SISTEM INFORMASI PERSEDIAAN OBATBERBASIS WEB DI RUMAH SAKIT BINA KASIH
(AHMAD ZAINUDIN, Andik Prakasa Hadi, AGUS PRIYADI)
DOI : 10.51903/2xwvpm83
- Volume: 3,
Issue: 3,
Sitasi : 0 03-Jan-2025
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| Last.23-Jul-2025
Abstrak:
Effective drug inventory management is essential for hospital pharmacy management to prevent stock shortages and waste due to expiration. Bina Kasih Hospital faces obstacles such as manual recording and reporting difficulties. This study designs a web-based drug inventory information system with waterfall methodology, using PHP, MySQL, and Bootstrap interface. This system allows real-time data access, stock tracking, automatic notification, and data integration.
Testing using black-box and user acceptance testing showed increased operational efficiency, with a reduction in recording errors of up to 80% and an acceleration of reporting of up to 50%. This system supports auditing, reporting, and data integration. This solution is expected to optimize Bina Kasih Hospital's pharmacy management, with the potential for further development for integration with electronic medical record modules and procurement systems.
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2025 |
The Influence of Minimalist Design Elements on Visual Preferences of Generation Z: A Quantitative Study
(Mars Caroline Wibowo, Ahmad Zainudin)
DOI : 10.51903/ijgd.v2i2.2133
- Volume: 2,
Issue: 2,
Sitasi : 0 25-Nov-2024
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Minimalist design has become a dominant trend across various visual media, from digital advertising to mobile applications. Generation Z, as digital natives with high exposure to visual content, exhibits unique preferences toward minimalist design. However, limited research has focused on identifying which elements of minimalist design most influence their visual preferences. This study aims to analyze the impact of key minimalist design elements—white space, simple typography, neutral colors, and layout—on the visual preferences of Generation Z. A quantitative approach was adopted using a survey-based methodology. The study involved 200 respondents from Generation Z in Indonesia, selected through purposive sampling. The research instrument was a questionnaire employing a 5-point Likert scale to measure preferences for each minimalist design element. The collected data were analyzed using descriptive statistics and regression analysis to identify the most influential elements. The findings reveal that white space is the most influential element for Generation Z, with an average score of 4.3 and a regression coefficient of 0.45 (p < 0.01). Neutral colors and simple typography also show significant impacts, with coefficients of 0.32 (p < 0.05) and 0.28 (p < 0.05), respectively. Conversely, layout demonstrated the least influence, with a coefficient of 0.15 (p > 0.05). These results confirm that Generation Z favors clean, simple, and focused designs that effectively use white space and calming color palettes. This study contributes to the graphic design literature by offering insights into the visual preferences of Generation Z. Practically, the findings provide actionable guidelines for graphic designers to create more effective digital campaigns targeting young audiences. Future research is recommended to explore cross-cultural variations in visual preferences and the role of specific media platforms in shaping these preferences.
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2024 |
Leveraging Machine Learning for Personalized Recommendations in Mobile Tourism: A Study on Collaborative and Content-Based Filtering
(Ahmad Zainudin, Edy Siswanto)
DOI : 10.51903/jtie.v3i2.190
- Volume: 3,
Issue: 2,
Sitasi : 0 21-Aug-2024
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The rapid growth of the tourism industry, coupled with the increasing reliance on mobile technology, necessitates the development of intelligent applications that enhance user experience through personalized recommendations. This research investigates the application of machine learning techniques, specifically Collaborative Filtering and Content-Based Filtering, to create a mobile tourism application that addresses the challenges of providing relevant and tailored suggestions to users. The primary objective of this study is to improve user satisfaction and engagement by delivering precise recommendations based on individual preferences and behaviors. To achieve this, the research employs a mixed-methods approach, combining quantitative data analysis from user interactions and qualitative assessments of user feedback. The study utilizes datasets sourced from reputable platforms, including user ratings and demographic information, to train the recommendation algorithms effectively. The evaluation of the implemented system demonstrates a significant increase in recommendation accuracy, leading to enhanced user satisfaction and increased visitation rates to tourist attractions. The findings indicate that the integration of Collaborative Filtering and Content-Based Filtering not only optimizes the personalization of recommendations but also fosters user loyalty and engagement with the application. By leveraging machine learning techniques, tourism providers can better understand user preferences, ultimately leading to a competitive advantage in a crowded market. This study contributes to the ongoing discourse on the intersection of technology and tourism, offering valuable insights for future research and application development in this dynamic field.
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2024 |
PENGEMBANGAN GAME PEMBELAJARAN INTERAKTIF MATEMATIKA BANGUN RUANG SISWA KELAS 6 SD
(Ahmad Zainudin, Agus priyadi, Andik Prakasa Hadi, ALDO KRISDIANANTA)
DOI : 10.51903/pixel.v17i1.1979
- Volume: 17,
Issue: 1,
Sitasi : 0 12-Jul-2024
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| Last.23-Jul-2025
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Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
This game was created using Construct2 software as a 2D video game engine. The method used in this study is the MDLC (Multimedia Development Life Cycle) method.
Mathematics is one of the important subjects. Mathematics is also a subject that is difficult to understand. Understanding concepts is the most important part of learning mathematics, meaning that in studying mathematics students must first understand mathematical concepts in order to be able to solve problems and be able to apply this learning in the real world.
Based on direct observations and interviews with grade 6 teachers at SD Negeri 02 Getas, teachers have difficulties in the theme of lesson 3 about "Building Space" with basic competencies; 1) identify & compare geometric shapes; 2) calculating the surface area of the geometric shape; 3) calculate the volume of the geometric shape. This is what drives the need to develop game-based mathematics learning media.
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2024 |
ANALISIS PENGELOLAAN DANA KAS BERBASIS VB.NET DENGAN PENDEKATAN CASH BASIS
(Tantik Sumarlin, Ahmad Zainudin)
DOI : 10.51903/dinamika.v4i1.481
- Volume: 4,
Issue: 1,
Sitasi : 0 31-May-2024
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Penelitian ini dilaksanakan di Zao Martial Art yang merupakan salah satu usaha industri konveksi yang bergerak dalam memproduksi seragam dan perlengkapan alat-alat taekwondo yang terletak di Jl. Raya Manyaran-Gunungpati, Cepoko, Kec.Gunung Pati, Kota Semarang. Perhitungan penerimaan dan pengeluaran kas setiap bulannya menggunakan Microsoft Excel dan untuk pencatatannya masih menggunakan tulis tangan pada selembar kertas. Belum adanya sistem informasi berbasis dekstop yang dapat memudahkan bagian pencatatan dan perhitungan penerimaan serta pengeluaran kas pada Zao Martial Art.
Sistem informasi berbasis dekstop ini bertujuan untuk membantu mengelola pencatatan data serta perhitungan penerimaan dan pengeluaran kas. Pengumpulan data untuk penelitian dilakukan dengan beberapa opsi, diantaranya wawancara, observasi dan studi pustaka. Sistem ini dikembangkan dengan Microsoft Visual Studio 2013, Xampp, MySql. Perancangan sistem menggunakan UML (Unifed Modeling Language) dengan metode R&D (Research and Development) sebagai metode pengembangannya.
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2024 |
In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT SD Islam Plus H.M Subandi Kabupaten Semarang
(Rudjiono Rudjiono, Andik Prakasa Hadi, Ahmad Zainudin, Agus Priyadi, Agustinus Budi Santoso, Setiyo Adi Nugroho, Robby Andika Kusumajaya)
DOI : 10.51903/community.v3i3.413
- Volume: 3,
Issue: 3,
Sitasi : 0 17-Nov-2023
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Dalam tahun tahun terakhir ini teknologi informasi dan komunikasi (TIK) telah memasuki seluruh elemen kehidupan, yang menyebabkan perubahan pada pola kehidupan sosial dan ekonomi, dan juga pada bidang pendidikan. TIK telah meresap memasuki kehidupan sehari-hari, dan penggunaannya menjadi persyaratan mendasar dalam proses pendidikan yang bermutu. Pendidikan yang bermutu sendiri akan terjamin oleh guru-guru yang berkompeten di bidangnya . IN HOUSE TRAINING (IHT) dalam rangka PENINGKATAN KOMPETENSI GURU pada lembaga SDIP H.M Subandi Kab. Semarang ditujukan dalam usaha peningkatan kinerja dan performa para guru di SDIP H.M Subandi Wilayah Kab. Semarang. Kegiatan ini didasarkan dari hasil observasi yang menunjukkan masih minimnya pengetahuan di bidang Teknologi Informasi yang dimiliki Kepala Sekolah setempat beserta Guru tentang teknologi informasi, khususnya terkait kesulitan dalam pembuatan soal-soal secara Online atau CBT. peserta pelatihan merasa terpuaskan dengan adanya Program In House Training (IHT) Peningkatan Kompetensi Guru Dalam Pemanfaatan IT ini karena melalui program ini mereka telah dapat mempraktekkan dalam pelatihan dan telah menguasai pengaplikasian ilmu yang diperoleh dalam materi pelajaran dalam upaya meningkatkan skill dan performa guru dalam menggunakan Teknologi Informasi.
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2023 |
Pengembangan Game Edukasi Pengenalan Rambu-Rambu Lalu Lintas TK Kemala Bhayangkari 31 Salatiga
(Ahmad Zainudin, Agus Priyadi, Dewi Prehantini Wahyuningtyas)
DOI : 10.51903/pixel.v15i2.817
- Volume: 15,
Issue: 2,
Sitasi : 0 06-Dec-2022
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Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills.
There are some problems which frequently happened at TK Kemala Bhayangkari 31 Salatiga, firstly, the number of props of traffic signs is limited so it is not proportional to the number of meetings in the existing curriculum and students must repeat the same material. Secondly, there isn’t suitable learning support media to add props to traffic signs that are still lacking.
The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user.
Based on the research conducted, it concluded that this game has 43 signs which fulfill the number of signs that must be taught to students according to the curriculum at TK Kemala Bhayangkari 31 Salatiga, 18% which is most often found on the road from the total number of traffic signs in the Minister of Transportation Regulation No. 13 years 2014.
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2022 |
Pengembangan Game Edukasi Matematika Geometri Untuk Siswa Kelas V Sekolah Dasar Kristen Ngampin
(Agus Priyadi, Ahmad Zainudin, Eko Rustanto)
DOI : 10.51903/informatika.v2i2.162
- Volume: 2,
Issue: 2,
Sitasi : 0 28-Oct-2022
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Mathematic Geometry Educational Game Development for Fifth Grade Students at SD Kristen Ngampin. Educational game is a game which is specifically designed as a tool to accomplish educational needs. Therefore, it has to be projected in an exact precision to achieve its goal: educating, and increasing the user knowledge and skills. There are some problems which frequently happened at SD Kristen Ngampin, especially for fifth grade students, related to the media game utilization in learning. Firstly, conservative learning which is already applied by the teacher, lead them to have less curiosity in learning the material. Secondly, the media learning limitation affects the students’ independence learning and their participation on the learning process. The software used in this game development was Adobe Flash CS6. The research was conducted through R&D; Research and Development method by processed through some stages. First, problem identification stage, then, data collection, product design, design validation, design revision, and the final step was the product trials. The validation was carried out by the expert validators and product user. Based on the research conducted, it concluded that educational game enhances insight and direct experience about Mathematic learning, especially on geometry material for fifth grade students of SD Kristen Ngampin.
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2022 |
APLIKASI MOBILE LEARNING PEMBELAJARAN VIDEO EDITING BERBASIS ANDROID PADA PERSATUAN PEMUDA SANDYA KARYA MUDA DESA REKSOSARI KEC SURUH KABUPATEN SEMARANG
(Setiyo Adi Nugroho, Andik Prakasa Hadi, Rudjiono Rudjiono, Ahmad Zainudin)
DOI : 10.51903/pixel.v15i1.765
- Volume: 15,
Issue: 1,
Sitasi : 0 05-Jul-2022
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| Last.23-Jul-2025
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The advances in mobile technology have created a new learning method known as mobile learning technology or mobile learning. This method utilizes the use of smartphones which have become part of the daily life of people of all ages and levels of education. in this mobile learning ,android platform is selected. The reason for choosing android is that it is the most popular mobile OS. This learning is designed to run on Android with the aim that it can be used easily and can be run at any time as long as you carry an Android cellphone and there is an internet connection. This application is addressed to the Persatuan pemuda sandya karya mandiri desa reksosari kec suruh kabupaten Semarang, which is an activity of a youth group that is trying to develop and improve their video streaming channel . they need learning to improve their digital video processing skills to improve the quality of their video output. because this youth union consists of various ages and various educational backgrounds, the making of learning videos must be easy to operate, easy to display and does not require complicated equipment. The development of this application is based on usability which is the most important aspect of an application.
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2022 |
PEMBUATAN MEDIA PROMOSI CETAK MELIPUTI SPANDUK, MMT, KARTU NAMA DAN BROSUR DI PERUSAHAAN KAOS SEMARANG
(Andik Prakasa Hadi, Ahmad Zainudin)
DOI : 10.55606/jupikom.v1i1.83
- Volume: 1,
Issue: 1,
Sitasi : 0 19-Jan-2022
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Along with the development of increasingly modern times and increasingly sophisticated technology, many types of businesses are developing, one of which is a business in the convection field.
The promotional media that is currently running at the Nanang Kaos company currently uses print media, only in the form of a nameplate in front of the shop, but the promotion system using a nameplate is also less effective, because the existence of the Nanang Kaos company itself is in the village area and has never carried out promotional activities for attracting new consumers, this makes it difficult for the Nanang Kaos Company to develop and is not well known by the wider consumer.
So the author will add promotional media for the company, by adding print promotion media in the form of MMT Banners, Business Cards, and Brochures, it is hoped that consumers will know more about the products or services offered and know the existence of the company, which is a company engaged in convection.
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2022 |