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Pengembangan Pembelajaran Online Menggunakan Metode Contextual Learning Berbasis Film Animasi di Masa Pandemi Amalia, Dita Rizki; Narasati, Riri; Dana, Raditya Danar
Jurnal ICT : Information Communication & Technology Vol 20, No 2 (2021): JICT-IKMI, Desember 2021
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v20i2.373

Abstract

Belajar adalah proses seseorang memperoleh pengetahuan, dari tidak bisa menjadi bisa. Belajar juga biasanya melibatkan antara dua individu yaitu pendidik dan peserta didik.Melalui pengalaman belajar yang telah dipersiapkan oleh pendidik di dalam nya ada proses melihat, mendengar,mengamati, dan memahami segala sesuatu yang ada di sekitar peserta didik.Dalam proses pembelajaran mata kuliah Desain Web (User Experience) dimana dalam prakteknya pendidik mengaitkan antara materi dengan situasi di lapangan dengan menggunakan model pembelajaran Contextual Teaching And Leraning membutuhkan media pembelajaran untuk dapat melakukan proses pembelajaran dengan baik. Media yang digunakan adalah media film berbasis animasi dimana mahasiswa mendapat gambaran tentang bagaimana riset dari User Experience dilakukan. Hasilnya setelah dilakukan pengujian secara statistik  ditemukan bahwa data berdistribusi normal walapun hasil uji t menunjukkan H0  diterima yang berarti peningkatan nilai mahasiswa secara kognitif tidak ada perbedaan pada nilai pretest dan postest yang disebabkan oleh beberapa faktor diantaranya proses belajar yang dilakukan tidak secara langsung diakibatkan pandemi sehingga tugas pun tidak dikerjakan maksimal.
Game Edukasi Simulasi Penyemprotan Cairan Disinfektan Berbasis 2D Dalam Upaya Pencegahan Wabah Covid-19 Lingga Sabdha Auraly; Andi Andi; Agis Maulana Robani; Fadhil Muhamad Basysya; Raditya Danar Dana
INFORMATICS FOR EDUCATORS AND PROFESSIONAL : Journal of Informatics Vol 5 No 2 (2021): INFORMATICS FOR EDUCATORS AND PROFESSIONAL : JOURNAL OF INFORMATICS (Juni 2021)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51211/itbi.v5i2.1534

Abstract

Pada pertengahan tahun 2020 ini telah muncul sebuah wabah virus yang disebut dengan virus corona, atau dalam bahasa medis disebut COVID-19 yang telah memakan banyak korban jiwa, salah satu cara yang dilakukan agar terhindar dari pandemic COVID-19 ini yaitu dengan melakukan penyemprotan cairan desinfektan, namun karena kurangnya sosialisasi tentang penyemprotan disinfektan ini, banyak orang yang belum mengetahui akan pentingnya penggunaan cairan desinfektan ini, dengan adanya masalah ini mahasiswa teknik informatika dapat berperan penting untuk melakukan sosialisasi tentang penyemprotan disinfektan. Game adalah sebuah bentuk karya seni dimana peserta yang disebut pemain, membuat keputusan untuk mengelola sumber daya yang dimilikinya melalui benda di dalam game demi mencapai tujuan, Dengan pendalaman teori perancangan game edukasi dan cairan desinfektan maka dapat membuat game edukasi manfaat cairan desinfektan. Inti dari permainan ini player harus mengetahui jenis-jenis cairan desinfektan yang digunakan, mengetahui seperti apa pakaian APD yang digunakan, dan memahami bagaimana cara melakukan penyemprotan cairan disinfektan, Dalam penelitian ini game engine yang akan digunakan untuk merancang game edukasi ini yaitu Unity 3D, game engine unity 3D dipilih berdasarkan materi yang telah dipelajari selama proses perkuliahan, dan sudah dikuasai dalam pengoperasiannya, tahapan dalam pembuatan game sendiri diantaranya yaitu, menentukan alur game, merancang storyboard, pembuatan desain karakter dan layout, scripting atau pembuatan script, dan terakhir evaluasi game . Ruang lingkup yang akan dilakukannya penelitian yaitu pada kalangan anak-anak dan remaja, pelajar dan mahasiswa, Tahapan yang akan dilakukan yaitu pertama merancang game edukasi terlebih dahulu, lalu merancang kuesioner yang akan diisi oleh responden, berikutnya dilakukan penyuluhan dan sosialisasi game pada responden, Berdasarkan hasil dari uji hipotesis, dengan dikembangkannya simulasi penyemprotan berbasis game edukasi 2D dapat mendukung dalam upaya mengoptimalisasi pencegahan penyebaran covid-19
RANCANG BANGUN APLIKASI PENGAJUAN PEMBUATAN KTP ONLINE BERBASIS WEB DI KELURAHAN ARGASUNYA KOTA CIREBON Junaedi Surya Kencana; Gifthera Dwilestari; Raditya Danar Dana; Abdul Ajiz; Kaslani
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (722.038 KB) | DOI: 10.54367/means.v7i1.1825

Abstract

Argasunya village is an institution responsible for the management of community data in a government environment. The need for public service will involve the state as a public service provider and individual citizens as recipients. But there is no application about the design of the application for the creation of E-KTP online, for that the author tried to make the Final Task regarding the Application for Submission of E-KTP Online which until now has not existed in Argasunya Village. In the process of collecting data with the aim to solve the problem, the author uses methods with data collection techniques, namely by observation and interview. And to design the application, the author used prototype development methods. In order to solve the problem, an application was made to make E-KTP Online. The final result obtained in this study is an application that can make it easier for people to create E-KTP. With some of the advantages that this application has, the application for the creation of E-KTP Online should be able to further alleviate the tasks given to the village. It is expected that this application will always be well controlled in terms of accuracy and data validation can be accounted for so that the information generated will be even better.
Clustering Data Persediaan Barang Dengan Menggunakan Metode K-Means Dadan Ramdhan; Gifthera Dwilestari; Raditya Danar Dana; Abdul Ajiz; Kaslani
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1056.632 KB) | DOI: 10.54367/means.v7i1.1826

Abstract

UD. Anugerah Sukses Mandiri merupakan perusahaan yang bergerak dibidang distribusi food dan non food. Transaksi barang yang berjalan terus meningkat, sehingga perusahaan mengalami permasalahan dalam menentukan jumlah persediaan barang, dikarenakan jumlah permintaan barang yang dibutuhkan selalu berubah setiap waktu. Persediaan barang merupakan suatu aktivitas lancar yang meliputi barang-barang milik perusahaan dengan maksud dijual kembali pada suatu periode usaha normal. Data mining merupakan proses yang menggunakan teknik statistik, matematika, kecerdasan buatan dan machine learning untuk mengekstraksi dan mengidentifikasi informasi yang terkait dari berbagai warehouse. Tujuan penelitian ini dengan memanfaatkan data mining yaitu untuk melakukan pengelompokan barang dan meningkatkan akurasi klasterisasi data persediaan barang dengan menggunakan metode K-Means Clustering. Dengan metode K-Means ini dapat mempartisi data ke dalam kelompok sehingga data berkarakteristik sama akan dimasukan ke dalam satu kelompok yang sama dan data yang berkarakteristik berbeda dikelompokan kedalam kelompok yang lain, karena metode ini menggunakan centroid (rata-rata) sebagai model dari cluster. Hasil penelitian yang didapat berupa pengelompokan data menjadi 2 kluster yaitu data dengan kluster terendah/sedikit dan kluster tertinggi/terbanyak. Sehingga mendapatkan kesimpulan bahwa clustering persediaan barang dengan menggunakan metode K-Means ini cukup baik dari sisi nilai average within distance dan kompleksitas waktu. Keyword : Data Mining, K-Means Clustering, Persediaan barang
RANCANG BANGUN E-COMMERCE BERBASIS WEB UNTUK UMKM BATIK Syahrul Nugraha; Ryan Hamonangan; Raditya Danar Dana; Edi Tohidi; Umi Hayati
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (754.963 KB) | DOI: 10.54367/means.v7i1.1859

Abstract

In the sales process carried out by batik craftsmen who are in Trusmi village, namely still selling their batik cloth to the sorum of batik sellers, so that the craftsmen take profits from selling their batik cloth only slightly, because the batik cloth will be resold by the sorum of batik sellers. In terms of application development, the author uses the Software Development Life Cycle (SLDC) model with an approach using the waterfall method, while the stages use the waterfall method, namely communication, planning, modeling, construction, and deployment. Therefore, the author makes an application for selling batik cloth that aims to break the chain of batik cloth sales, so that craftsmen can get greater profits because they directly sell their products to consumers without going through a batik seller sorum. The final result obtained in this study is an application for selling batik cloth which is expected to help batik craftsmen in Trusmi village in selling their batik cloth directly to consumers without having to go through the center of batik sellers. In the sales process carried out by batik craftsmen who are in Trusmi village, namely still selling their batik cloth to the sorum of batik sellers, so that the craftsmen take profits from selling their batik cloth only slightly, because the batik cloth will be resold by the sorum of batik sellers. In terms of application development, the author uses the Software Development Life Cycle (SLDC) model with an approach using the waterfall method, while the stages use the waterfall method, namely communication, planning, modeling, construction, and deployment. Therefore, the author makes an application for selling batik cloth that aims to break the chain of batik cloth sales, so that craftsmen can get greater profits because they directly sell their products to consumers without going through a batik seller sorum. The final result obtained in this study is an application for selling batik cloth which is expected to help batik craftsmen in Trusmi village in selling their batik cloth directly to consumers without having to go through the center of batik sellers.
Rancang Bangun Aplikasi E-Sertifikat Berbasis Web pada DPK Apindo Kota Cirebon Mohammad Sayyid Syafiq; Ryan Hamonangan; Raditya Danar Dana; Edi Tohidi; Umi Hayati
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (575.884 KB) | DOI: 10.54367/means.v7i1.1860

Abstract

DPK APINDO Kota Cirebon is an association consisting of Entrepreneurs and or Companies domiciled in Cirebon City. Every member registered with DPK APINDO Kota Cirebon has a certificate as proof that the company has become a member. However, the creation of this membership certificate is still manual so that in the creation of the certificate takes a long time and is inefficient, for that the author tries to make the final task regarding the e-certificate application of membership in DPK APINDO Kota Cirebon. In solving this problem, the author designing the application uses prototype development methods. E-certificate membership application was created based on the website in DPK APINDO Kota Cirebon by using the PHP programming language with mysql as a database and And FPDF is a PHP library that serves as converting PHP syntax into PDF.
Rancang Bangun Aplikasi Persediaan Barang pada Toko Endo Tani Adji Arianto; Dita Rizki Amalia; Raditya Danar Dana; Abul Ajiz; Ryan Hamonangan
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (654.622 KB) | DOI: 10.54367/means.v7i1.1905

Abstract

ABSTRACT - In this modern era, technology is developing rapidly in various aspects of life, where technology that is already known for its effectiveness has also begun to be widely used both from the education sector, government, and in the trade sector. Endo Tani shop is a type of trading business that sells various types of agricultural fertilizers, which is located at Jl. Parakan - Trajaya Blok Rabu RT/RW 004/005 Parakan Leuwimunding Village. As for the problems that exist at the Endo Tani Store, the data processing of incoming goods and outgoing goods is still using a manual system, namely by writing in books or on paper that has been provided, the data search process becomes constrained and inefficient because they have to search first in the document. This is of course less effective and efficient, considering that paper bags can be damaged or lost, which allows inventory data to be lost. Therefore, there is a need for a solution to these problems, namely designing a computerized inventory system. In the process of collecting data with the aim of solving problems, the authors use primary data sources, namely (Observation and Interview). The software methodology used for development is the prototype method, this inventory system is built using the PHP (Hypertext Preprocessor) programming language and the data is stored in a MySQL database. The final result obtained in this study is an inventory application that is expected to help and facilitate shop owners in processing goods data, searching for goods, and being able to produce the information and reports needed quickly, precisely, and accurately.
Pengelolaan Aplikasi Layanan Administrasi pada Kelurahan Argasunya Akmal Maulana Garsandi; Mulyawan; Raditya Danar Dana; Kaslani; Edi Tohidi
MEANS (Media Informasi Analisa dan Sistem) Volume 7 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (542.002 KB) | DOI: 10.54367/means.v7i1.1909

Abstract

Argasunya Village is a combined area of several Rukun Warga (RW). Government at the village and sub-district levels is an element of government that is directly related to the community. Kelurahan is also an administrative division under the subdistrict. The village office has not used the system in making a Business Certificate. Therefore, the author tries to make a service application for making a business certificate based on a web application with the hope of simplifying the procedures for making a business certificate, the author uses data sources (Observation and Interviews). The programming language used is PHP language with MySql database. For system design, the author uses the Prototype method. From the results of the tests carried out, the system functionality can run well and the making of online and onsite business certificates is appropriate and can run well..
E-Learning Usability Evaluation Menggunakan Fuzzy Logic dan Usulan Alternatif Desain Interaktif Learning Management System (LMS) Chamilo Arif Rinaldi Dikananda; Harry Budi Santoso; Raditya Danar Dana; Dadang Sudrajat
Jurnal ICT : Information Communication & Technology Vol 18, No 1 (2019): JICT-IKMI, Juli 2019
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v18i1.56

Abstract

E-Learning as well as learning media in general needs to be evaluated to find out and measure how much effectiveness, efficiency and user satisfaction is for the quality of the overall learning process. One effort that can be done to find out and evaluate the quality of learning is to use usability evaluation. Usability measurements require data derived from questionnaires presented using a Likert scale. The data illustrates the perceptions of users who have uncertainties because they are very subjective so they have the potential to cause misinterpretations. Fuzzy logic can be used to evaluate e-Learning reusability because fuzzy logic has the advantage of resolving a problem that contains uncertainty / ambiguity, which in this case is in accordance with the context of usability problems that are often presented in natural languages that have uncertainties, such as "how effective? "," How efficient? "And" how much user satisfaction. By using the Mamdani model Fuzzy Inference an increase in system usability with a score of 3.06 with a membership level of 0.9961 in the Moderate Usability stack. With the application of fuzzy variables and fuzzy rules, the process of evaluating system usability can be done with natural language that is easier to understand.
Analisis Cluster Hasil Uji Kompetensi Lembaga Sertifikasi Profesi (LSP) Melalui Teknologi Data Mining Raditya Danar Dana; Ahmad Faqih
Jurnal ICT : Information Communication & Technology Vol 19, No 2 (2020): JICT-IKMI, Desember 2020
Publisher : STMIK IKMI Cirebon

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36054/jict-ikmi.v20i2.275

Abstract

The implementation of the Competency Test at the LSP institution in higher education is an effort to ensure that students have abilities in certain fields according to predetermined competency standards. Education providers are required to always strive to improve the quality and quality of education with the aim that the student's academic performance will always improve. From the results of observations made in the research location, it was found a problem with the high number of failures in the implementation of the competency test. This study aims to conduct cluster analysis of the data resulting from the implementation of competency tests with the Data Mining approach through several stages in the form of data collection, data cleaning, data transformation, data modeling and data evaluation. This study resulted in grouping the results of competency tests which were divided into 3 clusters, namely cluster 1 as much as 38%, cluster 2 as much as 32% and cluster 3 as much as 30%..