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Penguatan Kapasitas Siswa SMK Melalui Workshop Pembangunan Jaringan Komputer Hutabri, Ellbert; Fauzi, Rahmat; Pratiwi, Mariska Putri; Putri, Anggia Dasa
Prosiding Vol 6 (2024): SNISTEK
Publisher : LPPM Universitas Putera Batam

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Abstract

Advances in information and communication technology (ICT) have become a key factor in the development of various sectors, including education, industry and government. One of the important components in ICT is computer networks, which are the backbone for delivering data, information and digital services. Computer networks enable devices such as computers, servers, and other devices to communicate with each other, share resources, and access information efficiently. Therefore, mastering knowledge and skills in designing, building and managing computer networks is very important for individuals who want to pursue a career in the field of information technology. However, in some vocational schools that have Computer and Network Engineering majors, there are still students who do not have networking skills that suit the needs of the world of work, so workshops need to be provided so that students can improve their abilities before entering the world of work. The workshop was given over two days using lecture, case study and direct practice methods. Students will be invited to actively participate in each workshop session, so that they can understand the concepts taught better and apply them in real situations. Before the workshop, students were given a pre-test to find out the extent of their knowledge about computer networks. The pre-test results showed that the class average was 72.8. However, there were still some students whose scores were still below 70. During the workshop activities, students were given basic networking material, network topology, simulations with Sisco packet tracer and direct practice in building computer networks. After that, students were given a post-test to determine students' understanding of computer networks. The post-test results showed an increase in students' ability to build networks with a class average score of 83.4
SHARIA CROWDFUNDING APPLICATION BACKEND DESIGN FOR MSME FUNDING USING EXTREME PROGRAMMING METHOD Wulandari, Febrian; Fauzi, Rahmat; Musnansyah, Ahmad
JURTEKSI (jurnal Teknologi dan Sistem Informasi) Vol. 9 No. 4 (2023): September 2023
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Royal Kisaran

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurteksi.v9i4.2596

Abstract

Abstract: Micro, Small, and Medium Enterprises (MSMEs) play a crucial role in the economic growth of Indonesia. However, their contribution has not reached its maximum potential, with over 40% of MSMEs facing various challenges, one of which is funding. The funding issue has become a hindrance to the growth of this sector. One contributing factor is the difficulty in obtaining loans with high interest rates.Crowdfunding has been considered a potential solution, but it has not been fully utilized due to the lack of literacy and negative cases surrounding it. In this context, the development of a Shariah-compliant crowdfunding application is seen as a suitable solution, given the government's efforts to strengthen the Shariah economic ecosystem. To support this application's development, the Laravel framework and the Extreme Programming method, emphasizing simplicity and accelerating the development process, are employed. The result of this research is the implementation of the UML design and system logic, resulting in the Tasha Crowdfunding application as a funding solution for MSMEs. It can accelerate the development process. The research outcomes include the backend implementation of the UML design and system logic, with a 100% successful blackbox testing result, leading to the creation of the Tasha Crowdfunding application as an MSME funding solution.           Keywords: backend services; crowdfunding syariah; extreme programming; MSMEs.  Abstrak: Di Indonesia Usaha Mikro Kecil Menengah (UMKM) mempunyai peran yang sangat penting bagi pertumbuhan perekonomian negara. Meskipun demikian, ternyata kontribusi yang diberikan oleh UMKM belum mencapai angka yang maksimum dikarenakan lebih dari 40% UMKM masih mengalami banyak permasalahan salah satunya adalah pendanaan. Permasalahan pendanaan yang dihadapi oleh Usaha Mikro Kecil Menengah (UMKM) di Indonesia telah menjadi penghambat pertumbuhan sektor ini. Salah satu faktor penyebabnya adalah kesulitan dalam memperoleh pinjaman dengan suku bunga yang tinggi. Crowdfunding telah dianggap sebagai solusi potensial, namun belum dimanfaatkan secara optimal karena kurangnya literasi dan kasus negatif yang terjadi. Dalam konteks ini, pengembangan aplikasi crowdfunding syariah dianggap sebagai solusi yang cocok, mengingat penguatan ekosistem ekonomi syariah yang sedang dilakukan oleh pemerintah. Untuk mendukung pengembangan aplikasi ini, digunakan framework laravel dan metode Extreme programming yang menekankan kesederhanaan dan percepatan proses pengembangan. Hasil penelitian ini berupa implementasi perancangan UML dan logika sistem yang menghasilkan aplikasi Tasha Crowdfunding sebagai solusi pendanaan UMKM.dapat mempercepat proses pengembangan. Hasil dari penelitian ini berupa implementasi backend dari perancangan UML dan logika sistem yang telah dibuat dengan hasil pengujian blackbox testing 100% sukses dan menghasilkan aplikasi tasha crowdfunding sebagai solusi pendanaan UMKM. Kata kunci: backend service; crowdfunding syariah; extreme programming; UMKM.
Analyzing Twitter Sentiments on Booster Vaccination with Support Vector Machine (SVM) Method Fauzi, Rahmat; Hamami, Faqih; Maulana, Fakhri Hassan; Kuswandi, Brillian Adhiyaksa; Ramli, Muhammad Ayyub
International Journal of Innovation in Enterprise System Vol. 8 No. 2 (2024): International Journal of Innovation in Enterprise System
Publisher : School of Industrial and System Engineering, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijies.v8i02.648

Abstract

The Indonesian government has implemented various measures to prevent the spread of the COVID-19 virus, one of which is through a vaccination program with two doses (the first dose and the second dose). However, new variants of the virus have emerged, reducing the effectiveness of the initial vaccinations. To address this, the government introduced a booster vaccination program aimed at enhancing immunity by up to 80%. The government's plan for booster vaccination has received both positive and negative opinions from the public through various media platforms, including Twitter. This study analyzes public opinions on the booster vaccination plan into three classes: positive, negative, and neutral. SVM is a classification method in machine learning categorized as supervised learning, which involves finding an optimal line (hyperplane) as a separator for two different data classes. The stages of this research include data collection, data cleaning, data transformation, and data classification using the Support Vector Machine (SVM) method. The results of this study indicate that the accuracy of the SVM model reaches 80.42%.
Perancangan Antarmuka Aplikasi Halal Tourism Korea Berbasis Mobile Menggunakan Metode Design Thinking Ramadhan, Naufal Hanif; Anshary, Faishal Mufied Al; Fauzi, Rahmat
Syntax Literate Jurnal Ilmiah Indonesia
Publisher : Syntax Corporation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36418/syntax-literate.v9i10.43584

Abstract

Dalam beberapa tahun ini belakangan ini Korea Selatan menjadi salah satu trend yang digemari oleh masyarakat. Fenomena Korean Wave atau Hallyu merupakan bentuk kebudayaan Korea Selatan yang sudah tersebar secara global sejak tahun 1990, dan masuk ke Indonesia sekitar tahun 2000-an. Dengan adanya fenomena Korean Wave atau Hallyu, Korea Selatan makin marak dikunjungi wisatawan. Maka dari itu pemerintah Korea Selatan makin gencar mengembangkan sektor pariwisata agar menarik wisatawan asing termasuk wisatawan muslim supaya berkunjung ke Korea Selatan. Dengan hal ini, peneliti membuat penelitian tentang perancangan user interface untuk aplikasi Halal Tourism. Halal Tourism merupakan aplikasi berbasis mobile yang menyediakan informasi untuk para wisatawan muslim yang masih bingung dengan keadaan di Korea Selatan. Penelitian ini mengimplementasikan metode design thinking. Metode design thinking dibagi menjadi enam tahap yaitu empathize, define, ideate, prototyping, testing dan implementasi. Metode pengumpulan data difokuskan pada masyarakat Indonesia yang beragama muslim dan pernah berkunjung ke Korea Selatan dalam jangka 5 tahun terakhir dengan menyebarkan kuesioner dan wawancara secara langsung. Untuk pengujian, peneliti melakukan pengujian desain aplikasi Halal Tourism menggunakan metodologi pengujian qualitative usability testing dan quantitative usability testing. Untuk quantitative usability testing peneliti menggunakan metode Maze dan Mius Testing serta System Usability Scale (SUS). Sedangkan untuk pengujian qualitative usability testing menggunakan metode wawancara yang bertujuan untuk mendapatkan umpan balik hasil dari prototype yang sudah peneliti buat.
Perancangan Backend pada Website Helpmeong Menggunakan Framework Laravel dengan Metode Scrum Wicaksono, Andhika; Anshary, Faishal Mufied Al; Fauzi, Rahmat
eProceedings of Engineering Vol. 10 No. 3 (2023): Juni 2023
Publisher : eProceedings of Engineering

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Abstract

Abstrak-Penelitian ini dilatar belakangi karena populasi kucing yang mulai berlebihan, hal ini disebabkan karena banyaknya kasus penelantaran kucing. Banyaknya jumlah kucing yang telantar dapat menyebabkan kucing menjadi hewan yang oportunis dan memenuhi tempat. Adopsi kucing merupakan hal yang positif karena dapat membantu pemerintah dalam mengurangi jumlah populasi kucing. Banyak kucing yang telantar juga disebabkan oleh para adopter yang tidak bertanggung jawab dalam merawat hewan yang sudah diadopsi. Oleh karena itu dibutuhkan sebuah wadah untuk membantu shelter dalam menyeleksi adopter yang akan melakukan pengadopsian kucing. Tujuan penelitian ini adalah untuk membantu para shelter dalam proses adopsi kucing, dan merawat kucing. Berdasarkan masalah diatas maka penulis merancang website HelpMeong menggunakan metode scrum dan menggunakan framework laravel. Metode scrum sangat sesuai dengan proses perancangan website karena pengerjaannya menggunakan backlog sebagai prioritas pengerjaan. Dan framework laravel juga mempermudah proses pengerjaan, dengan menggunakan konsep Model, View, Controller, penulis dapat lebih memahami alur dari pengolahan data. Hasil dari penelitian ini adalah backend dari website HelpMeong menyediakan fungsi untuk shelter, adopter, dan admin, sesuai dengan kebutuhan frontend agar dapat menjalankan tujuan utama dari website HelpMeong.Kata Kunci-kucing, adopsi kucing, scrum, laravel
Penerapan Metode Iterative Incremental Dalam Pengembangan Website Tripinaja Untuk Meningkatkan Pelayanan Dan Proses Bisnis Maulana Purbaya, Andre; Fauzi, Rahmat; Pramesti, Dita
eProceedings of Engineering Vol. 10 No. 5 (2023): Oktober 2023
Publisher : eProceedings of Engineering

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Abstract

Abstrak — Perkembangan teknologi di masa sekarang sangat pesat sehingga mempermudah berbagai kegiatan atau pekerjaan yang harus dilakukan terutama pada sektor wisata. Perkembangan aplikasi berbasis website khususnya pada bagian wisata menjadi suatu kemudahan tersendiri untuk masyarakat, karena membantu untuk melakukan pemesanan tiket berlibur tanpa harus datang ke stasiun atau bandara. Perkembangan tersebut juga berdampak kepada aplikasi Tripinaja karena aplikasinya masih menggunakan platform pemendek link seperti linktree. Hal ini berdampak kepada proses bisnis dan pelayanan yang diberikan kepada customer. Oleh karena itu peneliti mengembangkan sebuah aplikasi berbasis website untuk membantu meningkatkan pelayanan dan proses bisnis pada startup Tripinaja. Pengembangan aplikasi ini menggunakan salah satu metode pengembangan agile yaitu iterative incremental. Penggunaan metode ini bertujuan untuk membuat aplikasi dengan cepat namun tetap menyesuaikan dengan umpan balik yang diberikan oleh pengguna. Sehingga aplikasi yang dibuat dapat menyesuaikan perubahan yang terjadi dan dapat diterima oleh masyrakat. Hal ini telah dibuktikan dengan tes atau evaluasi menggunakan metode UAT kepada 15 calon pengguna dengan masing masing bobot penilaiannya adalah 4 point. Aplikasi yang dikembangan mendapatkan skor sebesar 81% yang artinya aplikasi ini dapat diterima dan digunakan oleh masyarakat.Kata kunci— travel,iterative incremental,websit
EXPERT SYSTEM DIAGNOSIS PENYAKIT JANTUNG MENGGUNAKAN METODE RULE-BASED REASONING BERBASIS ANDROID Agif Hafizhan; Fauzi, Rahmat
Computer Science and Industrial Engineering Vol 13 No 2 (2025): Comasie Vol 13 No 2
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v13i2.10354

Abstract

Cardiovascular disease remains one of the leading causes of mortality worldwide, emphasizing the urgency of early detection and preventive efforts. This study presents the design and development of an expert system application for the diagnosis of heart disease using a Rule-Based Reasoning method, implemented on an Android platform. The application enables users to input symptoms and severity levels through an intuitive interface. These inputs are then matched against a knowledge base consisting of expert-defined rules to generate potential diagnostic results. The system is expected to support both individuals and healthcare workers by providing preliminary insights before further medical examination. The use of mobile technology ensures wider accessibility, real-time interaction, and ease of use. Testing results demonstrate that the application performs with satisfactory accuracy in diagnosing based on symptom patterns. Future enhancements may include integration with Certainty Factor methods or machine learning to improve diagnostic precision.
PERANCANGAN ANIMASI 3D EDUKATIF TENTANG MODUS PENIPUAN WHATSAPP DENGAN METODE MDLC: Studi Edukatif Menggunakan Pendekatan Multimedia Development Life Cycle (MDLC) Putra Kang, Anugerah; Fauzi, Rahmat
Computer Science and Industrial Engineering Vol 13 No 4 (2025): Comasie Vol 13 No 4
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v13i4.10470

Abstract

Phishing scams on WhatsApp have become increasingly common, targeting users with deceptive messages to steal personal data. To help address this issue, this study presents the design of a 3D educational animation developed using the Multimedia Development Life Cycle (MDLC) framework, which consists of concept, design, material collection, assembly, testing, and distribution stages. The animation aims to raise awareness among young social media users, especially those aged 15–25, who are considered highly vulnerable to such threats. The animation was published on YouTube and evaluated through both audience feedback and a Likert-scale questionnaire distributed to 25 respondents. Within 28 days, the video gained 456 views, 77 likes, and 122 comments, reflecting a positive initial reception. The questionnaire yielded an average score of 4 out of 5, indicating favorable responses regarding animation quality, character design, and message clarity. Technical assessments using MediaInfo and VLC Media Player confirmed the animation’s smooth performance in terms of visuals and audio. Overall, the results demonstrate that the 3D animation effectively delivers educational content and has the potential to serve as a useful media tool to increase public understanding of phishing tactics on messaging platforms
PERANCANGAN GAME KONSENTRASI UNTUK PENYANDANG DISABILITAS BERBASIS ANDORID Iqbal, Ahmad; Fauzi, Rahmat
Computer Science and Industrial Engineering Vol 13 No 4 (2025): Comasie Vol 13 No 4
Publisher : LPPM Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/comasiejournal.v13i4.10601

Abstract

The creation and design of an instructional Android game intended to enhance concentration in youngsters with impairments is covered in this study. The growing need for interactive learning aids that are accessible and inclusive was the driving force behind the initiative. The game was created using Unity and C#, with visual components created in Inkscape, following the Game Development Life Cycle (GDLC) testing. The black box testing was used for system testing, whereas observations, interviews, and questionnaires were used for data gathering. Children with a wide range of impairments may easily interact with the game thanks to its straightforward UI components, Large Buttons, and visually appealing environments. Beta testing with ten users, including parents and teachers, showed that the game was interesting, simple to use, and successful in assisting kids in concentration. Alpha testing verified that all features functioned as expected and without errors. Additionally, the game records user development so that parents and teachers can keep an eye on attention spans. According to the findings, this education game has great promise as a helpful resource for inclusive education, offering an enjoyable and engaging approach to enhancing cognitive attention.
Desain Sistem Big Data untuk Deteksi Pola Perilaku Konsumen dengan Menggunakan Algoritma Machine Learning Putri Pratiwi, Mariska; Natalia, Erni Yanti; Fauzi, Rahmat
Jurnal Desain Dan Analisis Teknologi Vol. 5 No. 1 (2026): Januari
Publisher : Aptikom Kepri

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Abstract

Penelitian ini mengembangkan sistem berbasis big data untuk mendeteksi pola perilaku konsumen menggunakan algoritma machine learning. Sistem ini memproses data besar yang diperoleh dari berbagai sumber seperti transaksi e-commerce, aplikasi mobile, dan media sosial. Fokus utama penelitian adalah menggabungkan teknik data integration, preprocessing, serta penerapan model clustering dan classification untuk memahami pola konsumen. Hasil analisis kemudian divisualisasikan melalui dashboard interaktif untuk membantu pengambilan keputusan bisnis berbasis data. Eksperimen dilakukan menggunakan dataset transaksi dan perilaku pengguna, dengan tujuan meningkatkan efisiensi dan akurasi dalam merancang strategi pemasaran yang tepat sasaran.
Co-Authors ., Nadia Abda Abda Abdi Sugiarto Abdul Azis Achmad Gabriel Glowdy Achmad Junaidi, Achmad Adami, M. Yarzuk Adi Purnomo Sidik Aditya Zhafir Dhiaulhaq Adityo Satrio Bagaskoro Afandi, Pedri Afandy, Benny Agif Hafizhan Ahmad Musnansyah Ahmad Rofiq, Ahmad Ahmad Saerozi AHMADI Alfanissa Annurullah Fajrin Ali Usman, Ali Amrizal Amrizal Andi Hendra Syam Anggia Arista Anggraini, Anggun Anis Mashdurohatun Anshary, Faishal Mufied Al Arif Hernawan Arif Rahman Hakim Arista, Anggia Arrasyid Kamil Asti Amalia Nur Fajrillah AZRIANI, ERA Bagus Wijaya, Bagus Baharudin Yusuf, Baharudin Berlian Maulidya Izzati Berlian Maulidya Izzati Chotib, Moc Cut Nuraini Dede Erik Setiawan Dela Youlina Putri Desra Ayu Miranda Diah Sudiarti DickyZulkarnain Dita Pramesti Edy Hartono Eka Saputra Ekky Novriza Alam Elisa, Erlin Elisaman Hulu Ellbert Hutabri, Ellbert Endang Chumaidiyah Erni Yanti Natalia, Erni Yanti Faishal Mufied Al Anshary Faqih Hamami Fasya Dzul Fikri Akbar Febrian Wulandari Febriyani, Widia Fikri Finda Lisna Firdaus, Dede Wahyu Fitriyana Dewi Francisko Nainggolan, Francisko Nainggolan Fridolin Sarumaha Gayuh Rahayu Gifazil, Muhammad Halomoan , Halomoan Hamdani, Reza Renggana Handra Tipa Handra Tipa Harman, Rika Harri Margono Hayati, Nanik Nur Helfenta, Helfenta Hidayanto, Khoirul Hilmi, Farhan Hutabri, Elbert Hutapea, Yuni Shantika I Made Dwima Gita Dirtana Ikhsan Amar Jusman Inayah Dwi Utari Iqbal Santosa Irfan Darmawan Joel Rayapoh Damanik Juni Kristian Gea Kanus, Oktari Kapriani Kapriani, Kapriani Khairil Anwar Krisna Dwi Permana Kuswandi, Brillian Adhiyaksa Limbong, Hot Albert MANIHURUK, RENI ALDA ARISTAWATY Mardianti, Fitri Maulana Purbaya, Andre Maulana, Fakhri Hassan Meldani Winata Mendrofa, Yuniaman Miftahuddin Miftahuddin Mochamad Hariadi Monice Monice Mudayanti, An Rini Muhammad Noor Muhammad Rafiadly Muhammad Ricky Chandra Dinata Muhammad Ricky Chandra Dinata Muhammad Trisna Firmansyah Muhammad Umar Muhammad Zikri Muhardi Saputra Muharman Lubis Nanda Jarti Nani Narti Eka Putria Nasihudin, Muhammad Dimas Natasya Kusuma Putri Nazwa Fitria Habibah Ngadi Kurniawan Nia Ambarsari Nofriani Fajrah, Nofriani Nopendri Nopendri Nopriadi Nopriadi Novelianty, Yusnani Nugroho, Angganto Nugroho, Anggianto Nuki Pratama Nurul Azwanti Nuzul Fadilah Olin Teresia Praditya Agung Laksmana Prafitasari , Aulya Nanda Pratiwi, Mariska Putri Primadona Putra Kang, Anugerah Putri Nurul Febrina Marbun Putri Pratiwi, Mariska Putri, Annie Mustika Putri, M.Kom, Anggia Dasa Putri, Natasya Kusuma Rachmadita Andreswari Raden Henry Heriansyah Rahfy, Rahfy Rahma Arbiananda Fauziah Rahmi Berlianti Rajagukguk, Hidup Perjuangan Ramadhan , Audia Ditsya Ramadhan, Naufal Hanif Ramdani Bayu Putra Ramli, Muhammad Ayyub Ratna Sari Restiani, Lovi Ridwan, Ridwan Rilan Frizkiniki Riska Sintia Dewi Rivero Novelino Robertus Rotama Marbun Robita, Achmad Rozimin Rudi Syaf Putra Rusmana, Intan Akbar Sahira Saidil Ambia Saputra, Ega Satria, ROBBY Satrio Wibowo Siahaan, Asnija Elisabeth Sihura, Esther Kristin Silalahi, Sukritno Sinung Suakanto Siregar, Elisa Basaria Sitti Rizki Mulyani Soni Fajar Surya Gumilang Sri Devy Sri Kusriyah, Sri SUGIYANTO Supeno Mardi Susiki Nugroho, Supeno Mardi Sutoyo, Edi Suwandi, Ahmad Tambunan, Wiridho Partuaon Thasya Ummul Kulsum Thea Anugrah Felicia Tien Fabrianti Kusumasari Tipa, Handra Tri Cahyo, Endar Pradipta Utari, Inayah Dwi Wafiq Azizah Wicaksono, Andhika Widia Wiza, Rahmi Wulandari, Febrian Yomima Viena Yuliana Yuliadi Yuliadi Yuliadi Yuliana Dewi Yulya Muharmi Yusran Yusran Yvonne Wangdra Zakky Al Attar Zebua, Ali M Zega, Martinus