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PENERAPAN ALGORITMA PENCARIAN KNUTH-MORRIS-PRATT (KMP) DALAM SISTEM INFORMASI PERPUSTAKAAN SMK TI PRATAMA Nursobah Nursobah; Pajar Pahrudin
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (129.826 KB)

Abstract

Perpustakaan SMK TI Pratama merupakan sumber pengetahuan siswa yang dapat meningkatkan kualitas pengetahuan siswa. Sebagian besar perpustakaan sekolah swasta di samarinda masih menggunakan sistem pencarian manual untuk mencari katalog perpustakaan. Sistem yang belum terkomputerisasi tersebut menyebabkan kegiatan operasional perpustakaan berjalan lambat dan tidak efektif terutama pada penelusuran katalog perpustakaan. Maka dari itu untuk mengatasi masalah penelusuran katalog dibuat sistem penelusuran katalog perpustakaan sekolah dengan mengimplementasikan algoritma Knuth-Morris-Pratt (KMP). Algoritma Knuth- Morris-Pratt merupakan algoritma pencarian string dengan melakukan perbandingan karakter mulai dari karakter paling kanan dari string yang dicari. Sistem penelusuran katalog perpustakaan sekolah dengan mengimplementasikan algoritma Knuth-Morris-Pratt dapat mempermudah pengunjung perpustakaan sekolah untuk mengetahui jumlah dan keberadaan buku yang akan dipinjam dan mempermudah pustakawan untuk mengelola buku perpustakaan
EDUCATIONAL GAME “P3K-KIDS” PERMAINAN EDUKASI PERTOLONGAN PERTAMA PADA KECELAKAAN BERBASIS ANDROID MENGGUNAKAN IMPLEMENTASI SHUFFLE RANDOM Pajar Pahrudin; Nursobah Nursobah; Heny Pratiwi; Syamsuddin Mallala
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.09 KB)

Abstract

Educational game “P3K-Kids” merupakan edugame yang dibangun untuk proses pembelajaran pada anak usia 8 sampai dengan 9 tahun, edugame ini dibangun agar anak – anak dapat mengetahui bagaimana cara menangani Pertolongan Pertama Pada Kecelakaan (P3K) pada saat mereka bermain. Pada penelitian membangun edugame ini diterapkan algoroitma pengacakan posisi dengan shuffle random, dengan tujuan mengacak tantangan mengobati pasien setiap level­nya. Game dibangun menggunakan desain storyboard dan struktur hybrid dan bagan alir Unified Modeling Language (UML) dan menggunakan software SwishMax4, edugame yang dibangun dapat dijalankan pada smartphone android. Dari hasil implementasi dapat disimpulkan bahwa dengan edugame yang dapat mempermudah proses belajar dan dapat memberi pengetahuan tentang cara melakukan pertolongan pertama pada kecelakaan.
Sistem Pendukung Keputusan Penentuan Lokasi Strategis Dalam Membangun Bisnis Usaha Menggunakan Metode Promethee II Nursobah Nursobah; Reza Andrea
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 2 (2022): April 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i2.3997

Abstract

Business is a very important activity in advancing the economy of a region, business development certainly requires a strategic location in building a good image and opportunity in a new place, often businesses that have developed experience destruction and even substantial losses due to a decision. in choosing the wrong new location can affect the development of the pace of business and the business as a whole, mistakes in choosing a business location can result in many unwanted risks occurring in the future, several internal and external risks that will affect the company if one chooses a strategic location, so it is important take a decision in choosing a strategic location in building a business using a system, the system is able to calculate several possibilities with predetermined criteria, the decision support system in this research uses the promethee II method, the method this is a method developed from the promethee method, this method has a higher level of accuracy. The results of this study selected location A as an alternative that has the highest rating level of 0,081659, it shows that this location is the best location to set up a business
Development Finite State Machine Agent in Edugame "Hangug Word" Learning Media of Korea Hangul Letters Nursobah Nursobah; Reza Andrea; Bambang Kurniawan
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 2 (2021): April 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i2.2944

Abstract

Development the edugame "Hangug Word", learning media of to Korean Hangul letters with game Agent Finite State Machine based on Android. The application used in making the game is Swish max4. In this game, a game agent character is given. In the game agent using the Finite State Machine (FSM) method, the Game Agent will notify the players if they answer incorrectly or correctly in the game. The Finite State Machine method of designing a control system that describes the working principle of the system using three things: state, event, action used in the game agent can provide action and reaction to players when the game is played. The results of making this edugame are .Apk and .Swf which can be run on an Android smartphone.
Pelatihan Pemanfaatan E-Commerce Dalam Meningkatkan Pendapatan Ekonomi Muslimah Masjid Darul Hannan Nursobah; Ita Arfyanti
JPM: Jurnal Pengabdian Masyarakat Vol. 2 No. 2 (2021): November 2021
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v2i2.267

Abstract

Every service activity carried out by lecturers is expected to help the community in facilitating the community in helping to increase economic income during this pandemic, this service aims to provide insight to Muslim women at the Darul Hannan Mosque where participants are teenagers to mothers who participate in the organization regarding the use of internet networks and social media, as for ways that can be done to improve the economy, namely by taking advantage of the availability of e-commerce in marketing various types of products and services, the stages carried out in a service are creating training forums such as workshops where the activity will explain the benefits of e-commerce. -commerce, scope and achievements of e-commerce, goals of e-commerce and participants are taught directly from account creation to transaction processing. This activity can be said to introduce communication media, technology and the ease of starting a business in the era of digital technology. The results obtained are the audience's knowledge of the type of e-commerce and the ease of use of e-commerce
SIMPLE MULTI ATTRIBUTE RATING TECHNIQUE(SMART) PADA SISTEM PENDUKUNG KEPUTUSAN UNTUK MENENTUKAN PEMILIHAN PEGAWAI BERPRESTASI PADA PUSKESMAS SEPARI III TENGGARONG SEBERANG Nursobah Nursobah; Hanifah Ekawati; Sri Ratmini
Jurnal Informatika Wicida Vol 9 No 1 (2020): Januari 2020
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.697 KB) | DOI: 10.46984/inf-wcd.1221

Abstract

Tujuan dari penelitian ini adalah untuk menghasilkan Sistem Pendukung Keputusan Menentukan Pemilihan Pegawai Berprestasi Dengan Metode Simple Multi Attribute Rating Technique (Smart) pada Puskesmas Separi III Tenggarong Seberang dengan harapan dapat membantu dalam pemilihan Pegawai Berprestasi. Dengan menggunakan bahasa pemrograman Visual Basic 6.0 dan databasenya menggunakan Microsoft Access. Dalam penelitian ini, teknik pengumpulan data yang digunakan adalah studi pustaka, studi lapangan, observasi dan wawancara.Sistem Pendukung Keputusan Menentukan Pemilihan Pegawai Berprestasi, merupakan sistem yang dibuat untuk membantu dalam pengambilan keputusan dalam Menentukan Pemilihan Pegawai Berprestasi pada Puskesmas Separi III Tenggarong Seberang dengan menggunakan bantuan Metode Metode Simple Multi Attribute Rating Technique (Smart).Hasil dari penelitian ini adalah dibuatnya sistem pendukung keputusan untuk Menentukan Pemilihan Pegawai Berprestasi berdasarkan hasil penilaian Pegawai. Pengguna dapat menginputkan data Pegawai, data penilaian Pegawai disetiap kriteria, kemudian sistem akan mencari solusi dengan Metode Simple Multi Attribute Rating Technique. Setelah keputusan didapatkan, maka sistem akan menampilkan keputusan tersebut.
Penerapan Metode Preference Selection Index (PSI) Dalam Pemilihan Perguruan Tinggi Swasta Program Studi IT di Provinsi Kalimantan Timur Nursobah Nursobah
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 5, No 3 (2021): Juli 2021
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v5i3.3081

Abstract

Higher education is a place for students to study after graduating from high school/vocational high school in order to continue their higher education level, at college students study according to the majors they are interested in as a provision to find work after graduating from campus that. In choosing a college, it is necessary to choose a university that has good quality and can be recognized by a diploma from the campus. The Department of Informatics Engineering is one of the majors in the university. The selection of majors also needs to pay attention to the quality of universities and the quality of the existing majors at these universities is considered important because universities are the starting gate to create new knowledge and more knowledge for their students so that students also become someone who is competently trained in the IT field, College selection is mandatory and the number of universities offering the same major often confuses prospective students. Therefore, it is necessary to make the right selection using the Preference Selection Index (PSI) method which is one of the accurate methods in solving decision-making problems. The results showed that alternative A5 had the best value with a final value of 0.67.
Penerapan Algoritma K-Medoids Untuk Pengelompokan Data Penerima Bantuan Uang Kuliah Tunggal Bagi Mahasiswa Terdampak Covid-19 Reza Andrea; Nursobah Nursobah
Building of Informatics, Technology and Science (BITS) Vol 3 No 4 (2022): Maret 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (462.019 KB) | DOI: 10.47065/bits.v3i4.1294

Abstract

The ongoing Covid-19 pandemic period greatly affects various aspects of life, one of which is the issue of the economy. This problem has an impact on the field of education, one of which is at the university level. where many students whose parents/insurers of tuition fees are experiencing financial constraints due to the impact of the Covid-19 pandemic. So we need an effective way as a recommendation in analyzing student data based on the socioeconomic status of each student's parents in determining the group of UKT recipients. There are many ways that can be used, one of which is by utilizing data mining to group data for students who are entitled to get UKT using the K-Medoids method. The application of the K-Medoids method is used to group data on students who are eligible to receive UKT assistance funds with the aim of being a recommendation in analyzing student data based on the socioeconomic status of each student's parents in determining the UKT recipient group for the university. Whatever the results of the application of the K-medoids method, a group that deserves to be recommended is based on the results of Cluster / Grouping 0 with a total student data of 8 people based on the results of consideration of the criteria used, namely Parents' Occupation, Home Ownership Status and Parents' Income
PENERAPAN ALGORITMA FISHER YATES PADA APLIKASI PEMBELAJARAN PENGENALAN MATAKULIAH ETIKA PROFESI PADA STMIK WICIDA BERBASIS MULTIMEDIA Nursobah Nursobah; Azahari Azahari; Andi Wahyudi
Jurnal Informatika Wicida Vol 8 No 1 (2019): Januari 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (260.427 KB) | DOI: 10.46984/inf-wcd.1223

Abstract

Penelitian ini membuat bagaimana menerapkan algoritma fisher yates pada sebuah aplikasi pembelajaran pengenalan Matakuliah Etika Profesi yang membahas Materi Etika Profesi.Pada aplikasi pembelajaran pengenalan Matakuliah Etika Profesi menggunakan tahapan pengembangan multimedia dan juga menggunakan algoritma fisher yates, dimana didalam tahapan pengembangan multimedia ada enam tahapan yaitu Konsep, Desain, Pengumpulan Materil, Penyusunan, Tes Dan Distribusi. Adapun alat bantu pengembangan sistemnya menggunakan flowchart dan storyboard.Penelitian ini menggunakan Algoritma Fisher-Yates yang berguna untuk mengacak soal pada latihan soal yang terdapat pada aplikasi. Adapun data yang digunakan adalah data dari dosen yang bersangkutan yaitu tentang materi etika profesi serta algoritma Fisher-Yates dan Multimedia.
RANCANG BANGUN KANTIN DAN PENGADUAN PELAYANAN PADA KANTIN AL-KHAIR SMP N 2 Kec. KOTA BANGUN Sapran Hanafi; Nursobah Nursobah; Yunita Yunita
Jurnal Informatika Wicida Vol 9 No 1 (2020): Januari 2020
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (285.355 KB) | DOI: 10.46984/inf-wcd.1230

Abstract

Rancang Bangun kasir dan pengaduan pelayanan pada kantin Al-Khair SMP N 2 Kec. Kota Bangun ini bertujuan untuk membuat suatu aplukasi untuk memudahkan penjual dalam melakukan transaksi dan memudahkan pendataan yang didalamnya terdapat proses transaksi antara pembeli dan penjual, dan laporan yang bisa mempermudah pendataan. Dan memudahkan siswa dalam menyampaikan keluhannya terhadap pelayanan yang telah diberikan kantin. Hasil penelitian ini adalah dengan adanya rancang bangun ini maka bisa dibuat aplikasi untuk petugas kantin akan lebih efisien dalam melakukan transaksi dan lebih efisien dalam melakukan pendataan makanan dan minuman yang telah dijual. Dan bagi kepala kantin juga bisa mendapatkan laporan makanan dan minuman yang telah terjual dengan lebih akurat. Dan bagi petugas kantin dan kepala kantin bisa mengetahui keluhan para siswa terhadap pelayanan kantin.