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Penggunaan website WIX untuk meningkatkan kreativitas dalam upaya penunjang pemasaran UMKM Rachmadi, Pratiwi; Krisnawaty Tachjar, Nani; Evi, Tiolina; Anisah; Idham Prasojo Karmawan, Masdani
Jurnal Pengabdian kepada Masyarakat TEKNO (JAM-TEKNO) Vol 4 No 1 (2023): Juni 2023
Publisher : Ikatan Ahli Informatika Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29207/jamtekno.v4i1.4695

Abstract

Menggunaan website WIX untuk meningkatkan kreativitas dalam upaya penunjang pemasaran UMKM
Decision Support System for Futsal Player Selection Using the Profile Matching Method Hafiz, Farhan Mohammad; Rachmadi, Pratiwi; Purbaratri, Winny
Jurnal Teknologi Informatika dan Komputer Vol. 11 No. 2 (2025): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v11i2.2752

Abstract

Futsal is a sport that is widely enjoyed by all groups. Each futsal team will open a selection process for players who want to become professional futsal players. Each team conducts a selection process to determine which players will join the core team. Player selection is a crucial aspect in shaping a team's strength and performance. Effective futsal player selection is key to forming a competitive and winning team. Selecting the right players is crucial to ensuring team performance and victory. The profile matching method is used to compare individual player profiles with the criteria set by the team for the selection process. This study aims to develop a decision support system (DSS) for selecting futsal players for the striker (pivot) position at SMA Angkasa 1 using the profile matching method. In the study, data on the futsal player selection criteria were collected from on-field assessments, skill tests, and interviews. The data used in this study included several criteria such as experience, strength, stamina, speed, and teamwork. The results of calculations using profile matching indicate the order of quality players that can be selected based on the criteria data. By creating this system, it is hoped that the futsal player selection process can be improved and result in a strong and optimal team composition, which will ultimately improve team performance in various competitions and matches.
Decision Support System for Futsal Player Selection Using the Profile Matching Method Hafiz, Farhan Mohammad; Rachmadi, Pratiwi; Purbaratri, Winny
Jurnal Teknologi Informatika dan Komputer Vol. 11 No. 2 (2025): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v11i2.2752

Abstract

Futsal is a sport that is widely enjoyed by all groups. Each futsal team will open a selection process for players who want to become professional futsal players. Each team conducts a selection process to determine which players will join the core team. Player selection is a crucial aspect in shaping a team's strength and performance. Effective futsal player selection is key to forming a competitive and winning team. Selecting the right players is crucial to ensuring team performance and victory. The profile matching method is used to compare individual player profiles with the criteria set by the team for the selection process. This study aims to develop a decision support system (DSS) for selecting futsal players for the striker (pivot) position at SMA Angkasa 1 using the profile matching method. In the study, data on the futsal player selection criteria were collected from on-field assessments, skill tests, and interviews. The data used in this study included several criteria such as experience, strength, stamina, speed, and teamwork. The results of calculations using profile matching indicate the order of quality players that can be selected based on the criteria data. By creating this system, it is hoped that the futsal player selection process can be improved and result in a strong and optimal team composition, which will ultimately improve team performance in various competitions and matches.
Enhancing Entrepreneurial Competencies and Student Engagement through Gamification in Learning Management Systems Rachmadi, Pratiwi; Situmorang, Robinson; Sukardjo, Moch.; Indrajit, Richardus Eko; Gautama, Elliana
Aptisi Transactions On Technopreneurship (ATT) Vol 7 No 2 (2025): July
Publisher : Pandawan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34306/att.v7i2.589

Abstract

This study addresses the growing need for innovative strategies to enhance student engagement in digital learning environments by investigating the effects of gamification on student motivation and academic performance within Learning Management Systems (LMS). Despite its increasing adoption, the long-term impact of gamification on learning outcomes remains underexplored, particularly in structured educational settings. Using an experimental design, students were divided into two groups: the experimental group, which used a gamified LMS, and the control group, which used a traditional LMS. Results indicated that the experimental group exhibited significantly higher engagement levels (85%) compared to the control group (62%) and spent, on average, 30% more time on the LMS. Participation in optional activities was 40% higher in the gamified group. Motivation analysis revealed increased intrinsic motivation (72%) and extrinsic motivation (78%) among the experimental group, supported by features such as points and badges. Academic performance improvements were also evident, with the experimental group achieving 10% higher final exam scores and a 15% higher assignment completion rate. While findings suggest that gamification enhances student engagement and learning outcomes, feedback on competitive elements like leaderboards highlights the need for careful design considerations to balance motivation and inclusivity. This study provides empirical insights into the effectiveness of gamification as a scalable and adaptive strategy for enhancing digital education, informing future developments in educational technology.