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PENERAPAN METODE KANO DALAM ANALISIS TINGKAT KEPUASAN MAHASISWA TERHADAP PENEREPAN SISTEM INFORMASI AKADEMIK BERBASIS WEB Hutabri, Ellbert
Jurnal EDik Informatika Vol 1, No 2 (2015)
Publisher : STKIP PGRI Sumatera Barat

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (319.306 KB) | DOI: 10.22202/ei.2015.v1i2.1425

Abstract

Academic information system is designed for data processing purposes academic. With the advanced information technology academic process can be managed into useful information in the Management college and decision making for top management in the college environment. Academic information system can be presented in the form of a website. Which contains features related to academic purposes. To see the effectiveness of the use of the website needs to be held evaluation. Evaluation can be done by measuring the level of user satisfaction to the features presented. The level of satisfaction can be measured with Kano method. Kano method is a method that aims to categorize the attributes of the products or services based on how well the product or service is able to satisfy its customers. This research is motivated by the use of web-based academic information system at the FKIP of University Muhammadiyah West Sumatra that does not satisfy the user. This study aimed to a) know how to Kano method in the application of the method to measure the level of student satisfaction, b) to determine student satisfaction toward web-based information systems academic using Kano, c) evaluating the lack of information systems in accordance with the needs of students, d) provide recommendations on UMSB management if there is dissatisfaction of students to academic web-based information systems. The results showed the level of satisfaction of students on the use of web-based information system as follows. First, there are two features in the website are in use is very satisfying for students. Secondly, six feature generates satisfied at the level of the student as user. Third, two features used students generate sufficient levels of satisfaction. Fourth, the features are less satisfied at the level of usage by students
PRACTICALITY AND EFFECTIVINESS OF BILINGUAL COMPUTER-BASED LEARNING MODULE Adlia Alfiriani; Ellbert Hutabri
Jurnal Kependidikan Vol. 1, No.1 (2017)
Publisher : Universitas Negeri Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21831/jk.v1i1.10896

Abstract

This study was aimed at analyzing the level of practicalities and effectivenees of bilingual computer-based learning module on the topic of word processing software at State Elementary School Percobaan, Padang. The study was quantitative with an experimental method. Findings show that the products which were developed had high level of practicality with the value Kr = 1 (standard of practicality = 0.90). This was confi rmed in the test of scalability which the coeffi cient of scalability of Ks = 1 (standard of scalability = 0.60). Based on the effectiveness test in the cognitive domain, from 24 students, 20 of them were completing at the average percentage of 84.44 while 4 students were not. In the psychomotor domain, it was categorized as very good with students obtaining an average grade of 97.29 for each indicator. Therefore, this module is very good to use for learning especially in internasional schools. The research findings show give evidence to the teachers to continuously make innovation and it can also be used as a reference to develop modules on other topics.KEPRAKTISAN DAN KEEFEKTIFAN MODUL PEMBELAJARAN BILINGUALBERBASIS KOMPUTERPenelitian ini bertujuan untuk menganalisis tingkat kepraktisan dan efektivitas dari modul pembelajaran bilingual berbasis komputer pada pokok bahasan perangkat lunak pengolah kata di SD Negeri Percobaan Padang. Bentuk penelitian ini adalah kuantitatif dengan jenis eksperimen. Dari hasil penelitian didapatkan bahwa produk yang dikembangkan sudah sangat praktis dengan nilai Kr = 1 karena di atas syarat kepraktisan 0,90. Hal ini dipertegas dalam uji skalabilitas dimana koefisien skalabilitas atau Ks = 1, angka ini juga sudah memenuhi syarat yakni di atas 0,60. Dari uji efektivitas pada ranah kognitif dari 24orang siswa terdapat 20 siswa yang tuntas dengan persentase rata-rata 84,44. Untuk ranah psikomotor dikategorikan sangat baik dengan angka rata-rata yang diperoleh siswa pada setiap indikatornya yaitu 97,29. Dengan demikian, modul ini sangat baik digunakan dalam pembelajaran khususnya pada sekolah bertaraf internasional. Hasil penelitian memberikan gambaran kepada guru-guru untuk selalu melakukan inovasi dan dapat digunakan guru sebagai acuan untuk pengembangan modul pada pokok bahasan lainnya
Perancangan Aplikasi E-Futsal Sports Berbasis Android Di Kota Batam Firdaus Laia; Ellbert Hutabri
CESS (Journal of Computer Engineering, System and Science) Vol 5, No 2 (2020): JULI 2020
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (663.076 KB)

Abstract

Futsal sebagai salah satu cabang olahraga yang diminati di hampir seluruh wilayah Indonesia dari berbagai kalangan usia, salah satunya Kota Batam. Banyaknya peminat olahraga ini, membuat penyewaan lapangan futsal menjadi salah salah usaha yang cukup menjanjikan. Akan tetapi saat ini, pemesanan lapangan futsal masih dilakukan secara manual, pelanggan yang ingin melakukan pemesanan lapangan futsal diharuskan untuk langsung mendatangi lokasi lapangan futsal dalam melakukan pembayaran dan pemesanan lapangan futsal. Penelitian ini berupaya memberikan solusi dalam memfasilitasi pelanggan saat melakukan pemesanan lapangan futsal, yang dimana akan dirancang sebuah aplikasi E-Futsal Sports berbasis android. Aplikasi yang dirancang akan membantu pelanggan dalam melihat secara langsung ketersediaan lapangan, fasilitas lapangan, harga lapangan, lokasi lapangan serta dapat melakukan pembayaran dengan menggunakan beberapa metode pembayaran yang tersedia, salah satunya pembayaran melalui Go-Pay. Selain itu, penyedia lapangan futsal juga dapat mengelola informasi lapangan futsalnya. Hasil dari penelitian ini berupa sebuah aplikasi yang dapat diakses melalui smartphone android. Dengan bantuan aplikasi ini, diharapkan dapat memfasilitasi peminat olahraga futsal dan penyedia lapangan futsal khususnya Di Kota Batam.
PEMBINAAN PENGENALAN BASIC ENGLISH CONVERSATION AT THE AIRPORT KEPADA STAF BANDARA HANG NADIM BATAM Robby Satria; Nurma Dhona Handayani; Ellbert Hutabri
PUAN INDONESIA Vol. 3 No. 2 (2022): Jurnal Puan Indonesia Vol 3 No 2 Januari 2022
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (138.583 KB) | DOI: 10.37296/jpi.v3i2.87

Abstract

English is an international language which is very important for smooth bilingual interaction. Along with the times, the ability to speak English is required in all aspects of life to develop. One that is experiencing rapid development is the air transportation industry, which has a similar impact on the development of the airport aspect as a facility for providing aircraft transportation services. One of the important airports in the Riau Archipelago is Batam's Hang Nadim Airport. The airport was officially opened to the public on January 1, 1995 under the name "Hang Nadim International Airport. Since then until today, Hang Nadim airport has grown rapidly and has become one of the largest and busiest airports in Sumatra. With the rapid development of Hang Nadim Airport This, of course requires the use of an international language, namely English as the most commonly used communication medium. It has become a must for airport staff to be able to master English for the smooth operation of the technical process of aircraft and air flight systems. All airport workers are required to have good English language skills. it is appropriate to create conducive working conditions, but in reality on the ground, not all staff who work at airports have basic English skills, especially regarding the basic conversation part in English at the airport. If they are not equipped with basic English skills then they will not be able to speak English. can work optimally. Therefore, it is very important to initiate a dedication to provide a basic introduction to English for staff at Hang Nadim Airport, Batam City, Riau Islands.
Penerapan Metode Rapid Application Development (RAD) Dalam Perancangan Media Pembelajaran Multimedia Ellbert Hutabri
Innovation in Research of Informatics (INNOVATICS) Vol 1, No 2 (2019): September 2019
Publisher : Informatika Universitas Siliwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37058/innovatics.v1i2.932

Abstract

Multimedia learning media is one of the learning media used in the teaching-learning process. Based on the results of observations made on simulation subjects and digital communication shows several obstacles in the learning process such as the level of student understanding of subject matter is still low, the level of student activity and the media used are still less varied because the learning process is still fixated with books and not available media multimedia learning in simulation subjects and digital communication. The method used is the RAD (Rapid Application Development) method with object oriented approach and uses UML as a tool for media development. Based on the results of the trial, the media designed can attract the attention of students when studying, and in hrapakan can increase student grades in simdig subjects.
Penerapan Metode Forward Chaining dalam Perancangan Sistem Pakar Tes Emotional Quotient (EQ) Berbasis Web Anggia Dasa Putri; Ellbert Hutabri
Journal of Applied Informatics and Computing Vol 3 No 2 (2019): Desember 2019
Publisher : Politeknik Negeri Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1084.078 KB) | DOI: 10.30871/jaic.v3i2.1640

Abstract

Humans as social beings who must interact with various other individual character types must have emotional intelligence. Emotional intelligence is not the same person, intelligence is influenced by the family environment, age, and physical. High or low emotional intelligence influences how to interact and work. Individuals who have low emotional intelligence tend to have individualistic traits and cannot work together in teams, for that every company or agency needs to conduct tests on prospective employees. IQ and EQ tests conducted by companies to prospective employees so far have been done manually, so that problems often occur such as the test taker takes a long time to correct answer sheets, errors in calculating scores and reports of long test results when the test participants are in the amount big. Given the company's mistakes are often too late and wrong in making decisions to accept the right employees, for that we need to make an expert system that can help companies in conducting EQ tests for the selection process of prospective employees in accordance with the desired criteria. Expert system that is designed using the method of forward chaining is a method of searching or tracking information starting from existing information and combined with the rules to get a conclusion. Expert System Design uses an object oriented approach and PHP programming language so that it can be used to help companies, especially in the Human Resource Department (HRD) in the selection of prospective employees.
Sosialisasi Pemanfaatan Internet Sehat dan Aman Dikalangan Remaja Agar Tercipta Kemandirian Belajar Yusli Yenni; Ellbert Hutabri
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol 5, No 1 (2022): Januari 2022
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v5i1.1134

Abstract

Abstract Computer information technology in helping human life is growing very rapidly. This technological development is also supported by internet technology which can be accessed by everyone. The development of the internet can also support the learning and teaching process. Because the internet is a computer component in a computer network that can connect these components throughout the world computer network. So from that, to support the learning process it is necessary to apply the use of the internet in a healthy and safe manner. Healthy and safe use of the internet can protect internet users to avoid dangers and crimes that occur in cyberspace or are committed online. The use of the internet among adolescents is dominated by use in social media. Therefore, teenagers need to be given an understanding of using the internet safely and healthily in order to create a good learning process. This coaching is carried out on adolescents in Pesona Rhabayu housing, Patam Lestari Village, Sekupang District, Batam. This socialization provides understanding and solutions for adolescents in using the internet wisely so that they can improve learning and be error-free in using the internet so as not to damage the nation's young generation. Keywords: internet; learning; social media;Abstrak: Teknologi informasi komputer dalam membantu kehidupan manusia semakin berkembangan dengan  sangat pesat. Perkembanan teknologi ini juga didukung dengan teknologi internet  yang mana dapat diakses oleh semua orang. Perkembangan internet juga dapat mendukung dalam proses masa belajar dan mengajar. Karena internet  merupakan komponen komputer dalam jaringan komputer yang dapat menghubungkan komponen tersebut di seluruh jaringan komputer dunia. Maka dari padahal tersebut untuk mendukung proses pembelajaran perlu diterapkan penggunaan internet secara sehat dan aman. Penggunaan internet secara sehat dan aman dapat melindungi para pengguna internet untuk terhindar dari bahaya dan kejahatan yang terjadi di dunia maya atau dilakukan secara online. Penggunaan internet dikalangan remaja didominasi oleh penggunaan dalam media sosial. Maka dari hal tersebut para remaja perlu diberikan pemahaman dalam menggunakan internet dengan aman dan sehat agar tercipta proses belajar yang baik. Pembinaan ini dilakukan pada remaja pada Perum Pesona Rhabayu Kelurahan Patam Lestari Kecamatan Sekupang Batam. Sosialisasi ini memberikan Pemahaman dan solusi bagi remaja dalam memanfaatkan internet dengan bijak sehingga dapat meningkatkan belajar dan bebas dari kesalahan dalam memanfaatkan internet agar tidak merusak generasi muda bangsa.Kata kunci : internet; media sosia; pembelajaran
WORKSHOP PERANCANGAN AUGMENTED REALITY SEDERHANA UNTUK MENJUNJANG PEMBELAJARAN BIOLOGI DI SMK N 8 BATAM Ellbert Hutabri; Nanda Jarti; Robby Satria; Nurma Dhona Handayani; Anggia Dasa Putri
PUAN INDONESIA Vol. 4 No. 2 (2023): Jurnal Puan Indonesia Vol 4 No 2 Januari 2023
Publisher : ASOSIASI IDEBAHASA KEPRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37296/jpi.v4i2.119

Abstract

Most community activities can be carried out via smartphones, including learning activities carried out remotely. However, not all students are able to use smartphones as learning aids, most of the students use them only for entertainment in the form of accessing social media, live streaming and playing games. This activity results in students being away from learning, especially when outside of school. In addition, the teacher also does not have specific learning media in accordance with the material to be taught at school, so that the use of this tool is very minimal for learning activities. In order for the use of this smartphone to be more positive among students, it is necessary to provide workshops that can increase students' interest in learning, one of which is with augmented reality, namely technology that combines virtual objects with the real world. Through this technology, students will be taught to design 3-dimensional objects and implement them into learning. It is hoped that by increasing students' knowledge of augmented reality technology, the use of smartphones will become more positive and can improve the quality of student learning. The implementation of this service uses an inquiry and performance model where students are given material and immediately practice the material being taught, it is hoped that at the last meeting students can complete several 3-dimensional objects and apply them in learning.
Expert System Perbandingan Algoritma Simple Hill Climbing dan Steepest Ascent Hill Climbing Nada Jarti; Ellbert Hutabri
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 1 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Permainan Puzzle merupakan permainan yang banyak diminati oleh kalangan banyak orang baik usia anak anak, remaja maupun orang dewasa. Permainan ini bisa juga dikatakan sebagai permainan yang mengasa otak dan menyenangkan. Permasalahan penelitian ini yaitu susah bagi user mencari solusi untuk menumukan goal antara algoritma Simple Hill Climbing dan Ascent hill Climbing. Manfaat permainan Puzzle yaitu mempelajari susunan huruf alfabert, Game puzzle memiliki banyak manfaat bagi perkembangan pola pikir seperti perkembangan kognitif, mengasah kemampuan dalam ingatan, Kemampuan metorik, melatih bentuk koordinasi mata dan tangan, mampu mencari solusi untuk memecahkan masalah dan yang lainnya. Tujuan penelitian ini yaitu mempermudah para pemain game puzzle untuk menyelesaikan permainan dengan cepat dan memperoleh solusi akhir untuk menyelesaikan permasalahan pada game puzzle. Untuk menyelesaikan solusi Menggunakan Algoritma Simple Hill Climbing dan Ascent hill Climbing, dari hasil kedua algoritma tersebut dibandingkan mana algoritma yang paling cepat menemukan solusi akhir Algoritma Ascent hill Climbing lebih cepat menemukan solusi karena proses pengerjaan nya langsung dan hasilnya terlihat lebih cepat dan jelas. 6 proses iterasi untuk menyelesaikan kasus game puzzle.
Expert System Perbandingan Algoritma Simple Hill Climbing dan Steepest Ascent Hill Climbing Nada Jarti; Ellbert Hutabri
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 1 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

Permainan Puzzle merupakan permainan yang banyak diminati oleh kalangan banyak orang baik usia anak anak, remaja maupun orang dewasa. Permainan ini bisa juga dikatakan sebagai permainan yang mengasa otak dan menyenangkan. Permasalahan penelitian ini yaitu susah bagi user mencari solusi untuk menumukan goal antara algoritma Simple Hill Climbing dan Ascent hill Climbing. Manfaat permainan Puzzle yaitu mempelajari susunan huruf alfabert, Game puzzle memiliki banyak manfaat bagi perkembangan pola pikir seperti perkembangan kognitif, mengasah kemampuan dalam ingatan, Kemampuan metorik, melatih bentuk koordinasi mata dan tangan, mampu mencari solusi untuk memecahkan masalah dan yang lainnya. Tujuan penelitian ini yaitu mempermudah para pemain game puzzle untuk menyelesaikan permainan dengan cepat dan memperoleh solusi akhir untuk menyelesaikan permasalahan pada game puzzle. Untuk menyelesaikan solusi Menggunakan Algoritma Simple Hill Climbing dan Ascent hill Climbing, dari hasil kedua algoritma tersebut dibandingkan mana algoritma yang paling cepat menemukan solusi akhir Algoritma Ascent hill Climbing lebih cepat menemukan solusi karena proses pengerjaan nya langsung dan hasilnya terlihat lebih cepat dan jelas. 6 proses iterasi untuk menyelesaikan kasus game puzzle.