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Optimization of Educational Mobile Game Design 'Ayo Wisata ke Riau' based on User's Perspective Anggy Trisnadoli; Jan Alif Kreshna
IT Journal Research and Development Vol. 6 No. 1 (2021)
Publisher : UIR PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.25299/itjrd.2021.5766

Abstract

Educational Mobile Game ‘Ayo Wisata ke Riau’ is a mobile-based educational game application that was developed in 2017 on the Android platform. The quality requirements used in this game development have been adjusted for the available Educational Mobile Games. Even though it went well, there were many complaints from users during the direct implementation survey. This becomes material for re-evaluation, whether the game is ready to be disseminated to the public. Based on this occurence, a gap analysis was carried out to see the feasibility and the need for improvements to the game application that had been built. Based on the results of the gap analysis that has been carried out, it is indicated that there is a need for significant improvements in the areas of performance and user satisfaction. So that in this study, a design reengineering was carried out that was focused on improving the two things that were considered crucial, so that the results of the design and implementation that had been improved could provide better performance and user satisfaction scores than previous developments.
Desain Rute Terpendek untuk Distribusi Koran Jan Alif Kreshna; Satria Perdana Arifin; Rika Perdana Sari
Seminar Nasional Teknologi Informasi Komunikasi dan Industri 2011: SNTIKI 3
Publisher : UIN Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (573.568 KB)

Abstract

Traveling Salesman Problem is a problem how to get the shortest route in a journey. One example for Traveling Salesman Problem is paperboy. Paperboy’s duty is to deliver the papers to each customer so the customer can get information quickly. Therefore, the paperboy must find the shortest route to deliver the papers in a short time. Ant Colony System is a methodology that is generated through observation of the ants. Ant Colony System is a probabilistic technique to solve computational problems by finding the best path through the graph. This algorithm is inspired by the behavior of ants in finding paths from the colony to food. In the Ant Colony System there are a number of artificial ants, which are assigned to find a solution to an optimization problem, one of which find the shortest path. In this research discussed hoe the Ant Colony System can find the shortest route in the delivery of newspapers, so paperboy can deliver newspapers quickly.   Keywords: Ant Colony System, Travelling Salesman Problem, Graph.
PERANCANGAN APLIKASI REKOMENDASI OBJEK PARIWISATA KOTA PEKANBARU BERBASIS ANDROID MENGGUNAKAN LOCATION BASED SERVICE UNTUK DINAS PARIWISATA KOTA PEKANBARU Jan Alif Kreshna; Ibnu Surya; Kartina Diah Kusuma Wardani; Weslie Weslie
JURNAL ILMIAH INFORMATIKA Vol 10 No 01 (2022): Jurnal Ilmiah Informatika (JIF)
Publisher : Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/jif.v10i01.4666

Abstract

Tourists who visit the city of Pekanbaru not only come from within the country, but also from abroad. To provide services to people inside and outside Pekanbaru City, the Pekanbaru City Tourism Office currently has an official website as a medium to convey information about tourist attractions in Pekanbaru City. On the website, there is already a list of tourist attractions in the city of Pekanbaru. This research will develop applications that can be used by tourists who will visit tourist attractions in Pekanbaru City. Applications developed based on Android will provide recommendations for tourist attractions that are around application users by utilizing the Location Based Service feature. The application will also be equipped with a map and use the BellmanFord algorithm to get the shortest route to that location. It is hoped that the application generated from this research can be used as an alternative media that can be used by the Pekanbaru City Tourism Office in order to provide the best service for people inside and outside Pekanbaru City.
Educational Game as An Effort to Accelerate Learning After The Covid-19 Pandemic Khairul Umam Syaliman; Nina Fadilah Najwa; Jan Alif Kreshna
Journal of Applied Engineering and Technological Science (JAETS) Vol. 4 No. 1 (2022): Journal of Applied Engineering and Technological Science (JAETS)
Publisher : Yayasan Riset dan Pengembangan Intelektual (YRPI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37385/jaets.v4i1.1322

Abstract

The Covid-19 pandemic that occurred forced us to carry out the learning process through the internet network (online or online). Learning carried out online creates many problems, so it is considered ineffective and causes learning loss. Various methods have been taken to overcome this learning loss, including collaborating with various parties and issuing various regulations. In addition, teachers are also required to provide a new spirit in creating and innovating to provide effective, efficient, and competitive learning media. One way is to do educational game-based learning. Educational games are considered adequate for overcoming learning losses because learning media with educational games require players to participate in determining outcomes, have an entertainment side, and can increase creativity and problem-solving skills. The planned research method stages for collecting the required data are observation, interviews, and literature study. As for the development of educational games in this study, the prototype development method will be used. This study's result is that the Educational Game design has produced output that meets the needs. In future research, when this design is implemented, it is hoped that it will be an alternative medium for accelerating post-pandemic learning.
Implementation of Hill Climbing Algorithm on Tourist Attraction Android Based Application Shumaya Resty Ramadhani; Jan Alif Kreshna; Septian Rianda
International ABEC 2021: Proceeding International Applied Business and Engineering Conference 2021
Publisher : International ABEC

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (976.321 KB)

Abstract

West Sumatra is one province that has been a popular destination among tourists. West Sumatra is a strategic area that holds natural beauty that is no less great, and this is evenly distributed throughout the region [1]. Data shows that the number of tourist visits continues to increase every year before the pandemic hits Indonesia. Travelers often use google maps to find routes to destinations. However, with little knowledge about the area, people only visit familiar tourist locations. Meanwhile, West Sumatra offers plenty of beautiful places. With those problems in mind, a mobile application is created to help those visitors searching the nearest tourist spots around them in real-time. Not only that, but the system also gives information about the list of places worth visiting in West Sumatra. The system implemented a hill-climbing algorithm to find the shortest path. Based on the evaluation, the application is well accepted for people who want to visit West Sumatra. 94.6% of users agree that this app is useful. The app is handy and fast enough to display the desired result to the users.
Peningkatan Daya Jual Produk Olahan Lemon UMKM Rumah Lemon Pekanbaru Menggunakan Woocommerce Rika Perdana Sari; Shumaya Resty Ramadhani; Silvana Rasio Henim; Istianah Muslim; Jan Alif Kreshna
Ilmu Komputer untuk Masyarakat Vol 3, No 2 (2022)
Publisher : Universitas Muslim Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33096/ilkomas.v3i2.1447

Abstract

Proses pemasaran produk yang dilakukan oleh pelaku Usaha Micro Kecil Menengah (UMKM) saat ini harus mengikuti perkembangan zaman. Perkembangan teknologi pemasaran kearah digitalisasi menuntut pelaku UMKM untuk mengikutinya, sehingga perkembangan bisnis senantiasa berkembang. Hal tersebut juga menjadi perhatian oleh owner UMKM Rumah Lemon Pekanbaru (RLP). RLP merupakan usaha rumahan yang dikelola secara profesional dengan memanfaatkan lemon lokal sebagai bahan baku utama, berdiri sejak tahun 2017. Lemon lokal ini kemudian diolah sedemikian rupa, menjadi beberapa produk kesehatan, kecantikan, minuman dan perlengkapan dapur. Beberapa produk RLP sudah memiliki pasar tersendiri, dan dalam proses pemasarannya owner menggunakan sosial media dan marketplace. Pada tahun 2021 owner juga menggunakan website untuk pemasaran, namun owner mengeluhkan website yang ada saat ini memiliki beberapa kelemahan, sehingga pemesanan yang dilakukan dari website tidak memenuhi target. Owner menginginkan pengembangan website e-commerce, menggunakan fasilitas e-commerce wordpress, yakni woocommerce. Pengembangan website ini nantinya dapat mendukung pemasaran produk menjadi lebih massif dan tata kelola yang lebih baik. Owner juga mendapatkan infografis pelanggan yang potensial, klasifikasi pelanggan sudah dikelola otomatis, koneksi ke media pemasaran lainnya yang dimiliki lebih cepat dan praktis. Disamping itu pengelolaan pembayaran juga dapat dilakukan dengan mudah. Kegiatan pengabdian kepada masyarakat ini selanjutnya dapat membantu UMKM RLP untuk meningkatkan daya jual produk-produk olehan lemon lokal
Penerapan Computational Thinking Pada Materi Perulangan (looping) Dalam Bentuk Permainan Terhadap Siswa MAN 2 Pekanbaru Yuliska; Jan Alif Kreshna; Meilany Dewi; Ardianto Wibowo; Nessa Chairani Bemin; Nina Fadilah Najwa
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 1 No. 1 (2023): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (442.938 KB) | DOI: 10.35143/jiterpm.v1i1.5862

Abstract

Computational Thingking (CT) dikembangkan dari konsep dasar informatika (ilmu komputer) dengan cara mengabstraksi masalah lalu mengilustrasikan dan akhirnya mampu memberikan solusi yang optimal. CT adalah skill fundamental yang harus dimiliki oleh setiap orang di abad ke-21. CT pertama kali dibawa masuk ke Indonesia melalui Bebras Indonesia NBO pada tahun 2016. Kegiatan yang diangkat dalam PkM ini adalah implementasi CT pada MAN 2 yang berlokasi di Pekanbaru. MAN 2 Pekanbaru ingin membentuk siswa/I sekolahnya untuk mampu berpikir kritis dan terstruktur guna memecahkan permasalahan yang dihadapi. Salah satu solusi yang diambil adalah menerapkan pemahaman CT dengan memanfaatkan bantuan teknologi agar siswa/I dapat memahami alur solusi dengan lebih mudah. Perangkat lunak yang digunakan sebagai media visualisasi bernama Scratch. Scratch ini merupakan aplikasi sederhana yang tidak memerlukan pengetahuan Bahasa pemrograman, karena menerapkan konsep blok-blok kode yang hanya perlu disusun berdasarkan alur algoritma atau secara CT. Melalui PkM dengan tim dosen prodi Teknik Informatika di Politeknik Catex diharapkan dapat membantu terwujudnya proses pemahaman CT. Dengan terlaksananya PkM ini siswa-siswi MAN 2 Pekanbaru dapat mema kedepannya dapat memberikan solusi yang efektif, efesien, dan optimal baik itu dalam hal pendidikan maupun dalam kehidupan seharihari menggunakan visualisasi menarik menggunakan aplikasi Scratch.
Implementasi Sistem Informasi Profil Kelurahan (Studi Kasus: Kelurahan Umban Sari) Shumaya Resty Ramadhani; Rika Perdana Sari; Jan Alif Kreshna; Juni Nurma Sari; Puja Hanifah; Erzi Hidayat; Retno Tri Wahyuni
JITER-PM (Jurnal Inovasi Terapan - Pengabdian Masyarakat) Vol. 1 No. 2 (2023): JITER-PM
Publisher : Politeknik Caltex Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (465.018 KB) | DOI: 10.35143/jiter-pm.v1i2.5897

Abstract

Penyusunan dan penulisan Profil Kelurahan merupakan amanat yang secara jelas dimandatkan dalam Peraturan Menteri Dalam Negeri Nomor 12 Tahun 2007 tentang Pedoman Penyusunan dan Pendayagunaan Data Profil Desa dan Kelurahan. Atas dasar ini kemudian Lurah Umbansari bekerjasama dengan kelompok dosen Politeknik Caltex Riau, mencoba merealisasikannya dalam bentuk sistem informasi. Penyusunan profil kelurahan Umbansari ini dilakukan dengan beberapa tahap kegiatan, seperti pengumpulan, pengolahan dan publikasi data profil kelurahan, untuk mendapatkan gambaran tentang potensi dan tingkat perkembangan kelurahan yang akurat dan komprehensif. Adapun data yang digunakan untuk pembuatan sistem informasi ini adalah data dasar keluarga, potensi sumber daya alam, sumber daya manusia, kelembagaan, prasarana dan sarana serta perkembangan kemajuan kelurahan, yang diperoleh dari pihak keluarahan. Dengan terimplementasinya sistem informasi profil kelurahan Umbansari, diharapkan dapat digunakan untuk mendorong perkembangan kelurahan dimasa depan.