Articles

Found 11 Documents
Search

SISTEM INFORMASI SIMPAN PINJAM KOPERASI BERBASIS WEB (Studi Kasus : Koperasi Sejahtera PT. Induro Internasional Tangerang) Rahmawati, Eva; Retnasari, Tri; Arifianto, Dwie
JURNAL TEKNIK KOMPUTER Vol 2, No 2 (2016): Jurnal Teknik Komputer AMIK BSI
Publisher : AMIK BSI Jakarta

Show Abstract | Original Source | Check in Google Scholar | Full PDF (997.377 KB)

Abstract

Information and communications technology is now being liberated part of the archiving process. In a saving and sales, information technology is needed to keep the document from damaged or lost. The purpose of this cooperative information system development is to accelerate the employeein the process of data processing and the saving and loan, and facilitate members to get information about transactions within the cooperative.Cooperative Sejahtera PT. International Induro need a solution to overcome the shortcomings. The right solution is to implement a computerized system of savings and loans that have been programmed so as to simplify the process of data processing savings and loan cooperative members. With the right data processing system will generate accuracy in preparing reports that are used as information for the cooperative Sejahera PT. International Induro. With the establishment of savings and loan information system to facilitate the processing of transaction data members, so as to produce a report that is fast, precise, and accurate in accordance with what is needed. With so Cooperative Sejahera PT. International Induro will be easier to improve system performance in order to more optimally. Keywords: Design of Information Systems, Cooperatives, Savings and Loan
Perancangan Sistem Informasi Akademik Berbasis Web (Studi Kasus SMK Insan Madani) Rahmawati, Eva; Rachmat, .
JURNAL TEKNIK KOMPUTER Vol 4, No 1 (2018): JURNAL TEKNIK KOMPUTER AMIK BSI
Publisher : AMIK BSI Jakarta

Show Abstract | Original Source | Check in Google Scholar | Full PDF (574.081 KB)

Abstract

Academic Information System at SMK Insan Madani still done manually. In the processing of academic data is still a lot kekuranngan that occurs, because the existing system still uses sheets of paper and archives so that it can cause data that is easily lost or damaged. Development of Web-Based Academic Information System In SMK Insan Madani aims to support and facilitate the existing academic system in SMAN Insan Madani so it is expected to be perceived by the students and teachers and other staff existing in the school. In the development of academic system the authors use data collection techniques that is observation, interview and literature study. Programming language used in designing and implementing the architectural information system of PHP is PHP and data base used is MySql. The things contained in this system include various academic information such as school information teacher data, student data and news about school information that is expected to help the school reduce errors in the process of recording data and reduce errors in the making of reportsin the process of recording data and reduce errors in the making of reports
PENERAPAN FINITE STATE MACHINE UNTUK PENGENDALIAN ANIMASI PADA VIDEO GAME RPG NUSANTARA LEGACY Mustofa, Mustofa; Sidiq, Sidiq; Rahmawati, Eva
Jurnal Sistem Komputer Musirawas (JUSIKOM) Vol 3, No 1 (2018): JURNAL SISTEM KOMPUTER MUSIRAWAS (JUSIKOM) JUNI
Publisher : STMIK MUSIRAWAS

Show Abstract | Original Source | Check in Google Scholar | Full PDF (491.666 KB)

Abstract

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara
Gambaran Tingkat Pengetahuan Dan Sikap Ibu Tentang Deteksi Dini Kanker Payudara Di Yayasan Kanker Indonesia Cabang Kalimantan Selatan Tahun 2014 Rahmadiliyani, Nina; Handayani, Tri; Rahmawati, Eva; Husada Borneo, STIKES; STIKES Husada Borneo, Alumni
Jurnal Kesehatan Indonesia Vol 5 No 3 (2015): Juli
Publisher : HB PRESS

Show Abstract | Original Source | Check in Google Scholar | Full PDF (147.725 KB)

Abstract

Background : Cancer constitutes disease that really been discouraged society because frequent causes death. Breast cancer happens since be troubled sistem cell growth at deep breast network. To the effect : Knowing mother’s knowladge and attitude about early detection of breast cancer at Indonesian Cancer Foundation, South Kalimantan’s branch. 2014. Observational method : This research utilize descriptive method. Research is done April May 2014. Population are exhaustive mother about cancer early detection breast as much 70 person and sample that taking to utilize accidental is sampling . Observational instrument by use of kuesioner. Analysis did by analisis's data univariat's ala. Observational result: knowladge Level description and mother attitude about cancers early detection breast as much 70 mother that do early detection of breast cancer which is available 29 respondents (41,42%) with enough knowledge, 25 respondents (35,72%) with good knowledge, 16 respondents (22,86%) with subtracted knowledge. Meanwhile mother attitude to early detection of breast cancer available 45 respondents (64,28%) with positive attitude, and 25 respondents (35,72%) with negative attitude.
TOGAF ADM to Improve The Promotion of Farm Edu-Tourism in Pondok Rangon Area Sari, Tri Retna; Rahmawati, Eva; Harafani, Hani
SinkrOn Vol 3 No 2 (2019): SinkrOn Volume 3 Number 2, April 2019
Publisher : Politeknik Ganesha Medan

Show Abstract | Original Source | Check in Google Scholar | Full PDF (673.908 KB)

Abstract

Edu-tourism is the one of the most popular sub-type of tourism these days,where many countries in the world use Edu-tourism as one of the main sources of income. However, the lack of promotion with such a good planning and good infrastructure makes Edu-tourism on farms less attractive. In this research we try to build a plan to develop an information systems architecture in the Pondok Rangon ranch area to analyze operational activities on the ranch, designing information system development architecture using TOGAF ADM, and make a system information enterprise architecture design model that can be used as one of the facility to optimize the development of the promotion of the educational tourism industry on livestock especially the Pondok Rangon area. This research is only limited to the preliminary phase up to the technology phase so that the next research is expected to meet all the TOGAF ADM phases.
THE EFFECT OF BRAINSTORMING TECHNIQUE AS A PRE-WRITING ACTIVITY ON THE STUDENTS’ ACHIEVEMENT IN WRITING DESCRIPTIVE TEXT AT SMAN 1 PRINGSEWU Rahmawati, Eva; Mahpul, Mahpul; Huzairin, Huzairin
U-JET Vol 8, No 1 (2019): U-JET
Publisher : FKIP UNILA

Show Abstract | Original Source | Check in Google Scholar | Full PDF (323.059 KB)

Abstract

Penelitian ini bertujuan untuk mengetahui pengaruh teknik brainstorming terhadap prestasi menulis siswa. Pendekatan penelitian ini adalah kuantitatif. Subjek penelitian ini adalah 33 siswa tingkat pertama sekolah menengah atas (SMA). Tes menulis digunakan sebagai alat pengumpulan data. Data dianalisis dengan menggunakan Repeated Measure t-test. Hasil penelitian menunjukkan bahwa terdapat perbedaan signifikan pada kemampuan menulis siswa antara pre-test dan post-test dengan tingkat signifikansi 0,05. Hal ini menandakan bahwa teknik brainstorming dapat diterapkan untuk meningkatkan keterampilan menulis siswa.The objective of this research was to find out the effect of brainstorming technique on the students’ writing achievement. The approach of the research was quantitative. The subjects were 33 students of the first grade of SMA. The writing tests were used as the research instrument. The data were analyzed by using Repeated Measure t-test. The result showed that there was a statistically significant difference of the students’ writing ability between the pre-test and the post-test with the significant level of 0.05. This suggests that brainstorming technique facilitates the students to improve their ability in writing skills.Keywords: writing, writing ability, brainstorming technique
PENERAPAN FINITE STATE MACHINE UNTUK PENGENDALIAN ANIMASI PADA VIDEO GAME RPG NUSANTARA LEGACY Mustofa, Mustofa; Sidiq, Sidiq; Rahmawati, Eva
Jusikom : Jurnal Sistem Komputer Musirawas Vol 3 No 1 (2018): Jusikom : Jurnal Sistem Komputer Musirawas JUNI
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Original Source | Check in Google Scholar

Abstract

Perkembangan dunia yang dinamis mendorong percepatan perkembangan teknologi dan informasi. Dengan dorongan tersebut komputer yang dulunya dibuat hanya untuk membantu pekerjaan manusia sekarang berkembang menjadi sarana hiburan, permainan, komunikasi dan lain sebagainya. Dalam sektor hiburan salah satu industri yang sedang menjadi pusat perhatian adalah industri video game. Begitu banyaknya produk video game asing yang masuk ke dalam negeri ini memberikan tantangan kepada bangsa ini. Tentunya video game asing yang masuk ke negara ini membawa banyak unsur kebudayaan negara lain. Ini semakin membuat kebudayaan nusantara semakin tergeserkan dengan serangan kebudayaan asing melalui berbagai media. Maka dari itu peneliti mencoba untuk menerapkan Finite State Machine dalam merancang sebuah video game RPG (Role-Playing game) yang memperkenalkan kebudayaan. Dalam perancangan video game ini peneliti menggunakan metode GDLC(Game Development Life Cycle) agar penelitian ini berjalan secara sistematis. Dalam suatu perancangan video game tedapat banyak elemen, pada penelitian ini penulis lebih fokus pada pengendalian animasi karakter yang dimainkan pada video game ini. Dari perancangan yang dilakukan, disimpulkan bahwa Finite State Machine dapat digunakan untuk pengendalian animasi yang baik pada video game RPG. Diharapkan video game ini dapat menjadi salah satu media untuk mengenalkan kebudayaan nusantara
PERMAINAN MODIFIKASI UNTUK STIMULASI KETERAMPILAN GERAK DASAR MANIPULATIF ANAK USIA 2-4 TAHUN Mirawati, Mirawati; Rahmawati, Eva
EARLY CHILDHOOD : JURNAL PENDIDIKAN Vol 1 No 2 (2017): Early Childhood : Jurnal Pendidikan
Publisher : Pendidikan Guru PAUD, FKIP, Universitas Muhammadiyah Tasikmalaya

Show Abstract | Original Source | Check in Google Scholar | Full PDF (537.882 KB)

Abstract

Artikel ini membahas kajian konseptual terkait dengan stimulasi keterampilan gerak dasar manipulatif anak usia 2-4 tahun melalui permainan modifikasi. Terdapat dua pokok bahasan yang akan dikaji dalam penelitian ini yaitu terkait dengan konsep gerak dasar manipulatif dan permainan modifikasi bagi anak usia dini. Kesimpulan yang diperoleh dalam artikel ini adalah permainan modifikasi sebagai salah satu alternatif kegiatan pembelajaran bagi anak yang mampu memberikan kontribusi positif teradap peningkatan kemampuan gerak manipulatif anak meliputi kemampuan melempar, menangkap, menendang, menggelindingkan dan memantulkan bola. Kemampuan gerak dasar manipulatif tersebut pada hakikatnya merupakan salah satu capaian tugas perkembangan anak dalam aspek motorik yang dapat membantu anak menjalani kehidupannya sehari-hari.
MELATIH SIKAP SABAR KEPADA ANAK USIA DINI MELALUI KEGIATAN MENGGUNTING nurhadi, ridwan; Trisnawati, Meri; Faujiyah, Nurlaila Wahidah; Rahmawati, Eva; Khomaeny, Elfan Fanhas Fatwa
EARLY CHILDHOOD : JURNAL PENDIDIKAN Vol 2 No 1 (2018): Early Childhood : Jurnal Pendidikan
Publisher : Pendidikan Guru PAUD, FKIP, Universitas Muhammadiyah Tasikmalaya

Show Abstract | Original Source | Check in Google Scholar | Full PDF (534.217 KB)

Abstract

ABSTRAKDefinisi Anak usia dini adalah individu yang sedang mengalami proses pertumbuhan dan perkembangan yang pesat bahkan dikatakan sebagai lompatan perkembangan karena itu usia dini dikatakan sebagai golden age (usia emas) yaitu usia yang berharga dibanding usia selanjutnya. Usia tersebut merupakan fase kehidupan yang unik dengan karakteristik khas, baik secara fisik, psikis, sosial, dan moral (Rianto,2004:69). Usia dini / pra sekolah merupakan kesempatan emas bagi anak untuk belajar. Pembinaan pada pendidikan anak usia dini merupakan bagian terpenting dalam memaksimalkan kemampuan dan potensi anak, serta dapat memanfaatkan masa golden age sebagai masa pengarahan, pembimbingan dan pembentukan karakter anak usia dini. Berkaitan dengan hal tersebut, maka peranan guru sangat penting dalam menentukan pencapaian terhadap pembelajaran yang berlangsung di kelas, seperti halnya didalam melatih sikap sabar kepada anak. Dalam melatih sabar anak digunakan metode demonstrasi, proses penerimaan siswa terhadap pelajaran akan lebih berkesan secara mendalam, sehingga membentuk pengertian dengan baik dan sempurna juga siswa dapat mengamati guru selama proses pebelajaran berlangsung. Adapun penggunaan metode demonstrasi mempunyai tujuan agar siswa mampu memahami tentang cara melakukan sesuatu, mengatur atau menyusun sesuatu, misalnya kegiatan menggunting guru mempraktekan secara detail kemudian sisiwa mempraktekannya.Kata Kunci : melatih sikap sabar; anak usia dini (AUD); kegiatan menggunting ABSTRACTDefinition Early childhood is an individual who is experiencing the process of rapid growth and development even said to be a leap of development because it is said early age as golden age (golden age) is a valuable age than the next age. The age is a unique life phase with distinctive characteristics, both physically, psychologically, socially, and morally (Rianto, 2004: 69). Early age / pre-school is a golden opportunity for children to learn. Guidance on early childhood education is the most important part in maximizing the ability and potential of children, and can utilize the golden age as a period of guidance, coaching and character formation of early childhood. In this regard, the role of teachers is very important in determining the achievement of learning that takes place in the classroom, as well as in exercising patience to the child. In the practice of patient patience is used demonstration method, the process of acceptance of students to the lesson will be more memorable in depth, so as to form a good and perfect understanding also students can observe the teacher during the process of learning takes place. The use of demonstration methods have a purpose so that students are able to understand about how to do something, organize or arrange something, for example, the activity of cutting the teacher to practice in detail and then putting it into practice.Keywords: practice patience; early childhood (AUD); cutting activity
ANALISA KOMPARASI ALGORITMA NAIVE BAYES DAN C4.5 UNTUK PREDIKSI PENYAKIT LIVER Rahmawati, Eva
Jurnal Techno Nusa Mandiri Vol 12 No 2 (2015): TECHNO Periode September 2015
Publisher : PPPM Nusa Mandiri

Show Abstract | Original Source | Check in Google Scholar | Full PDF (744.547 KB)

Abstract

Liver disease is one of the deadliest diseases in the world. Several studies have been conducted to diagnose patients properly but still unknown what method was accurate in predicting liver disease. Data mining is the science that uses past data as a reference to get new knowledge. One of the data mining algorithms is a classification algorithm. Data are obtained from the UCI which consists of 583 records with 11 fields. In this research, comparative Naïve Bayes and C4.5 algorithms using software algorithms KNAME to know which are the most accurate in predicting liver disease. The results of the second test is known that the algorithm C4.5 algorithm has the highest accuracy value is 72.845% while the Naïve Bayes algorithm has a value of 63 362% accuracy. Thus C4.5 algorithm can more accurately predict liver disease.