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RANCANG BANGUN APLIKASI RENTAL ALAT-ALAT PESTA DENGAN SISTEM NOTIFIKASI Mohammad Faisol Zuhri; Siti Sufaidah; Agus Sifaunajah
SAINTEKBU Vol 10 No 2 (2018)
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (484.199 KB) | DOI: 10.32764/saintekbu.v10i2.205

Abstract

Basically, every rental service is a business that serves to maintain, manage, and utilize rental tools that are then provided to customers. The development of this company, the need for technology is needed to support the work of the system to more quickly and efficiently in processing letters, bill notes and notes change goods, and displays notification information in the form of schedule events to facilitate the provision of information directly to all employees. Current conditions in the rental SUYONO in running its business activities have not used the information system technology so that in the operation of the operational activities are still slow. SUYONO rental requires an information system which will support its business activities. Information System users are not only used in information and communications technology (ICT) organizations but also used by companies to support their business activities. From some shortcomings that exist in the company then the researcher is interested to make a Rental Apparatus Party with the Notification System, so the rental SUYONO in performing its operations more easily and quickly. The existence of the application of party equipment rental can help SUYONO rental to process the data in accordance with the necessary needs, as well as Output results in the form of travel documents, the bill notes, change notes, and billing reports can speed up the presentation process. With the notification in the form of event schedule information displayed on the second screen can facilitate both for employees and office staff in providing information on the event schedule directly. Keywords: Information Systems, Party Equipment Rental, Notifications, SUYONO
Aplikasi Game Puzzle Pengenalan Perangkat Komputer Berbasis Android Burhan Arifin; Zulfikar -; Agus Sifaunajah
SAINTEKBU Vol 10 No 2 (2018)
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (504.062 KB) | DOI: 10.32764/saintekbu.v10i2.207

Abstract

Mobile device technology is growing rapidly, especially with the emergence of smartphones with Android operating system. Users, in this case, can download a variety of basic applications available easily in the google play store. But most are available in the form of less educational games. Even often the negative impact on users, especially for children who still can not distinguish positive and negative. Thus the researchers create a puzzle game application that can provide entertainment and education to users, especially children. The puzzle game application introduces this selected computer device built using Construct 2 game engine converted with Phonegap into Apk files. Application of this application by installing puzzle game application on a smartphone with operating system specification android version 4.4.2 KitKat. Keywords: Educational Game, Computer Device, Construct 2
PENERAPAN GAME EDUKASI “SPEAK ENGLISH” PADA SEKOLAH DASAR MENGGUNAKAN TEKNOLOGI SPEECH RECOGNITION Ahmad Kharisudin Ashar; Munawarah -; Agus Sifaunajah
SAINTEKBU Vol. 11 No. 2 (2019): Volume 11 No 2 Tahun 2019
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (599.187 KB) | DOI: 10.32764/saintekbu.v11i2.218

Abstract

Bahasa inggris merupakan sebuah bahasa komunikasi yang sangat berperan dalam menghubungkan antar negara. Dalam berkomunikasi dapat menyampaikan secara lisan maupun tulisan agar tidak terjadi kesalahpahaman dalam memberikan informasi. Orang-orang dari berbagai negara terdorong untuk mempelajari bahasa inggris sebagai sarana menambah wawasan dalam mengikuti perkembangan zaman. Di Indonesia sendiri, bahasa Inggris merupakan bahasa asing yang wajib untuk dipelajari, mulai dari tingkat Sekolah Dasar sampai Perguruan Tinggi. Akan tetapi dalam praktek pembelajarannya masih terdapat banyak masalah, Khususnya di lembaga pendidikan tingkat Sekolah Dasar. Masalah tersebut seperti, siswa kesulitan dalam mempelajari bahasa asing atau bahasa baru yang hanya digunakan ketika proses belajar di kelas, masalah lain disebabkan karakter pribadi masing-masing siswa berbeda-beda dalam memperhatikan pelajaran. Metode pembelajaran juga perlu dipertimbangkan karena masih banyak siswa yang kurang dalam memanfaatkan media pembelajaran, terutama media pembelajaran yang disajikan dalam smartphone berbasis android. Penelitian ini bertujuan untuk membuat game edukasi yang berisi pembelajaran bahasa inggris dengan menggunakan teknologi Speech Recognition pada tingkat Sekolah Dasar. Metode yang digunakan yaitu System Development Life Cycle (SDLC) dengan menggunakan model Waterfall. Dalam proses pengumpulan data, peneliti menggunakan study literatur dan observasi di MI AL IHSAN Jombang. Hasil penelitian menunjukkan bahwa game yang edukatif sangat membantu siswa lebih efektif dan dapat mendorong siswa dalam mempelajari bahasa inggris.
RANCANG BANGUN E-COMMERCE PANDUKRIA BERBASIS FRAMEWORK CODEIGNITER Muhyiddin Zainul Arifin; Hasan Bisri Isa Alfaris; Siti Sufaidah; Agus Sifaunajah
SAINTEKBU Vol 11 No 1 (2019): Vol.11 No. 1 Tahun 2019
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (591.832 KB) | DOI: 10.32764/saintekbu.v11i1.251

Abstract

In Jombang district there is considerable potential if thorn pandanus is managed optimally. The community has long been a pandanus craftsman and their businesses are mostly inherited so this shows that pandanus business is the main support of the family economy. But the fact is that the Pandan Duri woven craft business has not been able to improve their lives. This is because the pandanus woven business is a side job, the products produced are less diverse and only in the manufacture of woven mats, and marketing is limited to local markets and the surrounding communities. As one of the efforts to improve the economy of the community, thorns and pandanus woven craftsmen created e-commerce software through the Knowledge-based Economy Development Program by hoping that besides being able to accelerate economic improvement, the woven craftsmen community could also become entrepreneurial development and achieve achievements. Intellectual Property Rights (IPR) in the form of patents from marketing application software products that have been made. The software application is built called PanduKRIA and its implementation uses the language of the PHP program based on CodeIgniter framework and MySQL The methodology used is to conduct a site survey to see the condition of the community in the four sub-districts as the basis of Kria SME thorn pandanus craftsmen, namely in Kudu District, Ploso District, Kabuh District, and Plandaan District. Furthermore, the market share will be strengthened so that these products can penetrate national and international markets. Market strengthening is done by synergizing thorn pandanus woven products in the PanduKria application program application based on the website. Key words: Kria Pandan Duri, Codeigniter, Webbing, E-Marketing.
RANCANG BANGUN POINT OF SALES TERINTEGRASI DENGAN SISTEM GUDANG Mohamad Jamiludin; Choirul Anam; Agus Sifaunajah
SAINTEKBU Vol 11 No 1 (2019): Vol.11 No. 1 Tahun 2019
Publisher : KH. A. Wahab Hasbullah University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (402.456 KB) | DOI: 10.32764/saintekbu.v11i1.359

Abstract

The main purpose of establishing an information system is to facilitate human work easier. In this study, the Point of Sales (POS) information system is a system that regulates the flow and also the sale and purchase reports or transactions as well as incoming goods from the production process. The latest goal is that the system can provide valid reports, both transaction reports and goods reports. Therefore the author develops a system that has been running at PT. MAAN GHODAQO SHIDDIQ LESTARI which still uses a Microsoft Excel based on the system. Where the system is still using manual methods in processing transaction data and incoming goods. In the development of this application, the author uses the UML modelling language (Unified Modeling Language). While in the implementation stage the author uses the PHP programming language for servers and warehouse administrators and uses Basic4android programming language for sales. The result of the development of the system is an integrated POS information system, in that integration is expected to be able to regulate sales transactions and also incoming goods from the production process. Keywords: point of sales, unified modelling language, PHP, basic4android
DESIGN INFORMATION SYSTEM OF EMPLOYEES TARGET WITH NEURAL NETWORK BACKPROPAGATION Agus Sifaunajah; Kusworo Adi; Faikhin .
JARES (Journal of Academic Research and Sciences) Vol 2 No 1 (2017): March 2017
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1038.275 KB) | DOI: 10.35457/jares.v2i1.413

Abstract

Assessment of the performance of civil servants (PNS) is still considered less objective and subjective tended to by some, so we need a solution to improve the objectivity of assessment. The target of employee work (SKP) is one solution to improve objectivity in the assessment of civil servants. Backpropagation is one of the methods in neural networks which is implemented in the information systems of SKP for used classification of data performance. Observation and literature became the method of data collection in this study. Web-based information systems of skp are facilitated for employees in the preparation of assessments. Backpropagation can be implemented to perform data classification of performance. Keyword: Neural network; Backpropagation, Classification, SKP Received: 2 February, 2017; Accepter: 15 March, 2017
IMPLEMENTATION OF FOUR BASIC PHYSICAL LAWS IN THE ADVENTURE GAME "ESCAPE LAND" Mohammad Habibulloh; Agus Sifaunajah
JARES (Journal of Academic Research and Sciences) Vol 4 No 1 (2019): March 2019
Publisher : Universitas Islam Balitar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (232.483 KB) | DOI: 10.35457/jares.v4i1.689

Abstract

There is no doubt that games are a big part of the technology that is experiencing rapid development. Many people think that games are only entertainment in their spare time, but during the development of technology, games are also included in the category of learning media. Games are often used as simulation media in large companies and developing companies, not only on a company scale but in education they can also use games as an alternative media for limited learning facilities, as well as tools and materials owned by these educational institutions. In this study, the author will try to make a game that functions not only as an entertainment medium but also as learning for all people, especially students in the field of science to improve skills in the field of physics. The game that the author wants to make, elements in the game are not fixated by learning like in class in general, but the author provides a challenge in the game in the form of exciting adventures so that the game players consciously or unconsciously can learn the physics of the science-packed in the game.
Optimalisasi Lahan Kosong untuk Penunjang Pangan Harian Agus Sifaunajah; M. Radiman Iskandari; Qo’id Afifudin
Jumat Pertanian: Jurnal Pengabdian Masyarakat Vol 2 No 1 (2021): April
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

Masa Pandemi karena adanya penyebaran virus covid-19 menghantam banyak sektor, salah satunya pemenuhan kebutuhan pangan harian. Lahan kosong di sekitar tempat tinggal menjadi salah satu kunci untuk memenuhi kebutuhan pangan harian. Dengan lebih memaksimalkan fungsi lahan kosong tersebut menjadi media tanam dapat membuat kemandirian pangan terpenuhi. Kegiatan ini dilakukan dengan sesi diskusi dan praktek untuk lebih memaksimalkan pemahan. Hasilnya masyarakat menjadi lebih mampu mengoptimalkan lahan kosong di sekitar tempat tinggal.
Pengembangan Kerajinan Batik dengan Teknik Ecoprint bersama Organisasi Karang Taruna dan IPNU-IPPNU Desa Barongsawahan Agus Sifaunajah; Chyntia Tulusiawati; Lum’atul Af’idah
Jumat Keagamaan: Jurnal Pengabdian Masyarakat Vol 1 No 1 (2020): Desember
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

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Abstract

Permasalahan yang ditemukan di desa Barongsawahan adalah adanya potensi alami desa yang belum dimanfaatkan dengan baik, kurangnya keterampilan dalam mengelola potensi desa. Program Kemitraan Masayarakat ini dilakukan untuk memberikan solusi dengan memanfaatkan potensi alam yang dimiliki desa dan meningkatkan kemampuan warga dalam menciptakan ekonomi kreatif dengan memanfaatkan potensi alam di desanya. Kontribusi Program Kemitraan Masyarakat ini adalah dengan mengadakan pelatihan pembuatan ecoprint dengan memanfaatkan bahan alami yang ada di lingkungan Desa Barongsawahan sehingga memberikan manfaat langsung terhadap kehidupan masyarakat di bidang sosial dan ekonomi melalui ekonomi kreatif serta meningkatkan kualitas sumberdaya melalui pemberdayaan kalangan organisasi karangtaruna dan IPNU-IPPNU Desa Barongsawahan. Metode yang digunakan berupa penjelasan yang berisi materi dan praktek pembuatan batik ecoprint. Hasil dari pengabdian masyarakat ini adalah pemahaman peserta tentang pembuatan batik ecoprint dan bahan alam beserta fungsinya.
PKM Pengembangan Metode Hitung Cepat Dengan Media Sempoa Agus Sifaunajah; Khoirun Nisa; Ika Nur Amaliah; Durrotul Hikmah
Jumat Keagamaan: Jurnal Pengabdian Masyarakat Vol 3 No 1 (2022): April
Publisher : LPPM Universitas KH. A. Wahab Hasbullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32764/abdimas_agama.v3i1.2542

Abstract

The development of a quick count method using abacus media in the Barongsawahan KKN learning guidance aims to develop student’s thinking skills and interest in mathematics. This activity is carried out for weeks, with a meeting duration of 60 minutes per meeting. Students who take part in the activities are student who are considered capale of participating in the training. Namely from six grade. The material taughtfirst is about the components on the abacus, then the basic abacus formulas are used. The abacus used is an abacus with five seeds or beads, one bead above and four beads below the diving line. Student response is very good in carrying out activities because the abacus is new to them, besides that by being taught the abacus students became more enthusiastic and focused on taking math lesson in the class.
Co-Authors Abu Sofyan, Mukhmat Ahmad Insani Asadullah Ahmad Kharisudin Ashar Ahmad Qomarudin Ahsan Ahmad Qomarudin Ahsan Ahyar, A. Syaugi Al Aldi, Muh Abu Nasher Aldikdar Anggi Indah Yuliana Anggi Indah Yuliana Anton Muhibuddin Ardiansyah, Igo Arfin, Ardinal Arifin, Muhyiddin Zainul Arinda Nurul Fitriah Aris, Moh. Anshori Aris Widya Arjuna Andriyanto Cahyo Nugroho Asadullah, Ahmad Insani Budi, Angga Setiya Burhan Arifin Cahyono, Vina Anggraini Puspita Sari Chairul Anam, Chairul Chumaidi, Moch. Chyntia Tulusiawati Dinni, Ririn Nur Durrotul Hikmah Eky Mita Nisayanti Elda Inia Agustin Elifati, Elya Faikhin . Fitriah, Arinda Nurul Habib Qoirul Tabiin Hariono, Tholib Haryati - Hasan Bisri Isa Alfaris I Gusti Bagus Wiksuana Igo Ardiansyah Ika Nur Amaliah Khoirun Nisa Khotim Fadhli Kinasih, Diesty Ayu Kusworo Adi Laylatul Desia Rohmawati Lum’atul Af’idah M Farid Nasrulloh M. Khoirul Anam M. Khoirul Anam M. Radiman Iskandari Mariam, Isna Septiani Maulana, Yusril Hendra Meiliawati, Wanda Miftakhudin, Muhamad Moch Khoirul Faizin Moch. Chumaid Moh. Anshori Aris Widya Mohamad Jamiludin Mohammad Faisol Zuhri Mohammad Habibulloh Muhammad Kholil Asy’ari Muhammad Rifqi Helmi Azhari Muhyiddin Zainul Arifin Muhyiddin Zainul Arifin Mukhmat Abu Sofyan Munawarah Munawarah Nasirudin, Mohamad Novi Dwesti Bahtiar Nudin, Nur lhsan Nur Arini Nur Khafidhoh Nur Khafidhoh Nur Khafidhoh, Nur Nur Musyarrofatul Mala Qo’id Afifudin Ratna Oktavia Riesca Dewi Wahyuningtyas Ririn Nur Dinni Rosa Tarbiyatul Khusna Saiful Anam Siti Sufaidah Subagiyo - Sufaidah, Siti sujono Sujono Sujono, Sujono Susanti, Ambar Viqri Zakaria, Ari Yusril Hendra Maulana Zeni Permatasari Zulfikar Zulfikar -, Zulfikar Zulfikar Zulfikar