Masum, Masum
Unknown Affiliation

Published : 3 Documents Claim Missing Document
Claim Missing Document
Check
Articles

Found 3 Documents
Search

PENDUKUNG ANALISA KEPUTUSAN MEDIA PROMOSI PENERIMAAN MAHASISWA BARU UNIVERSITAS BANTEN JAYA MENGGUNAKAN METODE AHP Fatoni, Ahmad; masum, masum
Jurnal Ilmiah Sains dan Teknologi Vol 2 No 2 (2018): Vol. 2 No. 2 Agustus 2018
Publisher : Teknik Informatika Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (367.174 KB)

Abstract

ABSTRAK Decision support systems as a computer-based system consisting of component components include language system components, knowledge system components and problem processing system components that interact with one another. Decision support system is an interactive system, which helps decision makers through the use of data and decision models to solve semi-structured and unstructured problems. AHP is a decision support model developed by Thomas L. Saaty. This decision support model will describe complex multi-factor or multi-criteria problems into a hierarchy, according to Saaty (1993), hierarchy is defined as a representation of a complex problem in a multi-level structure where the first level is the goal, followed by the factor level, criteria, sub criteria, and so on down to the last level of alternatives. With a hierarchy, a complex problem can be broken down into groups which are then arranged into a hierarchical form so that the problems will appear more structured and systematic. From the results of the study showed that the use of Analytical Hierarchy Process (AHP) as a model of decision support system determines the media promotion of new student admission at Banten Jaya University can help the work of the promotion team and the leadership in determining the priority of promotional media that is most appropriate for the promotion through the criteria and alternative weighting process with faster, more accurate and more effective.
PERBANDINGAN HASIL BELAJAR MENGGUNAKAN SOFTWARE SIMULATION JARINGAN GNS3 DAN PACKET TRACER DALAM MENGATASI KETERBATASAN ALAT PADA KOMPETENSI WIDE AREA NETWORK (WAN) DI JURUSAN TKJ SMKS INFORMATIKA SUKMA MANDIRI Surahmat, Ahmad; masum, masum
Jurnal Ilmiah Sains dan Teknologi Vol 3 No 1 (2019): Volume. 3 No. 1 Februari 2019
Publisher : Teknik Informatika Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1226.823 KB)

Abstract

Problems in this research The media used in the teaching and learning process still has a shortage of the limited physical component in SMK Swasta Informatika Sukma Mandiri Cilegon. This study aims to determine the effect of the use of GNS3 on the results of learning network-based broad- based installation of students of class XI TKJ SMK Swasta Informatika Sukma Mandiri Cilegon. This type of research is experimental research. Class experiment I is class TKJ A using software simulation GNS3 and class experiment II is TKJ B using sotware simulation packet tracer. Technique of collecting data from post-test value, then analyzed for homogeneity test, normality test and hypothesis test. From the experimental class experimental I result I get the average value 78.77 and experiment II get average value 75, 42. The result of hypothesis calculation at significant level α = 0,05 got tcount> ttable (3,574> 1,688), because big tcount of ttable, null hypothesis (H0) rejected and alternative hypothesis (Ha) accepted. Thus, the hypothesis is accepted that there is a significant comparation to the student learning outcomes using Software GNS3 to the learning outcomes of installation of broad-based network devices on students of class XI TKJ SMK Swasta Informatika Sukma Mandiri Cilegon.
GAME EDUKASI TRIGONOMETRI BERBASIS WEB UNTUK MEDIA PEMBELAJARAN Masum, Masum; Romdoni, Mochamad Yusuf; Hermanto, Rendi
Jurnal Ilmiah Sains dan Teknologi Vol 2 No 1 (2018): Vol. 2 No. 1 Februari 2018
Publisher : Teknik Informatika Fakultas Ilmu Komputer

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (6447.313 KB)

Abstract

Mathematics is a subject that is considered the most difficult by most students, especially students who are at the high school level or equivalent. At this level mathematics subjects increasingly difficult because of the material being studied more and more difficult with many sample questions that confuse. More specifically on the material of Trigonometry. In this material the student demanded to be able learn of Trigonometry with the help of trigonometric tables. The problem in the table there are numbers that are not easy to be memorized in a short time. With teaching and learning activities that are still classic by relying on the teacher to explain the material in front of the class, most students feel bored with the activity. So it needed the learning media that may facilitate students in memorizing content trigonometric tables. One feasible alternatives is using games as learning media. The purpose of this game is to deliver the materials of trigonometry in the form of a game, so that as if the players are in the game and they unconsciously learn content trigonometric tables. Besides this game will provide an alternative model of active learning, initiative and also fun.