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All Journal Jurnal Buana Informatika Sistemasi: Jurnal Sistem Informasi Tech-E Jurnal Ilmiah FIFO Jurnal CoreIT Jurnal TAM (Technology Acceptance Model) ILKOM Jurnal Ilmiah J-SAKTI (Jurnal Sains Komputer dan Informatika) CSRID (Computer Science Research and Its Development Journal) Jurnal Tekno Kompak Building of Informatics, Technology and Science Journal of Computer System and Informatics (JoSYC) Jurnal Sistem Komputer dan Informatika (JSON) TIN: TERAPAN INFORMATIKA NUSANTARA Jurnal Teknik Informatika (JUTIF) JiTEKH (Jurnal Ilmiah Teknologi Harapan) JTIKOM: Jurnal Teknik dan Sistem Komputer Jurnal Teknologi dan Sistem Tertanam Jurnal Informatika dan Rekayasa Perangkat Lunak Jurnal Data Mining dan Sistem Informasi Jurnal Ilmiah Infrastruktur Teknologi Informasi Jurnal Teknologi dan Sistem Informasi Journal Social Science And Technology For Community Service Jurnal Pendidikan dan Teknologi Indonesia Bulletin of Computer Science Research KLIK: Kajian Ilmiah Informatika dan Komputer J-SAKTI (Jurnal Sains Komputer dan Informatika) EXPLORER BEES: Bulletin of Electrical and Electronics Engineering Jurnal Telematics and Information Technology (TELEFORTECH) Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) Jurnal Ilmiah Sistem Informasi Akuntansi (JIMASIA) Paradigma Journal of Engineering and Information Technology for Community Service Malcom: Indonesian Journal of Machine Learning and Computer Science Jurnal Ilmiah Informatika dan Ilmu Komputer Bulletin of Informatics and Data Science Jurnal Ilmiah Computer Science Jurnal Media Celebes CHAIN: Journal of Computer Technology, Computer Engineering and Informatics Journal of Data Science and Information System Journal of Artificial Intelligence and Technology Information Journal of Information Technology, Software Engineering and Computer Science Swarnadwipa SANISKALA: Jurnal Pengabdian Masyarakat Jurnal TAM (Technology Acceptance Model) Journal of Decision Support System Research
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Aplikasi Panduan Wisata dan Toko Oleh-Oleh di Provinsi Lampung Menggunakan Google Street View dan Game Engine Amik Herningsih; A. Ferico Octaviansyah Pasaribu; Yuri Rahmanto
Journal of Data Science and Information Systems Vol. 1 No. 2 (2023): Volume 1 Number 2 May 2023
Publisher : Journal of Data Science and Information Systems

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/dimis.v1i2.38

Abstract

Seeing the pandemic that is starting to end and also the ability of Lampung Province to deal with the Covid-19 Pandemic as evidenced by the achievement of the INDONESIA'S BEST PANDEMIC HANDLING award at the 2021 Tribune Lampung Awards, Lampung Province must be able to solve the problems that have arisen from this pandemic. The Lampung Provincial Government (pemrov) said through their official website (lampungprov.go.id) that the Provincial Government will develop various tourism potentials that are expected to support regional development and income. However, tourist centers are not spared by souvenirs that will be brought back by local tourists to their areas. Although tourist attractions are expected to develop the area, souvenir centers are also very influential as regional income. Then created an information media that can show souvenir centers and also tourist centers that are packaged attractively using Google maps and HTML5-based Game Engine as tour guides for a better development and economy of Lampung. This application with Google Streetview can run well on an iframe from the html5 media game engine, using blackbox it can be proven that existing websites can run well without significant problems. Then the test was carried out using ISO 25010 so that it resulted from the Functionality aspect with very good results, namely with a percentage of 87.2%, from the Efficiency aspect with very good results, namely with a percentage of 85.6% and from the usability aspect with very good results, namely with percentage of 86.3%. Then from the results of the PIECES analysis, it was concluded that the menu structure contained in the application can provide convenience in its use.
Penerapan Extreme Programming Dalam Sistem Informasi Akademik SDN Kuala Teladas Temi Ardiansah; Yuri Rahmanto; Zulhan Amir
Journal of Information Technology, Software Engineering and Computer Science Vol. 1 No. 2 (2023): Volume 1 Number 2 April 2023
Publisher : PT. Tech Cart Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/itsecs.v1i1.25

Abstract

Sistem informasi akademik merupakan salah satu kebutuhan yang paling utama pada suatu instansi pendidikan. Merancang bangun sebuah sistem informasi akademik pada suatu instansi pendidikan merupakan langkah yang tepat sebagai solusi agar proses mengelola data akademik menjadi sebuah informasi yang bermanfaat dapat dilakukan dengan cepat dan mudah. Namun beberapa sekolah masih belum dapat menerapkapnya terutama sekolah-sekolah yang berada di daerah terpencil seperti SD Negeri Kuala Teladas. Dalam mengelola data-data akademik seperti data sekolah dan nilai rapor siswa, SD Negeri Kuala Teladas telah menggunakan perangkat komputer namun belum digunakan secara maksimal karena keterbatasan perangkat lunak yang digunakan. Tujuan dari penelitian ini adalah merancang bangun sebuah sistem informasi akademik agar dapat menjadi sebuah solusi untuk mengatasi permasalahan tersebut. Penelitian ini metode Extreme Programming diimplementasikan untuk merancang bangun sebuah sistem informasi akademik di SD Negeri Kuala Teladas berbasis website dengan menggunakan bahasa pemograman PHP dan SQLyog untuk mengelola databasenya. Penelitian ini menggunakan metode kuisioner dalam melakukan pengumpulan data dengan menerapkan pemodelan Technology Acceptance Model (TAM) untuk mengukur kelayakan sistem yang dibangun. Hasil analisis pengujian lapangan yang telah dilakukan mendapatkan rata-rata persentase sebesar 92,71% dan dapat diinterpretasikan kedalam kategori sangat layak untuk sebuah sistem yang dapat meningkatkan efektifitas sekolah dalam menyajikan data akademik dengan mudah, cepat, tepat dan dapat diakses kapan saja tanpa harus bertanya langsung ke sekolah.
Game Augmented Reality (AR) Untuk Pengenalan Rambu-Rambu Lalu Lintas Ahmad Rifki Irliando; Yuri Rahmanto; Ade Dwi Putra
Swarnadwipa Vol. 1 No. 1 (2023): Volume 1 Number 1 November 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaswarnadwipa.v1i1.25

Abstract

Penelitian ini bertujuan untuk mengembangkan dan mengevaluasi sebuah game augmented reality (AR) yang bertujuan untuk membantu siswa SD Negeri 2 Gunung Terang dalam memahami rambu-rambu lalu lintas. Game AR dirancang sebagai alat pembelajaran interaktif yang memungkinkan siswa untuk mengenali dan memahami rambu-rambu lalu lintas secara menyenangkan dan efektif. Metode penelitian yang digunakan melibatkan analisis kebutuhan pendidikan di SD Negeri 2 Gunung Terang, pengembangan game AR, dan evaluasi hasil penggunaan game tersebut oleh siswa. Hasil penelitian menunjukkan bahwa game AR berhasil meningkatkan pemahaman siswa tentang rambu-rambu lalu lintas dengan tingkat partisipasi yang tinggi. Selain itu, game ini juga dianggap menyenangkan oleh siswa, yang membuat proses pembelajaran menjadi lebih menarik. Penelitian ini menyediakan kontribusi penting dalam pengembangan pendidikan di sekolah dasar dengan memanfaatkan teknologi AR sebagai alat pembelajaran inovatif. Diharapkan hasil penelitian ini dapat menjadi referensi bagi pihak-pihak yang tertarik dalam mengintegrasikan teknologi AR dalam pembelajaran rambu-rambu lalu lintas atau bidang pendidikan lainnya.
Aplikasi Pembelajaran Jus Amma Menggunakan Metode Addie Berbasis Android Fatimah Nur Aini; Yuri Rahmanto; Donaya Pasha
Swarnadwipa Vol. 1 No. 1 (2023): Volume 1 Number 1 November 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaswarnadwipa.v1i1.26

Abstract

Al-Quran adalah kitab suci dalam agama Islam yang dianggap sebagai pedoman utama dalam kehidupan umat Muslim. Salah satu bagian penting dari Al-Quran adalah Juz Amma yang berisi surat-surat pendek yang sering diajarkan kepada anak-anak Muslim sejak usia dini. Menghafal surat-surat Juz Amma bukan hanya merupakan kewajiban agama, tetapi juga merupakan salah satu cara untuk mendekatkan diri kepada Allah SWT dan memperkuat ikatan spiritual. Proses menghafal Juz Amma pada anak-anak dapat menjadi sebuah tantangan. Anak-anak seringkali memerlukan motivasi ekstra dan metode pembelajaran yang efektif agar mereka dapat menghafal dengan baik dan memahami makna surat-surat tersebut. Dalam era teknologi informasi saat ini, perangkat lunak dan game edukasi telah menjadi alat yang populer dalam mendukung pembelajaran, termasuk dalam konteks pembelajaran agama. Pada dasarnya konsep dari game edukasi adalah bermain sambil belajar agar pengguna tidak merasa bosan ketika melakukan proses pembelajaran Juz Amma. Pembuatan game edukasi ini menggunakan metode ADDIE dengan beberapa tahapan-tahapan yang dilalui oleh penulis dalam pengerjaannya. Basis pengetahuan dari pembuatan game edukasi ini melalui studi literatur dari jurnal yang sudah ada. Hasil dari penelitian ini adalah game edukasi pembelajaran Juz Amma
Games For Education: Peningkatan Kemampuan Digital Guru di SMK Amal Bakti, Jatimulyo Afrianto; Yuri Rahmanto; Achmad Yudi Wahyudin; Nina Fatriana; Silvia Damayanti; Anggun Putri Kinanti
SANISKALA : Jurnal Pengabdian Masyarakat Vol. 1 No. 1 (2023): Mei 2023
Publisher : FKIP Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/jsk.v1i1.5522

Abstract

Innovative and interesting learning is an important requirement in the current educational context. One alternative way is to apply games by means of the Wordwall application as a learning digital tool. This article focuses on community service in implementing Wordwall in learning and explores its benefits in an educational context. The methods used include counseling, training, and assisting in using Wordwall in the classroom. The results of community service show that the use of Wordwall in learning can increase student participation, learning motivation, and understanding of concepts. In addition, the use of Wordwall also provides an opportunity for teachers to integrate technology into learning, increases creativity in compiling learning content, and provides an interesting learning experience for students. However, there are also some challenges encountered in using Wordwall, such as limited access to technology and teacher expertise in using the application. Therefore, suggestions for teachers in using games for education, such as Wordwall, include increasing teachers' digital competence, selecting and developing learning content according to student needs, and monitoring the impact of using games for education. This article is expected to provide insights and recommendations for teachers in utilizing Wordwall as an innovative and effective learning support tool.
Student Ranking Based on Learning Assessment Using the Simplified PIPRECIA Method and CoCoSo Method Sitna Hajar Hadad; Dedi Darwis; Arie Qurania; Ahmad Ari Aldino; Abhishek R Mehta; Yuri Rahmanto; Setiawansyah Setiawansyah
Journal of Computer System and Informatics (JoSYC) Vol 5 No 1 (2023): November 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/josyc.v5i1.4544

Abstract

The problems that occur in determining the best students based on the learning process of the assessment process are still based on the academic scores of students and have not considered the learning process carried out by students. This study aims to apply the Combined Compromise Solution (CoCoSo) method in ranking students based on learning assessment using criteria of academic progress, problem-solving ability, mastery of skills, independence, motivation and positive attitude, adaptability, and for weighting the criteria used to apply the Simplified PIPRECIA (Pivot Pairwise Relative Criteria Importance Assessment) weighting method. The Simplified PIPRECIA method is particularly useful in situations where there are diverse criteria to be considered and complex decisions must be made taking into account the preferences and interests of various stakeholders. The Combined Compromise Solution Method is useful when there are conflicts in various criteria that need to be considered in the decision-making process. With this approach, each criterion is weighted and carefully calculated, so that the resulting decisions reflect comprehensive considerations that can meet various requirements and constraints. Based on the results of student rankings based on assessments in learning in the table above, rank 1 was obtained by students with Student ID 1211313 with a final grade of 6.487, rank 2 was obtained by students with Student ID 1211316 with a final grade of 6.402, and rank 3 was obtained by students with Student ID 1211314 with a final grade of 5.814.
Combination of CRITIC Weighting Method and Multi-Atributive Ideal-Real Comparative Analysis in Staff Admissions Waqas Arshad, Muhammad; Mesran; Setiawansyah, Setiawansyah; Suryono, Ryan Randy; Rahmanto, Yuri
Explorer Vol 4 No 2 (2024): July 2024
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/explorer.v4i2.1428

Abstract

Staff recruitment is a critical process in human resource management where organizations select and place individuals who fit the needs and goals of the company. This process involves identifying position needs, job postings, screening applicants, interviewing, skills evaluation, and making a final decision to determine the most suitable employee. The integration of CRITIC and MAIRCA allows the staff selection process to be more objective and systematic. CRITIC helps in assessing the importance of each criterion by considering its relevance, thus ensuring that the evaluation is not based on just one dimension. On the other hand, MAIRCA provides a comprehensive framework by comparing each candidate against the desired ideal standards and their actual achievements in relevant attributes. The combination of these two methods not only strengthens accuracy in staff selection, but also ensures that decisions are made in accordance with the organization's strategic goals to achieve optimal performance and effectiveness. The ranking results obtained the results of rank 1 with a value of 0.0824 obtained by Alternative G, rank 2 with a value of 0.0798 obtained by Alternative B, and rank 3 with a value of 0.0778 obtained by Alternative C.
Modification of Multi-Attribute Utility Theory in Determining Scholarship Recipient Students Arshad, Muhammad Waqas; Setiawansyah, Setiawansyah; Rahmanto, Yuri; Palupiningsih, Pritasari; Maryana, Sufiatul
BEES: Bulletin of Electrical and Electronics Engineering Vol 5 No 1 (2024): July 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bees.v5i1.5523

Abstract

Educational scholarships are financial aid given to students or students to support the financing of their education. Mistakes in the assessment of scholarship recipients are often related to subjectivity and lack of transparency in the selection process. Unclear or inconsistent assessment criteria can lead to unfairness, where some deserving candidates may not get the same opportunities. The number of data used in Determining Scholarship Recipient Students is 10 students. The purpose of the MAUT modification research with geometric mean in producing criterion weights is to improve accuracy, stability, and consistency in the decision-making process. This study also aims to test the effectiveness of the geometric mean method in producing more objective and structured weights, as well as compare it with other traditional MAUT methods such as direct addition or multiplication. The modification of the MAUT method with a geometric mean is named G-MAUT. The results of the ranking of scholarship recipients using the G-MAUT method the first-place scholarship recipient with a final score of 1.0048 was obtained by Student 3, the second-place scholarship recipient with a final score of 0.6260 was obtained by Student 8, and the third-place scholarship recipient with a final score of 0.5048 was obtained by Student 5. This modification under the name G-MAUT allows for a more holistic and comprehensive assessment of potential recipients, ensuring that non-academic aspects are also taken into account proportionately.
Pengenalan dan Pelatihan Game Edukasi Menggunakan Quickappninja untuk Siswa SMK PGRI Kedondong Darwis, Dedi; Rahmanto, Yuri; Sulistiani, Heni; Yasin, Ikbal; Saputra, Very Hendra; Khoirunnisa, Yosi; Sari, Priskila Lovika; Ismail, Izudin
Journal of Engineering and Information Technology for Community Service Vol 2, No 3 (2024): Volume 2, Issue 3, January 2024
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jeit-cs.v2i3.409

Abstract

Kegiatan Pengabdian Kepada Masyarakat (PKM) ini bertujuan untuk memberikan pengenalan dan pelatihan membuat game edukasi kepada siswa SMK PGRI Kedondong jurusan multimedia. Ketrampilan menggunakan teknologi merupakan salah satu luaran wajib bagi siswa SMK jurusan multimedia, untuk dapat menguasai teknologi dalam membuat game tidak cukup hanya di dapat dari pelajaran di dalam kelas, oleh karena itu perlu diberikan kegiatan penunjang lain seperti pelatihan untuk menambah pengetahuan dan pengalaman siswa dalam membuat game edukasi. Kegiatan PKM ini memberikan pelatihan langsung kepada siswa jurusan multimedia dalam membuat game edukasi. Pembuatan game edukasi menggunakan quickappninja.com. Berdasarkan hasil kuisioner yang diberikan kepada siswa dan hasil kerja siswa dapat disimpulkan bahwa pelatihan dapat meningkatan kemampuan siswa dalam membuat game edukasi, hal tersebut terlihat dari hasil kuisioner tentang pemahaman siswa terkait game edukasi dan hasil kerja siswa yang awalnya tidak mampu membuat game edukasi menjadi siswa yang mampu membuat game edukasi.
Pelatihan Membuat Aplikasi Keuangan dengan Appsheet untuk Siswa SMK PGRI Kedondong Darwis, Dedi; Rahmanto, Yuri; Sulistiani, Heni; Yasin, Ikbal; Saputra, Very Hendra; Ismail, Izzudin; Sari, Priskila Lovika; Khoirunnisa, Yosi
Journal of Engineering and Information Technology for Community Service Vol 2, No 3 (2024): Volume 2, Issue 3, January 2024
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jeit-cs.v2i3.415

Abstract

Sekolah Menegah Kejuruan (SMK) merupakan jenjang Pendidikan yang bertujuan untuk mempersiapkan lulusan yang siap kerja, oleh karena itu kurikulum pada jenjang SMK lebih kepada praktik. Selain itu pelatihan ketrampilan merupakan hal yang penting di jenjang kejuruan agar lebih terampil dalam mengaplikasikan teori yang di dapat di sekolah. Tujuan dari kegiatan pengabdian kepada masyarakat dalam bentuk sekolah binaan ini yaitu memberikan pengenalan dan pelatihan menggunakan appsheet dalam membuat aplikasi keuangan, dengan harapan akan menambah pengalaman dan pengetahuan, serta keterampilan siswa SMK dalam menunjang kompetensi pencatatan transaksi keuangan yang dimiliki siswa dan kedepannya jika siswa telah masuk pada dunia kerja
Co-Authors ., Rusliyawati Abhishek R Mehta Achmad Yudi Wahyudin Adam Saputra Ade Dwi Putra Ade Dwi Putra Ade Surahman Adhie Thyo Priandika Aditia Yudhistira Adiyta Yudistira Ady Chandra Afrianto Afrianto Afrianto Agung Saputra Agus Wantoro Ahmad Ari Aldino Ahmad Ari Aldino Ahmad Ari Aldino Ahmad Fathurrozi Ahmad Rifki Irliando Aidil Akbar Akhmad Jayadi Alfian, Joni Alita, Debby Almira Devita Putri Alpiana, Nopiah Amat Damuri Amik Herningsih Anang Burlian Andi Nurkholis Andika, Reza Anggun Putri Kinanti Ani Sesanti Aprian Nuriansah Ari Sulistiyawati Arie Qur’ania Arinda Rifaini Arnando Fajar Sidhiq Arshad, Muhammad Waqas Arsy Berlian Sutarman Asistyasari, Ayuni Bagas Setiawan Benhouzer N.P Pasaribu Bentar Priyopradono Budi Waluyo Daffa Pertama Damayanti Damayanti Damayanti, Damayanti Debby Alita Dedi Darwis Dedi Triyanto Devin Pratama Donaya Pasha Dyah Aminatun Dyah Ayu Megawaty Eko Bagus Fahrizqi Enda Tri Ifanda Fatimah Nur Aini Fatriana, Nina Fernando, Yusra Fikih Yuhada Sena Fikri Hamidy Fira Aulia Fitratullah, M. Gunawan, Rakhmat Dedi Handika, H Hari Setiyani Heni Sulistiani Heni Sulistiani Heni Sulistiyani Ida Bagus Suwisma Ikbal Yasin Imam Ahmad Intan Anggrenia Irwan Tubagus Ismail, Izudin Ismail, Izzudin Isnain, Auliya Rahman Izudin Ismail Jeni Sagita Jeni Sagita Putri Johansyah Johansyah Joko Trianto Joni Alfian Khoirunnisa, Yosi Kinanti, Anggun Putri Kurniawan, Arsy Lestari, Ova Lili Andraini Lulud Oktaviani Megawaty, Dyah Ayu Mesran, Mesran Moh. Erkamim Muhammad Akbar Muhammad Alip Pratama Muhammad Bakri Muhammad Irfan Hafidhin Muhammad Najib Dwi Satria Nanang Sadikin Nina Fatriana Nopiah Alpiana novi yona sidratul munti Nuralia Nuralia Nurhasan Nugroho Palupiningsih, Pritasari Parjito Parjito Pasaribu, A. Ferico Octaviansyah Permata Permata Permata Permata Prastowo, Agung Tri Priandika, Adhie Thyo Priskilia Lovika Putra, Ade Dwi Putri, Jeni Sagita Rahayu, Masnia Recxy Yuda Utama Rendy Ramadhan Rhaishudin Jafar Rumandan Rido Febriansyah Riduwan Napianto Rini Nuraini Rio Andika Rizki Febrianto Rohmat Indra Borman Ryan Randy Suryono S. Samsugi Sampurna Dadi Riskiono Sanriomi Sintaro Sari, Priskila Lovika Selfia Agustina Sesanti, Ani Setiawansyah Setiawansyah Shiwi Angelica Cindiyasari Silvia Damayanti Silvia Damayanti Siti Hotijah Sitna Hajar Hadad Stevani Natasiyah Stiawan, Fengky Styawati Styawati Styawati, Styawati suaidah suaidah suaidah suaidah Subhan Subhan Sufiatul Maryana Sumanto, Sumanto Temi Ardiansah Tia Nanda Pratiwi Tien Yulianti Tonggiroh, Mursalim Trinugi Wira Harjanti Ulum, Faruk Very Hendra Saputra Very Hendra Saputra Wang, Junhai Waqas Arshad, Muhammad Willyan Dafit Prayoga Wulan Agustin yasin, ikbal YOHANA TRI UTAMI, YOHANA TRI Yudha, Sandy Yusuf Faqih Zulhan Amir