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Desain Masterplan Direktorat Sistem Teknologi Informasi Universitas Teknologi Sumbawa Menggunakan Framework Garuda Smart City I Made Widiarta; Shinta Esabella; Nora Dery Sofya; Erwin Mardinata
JURIKOM (Jurnal Riset Komputer) Vol 9, No 6 (2022): Desember 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i6.5173

Abstract

The purpose of this study was to design a master plan for the Directorate of Information Systems and Technology, Sumbawa University of Technology (UTS), an educational institution located in Sumbawa, West Nusa Tenggara Province with an area of 60 hectares, has 32 study programs and has 3,772 active students. Master plan create using the smart campus model adopted from the Garuda Smart City framework. The smart campus model consists of three main models, namely smart people, smart governance, and smart infrastructure, technology and environment. The development of intelligent people includes services to Education Personnel (Tendik), services to teaching staff, and services to students. Meanwhile, smart governance refers to a written document issued officially in the form of a circular letter by the Directorate of Systems and Information Technology. The third model, namely smart infrastructure, technology and environment which includes hardware and software. With the draft master plan for the Directorate of Information Systems and Technology, this is one way to realize good quality, efficient and integrated information technology services for the entire academic community of the Sumbawa University of Technology
Game Edukasi Bahasa Sumbawa Indonesia Untuk Anak Usia Dini Berbasis Android Erwin Mardinata; Nora Dery Sofya; Shinta Esabella; Fatihhurroyyan; Bayu Fajar Pratama
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.444

Abstract

The Android-based Sumbawa Early Childhood Education Game was successfully built using Adobe Illustrator for graphic design, Unity for the game engine, and Visual Study Code as a text editor. This educational game has two main menus, namely the learning menu with nine sub-category menus and the second main menu, namely the quiz menu. Games that are designed with attractive images and interactive audio are built using prototype software development methods and application testing using black boxes. Based on the results of application testing, all the features contained in the application run well and according to their functions. Interactive applications such as educational games are a means that can be optimized to improve children's motor development. Thus, this Sumbawa Indonesian learning educational game can be a means for parents to introduce Sumbawa language to children and become an interactive learning tool for teachers to students at school. Therefore, having an Android-based Sumbawa Indonesian educational game for early childhood is one way to introduce and preserve the local language
Sistem Informasi Akademik Menggunakan Rapid Application Development Pada SDIT Insan Qur’ani Sumbawa Berbasis Web Nora Dery Sofya
Buletin Ilmiah Informatika Teknologi Vol. 1 No. 3: Mei 2023
Publisher : AMIK STIEKOM SUMATERA UTARA

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

Abstract

SDIT Insan Qur'ani is an elementary school with an increasing number of students every year. The administrative process that runs and the learning process that is carried out at SDIT Insan Qur'ani still uses paper media for administrative processes which will then be re-entered into the Microsoft Excel number processor. To support the administrative process and teaching and learning process with an ever-increasing number of students, an academic information system is needed that can support better work. This study aims to create an Academic Information System using Rapid Application Development (RAD) on Web-Based SDIT Insan Qur'ani. Research using the RAD method is divided into five stages, business modeling, data modeling, process modeling, application development, and testing. The system design process is carried out using the Unified Modeling Language (UML) model, as well as using the MySQL database and the Hypertext Processor (PHP) programming language. This study uses the CodeIgniter framework and applies black-box testing to the academic information system that is created. The results of this study are 11 features that can be used to support administrative processes and teaching and learning processes.
Media Literacy Based Android Application to Introduce Sumbawa Culture for Visual Disabilities Shinta Esabella; Nora Dery Sofya; Erwin Mardinata; Muhammad Hidayatullah; Titi Andriani; Gunawan
Jurnal Penelitian Pendidikan IPA Vol 9 No 7 (2023): July
Publisher : Postgraduate, University of Mataram

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29303/jppipa.v9i7.4481

Abstract

This research aims to introduce Sumbawa culture to blind disability based android smartphone applications that can utilize feature reader screens and barcodes on objects historical. Output from application This is information in the form of audio details of cultural sites in the Inner Palace Loka, Bala Kuning Palace, Bala Puti Palace, Bala Datu Ranga, and the Sumbawa Museum. This research is quantitative method with build uses waterfall method and design with UML models with test six aspect appropriateness to application. The resulting average value for the attractiveness p ax is 1.90 and the average score for as a perspicuity peak of 1.77. Third aspect from UEQ, efficiency value with an average of 1.61 and dependability aspects with value 1.55. Whereas the stimulation aspect on the UEQ model is 1.49 and the novelty aspect with the average value is 1.39. From testing aspect perspicuity, efficiency, dependability, stimulation and novelty show quality application are excellent. Whereas the attractiveness aspect generates very good value. Application literacy culture for blind disability is something effort in preserving culture and can be accessible on google play store.
Pemanfaatan Hasil Tangkap Ikan Bendungan Batu Bulan untuk Pembuatan Abon Ikan Air Tawar Eko Wijaya; Nora Dery Sofya; Adi Suriyadin; Koko Hermanto
Wikrama Parahita : Jurnal Pengabdian Masyarakat Vol. 7 No. 2 (2023): November 2023
Publisher : Universitas Serang Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30656/jpmwp.v7i2.5699

Abstract

Bendungan Batu Bulan salah satu bendungan paling besar yang terdapat di kabupaten Sumbawa, Provinsi Nusa Tenggara Barat, berlokasi di desa Maman kecamatan Moyo Hulu. Perairan irigasi juga dimanfaatkan oleh warga sekitar bendungan untuk budidaya ikan air tawar. Masyarakat dan nelayan di sekitar bendungan hanya menjual hasil tangkapan yang masih segar dan nilai jual masih kalah dari daerah-daerah lain. Kegiatan pengabdian kepada masya­rakat ini bertujuan untuk melakukan pelatihan pengolahan hasil tangkapan ikan bendungan Batu Bulan menjadi Abon ikan. Peserta kegiatan sebanyak 25 ibu-ibu rumah tangga dari Desa Maman. Pelaksanaan kegiatan dibagi kedalam 3 tahap yaitu tahap pertama penyampaian materi terkait bahan, alat dan langkah-langkah untuk membuat abon ikan air tawar. Tahap kedua melakukan praktek secara langsung pembuatan abon ikan. Tahap terakhir adalah memberikan sosialisasi cara pembuatan logo produk yang menarik dan cara memasarkan produk abon ikan di media sosial yaitu Facebook. Berdasarkan hasil analisis tingkat pemahaman peserta yaitu terjadi pening­kat­an pemahaman membuat abon ikan air tawar. Dimana tingkat pemahaman peserta dominan dalam kategori tinggi setelah mengikuti pelatihan, yaitu: sebanyak 10 peserta yang kategori tinggi tingkat pemahaman tentang bahan, dan sebanyak 9 peserta yang kategori tinggi tingkat pemahaman tentang alat dan langkah-langkah membuat abon ikan yang sebelumnya tidak paham karena belum pernah melakukannya.
EVALUASI USER EXPERIENCE APLIKASI PENERIMAAN MAHASISWA BARU PADA SEKOLAH TINGGI AGAMA ISLAM SUMBAWA (STAIS) MENGGUNAKAN USER EXPERIENCE QUESTIONNAIRE (UEQ) Novia Riska Aulia; Nora Dery Sofya; I Made Widiarta
JURNAL TEKNOLOGI INFORMATIKA DAN KOMPUTER Vol. 2 No. 1 (2024): EDISI 2
Publisher : Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jurtikom.v2i1.3304

Abstract

User Experience menggambarkan pengalaman yang didapatkan oleh pengguna ketika menggunakan produk perangkat lunak. Aplikasi penerimaan mahasiswa baru memiliki peranan yang sangat penting untuk meningkatkan pelayanan kepada mahasiswa di perguruan tinggi. Pengukuran user experience bertujuan untuk mengukur dan mengevaluasi pengalaman pengguna yang dialami ketika menggunakan aplikasi penerimaan mahasiswa baru. Pengukuran dilakukan dengan menggunakan User Experience Questionnaire (UEQ). UEQ dirancang untuk mengukur persepsi dan pandangan pengguna tentang sistem digunakan melalui serangkaian pertanyaan yang mencakup aspek-aspek kunci dari pengalaman pengguna. Penelitian ini dilakukan di Sekolah Tinggi Agama Islam Sumbawa (STAIS) dengan jumlah mahasiswa aktif dari angkatan pertama hingga saat ini sebanyak 81 orang. Hasil dari evaluasi user experience menggunakan UEQ diperoleh untuk setiap aspek UEQ adalah daya tarik 1.558, kejelasan 1.350, efisiensi 1.663, ketepatan 1.262, stimulasi 1.525, dan kebaruan 1.050. Hasil dari penelitian ini dapat digunakan untuk perancangan user experience aplikasi penerimaan mahasiswa baru dengan melakukan inovasi pada berbagai aspek.
Sumbawa University Of Technology Infomatrix : Enhancing University Engagement Through An Intelligent Chatbot System T. Ndomaina, David; Esabella, Shinta; Widiarta, I Made; Dery Sofya, Nora
Bulletin of Information Technology (BIT) Vol 5 No 1: Maret 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i1.1125

Abstract

The aim of this research is to design and implement the chatbot system "Universitas Teknologi Sumbawa Infomatrix", which by utilizing the capabilities of Artificial Intelligence (AI) and Natural Language Processing (NLP) produces an interactive and efficient platform for students, facilitating access to comprehensive information about the university and helping makes it easier for students to get the right information to support their academic process on campus. Built web-based chatbot application, developed using the PHP programming language with the Laravel framework, integrated with a MySQL database, and utilizing Dialogflow cloud integration for machine and user conversation chat systems. This research methodology follows Angie Method and in system design, uses a structured design method that combines Context Diagrams, Data Flow Diagram (DFD), and Entity Relationship Diagram (ERD). The system testing uses a beta testing approach. With the presence of this Institutional Chatbot Application, it can make it easier for students to obtain UTS university data and information and become an effort to increase involvement at Sumbawa University of Technology through AI-based interactions.
Design and Construction Application Electronic Learning of Sumbawa Language Esabella, Shinta; Susilawati, Tri; Hidayatullah, Muhammad; Dery Sofya, Nora; Akhir Putra, Juniardi; Gunawan
Bulletin of Information Technology (BIT) Vol 5 No 3: September 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v5i3.1527

Abstract

Preservation of Sumbawa Regional Language (Basa Samawa) through E-Learning Platform in Learning Innovation for Teenagers is an application that has been successfully created using the Rapid Application Development (RAD) software development method which includes the requirement planning phase, use design phase, construction phase, and cutover phase. The design model used in developing the application is the Data Flow Diagram (DFD). This application can be optimized for use by the Sumbawa Regency Education and Culture Office (DIKBUD), teachers, and students in the Sumbawa Regency area. The use of the application can be maximized by teenagers to learn the Sumbawa language according to the learning model available in the application. The learning models include batuter (storytelling), maca ke nulis (reading and writing), aksara, lawas (poetry), balawas (rhyming), basakeco (developing poetry), speeches and writing short stories in Samawa or Sumbawa language. All Sumbawa language materials are available in the application which is also equipped with learning videos. To be able to access the material presented, users must first register and then be able to take part in learning, quizzes and post-tests. After the testing process was carried out on the application using black box testing on three actors, namely the Dikbud admin, teachers and students, it was stated that all application functionality in the twelve tables could function properly.
PENERAPAN RAPID APPLICATION DEVELOPMENT PADA APLIKASI AKADEMIK SMP NEGERI 3 MOYO HULU Jardyagustin, Vinna; Nora Dery Sofya
TEKNIMEDIA: Teknologi Informasi dan Multimedia Vol. 4 No. 2 (2023): Desember 2023
Publisher : Badan Penelitian dan Pengabdian Masyarakat (BP2M) STMIK Syaikh Zainuddin NW Anjani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46764/teknimedia.v4i2.120

Abstract

In managing the academic activities of SMP Negeri 3 Moyo Hulu, data and academic needs are still stored in a computer without being accessible to all relevant parties. The imbalance between the number of teachers and students and the lone operator staff has led to limitations in administrative management, such as attendance records and student grade processing. Additionally, the use of loaned applications from other schools for exams has caused inefficient administrative operations and potential data misuse issues. Therefore, the development of a web-based academic application using the Rapid Application Development (RAD) method is necessary to improve efficiency, accuracy, and accessibility in managing academic activities. This application will include features such as student attendance, teacher attendance, class schedules, grade management, exams, and academic information accessible to all relevant parties. It is expected that the implementation of this application will optimize academic activities, facilitate teachers in providing services, and enhance the quality of education.
PENERAPAN HIERARCHIAL TOKEN BUCKET (HTB) DALAM MANAJEMEN BANDWIDTH UNTUK MENINGKATKAN QUALITY OF SERVICE (QOS) PADA SMKN 1 ALAS Bagus, Muhammad; Mulyanto, Yudi; Sofya, Nora Dery; Yuliadi
Jurnal Informatika dan Rekayasa Elektronik Vol. 7 No. 1 (2024): JIRE APRIL 2024
Publisher : LPPM STMIK Lombok

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36595/jire.v7i1.1168

Abstract

Jaringan internet menjadi hal yang sangat penting yang sudah menjadi kebutuhan pokok suatu organisasi. SMKN 1 ALAS Kabupaten Sumbawa, memiliki jaringan internet sebesar 100 Mbps yang dimanfaatkan oleh seluruh civitas SMKN1 Alas dalam melaksanakan seluruh aktivitasnya. Saat ini, jaringan internet pada SMKN 1 Alas belum menerapkan pembagian bandwidth sehingga menyebabkan penggunaan bandwidth yang berlebihan. Belum adanya manajemen bandwidth jaringan internet SMKN 1 Alas mengakibatkan pembagian bandwidth tidak merata. Berdasarkan hal tersebut, diperlukan penerapan manajemen bandwidth agar pembagian merata dan internet lebih stabil. HTB merupakan teknik manajemen bandwidth untuk membagi bandwidth secara hierarkis dan memberikan alokasi bandwidth sesuai dengan kebutuhan. Penelitian yang dilakukan peneliti, yakni untuk melakukan menerapkan metode Hierarchial Token Bucket (HTB) dalam manajemen bandwidth untuk meningkatkan Quality of  Service pada jaringan sekolah. Hasil penelitian yang dilihat dari parameter Quality of Service sebelunya, yakni nilai Troughput 20k packet loss 0% delay 53,123ms dan jitter 1,4816. Setelah dilakukan manajemen bandwidth nilai troughput 512k, packet loss 0% delay 10,7674 jitter3,49072.