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Penerapan Extraction-Transformation-Loading (ETL) Dalam Data Warehouse (Studi Kasus : Departemen Pertanian) Wijaya, Rahmadi; Pudjoatmodjo, Bambang
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol 5, No 2 (2016)
Publisher : Jurusan Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (279.957 KB) | DOI: 10.23887/janapati.v5i2.9855

Abstract

Proses Extraction-Transformation-Loading (ETL) pada pembangunan data warehouse berperan melakukan ekstraksi data dari berbagai sumber, pengubahan data ke bentuk yang sesuai dengan kebutuhan dan pengisian ke storage data warehouse. Termasuk di dalam fungsi ETL terdapat proses data cleansing yang menangani redundansi, inkonsistensi dan integritas data. Proses ETL akan mengisikan data dari sumber ke integration layer yang merupakan tempat data dari data warehouse tergabung dan terintegrasi. Dari integration layer, data dapat dikelompokkan dengan lingkup yang lebih kecil dan sesuai kebutuhan dalam repository lain yang disebut data mart. Program reporting dari data warehouse akan berhubungan dengan data mart sebagai sumber datanya.Penelitian ini merupakan bagian dari Penelitian berbasis profesi pembangunan data warehouse. Secara khusus Penelitian menangani proses ETL. Pada Penelitian ini dibangun metadata bagi proses ETL yang menyimpan definisi data sumber, data arget (data warehouse), dePenelitian keterhubungan antara data sumber dan data target, serta dePenelitian transformasi data dari data sumber ke data target. Dibangun juga program ETL dengan teknologi DTS pada SQL Server 2000 yang menggunakan metadata tersebut. Diharapkan dengan adanya metadata bagi proses ETL dapat dibangun program ETL yang memiliki tingkat reusability tinggi. Kesimpulan utama yang dapat diambil dari Penelitian ini adalah penggunaan proses ETL yang dinamis (menggunakan metadata ETL) sangat diperlukan apabila berhubungan dengan sistem operasional yang masih labil dan berkemungkinan besar mengalami perubahan skema basis data. Proses ETL dinamis juga diperlukan untuk menangani kebutuhan pengguna akan laporan yang bertambah.
Player Experience Measurements Using Immerse Experience Questionnaire on Pewayangan Game Rizza Indah Mega Mandasari; Bambang Pudjoatmodjo
IJAIT (International Journal of Applied Information Technology) Vol 03 No 01 (May 2019)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v3i01.1609

Abstract

Wayang is an Indonesian heritage that becomes the world's heritage based on the recognition of UNESCO on 7 November 2003. However, the establishment of the wayang as a world cultural heritage does not make it is recognized by the young generation in Indonesia. They considered that wayang is only as a conventional culture, the duration is too long, and it tends to be boring. Creative and interactive media are needed to attract the younger generation to wayang, one of them is using the game. A Game is an interactive media that is much liked by all ages because they are entertaining, challenging, and fun. In the development of a game, it needs to emphasize a good user experience. The measurement of user experience in the game called the gameplay experience. This paper discussed the measurement gameplay experience (GX) using Immerse Experience Questionnaire (IEQ) on Wayang Game. The results of GX measurements become a benchmark for the quality of the game ‘pewayangan’ in attracting the young generation.
Modeling and Visualization of Artillery Fire Formation based on Target Coordinates in The Forward Observer Simulator Fery Prasetyanto; Bambang Pudjoatmodjo; Agi Dwi Putra Sembiring M; Naufal Fahim Murran; Fenica Salsabila Malsyasila; Nabilah Farrassyajidah Arrosyid
IJAIT (International Journal of Applied Information Technology) Vol 05 No 01 (May 2021)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v5i01.3802

Abstract

The Forward Observer (FO) role is vital in military operations, especially in the Medan Artillery unit. FO was in charge of directing artillery fire against the target. In the execution of artillery fire, several types of artillery fire formations are often carried out to hit the target correctly. The formation includes Tama, Tamu, Seka, Seki and Lingkar. In the FO simulator, the artillery fire formation is modeled and visualized in 3D. Modeling and visualization of artillery fire formation can save costs for military operations training in the Medan Artillery unit. In the test results, by entering several parameters, the formula has succeeded in modeling the type of artillery fire according to the type of formation.
Adaptation Atomic Design Method for Rapid Game Development Model Rickman Roedavan; Agus Pratondo; Bambang Pudjoatmodjo; Yahdi Siradj
IJAIT (International Journal of Applied Information Technology) Vol 04 No 02 (November 2020)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v4i02.3658

Abstract

Prototyping a game is a process to build the core game mechanics for use in the final game. This process is essential because it can save cost, time and reduce the potential for errors. There is a lot of study and research on the Game Development Life Cycle (GDLC). Some existing GDLC's were developed based on the waterfall model, while others were developed based on prototyping models. However, most of these models are not considered the cost and time factor. This research proposes a new Rapid Game Development (RGD) model, adapted from our previous work in developing the Game Mechanic Framework for Unity Game Engine. The experiment result showed that this method could be used to create a game faster while keeping the budget in mind during the development process.
Usability and User Experience Test on the Muezzin and Khatib Scheduling Mobile Application Using SUS and User Experience Questionnaire (Case Study: Al Abroor Mosque) Rahmadi Wijaya; Cahyana Cahyana; Bambang Pudjoatmodjo
IJAIT (International Journal of Applied Information Technology) Vol 05 No 01 (May 2021)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v5i01.2778

Abstract

One of the Dewan Kemakmuran Masjid (committee to serve public service in a mosque) main task is to provide prayer facilities in a mosque, such as managing schedules for muezzin and imam salat. Most of the time, the plan is executed manually. Moreover, preparing the schedule is not easy. It needs cautious and excessive effort as DKM members should be careful not to make an unbalanced schedule for each muezzin/ khatib. It is also an error-prone process since putting the unavailable person in the schedule slot is possible. To overcome the condition, we build a mobile application for managing schedules for muezzin and imam salat. The application has been tested with usability testing and a user experience questionnaire. The results from both testing tools yield excellent results; the application could implement and comfortably used for managing schedules. From the result, it can be inferred that Al Aboor meets the criteria for a good mobile application and can be developed further.
Utilizing Digital Storytelling Structure for Developing an Electronic Traditional Game Gobak Sodor Bambang Pudjoatmodjo; Amir hasanudin Fauzi; Sazilah Salam; Tio Ahmad Muluk; Dendy Syahreza Maulana
IJAIT (International Journal of Applied Information Technology) Vol 05 No 01 (May 2021)
Publisher : School of Applied Science, Telkom University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/ijait.v5i01.3416

Abstract

Gobak Sodor is a traditional game that came from Indonesia. Gobak Sodor is also known as a different name in Indonesia and Malaysia, such as Panjang tangan in Riau-Sumatra, Asing in Makassar, Galah Asin in West Java, and Galah Panjang in Malaysia. Gobak Sodor is a game that is played in two groups and has a rule that one group must prevent the opponent through the line back to back. However, Indonesia's open area has gradually reduced so that people difficult to play gobak Sodor. The loss of open land for playing Gobak Sodor and game technology advances make children slowly forget the gobak sodor. In the present time, technology is common for people to support their daily life activities. One of technology implementation form is electronic game, where peoples can play without the limitation of time and space. The electronic game also give pleasure and fun as much as conventional game activities. With the form of electronic game, this research develop a game application which implements all of the gobak sodor rules. Where the players can play the gobak sodor using their mobile device and without the trouble to play on a field or open space. Using electronic game for playing Gobak Sodor gives people satisfaction, awareness. In the hope that this will preserves the traditional game Gobak Sodor. The survey found that 80% of people have an interest to play The Gobak Sodor game.
Serious Game Development Model Based on the Game-Based Learning Foundation Rickman Roedavan; Bambang Pudjoatmodjo; Yahdi Siradj; Sazilah Salam; BQ Desy Hardianti
Journal of ICT Research and Applications Vol. 15 No. 3 (2021)
Publisher : LPPM ITB

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.5614/itbj.ict.res.appl.2021.15.3.6

Abstract

Serious games or applied games are digital games applied in serious fields such as education, advertising, health, business, and the military. Currently, serious game development is mostly based on the Game Development Life Cycle (GDLC) approach. A serious game is a game product with unique characteristics that require a particular approach to its development. This paper proposes a serious game development model adapted from the Game-Based Learning Foundation. This paper’s main contribution is to enhance knowledge in the game development field and game-related application research. The proposed model was validated using the relativism approach and it was used to develop several game prototypes for universities, national companies, and the military.
Penerapan Extraction-Transformation-Loading (ETL) Dalam Data Warehouse (Studi Kasus : Departemen Pertanian) Rahmadi Wijaya; Bambang Pudjoatmodjo
Jurnal Nasional Pendidikan Teknik Informatika : JANAPATI Vol. 5 No. 2 (2016)
Publisher : Prodi Pendidikan Teknik Informatika Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/janapati.v5i2.9855

Abstract

Proses Extraction-Transformation-Loading (ETL) pada pembangunan data warehouse berperan melakukan ekstraksi data dari berbagai sumber, pengubahan data ke bentuk yang sesuai dengan kebutuhan dan pengisian ke storage data warehouse. Termasuk di dalam fungsi ETL terdapat proses data cleansing yang menangani redundansi, inkonsistensi dan integritas data. Proses ETL akan mengisikan data dari sumber ke integration layer yang merupakan tempat data dari data warehouse tergabung dan terintegrasi. Dari integration layer, data dapat dikelompokkan dengan lingkup yang lebih kecil dan sesuai kebutuhan dalam repository lain yang disebut data mart. Program reporting dari data warehouse akan berhubungan dengan data mart sebagai sumber datanya.Penelitian ini merupakan bagian dari Penelitian berbasis profesi pembangunan data warehouse. Secara khusus Penelitian menangani proses ETL. Pada Penelitian ini dibangun metadata bagi proses ETL yang menyimpan definisi data sumber, data arget (data warehouse), dePenelitian keterhubungan antara data sumber dan data target, serta dePenelitian transformasi data dari data sumber ke data target. Dibangun juga program ETL dengan teknologi DTS pada SQL Server 2000 yang menggunakan metadata tersebut. Diharapkan dengan adanya metadata bagi proses ETL dapat dibangun program ETL yang memiliki tingkat reusability tinggi. Kesimpulan utama yang dapat diambil dari Penelitian ini adalah penggunaan proses ETL yang dinamis (menggunakan metadata ETL) sangat diperlukan apabila berhubungan dengan sistem operasional yang masih labil dan berkemungkinan besar mengalami perubahan skema basis data. Proses ETL dinamis juga diperlukan untuk menangani kebutuhan pengguna akan laporan yang bertambah.
Korelasi antara Nilai Latihan Soal Berpikir Komputasional dan Hasil Tantangan Bebras pada Siswa sebagai Bagian dari Peningkatan Kesiapan Guru dalam Gerakan PANDAI Muhammad Arzaki; Ema Rachmawati; Ade Romadhony; Bambang Pudjoatmodjo; Dodi Wisaksono Sudiharto; Putu Harry Gunawan; Agung Toto Wibowo; Selly Meliana; Rimba Whidiana Whidiana Ciptasari; Fazmah Arif Yulianto; Fat’hah Noor Prawira; Bedy Purnama
Charity : Jurnal Pengabdian Masyarakat Vol 5 No 2a (2022): Special Issue
Publisher : PPM Universitas Telkom

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25124/charity.v5i2a.5071

Abstract

Salah satu konsep dasar dalam pembelajaran Informatika adalah Berpikir Komputasional (BK) yang merupakan cara berpikir dan menyelesaikan masalah secara sistematis dan logis. Pada September-Desember 2021, Biro Bebras Universitas Telkom mengadakan rangkaian kegiatan pengabdian kepada masyarakat melalui gerakan PANDAI (Pengajar untuk Era Digital Indonesia) dengan tujuan untuk meningkatkan kompetensi guru dalam mengintegrasikan BK pada mata pelajaran yang diampunya. Untuk mengukur keberhasilan rangkaian lokakarya yang telah dilaksanakan, dilakukan analisis secara kuantitatif terhadap korelasi antara nilai yang diperoleh siswa ketika latihan terbimbing dengan guru dan nilai yang diperoleh siswa pada tantangan Bebras. Dari hasil analisis yang dilakukan terhadap 242 siswa, diperoleh nilai rata-rata latihan terbimbing adalah 73,28 dan nilai rata-rata tantangan Bebras adalah 38,65. Perbedaan nilai yang cukup signifikan ini juga didukung oleh fakta bahwa korelasi antara nilai latihan terbimbing dan nilai tantangan Bebras adalah sebesar 0,189.
TINJAUAN PERSEPSI WARNA PADA PEMBUATAN APLIKASI MOBILE BAGI ANAK DISKALKULIA Cahyana .; Bambang Pudjoatmodjo; Abdillah Hidayatulloh; Faisal Rifai; Mela Kania Haq
Jurnal Komputer Bisnis Vol 7 No 1 (2016): Jurnal Komputer Bisnis
Publisher : Journal of Business Computers

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (620.829 KB)

Abstract

Diskalkulia merupakan suatu kekurangan atau gangguan yang terjadi pada siswa terkait dengan kegiatan belajar matematika. Kesulitan yang terjadi seperti mengingat dan memahami konsep angka, melakukan operasi matematika secara berurutan, membandingkan dua buah bilangan. Diskalkulia terjadi pada anak-anak usia sekolah dan harus ditangani dengan segera. Untuk membantu mengatasi permasalahan diskalkulia pada anak usia sekolah dasar, dibuat aplikasi berbasiskan mobile (perangkat bergerak) yang khusus untuk menanganinya. Aplikasi ini dibuat dan diterapkan di sekolah dasar Putraco Indah Buah Batu. Pemilihan dan pemakaian warna pada aplikasi ini disesuaikan dengan kebutuhan anak diskalkulia.