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PELATIHAN PENULISAN ARTIKEL PENELITIAN TINDAKAN KELAS (PTK) BAGI GURU SMK N 7 PEKANBARU Walhidayat; Yuhelmi Yuhelmi; Mariza Devega; Ahmad Zamsuri
J-COSCIS : Journal of Computer Science Community Service Vol. 3 No. 1 (2023): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v3i1.12150

Abstract

Penulisan Tindakan Kelas (PTK) bagi guru sekolah merupakan suatu tantangan yang ditujukan bagi kalangan pendidik yang ada di lingkungan sekolah, baik itu guru yang ada di bawah Kementerian Pendidikan maupun Kementerian Agama. Tuntutan bagi guru untuk memenuhi salah satu kewajiban pemenuhan syarat kenaikan pangkat atau pun jabatan fungsional nya. Permasalahan yang ditemui adalah animo guru untuk melakukan penelitian dan pelaporan kegiatan tersebut cukup rendah (Shahbana et al., n.d.). Ipteks bagi Masyarakat yang di kelola oleh Tim Dosen Fasilkom Universitas Lancang Kuning ini ditaja dalam bentuk pelatihan tentang membangkitkan semangat untuk melakukan Penelitian Tindakan Kelas, kegiatan Pelaporan dan Publikasi di Jurnal bereputasi. Metode pelaksanaan kegiatan ditaja dalam bentuk pelatihan yang diberikan langsung pada Guru – Guru. Tim Dosen yang terlibat dalam kegiatan IbM ini memiliki kompetensi di bidang nya masing-masing diantaranya trek record dalam publikasi ilmiah internasional, pengelola jurnal bereputasi, dan peneliti dibidang sains. Kebermanfaatan kegiatan dapat dilihat dari animo peserta dan peningkatan pemahaman tentang tata penulisandan tata kelola publikasi laporan PTK kedalam bentuk manuskrip jurnal. Besar harapan Tim pelaksana kegiatan IbM ini memberikan manfaat pada kedua belah pihak (Guru maupun Tim Ibm) pada Sekolah Menengah Kejuruan Negeri 7 Pekanbaru dan ter khusus institusi Universitas Lancang Kuning sebagai bentuk pelaksanaan Tri-Dharma perguruan tinggi sebagai kewajiban yang harus dipenuhi.
COMPARATIVE ANALYSIS OF K-NEAREST NEIGHBOR AND NAÏVE BAYES CLASSIFIER ALGORITHMS FOR THE FEASIBILITY CLASSIFICATION OF LIEN RECEIPT Mely Syafira; Mariza Devega
Jurnal Ipteks Terapan Vol. 17 No. 2 (2023): Jurnal Ipteks Terapan
Publisher : Lembaga Layanan Pendidikan Tinggi Wilayah X

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22216/jit.v17i2.1827

Abstract

One of the problems faced by companies engaged in pawn services is that they must always pay attention to the appropriateness of the value of the loan based on the goods being pawned. Sometimes the pawnbrokers do not come back after depositing their goods with the company and do not pay them off. If the value of the goods does not match and the amount of money lent is too large compared to the value of the pawned goods, the company will lose money. There needs to be a way to determine whether or not it is appropriate for a pawned item to be accepted by the company and the value of the loan given to the pawnbroker. The way to find out can be classified by data mining classification techniques using the K-Nearest Neighbor method and the Naïve Bayes method. The analysis carried out by manual calculations and testing with Rapidminer tools resulted in the accuracy of the comparison of the two methods of the K-Nearest Neighbor and Naïve Bayes algorithms in predicting the classification of the feasibility of receiving pawned goods using the Confusion Matrix formula which resulted in an accuracy rate of the K-Nearest Neighbor method of 40%. while the Naïve Bayes method has an Accuracy Value of 20%, so we can determine that the accuracy of the prediction value using the K-Nearest Neighbor method is better than the Naïve Bayes method.
SOSIALISASI APLIKASI SRIKANDI PADA KECAMATAN SAIL PEKANBARU Mariza Devega; Yuhelmi
J-COSCIS : Journal of Computer Science Community Service Vol. 3 No. 2 (2023): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v3i2.12927

Abstract

Sistem Informasi Kearsipan Dinamis (SRIKANDI) merupakan aplikasi wajib pengelolaan arsip berbasis elektronik yang menjadi tulang punggung serta penentu tata kelola pemerintahan secara digital. Pada dasarnya, SRIKANDI sudah diimplementasikan pada seluruh Organisasi Perangkat Daerah (OPD) yang ada di Kota Pekanbaru, Namun jika diteliti lebih jauh, masih banyak OPD yang belum menggunakan Aplikasi SRIKANDI ini dalam proses administratifnya, termasuk Kecamatan Sail Pekanbaru. Pada Kantor Camat Sail sendiri, hanya Tata Usaha saja yang menggunakannya. Sementara untuk di tiga Kelurahan yang ada di Kecamatan Sail, apilkasi SRIKANDI ini tidak berjalan sama sekali. Hal ini tentu saja membuat proses administrative menjadi lambat, sebagai contoh, jika masyarakat membutuhkan surat pengantar dari Kantor Lurah atau Kantor Camat yang membutuhkan verifikasi dan tanda tangan pimpinan, jika pimpinan tidak ditempat maka harus menunggu kehadiran pimpinan di Kantor terlebih dahulu. Hal ini tentu saja sangat jauh dari tujuan dengan diterapkannya SRIKANDI pada Organisasi Perangkat Daerah (OPD), dimana Pimpinan dari OPD dapat melakukan verifikasi dimana saja dan kapan saja, serta dapat membubuhkan tanda tangan digital yang divisualisasikan dalam bentuk QR-Code. Sosialisasi Aplikasi SRIKANDI ini sudah pernah dilakukan oleh Kominfo kepada seluruh OPD yang ada di kota pekanbaru, namun, tidak semuanya menerapkan di instansisnya masing-masing. Hal ini tidak hanya karena kurangnyaa durasi sosialisasi, namun juga berkaitan erat dengan kesiapan SDM sebagai pengguna aplikasi tersebut. Sebagai solusi atas permasalahan tersebut, diberikanlah pelatihan dan sosialisasi dalam menggunakan aplikasi SRIKANDI ini. Selain lebih terfokus, karena pesertanya sedikit juga peserta nantinya diharapkan lebih leluasa dalam bertanya seputar aplikasi SRIKANDI tersebut.
Penerapan Metode Finite State Machine Pada Game Pembelajaran Matematika Antonius Fernando; Guntoro Guntoro*; Loneli Costaner; Mariza Devega; Lisnawita Lisnawita
Jurnal Karya Ilmiah Multidisiplin (JURKIM) Vol. 3 No. 1 (2023): Jurnal Karya Ilmiah Multidisiplin (Jurkim)
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (514.651 KB) | DOI: 10.31849/jurkim.v3i1.11762

Abstract

Mathematics is a compulsory field of study that is learned from elementary school, junior high school, high school, and college. A very important lesson, can help every citizen in transactions in selling an item, because it can calculate the amount of income and expenses in a business and various other examples related to mathematics lessons. In learning mathematics, students experience problems in understanding mathematical material. The problem faced by students is the lack of understanding of students in learning mathematics because students are used to finding answers on the internet. In overcoming the problems experienced by students, teachers try to improve understanding of mathematics learning by teaching slowly so that students can understand mathematics learning. When the teacher finished explaining, some students did not understand and asked the teacher to explain again from the beginning. This learning game was made to increase the interest in learning for vocational school children not to be bored in learning mathematics, because most students are not interested in learning mathematics because the material is difficult to reach and makes it easier for teachers to repeat the material presented by the teacher. In this mathematics application, a multimedia-based mobile application will be created. This math application supports multimedia video, sound, image, text and also text. This study aims to make the application of the Finite State Machine Method in Mathematics Learning Games for Elementary School Children. Methods of collecting data by browsing the internet, studying books, journals. FSM as AI (Artificial Intelligence). With this game, it is hoped that it can increase knowledge and facilitate the process of learning Mathematics.The result of this application can run well in accordance with blackbox testing and the application of the fiite state machine method can also be applied in this application according to the finite state machine method testing.
PERANCANGAN ANIMASI ROBOT 3D SEBAGAI SARANA PROMOSI Walhidayat Walhidayat; Yuhelmi Yuhelmi; Mariza Devega
Jurnal Teknologi Informasi Mura Vol 11 No 02 (2019): Jurnal Teknologi Informasi Mura Desember
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jti.v11i02.667

Abstract

Animasi dan promosi merupakan suatu bidang pembaruan dalam dunia komunikasi, dalam halini perkembangan sistem promosi kampus masih dalam bentuk media yang umum dan bersifatkonvensional,walaupun sudah menggunakan media yang bersifat elektronik, namun dalamimplementasinya untuk menarik minat audience diperlukan tampilan yang mendapat tempatsesuai dangan target yaitu pengguna media elektronik. Sebagai ujung tombak pembaruan duniakampus harus memiliki dan dapat menularkan disiplin ilmu yang berkaitan dengan perancangananimasi berkonteks 3D. Penelitian ini membahas bagaimana membuat rancangan animasi 3Ddalam bentuk model robot tiga dimensi. Perancangan (modeling) objek robot dilakukan dalambeberapa tahapan, dimulai dari pembuatan kepala, kaki, lengan badan dan proses menyatukankeseluruhan bagian robot 3D hingga menjadi suatu bentuk yang utuh. Dengan selesainya bentukrobot 3D ini, kedepannya dapat dilakukan beberapa sentuhan sesuai dengan media yang akandigunakan apakah dalam bentuk poster / banner / spanduk ataupun media berkonten web dalambentuk animasi 3D.
Training on Scientific Writing to Improve the Competence of Teachers of SMA Negeri 6 Pekanbaru: Pelatihan Karya Tulis Ilmiah untuk Peningkatan Kompetensi Guru SMA Negeri 6 Pekanbaru Mariza Devega; Walhidayat; Yuhelmi
CONSEN: Indonesian Journal of Community Services and Engagement Vol. 3 No. 2 (2023): Consen: Indonesian Journal of Community Services and Engagement
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/consen.v3i2.1022

Abstract

Penelitian ini mengevaluasi pelatihan Karya Tulis Ilmiah (KTI) untuk guru di SMA Negeri 6 Pekanbaru dengan memperkenalkan penggunaan templat Open Journal System (OJS) untuk menyederhanakan penulisan KTI. Evaluasi menunjukkan peningkatan pemahaman peserta dari 16,67% sebelum pelatihan menjadi 94,445% setelahnya, yang direpresentasikan melalui diagram batang. Keberhasilan pelatihan menunjukkan bahwa OJS efektif sebagai sarana untuk publikasi KTI oleh guru. Diharapkan adanya pendampingan setelah pengajuan KTI ke OJS dan pelaksanaan pelatihan berkelanjutan. Temuan ini membuka peluang bagi peningkatan partisipasi guru dalam publikasi ilmiah melalui OJS, mendukung pengembangan profesionalisme mereka dan memberikan dampak positif terhadap peningkatan kualitas pendidikan di SMA Negeri 6 Pekanbaru.
Implementation of Web-based of E-Marketplace for UMKM at XYZ University Devega, Mariza; Walhidayat, Walhidayat; Yuhelmi, Yuhelmi
Sinkron : jurnal dan penelitian teknik informatika Vol. 6 No. 4 (2022): Article Research: Volume 6 Number 4, October 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i4.11761

Abstract

One of the private universities in Pekanbaru, which has nine postgraduate faculties and 10 faculties with 21 study programs. The number of the academic community is quite large, there is already a whats app group that facilitates the entire Academic Community in terms of transacting selling goods or services online. However, in practice it has not been fully effective, one of which is because there are no clear rules in trade ethics, for example, one person may only post a maximum of two products a day because if there are too many, it will overwrite other seller's product postings as well. This often happens, causing whats app groups are only dominated by one or two people who post all the products sold along with their customer testimonials. This of course can harm other sellers, it can also disturb the comfort of the group for both sellers and buyers. Therefore, to answer these problems, a market place is proposed specifically for the entire XYZ’s Academic Community. In addition to reviving UMKM at XYZ University, it is also a forum to make it easier for lecturers, employees and also students to make transactions that are comfortable and effective for both sellers and buyers. Furthermore, system development will be carried out both from adding features, android-based and matters related to user convenience in interacting with the system.  
Development of Web-based Single Channel Multi Steps Online Queuing System with Model View Controller Darmayunata, Yuvi; Devega, Mariza; Yuhelmi , Yuhelmi
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 1 (2023): Articles Research Volume 7 Issue 1, 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v8i1.12003

Abstract

Abstract: Improvement in service quality will be directly proportional to customer satisfaction. One form of improving the quality of services provided by a Government Institution engaged in the Health sector, namely the Health Center is an effective and efficient queue. This research is a follow-up research where previously an analysis and design of an online queuing system has been carried out. This study aims to make it easier for patients to take queue numbers in advance through the queue website, and patients can come based on a predetermined estimated time. This of course can minimize patient waiting time and also prevent the accumulation of patients in the waiting room of the puskesmas. Single Channel Multi Steps is one of four types of queues and is the type of queue currently running at the Siak Hulu I Kampar-Riau Health Center, while the Model View Controller (MVC) was chosen because it is a feature that makes it easy to create a Web-based application.
Forecasting Simcard Demand Using Linear Regression Method Sitompul, Monica; Hasan, Mhd Arief; Devega, Mariza
IT Journal Research and Development Vol. 8 No. 1 (2023)
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/itjrd.2023.12202

Abstract

The purpose of this research is to get a prediction of how package card growth will be based on sales data from SINAR E-XIX CELL. The method used for this forecasting is linear regression, based on the number of card packs sold which is the causal variable. The accuracy of predictions is carried out using Python based on the results of research conducted with data on simcard sales over a period of two years, it was found that in the following year the number of growth in demand for sim cards in the coming year has decreased, but there is one card that has experienced an increase in the number of growth in the following year. which will come. Forecasting using Linear Regression can be said to be classified as very well based on using python. After doing the forecasting it can be concluded that in the next few years the demand for cards will be less.
SOSIALISASI DIGITAL WELLBEING PADA SISWA SMA NEGERI 16 PEKANBARU Devega, Mariza; Yuhelmi; Volla Nyoto, Rebecca La
J-COSCIS : Journal of Computer Science Community Service Vol. 5 No. 1 (2025): J-COSCIS : Journal of Computer Science Community Service
Publisher : Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/jcoscis.v5i1.22303

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Kegiatan pengabdian ini bertujuan meningkatkan kesejahteraan digital siswa SMA Negeri 16 Pekanbaru melalui sosialisasi digital wellbeing. Siswa sering mengalami ketergantungan teknologi, gangguan tidur, paparan konten tidak sesuai, dan kurangnya literasi digital. Sosialisasi ini mencakup pemberian materi tentang dampak negatif teknologi, tips mengatur waktu penggunaan aplikasi, praktik menggunakan fitur Digital Wellbeing, serta evaluasi dan diskusi. Hasil kegiatan menunjukkan peningkatan signifikan dalam pengetahuan siswa tentang kesejahteraan digital dari 0.88% sebelum pelatihan menjadi 81.77% setelah pelatihan. Rekomendasi untuk perbaikan meliputi peningkatan keterlibatan orang tua, konsistensi pelatihan berkala, dan evaluasi berkelanjutan. Kegiatan ini berhasil meningkatkan pemahaman dan keterampilan siswa dalam mengelola penggunaan teknologi secara bijaksana, yang diharapkan dapat mendukung kesejahteraan mental, emosional, dan fisik mereka.