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IMPLEMENTASI METODE DATA MINING APRIORI PADA APLIKASI PENJUALAN PT. TIGA RAKSA SATRIA Siti Qomariah; Hanifah Ekawati; Sepriyadi Belareq
KOMPUTASI Vol 17, No 1 (2020): Komputasi: Jurnal Ilmiah Ilmu Komputer dan Matematika
Publisher : Ilmu Komputer, FMIPA, Universitas Pakuan

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (522.569 KB) | DOI: 10.33751/komputasi.v17i1.1747

Abstract

PT. Tiga Raksa Satria, Tbk is a company engaged in trading in the form of selling products of various brands to shops in Samarinda. the recording process of selling has been done computerized, but the sales data has not been processed optimally. there is no application that analyzes sales data for category, planning and service to consumers. Analyzing sales data is an important part of the company, an analysis of sales results has an impact on the profits to be gained by the company. Datamining is the science of digging up valuable information and knowledge in databases. One algorithm in data mining is a priori algorithm. Datamining is widely implemented in various fields such as business, commerce, and others. This research aims to make an application with the Application of Data Mining Basketball Analysis Method with Apriori Algorithm to process the sales data in a more structured, detailed and know the problems in product sales. This application generates rules that help draw conclusions needed for drawing conclusions of strategic information for companies regarding sales data. Application made with the application of a priori methods helps in the analysis of sales data that is owned.
SIMPLE MULTI ATTRIBUTE RATING TECHNIQUE(SMART) PADA SISTEM PENDUKUNG KEPUTUSAN UNTUK MENENTUKAN PEMILIHAN PEGAWAI BERPRESTASI PADA PUSKESMAS SEPARI III TENGGARONG SEBERANG Nursobah Nursobah; Hanifah Ekawati; Sri Ratmini
Jurnal Informatika Wicida Vol 9 No 1 (2020): Januari 2020
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (369.697 KB) | DOI: 10.46984/inf-wcd.1221

Abstract

Tujuan dari penelitian ini adalah untuk menghasilkan Sistem Pendukung Keputusan Menentukan Pemilihan Pegawai Berprestasi Dengan Metode Simple Multi Attribute Rating Technique (Smart) pada Puskesmas Separi III Tenggarong Seberang dengan harapan dapat membantu dalam pemilihan Pegawai Berprestasi. Dengan menggunakan bahasa pemrograman Visual Basic 6.0 dan databasenya menggunakan Microsoft Access. Dalam penelitian ini, teknik pengumpulan data yang digunakan adalah studi pustaka, studi lapangan, observasi dan wawancara.Sistem Pendukung Keputusan Menentukan Pemilihan Pegawai Berprestasi, merupakan sistem yang dibuat untuk membantu dalam pengambilan keputusan dalam Menentukan Pemilihan Pegawai Berprestasi pada Puskesmas Separi III Tenggarong Seberang dengan menggunakan bantuan Metode Metode Simple Multi Attribute Rating Technique (Smart).Hasil dari penelitian ini adalah dibuatnya sistem pendukung keputusan untuk Menentukan Pemilihan Pegawai Berprestasi berdasarkan hasil penilaian Pegawai. Pengguna dapat menginputkan data Pegawai, data penilaian Pegawai disetiap kriteria, kemudian sistem akan mencari solusi dengan Metode Simple Multi Attribute Rating Technique. Setelah keputusan didapatkan, maka sistem akan menampilkan keputusan tersebut.
SKALA LIKERT DALAM SELEKSI KARYAWAN BARU DENGAN METODE FUZZY TSUKAMOTO BERBASIS WEB (STUDI KASUS: PT TELKOM AKSES AREA SAMARINDA) Muhammad Irwan Ukkas; Hanifah Ekawati; Tendi Riandi
Sebatik Vol 22 No 2 (2018): DESEMBER 2018
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1053.657 KB)

Abstract

PT Telkom Akses adalah anak perusahaan Telkom yang bergerak pada bidang bisnis penyediaan dan pengelolaan infrakstruktur jaringan fiber di indonesia. Semakin berkembangnya Telkom Akses maka diperlukan sumber daya manusia lebih banyak. Oleh karena itu Telkom Akses melakukan rekrut karyawan baru melalui divisi HCM (Human Capital Management). Sebelum melakukan rekrut karyawan, telah dibuat skema seleksi calon karyawan agar mendapatkan sumber daya manusia sesuai dengan visi dan misi perusahaan. Untuk mempermudah proses seleksi karyawan baru di Area Kota Samarinda maka pada penelitian ini merancang sebuah sistem untuk seleksi karyawan baru berbasis web menggunakan skala likert dengan metode Fuzzy Tsukamoto. Metode tsukamoto digunakan untuk melakukan fuzzyfikasi nilai-nilai fuzzy pada skala likert. Pengembangan sistem dalam penelitian ini menggunakan metode sistem penunjang keputusan, tahapannya yaitu (1) Intelegensi, (2) desain, (3) pemilihan, dan (4) Implementasi. Untuk pemodelan sistem menggunakan diagram alir dan sitemap. Sistem diimplementasikan menggunakan bahasa pemrograman PHP, sublime text 3 sebagai webeditor, XAMPP sebagai webserver local, basis data MySQL dan codeigniter sebagai framework. Hasil dari implementasi skala likert seleksi karyawan baru berbasis web menggunakan metode fuzzy tsukamoto menghasilkan aplikasi penilaian karyawan baru yang dapat membantu divisi HCM area samarinda dalam penilaian hasil tes, dan memberikan laporan rekomendasi hasil seleksi karyawan baru kepada pimpinan perusahaan di area.
PENERAPAN METODE FINITE STATE MACHINE (FSM) PADA GAME AGENT LEGENDA ANAK BORNEO Ekawati Yulsilviana; Hanifah Ekawati
Sebatik Vol 23 No 1 (2019): JUNI 2019
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (622.317 KB)

Abstract

Finite State Machine merupakan salah satu metodologi perancangan sistem kontrol yang menggambarkan tingkah laku atau prinsip sistem dengan menggunakan tiga hal yaitu state (keadaan), event (kejadian) dan action (aksi). Pada penelitian ini dibuat game yang berjudul “Legenda Anak Borneo” menceritakan petualangan pahlawan Legenda Kalimantan. Sebuah permainan bergenre Tactical Role Playing Game (Tactical RPG). Menggunakan metode FSM (Finite State Machine) dikembangkan pula agen cerdas di dalamnya, dengan tujuan untuk membuat musuh yang dapat menjadi lawan dari pemain. Didalam RPG, agen permainan yang berperan dapat musuh yang dapat berpikir sendiri ini biasa disebut dengan non-player character (NPC).Metode pengembangan sistem yang digunakan yaitu Metode Pengembangan Multimedia. Dengan menerapkan tahapan metode tersebut, maka dihasilkan NPC yang dapat memberi respon atau memiliki tingkah laku sesuai dengan keadaan yang terjadi pada pemain atau NPC lainnya. Hadirnya NPC dengan logika FSM membuat permainan “Legenda Anak Borneo” menjadi menantang.
Penerapan Metode Pewarnaan Graf Untuk Penjadwalan Mata Kuliah Amelia Yusnita; Hanifah Ekawati; Nila Ratna Wati
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 3, No 3 (2019): Juli 2019
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v3i3.1102

Abstract

Scheduling courses is a routine agenda every semester carried out by the study program, in the manufacturing process it often experiences difficulties such as frequent clashes between courses, lecturers and other times in one period of the lecture schedule. The graph coloring method used is a simple row coloring algorithm on the side. This algorithm can be used in scheduling so that there is no overlap between courses, lecturers, room and time. The system design tool used is a flowchart. The results of this study are in the form of applications that are made automatically without any conflicting schedules. Users can enter the initial scheduling data according to their needs, then the application will follow scheduling using a simple line coloring algorithm on the side, and the output results will display the scheduling results. testing using black box, this test will test in detail the plus button and process button, the expected result is a success
Decision Support System for Teacher Decision Following Teacher Professional Education (PPG) SMA / SMK East Kalimantan Province with Web-Based Smart Method Dana Aulia Rahman; Heny Pratiwi; Hanifah Ekawati
TEPIAN Vol 2 No 2 (2021): June 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (358.715 KB) | DOI: 10.51967/tepian.v2i2.339

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Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province is higher education after an undergraduate education program that prepares students to have jobs with special skills requirements to become teachers. The problems in registration that occur at the East Kalimantan Provincial Education and Culture Office are: The calculation of the test data is still calculated manually, so it is necessary to build a Decision Support System for Determination of Participants in the Professional Teacher Education (PPG) for SMA / SMK in East Kalimantan Province using the Web-based SMART Method. The data collection method uses the observation method and the system development method uses the method of the decision support system, namely the intelligence, design, choice, and implementation stages. Because this method has clear, practical stages. Then the system testing is White Box and Beta Testing. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the test results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) at the High School / Vocational School Level of East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Education for Teachers (PPG) for SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. With the existence of a Decision Support System for Determining Who Participates in Professional Teacher Education (PPG) at the SMA / SMK in East Kalimantan Province with the Web-based SMART Method, it can handle the calculation process when the test has been implemented. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application. can handle the calculation process once the test has been executed. In the testing results it can be concluded that the results of testing the questionnaire questions to ten (10) respondents can be concluded that more than 78.2% of respondents answered that the Determination Decision Support System Participating in Teacher Professional Education (PPG) for SMA / SMK in East Kalimantan Province with the SMART Method Web-based meets the criteria for a good website or web application.
Implementation of the Breadth First Search Algorithm in the Darkness Maze Game Based on Desktop Intelligent Agent Ramadhani Suciansyah; Bartholomius Harpad; Hanifah Ekawati
TEPIAN Vol 2 No 3 (2021): September 2021
Publisher : Politeknik Pertanian Negeri Samarinda

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (186.411 KB) | DOI: 10.51967/tepian.v2i3.346

Abstract

This research was developed with a multimedia development stage consisting of 6 stages, namely Concept, Design, Material Collecting, Assembly, Testing and Distribution. Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In the development of this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. Testing and Distribution (Distribution). Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In developing this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. Testing and Distribution . Analysis of system design using UML (Unified Modeling Language) which consists of Use Case Diagrams, Activity Diagrams and Sequence Diagrams. In developing this 3D game using the Unity Engine as software designed for the creation and development of video games assisted by typing some coding programs. The test method uses Black-Box testing and Beta Testing. The final results of this study can be applied with the help of typing coding so that the path points that have been created can provide information about adjacent paths so that they can find an exit path.
Penerapan Metode EPQ(Economic Production Quantity) Pada Pengendalian Bahan Baku Laundry Di Samarinda Laundry Mart Barbasis Android Hanifah Ekawati; Pitrasacha Adytia; Yunita Yunita
Jurnal Ilmiah Matrik Vol 22 No 1 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (990.928 KB) | DOI: 10.33557/jurnalmatrik.v22i1.840

Abstract

Samarinda Laundry Mart is a business that provides laundry services, besides that it is also a supplier of laundry raw materials in Samarinda. Control of laundry raw materials in the laundry business is a complicated problem. Therefore one method that can be used for raw material control is the EPQ method (Economic Production Quantity) where the EPQ method can determine the optimal production level, optimal production frequency, optimal time cycle to minimize total inventory costs. The results of this study are made inventory control applications using the EPQ method that can make calculations automatically. Only by entering monthly data that is already available. Users can also make transactions using the application so that all data has been integrated in the database to facilitate management in the laundry business. In addition, this application can also print transaction reports and turnover reports.
MEMBANGUN WEBSITE PROFILE KELURAHAN MELAYU TENGGARONG Yulindawati Yulindawati; Hanifah Ekawati
Jurnal Ilmiah Matrik Vol 22 No 1 (2020): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (792.141 KB) | DOI: 10.33557/jurnalmatrik.v22i1.845

Abstract

The research to build Website Profile of Tenggarong Kelurahan is a study to facilitate the public to obtain complete and up-to-date information because the information is felt to be very important in decision making and in achieving goals. In addition to obtaining complete and up-to-date information, the website can also send and publish information to the wider community online. The system development method used in this research is the System Development Life Cycle (SDLC) method, or better known as the system development life cycle in system engineering and software engineering, is the process of making and changing systems and the models and methodologies used to develop these systems. The long-term goal to be achieved is that it is hoped that this system will be able to publicize its activities for more up-to-date information so that the public can find out about the activities that have been carried out, ease of information on the procedures for handling correspondence in the Melayu Tenggarong village to the public at large. So that the specific target of using the Tenggarong Kelurahan website as an effective medium for delivering information can be achieved.
PENERAPAN TAKSONOMI BLOOM DAN KRATHWOHL’S PADA APLIKASI RUBRIK PENILAIAN HASIL BELAJAR SISWA DI SAMARINDA UNTUK ASPEK AFEKTIF Hanifah Ekawati; Wahyuni Wahyuni; Nila Ratna Sari
Jurnal Ilmiah Matrik Vol 23 No 2 (2021): Jurnal Ilmiah Matrik
Publisher : Direktorat Riset dan Pengabdian Pada Masyarakat (DRPM) Universitas Bina Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33557/jurnalmatrik.v23i2.1428

Abstract

The development of an application for the assessment of learning outcomes in this aspect will help teachers in the teaching and learning process, as well as make it easier for teachers to assess learning outcomes because the rubric is already available for application and there will be output of learning outcomes on the affective aspects of students. In this study using the waterfall model development method. As for what is needed data analysis, needs analysis, technology analysis, user analysis. Design, all data that has been collected in the system design process, so as to facilitate the description of the system and clarify the description of the existing system. Implementation, after doing the analysis and design, then the implementation is carried out, namely the development of the system, in this case starting the program. This application uses three users, namely the TU user, the Teacher user, the Homeroom user to view student data reports and student affective learning outcomes reports. The result of this research is a desktop-based application for assessing student learning outcomes in the affective aspect.