Claim Missing Document
Check
Articles

Found 2 Documents
Search

Pencarian Rute Terpendek Dalam Pendistribusian Darah di Palang Merah Indonesia (PMI) dengan Algoritma Dijkstra Hidayatullah, Catur; R, Rakhmat Kurniawan; Armansyah, Armansyah
TIN: Terapan Informatika Nusantara Vol 4 No 11 (2024): April 2024
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/tin.v4i11.5028

Abstract

The Indonesian Red Cross (PMI) is an independent and neutral organization in Indonesia engaged in humanitarian activities. One of the departments within the Indonesian Red Cross is the blood donor unit. The Blood Donor Unit (UDD) of PMI Deli Serdang is one of the Indonesian Red Cross offices in the Deli Serdang district, which deals with social humanitarian activities such as blood donation, volunteer recruitment, emergency response, and others. One common issue in blood distribution is the numerous routes that need to be taken, resulting in wasted time and delayed blood deliveries. Due to this issue, the implementation of artificial intelligence is needed to determine the shortest route for optimal and fast blood delivery. The application of artificial intelligence in problem-solving in the field of computer science has seen rapid development over the years in line with the advancement of artificial intelligence itself. In determining the shortest route, several algorithms can be used, one of which is the Dijkstra algorithm. It is used to solve problems in a graph to determine the shortest route. In the process, the Dijkstra algorithm determines the points that will become the distance weights connected from one point to another, resulting in the desired nodes. Therefore, an application is needed to find the nearest route to make blood delivery more time-efficient. In manual calculations using the algorithm, it was found that the shortest route from UDD (PMI Deli Serdang Blood Donation Unit) to GM (Grand Medistra Hospital) is through the route UDD → A → B → C → D → GM = 0 + 300 m + 250 m + 1,500 m + 35 m + 90 m with a total distance of 2,175 meters or 2.1 kilometers in 5 minutes. Thus, the use of the Dijkstra algorithm can assist in determining the fastest and optimal route for blood distribution, saving time and improving delivery efficiency.
Pemanfaatan Game Based Learning Dalam Pembelajaran Pendidikan Agama Islam Di Sekolah Dasar Negeri 2 Danakerta Banjarnegara Hidayatullah, Catur; Putra, Lovandri; Hasan, Umair; Aulia, Jamal; Singalula, Muhammad; Fambudi, Moh Agung
Jurnal Pendidikan Agama Islam Vol. 2 No. 2 (2026): Mei 2026
Publisher : CV. Raskha Media Group

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.62712/jurpai.v2i2.38

Abstract

Dominasi metode ceramah konvensional dalam pembelajaran Pendidikan Agama Islam (PAI) di tingkat sekolah dasar sering kali memicu kejenuhan, pasivitas, dan rendahnya retensi materi pada peserta didik. Penelitian ini bertujuan untuk mengeksplorasi strategi implementasi, dinamika interaksi, serta tantangan dalam pemanfaatan Game Based Learning (GBL) sebagai solusi pedagogis inovatif di SDN 2 Danakerta, Banjarnegara. Menggunakan pendekatan kualitatif dengan desain studi kasus deskriptif analitis, penelitian ini mengumpulkan data melalui wawancara mendalam, observasi partisipan, dan dokumentasi. Hasil penelitian menunjukkan bahwa integrasi variasi media permainan manual dan semi-digital—seperti Teka-Teki Silang (TTS), aktivitas menempel gambar (matching game), dan Flipbook—berhasil mentransformasi atmosfer kelas menjadi interaktif dan inklusif. GBL terbukti efektif menstimulasi motivasi intrinsik dan kemampuan berpikir tingkat tinggi (HOTS) siswa melalui pendekatan joyful learning. Temuan fundamental penelitian ini menyoroti peran ganda guru: sebagai fasilitator pembelajaran aktif dan sebagai "penjaga moral" yang melakukan filterisasi serta modifikasi konten permainan agar tetap selaras dengan akidah dan akhlak Islam. Penelitian ini menyimpulkan bahwa keberhasilan inovasi pembelajaran PAI tidak bergantung pada infrastruktur teknologi tinggi, melainkan pada kreativitas guru dalam meramu media permainan yang adaptif, kontekstual, dan bernilai edukatif.