Sunardi, Hastha
Universitas Indo Global Mandiri

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A gamification framework for research productivity enhancement on the higher education institution Ahmad Sanmorino; Luis Marnisah; Hastha Sunardi
International Journal of Evaluation and Research in Education (IJERE) Vol 10, No 2: June 2021
Publisher : Institute of Advanced Engineering and Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.11591/ijere.v10i2.21694

Abstract

The condition of research productivity in higher education institutions in Indonesia is still not ideal. Departing from this problem, this paper aims to contribute in the form of a framework used as the main alternative in optimizing research productivity, including the number of publications in higher education institutions. The mechanism proposed is a framework that uses designs derived from games or better known as gamification. Based on the preliminary testing of the proposed framework, it shows that each construct of the framework has a positive impact on research productivity enhancement as the final goal. One of the constructs is Network has a positive impact of 0.415 on Behavior, the Behavior has a positive impact of 0.403 on research productivity enhancement. This also applies to other constructs. Except for the Points that donot have good reliability, it will become homework in future studies.
IMPLEMENTASI PROGRAM IPTEK BAGI GURU DALAM MEMBANGUN E-LEARNING DI SMA IBA PALEMBANG Hastha Sunardi; Dewi Sartika; Hendra Di Kesuma; Imelda Saluza
Jurnal Abdimas Mandiri Vol 2, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (671.586 KB) | DOI: 10.36982/jam.v2i2.533

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Memperkenalkan dan mentransfer pengalaman untuk suatu tujuan yang bermanfaat, khususnya dalam perkembangan dunia pendidikan merupakan kewajiban kita bersama. Bentuk implementasinya dapat dilakukan, diantaranya dengan mewujudkan suatu kegiatan sebagaimana kita kenal Kegiatan Pengabdian kepada Masyarakat. Artikel ini memaparkan hasil kegiatan pengabdian dengan tujuan dapat memberikan manfaat berupa: mengenalkan teknologi pembelajaran berbasis web/android, mewujudkan e-learning sebagai model pembelajaran yang cukup efektif, meningkatkan kualitas peran dan kemandirian bagi guru dan siswa, dan menjadikan e-learning sebagai salah satu media interaksi antara guru dan murid. Dalam pelaksanakan menggunakan metode partisipatif  dan dialogis  yang ternyata memberikan hasil, diantaranya : pihak sekolah, khususnya baik kepala sekolah maupun para guru mengerti dan memahami tentang model pembelajaran e-learning; adanya motivasi yang cukup tinggi dari para peserta (guru) untuk mengimplementasikan e-learning dengan menggunakan aplikasi edmodo, terlihat begitu interaktifnya peserta selama mengikuti pelatihan; peserta yang sebelumnya belum memiliki akun dan belum tahu cara membuatnya, melalui pelatihan ini mampu membuat dan telah memiliki akun dan dengan mengaplikasikan e-learning yang telah dibuat diharapkan dapat memberikan motivasi bagi guru dan siswa dalam berinteraksi, baik di ruang kelas maupun di luar kelas dalam melaksanakan proses pembelajaran.Kata kunci : e-learning, partisipatif, dialogis, edmodo, pembelajaran
PENINGKATAN EFEKTIVITAS PEMBELAJARAN MELALUI KOLABORASI PEMBELAJARAN KONVENSIONAL DAN PEMBELAJARAN VIRTUAL Hastha Sunardi; Dewi Sartika; Imelda Saluza
Jurnal Abdimas Mandiri Vol 3, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (590.187 KB) | DOI: 10.36982/jam.v3i2.822

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Pembelajaran Berbasis Komputer adalah suatu bentuk model pembelajaran dengan memanfaatkan teknologi web dan internet. Berbagai istilah digunakan untuk mengemukakan gagasan tentang pembelajaran elektronik, antara lain adalah: on-line learning, internet-enabled learning, virtual learning, web based distance education, e-learning, web  based  teaching  and  learning. Selanjutnya  penulis   memilih   pembelajaran   elektronik  dengan istilah  pembelajaran virtual (virtual learning). Belum sepenuhnya penerapan pembelajaran virtual pada beberapa institusi pendidikan, khususnya pendidikan tinggi sebagaimana yang telah dicanangkan pemerintah sejak tahun 2013, maka penting untuk diperkenalkan penerapannya. Berbagai upaya terus dilakukan oleh para ahli, yang tentu saja agar diperoleh luaran  yang lebih baik. Maka kini muncul pendekatan baru yang dinamakan Blended e-Learning. Model ini merupakan gabungan keunggulan pembelajaran yang dilakukan secara tatap-muka dan secara virtual.  Berangkat dari model ini, maka salah satu solusi alternatif agar proses pembelajaran sesuai yang diharapkan adalah dengan mengelaborasikan pembelajaran konvensional dan pembelajaran virtual, yaitu dengan tujuan jika terjadi hambatan dalam melaksanakan pembelajaran konvensional, maka pembelajaran virtual dapat dilakukan, sehingga tujuan pembelajaran tercapai. Hasil pengabdian, diantaranya memberikan pemahaman tentang pembelajaran virtual dan bagaiamana membangunnya, mampu memanfaatkan aplikasi yang dapat dimanfaatkan dalam proses pembelajaran, dan membuka mata pengajar akan penting teknologi informasi yang dapat diakses dengan mudah, baik dengan komputer maupun telpon genggam.Kata kunci : e-learning, pembelajaran virtual, dialogis, edmodo, pembelajaran
SISTEM KENDALI ROBOT PENGINTAI MENGGUNAKAN KONTROL KOMPUTER BERBASIS MIKROKONTROLER ARDUINO Al Hafiz Amrillah; Hastha Sunardi; Zulkifli Zulkifli
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.118 KB) | DOI: 10.36982/jiig.v6i1.5

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In general, the robot can be defined as a mechanical device that can do the work of man or behave like a human, one human work that can be carried out reconnaissance activities against the robot is something that becomes the object of man's purpose. Surveillance robot is designed to be able to perform the task of staking something, for the robot is equipped with a wireless camera that is connected to the computer as a indicator of the object captured by the camera, the robot is also equipped with a remote as motion control of the robot, the robot is equipped with a program to guide the process the work of the robot. At the time of power supply in the On the the program that is loaded on the arduino executed, and the camera is active, ready to capture the object in front of him, the robot will move according to the command through the remote as a controller, the object of which was caught on camera transmitted via wireless signals to a PC to be translated as a moving image, until the power supply in this reconnaissance matikan.robot bekerka on a plane and not berpenghalang, the robot can not work well if it passes through an area with a certain angle and has a barrier.
Rekayasa Aplikasi Ensiklopedia Tanaman Obat Berbasis Android Dewi Eka Sari; Shinta Puspasari; Hastha Sunardi
Jurnal Informatika Global Vol 9, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (839.589 KB) | DOI: 10.36982/jiig.v9i1.461

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AbstractThe insufficiency of information to the society regarding about medicinal plants causes the lack of knowledge of the community will the efficacy of medicinal plants that have many health benefit. Nevertheless, the data of medicinal plants have not been properly managed and have not been documented and stored digitally, then built Engineering Application Of Medicinal Plants Based Android to facilitate the public in getting information about medicinal plants. This application is expected the public to obtain information and knowledge about the efficacy of medicinal plants effectively, efficiently and improve public health by utilizing medicinal plants that exist around our environment. The method used of this application is Rational Unified Process (RUP) and modeling Unified Modeling Language (UML). Based on questionnaires to users of application, obtained the results of 87% of respondents stated that applications running on Android easy to use by users and 86% also respondents stated that the application on Android has a good designKeywords: Encyclopedia, Medicinal Plants, Android, RUP AbstrakKetidakcukupan informasi kepada masyarakat tentang tanaman obat menyebabkan kurangnya pengetahuan masyarakat akan keampuhan tanaman obat yang memiliki banyak manfaat kesehatan. Namun demikian, data tanaman obat belum dikelola dengan baik dan belum didokumentasikan dan disimpan secara digital, kemudian dibangun Aplikasi Teknik Tanaman Obat Berbasis Android untuk memudahkan masyarakat dalam mendapatkan informasi tentang tanaman obat. Aplikasi ini diharapkan masyarakat untuk memperoleh informasi dan pengetahuan tentang khasiat tanaman obat secara efektif, efisien dan meningkatkan kesehatan masyarakat dengan memanfaatkan tanaman obat yang ada di sekitar lingkungan kita. Metode yang digunakan dari aplikasi ini adalah Rational Unified Process (RUP) dan pemodelan Unified Modeling Language (UML). Berdasarkan kuesioner kepada pengguna aplikasi, diperoleh hasil 87% responden menyatakan bahwa aplikasi yang berjalan di Android mudah digunakan oleh pengguna dan 86% juga responden menyatakan bahwa aplikasi di Android memiliki desain yang baik.Kata kunci: Ensiklopedia, Tanaman Obat, Android, RUP
Sistem Penyiraman Tanaman Otomatis Berbasis Sensor Kelembaban Tanah Menggunakan Logika Fuzzy Satria Bimo Mursalin; Hastha Sunardi; Zulkifli Zulkifli
Jurnal Informatika Global Vol 11, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v11i1.1072

Abstract

AbstractWatering plants is important so that plants can grow in a fertile and optimal way. therefore an automatic plant watering can be made. This tool aims to replace the manual work becomes automatic. The benefit of this tool is that it can simplify human work in watering plants automatically. The making of this final project aims to apply fuzzy logic in watering plant automation based on soil moisture. With this tool, it is expected to be able to help plant maintenance processes better. Fuzzy logic is one method that can be used in control systems in order to provide decisions that resemble human decisions because they have concepts that are easy to understand and are based on natural language. The making of this final project is done by designing, making and implementing system components which include Arduino uno as a controller, Water pump, LCD (liquid Cristal Display) to display soil moisture values. the results of the research prove that the tools made can function well and can be developed as expected.Keyword : Soil Moisture, Watering Plants, Fuzzy Logic, Arduino UnoAbstrakPenyiraman tanaman merupakan hal yang penting agar tanaman dapat tumbuh dengan subur dan optimal.maka dari itu dibuatlah alat penyiram tanaman otomatis. Alat ini bertujuan untuk menggantikan pekerjaan manual menjadi otomatis.Manfaat yang didapat dari alat ini adalah dapat mempermudah pekerjaan manusia dalam menyiram tanaman secara otomatis.Pembuatan tugas akhir ini bertujuan untuk menerapkan logika fuzzy pada otomatisasi penyiraman tanaman berdasarkan kelembaban tanah. Dengan adanya alat ini diharapkan dapat membantu proses perawatan tanaman dengan lebih baik. Logika fuzzy merupakan salah satu metode yang dapat digunakan pada sistem kendali agar dapat memberikan keputusan yang menyerupai keputusan manusia karena memiliki konsep yang mudah dimengerti dan didasarkan pada bahasa alami. Pembuatan tugas akhir ini dilakukan dengan merancang, membuat dan mengimplementasikan komponen-komponen sistem yang meliputi Arduino uno sebagai pengendali , pompa Air, LCD (liquid Cristal Display) untuk menampilkan nilai kelembaban tanah. hasil penelitian membuktikan alat yang dibuat dapat berfungsi dengan baik dan dapat dikembangkan sesuai yang diharapkan.Kata kunci : Kelembaban Tanah, Penyiraman Tanaman, Logika Fuzzy, Arduino Uno
Rekayasa Augmented Reality Planet dalam Tata Surya sebagai Media Pembelajaran Bagi Siswa SMP Negeri 57 Palembang Agmita Clara Rosa; Hastha Sunardi; Herri Setiawan
Jurnal Informatika Global Vol 10, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (554.233 KB) | DOI: 10.36982/jiig.v10i1.728

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ABSTRACTInformation Technology Utilization in teaching materials is considered very helpful in providing science learning material about the type of solar system, the texture and layers that are inside the planet. Augmented reality technology is combines two-dimensional or 3-dimensional virtual objects into a real three-dimensional environment and then projects virtual objects in real time and takes place simultaneously. Showing material, the application can also display images of planets in 3D animation objects along with planetary layers and practice questions, using text books as markers for augmented reality with marker tracking methods that can be used on android. The method used from this application is the Rational Unified Process and modeling the Unified Modeling Language (UML). Using C# programming language for coding programs that will be used in making augmented reality. By building a system of simulating the solar system of the planet Bima Sakti as an iteractive learning media for students using an Android-based augmented reality technology that is effective in providing information about the descriptions of planets and planetary layers, it is hoped that there will be added value for students to get to know the Creator. By knowing how great the universe is, students will certainly be able to understand the vastness of this universe, which of course there will be awareness for students that the Creator of this universe, of course, is greater than his creation and more powerful over his creation. So that the material from this application can be combined with religious studies, especially Islamic Religion.Keywords : Augmented Reality, Solar System. Interactive learning, C # (C Sharp), RUPABSTRAKPemanfaatan Teknologi  Informasi pada bahan ajar untuk siswa dinilai sangat membantu dalam memberikan materi pembelajaran IPA tentang sistem tata surya jenis, tekstur dan lapisan yang ada didalam planet. Teknologi Augmented Reality adalah teknologi yang mengabungkan benda maya dua dimensi ataupun 3 dimensi kedalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan benda-benda maya tersebut dalam waktu nyata dan berlangsung bersamaan. Menampilkan materi, aplikasi juga dapat menampilkan gambar planet dalam objek animasi 3D disertai lapisan planet dan latihan soal, menggunakan buku teks sebagai marker untuk augmented reality dengan metode marker tracking yang dapat digunakan  diandroid. Metode yang digunakan dari aplikasi ini adalah Rational Unified Process dan pemodelan Unified Modeling Language (UML). Menggunakan bahasa pemrograman C#  untuk coding program yang akan digunakan dalam pembuatan augmentedreality. Dengan membangun system  simulasi tata surya planet Bima Sakti sebagai media pembelajaran iteraktif bagi siswa menggunakan teknologi augmented reality berbasis android yang efektif dalam memberikan informasi tentang deskripsi planet dan lapisan planet, diharapkan ada nilai tambah bagi siswa untuk lebih mengenal Sang Pencipta. Dengan mengenal betapa besar jagat raya ini, maka siswa tentunya akan dapat memahami begitu luasnya alam ini, yang tentunya akan ada kesadaran bagi siswa bahwa Sang Pencipta alam raya ini, tentunya lebih besar dari ciptaannya dan lebih berkuasa atas ciptaannya.  Sehingga materi dari aplikasi ini  dapat dikombinasikan dengan pelajaran agama, khususnya Agama Islam.Kata kunci : Augmented Reality, Tata Surya, Pembelajaran Interaktif, RUP
SISTEM INFORMASI PENGOLAHAN ZAKAT DAN INFAQ PADA MASJID AGUNG PALEMBANG Andrian Novansyah; Hastha Sunardi; Mustafa Ramadhan
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.808 KB) | DOI: 10.36982/jiig.v6i1.7

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Zakat is a certain amount of assets that must be issued by a person who is Muslim and given to groups who deserve it (the poor, ibn sabil, fisabilillah and so on). Processing zakat includes implementation, collection and distribution of zakat. Processing Zakat and Infaq in Palembang Grand Mosque has a system for recording and distribution of zakat funds and infaq which still has the disadvantage that the recording system is still using the manual method that allows the loss or corruption of data, the registration process is slow to make the queue is getting and the process of distributing zakat increasingly delayed and slow report generation. Therefore, researchers propose Processing Information Systems Zakat and Infaq that can overcome the problems found in the previous system, enabling the recording, processing and printing of data is done quickly, precisely. Development of systems using the Waterfall method as the flow of system development. By creating a Data Flow Diagrams (DFD), Flowchart, Data Dictionary, Entity Relationship Diagram (ERD), Data Normalization, File Specifications, Process Specifications, Chart Structured as a tool in the analysis and design. The programming language used Visual Basic 6.0 and Microsoft Access 2007 as the database. These systems process data muzakki, mustahiq, infaq, operating expenses, zakat fitrah, zakat maal, zakat income, the distribution of zakat, reports. With applicable Zakat Processing Information Systems and Infaq expected to facilitate the processing of zakat and infaq.
Transformasi Geometri Rotasi Citra Digital Untuk Mendapatkan Kompresi Optimal Menggunakan Metode Lossless Dan Lossy Hastha Sunardi; Zulkifli Zulkifli; Fery Antony
Jurnal Informatika Global Vol 12, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v12i1.1540

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Data has a fairly important meaning, because it contains the information needed. Besides being important, the process of data exchange and storage certainly requires space and requires high costs. For this reason, data compression is an interesting topic for continuous research. The success of previous research in obtaining optimal compression, it will be more interesting, if tested on the Lossless and Lossy Compression Methods, which of the two methods results in more optimal compression. The amount of the compression ratio without the image rotation process. For regular images obtained Huffman Compression Ratio 48.7076% and Wavelet Compression 47.3888%. If we compare the compression ratio by comparing the initial file size without playback compared with the final file size after 90 degrees of playback, the ratio is 61.03%. Meanwhile, for irregular images, a ratio of 49.79% was obtained at 180 degrees of image rotation. The results of compression, both without and with rotation, Wavelet Compression is more optimal than Huffman Compression. Keywords: Digital Image, Test Image, Lossless, Lossy, Huffmann Algorithm, Haar Wavelet
Sistem Informasi Ekspedisi Barang Pada PT. New Power Global Energy Dengan Menggunakan Metode Extreme Programming John Roni Coyanda; Nining Ariati; Hastha Sunardi; K.Ghazali K.Ghazali
Jurnal Informatika Global Vol 13, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v13i2.2295

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PT New Power Global Energy (NPGE) is a company engaged in freight forwarding services. In its businessprocess, New Power Global Energy is not utilizing technology. To manage all information on shipping goods, an information delivery system is needed so that information is easily understood and traced. The system that is built is The Extreme Programming method is a model that is included in the agile approach introduced by Kent Back. According to his explanation, the definition of XP is as follows: "Extreme Programming (XP) is a fast, efficient, low-risk, flexible, predictable, scientific, and fun software development method because system performance assessmentsare needed in a fast time while there are still system needs that are still needed. changes, this model tends to use an Object-Oriented approach. The stages that must be passed include: Planning, Design, Coding, and Testing. Extreme Programming's target is a small to medium-sized team, no need to use a large team expected to help the admin and director in managing information on shipping goods starting from sending, receiving and making reports. This application is designed using the it using the Extreme Programming Methods because the assessment systemperformance is needed in a fast time while there are system requirements that are still changing, and for the system, we use an supporting application which is laravel framework, programming language using JavaScript and PHP and MySQL as an database. The result of design is an system that can process admin performance data quickly, provide performance information MySQL for the database. with management of shipping data features, managing goods delivery status, goods receipt feature, item barcode feature, tracking feature. Keyword: Information System, Expedition, XP