Claim Missing Document
Check
Articles

Found 4 Documents
Search

Sistem Pendukung Keputusan Eligible Seleksi Nasional Berdasarkan Prestasi (SNBP) Menggunakan Metode Additive Ratio Assessment (ARAS): Studi Kasus: SMAN 8 Surabaya Rhiziqo Adjie Syahputra; Henni Endah Wahanani; Budi Mukhamad Mulyo
Prosiding Seminar Nasional Ilmu Teknik Vol. 2 No. 2 (2025): Desember: Prosiding Seminar Nasional Ilmu Teknik
Publisher : Asosiasi Riset Ilmu Teknik Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/prosemnasproit.v2i2.205

Abstract

The selection process for students eligible for the National Selection Based on Achievement (SNBP) requires objective and structured assessment because it involves various academic and non-academic criteria. This study aims to develop a Decision Support System (DSS) to determine the ranking of SNBP eligible students at SMAN 8 Surabaya using the Additive Ratio Assessment (ARAS) method. The ARAS method is used to evaluate student alternatives based on their report card scores for semesters 1-5, academic ability tests (TKA), academic achievements, non-academic achievements, discipline, organizational activity, and attendance through a normalization process to obtain relative Ki values. The results of the study show that the system is capable of producing objective student rankings with relative utility values (Ki) ranging from 95.15 to 89.38, where the highest value indicates the best alternative from all alternatives. The application of ARAS-based DSS can improve the efficiency, transparency, and consistency of the SNBP student selection process.
Pengembangan Potensi Wisata Desa Jubung dengan Pemanfaatan Aplikasi virtual tour Berbasis Website Andhyka, Moch Nasikh; Salsabilla Nuhaa Aini; Favian Rifqi Wibowo; Budi Mukhamad Mulyo; Rakhmadi, Ardhon
Jurnal Pengabdian kepada Masyarakat Nusantara Vol. 6 No. 4 (2025): Edisi Oktober - Desember
Publisher : Lembaga Dongan Dosen

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Desa Jubung di Kabupaten Jember memiliki potensi agrowisata yang signifikan namun belum terekspos akibat minimnya sarana promosi digital. Ketiadaan destinasi wisata yang terkelola secara resmi membuat daya tarik desa tidak dikenal luas sehingga potensi ekonomi masyarakat tidak tergali. Pengabdian kepada masyarakat ini bertujuan untuk merancang dan membangun aplikasi virtual tour berbasis website sebagai media promosi digital perdana bagi Desa Jubung. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC) yang mencakup enam tahapan sistematis mulai dari konsep hingga distribusi. Sistem ini dibangun dengan arsitektur modern menggunakan Next.js sebagai frontend dan Laravel sebagai backend, serta diintegrasikan sebagai submodul pada website utama desa untuk efisiensi dan keberlanjutan. Hasil dari kegiatan ini adalah sebuah aplikasi virtual tour yang fungsional dan interaktif, yang berdasarkan pengujian black box mencapai kelayakan 100% dan hasil kuesioner menunjukkan 100% kepuasan pengguna. Aplikasi ini terbukti menjadi solusi efektif untuk memperkenalkan potensi Desa Jubung secara luas, sekaligus memberdayakan masyarakat melalui pelatihan pengelolaan konten secara mandiri.
Rancang Bangun Sistem Pemasaran Digital dan Rekomendasi Produk Kerajinan Kulit Berbasis Android: (Studi Kasus CV Prima Semesta Alam) Isfa Fadil Muhammad; Afina Lina Nurlaili; Budi Mukhamad Mulyo
Jurnal Informatika Dan Tekonologi Komputer (JITEK) Vol. 6 No. 1 (2026): Maret : Jurnal Informatika dan Tekonologi Komputer
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jitek.v6i1.10537

Abstract

CV Prima Semesta Alam, an SME producing reptile leather crafts in Surabaya, faces challenges in expanding its market reach due to conventional marketing processes and unstructured stock management. General e-commerce platforms often fail to highlight the uniqueness of specific products like exotic leather, making it difficult for consumers to find relevant items. This study aims to build an Android-based digital marketing system integrated with a smart product recommendation feature using Term Frequency-Inverse Document Frequency (TF-IDF) and Cosine Similarity algorithms. The system was developed with a client-server architecture using Kotlin for the user interface and Golang as the backend. System testing showed that the recommendation algorithm was able to provide relevant product suggestions based on descriptive attribute similarities (material, color, function), with logic validation results demonstrating full consistency between manual calculations and system outputs. Usability evaluation using the System Usability Scale (SUS) yielded an average score of 76.16, placing the application in the Acceptable category with a Good rating.
Pembuatan Game Pembelajaran Interaktif Mengenai Hewan Berbasis Android : Studi Kasus RA Darul Ulum Sarirogo Budi Mukhamad Mulyo; Rifki Zainal Fahrial; Muhammad Rizki Putradira
INTECH Vol. 5 No. 2 (2024): INTECH (Informatika Dan Teknologi)
Publisher : Informatics Study Program, Faculty of Engineering and Computers, Baturaja University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54895/intech.v5i2.2629

Abstract

Early childhood education is crucial for children's cognitive development. In the digital era, utilizing Android-based technology, such as games, can enhance the learning experience. This study aims to develop an interactive learning game, Joynimal, to introduce animals to children aged 4-7 years at RA Darul Ulum Sarirogo. Using Unity 2D, this game is designed to facilitate animal learning with an interactive and enjoyable approach. The research methodology includes literature study, needs analysis and design, implementation, testing, and game release. The questionnaire results from 30 respondents show that 66.03% strongly agree that this game is effective in improving children's cognitive abilities. The aspects of appearance, the aspects of difficulty, the aspects of game system, the aspects of and educational delivery also received very positive responses with percentages of 68.58%, 59.50%, 67.95%, and 67.41%, respectively. This study concludes that Joynimal is effective as an interactive learning tool that is engaging and beneficial for early childhood education, helping to enhance cognitive skills, shape recognition, and vocabulary in a fun way, as well as motivating children to learn in a more engaging and interactive manner.