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Rudianto
Universitas Bina Bangsa

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PERANCANGAN MEDIA PEMBELAJARAN PENGENALAN BENDERA PADA ANAK KELAS 1 SDIT EL FATAH BERBASIS CONSTRUCT 2 Hamdan; Ofan Sofian; Ummy Kalsum; Rudianto; Neng Yuli Yana
INFOTECH journal Vol. 10 No. 2 (2024)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v10i2.10989

Abstract

This study aims to design and develop a learning application focused on introducing flags to first-grade students at SDIT EL Fatah. The application is designed using the Construct 2 platform, a tool that allows the development of interactive applications without requiring deep programming skills. This application integrates various interactive features that include learning materials, quizzes, user profiles, and usage instructions. The learning materials are presented in engaging and easy-to-understand slides, while the quizzes are designed to test and reinforce students' understanding of the material they have learned. The user profile feature allows students to track their learning progress, and the usage instructions provide clear guidance for navigating the application.The research method used is Research and Development (R&D), which includes steps such as identifying potential and problems, data collection, product design, design validation, design revision, product testing, product revision, and mass production. The results of this study indicate that this flag introduction learning application is effective in increasing students' interest and understanding of historical material. The application also received positive responses from teachers and students, indicating that the use of technology in learning can enhance student interaction and engagement.Therefore, this application is expected to become an innovative and effective learning solution, particularly in the context of primary education in Indonesia. This study also contributes to the development of technology-based learning methods that can be applied to various other subjects in primary schools
SIMULASI MODEL ANTREAN MENGGUNAKAN PENDEKATAN ALGORITMA FIFO DI KANTIN SEKOLAH (STUDI KASUS: SMA MANDIRI BALARAJA) Mochammad Darip; Ali Rohman; Rudianto; Gerald Untirtha Pratama; Muhamad Hidayatullah
INFOTECH journal Vol. 11 No. 1 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v11i1.13038

Abstract

Antrian panjang di kantin sekolah merupakan masalah yang perlu diatasi demi meningkatkan kenyamanan dan pelayanan kepada siswa. Dalam upaya mengatasi masalah tersebut, teknologi berbasis struktur data queue dengan pendekatan FIFO dapat dijadikan solusi, meski terlihat sederhana tetapi sangat efektif. Model ini memungkinkan simulasi dan pengelolaan antrian secara sistematis, sehingga siswa dapat dilayani lebih cepat dan adil. Simulasi ini memberikan gambaran tentang pola antrian, waktu tunggu rata-rata, dan efisiensi layanan, serta menjadi alat bantu bagi pengelola kantin dalam merancang sistem yang lebih baik. Penelitian ini mengumpulkan data dari kondisi aktual kantin selama jam istirahat, termasuk jumlah siswa yang mengantri, waktu transaksi, dan durasi antrian. Simulasi berbasis algoritma queue diterapkan untuk menganalisis berbagai skenario. Hasilnya menunjukkan bahwa algoritma FIFO mampu mengurangi waktu tunggu hingga 3% dengan tingkat keberhasilan sistem tetap stabil di angka 90% terutama saat jam sibuk.