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Impelemntasi E-Monitoring Perjalanan Dinas Badan Pusat Statistik (Bps) Kabupaten Kotawaringin Timur Berbasis Web Susi Santya; Minarni Minarni
IKRAITH-Teknologi Vol 6 No 2 (2022): IKRAITH-TEKNOLOGI Vol 6 No 2 Juli 2022
Publisher : Fakultas Teknik Universitas Persada Indonesia YAI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1222.367 KB)

Abstract

Official travel is a trip made by an employee or employee in a company or agencywith official duties. Each company or agency has different procedures in preparingfor business travel needs. One of the agencies that carry out official trips is theCentral Statistics Agency (BPS) of East Kotawaringin Regency. Official trips at theCentral Statistics Agency (BPS) of East Kotawaringin Regency were carried outdue to the scheduled monthly or annual agenda as well as external invitationsrelated to the Central Statistics Agency (BPS) of East Kotawaringin Regency.Employees who will go on business trips will be appointed directly by the Head ofBPS Kotawaringin Timur Regency in accordance with their respective fields. Tocarry out official trips, each employee needs a cover letter or commonly called aLetter of Assignment for business trips within the city and an Official Travel Letter(SPD) for business trips out of town. Correspondence is done using Microsoft Wordand Microsoft Excel. The manufacturing procedure cannot be done quickly becauseit has to enter and edit employee data one by one so it takes quite a long time. Withthese problems, the process of making correspondence and its management is stillnot systematic. So that the Central Statistics Agency (BPS) of East KotawaringinRegency is experiencing problems due to the slow procedure for making officialtravel correspondence, data management of official travel reports, and the Head ofthe Central Statistics Agency (BPS) of East Kotawaringin Regency cannot controlor monitor employees who are traveling. remote service. Therefore, it is necessaryto have an information system that can facilitate data management and supervisionof official travel at the Central Statistics Agency (BPS) of East KotawaringinRegency. This information system is implemented in the form of a web-basedOfficial Travel E-Monitoring that can help the performance of the Central StatisticsAgency (BPS) of East Kotawaringin Regency to minimize the procedure for makingcorrespondence so that it is faster, easier, automatic and organized.
Pelatihan Pemanfaatan Aplikasi Discord Sebagai Kelas Virtual Bagi Guru Se-Kotawaringin Timur Minarni Minarni; Eka Prasetyaningrum; Andy Ismail
Dinamisia : Jurnal Pengabdian Kepada Masyarakat Vol. 6 No. 4 (2022): Dinamisia: Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/dinamisia.v6i4.5865

Abstract

Beragam solusi pembelajaran online diterapkan oleh berbagai sekolah di beberapa daerah dengan memperhatikan berbagaipertimbangan. Solusi tersebut diantaranya mencakup kemudahan akses, kecilnya kuota yang dihabiskan, kemudahan dalam penggunaan terutama bagi pengguna yang tidak terlalu mengenal teknologi. Universitas Darwan Ali bekerja sama dengan Dinas Pendidikan Provinsi Kalimantan Tengah dalam menyambut dan memberikan solusi permasalahan tersebut. Universitas Darwan Ali menyelenggarakan pelatihan membuat kelas virtual menggunakan platform Discord karena dianggap mampu memenuhi beberapa pertimbangan tersebut diatas. Metode pelaksanaan pengabdian masyarakat ini dilakukan dengan beberapa tahap yaitu :1. Perencanaan, 2. Pelaksanaan dan 3. Evaluasi.Pelatihan ini juga dilaksanakan secara online langsung menggunakan aplikasi Discord. Hasil dari kegiatan ini adalah penerapan aplikasi Discord di semua sekolah di Kabupaten Kotawaringin Timur. Namun, pelaksanaan untuk jenjang Sekolah Dasar masih belum bisa sepenuhnya baik karena anak-anak masih perlu pendampingan orang tua khususnya kelas 1, 2 dan 3 Sekolah Dasar. Hasil yang cukup baik ditunjukkan pada jenjang Sekolah Menengah Atas karena Discord dianggap mempunyai user interface yang sangat menarik dan sesuai dengan karakter dan kegemaran remaja.
PELATIHAN DESAIN PROMOSI DIGITAL PRODUK ALIANSI PENGGERAK INDUSTRI (API) UMKM KOTAWARINGIN TIMUR Minarni Minarni; Sherly Mudrika Bahri
Martabe : Jurnal Pengabdian Kepada Masyarakat Vol 5, No 7 (2022): Martabe : Jurnal Pengabdian Kepada Masyarakat
Publisher : Universitas Muhammadiyah Tapanuli Selatan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31604/jpm.v5i7.2673-2679

Abstract

Digitalisasi membuat perubahan yang sangat signifikan dalam dunia bisnis. Promosi produk secara digital menjadi bagian penting dan tidak bisa ditinggalkan mengingat semua informasi sangat cepat tersampaikan melalui teknologi. Promosi digital juga sangat bergantung pada desain. Semakin menarik desain dari promosinya, maka semakin tinggi peluang ketertarikan konsumen terhadap produk yang ditawarkan. Namun sangat sedikit pelaku bisnis yang mengerti dan mampu mempromosikan produknya menggunakan desain yang menarik. Oleh karena itu, para pelaku bisnis perlu mendapatkan ilmu dan bimbingan untuk bisa membuat desain promosi produk mereka secara digital dengan tampilan yang menarik.  Pengabdian masyarakat berupa pelatihan desain promosi digital ini bertujuan untuk membekali para anggota Aliansi Penggerak Industri (API) UMKM Kotawaringin Timur dalam membuat sendiri desain promosi untuk masing-masing produk yang mereka tawarkan. Metode yang digunakan adalah wawancara, observasi, diskusi, presentasi dan praktik langsung. Pelatihan membuat desain ini menggunakan Aplikasi Berbasis Online yaitu Canva yang bisa diakses melalui komputer atau laptop dan juga perangkat mobile. Dalam pelaksanaannya, para peserta sangat antusias meskipun masih terkendala teknis seperti masih kurang mahir dalam menggunakan komputer untuk praktek dan juga kendala perangkat mobile yang digunakan. Hasil dari program pelatihan ini adalah peningkatan kemampuan membuat desain iklan produk. Hal itu dibuktikan dengan hasil karya dari para peserta pelatihan yang pada awalnya desainnya masih sangat sederhana kemudian menjadi lebih menarik setelah mengikuti pelatihan ini. Hasil desain iklan produk tersebut pun telah menjadi postingan pada Sosial Media mereka
Pengembangan Aplikasi Pengenalan Kuliner Dan E-Recipe Khas Kalimantan Tengah Berbasis Android Minarni Minarni; Nurani Aisiyah Tanjung; Nadia Sari; Nindi Ernawati
JURIKOM (Jurnal Riset Komputer) Vol 9, No 4 (2022): Agustus 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/jurikom.v9i4.4713

Abstract

The culinary specialties of an area are part of local wisdom that must be preserved. Central Kalimantan with its cultural customs and local craftsmanship which is still very high has a variety of culinary delights with unique and interesting tastes and appearances. The problem that occurs is that the younger generation now knows more about European-style foreign cuisine and other foreign countries so that when asked about the local cuisine, not many people know about it. The culinary introduction along with its recipes aims to introduce as well as maintain and preserve these recipes so that they can still be passed on by the younger generation, especially the local people of Central Kalimantan. Along with the times, Android-based applications are in great demand among young people because of the various features that make it easy and enough to download the application on the Play Store. This application is named e-Recipe Cullinary KalTeng. The user interface of this application is designed using Figma and developed using the Flutter Platform with the Dart programming language. Features in this application include dishes and snacks typical of Central Kalimantan, each of which is also listed as a recipe. This application is tested using Black Box and the results show that the entire application can run well and is user friendly
Model Sistem Informasi Manajemen Administrasi Berbasis Web Pada Bidang Pembinaan Sekolah Dasar Dinas Pendidikan Rizky Amalia; Minarni Minarni
Jutisi : Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Vol 11, No 3: Desember 2022
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/jutisi.v11i3.953

Abstract

Data processing and presentation of information which is still carried out conventionally in services in the Elementary School Development Sector at the East Kotawaringin District Education Office, has led to problems with process inaccuracies and vulnerability to falsification of data, inconsistencies in the output of letters, and delays in document validation. This study aims to build an administrative management information system to facilitate services in the Field of Elementary School Development at the East Kotawaringin District Education Office. Web-based systems are developed using the Waterfall development method, using the programming languages PHP, HTML, CSS, JQuery and JavaScript. Besides having master data management features, management of the school transfer process, process of replacing damaged or lost diplomas, certificates of writing errors, automatic letter numbering features, the system can also be connected online via the web network, so that application users can use it without time and place limitations. The Blackbox test results show that all functional features are operating validly.Keywords: Application Program; Correspondence; Waterfall, Functional Test, Blackbox AbstrakPengolahan data dan penyajian informasi yang masih dilakukan secara konvensional dalam pelayanan di Bidang Pembinaan Sekolah Dasar pada Dinas Pendidikan Kabupaten Kotawaringin Timur, menyebabkan munculnya masalah ketidakakuratan proses dan kerentanan pemalsuan data, ketidakkonsistenan format luaran surat, serta penundaan dalam pengesahan dokumen. Penelitian ini bertujuan untuk membangun sistem informasi manajemen administrasi untuk memfasilitasi pelayanan di Bidang Pembinaan Sekolah Dasar pada Dinas Pendidikan Kabupaten Kotawaringin Timur. Sistem berbasis Web dikembangkan dengan metode pengembangan Waterfall, menggunakan bahasa pemrograman PHP, HTML, CSS, JQuery dan JavaScript. Disamping memiliki fitur-fitur pengelolaan data master, pengelolaan proses pindah sekolah, proses surat pengganti ijazah rusak atau hilang, surat keterangan kesalahan penulisan ijazah, fitur penomoran dokumen secara otomatis, sistem juga dapat terkoneksi secara online melalui jaringan web, sehingga pengguna aplikasi dapat menggunakannya tanpa batasan waktu dan tempat. Hasil uji Blackbox menunjukkan semua fitur fungsional telah beroperasi secara valid.     
Pengembangan Sistem Informasi Rekomendasi Wisata Kotawaringin Timur Berbasis Web MenggunakanMetode Item-Based Collaborative Filtering Minarni Minarni; Sigit Sigit
Jurnal Informatika Global Vol 13, No 3
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36982/jiig.v13i3.2695

Abstract

Kotawaringin Timur Regency has many tourist objects and is rich in arts and culture spread in several sub-districts. Efforts to increase the promotion of KOTIM tourism continue to be carried out with the support of the application of technology, one of which is smart tourism. Prospective tourists tend to use internet technology to find information on tourist attractions they want to visit, rather than using the services of agents or travel agencies. Prospective tourists who want to visit East Kotawaringin need information and recommendations that are accurate, fast and economical. Recommendation systems have been widely used in the business world to help provide recommendations for various products. Therefore, a recommendation system is also used to generate tourist recommendations in East Kotawaringin using the Item-Based Collaborative Filtering method which utilizes rating data by visitors based on their travel experience. This system is in the form of a website where users can provide a rating for every tour in East Kotawaringin. Among the 35 tours in East Kotawaringin, as many as 7 tours are used in the recommendation system. These tours are Ujung Pandaran Beach, Red Kalap Gadur Waterfall, Jelawat Fish Tourism Icon, Balanga Roundabout, KOTIM Cultural Miniature Park, Satiruk Beach and Betang Tumbang Gagu. The result of the use of this recommendation system is the display of a tourist recommendation page that can be accessed by the user in the form of tours that have the highest rating equipped with detailed information on supporting tourism facilities.Keywords : Recommendation system, collaborative filtering method, tourism, East Kotawaringin 
Implementasi Metode SAW Dalam Pemilihan Tempat Wisata di Kabupaten Kotawaringin Timur Minarni Minarni; Agung Purwanto; Rizal Adi Saputra; Nadi Herlambang
Progresif: Jurnal Ilmiah Komputer Vol 19, No 1: Februari 2023
Publisher : STMIK Banjarbaru

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35889/progresif.v19i1.1181

Abstract

The tourism industry can encourage economic growth in a region. In East Kotawaringin Regency, there are about 10 different tourist attractions such as nature tourism and other tourism. Many tourists complain when making a choice of tourist attractions to visit due to several factors, such as ticket prices, facilities, security, cleanliness, road access and mileage. This shows the importance of ensuring that tourist attractions in East Kotawaringin Regency meet the criteria to attract more visitors and increase revenue for the region. This article presents an application model that can assist tourists in choosing tourist attractions in East Kotawaringin Regency using the Simple Additive Weighting (SAW) method. The SAW model works with 6 criteria and 10 alternatives. The results of the study show that the developed system can provide recommendations to prospective tourists in choosing tourist attractions based on the SAW method of reasoning.Keywords: Selection of Tourist Attractions; Simple Additive Weighting; Priority Scale; Preference value AbstrakIndustri pariwisata dapat mendorong pertumbuhan ekonomi suatu daerah. Di Kabupaten Kotawaringin Timur, terdapat sekitar 10 tempat wisata yang berbeda seperti wisata alam dan wisata lainnya. Banyak wisatawan yang mengeluh saat menentukan pilihan tempat wisata yang akan dikunjungi karena beberapa faktor, seperti harga tiket, fasilitas, keamanan, kebersihan, akses jalan, dan jarak tempuh. Hal ini menunjukkan pentingnya memastikan bahwa tempat wisata di Kabupaten Kotawaringin Timur memenuhi kriteria untuk menarik lebih banyak pengunjung dan meningkatkan pendapatan bagi daerah. Artikel ini menyajikan model Aplikasi yang dapat membantu wisatawan dalam memilih tempat wisata di Kabupaten Kotawaringin Timur menggunakan metode Simple Additive Weighting (SAW). Model SAW bekerja dengan 6 kriteria dan 10 alternatif. Hasil penelitian menunjukkan sistem yang dikembangkan dapat memberikan rekomendasi kepada calon wisatawan dalam memilih tempat wisata berdasarkan penalaran metode SAW.Kata Kunci: PemilihanTempat Wisata; Simple Additive Weighting; Skala Prioritas; Nilali preferensi 
User Interface Design Information On Traditional Games In East Kotawaringin Using Ucd Method Eki Juliana; Minarni
KLIK: Kajian Ilmiah Informatika dan Komputer Vol. 3 No. 4 (2023): Februari 2023
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/klik.v3i4.647

Abstract

This research aims to design the user interface of the Android application "BorneoTraditional Games" which introduces and preserves the traditional games of East Kotawaringin through the user-centered design method. The user-centered design method used includes Plan The Human Centered Design, Specify the Context of Use, Specify User and Organizational Requirements, Produce Design Solutions, and Evaluate Design Against User Requirements. The traditional games explained include balogo, bagasing, sepak sawut, manyipet, batukupan, and egrang. The user interface design is created using the Figma application and evaluated using the cognitive walkthrough method that refers to exploratory learning. The goal of this application is to introduce and preserve the unique culture of Central Kalimantan as traditional games are being eroded by electronic games. This design is created to be accessible and usable by various groups and to attract tourists through the information provided and a unique design that is characteristic of the local area. The user interface display created includes a Splashscreen, Dashboard containing the latest recommended information, a search menu containing a list of traditional games from East Kotawaringin and a detailed information page of traditional games complete with photos and videos. The results of usability testing using the cognitive walkthrough method showed good user satisfaction. Through usability testing, the researcher could identify problems experienced by users and provide improvement recommendations. The next development needs to create a more comprehensive testing procedure and involve various techniques as well as expanding the scope of participants. Subsequent research can also pay attention to ISO standards in user interface testing to ensure product safety and quality and provide optimal user experience.
Decision Support System for Selecting Exemplary Students with Simple Additive Weighting Method Nurahman Nurahman; Minarni Minarni; Nindi Ernawati Nindi Ernawati; Nadia Sari Nadia Sari
Journal of Innovation Information Technology and Application (JINITA) Vol 5 No 1 (2023): JINITA, June 2023
Publisher : Politeknik Negeri Cilacap

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35970/jinita.v5i1.1755

Abstract

The selection of exemplary students carried out by the school is expected to trigger the enthusiasm of students to be able to develop their interests, talents, and abilities in the academic and non-academic fields. However, decision-making has not been measured with data so a decision support system is needed. With the use of this method, it is hoped that it can make it easier and minimize the occurrence of errors in making decent decisions therefore this system is needed to be able to make good decisions. In this study, one of the decision support system methods that are often used was chosen, namely Simple Additive Weighting (SAW). The use of the SAW method is due to its uncomplicated calculations. Research conducted at this school in determining decisions is still done manually so it is less effective and efficient. Therefore, this decision support system must be able to calculate exemplary students to be more effective and efficient. This system displays the final results of the ranking of exemplary students using the SAW method. From the overall results of the research that has been carried out, the calculation results that got rank 1 were obtained, namely Kenzo Ecclesio Taha with a total score of 0.9025. From the results of the study, it can be concluded that the results meet the criteria, so this study can be considered in calculations to determine exemplary students in the future
Pengembangan Website Interaktif untuk Meningkatkan Pengalaman Virtual di Metaverse Betang Tumbang Gagu Minarni Minarni; Elika Thea Kirana; Juanda Prastiya Risma
Jurnal Teknologi Informatika dan Komputer Vol 9, No 2 (2023): Jurnal Teknologi Informatika dan Komputer
Publisher : Universitas Mohammad Husni Thamrin

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37012/jtik.v9i2.1781

Abstract

Rumah Adat Betang Tumbang Gagu adalah bagian berharga dari budaya Dayak Ngaju, Kalimantan Tengah. Rumah Adat ini telah kehilangan daya tarik dan pemahaman dalam masyarakat modern. Namun, teknologi informasi dan komunikasi (TIK) membuka peluang baru untuk memperkaya pemahaman dan melestarikan warisan budaya. Penelitian ini bertujuan untuk mengembangkan platform Metaverse, situs web interaktif serta asisten virtual guna meningkatkan pemahaman masyarakat tentang Rumah Adat Tumbang Gagu. Platform Metaverse mereplikasi lingkungan Rumah Adat Tumbang Gagu secara virtual, memungkinkan pengunjung untuk menjelajahi lingkungan dan berpartisipasi dalam aktivitas tradisional. Situs web interaktif memberikan informasi mendalam tentang sejarah, filosofis dan budaya Rumah Adat Tumbang Gagu dengan foto dan video interaktif. Sebuah asisten virtual AI bernama Bawi Tumbang Gagu menjawab pertanyaan pengunjung sedangkan kacamata VR digunakan untuk memberikan pengalaman yang mendalam dalam Metaverse. Pengembangan Metaverse dan website melibatkan penggunaan perangkat lunak seperti SketchUp, Photoshop, Figma dan Canva. Hasil penelitian ini  adalah pemanfaatan platform Metaverse dan website  interaktif yang merupakan penggabungan teknologi modern dan budaya tradisional untuk melestarikan warisan budaya. Penggunaan kacamata VR Pico 4 dan asisten virtual Bawi Tumbang Gagu telah meningkatkan pengalaman pengunjung dalam menjelajahi warisan budaya ini. Platform ini telah menjadi alat efektif dalam mempromosikan, melestarikan, dan memahami lebih dalam tentang Rumah Adat Tumbang Gagu..