Nining Ariati
Universitas Indo Global Mandiri

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PENGENALAN APLIKASI BELAJAR ONLINE DI TENGAH MASA PANDEMI PADA KELOMPOK BELAJAR IKHTIARI PALEMBANG Nining Ariati; Yulia Andriani
Jurnal Abdimas Mandiri Vol 4, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jam.v4i2.1271

Abstract

Munculnya pandemi virus Covid-19 memberikan dampak yang sangat besar pada bidang pendidikan, sehingga menuntut perlunya dilakukan perubahan metode dalam mengajar. Pandemi yang melanda selama hampir satu tahun ini membuat sekolah-sekolah diliburkan. Kegiatan belajar mengajar yang semula dilakukan secara tatap muka di sekolah, harus dialihkan dari rumah masing-masing melalui berbagai aplikasi virtual. Para siswa dan guru harus beradaptasi agar bisa membiasakan diri melakukan kegiatan belajar mengajar secara daring (online). Belajar online bersifat fleksibel dan lebih mudah diakses. Namun, di sisi lain metode ini juga mengurangi interaksi anara siswa dan guru. Keadaan seperti ini menuntut para guru untuk lebih selektif dan kreatif dalam memilih metode apa yang akan digunakan dan diterapkan kepada siswa, sehingga siswa tidak merasa cepat bosan ketika menerima materi dan mengerjakan tugas-tugas yang diberikan. Ada beberapa aplikasi online yang bisa digunakan untuk membantu dan mempermudah para guru dalam meyampaikan materi kepada siswa antara lain Rumah Belajar, Google Clasroom dan Quizizz. Hal ini tentunya tidak mudah dan tidak seefektif dengan belajar secara langsung (tatap muka). Namun, demi alasan kesehatan dan meminimalisir terbentuknya klaster baru penyebaran covid-19 mau tidak mau kegiatan ini harus dilakukan. Kegiatan pengabdian kepada masyarakat ini dilakukan pada Kelompok Belajar Ikhtiari yang merupakan kelompok belajar yang terbentuk secara tidak sengaja dikarenakan mereka adalah teman sepermainan dan memiliki rumah masing- masing yang saling berdekatan. Pelatihan dilakukan untuk meningkatkan pengetahuan, kemampuan dan keterampilan siswa kelompok belajar Ikhtiari dalam menggunakan aplikasi belajar online, yaitu Rumah Belajar, Google Classroom dan Quizizz sekaligus meningkatkan keterampilan di bidang teknologi informasi dan komunikasi.Kata kunci : rumah belajar, google classroom, quizizz, pandemi
PENINGKATAN KEMAMPUAN CALON AHLI MUDA K3 KONSTRUKSI MELALUI MANAJEMEN PELATIHAN DAN KOMPETENSI K3 KONSTRUKSI Nining Ariati
Jurnal Abdimas Mandiri Vol 6, No 1
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jam.v6i1.2072

Abstract

Pelatihan merupakan usaha peningkatan kualitas sumber daya ditujukan untuk meningkatkan pengetahuan, keterampilan dan sikap setiap petugas atau pekerja yang berkaitan dengan kesehatan dan keselamatan kerja (K3) agar memiliki kompetensi sesuai dengan penugasannya, sehingga dapat dicapai penerapan K3 yang baik, disiplin dan terarah untuk mewujudkan zero-accident di perusahaan atau proyek.  Untuk mendapatkan hasil yang optimal dari setiap pelatihan yang akan dilaksanakan, maka perlu menerapkan sistem pelatihan secara konsisten, yang bertolak dari adanya kebutuhan akan pelatihan. Perlu dilakukan analisis untuk menetapkan kesenjangan kompetensi (competence  gap) antara kompetensi yang dimiliki oleh sumber daya manusia (SDM) dengan kompetensi standar minimum (kompetensi yang diinginkan) perusahaan. Adanya kesenjangan kompetensi inilah mengungkapkan adanya kebutuhan pelatihan yang harus dikelola dengan baik. Pelatihan ini dilakukan untuk calon Ahli Muda K3 Kontruksi dibawah naungan PT. Dwikora Bisnis Terintegrasi (dBIZ). Dari pelatihan ini diharapkan seorang calon Ahli Muda K3 Kontruksi dapat merubah mindset atau pola pikir  mengenai pentingnya menerapkan K3 di dalam   perusahaan, baik bagi pekerja  atau  perusahaan, merubah sikap dengan mulai menerapkan kebijakan K3 yang dikeluarkan oleh perusahaan dan meningkatkan kemampuan atau  keterampilan terkait peningkatan keterampilan K3 melalui manajemen pelatihan dan kompetensi K3.Kata kunci : pelatihan, kesehatan dan keslamatan kerja, K3 konstruksi, kompetensi 
PEMANFAATAN MEDIA ONLINE DALAM MENDUKUNG PEMBELAJARAN DARING (ONLINE) PADA MASA PADEMI BAGI SISWA SMP NEGERI 4 PALEMBANG Nining Ariati; Athallah Syauqi
Jurnal Abdimas Mandiri Vol 5, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jam.v5i2.1826

Abstract

Kemunculan pandemi COVID-19 membuat berbagai sektor kehidupan mengalami krisis yang cukup besar. Indonesia merupakan salah satu negara yang terkena dampak cukup parah dari penyebaran virus ini. Sektor Pendidikan merupakan salah satu sektor yang terdampak cukup parah dan mengakibatkan pemerintah mengambil solusi untuk mengalihkan proses pembelajaran yang sebelumnya dilakukan di sekolah untuk kemudian dilakukan sementara di rumah secara daring (online), sebagai salah satu cara untuk meminimalkan penyebaran virus COVID-19 dilingkungan sekolah. Hal ini tentu saja secara tidak langsung telah merubah pola pembelajaran di setiap jenjang pendidikan di Indonesia dimana pemanfaatan teknologi informasi berbasis online akan menjadi hal yang penting dalam sektor pendidikan. Pelaksanaan pembelajaran online tentunya membutuhkan media yang sesuai dimana media ini dapat menjadi sarana untuk membagikan beragam ilmu pengetahuan dimana saja, kapan saja tanpa terbatas jarak dan waktu. Banyak terdapat media pembelajaran berbasis teknologi atau digital yang mendukung dalam proses pembelajaran. Media online yang mendukung proses pembelajaran dapat disesuaikan dengan kemampuan dan kebutuhan siswa maupun guru. Mereka dapat mempergunakan media pembelajaran online yang sudah tersedia seperti Google Classroom, Google Meet, dan  Zoom Meeting. Kegiatan pengabdian kepada masyarakat (PKM) ini dilakukan untuk siswa kelas 9 pada SMPN 4 Banyuasin 1 yang berlokasi di jalan Desa Merah Mata lorong Belitung kecamatan Banyuasin 1. Kegiatan PKM melalui pelatihan aplikasi pembelajaran online Google Classroom, Google Meet, dan  Zoom Meeting ini bertujuan meningkatkan pemahaman, kemampuan, keterampilan dan  membuat siswa jauh lebih siap untuk menggunakan aplikasi pembelajaran online terkait. Pelatihan ini juga membuat proses belajar mengajar menjadi lebih optimal dan meningkatkan minat serta semangat belajar siswa untuk mengikuti pembelajaran secara online.Kata kunci : pandemi, pembelajaran online, google classroom, google meet, zoom meeting
Game Edukasi Pengenalan Bahasa Inggris Untuk Anak Usia Dini Nining Ariati
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.v12i1.1542

Abstract

Early childhood is a child who is at the age of 0-6 years, which is a very important age for child development or what is commonly called the golden period. Early childhood are in the most rapid stages of growth and development, both physically and mentally and they are learning in their own way. Currently, early childhood children are more interested in games that are on Android phones than other traditional games. They will also find it easier to remember something they like, and there are forms or writing that have interesting features and colors and are communicative and fun. Educational games are very interesting applications to be developed to overcome this problem. The advantages of educational games compared to conventional educational methods are to increase logic and understanding of a problem visually, and improve memory so that children can store subject matter for a longer time. The author makes an educational game on the introduction of English based on the Android operating system, with the hope that children can immediately use the game application and gain more knowledge and change learning patterns so that they are not bored and bored. This educational game for introducing English for early childhood consists of a menu for letter recognition, number recognition, animal recognition, counting and assessment. The benefit to be achieved from this research is to change conventional learning methods to simulated learning methods with mobile-based educational game media and to help students develop creativity because educational games have elements of challenge, accuracy, reasoning and ethics. If the child only knows English from where he is studying, it will take a long time for the child to memorize numbers, letters, and words in English. The existence of this educational game can be a fun and portable media to introduce English. So that children do not feel that they are learning but are playing words in English which can be done by themselves anytime at home. Children can learn on their own while playing at home so that children will memorize faster and get to know English well. Keywords : educational game, childhood, english, android
Guidelines Penerapan Customer Relationship Management (CRM) Untuk Meningkatkan Keberhasilan Organisasi Dengan Metodologi Iris Dan Six Sigma Nining Ariati
Jurnal Informatika Global Vol 11, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v11i2.1215

Abstract

The business environment requires organizations to have access to important and up-to-date information about their customers. Customers are one of the most important factors in today's business environment. Completeness, accuracy, up-to-date and customer information across all functions and parts of the organization is mandatory. Customer Relationship Management (CRM) can be an initiative to become a top priority in business, especially in terms of helping organizations identify and adapt to their customer needs, improve customer satisfaction, and retain existing customers.There are several well-known methodologies in implementing CRM, including methodology. Iris and the Six Sigma Methodology. There are several important points on which to base the comparison between the two methodologies including Critical Success Factor, Strength, Weakness and Organization. The Iris methodology emphasizes the integration of strategic aspects and CRM technology as one of the most attractive factors in the use of customer-oriented CRM but has many weaknesses such as limited consideration of Critical Success Factor (CSF), the user is not involved in the design of the CRM system, there is no indication or measures for user acceptance, and limited validation of methodologies for small and medium enterprises. The Six Sigma methodology has strong points in driving CRM implementation but there are many weaknesses such as limited consideration of CSF, limited validation of the methodology, the user is not involved in the design of the CRM system, and no indication or measurement of user acceptance of the methodology. The close link or integration between Iris and Six Sigma methodologies can be an effort to run a CRM system effectively and efficiently. This linkage will enable organizations to implement CRM from both a customer-oriented perspective that focuses on managing customer knowledge to anticipate future customer needs (TO-BE), establishes a clear pathway in CRM implementation that focuses on the successful adoption and implementation of CRM, prepares end users. order to be trained for the implementation of CRM, and determine the readiness of assessment of technology and organization in implementing CRMKeywords : CRM, Iris, Six sigma
K-NN Based Air Classification as Indicator of the Index of Air Quality in Palembang Ahmad Sanmorino; Juhaini Alie; Nining Ariati; Sanza Vittria Wulanda
Sinkron : jurnal dan penelitian teknik informatika Vol. 7 No. 3 (2022): Article Research Volume 7 Number 3, July 2022
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/sinkron.v7i3.11469

Abstract

Good air quality is something that is wanted by every human who lives in big cities. Clean air and no pollution is one of the proper environmental requirements. One of the most severe causes of air pollution is due to large-scale forest fires due to the long dry season or is carried out by irresponsible persons which they commonly refer to as land clearing in an easy and inexpensive way by utilizing the reason of the dry season. The purpose of this study is to classify air quality in Palembang using a data mining approach. Then use the results of the classification as an indicator of the level of air quality in the city of Palembang. The data mining approach that researchers use is the K-Nearest Neighbor algorithm. Based on the test results of K-NN calculations and measured using a confusion matrix produce an accuracy of 80 percent, 82.3 percent for precision, and 93.3 percent for recall. The measurement results show that the calculation using the K-NN algorithm can be used as an indicator in measuring air quality, of the 20 that have been trained and tested only 4 inaccurate data, this inaccuracy occurs because the source data has unbalanced classes such as unhealthy and very unhealthy healthy have 1 sample each. So it proves that the performance of classifiers using the K-NN algorithm relevant as an indicator of air quality levels in the city of Palembang.
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

Abstract

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
Analisis Kepuasan Pegawai Dalam Menggunakan Aplikasi ePAU di Kantor SKK Migas Perwakilan Sumbagsel nining ariati; sukesih aprilia; Faradillah Faradillah
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 5 No. 2 (2022): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ePau is an application developed by SKK Migas as a reference for the management of the official document management within SKK Migas. This research is to measure how satisfied SKK Migas employees are with the ePau application. The method used in this study is End User Computing Satisfaction (EUCS) which consists of five factors, namely: content (content), accuracy (accuracy), format (form), ease of use (ease of use) and timeliness (time). Through this ePau application, you can create, improve, and improve management within the SKK Migas environment, starting from managing incoming and outgoing letters to storing letters in the application. The results to be obtained are to determine the level of satisfaction of SKK Migas representatives from South Sumatra on the performance of the ePau application.
Analisis Kepuasan Pegawai Dalam Menggunakan Aplikasi ePAU di Kantor SKK Migas Perwakilan Sumbagsel nining ariati; sukesih aprilia; Faradillah Faradillah
JuSiTik : Jurnal Sistem dan Teknologi Informasi Komunikasi Vol. 5 No. 2 (2022): Jurnal Sistem dan Teknologi Informasi Komunikasi
Publisher : Universitas Katolik Musi Charitas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

ePau is an application developed by SKK Migas as a reference for the management of the official document management within SKK Migas. This research is to measure how satisfied SKK Migas employees are with the ePau application. The method used in this study is End User Computing Satisfaction (EUCS) which consists of five factors, namely: content (content), accuracy (accuracy), format (form), ease of use (ease of use) and timeliness (time). Through this ePau application, you can create, improve, and improve management within the SKK Migas environment, starting from managing incoming and outgoing letters to storing letters in the application. The results to be obtained are to determine the level of satisfaction of SKK Migas representatives from South Sumatra on the performance of the ePau application.
Sistem Informasi Reminder Pasien Penyakit Kronis dan Imunisasi Menggunakan WhatsApp Gateway: Chronic Disease and Vaccination Reminder System With WhatsApp Gateway Nining Ariati; John Roni Coyanda; Fery Antony
MALCOM: Indonesian Journal of Machine Learning and Computer Science Vol. 4 No. 1 (2024): MALCOM January 2024
Publisher : Institut Riset dan Publikasi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.57152/malcom.v4i1.1051

Abstract

Program Imunisasi dan program pengelolaan penyakit kronis (prolanis) merupakan salah satu bentuk pelayanan kesehatan yang diberikan oleh Puskesmas dengan tujuan untuk meningkatkan kesehatan masyarakat. Keterlambatan imunisasi dan pemeriksaan penyakit kronis akibat kelalaian orang tua dan pasien merupakan salah satu penyebab timbulnya penyakit pada bayi baru lahir dan komplikasi pada penderita penyakit kronis yang menyebabkan kondisi kesehatan menurun. Dengan tujuan untuk meningkatkan kinerja Puskesmas dan mendorong kemandirian pola hidup sehat bagi individu, keluarga, kelompok dan masyarakat terkait dengan imunisasi dan penyakit kronis, maka Puskesmas selalu berusaha meningkatkan pelayanan kesehatan khususnya dengan memanfaatkan teknologi informasi di bidang medis berupa pengembangan aplikasi pengingat jadwal imunisasi bagi orang tua bayi dan pasien penyakit kronis berbasis WhatsApp (WA). Diharapkan aplikasi ini dapat membantu puskesmas dalam meningkatkan pelayanan kesehatan dan orang tua bayi untuk melakukan imunisasi pada anak dengan tujuan mencegah terjadinya penyakit pada bayi serta pasien kronis untuk memeriksakan kesehatannya tepat waktu untuk mencegah terjadinya komplikasi, sehingga tingkat kesehatan masyarakat terus membaik.