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Perancangan E-Kuisioner menggunakan CodeIgniter dan React-Js sebagai Tools Pendukung Penelitian Ismail Ismail; Fauzan Putraga AlBahri
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/j-sakti.v3i2.152

Abstract

The development of questionnaires that can capture usability problems in each case is expected to be more effective and efficient. At present, the use of e-questionnaires has evolved with the use of technologies such as the emergence of monkey surveys, type forms, google forms, Zoho surveys, and gizmo surveys that can be used to facilitate the work of creating, distributing and retrieving survey feedback online. This research tries to build an e-questionnaire model using Codeigniter and react-js which can be used as an alternative while prioritizing the appearance of end-users by adopting the Google form service but having features by being able to add questions in the form of multimedia and also being able to disseminate information on survey results with the concept of sharing datasets to various digital online sources. The methodology used in the research to be carried out is the DSRM (Design Science Research Method) method and at the research, the stage consists of; problem identification, defining objects and solutions, design and development, implementation, evaluation, and conclusion. This research resulted in an e-questionnaire application that can be used as an alternative while prioritizing the appearance of end-users by adopting the Google form service but has features that can add questions in the form of multimedia and can also disseminate survey results with the concept of sharing datasets to various digital sources. online with the use of the Codelnigter and React-Js framework can improve effective appearance while maintaining system security. It is hoped that the e-questionnaire can increase the distribution of research data in the form of electronic datasets and can be fully used as a reference for researchers in Indonesia, especially AMIK Indonesia.
Perancangan E-Kuisioner menggunakan CodeIgniter dan React-Js sebagai Tools Pendukung Penelitian Ismail Ismail; Fauzan Putraga AlBahri
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 3, No 2 (2019): EDISI SEPTEMBER
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1130.664 KB) | DOI: 10.30645/j-sakti.v3i2.152

Abstract

The development of questionnaires that can capture usability problems in each case is expected to be more effective and efficient. At present, the use of e-questionnaires has evolved with the use of technologies such as the emergence of monkey surveys, type forms, google forms, Zoho surveys, and gizmo surveys that can be used to facilitate the work of creating, distributing and retrieving survey feedback online. This research tries to build an e-questionnaire model using Codeigniter and react-js which can be used as an alternative while prioritizing the appearance of end-users by adopting the Google form service but having features by being able to add questions in the form of multimedia and also being able to disseminate information on survey results with the concept of sharing datasets to various digital online sources. The methodology used in the research to be carried out is the DSRM (Design Science Research Method) method and at the research, the stage consists of; problem identification, defining objects and solutions, design and development, implementation, evaluation, and conclusion. This research resulted in an e-questionnaire application that can be used as an alternative while prioritizing the appearance of end-users by adopting the Google form service but has features that can add questions in the form of multimedia and can also disseminate survey results with the concept of sharing datasets to various digital sources. online with the use of the Codelnigter and React-Js framework can improve effective appearance while maintaining system security. It is hoped that the e-questionnaire can increase the distribution of research data in the form of electronic datasets and can be fully used as a reference for researchers in Indonesia, especially AMIK Indonesia.
Recreational Game Socialization Using PowerPoint as a Practical Media Syafrinal; Taufiq Iqbal; Imilda; Fauzan Putraga Albahri; Alfina; Rizaldi Akbar
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 2 (2022): OCTOBER 2022
Publisher : Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ajad.v2i2.74

Abstract

This activity is a form of training for teachers and lecturers in Banda Aceh City, where the use of Microsoft Powerpoint can be adapted to make a simple game. We chose games Hidden Picture Games, Matching Game, Telepathy Game, Top Five quiz, Mystery Box, and Lucky Box. The implementation method consists of three stages, namely introduction, practice, and demonstration. The results of this activity have become a concept and collaborative learning model through recreational game media that can be used at universities in Indonesia in making service activities in utilizing Microsoft PowerPoint practical media to create innovations and develop an educational game as well as improve the ability of teachers and lecturers to utilize instructional Media.
Sistem Informasi E-Voting pada Pemilihan Umum Ketua RW dengan Pengujian Black-Box dan Analisis Regresi Variabel Dummy Abdus Salam; Fauzan Putraga Albahri; Fathurrahmad
Jurnal JTIK (Jurnal Teknologi Informasi dan Komunikasi) Vol 6 No 2 (2022): APRIL-JUNE 2022
Publisher : KITA Institute

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/jtik.v6i2.420

Abstract

The purpose of this study was to develop a model of a student's final project recommendation system by applying the Collaborative Filtering (CF) method. Agile Development Methods (ASD) is used in software development where this method is widely used for software development because it can produce system requirements data that is more descriptive and easy to implement into software. After going through the process of completing this research, the results of this study; 1) In knowing the topic or research theme in the final project, students with an expert system can be seen from the themes and sub-themes and valid calculations are carried out in helping students to find out the research title for the final project quickly, 2) By applying the Collaborative Filtering (CF) method ) in detecting research topics or themes at AMIK Indonesia, it can produce valid calculations that are the same as manual calculations so that the selection process can be carried out quickly and accurately, 3) In designing this application, it consists of the main menu page, a list of research topics, FAQs and about applications with using the programming language PHP, ReachJS and MySQL as data processing in the recommendation of the student's final project, and 4) The test is carried out using Mean Absolute Error (MAE), root-mean-square error (RMSE), Recall Value, and F-Measure. The results of the test evaluation show that the Collaborative Filtering (CF) method is quite accurate with the resulting recommendations.
Recreational Game Socialization Using PowerPoint as a Practical Media Syafrinal; Taufiq Iqbal; Imilda; Fauzan Putraga Albahri; Alfina; Rizaldi Akbar
AJAD : Jurnal Pengabdian kepada Masyarakat Vol. 2 No. 2 (2022): OCTOBER 2022
Publisher : Lembaga Mitra Solusi Teknologi Informasi (L-MSTI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35870/ajad.v2i2.74

Abstract

This activity is a form of training for teachers and lecturers in Banda Aceh City, where the use of Microsoft Powerpoint can be adapted to make a simple game. We chose games Hidden Picture Games, Matching Game, Telepathy Game, Top Five quiz, Mystery Box, and Lucky Box. The implementation method consists of three stages, namely introduction, practice, and demonstration. The results of this activity have become a concept and collaborative learning model through recreational game media that can be used at universities in Indonesia in making service activities in utilizing Microsoft PowerPoint practical media to create innovations and develop an educational game as well as improve the ability of teachers and lecturers to utilize instructional Media.