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SISTEM INFORMASI REKAM MEDIS PADA PUSKESMAS PENYINGGAHAN BERBASIS WEBSITE Nursobah Nursobah; Pajar Pahrudin; Nur Lipi Jumadil Sapari
Jurnal Informatika Wicida Vol 8 No 2 (2019): Juli 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (571.392 KB) | DOI: 10.46984/inf-wcd.1231

Abstract

Nur Lipi Jumadil sapari, 2019, Sistem Informasi Rekam Medis Pada Puskesmas Penyinggahan Berbasis Website, Program Studi Sistem Informasi, Sekolah Tinggi Manajemen Informatika dan Komputer Widya Cipta Dharma. Pembimbing (I) Dr. H.Nursobah, S.Kom., M.Kom, Pembimbing (II) Pajar Pahrudin, S.Kom., M.H. Puskesmas Penyinggahan adalah organisasi fungsional yang menyelenggarakan upaya kesehatan yang bersifat menyeluruh terpadu, merata, dapat diterima dan terjangkau oleh masyarakat, upaya kesehatan tersebut diselenggarakan dengan menitikberatkan kepada pelayanan untuk masyarakat luas guna mencapai derajat kesehatan yang optimal, tanpa mengabaikan mutu pelayanan kepada perorangan. Penelitian ini dibuat untuk mengatasi berbagai kendala yang dihadapi oleh Puskesmas Penyinggahan. Dalam membangun sistem informasi ini menggunakan metode pengembangan sistem waterfall, metode pengujian blackbox, database MYSQL dan menggunakan bahasa pemrograman PHP (PHP Hypertext Preprocessor), Notepad++ sebagai webeditor, apache sebagai webserver local, flowchart dan sitemap. Dengan adanya sistem informasi rekam medis pada puskesmas penyinggahan ini diharapkan dapat meningkatkan pelayanan Puskesmas Penyinggahan dan memberikan kemudahan dalam pembuatan laporan.
MEMANGUN GAME 3D SIDE SCROLL DAN MENERAPKAN MODEL BEHAVIOR TREEPADA NPC ENEMY DALAM GAME “MAVERICK” Heny Pratiwi; Pajar Pahrudin; M Yuditia Arfiyanto T Nassa
Jurnal Informatika Wicida Vol 10 No 2 (2021): Juli 2021
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1014.297 KB) | DOI: 10.46984/inf-wcd.1825

Abstract

Untuk menjadikan Game dapat menarik maka perlu dikembangkan Non Player Character (NPC) yang mempunyai kemampuan seperti manusia, AI (artificial intelligent) yaitu kecerdasan buatan yang dibuat untuk dapat memberikan kesan pada npc yang terlihat lebih alami dan berprilaku mirip manusia, baik npc tersebut adalah tokoh sampingan yang membantu pemain dalam progres cerita atau sebagai musuh yang harus di kalahkan pemain. Behavior tree adalah sebuah cara yang terstruktur dalam pengalihan tugas pada autonom agent atau AIseperti robot atau virtual entity dalam game komputer (npc). Behavior Tree adalah cara yang sangat efisien dalam membangun sistem kompleks yang modular dan reaktif. Hasil dari penelitian ini adalah dibuatnya game side scrolling yang memnpunyai grapik 3 dimensi. Dalam game terdapat non-playable character (NPC) yang menggunakan behavior tree yang mengontrol prilaku npc tersebut. Perilaku npc tersebut akan bereaksi terhadap aksi yang dilakukan oleh pemain dalam game.
EDUCATIONAL GAME “P3K-KIDS” PERMAINAN EDUKASI PERTOLONGAN PERTAMA PADA KECELAKAAN BERBASIS ANDROID MENGGUNAKAN IMPLEMENTASI SHUFFLE RANDOM Pajar Pahrudin; Nursobah Nursobah; Heny Pratiwi; Syamsuddin Mallala
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (676.09 KB)

Abstract

Educational game “P3K-Kids” merupakan edugame yang dibangun untuk proses pembelajaran pada anak usia 8 sampai dengan 9 tahun, edugame ini dibangun agar anak – anak dapat mengetahui bagaimana cara menangani Pertolongan Pertama Pada Kecelakaan (P3K) pada saat mereka bermain. Pada penelitian membangun edugame ini diterapkan algoroitma pengacakan posisi dengan shuffle random, dengan tujuan mengacak tantangan mengobati pasien setiap level­nya. Game dibangun menggunakan desain storyboard dan struktur hybrid dan bagan alir Unified Modeling Language (UML) dan menggunakan software SwishMax4, edugame yang dibangun dapat dijalankan pada smartphone android. Dari hasil implementasi dapat disimpulkan bahwa dengan edugame yang dapat mempermudah proses belajar dan dapat memberi pengetahuan tentang cara melakukan pertolongan pertama pada kecelakaan.
PENERAPAN ALGORITMA PENCARIAN KNUTH-MORRIS-PRATT (KMP) DALAM SISTEM INFORMASI PERPUSTAKAAN SMK TI PRATAMA Nursobah Nursobah; Pajar Pahrudin
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (129.826 KB)

Abstract

Perpustakaan SMK TI Pratama merupakan sumber pengetahuan siswa yang dapat meningkatkan kualitas pengetahuan siswa. Sebagian besar perpustakaan sekolah swasta di samarinda masih menggunakan sistem pencarian manual untuk mencari katalog perpustakaan. Sistem yang belum terkomputerisasi tersebut menyebabkan kegiatan operasional perpustakaan berjalan lambat dan tidak efektif terutama pada penelusuran katalog perpustakaan. Maka dari itu untuk mengatasi masalah penelusuran katalog dibuat sistem penelusuran katalog perpustakaan sekolah dengan mengimplementasikan algoritma Knuth-Morris-Pratt (KMP). Algoritma Knuth- Morris-Pratt merupakan algoritma pencarian string dengan melakukan perbandingan karakter mulai dari karakter paling kanan dari string yang dicari. Sistem penelusuran katalog perpustakaan sekolah dengan mengimplementasikan algoritma Knuth-Morris-Pratt dapat mempermudah pengunjung perpustakaan sekolah untuk mengetahui jumlah dan keberadaan buku yang akan dipinjam dan mempermudah pustakawan untuk mengelola buku perpustakaan
Application of Collision Detection in Arjuna's Adventure Game Pajar Pahrudin; Siti Lailiyah; Dicky Ary Setiawan
TEPIAN Vol 4 No 1 (2023): March 2023
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (621.394 KB) | DOI: 10.51967/tepian.v4i1.2232

Abstract

This research makes how to build a 2 dimensional game with the theme of a young man named Arjun who is on the battlefield and is attacked by "Buto Ijo's troops and must go through attacks from Buto Ijo's troops to protect the “Banakeling” kingdom. The background in taking the theme Arjuna game with side scrolling game to make this game easy to play. In game research that was built using the stages of multimedia development and also using the collision detection method. The Arjuna’s Adventure Game is built based on Android. The design system in this study uses a flowchart. Testing is done with the White Box and Black Box.
ANALYSIS OF THE PERFORMANCE OF THE SAMARINDA CITY DPRD FOR THE 2014-2019 PERIOD IN MAKING LOCAL REGULATIONS Pajar Pahrudin; Kusnandar; M.Raihan Ramadhan
JOURNAL OF HUMANITIES AND SOCIAL STUDIES Vol. 1 No. 1 (2023): MAY 2023
Publisher : Media Inovasi Pendidikan dan Publikasi

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

Abstract

The purpose of this study was to analyze the performance of the Samarinda City DPRD for the 2014-2019 period in drafting regional regulations. The research method uses a qualitative approach through data collection instruments of interviews, observation, and documentation while the informant selection technique is snow ball sampling. The data analysis techniques in this study used the stages of reduction, verification and conclusion. The research analysis was carried out based on the dimensions of responsiveness, responsibility and accountability. The results of the study show that the performance of members of the East Kalimantan Provincial DPRD for the 2014-2019 period in drafting regional regulations is still not fully effective, especially the dimensions of responsiveness and accountability, while the dimensions of responsibility have been running effectively. This has had an impact on the delays in various local government programs and the not yet optimal handling of public complaints. The recommendation of this research is to encourage public participation, especially in drafting regional regulations so that they can improve the performance of DPRD members, especially in the dimensions of responsiveness and accountability.
Application of Collision Detection in Arjuna's Adventure Game Pajar Pahrudin; Siti Lailiyah; Dicky Ary Setiawan
TEPIAN Vol. 4 No. 1 (2023): March 2023
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51967/tepian.v4i1.2232

Abstract

This research makes how to build a 2 dimensional game with the theme of a young man named Arjun who is on the battlefield and is attacked by "Buto Ijo's troops and must go through attacks from Buto Ijo's troops to protect the “Banakeling” kingdom. The background in taking the theme Arjuna game with side scrolling game to make this game easy to play. In game research that was built using the stages of multimedia development and also using the collision detection method. The Arjuna’s Adventure Game is built based on Android. The design system in this study uses a flowchart. Testing is done with the White Box and Black Box.
Penerapan Algoritma K-Nearest Neighbor Untuk Klasifikasi Warga Penerima Bantuan Sosial Pahrudin, Pajar; Harianto, Kusno
Building of Informatics, Technology and Science (BITS) Vol 4 No 3 (2022): December 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i3.2276

Abstract

Social Assistance (BanSos) is a government program intended for lower-middle families. Social assistance is assistance given to the community, especially the lower middle class, which is not continuous and selective. Many types of social assistance are provided by the government with the aim of prospering and helping the community's economy. However, the problem that occurs is that there are still many people who receive social assistance that are not people who deserve to receive social assistance, while the lower middle class who should receive social assistance are neglected and do not receive the social assistance. It should be for the distributor or the kelurahan to form groups for residents who are entitled to receive social assistance. The process of grouping the recipients of social assistance can be done by processing the data of residents who have the right to receive the social assistance. The data processing can be done by using data mining. One of the algorithms that can be used to solve problems in data mining is the K-Nearest Neighbor algorithm. After carrying out the overall process with a value of K = 5, it was found that the new data from residents was declared eligible to receive social assistance
Penerapan Metode Topsis Pada Sistem Pendukung Keputusan Kelayakan Penerima Dana Bantuan Operasional Sekolah Azahari, Azahari; Pahrudin, Pajar; Yunita, Yunita
Building of Informatics, Technology and Science (BITS) Vol 4 No 3 (2022): December 2022
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bits.v4i3.2290

Abstract

One of the ways used to fulfill education. The Indonesian government implements a 12-year compulsory education program. Although there is a 12-year compulsory education program by the government, there are still some students who cannot continue their education due to factors from the family economy who are unable to meet the needs or costs of the education they take. The School Operational Assistance Fund (BOS) is a financial aid given to underprivileged students/I to be able to meet learning needs such as tuition fees, book fees or personal needs that support the implementation of education for students/I. For private schools, the School Operational Assistance Fund (BOS) has its own quota to be given to students. The organizing committee for the recipients of the School Operational Assistance Fund (BOS) is required to be fair and honest in the selection process. The error is because there is still no special provision used for the selection process or the assessment process carried out by the school. Decision Support System (DSS) is a system that has been integrated with a computer, where the decision support system is used to provide certain provisions that can be used to assist in providing recommendations in the decision-making process. TOPSIS uses the principle that the chosen alternative must have the closest distance from the positive ideal solution and the farthest from the negative ideal solution from a geometric point of view by using Euclidean distance to determine the relative proximity of an alternative to the optimal solution. By applying the TOPSIS method, Alternative 4 (A4) was selected as the beneficiary with a final score of 0.7251
Pengelompokan Siswa Layak Penerima Beasiswa dengan Menerapkan Algoritma K-Means Clustering Data Mining Harpad, Bartolomius; Fahmi, Muhammad; Pahrudin, Pajar; Andrea, Reza
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 8, No 2 (2024): April 2024
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v8i2.7394

Abstract

Scholarships are financial assistance given to individuals with the aim of assisting them in financing the education they are pursuing. To overcome the gap between upper middle economic communities and lower middle economic communities in obtaining quality education. The aim of this program is to provide opportunities for financially disadvantaged students to experience quality education. In the process that occurs in awarding scholarships, there should be a strong basic foundation in the process of determining and making decisions that occur. Where the process of providing scholarships carried out so far should not be given to students who truly deserve it. The problem or impact that occurs from this is that the scholarship program does not run in accordance with the program's objectives, namely helping in the economic gap for students. One way that can be used to resolve this problem is to review previous recipient data. Data mining is a process of re-excavating data. Excavation is carried out by reviewing all the information contained in the data. In this research, the cluster analysis method is used, which is a multivariate technique used to group objects based on their characteristics. Clustering is the process of grouping data. Where the grouping process carried out on data is a grouping that does not yet have a class target or is called unsupervised learning. The results obtained in the research show that there are 2 clusters from the application of the K-Means algorithm. In cluster 1 there are 6 students in it and in cluster 2 there are 4 students in it.