Claim Missing Document
Check
Articles

Found 9 Documents
Search

PERANCANGAN APLIKASI SISTEM UJIAN ONLINE BERBASIS ANDROID DI TINGKAT UNIVERSITAS Danny Fachrul Hakim; Aliyadi Aliyadi; Andy Triyanto
KOMPUTEK Vol 3, No 2 (2019): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (277.553 KB) | DOI: 10.24269/jkt.v3i2.272

Abstract

Given the importance of an exam within the university, it is expected that a media can be easily accessible and easy to use by students or lecturers in conducting exams. On the other hand the media must have efficiency that support the execution of the test, such as time efficiency, energy efficiency, resource efficiency and efficiency in the delivery of information. Application is software that is made with the aim to serve human needs in various fields of activity such as in economics, government, education and other areas related to human life. Android is a Linux-based operating system designed for mobile devices such as smart phones and tablet computers that are currently widely used by people around the world. Therefore, using the Android-based application media is expected to assist the parties involved in the execution of the exam in order to carry out the test easily and efficiently. Waterfall method is a method used in the design of this application. The programming language used in the design of this application is the Java programming language and PHP. For application database using MySQL. After testing with black box method can be concluded that this application has been running in accordance with what is expected. The results of this study are exam applications that can display the exam in the form of exam questions and answer options and can enter the participants' answers easily. This app also comes with an exam supervisor feature that is used to crack down on cheating in exams. Students can also directly see the results of the exam after the exam is done.
IMPLEMENTASI TENSOR FLOW LITE PADA TEACHABLE UNTUK IDENTIFIKASI TANAMAN AGLONEMA BERBASIS ANDROID Muhammad Bagus Baihaqi; Yovi Litanianda; Andy Triyanto
KOMPUTEK Vol 6, No 1 (2022): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v6i1.1143

Abstract

Aglonema or sri fortune has various types with various shapes, patterns and colors. Various types and more and more due to the many crossing processes carried out by owners and lovers of aglonema plants. For ordinary people who do not have insight into aglonema, it will be difficult to distinguish aglonema plants because the shapes, patterns and colors have similarities. It takes a Teachable Machine system with a complex but more sophisticated method that is able to recognize plants with a higher level of accuracy. The machine learning process is carried out on a computer to identify image data into classification results in the form of predictions. Tensorflow lite is a machine learning library specially designed for object recognition. Therefore, researchers are encouraged to create an Android-based mobile application that is able to recognize aglonema plants quickly, easily and accurately. 
PERANCANGAN SISTEM APLIKASI E-REPORT LAYANAN PENGADUAN MASYARAKAT PONOROGO SMARTCITY KABUPATEN PONOROGO Rido Muhamad Nasrudin; Fauzan Masykur; Andy Triyanto
KOMPUTEK Vol 1, No 1 (2017): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (638.525 KB) | DOI: 10.24269/jkt.v1i1.111

Abstract

Perancangan sistem aplikasi e-report layanan masyarakat pada Ponorogo Smartcity di kabupaten Ponorogo dirancang sebagai sarana informatif yang cepat dan efektif antara masyarakat dan pemerintah kabupaten Ponorogo dalam melaporkan kejadian yang ada disekitarnya. Konsep smartcity digunakan dalam perancangan ini guna membantu masyarakat dan pemerintah terintegrasi dalam meningkatkan efisiensi pengoperasian sebuah kota, memberi informasi yang tepat dan meningkatkan pelayanan, serta mendukung ke dalam inovasi. Adapun data diperoleh dari studi pustaka dan wawancara langsung pada kantor Humas Ponorogo Sub Bagian Pengaduan Masyarakat. Methode yang digunakan dalam perancangan ini adalah methode waterfall, dimana metode waterfall menggambarkan pendekatan yang sistematis dan juga berurutan pada pengembangan perangkat lunak. Dan untuk pengujian aplikasi ini menggunakan methode blackbox. Dari hasil perancangan sistem menggunakan methode tersebut menghasilkan aplikasi yang dapat meningkatkan pelayanan terhadap laporan pengaduan masyarakat Kabupaten Ponorogo.
PERANCANGAN E-COMMERCE PADA TOKO TELUR DAN AYAM PETELUR UD BERKAH SIMAN PONOROGO Muhammad Nasruddin; Andy Triyanto; Sugianti Sugianti
KOMPUTEK Vol 3, No 1 (2019): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (435.897 KB) | DOI: 10.24269/jkt.v3i1.202

Abstract

Penjualan online atau e-commerce merupakan mekanisme bisnis tersendiri yang usianya masih seumur jagung. Namun disinilah sisi keistimewaanya. Untuk pertama kalinya seluruh manusia di muka bumi memiliki kesempatan yang sama agar sama dapat berhasil dalam bisnis di dalam dunia maya. Tujuan penelitian ini adalah menyediakan aplikasi penjualan produk yang terhubung langsung ke sistem secara lengkap dengan informasi Toko “Telur dan Ayam Petelur UD BERKAH siman ponorogo” beserta harga dan cara pembeliannya sehingga dapat mempermudah user mencari barang tertentu. Metode penelitian yang digunakan dalam skripsi ini adalah metode studi pustaka, pengumpulan data, dan analisa dan perancangan sistem. Hasil yang dicapai berupa suatu aplikasi untuk penjualan online e-commerce yang dapat mencari produk, beserta memberikan informasi-informasi yang dibutuhkan untuk pemesanan tersebut, seperti info toko UD Berkah. Simpulan yang didapat dari penulisan skripsi ini adalah sebuah aplikasi penjualan online yang bisa digunakan untuk belanja produk lebih mudah karena menampilkan gambar-gambar barang serta harga dan cara pembelian.
RANCANG BANGUN APLIKASI MONITORING MANAJEMEN KAUANGAN PROYEK KONTRUKSI BERBASIS ANDROID PADA PT. BEGAWAN POLOSORO Marcelino Wiranto; Aslan Alwi; Andy Triyanto
KOMPUTEK Vol 4, No 2 (2020): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v4i2.535

Abstract

Regional development efforts carried out by utilizing the APBD by the government in Indonesia in various fields ranging from procurement of goods, construction work, consulting services for business entities, individual consulting services and others according to the needs of each government agency involve local and foreign companies operating in various fields. to compete in winning projects auctioned off by the government on the official website of the LPSE (Electronic Procurement Service). One of the companies engaged in the procurement of construction goods and services, namely PT. Begawan Polosoro. Employees who have excessive work such as overtime and out of town assignments are also poorly monitored so that in the payroll process sometimes the bonuses are not given accordingly. Based on the explanation above, the writer will make a construction project expenditure management application design at PT. Begawan Polosoro is based on android so that employees who are entrusted with large amounts of money can carry out their work properly and report the use of the money directly in the application, so that transparency of funds provided by company owners with funds issued by employees and the total balance of each project carried out is always can be seen and supervised by the owner of the company.
ANALISA KECELAKAAN LALU LINTAS MENGGUNAKAN METODE ALGORITMA C4.5 DAN NAÏVE BAYES (STUDI KASUS DI KABUPATEN PONOROGO) Tien Rubiyanti; Ida Widaningrum; Andy Triyanto
KOMPUTEK Vol 2, No 1 (2018): April
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (879.351 KB) | DOI: 10.24269/jkt.v2i1.69

Abstract

Penelitian ini menerapkan metode data mining yang kemudian dilakukan komparasi dari dua metode yang berbeda yaitu Algoritma C4.5 dan Naïve Bayes yang dikaji untuk memperoleh nilai akurasi yang terbaik berdasarkan data kecelakaan lalu lintas yang ada di Kota Ponorogo untuk mengetahui penyebab kecelakaan lalu lintas dengan kategori faktor pengemudi, faktor jalan, faktor cuaca dan faktor kendaraan. Kedua algoritma tersebut dibantu dengan perangkat lunak Weka yang berbasis Open Source (GPL) dan berengine Java. Maka hasil pengujian kedua algoritma tersebut diuji menggunakan Confusion Matrix dan Kurva ROC (Receiver Operating Characteristic), menunjukkan algoritma C4.5 nilai Accuracy sebesar 88.2609% dan nilai AUC (Area Under Curve) sebesar 0.996 untuk algoritma Naïve Bayes nilai accuracy sebesar 86.5217% dan nilai AUC (Area Under Curve) sebesar 0.9496. Sehingga algoritma C4.5 merupakan metode yang terbaik sebab nilai Accuracy dan AUC yang tertinggi.
PERANCANGAN SISTEM SELEKSI ATLET BOLAVOLI MENGGUNAKAN METODE SAW PADA SEKOLAH BOLAVOLI KUSUMA BHIRAWA Taufiq Abidin; Yovi Litanianda; Andy Triyanto
KOMPUTEK Vol 5, No 2 (2021): Oktober
Publisher : Universitas Muhammadiyah Ponorogo

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24269/jkt.v5i2.828

Abstract

The basic technique of volleyball itself is one of the most important elements in the game of volleyball, without mastering good basic techniques, the game cannot be played perfectly, the basic techniques of volleyball include serving, passing, smash and block (dam). Based on an interview with Coach at SBV, Kusuma Bhirawa who coaches players at the age of U-18 teenagers, explained that the selection of athletes in participating in the event is carried out according to the coach's feelings during training. After making direct observations at the Kusuma Bhirawa volleyball school with the existing problems, a decision support system will be built for the selection of volleyball athletes using the SAW method. SAW (Simple Additive Weighting) is a method in a decision support system with a weighted summation of the performance ratings of each alternative on all attributes. The alternative that has the highest value is the best alternative proposed. The criteria needed by the SbV trainer Kusuma Bhirawa in anthropometric measurements are height, physical fitness test criteria consisting of 60 m running, 60 sec pull ups, 60 sec sit ups, vertical jump, 1200 m run. volleyball smash technique criteria, passing over, passing down, serving and blocking. From the results of the correlation test that has been tried to get the correlation of the recommendation of the core player list from the application system compared to the player list from the coach with a value of 83.3%. Therefore, these results show that the SAW method has a fairly good correlation when used to determine the selection of volleyball athletes 
APPLICATION PROTOTYPE SEARCHING AND BOOKING BOARDING HOUSE IN PONOROGO Indah Puji Astuti; Dewangga Febrianus Rosidin; Andy Triyanto
PISSN
Publisher : Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (596.851 KB)

Abstract

The need for a place to live or a boarding house is very important, especially for immigrants. Students who want to continue to a higher level as well as workers have the most important needs when deciding to continue their education or looking for work in Ponorogo, namely looking for a place to live or a boarding house. With these conditions where there are many seekers of boarding houses, it makes people who have land to live in thinking about making boarding houses for students or workers. To find information on boarding places, boarding house seekers must quickly get information related to places that rent out boarding rooms. It is very time consuming if you have to go to boarding houses one by one. The purpose of this research is to make a prototype application for finding and ordering boarding houses in Ponorogo to make it easier for boarding house seekers to find information related to boarding houses that match what they want without having to go to one place. As for the boarding house owners help recommend their boarding house. The stages in this research adopt the Waterfall system development method which consists of analysis, design, line program creation, and system testing. The results of this study indicate an accuracy value of 100%, namely the tests carried out on the application prototype show that the application can run well according to its functionality. Keywords: Android, Boarding house, Waterfall, application, prototype
Mengenalkan Edukasi Robot untuk Mengembangkan Kreativitas dan Imajinasi Anak Usia Dini di TK Aisyah Kauman Kecamatan Ponorogo Munirah Munirah; Rhesma Intan Vidyasari; Andy Triyanto
E-Dimas: Jurnal Pengabdian kepada Masyarakat Vol 14, No 3 (2023): E-DIMAS
Publisher : Universitas PGRI Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26877/e-dimas.v14i3.13061

Abstract

Peran gadget saat ini sudah sangat mengubah perilaku, kebiasaan dan pola hidup kita terutama untuk anak-anak yang masih usia dini. Namun demikian, dampak positif dengan adanya gadget pun tidak bisa kita pungkiri. Banyak hal yang bisa kita manfaatkan dengan adanya perkembangan teknologi yang ada saat ini terutama untuk membangun dan menumbuhkan semangat dan kreativitas bagi para anak-anak sejak usia dini. Salah satunya adalah memperkenalkan dan mengedukasikan kepada mereka, teknologi robot yang bukan hanya sekedar teknologi semata namun dapat dijadikan sebagai bahan atau objek permainan yang seru, apalagi robot yang tidak langsung pakai, yang harus dirakit dulu untuk bisa digunakan. Hal ini cenderung dapat melatih imajinasi anak-anak dan menambah skill serta kreativitas pada anak. Dalam kegiatan ini, kami akan mengenalkan robot pada anak-anak di TK Aisyiyah Kauman Ponorogo selaku mitra kegiatan kami dengan menggunakan metode demonstrasi dan eksperimen kepada anak-anak di TK. Diharapkan dengan kedua metode itu dapat memberikan pengalaman bagi anak-anak serta menumbuh kembangkan imajinasi kepada anak bahwa belajar robot itu juga menyenangkan.