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Implementasi Fisher-Yates Shuffle dan Fuzzy Tsukamoto dalam Game Edukasi Nusantara Karim, Khairul Insan; Chairunnisa Lamasitudju; Ryfial Azhar; Fizar Syafaat; Anisa Yulandari
Journal of Applied Informatics and Computing Vol. 9 No. 2 (2025): April 2025
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30871/jaic.v9i2.9248

Abstract

This research introduces "PINUS: Petualangan Ilmu Nusantara," an educational game designed to improve players' knowledge and interest in Indonesian culture, flora, fauna, and national figures. The game incorporates the Fisher-Yates Shuffle algorithm to randomize questions and answers, ensuring variety, and the Fuzzy Tsukamoto algorithm to calculate scores based on player performance for fair and competitive assessment. Quantitative methods were employed, with data collected through interviews, literature reviews, and system testing via alpha testing (black- box) and beta testing (user acceptance testing or UAT). The One Group Pretest- Posttest Design method was also applied. The findings show that the Fisher-Yates Shuffle enhances challenge and engagement, while the Fuzzy Tsukamoto algorithm ensures balanced scoring, fostering motivation. UAT results indicate strong functional acceptance, with an average score of 84.9% ("Strongly Agree"). The pre- test and post-test analysis revealed a score improvement average of 0.307, categorized as moderate. These findings affirm PINUS effectiveness in enhancing learning comprehension by offering interactive features, educational content, and dynamic question variations. The game provides an engaging, accessible, and technology-driven learning medium, making it a valuable tool for supporting educational initiatives.
Pemodelan Arsitektur Enterprise Menggunakan Standar Togaf di SPBE Kabupaten Parigi Moutong: Enterprise Architecture Modeling Using Togaf Standards at SPBE Parigi Moutong Regency Pramadinda, Alda Nur; Dwiwijaya, Kadek Agus; Syahrullah, Syahrullah; Lamasitudju, Chairunnisa Ar.; Pusadan, Yazdi
Technomedia Journal Vol 10 No 1 (2025): June
Publisher : Pandawan Incorporation, Alphabet Incubator Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/tmj.v10i1.2262

Abstract

The rapid advancement of technology has raised public expectations for easy access to government services and information. In response, the Parigi Moutong District Government has implemented the Electronic-Based Government System (SPBE) with an SPBE index of 2.68, indicating that the system has been well implemented. This study employs the Enterprise Architecture (EA)methodology, based on the TOGAF ADM, with a focus on the infrastructure domain to enhance efficiency, security, and integration within SPBE. The study involves the stages of preparation, data collection, analysis, design, finalization, and validation. The identified gap is that, despite the successful implementation of SPBE, the integration of modern technologies such as AI and blockchain to strengthen security and efficiency has not yet been fully optimized. The novelty of this research lies in the integration of advanced technologies in the Enterprise Architecture blueprint for SPBE, as well as the implementation of pilot testing to evaluate the alignment of the application with real-world conditions. The research aims to develop a comprehensive blueprint offering infrastructure improvement solutions for the Parigi Moutong District Government. The results show that TOGAF ADM successfully improves system integration, bureaucratic efficiency, and public service quality. The conclusion emphasizes the importance of adjusting technology to suit local conditions and needs when applying it to other regions.  
Analysis and Design of Food Price Data Processing Information System Priska, Salsa Dilah; Syahrullah, Syahrullah; Nugraha, Deny Wiria; Lapatta, Nouval Trezandy; Lamasitudju, Chairunnisa Ar
CCIT (Creative Communication and Innovative Technology) Journal Vol 19 No 1 (2026): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ccit.v19i1.3904

Abstract

Food prices have an important role in maintaining economic stability and public welfare, as price fluctuations can have a direct impact on purchasing power and inflation. The manual process of recording and reporting food price data at the Department of Agriculture and Food Security of Palu City leads to inefficiencies, data inaccuracies, and difficulties in tracking historical information. These limitations highlight the need for a structured system that can support accurate and efficient data management. This study applies a prototyping method to develop a web-based information system tailored to the needs of the institution. The development process involves continuous interaction between users and developers to ensure the system meets practical requirements. Data were collected through interviews, observations, and documentation. System functionality was tested using black box testing, while usability was assessed using the System Usability Scale (SUS) questionnaire. The results indicate that the system's features, including daily price input, automatic average calculations, report submission, and approval workflows, function correctly. Users are able to interact with the system efficiently, and the SUS results show that the system falls into the acceptable usability category, indicating that it is easy to use. In conclusion, the development of this web-based information system improves the efficiency and accuracy of food price data processing and reporting. It provides a reliable tool for managing information within the department and supports better operational performance.
UI/UX Design of Jepun Bali Store Product Ordering Application Using Design Thinking Method Widiani, Ni Nengah; Syahrullah, Syahrullah; Laila, Rahma; Lamasitudju, Chairunnisa Ar; Angreni, Dwi Shinta
CCIT (Creative Communication and Innovative Technology) Journal Vol 19 No 1 (2026): CCIT JOURNAL
Publisher : Universitas Raharja

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33050/ccit.v19i1.3965

Abstract

The internet as a form of technological advancement continues to develop every year and has a great influence on human activities, including in terms of sales. The Jepun Bali Store, which sells products typical of Hinduism and Balinese customs, markets its products online with Instagram, Facebook, and WhatsApp. Instagram and Facebook are used to display the catalog, while WhatsApp is used for order communication. However, this system is considered less efficient because customers have to switch applications to view products, ask questions, and order. Stock and price information is not available in real-time, and the ordering process is still done manually, making it difficult for customers. From the manager's side, manual order recording risks creating errors, while admins are often overwhelmed with handling queries across multiple platforms, which impacts customer satisfaction. This research aims to simplify the transaction process, speed up services, and increase efficiency by applying the Design Thinking method. This method helps in understanding the needs of the user, structuring problems, and producing solutions through systematic stages. The results of the design test using the System Usability Scale (SUS) method with 30 respondents obtained a score of 88.5833 out of 100, included in category A (Excellent) and considered acceptable.
PEMANFAATAN MICROSOFT INOVATIVE EDUCATION FOLLOW OFFICE 365 PADA MASA PEMBELAJARAN JARAK JAUH (PJJ) DI SMPN 5 PALU Lamasitudju, Chairunnisa Ar
Jurnal Gramaswara: Jurnal Pengabdian kepada Masyarakat Vol. 1 No. 2 (2021)
Publisher : Faculty of Cultural Studies, Universitas Brawijaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21776/ub.gramaswara.2021.001.02.05

Abstract

Office 365 is an online learning method that is considered appropriate to be implemented in both partner schools as an additional method to conventional methods. The e-learning method is an electronic learning system that utilizes the internet in its process, allowing teachers to interact with students in online classrooms. SMPN 5 Palu in Central Sulawesi Province is one of the junior high schools strategically located, accessible from three directions with smooth transportation. This school has several strengths, including: highly committed teachers dedicated to improving the quality of graduates, a large number of applicants, high student motivation, and adequate laboratories, including a multimedia laboratory. The teaching methods used by teachers at the partner school have been conventional, such as lectures in the classroom, with no utilization of internet resources in their teaching, as they are unaware of their potential. However, the facilities and infrastructure available to teachers and students are highly supportive, as most teachers and students already have their own laptops, and the school has computer laboratory facilities. Similarly, telecommunications and internet networks now cover almost all areas of Palu City, making it easy to implement online learning. The aim of this training is to enable learning to proceed effectively even under PJJ conditions by adapting to Microsoft Office 365 so that students who are far outside Palu City can still carry out online learning. Assisting teachers in managing online classes, such as uploading materials, creating online practice questions and assigning weights to those questions, creating engaging educational videos from materials, and so on. Microsoft Office 365 is a cloud-based Office application developed by Microsoft that allows users to access various content online via the internet. The development of digital classrooms based on Microsoft 365 has recently been trained to 30 teachers at SMP N 5 Palu.
Digitalisasi Pembelajaran Budaya Sulawesi Tengah melalui Augmented Reality Menggunakan Metode Marker-Based Tracking Saleh, Muhammad Taufik; Lamasitudju, Chairunnisa Ar.; Pusadan, Yazdi; Laila, Rahmah; Pratama, Septiano Anggun
The Indonesian Journal of Computer Science Vol. 13 No. 4 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i4.4195

Abstract

Central Sulawesi has a diverse cultural heritage, but the rapid development of technology poses new challenges in maintaining the interest of the younger generation in local culture. This research developed a culture-learning application based on Augmented Reality (AR) using the Marker Based Tracking method for students at SDN Inpres 2 Tanamodindi to address these challenges. The application, "Mari Berbudaya," is designed to increase students' interest in local culture by providing an interactive and innovative learning experience through AR technology. This study employs a qualitative approach and prototyping method. Black box testing results confirm that all main functions of the application work well, while distance testing shows that markers can be optimally detected up to a distance of 1 meter. A questionnaire evaluation of the students resulted in an overall score of 89% with a classification of very feasible. Thus, from the overall evaluation, the "Mari Berbudaya" application has proven effective in increasing students' interest and understanding of Central Sulawesi's culture through AR technology.
Perancangan Proses Bisnis Sistem PPDB Dengan Fokus User Experience Pada CV Mitra Global Techno (Studi Kasus TK IT AL Qolam) Pratama, Septiano Anggun; Lamasitudju, Chairunnisa Ar; Hendra, Syaiful; Putri, Fadiah Suryani
Foristek Vol. 13 No. 2 (2023): Foristek
Publisher : Foristek

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54757/fs.v14i2.304

Abstract

Admission of New Students (PPDB) is one of the crucial stages or processes in the world of education, including at the Kindergarten level. A PPDB process that focuses on effective user experience is very important to maintain the reputation of educational institutions and provide a positive experience to parents of prospective students. The Al Qolam IT Kindergarten PPDB process is still carried out manually or conventionally, so it takes quite a long time for parents to process the registration form and return the registration form to the data processing process by the school operator. Considering these problems, designing the PPDB business process with a focus on user experience using BPMN (Business Process Model and Notation), it is hoped that this will create a simpler, more comfortable and intuitive registration experience for parents of prospective students and accuracy in data processing.
Perancangan Database Pada Sistem Informasi Arsip Surat (Studi Kasus Balai Pengelolaan Hasil Hutan Lestari Wilayah XII Palu) Pratama, Septiano Anggun; Ar Lamasitudju, Chairunnisa; Fahmil, Fahmil
Innovative: Journal Of Social Science Research Vol. 3 No. 5 (2023): Innovative: Journal of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

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

Abstract

Penelitian ini ditujukan untuk membuat sebuah sistem informasi arsip surat yang digunakan dikantor Dinas Pengelolaaan Hutan Lestari wilayah XII Palu untuk untuk bisa membuat sebuah sistem yang lebih mempermudah para pengawai yang melakukakan pengarsipan surat yang mungkin lebih manual dan juga tercecernya surat yang telah masuk dalam kantor dinas dalam bidang Data. Metode analisis data yang digunakan dalam merancang sistem yang akan dibuat adalah metode analisis data yang bersifat Kuantitatif. Metode pengembangan sistem yang dilakukan adalah metode prototyping. Metode pengumpulan data yang digunakan yaitu wawancara, observasi, dan studi literatur. Database yang digunakan dalam pembuatan sistem ini yaitu menggunakan phpMyAdmin. Jenis pengujian sistem yang akan digunakan dalam penelitian ini adalah jenis pengujian Black Box.
Automatic Identification of Herbal Medicines Based on Medicinal Plant Leaf Images Using the Scale Invariant Feature Transform (SIFT) Features Kasim, Anita Ahmad; Bakri, Muhammad; Lamasitudju, Chairunnisa; Fachrozi, Ahmad
Prosiding International conference on Information Technology and Business (ICITB) 2023: INTERNATIONAL CONFERENCE ON INFORMATION TECHNOLOGY AND BUSINESS (ICITB) 9
Publisher : Proceeding International Conference on Information Technology and Business

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

Abstract

Background: A few people prefer to consume medicinal plants compared to modern medicine. This is because modern medicine contains chemicals which over time can have a bad impact on the kidneys, and medicinal plants are also considered cheap treatments. Meanwhile, in our current environment, there are plants that grow and have certain benefits, but some people don't know whether these plants are herbal medicinal plants or not. By utilizing technology, people can find out about herbal medicinal plants based on the leaves by photographing them on an Android smartphone. Method: The method used to extract features from the leaf image is Scale Invariant Feature Transform (SIFT). Aim: This research aims to recognize leaves whose images have been photographed or uploaded. The system will identify herbal medicinal plants using the leaf image of the plant using the Scale Invariant Features Transform (SIFT) method. Result: Feature Extraction and Support Vector Machine (SVM). With this system, it is hoped that users will be able to identify herbal medicinal plants that may grow in the surrounding environment. Based on the description in the background above, the problem formulation in this research is how to identify herbal medicinal plants using leaf images using Android-based SIFT feature extraction. Conclusion: The results of the confusion matrix test explain that this system has an average accuracy of 77%, which means that this system is quite good at identifying leaf images, even though the error rate is quite high at 23%.Keywords—Medicinal Plant Leafs, SVM, SIFT
MEMBANGUN APLIKASI ARITMATIKA SEDERHANA UNTUK ANAK SD BERBASIS AUGMENTED REALITY (AR) Yuri Yudhaswana Joefrie; Chairunnisa Lamasitudju
Aksioma Vol. 6 No. 2 (2017)
Publisher : Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.22487/aksioma.v6i2.148

Abstract

Abstrak: Melakukan permainan satu sama lain, berinteraksi dengan media pembelajaran, baik itu media display atau pun media realia yang sangat menyenangkan. Di sepanjang jendela dalam kelas atau pun di sudut-sudut kelas, terpasang aneka poster, foto para pahlawan, dan model 3 dimensi yang berbentuk hewan atau pun tumbuhan, ataupun poster yang berisi aritmatika sederhana. Seiring dengan perkembangan zaman, ada beberapa kekurangan dalam media pembelajaran yang dianut secara turun temurun ini. Salah satunya adalah bahwa media pembelajaran itu dapat patah disalah satu bagiannya, atau pun tampak kusam karena jarang dirawat. Hal lain yang mendasari peniliti untuk melakukan riset untuk membangun aplikasi ini adalah adanya pandangan anak didik bahwa mempelajari mata pelajaran matematika itu cukup rumit dikarenakan kesulitan dalam memahami konsep dasarnya. Kemungkinan lain yang dihadapi adalah kurang improvisasinya para guru dalam menyajikan algoritma sederhana atas proses aritmatika sehingga daya nalar dan daya pikir anak didik menjadi berat. Produk yang dibangun dapat menampilkan proses aritmatika sederhana yang cukup interaktif dengan cara yang unik dan menyenangkan. Dimana aplikasi ini dirancang berbasis Augmented Reality yang memberikan tampilan seolah-olah angka tersebut nyata, sebagaimana sering dikenal dengan model 3 dimensi. Siswa tersebut hanya mendekatkan barkode yang telah disediakan didalamnya telah dilengkapi dengan angka-angka dan operator tambah, bagi, kali, kurang dan lain sebagainya. Abstract: Playing games with each other, interacting with instructional media, be it display media or real media fun. Along the window in the classroom or in the corners of the class, there are various posters, photographs of heroes, and 3-dimensional models in the form of animals or plants, or posters containing simple arithmetic. Along with the development of the times, there are some shortcomings in the learning media adopted from generation to generation. One of them is that the learning media can be broken in one part, or looks dull because it is rarely treated. Another thing that underlies the researcher to do research to build this application is the view of students that learning mathematics course is quite complicated due to difficulties in understanding the basic concept. Another possibility faced is the lack of improvisation of teachers in presenting a simple algorithm on the process of arithmetic so that the power of reasoning and thinking power of the students become heavy. Built-in products can feature simple interactive arithmetic processes in a unique and fun way. Where this application is designed based Augmented Reality that gives the appearance as if the number is real, as is often known as 3 dimensional model. Students are just closer barcode that has been provided in it has been equipped with numbers and operators such as, added, mines, multiple, and so forth.