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 Enhancing Cybersecurity with AI Algorithms and Big Data Analytics: Challenges and Solutions
(Setiyo Adi Nugroho, Sumaryanto Sumaryanto, Andik Prakasa Hadi)
DOI : 10.51903/jtie.v3i3.200
- Volume: 3,
Issue: 3,
Sitasi : 0 23-Dec-2024
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| Last.23-Jul-2025
Abstrak:
As digital transformation accelerates across industries, cybersecurity faces escalating challenges due to increasingly sophisticated cyber threats. This study explores the integration of artificial intelligence (AI) algorithms and big data analytics to enhance cybersecurity systems, focusing on addressing data integration and interpretability issues. Employing a descriptive-qualitative methodology, the research analyzes literature, case studies, and secondary data to evaluate the effectiveness of AI and big data in detecting and mitigating cyber threats. Key findings reveal that deep learning algorithms, such as artificial neural networks, achieved an accuracy of 93% in anomaly detection, outperforming traditional rule-based approaches by 18%. Additionally, big data platforms like Spark demonstrated superior efficiency, processing 500 GB of data in 35 seconds compared to Hadoop’s 60 seconds. However, the study identifies challenges related to the interpretability of AI models and the complexity of integrating diverse datasets, which impede real-time threat detection. Periodic updates to AI training datasets were found to improve detection accuracy by up to 15%, emphasizing the importance of adaptive learning models. This research contributes to the field by proposing strategies to enhance system resilience, including adopting Explainable AI (XAI) for transparency and advanced data integration techniques. The findings underscore the potential of AI and big data to revolutionize cybersecurity, offering organizations a proactive approach to combating evolving cyber threats. Future studies should focus on sector-specific implementations and optimizing response mechanisms for comprehensive security frameworks.
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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
Abstrak:
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 |
Simulation Of A Trash Can Using Line Follower Based On Arduino
(Iqbal Hakim, Andik Prakasa Hadi)
DOI : 10.51903/jtie.v2i1.173
- Volume: 2,
Issue: 1,
Sitasi : 0 14-May-2024
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| Last.23-Jul-2025
Abstrak:
There is a lot of dirt scattered around the State Elementary School (SDN) 03 Purwoyoso, Semarang. The habit of elementary school children and their parents is that they often throw rubbish everywhere and are lazy about throwing away the rubbish. even though there are already rubbish bins provided at the school. Children like new things, especially those shaped like toys. Garbage is a nesting place for bacteria that can cause various diseases. Humans are blessed with five senses which help them detect various things that threaten their lives. However, in the modern world, various forms of threats emerge that are not detected by our five senses, namely various types of poisons made by humans themselves. More than 75,000 synthetic chemicals have been produced by humans in the last decades. Many of them have no color, taste and smell, but have the potential to cause health hazards. Based on the problems described, the author tries to make a trash can using an Arduino-based line follower as a micro controller. This trash can can walk to the desired student line in a certain area with control carried out by a calling mechanism using a recorded voice. And if the smell is strong, the Buzzer will sound, after the students throw away the trash , the Dot Matrix LED will light up the words Thank You. It is hoped that with this rubbish bin, it will make the rubbish bin more attractive so that children will throw rubbish in its place.
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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 |
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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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 |
EFEKTIFITAS INFOGRAFIS DALAM MEDIA PROMOSI UMKM
(Andik Prakasa Hadi, Setiyo Adi Nugroho, Rudjiono Rudjiono, Sugiarto Sugiarto)
DOI : 10.51903/pixel.v15i1.748
- Volume: 15,
Issue: 1,
Sitasi : 0 04-Jul-2022
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| Last.23-Jul-2025
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Taman Makam Abu Ambarawa is a cemetery managed by the Gotong Royong Social Foundation, has been using infographics in promotional media in the form of brochures, catalogs and business cards since 2017. This study was conducted to determine the effectiveness of using infographics in promotional media.
The EPIC model is used as a method to determine the effectiveness of infographics in the promotional media that have been used, using the indicators of Empathy, Persuasion, Impact and Communication. Respondents in this study were people who had used the services of Taman Makam Abu Ambarawa.
The results of this study indicate that the use of infographics in promotional media is very effective, with an EPIC index score of 3.38 indicating that the decision scale is very effective. While the tabulation of the EPIC and EPIC Rate dimensions indicated that the four dimensions of the EPIC model (empathy, persuasion, impact and communication) had a value greater than the minimum value of Very Effective of 3.25.
This research can be used by stakeholder are related to cooperatives and UMKM, regarding the perspective of the use of infographics in promotional media that has proven to be effective, through the use of infographics to display products or services in promotional media for the cooperative development and UMKM.
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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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| Last.19-Aug-2025
Abstrak:
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 |
PENGARUH DESAIN KEMASAN TERHADAP KEPUASAN PELANGGAN UMKN SAKUKATA.CO SALATIGA
(Andik Prakasa Hadi, Suryani Suryani, Mars Caroline Wibowo)
DOI : 10.51903/pixel.v14i1.461
- Volume: 14,
Issue: 1,
Sitasi : 0 05-Jul-2021
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| Last.23-Jul-2025
Abstrak:
The purpose of this research is to promote t-shirt products from Sakukata.co, and to increase customer satisfaction with packaging design using the QFD method. This type of research is quantitative research. The population in this research are customers who have purchased Sakukata.co products at least once. The sample of this research was selected using Linear Time Function and obtained 40 respondents. This study used primary data from Sakukata.co and questionnaires, the data were analyzed using the Quality Function Deployment (QFD) method.The packaging attributes at Sakukata.co consist of the design, dimensions, capacity, shape, strength, and durability of the packaging. The Respon Teknis that must be in Sakukata.co is the packaging design is modern, simple, informative, elegant, and identical to Sakukata.co. The dimensions of the packaging are the same size as the product and can accommodate additional items for souvenirs (during the promo). Maximum packing capacity for 2 products. Ergonomic, and easy to open and close. The packaging material is not easily damaged, and can protect the product when it rains. Packaging design for primary, secondary and tertiary packaging.The results of the partial or simultaneous regression test show that the packaging attributes have a significant effect on customer satisfaction..
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2021 |
VISUAL 3D PLANOGRAM MEMPERMUDAH PEMASANGAN MATERIAL PROMOSI HANDPHONE
(Andik Prakasa Hadi, Fandy Achmad Faizal)
DOI : 10.51903/pixel.v13i2.284
- Volume: 13,
Issue: 2,
Sitasi : 0 18-Dec-2020
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| Last.23-Jul-2025
Abstrak:
Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.
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2020 |