods are applied to compare two different methods, namely the K-Nearest Neighbor method and the Naïve Bayes method. The level of accuracy results for the K-Nearest Neighbor method is 80% and the Naïve Bayes method is 70.53%, which means that the K-Nearest Neighbor method is the best method to apply to an insurance product classification system based on the demographics of prospective customers.
Analisis Pengaruh Fitur User Interface Ramah Pengguna Terhadap Tingkat Loyalitas Pelanggan di Tokopedia septanto, henri; Ari Hidayatullah; Harya Bima Dirgantara
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 02 (2024): Jurnal Sains dan Teknologi
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i02.4324

Abstract

This research aims to analyze the influence of user-friendly user interface features on the level of customer loyalty in the Tokopedia application. In an increasingly advanced digital era, user experience is a crucial factor in maintaining and increasing customer loyalty. Tokopedia, as one of the largest market place platforms in Indonesia, continues to develop UI features that make navigation easier, increase interaction and enrich the shopping experience. This research uses a survey method involving 50 active Tokopedia users to collect data regarding their perceptions of the application's UI features. Data analysis was carried out using simple quantitative descriptive processing techniques to identify the relationship between user-friendly UI and customer loyalty. The research results show that there is a significant positive correlation between intuitive and easy-to-use UI features and the level of customer loyalty. Users who feel comfortable and satisfied with the application interface tend to make repeat transactions more often and recommend Tokopedia to others. These findings emphasize the importance of investing in user-friendly UI development as a strategy to increase customer satisfaction and loyalty in the competitive e-commerce market.Keywords: user interface, loyalty, application, market place
Rancang Bangun Game Edukasi Pengenalan Profesi Berbasis Multimedia Sebagai Media Pembelajaran Untuk Siswa SD Septanto, Henri; Ari Hidayatullah
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 12 No. 01 (2025): Jurnal Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v12i01.4506

Abstract

Education in elementary school plays an important role in shaping children's knowledge, attitudes and skills. One aspect that needs to be considered in education is introduction to various professions, because it can increase insight into various career options in the future. This research aims to introduce several professions to children through educational games. This educational game application is designed to provide a fun learning experience, where students can learn while playing. The software development method used is the Game Development Life Cycle, including pre-production, production, testing, launch and evaluation stages. Each stage is carried out carefully to ensure the resulting application meets educational needs effectively and attractively. The targeted output of this research is an educational game prototype for elementary school students, as well as articles published in SINTA accredited journals. The result of this research is an educational game application that is able to increase students' understanding of various professions so that it can motivate them to try to achieve their dreams.
Rancang Bangun Game Edukasi Pengenalan Budaya Daerah Sebagai Pendukung Pelajaran SBDP di Sekolah Dasar Ari Hidayatullah; Henri Septanto
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 12 No. 01 (2025): Jurnal Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v12i01.4507

Abstract

This case study is expected to support the lessons in Arts, Culture, and Crafts (SBDP), where conventional teaching methods often fail to engage students, resulting in a limited understanding of cultural material. Therefore, the purpose of creating this game is to design and develop an educational game as a learning tool for SBDP and to introduce regional dances to enrich the learning process. By using the Game Development Life Cycle method, the game will present interactive and engaging material to increase students' interest in learning and understanding various traditional dances in Indonesia. Students will learn to recognize the names of dances from different regions, along with brief information about their places of origin, movement characteristics, and a short history
Pelatihan Pembuatan Game Edukasi Pengenalan Profesi sebagai Media Alternatif Berbasis Multimedia untuk Guru SD Vianney Septanto, Henri; Ari Hidayatullah
ABDIMAS Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 1 (2025): ABDIMAS JURNAL PENGABDIAN KEPADA MASYARAKAT
Publisher : Research and Community Service INSTITUT TEKNOLOGI DAN BISNIS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/abdimas.v6i1.4542

Abstract

Game Edukasi memiliki pengaruh dalam membentuk pengetahuan, sikap, dan keterampilan anak. Game Edukasi pengenalan terhadap beragam profesi pada PKM yang ada di masyarakat. Pengenalan profesi ini tidak hanya memberikan wawasan kepada anak-anak mengenai berbagai pilihan karir di masa depan, tetapi juga membantu mereka memahami peran penting orang tua dalam kehidupan sehari-hari dan masyarakat secara keseluruhan. PKM ini bertujuan untuk membantu guru-guru dalam memberikan materi tentang beberapa profesi melalui game edukasi. Aplikasi ini dirancang untuk memberikan pengalaman belajar yang menyenangkan, di mana siswa dapat mengenal berbagai profesi, memahami tanggung jawab dan keterampilan yang diperlukan, serta menyadari pentingnya profesi dalam kehidupan masyarakat. PKM ini bertujuan untuk membantu para guru meningkatkan kesadaran anak-anak TK terhadap pentingnya mengetahui berbagai profesi di dalam masyarakat karena di masa depan anak-anak juga harus memiliki profesi untuk kehidupannya. Metode pelatihan mencakup analisis kebutuhan dan peserta, pengembangan aplikasi, pendekatan interaktif dengan anak-anak SD, pelatihan untuk guru SD dan evaluasi melalui tanya jawab dengan murid SD tentang profesi orang tua mereka dan profesi yang mereka inginkan di masa depan. Hasil evaluasi menunjukkan bahwa game multimedia edukasi efektif dalam meningkatkan kesadaran anak-anak SD terhadap pentingnya pengetahuan tentang profesi sebagai penambah wawasan mereka tentang masa depan.
Rancang Bangun Game Edukasi Pengenalan Profesi Berbasis Multimedia Sebagai Media Pembelajaran Untuk Siswa SD Septanto, Henri; Ari Hidayatullah
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 12 No. 01 (2025): Jurnal Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v12i01.4506

Abstract

Education in elementary school plays an important role in shaping children's knowledge, attitudes and skills. One aspect that needs to be considered in education is introduction to various professions, because it can increase insight into various career options in the future. This research aims to introduce several professions to children through educational games. This educational game application is designed to provide a fun learning experience, where students can learn while playing. The software development method used is the Game Development Life Cycle, including pre-production, production, testing, launch and evaluation stages. Each stage is carried out carefully to ensure the resulting application meets educational needs effectively and attractively. The targeted output of this research is an educational game prototype for elementary school students, as well as articles published in SINTA accredited journals. The result of this research is an educational game application that is able to increase students' understanding of various professions so that it can motivate them to try to achieve their dreams.
Rancang Bangun Game Edukasi Pengenalan Budaya Daerah Sebagai Pendukung Pelajaran SBDP di Sekolah Dasar Ari Hidayatullah; Henri Septanto
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 12 No. 01 (2025): Jurnal Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v12i01.4507

Abstract

This case study is expected to support the lessons in Arts, Culture, and Crafts (SBDP), where conventional teaching methods often fail to engage students, resulting in a limited understanding of cultural material. Therefore, the purpose of creating this game is to design and develop an educational game as a learning tool for SBDP and to introduce regional dances to enrich the learning process. By using the Game Development Life Cycle method, the game will present interactive and engaging material to increase students' interest in learning and understanding various traditional dances in Indonesia. Students will learn to recognize the names of dances from different regions, along with brief information about their places of origin, movement characteristics, and a short history