S. Supardi, Ari Amir Alkodri, S. Sujono, Rendy Rian Chrisna Putra
{"title":"Utilization of A Website-Based Industrial Practice Supervision System (Prakerin) During Pandemic","authors":"S. Supardi, Ari Amir Alkodri, S. Sujono, Rendy Rian Chrisna Putra","doi":"10.38101/SISFOTEK.V11I2.406","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.406","url":null,"abstract":"Increasing the competence of vocational students to be able to enter the field is the first goal for the quality of every major level school. The supervisory system for monitoring field work practices at the agency is to monitor, control the activities and activities of students where the completion of reports is one of the important requirements in implementing field work practices in research places of companies or agencies, this supervision system effort occurs because most students come from regions which is far from home so that it requires boarding and the number of students who commit fraud by not attending / coming to companies or research institutions, especially when the current pandemic is an excuse for students. In this study using the direct field observation method, interviews with external supervisors, laboratory assistants and students, while the implementation uses the PHP programming language and MySQL database. The results of the student supervision system in implementation activities for 3 months which can have a positive impact on the use of supervising teachers, schools and internship students in completing reports during the pandemic.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123341245","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of Augmented Reality Based Wushu Training Module to Improve Basic Movement Ability","authors":"Syaipul Ramdhan, Egga Asoka","doi":"10.38101/SISFOTEK.V11I2.409","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.409","url":null,"abstract":"Wushu martial arts is one of the favorite martial arts in Indonesia, with achievements that are routinely obtained at various international events such as the SEA Games and ASIAN Games including the World Championships. During this pandemic, wushu college students practice independently, in fact only a few universities have started practicing together by implementing health protocols. Therefore, the researchers developed a wushu training module using Augmented Reality technology, which will be a fun new tool for Sasana Wushu Salsabila Indonesia students. Interactivity and three-dimensional display are presented in an attractive manner and can be used anywhere and anytime. This training module is an android application. Students can find out in detail the correct movement according to existing standards, namely IWUF (International Wushu Federation). This research method uses the ADDIE development model (Analysis, Design, Development, Implementation, and Evaluation).","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121918327","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Debby Alita, Setiawansyah Setiawansyah, Ade Dwi Putra
{"title":"C45 Algorithm for Motorcycle Sales Prediction On CV Mokas Rawajitu","authors":"Debby Alita, Setiawansyah Setiawansyah, Ade Dwi Putra","doi":"10.38101/SISFOTEK.V11I2.392","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.392","url":null,"abstract":"CV Mokas Rawajitu is a company that sells various types of used motorbikes both in cash and on credit. In sales, the problem that occurs is the frequent occurrence of ups and downs in motorcycle sales due to the mismatch of the available motorcycle variants with consumer interests so that motorcycle sales often do not reach the target. The role of data mining is needed to analyze consumer purchasing patterns at CV Mokas Rawajitu which can produce information, namely knowing what types of motorbikes most in-demand by consumers are and which are most in-demand in the market by predicting using the C4.5 algorithm based on the sales transaction data they have. from previous periods. The study used a dataset of motorcycle sales at CV Mokas Rawajitu from 2017-2019 with a total data volume of 1,411 data. The attributes used are the motorbike category, the motorbike brand, the motorbike price, and the year of production. The tools used in this research are Rapid Miner. The results of the application of the C4.5 Algorithm can be used as a prediction of sales at CV Mokas Rawajitu because the results of the accuracy of testing data and models using 9-Fold Cross Validation reach a value of 87.95% where the 9th fold reaches the highest accuracy value with a Sensitivity level of 97, 15%, 69.05% Specificity, 86.57% Precision, 12.05% Error (Error Rate) and 30.95% False Positive Rate.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"78 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132081632","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Comparison of Apriori and Frequent Pattern Growth Algorithm in Predicting The Sales of Goods","authors":"Wira Hadinata, Jurisman Waruwu, Toto Hermanto","doi":"10.38101/SISFOTEK.V11I2.390","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.390","url":null,"abstract":"The increasing number of bona fide companies, especially in the world of retail minimarkets, PT. Suka Maju innovates to make a company that develops in the retail sector so that it can serve consumers well. With the problems - problems in the company PT. Suka Maju still applies unrelated items so that consumers find it difficult to buy related products. PT. Suka Maju does not apply interrelated items such as coffee and sugar, sauce and noodles, bread and cheese. company PT. Suka Maju must act as quickly as possible and requires data analysis using Market Basket Analysis. The purpose of the existence of data in every transaction of product sales to consumers, data can be processed properly to provide information to companies so that transaction data in every product purchase can be useful and to determine the layout of a product. To deal with this problem, researchers found a pattern that can improve a layout pattern or display of sales items in the retail world, one of which is by utilizing product sales transaction data used to support and find an association rule data mining method technique, comparing the algorithm Apriori and algorithm Frequent Pattern Growth. The purpose of this study is to compare 2 algorithms and choose a better algorithm to help find products that are often purchased together. From the results of the research from 10,005 transactions of 27 attributes using the algorithms Apriori and algorithms Frequent Pattern Growth with the minimum parameters of support = 100, confidence = 100 and lift = 2.58, the algorithm Frequent Pattern Growth has the highest accuracy compared to the algorithm Apriori. In the results of this study, it can be said that the algorithm Frequent Pattern Growth is the best for determining interrelated","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"56 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127894645","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Development of Media for Introduction and Prevention of Covid-19 Based on Role Playing Game for Elementary School","authors":"Fiqih Hana Saputri, F. Ferawati","doi":"10.38101/SISFOTEK.V11I2.402","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.402","url":null,"abstract":"This research aim to create game based on role playing game for introduction and prevention of Covid-19 in elementary school. In education, technology is needed to support the learning process, especially during the current Covid-19 pandemic, which requires students to study at home. Of course, in online learning between students and teachers, liaison media is needed to carry out the learning process, one of which is the introduction and prevention of Covid-19, which many children still do not understand. Therefore, games are needed to open and prevent Covid-19 from facilitating information for students in recognizing and knowing the prevention of Covid-19. The game is designed using Role Playing Game Maker MV in which there are characters. The game contains six grade levels. In each game, there are questions that students must answer to move up to the next grade level. Based on the questionnaire results using the Software Quality Assurance metric, the Monster Corona game has a value obtained from the results of the questionnaire, which is 82.6. At the same time, the value of the feasibility of the Monster Corona game quality is 80. The value obtained from the questionnaire is 2.6 different, and it is considered that the Monster Corona game is suitable for use. This game can be used as a student resource for the introduction and prevention of Covid-19.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"58 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130093894","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Ari Amir Alkodri, S. Supardi, Burham Isnanto, Seno Hadi Saputro, Agus Dendi Rachmatsyah, Gita Aditia
{"title":"Mobile Applications Quick Response Reports For Successful Practices In Computer Laboratory","authors":"Ari Amir Alkodri, S. Supardi, Burham Isnanto, Seno Hadi Saputro, Agus Dendi Rachmatsyah, Gita Aditia","doi":"10.38101/SISFOTEK.V11I2.397","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.397","url":null,"abstract":"With the rapid advancement of information technology today, every world of education requires campuses to develop teaching and learning services in their special practicum in the laboratory. Rapid response laboratory services are a form of participation to take part in the implementation of practicum adjusting standard operating procedures (SOP). In this case, the author takes a case study at the Atma Luhur ISB computer laboratory, making a damage report or PC troubleshooting now still in the form of LOG books and manuals, and the processing time is waiting for lecture hours to finish. Thus, a rapid response application process for response and information service laboratories is needed to make it easier for laboratory workers to carry out job descriptions. The method used in designing this rapid response system application is the waterfall model and is run on the Android operating system. The results of the rapid response application in the Atma Luhur ISB laboratory can help smooth practicum in this laboratory, making it easier for the laboratory and to obtain service responses and practicum services more quickly and effectively. This application after being tested for functional aspects by distributing questionnaires to laboratory assistants got an average value of 87.083% (good criteria), so overall it can be concluded that this application can be applied in the Atma Luhur ISB laboratory.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124106482","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Rahmat Tullah, Saca Dul Hapid, Junando Akas Suwandara
{"title":"Automatic Lock Door With Voice Commands On Arduino-Based Android","authors":"Rahmat Tullah, Saca Dul Hapid, Junando Akas Suwandara","doi":"10.38101/SISFOTEK.V11I2.410","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I2.410","url":null,"abstract":"The key has an important function in the security system on the door which is the access to enter the room. To unlock a door, we usually need a key to open or lock a door. The purpose of this paper is to provide comfort or convenience in opening or locking doors with a more sophisticated and efficient security system using voice commands on Android. Automatic lock doors with voice commands on Android are a development of room door locks that still use conventional keys. This research uses the Arduino microcontroller as the brain of the solenoid used to lock the door and the magnetic switch is used to detect movement at the door, SIM800L is used to send notification messages in the form of SMS to registered admins. The method used is the prototype method, the prototype provides an overview to the user how the work flow in the system to be built. Application and tool testing is carried out to determine the performance of the applications and tools designed on the proposed system. The result of this research is a prototype automatic lock door with voice commands on Android based on Arduino Uno.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-09-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123775329","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
{"title":"Prediksi Prioritas Infrastruktur Jalan di Provinsi Banten Dengan Metode AHP","authors":"E. Kusnadi, H.L.H Spits Warnars","doi":"10.38101/SISFOTEK.V11I1.347","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I1.347","url":null,"abstract":"Jalan merupakan sarana infrastruktur utama yang sangat dibutuhkan dalam mendukung kelancaran transportasi guna meningkatkan kondisi perekonomian masyarakat. Seiring dengan berjalannya waktu jalan akan mengalami kerusakan baik karena faktor alam maupun karena faktor teknis lainnya, sehingga diperlukan upaya penanganan serius dari pemerintah setempat. Dalam hal penanganan kerusakan jalan dibeberapa wilayah masih ditemukannya permasalahan yang perlu segera diselesaikan, salah satunya adalah permasalahan ketersediaan anggaran yang tidak sebanding dengan tingkat kerusakan jalan yang cukup banyak sehingga diperlukan sebuah metode untuk mengetahui urutan prioritas jalan harus segera ditangani. Untuk menentukan prediksi dan urutan prioritas penanganan jalan maka digunakan metode Analytic Hierarchy Process (AHP) dengan pertimbangan faktor kerusakan, lalulintas dan ekonomi.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"34 1-2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114113567","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Agustinus Sirumapea, Syaipul Ramdhan, Deri Rismana
{"title":"Aplikasi Pembelajaran Mengenal Rumah Adat di Pulau Jawa Berbasis Android dengan Teknologi Augmented Reality","authors":"Agustinus Sirumapea, Syaipul Ramdhan, Deri Rismana","doi":"10.38101/SISFOTEK.V11I1.339","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I1.339","url":null,"abstract":"Rumah adat merupakan peninggalan nenek moyang kita yang sudah lama ada dan digunakan untuk tempat tinggal dan ada juga yang digunakan untuk ruang pertemuan. Rumah adat di setiap daerah memiliki bentuk dan keunikan tersendiri sesuai dengan budaya di daerah tersebut. Seiring berkembangnya zaman, bangunan rumah adat mulai ditinggalkan oleh masyarakat dan menggantinya dengan bangunan yang lebih modern. Hal ini mengakibatkan banyaknya orang tidak mengetahui bentuk dari bangunan rumah adat. Adapun di sekolah anak-anak belajar tentang seni kebudayaan Indonesia melalui media konvenional yaitu buku pelajaran yang didalamnya hanya menampilkan gambar rumah adat yang tampak bagian depan saja atau 2 dimensi, hal ini membuat anak kurang tertarik untuk mempalajarinya,, maka dari itu perlu adanya sebuah inovasi. Dengan menggunakan teknologi Augmented Reality yaitu menggabungkan antara gambar 2 dimensi dan gambar 3 dimensi yang diaplikasikan menggunakan Smartphone Android, maka rumah adat akan terlihat 3 dimensi ketika kamera pada smartphone memindai marker.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129727208","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Fiqih Hana Saputri, Syaipul Ramdhan, Nurul Ainun Baktiar
{"title":"Perancangan Game Edukasi Marbel Mengenal Huruf Hijaiyah Menggunakan Metode t-Test","authors":"Fiqih Hana Saputri, Syaipul Ramdhan, Nurul Ainun Baktiar","doi":"10.38101/SISFOTEK.V11I1.343","DOIUrl":"https://doi.org/10.38101/SISFOTEK.V11I1.343","url":null,"abstract":"Perkembangan teknologi yang pesat ini berpengaruh terhadap proses pembelajaran di Taman Kanak-Kanak dan berpengaruh juga pada materi pembelajaran serta cara penyampaian materi dalam proses kegiatan belajar mengajar. Mempelajari dasar Alquran salah satunya dimulai dengan mempelajari huruf hijaiyah. Guru biasanya menyampaikan materi hanya ceramah atau bercakap-cakap, sehingga siswa sering merasa jenuh. Dalam menghafal huruf hijaiyah perlu metode yang menarik seperti game edukasi yang bisa diakses dengan mudah melalui smartphone. Metode yang digunakan dalam penelitian ini yaitu metode kualitatif dan metode selanjutnya menggunakan OOAD yang di gambarkan dengan UML. Hasil penelitian ini yaitu, game edukasi MARBEL (Mari Belajar) dan mengenal huruf hijaiyah yang dibuat menggunakan Construct 2 ini terdapat ada perbedaan secara signifikan dan efektif digunakan untuk anak TK.","PeriodicalId":378682,"journal":{"name":"JURNAL SISFOTEK GLOBAL","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-03-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125865921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}