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APLIKASI DOMPET DIGITAL BERBASIS ANDROID PADA BUS TRANSMETRO KOTA PEKANBARU Gusrio Tendra; Suwarti Suwarti
J-Icon : Jurnal Komputer dan Informatika Vol 8 No 2 (2020): Oktober 2020
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v8i2.2717

Abstract

Transmetro is a mass public transportation provided by the Pekanbaru city government, under the supervision of the Pekanbaru City Transportation Service. The travel costs offered on public transportation are fairly cheap, and very affordable for the middle to lower class. Each transaction carried out still uses the currency of exchange in the form of fixed currency provided by passengers who wish to travel. Sometimes not all passengers have the exact amount specified in the travel costs. Money back which is sometimes not available requires passengers to give up an amount of money they have. Therefore, this study aims to build a digital wallet application based on an Android device to simplify the transactions to be carried out. Only by filling in a sufficient balance in the application and scanning the QRcode at the time of the transaction, the transaction has been recorded automatically on the Transmetro party database without the need to recap the data.
IMPLEMENTASI ALGORITMA K-MEANS CLUSTERING PADA APLIKASI MOBILE BANKING BANK SAMPAH KELUARAHAN TUAH MADANI KOTA PEKANBARU Gusrio Tendra; Jean Riko Kurniawan Putra; Rindi Johan
J-Icon : Jurnal Komputer dan Informatika Vol 9 No 2 (2021): Oktober 2021
Publisher : Universitas Nusa Cendana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35508/jicon.v9i2.5142

Abstract

Tuah Madani Village has made the Waste Bank program as part of an effort to help improve the welfare of the community. With the existence of a waste bank, in addition to channelling waste money, the community can also generate savings from the waste that is deposited. The existence of a waste bank will make it easier for the village to collect data on areas that produce the amount of waste and require more attention in handling the waste. At this time the process of calculating community waste deposits by the waste bank is still done manually in a deposit book, as well as the grouping of areas that become waste producers is difficult to do because the recording of waste deposit data is only done in one book, where if the waste bank wants to alculate the waste deposit in an area, it must be done manually and one by one and then amount the deposit amount, of course it takes a long time and has a low level of accuracy. The purpose of this study is to implement the K-Means Clustering Algorithm in order to facilitate the process of grouping areas based on the type of waste generated by each neighbourhood unit/housing registered in the Tuah Madani village. Garbage bank applications can group categories based on data on waste deposits made by the community, and with this data it can help the village to coordinate janitors and waste transport fleets.
Application of the Linear Congruent Method in Online Exams in English: Penerapan Linear Congruent Method Pada Ujian Online Agus Hermawan; Wilda Susanti*; Gusrio Tendra; Yermias Duha
Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Vol. 14 No. 1 (2023): Digital Zone: Jurnal Teknologi Informasi dan Komunikasi
Publisher : Publisher: Fakultas Ilmu Komputer, Institution: Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/digitalzone.v14i1.13658

Abstract

The Corona Virus (Covid-19) outbreak has had an impact on the education sector. This impact affects the delay in the student learning process. Because of this situation, technology that has developed significantly can be directed to make exams online, replacing conventional exams. Carrying out conventional exams requires time, effort and paper. Teachers cannot make assessments quickly and precisely, this will hinder the ranking of grades and of course affect the ranking of students in class. Exams in the form of paper allow cheating by students. Therefore, an online-based exam system was built. The online exam is designed using the Linear Congruent Method (LCM). The method used in the online exam system is the Linear Congruent Method (LCM). The built online exam can generate numerical randomization (modulo) from the process of students taking the exam in LCM calculations so that each student will get a different order of questions. Students will get the results of the answers automatically after completing the problem. The results of this study were tested by working on 50 questions at the Dharma Loka High School, with an accuracy rate of up to 100% using the randomization calculation process (modulo).
Media Pembelajaran Kimia menggunakan Mobile Learning berbasis Android David David; Gusrio Tendra; Wilda Susanti; Gusrianty Gusrianty; Dwi Oktarina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 1 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i1.13000

Abstract

Chemistry is a relatively new material for Xth grade high school students, but many high school students still do not understand the basic concepts of chemistry and the lack of use of technology. The purpose of this research is to design and build learning media to make it easier for students to get to know chemistry using the Android platform. The method used in building this application is the SDLC (System Development Life Cycle) method, which starts by collecting data for system testing. Data collection was carried out around the Kalam Kudus Christian High School school environment in Pekanbaru with 40 students as research subjects. The system design is designed so that every high school student can use the application independently using a personal account. The tests used are black box testing and mean opinion score (MOS) testing. The result of black box testing is that the display or menu can run smoothly. while for MOS results, around 95% state that the application that was built gets very decent results from high school students. So that this application is used in accordance with the needs of high school students in helping to recognize basic chemical concepts.
The Inquiry Collaborative Learning Design Virtual Laboratory Based And Remote Virtual Wilda Susanti; Gusrio Tendra; Rangga Rahmadian Yuliendi; Arden Simeru; Johan Johan; Rudi Mulya
IJIE (Indonesian Journal of Informatics Education) Vol 7, No 1 (2023): July
Publisher : Universitas Sebelas Maret

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20961/ijie.v7i1.77292

Abstract

This study investigated the design of learning in a virtual laboratory through collaborative inquiry and its effect on student knowledge. Learning design produces learning models that are measured based on validity, practicality, and effectiveness. The research method uses research and development that produces products and product effectiveness. The trial results were conducted on a small scale on eight students to measure the quality of student learning. To test the validity of the product through expert assistance, all the answers of the validator were calculated using Aiken's V validity coefficient. Further findings implied that students have begun to accept technology as a learning tool and provided opportunities for universities in learning development.
Pelatihan Pengelolaan Limbah Pelepah Sawit Menjadi Pupuk Kompos dan Pakan Ternak untuk Pemberdayaan Ekonomi Kepada Masyarakat Wilda Susanti; Ramalia Noratama Putri; Fadrul Fadrul; Gusrio Tendra; Herman Herman; Suandi Daulay; Jean Riko Kurniawan Putra; Rinaldy Rinaldy
GERVASI: Jurnal Pengabdian kepada Masyarakat Vol. 7 No. 3 (2023): GERVASI: Jurnal Pengabdian kepada Masyarakat
Publisher : LPPM IKIP PGRI Pontianak

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31571/gervasi.v7i3.6714

Abstract

Tujuan pengabdian pada masyarakat (PkM) ini adalah untuk meningkatkan pengetahuan dan keterampilan mitra dalam mengolah limbah pelepah sawit menjadi pupuk kompos dan pakan ternak. Metode pengabdian yaitu workshop dan pelatihan. Mitra kegiatan pada pengabdian kepada masyarakat kosabangsa tahun 2023 ini adalah Kelompok Tani Bangkit dan BUMKep Maju Bersama Kepenghuluan Teluk Bano 1. Langkah kegiatan meliputi observasi, sosialisasi, implementasi dan evaluasi. Hasil kegiatan menunjukkan adanya peningkatan pengetahuan mitra sebesar 66% dan peningkatan keterampilan sebesar 64,9 setelah dilakukan kegiatan. Keberlanjutan program kosabangsa perlu dilakukan dengan baik agar mitra dapat merasakan manfaat dari pelatihan pengelolaan limbah pelepah sawit dan menjadi unit usaha bagi desa Teluk Bano 1.
Media Pembelajaran Interaktif Budaya Melayu Riau berbasis WebGL Rivaldo Famren Silaen; Wilda Susanti; Gusrio Tendra; Yenny Desnelita; Gustientiedina Gustientiedina
Jurnal Pendidikan Informatika (EDUMATIC) Vol 7 No 2 (2023): Edumatic: Jurnal Pendidikan Informatika
Publisher : Universitas Hamzanwadi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29408/edumatic.v7i2.22553

Abstract

Currently, people in Riau province, children and adults, lack knowledge about Riau Malay culture, about traditional costumes, traditional dances, traditional houses, and traditional weapons. The introduction of Malay Riau culture into preschool has not been done properly, has not been integrated into the school curriculum, and existing media are still limited in expressing 2D images. The purpose of this study is to create interactive learning materials using web-based WebGL technology in order to help children get to know Riau Malay culture. This research uses the waterfall approach, which consists of needs analysis, system design, implementation or code writing, and system testing using the Black Box System. Data collection techniques by making observations at the Sang Nila Utama Museum. The result of this study is a learning medium to help early childhood learners get to know Riau Malay culture. The test results showed that all functional systems worked well, and this learning medium was accepted by all 7 respondents with a satisfaction level of 87.6% through user acceptance. Based on the test results and the level of respondent satisfaction, it was concluded that this system can be accepted by many users, and it is expected that this system can be integrated with the existing curriculum.