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Aplikasi Logika Fuzzy untuk Penentuan Beasiswa Peningkatan Prestasi Akademik Menggunakan Metode Fuzzy Mamdani Pada ITB Indonesia Rahel Raheliya Br Ginting; Nirwan Sinuhaji; Siti Indriyastri Dewi; Meiliyani Br Ginting
MEANS (Media Informasi Analisa dan Sistem) Volume 6 Nomor 1
Publisher : LPPM UNIKA Santo Thomas Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (824.397 KB) | DOI: 10.54367/means.v6i1.1263

Abstract

The Indonesian Institute of Technology and Business is an institution engaged in the field of Education. Scholarship is a gift in the form of an award or in the form of financial assistance given to people who have achievements that aim to be used as a continuation of education that will be taken during education. In addition, scholarships are also given to students as an appreciation or support for outstanding students. This research was made with the aim that the Right Target, Right Amount and Timely scholarship program can be implemented in determining scholarships to improve academic achievement at the Indonesian Institute of Technology and Business. Based on the existing problems, the authors analyze and design an application system built using Matlab software by combining fuzzy logic and Matlab GUI.
Sistem Pendukung Keputusan Pemilihan Pakan Ternak dari Sisa Penggilingan Padi Menggunakan Metode Fuzzy Tsukamoto Erta Susanti; Raheliya Br Ginting; Nirwan Sinuhaji; Meiliyani Br Ginting
JURNAL INFORMATIKA DAN PERANCANGAN SISTEM (JIPS) Vol 5 No 2 (2023): Volume 5, No.2 Mei 2023
Publisher : Prodi Teknik Informatika (S1) Institut Teknologi dan Bisnis Indonesia

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Abstract

on the process, processed rice not only produces rice, but also produces several forms of waste such as husk ash, bran, and rice bran. Rice husk ash is a hard layer that includes kariopsis which consists of two halves called lemma and palea which are interconnected. From the remnants of the rice mill, it can also be used optimally as animal feed. Feed is a mixture of various kinds of organic materials given to livestock to meet the needs of nutrients needed for growth, development and reproduction. The problem faced by this team is how to determine animal feed from the rest of the rice mill. Based on these problems, the authors designed an application system that was built using Matlab software which combines fuzzy logic programs and Matlab GUI as the application display.
Game Edukasi Untuk Anak TK Dan Dampak Penggunaan Android Di TK Bintang Timur P.Siantar Dewi Yohana Br Ginting; Raheliya Br Ginting; Meiliyani Br Ginting; Asprina Br Surbakti
MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat Vol. 1 No. 5 (2023): Oktober : MENGABDI : Jurnal Hasil Kegiatan Bersama Masyarakat
Publisher : Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.61132/mengabdi.v1i5.429

Abstract

Community service activities are carried out at Bintang Timur Kindergarten in Pematang Siantar in order to help children at an early age understand android educational games that are suitable for consumption by the child himself. Educational games as a support for children's cognitive development so that parents must understand various types of educational game applications, how to choose the right educational games, and how to install on cellphones. The implementation method used is presentation, demonstration, practice, brainstorming, and sharing about educational games to the Principal at Bintang Timur Kindergarten, Pematang Siantar.  This activity was carried out through three stages, namely 1) socialization, 2) mentoring, 3) monitoring and evaluation. The results of the implementation of this activity are:  1) understanding of android educational games as a support for children's cognitive development in the very good category.  This is indicated by the percentage of indicators of achievement of recognizing educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) obtained a positive response as seen from the attendance indicator of participants reaching 93% of the target and enthusiastic participants during the activity from the beginning to the end of the activity. The ultimate goal of introducing educational games is that parents are IT literate so that they are able to monitor their children in using cellphones, especially when playing games.