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SISTEM INFORMASI PENGELOLAAN ADMINISTRASI ORGANISASI KEMAHASISWAAN DI STMIK STIKOM INDONESIA Dewa Putu Yudhi Ardiana; I Wayan Dharma Suryawan; Eddy Hartono
Jurnal Teknologi Informasi dan Komputer Vol 4, No 2 (2018): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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ABSTRACTStudent organizations (ORMAWA) are a place for students to develop interests, talents, skills and social abilities. Research shows that ORMAWA provides benefits for students such as training leadership, time management, networking, social skills, problem-solving and conflict management and being able to increase learning motivation. STMIK STIKOM Indonesia views ORMAWA had an important role in student personal development. Currently, STMIK STIKOM Indonesia had 32 ORMAWA who obliged to guided and supervised. STMIK STIKOM Indonesia has difficulties in knowing the conditions and assessing ORMAWA because administrative management is still manual. The system for managing the administration of student organizations is needed to help institutions guide student organizations. This system will provide information about the condition of ORMAWA. The assessment of the condition of ORMAWA based on member activeness, number of activities, number of participants and discipline on administration. The assessment is done using the Simple Additive Weighting (SAW) method. The results of this study indicate that it has successfully developed an information system for student administration management. Information systems can generate information on activeness of ORMAWA, ORMAWA activities and ORMAWA condition reports with SAW calculations. The saw method is not suitable to be used in determining the conditions of the people. This because the assessment is carried out relative to other ORMAWA conditions. This relative assessment can produce different assessments of the same conditions.Keywords: Simple Additive Weighting, assessment using multi criteria, student organizations, administrative management, information systemsABSTRAKOrganisasi kemahasiswaan (ORMAWA) merupakan wadah mahasiswa untuk mengembangkan minat, bakat, keahlian dan kemampuan sosial. Penelitian menunjukkan bahwa ORMAWA memberikan manfaat bagi mahasiswa seperti melatih leadership, belajar mengatur waktu, memperluas jaringan, mengasah kemampuan sosial, problem solving dan manajemen konflik serta mampu meningkatkan motivasi belajar mahasiswa. STMIK STIKOM Indonesia memandang organisasi kemahasiswaan memiliki peran yang sangat penting bagi pengembangan diri mahasiswa. STMIK STIKOM Indonesia saat ini memiliki 32 ORMAWA yang wajib dibina dan diawasi. Pengelolalan administrasi kemahasiswaan saat ini dilakukan secara manual sehingga menyulitkan institusi untuk mengetahui kondisi dan memberikan penilaian terhadap kondisi ORMAWA. Sistem untuk mengelola administrasi organisasi kemahasiswaan diperlukan untuk membantu institusi melakukan pengawasan dan pembinaan terhadap organisasi kemahasiswaan. Sistem ini akan memberikan informasi mengenai kondisi organisasi kemahasiswaan. Penilaian kondisi organisasi kemahasiswaan didasarkan pada keaktifan anggota organisasi kemahasiswaan, jumlah kegiatan, partisipasi mahasiswa dalam kegiatan kemahasiswaan, dan kedisiplinan organisasi kemahasiswaan dalam hal administrasi. Penilaiannya dilakukan dengan menggunakan metode Simple Additive Weighting (SAW).Hasil penelitian ini menunjukkan telah berhasil mengembangkan sistem informasi pengelolaan administrasi kemahasiswaan. Sistem informasi yang dikembangkan dapat menghasilkan informasi keaktifan ORMAWA, kegiatan ORMAWA dan laporan kondisi ORMAWA dengan perhitungan SAW. Metode SAW belum tepat digunakan dalam penentuan kondisi ORMAWA. Hal ini disebabkan karena penilaian dilakukan secara relatif terhadap kondisi ormawa yang lain. Penilaian secara relatif ini dapat menghasilkan penilaian yang berbeda terhadap kondisi yang sama.Kata Kunci: Simple Additive Weighting, penilaian menggunakan multi kriteria, organisasi kemahasiswaan, pengelolaan administrasi, sistem informasi
APLIKASI PENDATAAN KARTU KELUARGA KATOLIK (K3) UNTUK WARGA KATOLIK DI LINGKUNGAN PADA GEREJA KATOLIK PAROKI SANTO YOSEPH DENPASAR I Wayan Dharma Suryawan; Christian Tonyjanto; Bedjo Purwantoro; Aulia Iefan Datya; Putu Wida Gunawan
Jurnal Teknologi Informasi dan Komputer Vol 7, No 2 (2021): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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Abstract

ABSTRACTThe Catholic Family Data Collection application which is designed to be useful for assisting in data collection and the process of searching for people's data at the Santo Joseph Catholic Church in Denpasar, which has a population of 3364 people. Those who have related and connected data such as Name Data, Date of Birth Place Data, Mobile Phone Number Data, and Occupational Data that are entered into the Application which is specifically designed for the purposes of collecting data on residents in the environment of the St. Joseph Catholic Church. With the data that has been entered into the Application, it has some important data such as the Parish Citizen Register Number (NRWP) which functions as a substitute for the NIK Data (Population Identification Number) which aims to secure important data related to the population data master, where the data is used as data on the Catholic Death Pillar which requires the NIK data. By making a Catholic family card application, it can simplify data collection and also make it easier to provide church services such as searching for data on the Sacrament of Baptism, First Communion Recipient, Confirmation, and Marriage. This data is used to find residents who have not received the Sacrament.Keyword : Family Registration, Catholic Family CardABSTRAKAplikasi Pendataan Kartu Keluarga Katolik yang dirancang bermanfaat untuk membantu pendataan dan proses pencarian data umat pada Gereja Katolik Paroki Santo Yoseph Denpasar yang memiliki warga sebanyak 3364 orang. Yang memiliki data-data yang terkait dan terhubung seperti Data Nama, Data Tempat Tanggal Lahir, Data Nomor Telepon Genggam, dan Data Pekerjaan yang dimasukan ke dalam Aplikasi yang dirancang khusus untuk keperluan pendataan warga di lingkungan yang berada di Gereja Katolik Paroki Santo Yoseph. Dengan data yang sudah dimasukan ke dalam Aplikasi memiliki beberapa data penting seperti Nomor Register Warga Paroki (NRWP) yang berfungsi sebagai pengganti dari Data NIK (Nomor Induk Kependudukan) yang bertujuan untuk mengamankan Data penting yang terkait dengan induk data kependudukan, dimana data tersebut digunakan sebagai data pada Rukun Kematian Katolik yang membutuhkan data NIK tersebut.Dengan dibuatkan aplikasi kartu keluarga katolik, dapat mempermudah pendataan dan juga mempermudah dalam memberikan pelayanan secara gereja seperti pencarian data Sakramen Baptis, Penerima Komuni Pertama, Krisma, dan Perkawinan. Dengan data-data tersebut dipergunakan untuk mencari warga yang belum menerima Sakramen.Kata kunci: Pendataan Keluarga, Kartu Keluarga Katolik
IMPLEMENTASI APLIKASI KAHOOT! TERHADAP HASIL BELAJAR “GRAMMAR” PADA MATA KULIAH BAHASA INGGRIS I DI MAHASISWA ANGKATAN 2020 JURUSAN TEKNIK INFORMATIKA STMIK STIKOM INDONESIA Ni Nyoman Ayu J. Sastaparamitha; Ni Made Lisma Martarini; I Wayan Dharma Suryawan; Christian Tonyjanto; Aulia Iefan Datya
Jurnal Teknologi Informasi dan Komputer Vol 8, No 1 (2022): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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ABSTRACTDescriptive qualitative with analytical methods are used in research about the effect of Kahoot! on the results of grammar learning. This method is done by collecting data on 30 students of English class through online classroom. Data collection is based on Google Classroom and the use of Kahoot! as a benchmark for grammar assessment. The first data retrieval showed the class average value was quite low and is followed by the results of the individual student scores which were relatively low. After practicing grammar using the simple past tense through Kahoot as a learning medium, the class average results increased from 44.53 to 55.60. The highest score of students who initially was 75 increased to 85 as well as the lowest score from 30 to 55. In addition, the percentage of C and D scores at the beginning of the online class was 70% decreased to 60%, which meant that there was a decrease of 10%. Meanwhile, the percentage of A and B scores increased by 10% from 30% to 40%. Questionnaires were also distributed after the application of Kahoot! to find out students’ responses and the result showed that 80% of students chose to use Kahoot for various reasons, such as Kahoot was more interesting and made students' interest and concentration increased. Therefore, it can be concluded that Kahoot was able to change students' thinking about grammar, there was an increase in class and individual average scores and Kahoot visual effects were able to build interest and increase student concentration.Keyword : Kahoot!, Grammar, English LanguageABSTRAKPenelitian tentang pengaruh Kahoot! terhadap hasil belajar grammar dilakukan dengan menggunakan deskriptif kualitatif dengan metode analitis. Metode ini dilakukan dengan pengambilan data terhadap 30 mahasiswa kelas bahasa Inggris yang dilakukan secara online. Pengambilan data berdasarkan dari Google Classroom dan pengunaan Kahoot! sebagai tolak ukur untuk penilaian grammar. Pengambilan data yang pertama menunjukkan nilai rata-rata kelas yang cukup rendah serta diikuti dengan hasil nilai individual mahasiswa yang relatif kurang. Setelah latihan grammar yaitu menggunakan simple past tense melalui Kahoot! sebagai media pembelajaran maka diperoleh hasil rata-rata kelas dari 44,53 menjadi 55.60. Skor tertinggi mahasiswa yang awalnya 75 meningkat menjadi 85 begitu juga dengan skor terendah dari 30 menjadi 55. Selain itu persentasi nilai C dan D yang di awal kelas online adalah 70% menurun menjadi 60% artinya ada penurunan 10%. Sedangkan presentasi nilai A dan B naik 10 % dari 30% menjadi 40%. Kuisioner juga dibagikan setelah penerapan Kahoot! untuk mengetahui respon mahasiswa dan hasilnya 80% mahasiswa memilih menggunakan Kahoot! dengan berbagai macam alasan salah satunya adalah Kahoot! lebih menarik dan membuat minat dan konsentrasi mahasiswa meningkat. Oleh karena itulah dapat disimpulkan bahwa Kahoot! mampu merubah pemikiran mahasiswa tentang grammar, adanya peningkatan nilai rata-rata kelas maupun individual serta efek-efek visual Kahoot yang mampu membangun minat serta konsentrasi mahasiswa meningkat.Kata kunci: Kahoot!, Grammar, Bahasa Inggris
PELESTARIAN TEKA-TEKI PERIBAHASA BALI MELALUI GAME TRIVIA CECIMPEDAN BERBASIS MOBILE Dewa Putu Yudhi Ardiana; I Wayan Dharma Suryawan
Jurnal Teknologi Informasi dan Komputer Vol 6, No 2 (2020): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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ABSTRACTThe phenomenon of the lack of use of Balinese language in Balinese communication has causedconcern and even fear of the use of Balinese as the language of Balinese communication will beextinct. Responding to these problems, the Government of Bali has to preserve Balinese culture. TheGovernment of Bali effort must be supported by the awareness of each Balinese community toconserve Balinese culture. The use of Balinese should be taught as early as possible to youngBalinese to get used to using Balinese. As a form of effort in introducing Balinese to the youngergeneration of Balinese, this study developed a mobile game with Balinese culture as a content. Thecontent presented in this game is Cecimpedan which is a Balinese proverb in the form of puzzle thatis traditionally played individually or in groups. Cecimpedan is useful for sharpening the mind andtesting the vocabulary of Balinese language. The results showed had successfully developed a triviagame application and trivia. The result of alpha testing conducted by media experts to test thefunctionality, efficiency, usability and portability of the game show that game was working asplanned.Keywords: Culture, Bali, Cecimpedan, Game, Mobile, TriviaABSTRAKFenomena kurangnya penggunaan bahasa Bali dalam komunikasi masyarakat Bali menyebabkankekhawatiran bahkan ketakutan penggunaan Bahasa Bali sebagai bahasa komunikasi masyarakatbali akan punah. Menanggapi permasalahan tersebut, Pemerintah Provinsi Bali telah berupaya untukmelestarikan budaya Bali. Upaya yang dilakukan Pemerintah Provinsi Bali harus didukung olehkesadaran tiap masyarakat Bali untuk berupaya melestarikan Bahasa Bali. Penggunaan Bahasa Baliharus sedini mungkin diajarkan kepada generasi muda Bali untuk membiasakan diri menggunakanBahasa Bali. Sebagai bentuk upaya dalam memperkenalkan Bahasa Bali kepada generasi muda Balimaka pada penelitian ini dikembangkan permainan digital (game) berbasis mobile dengan budayaBali sebagai isinya. Konten yang disajikan dalam permainan ini adalah cecimpedan yang merupakanperibahasa Bali berbentuk teka-teki yang secara tradisional dimainkan secara individual ataupunkelompok. Cecimpedan berguna untuk mengasah otak dan menguji pembendaharaan bahasa Bali.Hasil penelitian menunjukkan telah berhasil mengembangkan aplikasi game trivia cecimpedan.Melalui pengujian alpha testing yang dilakukan oleh ahli media untuk menguji functionality,efficiency, usability dan portability dari aplikasi game didapatkan hasil aplikasi game yangdikembangkan sudah bekerja sesuai dengan rancangan yang dibuat.Kata Kunci: Budaya, Bali, Cecimpedan, Game, Mobile, Trivia
Aplikasi Game Cerita Rakyat Kodok Dan Harta Karun Berbasis Android Dewa Putu Yudhi Ardiana; Made Swamahendra; I Wayan Dharma Suryawan
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 5, No 1 (2022): Februari 2022
Publisher : Program Studi Teknik Informatika, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v5i1.3977

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Abstrak -  Indonesia kaya akan cerita rakyat yang mempunyai nilai kearifan lokal yang dapat digunakan untuk pembelajaran karakter. Terdapat fenomena kurangnya waktu orang tua untuk menceritakan cerita rakyat kepada anak. Penelitian ini bertujuan merancang dan membangun aplikasi game dengan tema cerita rakyat. Cerita rakyat yang digunakan dalam penelitian ini adalah kodok dan harta karun. Cerita tersebut mempunyai nilai selalu berbuat baik, tidak serakah, saling menyayangi dan kerja keras. Basis platform untuk aplikasi game adalah Android. Target pengguna dari aplikasi game ini adalah anak usia 5 sampai 10 tahun. Jenis game yang digunakan dalam penelitian ini adalah puzzle dan slide scrolling. Hasil penelitian ini menunjukkan aplikasi game telah berhasil dibangun. Hasil pengujian terhadap 30 orang menunjukkan sangat menarik untuk dimainkan.Kata kunci: Game, Cerita Rakyat, Android. Abstract - Indonesia is rich in folklore, which contains indigenous wisdom that may be used to develop character. There is a situation where parents are unable to recount traditional stories due to a lack of time. The purpose of this study is to design and develop a folklore-themed gaming application. The folklore that was consulted for this study is about frogs and treasure. The story teaches the importance of always doing what is right, of not being greedy, of loving one another and of working hard. The story of frogs and treasure teaches us the value of always doing good, not being greedy, loving each other and working hard. Android is the primary platform on which these gaming applications run. Children from 5 to 10 years old are the intended audience for this gaming application. Puzzles and slide-scrolling games were used in this study. The study's findings show that the gaming application was effectively developed. Thirty people were tested, and the findings indicated that it was a lot of fun to play.Keywords: Game, Folklore, Android
PELATIHAN PENGGUNAAN MEDIA PEMBELAJARAN DARING DI SMK RESTUMUNING Dewa Putu Yudhi Ardiana; I Wayan Dharma Suryawan; Ni Nyoman Ayu J. Sastaparamitha; Ni Made Lisma Martarini; I Wayan Sudiarsa
Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat) Vol. 2 No. 1 (2022): Jurnal WIDYA LAKSMI (Jurnal Pengabdian Kepada Masyarakat)
Publisher : Yayasan Lavandaia Dharma Bali

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Pandemi COVID-19 memaksa pendidik untuk dapat menyelenggarakan pembelajaran secara daring. Kondisi tersebut menimbulkan permasalahan di SMK Restumuning karena sebagai besar tenaga pendidik belum dapat menggunakan platform pembelajaran daring yang berdampak kurang optimalnya pelaksanaan pembelajaran daring. Untuk membantu menyelesaikan permasalahan tersebut diselenggarakan kegiatan pengabdian kepada masyarakat. Kegiatan pengabdian kepada masyarakat yang dilaksanakan oleh tim dosen STMIK STIKOM Indonesia (STIKI Indonesia) dikemas dalam skema STIKI Social Engagement yang bertujuan memberikan pelatihan dan pendampingan tenaga pendidik di SMK Restumuning dalam melaksanakan pembelajaran daring. Pelatihan dilaksanakan dari bulan maret sampai juni dengan jumlah peserta 27 orang yang merupakan tenaga pendidik SMK Restumuning. Pelatihan yang diberikan meliputi pengelolaan kelas secara daring, penggunaan peralatan video conference dan penggunaan learning management system (LMS). Hasil pretest yang dilakukan setelah pelatihan menunjukkan terjadinya peningkatan pengetahuan dan keterampilan peserta pelatihan dalam melakukan pembelajaran daring.
Sistem Informasi Inventori Pada CV.Tri Manunggal Berbasis Website Ni Putu Eka wirayanti; Putu Sugiartawan; I Wayan Dharma Suryawan
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 3 (2020): March
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33173/jsikti.129

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SMKN 1 Ende has a library as one of the facilities provided by the school to support student learning activities. The existence of a library is very important in increasing knowledge for students in schools. However, based on the results of an interview conducted with one of the librarians of SMKN 1 Ende, currently, school library data management is still using manual methods such as recording visitor member data, book data, borrowing data, and returning books in the ledger. As a result, it is inefficient and has a very big risk of mistakenly recording data on borrowing and returning books and other problems that often occur, namely when searching for data on borrowing and returning books where librarians have to reopen existing files so that it takes time. long enough. To overcome the existing problems, it is necessary to make a school library information system that will be tailored to the needs of the library. Based on the description of the problems in the library of SMKN 1 Ende, the theme that will be discussed by the researcher is "Library Information System at SMKN 1 Ende is Website Based". With this system, it can help the data management process by library officers in carrying out their duties such as collecting data on library visitor members, data collection of books, data collection of borrowing transactions, and returning books so that officers complete their duties quickly.
Sistem Informasi Administrasi Pembayaran SPP Pada SD PGRI Kota Denpasar Ni Putu Eka wirayanti; Putu Sugiartawan; I Wayan Dharma Suryawan
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 2 No 3 (2020): March
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33173/jsikti.130

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Abstract. The development of information technology is currently running rapidly to reach all fields, one of which is in the field of education. In educational institutions, it requires good management of data management to meet student needs. The administrative payment system in the field of education is very important to record student administration payment payments at the school. Accuracy and accuracy in the payment system are the main factors in obtaining effective and efficient results. With the use of these computers, will make it easier to process data and is very influential in work effectiveness. So the existence of information technology is a means to facilitate the community in managing data and presenting information in an educational institution. To solve this problem, it is necessary to have the right solution in the form of an administrative information system at SD PGRI Denpasar City. The use of this information system will have a positive impact in carrying out administration and make it easier for 2 staff employees to enter the names of students, then be able to record anyone who has not or is late in paying the tuition fee. Based on the description, the title of the research to be made is the Design of Administrative Information Systems at SD PGRI Denpasar City Based on a Website.
Sistem Absensi Kegiatan Ormawa Berbasis QR Code I Wayan Dharma Suryawan; Dewa Putu Yudhi Ardhiana
Jurnal Sistem Informasi dan Komputer Terapan Indonesia (JSIKTI) Vol 3 No 1 (2020): September
Publisher : INFOTEKS (Information Technology, Computer and Sciences)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33173/jsikti.135

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The attendance system has an important role in everyday life, for example in schools, universities, factories, offices, hospitals, and other places that require attendance. Various efforts have been made so that the recording of attendance can be done easily and quickly. Efforts have been made, for example, by using fingerprints, RFID, and using QR codes. This study develops an attendance system for student organizations by using a QR code. There are two applications developed, namely a web-based system and a mobile-based system. Data management is carried out on a web-based system. Attendance input is done on a mobile-based system. Attendance input is done using a QR code. The database used is designed to maintain data integrity to minimize recording errors. The attendance system for ormawa activities has been successfully developed. The use of a QR code makes inputting timesheets easier and faster. Users simply scan the QR code to enter the timesheet.
PENERAPAN DATA MINING UNTUK KLASIFIKASI PENJUALAN BARANG TERLARIS MENGGUNAKAN METODE DECISION TREE C4.5 Ni Wayan Wardani; Putu Gede Surya Cipta Nugraha; Eddy Hartono; I Wayan Dharma Suryawan; Ayu Manik Dirgayusari; I Wayan Darmadi; Gede Surya Mahendra
Jurnal Teknologi Informasi dan Komputer Vol 8, No 3 (2022): Jurnal Teknologi Informasi dan Komputer
Publisher : LPPM Universitas Dhyana Pura

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ABSTRACTThis research aims to find the best accuracy from the decision tree model so that the model can perform well for bestselling sales classification and make the model usable and integrated with other systems through the Application Programming Interface (API). This analysis uses the decision tree method and the Cross-Industry Standard Process for Data Mining (CRISP-DM) as the research process flow. The research results that have been obtained in the early stages of the model can produce an accuracy of 90.85% in RapidMiner modeling. In comparison, in python, the resulting accuracy is 92.83%, but when the parameter tuning process is carried out the highest accuracy produced reaches 95.68% on RapidMiner while in modeling using python the quality of accuracy is 95.09% and based on the deployment process, the prediction function of the model can be accessed properly through the Application Programming Interface (API).Keywords: Data Mining, Decision Tree C4.5, ClassificationABSTRAKPenelitian ini bertujuan untuk mencari akurasi terbaik dari model Decision Tree sehingga model dapat menghasilkan performa yang baik untuk tujuan klasifikasi penjualan terlaris dan juga membuat model dapat digunakan dan terintegrasi pada sistem lain melalui Application Programming Interface (API). Analisis ini menggunakan metode decision tree, dan Cross-Industry Standard Process for Data Mining (CRISP-DM) sebagai alur proses penelitian. Hasil penelitian yang telah didapatkan pada tahap awal model dilatih dapat menghasilkan akurasi 90.85% pada pemodelan RapidMiner, sedangkan pada python akurasi yang dihasilkan 92.83%, akan tetapi pada saat proses tuning parameter dilakukan akurasi paling tertinggi yang dihasilkan mencapai 95.68% pada RapidMiner sedangkan pada pemodelan menggunakan python menghasilkan akurasi sebesar 95.09%, dan berdasarkan proses deployment, fungsi prediksi model dapat dengan baik diakses melalui Application Programming Interface (API).Kata Kunci: Data Mining, Decision Tree C4.5, Klasifikasi