p-Index From 2019 - 2024
8.028
P-Index
This Author published in this journals
All Journal TEKNIK INFORMATIKA JURNAL SISTEM INFORMASI CESS (Journal of Computer Engineering, System and Science) IQRA': Jurnal Perpustakaan dan Informasi KLIK (Kumpulan jurnaL Ilmu Komputer) (e-Journal) Jurnal Ilmiah KOMPUTASI Sinkron : Jurnal dan Penelitian Teknik Informatika RABIT: Jurnal Teknologi dan Sistem Informasi Univrab JOURNAL OF INFORMATICS AND TELECOMMUNICATION ENGINEERING JURNAL MEDIA INFORMATIKA BUDIDARMA JURNAL TEKNIK INFORMATIKA DAN SISTEM INFORMASI Jurnal Informatika Universitas Pamulang Jurnal Sisfokom (Sistem Informasi dan Komputer) JurTI (JURNAL TEKNOLOGI INFORMASI) JISTech (Journal of Islamic Science and Technology) Jurnal Teknologi Sistem Informasi dan Aplikasi Digital Zone: Jurnal Teknologi Informasi dan Komunikasi Jurasik (Jurnal Riset Sistem Informasi dan Teknik Informatika) The IJICS (International Journal of Informatics and Computer Science) JURTEKSI JOURNAL OF SCIENCE AND SOCIAL RESEARCH Infoman's AL-ULUM: JURNAL SAINS DAN TEKNOLOGI EDUMATIC: Jurnal Pendidikan Informatika Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi TEKNOKOM : Jurnal Teknologi dan Rekayasa Sistem Komputer IJAIT (International Journal of Applied Information Technology) JUKANTI (Jurnal Pendidikan Teknologi Informasi) Akademika Jurnal Teknologi Pendidikan Jurnal Teknologi Dan Sistem Informasi Bisnis Competitive JTIK (Jurnal Teknik Informatika Kaputama) Journal Cerita: Creative Education of Research in Information Technology and Artificial Informatics Jurnal Teknik Informatika C.I.T. Medicom JOURNAL OF INFORMATION SYSTEM RESEARCH (JOSH) RESOLUSI : REKAYASA TEKNIK INFORMATIKA DAN INFORMASI Jurnal Indonesia : Manajemen Informatika dan Komunikasi Jurnal Abdi Mas Adzkia Da'watuna: Journal of Communication and Islamic Broadcasting Jurnal IPTEK Bagi Masyarakat Jurnal Janitra Informatika dan Sistem Informasi Jurnal Impresi Indonesia sudo Jurnal Teknik Informatika Journal of Information Systems and Technology Research Indonesian Journal of Computer Science Jurnal Komputer Teknologi Informasi Sistem Komputer (JUKTISI) Journal of Computers and Digital Business
Claim Missing Document
Check
Articles

Implementasi Layanan Firebase pada Pengembangan Aplikasi Sewa Sarana Olahraga Berbasis Android Kurniawan, Teguh; Samsudin, Samsudin; Triase, Triase
Jurnal Informatika Universitas Pamulang Vol 6, No 1 (2021): JURNAL INFORMATIKA UNIVERSITAS PAMULANG
Publisher : Teknik Informatika Universitas Pamulang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32493/informatika.v6i1.10270

Abstract

One of the business sectors that rarely gets digital innovation is the sports business sector, such as the sports field rental business. The problem in this business is that there are still many business actors and their customers who carry out the conventional reservation process, namely by making books manually and this has an impact on the customer experience when conducting leasing transactions, and for business actors it also has an impact on financial recapitulation due to incorrect calculations. The purpose of this research is to develop an Android-based application that is able to provide a much faster and easier sports rental transaction process by integrating with firebase services (firebase authentication, firebase realtime database, firebase cloud messaging). This study uses the method of developing the Rapid Application Development system and in collecting data using qualitative methods, namely observation, interviews, and literature study. From this research, an android-based application has been successfully developed that is able to solve the problem of conventional sports facilities rental and minimize the occurrence of calculation errors in financial recapitulation by integrating it with firebase services.
SISTEM INFORMASI GEOGRAFIS PEMETAAN WARGA NEGARA ASING Reni Yunita; Samsudin Samsudin; Raissa Amanda Putri
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2188

Abstract

Foreign Citizens are recorded in a government agency, namely the Class II Immigration Office of Tanjung Balai Asahan in the field of Immigration Intelligence and Enforcement. The information available at the Immigration Office is limited to data in the form of tables containing information from the foreigner, so that when the data increases, it will be difficult for officers to search for foreigner data. Therefore, we need a geographic information system regarding the distribution of foreigners. This research uses Leaflet, and Quantum GIS for map visualization. The existence of this geographic information system can provide information about foreigners to the public in order to socialize the presence of foreigners, and can also report the presence of foreigners who have not been registered, and can support immigration services for the supervision of foreigners.
MEDIA PEMBELAJARAN BAHASA IMAI (INDONESIA, MANDARIN, ARAB DAN INGGRIS) BERBASIS MULTIMEDIA Samsudin Samsudin; Aninda Muliani Harahap; Muhammad Rafli Hakim
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2193

Abstract

Science and technology is experiencing rapid development and progress in the world of education. One of them is technology in learning media. Language recognition in children needs to be improved on the media. The purpose of this research is to build interactive learning media for the introduction of IMAI languages (Indonesian, Mandarin, Arabic, and English) to broaden students' knowledge of languages. With the existence of learning media packaged with animation using Adobe Flash, it can also attract students' interest in learning languages. This learning media uses the MDLC (Multimedia Development Life Cycle) development model with 6 stages. The result of this research is an interactive learning media for the introduction of the IMAI language (Indonesian, Mandarin, Arabic, and English) at the elementary level with material aimed at grade 3 elementary school students
SISTEM SELEKSI PENERIMAAN TENAGA KERJA OUTSOURCING MENGGUNAKAN ALGORITMA C5.0 BERBASIS ANDROID (STUDI KASUS : PT. SINERGI INDO PRIMA MEDAN) Aryati Aryati; Samsudin Samsudin; M Fakhriza
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 7 No 1 (2022): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v7i1.2194

Abstract

PT. Sinergi Indo Prima is a company that supports employment services or called outsourcing. Services included in the outsourcing are security guards, administrative staff, factory workers, drivers, sales promoters, and cleaning services. As for looking for prospective workers PT. Sinergi Indo Prima Medan has a problem, namely the system is still manual, data input only uses Microsoft Excel or does not have a professional decision support system in selecting prospective workers who meet the criteria, so that the prospective workers to be distributed are not in accordance with the competencies of the areas of expertise assigned to them. required by companies in need. In this study the author uses the Rapid Application Development (RAD) development method, using the C5.0 Algorithm, with the support of Unified Modeling Language (UML) tools using the Java programming language based on Android Studio, Microsoft Visio and Umlet to design the interface. The results of the design of the recruitment selection system for outsourcing prospective workers is an application called AKSIP which is used for the data selection process for prospective workers in each job category, while the results of testing data from 6 job categories using the C5.0 Algorithm achieve a success percentage of accuracy value of 94%
APLIKASI COMPUTER AIDED INSTRUCTION (CAI) DALAM PEMBELAJARAN MATEMATIKA BANGUN RUANG Samsudin Samsudin
JURNAL TEKNIK INFORMATIKA Vol 10, No 2 (2017): Jurnal Teknik Informatika
Publisher : Department of Informatics, Universitas Islam Negeri Syarif Hidayatullah

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (933.857 KB) | DOI: 10.15408/jti.v10i2.6995

Abstract

ABSTRAK Pembelajaran merupakan suatu proses pengembangan diri seseorang dalam upaya memperoleh ilmu pengetahuan, keterampilan dan nilai-nilai positif dengan memanfaatkan berbagai sumber ilmu untuk belajar. Untuk mempermudah pembelajaran sehingga memperoleh hasil yang lebih maksimal, maka kita membutuhkan suatu sistem pembelajaran yang baik. Dengan sistem pembelajaran berbantuan komputer atau sering dikenal materi dari pendidik ke para peserta didiknya. Dengan adanya sistem pembelajaran berbantuan komputer maka dibuatlah sebuah sistem pembelajaran untuk menghitung rumus matematika bangun ruang dengan istilah Computer Aided Instruction (CAI), maka sistem pembelajaran ini berfungsi untuk mempermudah proses penyampaian. Dengan adanya sistem pembelajaran ini diharapkan proses pembelajaran menjadi lebih efektif dan menarik. Sehingga nantinya sistem pembelajaran untuk menghitung rumus matematika bangun ruang ini sangat dibutuhkan sebagai sarana penunjang lancarnya proses pembelajaran.   ABSTRACT Learning is a process of self-development in an effort to gain knowledge, skills and positive values ​​by utilizing various sources of science to learn. To facilitate learning so as to obtain maximum results, then we need a good learning system. With computer-aided learning system or often known as Computer Aided Instruction (CAI), then this learning system serves to facilitate the process of delivering materials from educators to the students. With the computer-assisted learning system then made a learning system to calculate the mathematical Formula wake up space. With this learning system is expected to be more effective and interesting learning process. So that later the learning system to calculate the mathematical Formula to build this space is needed as a means of supporting the smoothness of the learning process.How to Cite : Samsudin. (2017). APLIKASI COMPUTER AIDED INSTRUCTION (CAI) DALAM  PEMBELAJARAN MATEMATIKA BANGUN RUANG. Jurnal Teknik Informatika, 10(2), 93-108. doi:10.15408/jti.v10i2.6995Permalink/DOI: http://dx.doi.org/10.15408/jti.v10i2.6995
Perancangan aplikasi interactive learning berbasis multimedia Samsudin Samsudin
IQRA`: Jurnal Ilmu Perpustakaan dan Informasi (e-Journal) Vol 9, No 1 (2015)
Publisher : UIN Sumatera Utara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30829/iqra.v9i1.1812

Abstract

Learning is an activity that involves a person in an effort toacquire knowledge and skills by utilizing a variety of educationalresources for learning . Application of multimedia -basedinteractive learning system serves to facilitate learning andteaching conducted by students and professors . Because thelearning process can involve two parties , namely students andprofessors as facilitators . Most important in the learning processof learning activities going on well . By utilizing computertechnology is expected to help teaching more interactive andengaging student interest in learning . Multimedia-basedinteractive learning applications using multimedia -based programin creating animation , sounds , text , and images that cansupport teaching and learning process to be more easilyunderstood and can be done anytime and anywhere .Keywords: Applications Interactive Learning, Multimedia,Information and Communication Technology
OPTIMALISASI PENERIMAAN REMUNERASI DOSEN MENGGUNAKAN METODE RULE BASE REASONING Samsudin Samsudin
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 6, No 3 (2019)
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/klik.v6i3.185

Abstract

Remuneration is a term that relates to employee payroll which is set by certain regulations routinely based on work values, with the aim of creating better and cleaner governance and increasing motivation and work performance. Performance is determined by assessing the compilation oflecturer’swork files and then verified by the department that responsible to it. Rule Base Reasoning is an expert system based on a series of rules that represent human knowledge and experience in solving some complex cases. Expert system is a system whose capability to adopt human knowledge in solving problems so the system can solve problems as is usually done by experts. To implement this method a web-based system is used using the PHP programming language with the concept of Object Oriented Programming with ecpectation this system can be designed more easily and can be developed continuously so it can optimize the acceptance of lecturer remuneration andso far it can minimize the possibility of errors due to human errors. on institutions and lecturers.Keywords: Remuneration, Rule Base Reasoning, Performance, Lecturers, Expert Systems. Remunerasi merupakan sebuah istilah yang berhubungan dengan penggajian pegawai yang ditetapkan dengan peraturan tertentu secara rutin berdasarkan nilai-nilai kerja, dengan tujuan terciptanya tata kelola yang lebih baik dan bersih serta meningkatkan motivasi dan prestasi kerja.Kinerja ditentukan dengan pengumpulan bukti kerja kepada pihak yang bertanggung jawab dan dihitung oleh badan yang ditentukan.Rule Base Reasoning adalah sistem pakar berdasarkan serangkaian aturan-aturan yang merupakan representasi dari pengetahuan dan pengalaman manusia dalam memecahkan kasus yang rumit. Sistem pakar adalah suatu sistem yang berusaha mengadopsi pengetahuan manusia dalam menyelesaikan masalah sehingga sistem tersebut dapat menyelesaikan masalah seperti yang biasa dilakukan oleh para pakar.Untuk mengimplementasikan metode ini dibuat sebuah sistem berbasis web menggunakan bahasa pemrograman PHP dengan konsep Object Oriented Programming dengan harapan sistem ini bisa dirancang lebih mudah dan bisa dikembangkan secara berkelanjutan dan dapat mengoptimalkan penerimaan remunerasi dosen sehingga bisa memperkecil kemungkinan terjadinya kesalahan karena human error yang bisa menyebabkan kerugian pada pihak institusi maupun dosen.Kata kunci: Remunerasi, Rule Base Reasoning, Kinerja, Dosen, Sistem Pakar.
Augmented Reality of Rasulullah SAW Traces in Receiving the Revelation of The Qur'an Samsudin Samsudin; Ilka Zufria; Triase Triase
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 6, No 2 (2022): April 2022
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v6i2.3698

Abstract

Al-Qur'an is the holy book of Muslims whose information is eternal and has miracles that can always be proven by the progress of science and technology that is fast and powerful. The Qur'anic revelation revealed to the Prophet Muhammad for about 23 years left a long, special footprint in the cities of Mecca and Medina. In this Centennial era, some Muslims were preoccupied with technological advances which sometimes led to the neglect of the Qur'an. So that the crisis of knowledge of generations of Muslims about the footsteps of the Prophet Muhammad in receiving the revelation of the Qur'an is very little, This is very dangerous for the unity of Muslims. So that with technological advances we also attract the interest of young people to learn the Qur'an. Augmented Reality technology with the Marker-based tracking method utilizes Qr Code and the use of agile development methods and design using UML so that application developers can produce Augmented Reality applications that can show traces of the decline of the Qur'an in Mecca and Medina. The appearance of Mecca and Medina in the form of 3 dimensions along with asbabunnuzul information causes interest and ease for someone to study the verses of the Qur'an. It is hoped that this application helps to facilitate the generation of Islam in learning and understanding ayat of the Qur'an.
PENERAPAN ALGORITMA DIJKSTRA PADA APLIKASI JASA TRANSPORTASI ONLINE DI KOTA MEDAN abdul alfattah hidayah
AL-ULUM: JURNAL SAINS DAN TEKNOLOGI Vol 7, No 1 (2021)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (887.744 KB) | DOI: 10.31602/ajst.v7i1.5710

Abstract

This study aims to determine the shortest route in the application of online transportation services which is the main attraction for entrepreneurs who want to start looking for their fortune in technology and transportation, given the enormous opportunity where the human population is very large. increased, and some human activities had to be carried out. fulfilled. Some online transportation service companies use paid features provided by Google to determine the shortest distance and route, thus costing a lot of money. In this study, to determine the shortest route on a journey, it is necessary to calculate using an algorithm method, namely the dijkstra algorithm which is an algorithm used to solve the problem of the shortest route or the shortest path from one point to another at a point. weighted graph, The distance between vertices is the weight value of each edge in the graph. A graph that has a weight must be positive (weight >= 0). Dijkstra's algorithm itself uses a greedy strategy in its operation, where in each step the chosen one with the smallest weight connects the selected node with other nodes that have not been selected. Keywords: dijkstra algorithm, online transportation service, shortest route,
MOBILE APP EDUCATION GANGGUAN PENCERNAAN MANUSIA BERBASIS MULTIMEDIA MENGGUNAKAN ADOBE ANIMATE CC Samsudin Samsudin; Muhammad Dedi Irawan; Ahmad Hariandy Harahap
(JurTI) Jurnal Teknologi Informasi Vol 3, No 2 (2019): DESEMBER 2019
Publisher : Universitas Asahan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1007.424 KB) | DOI: 10.36294/jurti.v3i2.1009

Abstract

Abstract - Technological progress is changing very rapidly from year to year, mobile devices are one of the fastest growing technological products in its development, with the development of cellular technology at this time, which causes many changes, including in the world of education. Using mobile applications as learning tools can benefit from the availability of learning material that can be accessed at any time, and visualization of interesting material. the problem that arises is the lack of time for communication between teacher and students and learning that is still used by the media of books, which are mainly presented in the form of text, making students less attractive for further lessons. Therefore, researchers have developed educational applications to increase student motivation. Adobe Animate CC software is used to develop mobile multimedia applications to teach the human digestive system and multimedia disorders, this application is intended as an alternative source of student learning, so this application stimulates student motivation so students can play and learn on their own in their free time. Abstract - Kemajuan teknologi berubah sangat cepat dari tahun ke tahun, perangkat seluler adalah salah satu produk teknologi yang tumbuh paling cepat dalam perkembangannya, dengan perkembangan teknologi seluler saat ini, yang menyebabkan banyak perubahan, termasuk di dunia pendidikan. Menggunakan aplikasi seluler sebagai alat pembelajaran dapat mengambil manfaat dari ketersediaan materi pembelajaran yang dapat diakses kapan saja, dan visualisasi materi yang menarik. masalah yang muncul adalah kurangnya waktu untuk komunikasi antara guru dan siswa dan pembelajaran yang masih menggunakan oleh media buku, yang terutama disajikan dalam bentuk teks, membuat siswa kurang menarik untuk pelajaran selanjutnya. Oleh karena itu, peneliti telah mengembangkan aplikasi edukasi untuk meningkatkan motivasi siswa. Perangkat lunak Adobe Animate CC digunakan untuk mengembangkan aplikasi multimedia bergerak untuk mengajar sistem pencernaan manusia dan gangguan multimedia, aplikasi ini dimaksudkan sebagai alternatif sumber belajar siswa, sehingga aplikasi ini merangsang motivasi siswa agar siswa dapat bermain dan belajar sendiri pada waktu luang mereka.
Co-Authors Abdullah Abdullah Adinda Ayu Mega Pramesti Adnan Buyung Nasution Afridayani Afridayani Afsha Zahara Ahmad Hariandy Harahap Alda Penira Ali Ikhwan Ali Ikhwan Alyan Fatwa Anggika Wardani Anggika Wardani Aninda Muliani Aninda Muliani Aryati Aryati Aulia Pratama Tambunan Bagus Setiawan Beni Frandian Dedyka Syahputra Dian El Arafiah Saragih Dian Pratiwi Dwi Nenda Putri Dwi Silviana Elfany Rizqi Syaputri Fadiah Nurhani Fahira Khalisyah Risqullah Fauzia Mahyarani Geubrina Rizka Utami Sinaga Ilka Zufria Jumjumi Abullah Jumjumi Asbullah Lubis, Riri Syafitri M Fakhriza M. Fakhriza Maya Juliana Ritonga Merliana Putri Hasibuan Mia Nurjannah Miftah R.Sa’adah Siregar Mohammad Badri Muhammad Dedi Irawan Muhammad Hendrik Koto Muhammad Hendrik Koto Muhammad Ichsan Ichsan Muhammad Ikhsan Muhammad Khoir Al Alim Manurung Muhammad Lutfil Amin Siregar Lutfil Muhammad Rafli Hakim Muhammad Rizky Dermawan Muhammad Syafri Fauzi Muthmainnah Mutiara Indriani Mutia Dwi Pratika Nasution, Muhammad Irwan Padli Nurhadijah Nurhadijah Nurhalizah Nurhalizah Nurhidayah Simbolon Nurini Siregar Putri Sri Rezeki Rahma Azizah Lubis Rahma Dipa Salsabil Raissa Amanda Putri Raudhatul Jannah Reni Yunita Reza Pradana Ridho Dwi Yudhanata Samsul Bahri Siagian Sandra Fitrie Septiana Dewi Andriana Septiana Dewi Andriana Sri Astuti Suendri Suendri Suendri, Suendri Syahranitazli Tamara Putri Tasya Maulariqa Insani Teguh Kurniawan Triase Triase triase Triase Triase Triase Triase Triase Triase, Triase Ulfa Fadilah Wulan Suci Yudha Sansena Yudhi Prawira Prawira Yulisa Nanda Pratiwi Zahra Azura