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Sistem Informasi Manajemen Berbasis Key Performance Indicator (KPI) dalam Mengukur Kinerja Guru M Ghufroni An'ars
Jurnal Data Mining dan Sistem Informasi Vol 3, No 1 (2022): Februari 2022
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jdmsi.v3i1.1940

Abstract

Akurasi dan otomatisasi proses pengolahan data sangat dibutuhkan dalam berbagai aktivitas organisasi. Proses pengolahan data pengukuran kinerja guru di SMAN 14 Bandar Lampung selama ini masih dilakukan secara manual menggunakan formulir dan pencatatan. Akibatnya, terjadi proses perekapan secara berulang sehingga muncul kerangkapan data.  Penelitian ini dilakukan dengan tujuan untuk menghasilkan sistem informasi manajemen kinerja guru berbasis Key Performance Indicator (KPI) yang mampu memberikan informasi sesuai indikator dan kriteria pembobotan berdasarkan kebijakan sekolah serta menghasilkan proses penentuan kinerja guru secara otomatisasi. Key Performance Indicator (KPI) merupakan serangkaian indikator kunci yang bersifat terukur dan mampu memberikan informasi ketercapaian sasaran strategi yang dibebankan kepada suatu organisasi. Hasil yang diperoleh dari penelitian ini adalah terciptanya sistem informasi manajemen pengukuran kinerja guru dengan pemanfaatan metode Key Performance Indicator (KPI). Sistem ini memiliki beberapa fitur: pengelolaan data guru; penilaian KPI; dan adanya informasi hasil KPI untuk mengetahui kinerja masing-masing guru. Berdasarkan proses tersebut maka secara otomatis akan tampil informasi hasil keputusan apakah guru memiliki kinerja yang baik atau tidak. Berdasarkan hasil pengujian usability diperoleh hasil sebesar  82,33%, sehingga dapat disimpulkan bahwa responden “sangat setuju” pengembangan tersebut telah sesuai. Berdasarkan pengujian fungsionality diperoleh hasil sebesar 95,83%, sehingga dapat disimpulkan bahwa responden menilai sistem yang dibangun telah “sukses”.
Perancangan Desain Kemasan Produk UMKM Sikop Arrum Batik Bandar Lampung M. Ghufroni An’ars; Nirwana Hendrastuty; Damayanti Damayanti; Ade Dwi Putra
Journal of Engineering and Information Technology for Community Service Vol 2, No 1 (2023): Volume 2, Issue 1, Juli 2023
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jeit-cs.v2i1.268

Abstract

Desain kemasan yang menarik dapat memengaruhi keputusan pembelian konsumen, terutama ketika produk tersebut menawarkan nilai tambah yang khusus dan berbeda dari produk sejenis. Hal ini terlihat jelas pada produk batik, di mana desain kemasan dapat mempertegas nilai keunikan dan budaya lokal yang terkandung dalam karya batik tersebut. Dalam konteks ini, program pengabdian yang difokuskan pada perancangan desain kemasan untuk UMKM Sikop Arrum Batik Tulis di Bandar Lampung sangatlah relevan dan penting. Tujuan utama dari kegiatan ini adalah menciptakan kemasan batik kelas premium yang lebih menonjolkan keunikan produk batik yang dijual, sehingga mampu menarik perhatian konsumen dan meningkatkan penjualan. Selain itu, hasil dari kegiatan ini juga menunjukkan adanya peningkatan pemahaman mitra terkait kesadaran merek dan memfokuskan pemasaran pada target pasar tertentu, sehingga memperkuat posisi merek Sikop Arrum Batik di pasar dan meningkatkan daya saing produk di masa depan
Pelatihan penggunaan Artificial Intelligence di SMAN 1 Tanjung Bintang Nirwana Hendrastuty; M. Ghufroni An’ars; Damayanti Damayanti; Samuel Hutagalung; Chris Mario; M. Tova
Journal of Engineering and Information Technology for Community Service Vol 2, No 2 (2023): Volume 2, Issue 2, October 2023
Publisher : Universitas Teknokrat Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33365/jeit-cs.v2i1.323

Abstract

Artificial intelligence is a part of computer science that studies how to make machines (computers) do jobs like and as well as humans, even better than what humans do. Artificial Intelligence is also often referred to as a science that studies how to make computers do things like humans do. Artificial intelligence is also an area of research, applications and instructions related to computer programming to do things, in the view of humans are intelligent. One of the artificial intelligence technologies is an expert system which is a computer program that can imitate the thought process and expert knowledge to solve a specific problem. The target of this activity is students of class XI and XII from SMAN 1 Tanjung Bintang. The implementation of community service for the assisted school scheme consists of three stages, namely, preparation, implementation and evaluation. The preparatory stage is carried out by carrying out a survey first to find out the problems experienced by partners and carry out an analysis to find solutions to these problems. From the results of the distribution of questionnaires in the training, it was found that there was an increased understanding of d the use of AI, especially in particular Chat GPT, with an average of 1.6, whereas previously students had an average pre-test of 4.0. and post-test of 5.6
Game Edukasi Berbasis Android Sebagai Media Pembelajaran Pengenalan Huruf Dan Angka Untuk Anak Usia Dini Kadek Tame Jaya; M. Ghufroni An’Ars; Ade Surahman; Sanriomi Sintaro
Jurnal Media Borneo Vol. 1 No. 1 (2023): Volume 1 Number 1 Agustus 2023
Publisher : CV. Keranjang Teknologi Media

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/mediaborneo.v1i1.7

Abstract

The problem in this study is that there are many learning media that can be used in the learning process, but not all can understand the learning because basically students still like to play so learning media in the form of educational games are needed which can later be used as learning media. Therefore, the learning media presented in this study is in the form of Android-based educational games that are expected to attract the interest and enthusiasm of students in carrying out learning activities. By using the development method, namely Game Development Life Cycle (GDLC) which consists of 6 development phases, starting from the initialization / concept creation phase, preproduction, production, testing, Beta and release. In the design and implementation process, Figma is used for the design process and for the implementation process using the Android Studio application. The result of this study is an educational game as a learning medium for letter and number recognition for early childhood. With test results that have a percentage of 100% in the Functionality aspect and value test results from TK Kartika Jaya 95.33% and TK Miftahul Anwar 95.33% in the Usability aspect, so it can be concluded that students can adapt to the game and students can play the game