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Implementasi Panic Button Berbasis Android Sebagai Bentuk Kewaspadaan, Pencegahan, dan Keamanan Pada Masa Pandemi Covid-19 Muhammad Syaeful Fajar; Susilo Veri Yulianto; Nisa'ul Hafidhoh; Tri Lestariningsih; MH. Ramdhani Ismar
Jurnal Pemberdayaan Masyarakat Vol 7 No 1 (2022): Mei
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat (LPPM)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21067/jpm.v7i1.6166

Abstract

Crimes that are often reported in the mass media make people feel less safe, especially if you look at the number of crimes that occur every year. Based on data from the Central Statistics Agency (BPS) the number of crimes that occurred during the period 2017 – 2019 averaged 300,085 cases annually. Of the many problems that occur, it is necessary to use an appropriate application to disseminate emergency information by considering how the victim reports, the time it takes for the victim to report, and the accuracy of the reporting data. With the development of the Panic Button application, it is hoped that it will make it easier to contact the surrounding community in delivering an emergency. Where the system will send a notification to the user's cell phone and turn on an alarm. In its development, the author uses the Global Positioning System to get location coordinates, Firebase Push Notification as a notification message sender and Arduino Wemos D1 as an alarm system driving mechanism.
Evaluasi Implementasi E-learning dengan Metode Hot Fit Model Tri Lestariningsih; Budi Artono; Yosi Afandi
Innovation in Research of Informatics (INNOVATICS) Vol 2, No 1 (2020): Maret 2020
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v2i1.1342

Abstract

Implementasi e-learning dalam proses pembelajaran saat ini diterapkan pada lembaga pendidikan. Perguruan tinggi salah satu lembaga pendidikan yang menerapkan E-learning  dalam proses pembelajaran, namun belum banyak perguruan tinggi yang melakukan evaluasi terhadap implementasi e-learning.  Evaluasi terhadap implementasi e-learning itu sangat perlu dilakukan untuk menilai implementasi e-learning berdasarkan pada kepuasan pengguna e-learning tersebut. Metode yang digunakan untuk mengevaluasi implementasi e-learning di perguruan tinggi menggunakan hot fit model dengan hasil evaluasi implementasi e-learning adalah pandangan pengguna terhadap aspek teknologi adalah variabel kualitas sistem (KS), kualitas layanan (KL) dan variabel  kualitas informasi (KI) berpengaruh positif terhadap penggunaan sistem (HM). Kualitas sistem (KS), Kualitas layanan (KL) dan kualitas informasi (KI) berpengaruh positif terhadap kepuasan pengguna (KP), dan jika dilihat dari sudut pandang terhadap aspek manusia dalam hal ini pengguna itu sendiri, dapat terlihat bahwa variabel kepuasan pengguna (KP) berpengaruh positif terhadap penggunaan sistem (HM) dan  variabel kepuasan pengguna (KP) berpengaruh positif terhadap manfaat (NB).
The Influence of Perception of Customer Bonding on Customer Loyalty of Naavagreen Products in Madiun City Tri Lestariningsih; Triana Prihatinta; Srimiatun; Clarista Bunga Ramadhani
East Asian Journal of Multidisciplinary Research Vol. 2 No. 3 (2023): March 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/eajmr.v2i3.2892

Abstract

This research aims to determine the effect of customer bonding perceptions on customer loyalty for Naavagreen products in Madiun City. The population in this research were all consumers of beauty products at the Naavagreen Clinic, Madiun City. The research sample is some consumers of beauty products at the Naavagreen Clinic, Madiun City, totaling 100 people. Data obtained by using a questionnaire. The sampling technique in this research uses probability sampling and simple random sampling. Hypothesis testing using multiple linear regression analysis with the help of SPSS 22. The results of hypothesis testing indicate that Perception of Customer Bonding has a positive effect on Customer Loyalty at Naavagreen Madiun Beauty Clinic.
Analysis of Acceptance of Online Transportation Applications with the TAM Method Yosi Afandi; Tri Lestariningsih
International Journal of Applied Economics, Accounting and Management (IJAEAM) Vol. 1 No. 2 (2023): July 2023
Publisher : MultiTech Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59890/ijaeam.v1i2.128

Abstract

The Grab application is one of the online transportation services in Indonesia. The Grab application also provides various services for consumer needs. From the various services provided by grab, it is necessary to conduct research to find out what variables affect the acceptance of the grab application. The method used is the TAM 3 method with the result that grab is accepted by consumers without being influenced by several, namely the Perceptions of External Control (PC) variable has no effect on the Behaviour Intention (BI) and Uses Behaviour (UB) variables, for the Subjective Norm (SN) variable has no effect on the Behaviour Intention (BI), Perceived Usefulnes (PU), and Uses Behaviour (UB) variables, while the Voluntariness (VOL) variable also has no effect on the Behaviour Intention (BI), Perceived Ease of Use (PEU), Perceived Usefulnes (PU), and Uses Behaviour (UB) variables.
Development of Game-based Learning Media for Early Childhood Animal Recognition Tri Lestariningsih; Hendrik Kusbandono; Angger Binuko Paksi; Yosi Afandi; Ikhwan Baidlowi Sumafta
East Asian Journal of Multidisciplinary Research Vol. 2 No. 8 (2023): August 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/eajmr.v2i8.5219

Abstract

Cognitive learning activities through the introduction of animals in Early Childhood (AUD) have a very important role in developing all children's potential. One of them is the potential intelligence of children. AUD is a pretty good stage for training the brain of a child, where they will be more interested and active when they see a game or such that contains a lot of animation and sound. With the existence of game-based animal recognition learning media, it will be an interesting thing for early childhood, namely kindergarten, as well as teachers when interacting and conducive to learning. This learning medium contains several learning points and games that train children's cognitive abilities. There is a learning menu to recognize the name of the animal and its voice, then the game composes the word and guesses the illustration image of the animal, as well as the support of singing videos about animals given by the teacher to children. Game-based learning media is built using constructivism, using Luther Sutopo's method. The result of this research is an animal recognition learning medium for early childhood.
Analysis of First In First Out (FIFO) Bandwidth Packet Queuing Technique with Random Early Detection (RED) on WLAN (Wireless LAN) Hendrik Kusbandono; Tri Lestariningsih; MH. Ramdhani Ismar
East Asian Journal of Multidisciplinary Research Vol. 2 No. 8 (2023): August 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/eajmr.v2i8.5670

Abstract

Implementation of bandwidth usage is generally only optimally utilized by some WLAN network users; this is often influenced by the monopoly use of bandwidth capacity for both download and upload. The aim is to determine the optimal packet queuing technique based on QoS parameters in WLAN network implementation. This research method uses QoS FIFO and RED packet queuing techniques with throughput, delay, jitter, and packet loss parameters on WLAN networks. Quality of Service (QoS) results on queuing methods using FIFO parameters (throughput 79.65%, delay 73.43 ms, jitter 82.21 ms, and packet loss 3.39%) RED technique throughput parameters: 79.29% delay (75.35 ms), jitter (71.45 ms), and packet loss (7.17%). QoS, compared to FIFO and RED queuing techniques, both perform well in maintaining the quality of network services. The FIFO queuing technique has an average index value of 3.5 with "Satisfactory" degradation, while the RED queuing technique has an average index value of 3.75 with the same degradation. Although the difference in average index values is not very significant, the RED queuing method provides slightly better results in terms of QoS.
E-Transportation Effectiveness in Terms of User Satisfaction Yosi Afandi; Tri Lestariningsih
Indonesian Journal of Business Analytics Vol. 3 No. 4 (2023): August 2023
Publisher : PT FORMOSA CENDEKIA GLOBAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55927/ijba.v3i4.4014

Abstract

The high mobility of people in Indonesia encourages innovation in the transportation sector. Innovation in the transportation sector, namely online transportation applications, transportation applications aim to simplify and expedite all user activities from the application. Previous research has not discussed the effectiveness of E-transportation based on user satisfaction by testing and assessing the effect of self-efficacy, Perceived Risk and Attitude on E-transportation usage intention using the TAM method. The use of the TAM method to find out about user behavior in accepting new technology (Lestariningsih, Tri, Budi Artono, 2020). The results of the study stated that the perceived usefulness variable was the most dominant variable in influencing the use intention of the go-jek application, which was 0.513 and the least dominant variable was perceived risk, namely with a small original sample estimate of 0.046.
Smart Solar Tracker and Energy Control Based on Internet of Things (IoT) Budi Artono; Kunto Aji Yudhoyono; Raden Jasa Kusumo Haryo; Tri Lestariningsih
Telematika Vol 16, No 1: February (2023)
Publisher : Universitas Amikom Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35671/telematika.v16i1.2576

Abstract

ndonesia's electricity consumption per capita in 2022 will reach 1,173 kWh/capita sourced from the Ministry of Energy and Mineral Resources. This consumption rate increased by around 4% compared to 2021, as well as a new record high in the last five decades. This must be accompanied by the availability of energy from power plants, especially renewable energy, namely solar energy because this solar power plant is considered safer for the environment and has a minimal maintenance schedule. In addition, it requires maximum utilization of solar panels and a monitoring system in real time so that the reliability of the power plant is maintained, the Smart Solar Tracker and Energy Control Based on Internet Of Things (IoT) are the answer to this problem. This research uses PV (Photovoltaic) as a power source in the system accompanied by a tracker drive in the form of actuators and servo motors that move in the direction of the sun. This IoT is integrated with a database server so officers can monitor and control if the device is damaged. The IoT module in this research uses the ESP8266 which functions for device control and relay. In addition to reading the voltage and current, both incoming and outgoing, use the ACS 712 voltage sensor and current sensor, not only that, there is also an LDR sensor to read the position of the sun.
Peningkatan Minat, Motivasi dan Kesiapan Berwirausaha Ibu-Ibu Desa Kedungguwo Kecamatan Sukomoro Kabupaten Magetan Triana Prihatinta; Rino Wiwoho; Srimiatun; Tri Lestariningsih; Eda Maaliah; Fredy Susanto; Muhammad Javar
DIKEMAS (Jurnal Pengabdian Kepada Masyarakat) Vol 7 No 1 (2023)
Publisher : Politeknik Negeri Madiun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32486/dikemas.v7i1.571

Abstract

Kewirausahaan atau entrepreneurship adalah usaha kreatif yang dibangun berdasarkan inovasi untuk menghasilkan sesuatu yang baru, memiliki nilai tambah, memberi manfaat, menciptakan lapangan kerja dan hasilnya berguna bagi orang lain(Rubiyatno et al., 2020). Minat berwirausaha dipengaruhi oleh faktor internal maupun faktor eksternal. Faktor internal berasal dari dalam diri wirausahawan dapat berupa sifatsifat personal, sikap, kemauan dan kemampuan individu yang dapat memberi kekuatan untukberwirausaha(Dzulfikri & Kusworo, 2017). Faktor eksternal dapat berupa lingkungan keluarga, lingkungan dunia usaha, lingkungan fisik, lingkungan social ekonomi dan lain-lain. Seseorang yang berminat memasuki dunia usaha sebaiknya sejak awal telah mempersiapkan diri dengan berbagai bekal yang diperlukan dalam menjalankan kegiatan usaha. Dengan adanya peningkatan minat, motivasi dan kesiapan berwirausaha maka ibu-ibu masyarakat desa Kedungguwo kabupaten Magetan akan bergairah dalam berwirausaha. Program Pengabdian Kepada Masyarakat (PkM) ini bertujuan untuk memberikan solusi dari permasalahan yang sedang dihadapi oleh mitra dengan cara memberikan sosialisasi kepada ibuibu tentang bagaimana cara untuk menumbuhkan minat dan motivasi dalam menumbuhkan jiwa wirausaha di masa pandemi ini. Sasaran dari PkM ini ibu-ibu masyarakat desa Kedungguwo Kec. Sukomoro Kab Magetan. Metode kegiatan yang dilakukan adalah dengan melakukan kegiatan sosialisasi, wawancara dan pendampingan tentang bagaimana cara menumbuhkan minat, motivasi dalam berwirausaha.
Recognition of Hijaiyah Letters with Punctuation Using Augmented Reality Nisa'ul Hafidhoh; Tri Lestariningsih; Ardian Prima Atmaja; Muhammad Syaeful Fajar; Ikhwan Baidlowi Sumafta; Dinar Nur Izzah
TIERS Information Technology Journal Vol. 4 No. 1 (2023)
Publisher : Universitas Pendidikan Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.38043/tiers.v4i1.4348

Abstract

Learning hijaiyah letters is an initial step to reading the Al-Qur'an. Because the Al-Qur'an is written in Arabic using hijaiyah letters with special punctuation. Currently, learning hijaiyah letters still uses simple media in the form of books, posters, display boards, etc. so it is less interesting. The rapid development of technology allows mobile devices to become smartphones that can be used as learning media. Therefore, mobile devices can be used for learning hijaiyah letters to make them more attractive. One technology that can be utilized is Augmented Reality which can combine the virtual world with the real world in the form of 3D through applications accessed on mobile devices. This research developed the introduction of hijaiyah letters equipped with punctuation and pronunciation using marker based augmented reality. The development of mobile application applies the Mobile Application Development Lifecycle (MADLC) method. The development of augmented reality applications utilizing Blender, Vuforia and Unity 3D Game Engine. The results of the Black box testing show that all functional requirements have been met and are running well.