Media Aplikom adalah jurnal ilmiah yang dikhususkan menerbitkan artikel hasil penelitian asli dan kajian literatur tentang ilmu Informatika dan Komputer. Media Aplikom diterbitkan oleh Sekolah Tinggi Imu Komputer Yos Sudarso Purwokerto dua kali setahun (Juni dan Desember) . Media Aplikom tebit pertama kali secara cetak mulai dari Volume 1, Nomor 1, Tahun 2010. Artikel Media Aplikom dapat diakses secara online mulai Juni 2019 dan saat ini sudah terindeks pada Google Scholar, Garuda Berikut beberapa informasi mengenai Media Aplikom: Nama Jurnal : Media Aplikom ISSN Cetak : 2086-972X e-ISSN : 2656-9507 Penerbit : STIKOM Yos Sudarso Publisher Pertama Kali Terbit : 2010 Frekuensi Penerbitan : Juni - Desember
Sekolah Tinggi Ilmu Komputer Yos Sudarso
Media Aplikom applies the Creative Commons Attribution (CC BY) license to works we publish. Under this license, authors retain ownership of the copyright for their content, grant the journal right of first publication, but allow anyone to download, reuse, reprint, modify, distribute and/or copy the content as long as the original authors and source are cited. No permission is required from the authors or the publishers. Appropriate attribution can be provided by simply citing the original article.
Sistem Informasi Pembayaran Tagihan Air PAMSIMAS Bersih Jaya Pada Desa Ciberem
The PAMSIMAS program is one of the national mainstay programs (Government and Local Government) to increase rural population access to proper drinking water and sanitation facilities using a community-based approach. PAMSIMAS itself stands for Community-Based Drinking Water and Sanitation Provider. The problem that occurs in the PAMSIMAS office itself is that the administrative process of inputting and payment information is still manual, causing information circulation and reporting at the PAMSIMAS office to be less effective and efficient. Building an administrative and payment information system is a solution to problems that exist in the PAMSIMAS office. The system built is website-based and uses the waterfall method. The results of the hypothesis test show that there is a difference in time before and after using the system.
Copyright (c) 2024 Antonius Ary Setyawan, Dwi Yulianti, Mayasari Sasmito
Sistem Informasi Peminjaman Barang Berbasis Web Di Kompetensi Keahlian Multimedia SMK Kesatrian Purwokerto
The borrowing process goods for practicum is a routine activity. Generally, the lending of goods is carried out by students to laboratory staff by filling out the loan form manually. However, in the lending process, sometimes laboratory staff is overwhelmed when the process of borrowing a lot because the laboratory staff has to check the items manually. Base on these problems, this research will develop a web-based information system for lending goods to facilitate laboratory staff in managing data of goods. With this information system for borrowing goods, the process of applying for loans, loan approval, monitoring of goods, and searching for the status of goods can be done easily and quickly. The method of development system using Waterfall, and system design using UML. The final result of this research is a web-based information system for lending goods using PHP, which can simplify managing lending of goods
Sistem Informasi Penerimaan Siswa Baru Berbasis Web Pada SMA Negeri 1 Kota Tambolaka
enior High School (SMA) Sma Negeri 1 Tambolaka City is an educational unit that must also manage information that makes things easier for both the school and the community. Based on observations, the information management system for SMA Negeri 18 Halmahera Selata, SMA Negeri 1 Tambolaka City is still manual, such as school profiles, student data, teacher data, and lesson schedule information. This manual system makes schools the only place to obtain information. The public can only find out the situation and information relating to schools and Teaching and Learning Activities (KBM) by visiting schools directly. The research aims to find out the problems before building a Web-Based Information System at SMA Negeri 1 Tambolaka City. It is hoped that this system can facilitate socialization or promote the school to the wider community by using the website
Perancangan User Interface Aplikasi Pembelajaran Pertolongan Pertama pada Kecelakaan (P3K) Berbasis Android
Accident is an event that can befall a person or a group of certain parties. Most of the accidents happen unexpectedly. For this reason, special handling is needed when an accident occurs. First aid methods are often referred to as first aid in accidents (P3K). But unfortunately the community still has limitations in terms of first aid learning media. From several studies showing the positive utilization of information technology with the field of safety and health. The purpose of this study is to design an Android-based First Aid Learning Application User Interface for Accidents (P3K). The method used in this research is prototype. Activities include listen to customers, build/revise mock ups and customer test drive mock ups. In the tests carried out by this study, the results were that the Android-based User Interface Design for Accident Learning Application (P3K) was successfully carried out well. At the testing stage, the results of the suitability between the design results and the initial concept were made. In addition, in testing the users, we managed to get responses that showed positive values from application users.
Performansi Algoritma C4.5 untuk Prediksi Gizi pada Balita
Fulfillment of good nutrition is an important component of optimal health. However, various nutritional disorders and malnutrition are caused by poor food quality or an amount of food that is not sufficient for the body's needs. especially in toddler nutrition. Children at this age are very vulnerable to experiencing nutritional problems because adequate nutritional intake is absolutely necessary during their growth and development. Child growth and development are important for parents to pay attention to nutritional problems in children. Diet also influences the nutritional status of toddlers. Nutrition is the most important intake for children's growth and development because good nutrition helps children develop normally. Therefore, it is necessary to process the nutritional value of toddlers to predict accuracy, regardless of whether the baby is undernourished, well-nourished, or overnourished. From the results of testing and evaluating the performance of the C4.5 data mining algorithm, it produces an accuracy value of 100% when using training data and testing data comparisons of 90%:10%, 80%:20%, and 70%:30%.
Copyright (c) 2023 Ahmad Nur Sahal, Siska Narulita
Sistem Keputusan Pemilihan Vendor Pada PT. Putra Rimba Nusantara Menggunakan Metode Analytical Hierarchy Process (AHP)
PT Putra Rimba Nusantara is a company engaged in the field of national contractors with offices in Pekanbaru. PT Putra Rimba Nusantara has several heavy equipment operating in several locations. Therefore, not a few were damaged, as a result of this damage, several spare parts had to be replaced. To replace a spare part, a replacement for the item must be sought, which must be purchased from each vendor. Sometimes the spare parts that have been purchased do not match the predetermined criteria. This, can result in spare parts having to be returned or exchanged which causes it to take quite a long time. Therefore, this study aims to determine the best vendor according to the requirements required by the criteria specified at PT Putra Rimba Nusantara. The decision support system for vendor selection uses the AHP (Analytical Hierarchy Process) method, in which this method gives alternative weights to criteria. The criteria used are price, quality, service, discount and delivery time. Data collection methods used in this study were interviews, questionnaires, documentation. The software used is Expert Choice which is a type of software that is widely used in analyzing the results of AHP weighting.
Virtual Tour Menggunakan Metode Gambar Panorama Sebagai Media Pengenalan Lingkungan Sekolah
Virtual Reality is one of the applications of multimedia technology which has the advantage of describing an object where the visualization displayed can be seen from all angles, because it has 3 visual dimensions so that users can interact with an environment simulated by a computer. With the advantages of this technology, there are many ideas to be applied in various ways, such as for example to use this technology as a tool for recognition of an environment without having to bother moving or going to the original place. The government's advice to stay at home and physical and social distancing must be followed by changing the face-to-face learning model to online, this also affects the school promotion process which is also carried out online which causes prospective new students to be less familiar with their new school. This virtual reality tour that was built in this final project uses 3dvista as its implementation. Judging from the results of the tester's questionnaire, the ease of using the website gets a value of 3.75 which shows that users are still comfortable and easy to use the website. Then get a suitability value of 4.75 which means the user's website is in accordance with the existing conditions. And this virtual tour is very interesting because it gets an average of 5 which is in the "very good" category, meaning that the menu on this virtual reality tour is very interesting for users
Digital Multimedia-Based HPL Furniture Introduction Using Motion Graphic Techniques
The business opportunities in the furniture sector are still promising and have a large market share. However, in recent times, the condition of the HPL Furniture business in Cilacap has seen a decline in turnover. One of the problems faced is because the majority of consumers are still limited to the surrounding villages. The number of consumers also began to decrease and most of them did not make repeated orders. They wants to expand market coverage in order to reach new potential customers. However, the lack of strategy and the lack of promotional media materials are obstacles in itself to be able to introduce their products to the public. The purpose of this research is to introduce HPL Furniture to a wider scope with digital multimedia-based technology. The method used is MDLC (Multimedia Development Life Cycle) which includes six activity cycles, namely the concept, design, material collecting, assembly, testing and distribution. The result of the research is the introduction of HPL Furniture has been successfully carried out by creating a digital multimedia-based system in the form of videos using motion graphic techniques.
Rancang Bangun Sistem Informasi Pengelolaan Pemesanan Kamar Berbasis Website Pada Pabuaran Indah Guest House Purwokerto
Pabuaran Indah Guest House Purwokerto is one of hotel that needs a system. This hotel is in purwokerto since 12 august 2020. During the hotel room reservation process, they are still collaborating with online booking companies that make it possible to see other hotel references. In addition, the appearance of the hotel still needs to be improved in entering information, so there are shortcomings, namely in making hotel room reservation reports that are not in a system called Redpartner. So if you are going to make a report, the data from Redpartner will be copied back into Microsoft Excel so that there are often errors in calculations, wrong in entering room reservation data and takes time in making reports. Therefore, the information system needed to resolve the issues. The information will be contained in the system include among others: room data, room stock data, user data, payment data, order confirmation, room reservation report, cancel reservation report, and conversation Pabuaran Indah Guest House Purwokerto. System development method used is the System Development Life Cycle with waterfall. Pengujian models to determine how much and about the benefits of the system is to test the hypothesis and test the benefits.
Copyright (c) 2022 Eveline Yunita, Mayasari Sasmito, Y Sukata
Sistem Informasi Advertising Pengelolaan Pemesanan Pada Cv Satria Promosindo Banyumas Untuk Meningkatkan Efficiency Dan Usability Berdasarkan Mc Call Triangle Of Quality
CV Satria Promosindo Company established by Adhi Suprayogo since 2012 which operates in the field of advertising services. The services offered are in the form of e-mail, banners, business cards, brochures, stickers. For offerings and ordering advertising services, it is still conventional, namely marketing goes to customers or customers comes to marketing, and reports are still manual based on Microsoft Excel, especially in making reports, so all of this causes order reports to be inefficient and in making payment transactions the order is still done manually, namely the cutomer and admin holding a meeting at a predetermined place to make payments in cash, therefore the time required is quite long, so in time payment transactions are not used properly or are not useful.Therefore this company needs a system to overcome some of these problems. In the system there are 2 users, namely customer and admin. The information that will be loaded on the customer page is the profile page, order page, transaction history page, transaction print options page, and information page. Meanwhile, the admin page consists of a customer page, material type page, product page, order page, page, transaction history page, and report printing options page. . System development method used is the System Development Life Cycle with waterfall. Pengujian models to determine how much and about the benefits of the system is to test the hypothesis and test the benefits.
Copyright (c) 2022 Zeffanya Syahril, Mayasari Sasmmito, Suyudi Suyudi
Sistem Informasi Manajemen Event Pekan Olahraga Seni Desa (PORSENIDES) Beraban Menggunakan Framework Larayer
The Village Arts Sports Week (PORSENIDES) is a routine activity held by the Youth Organization every year in Beraban Village. There are problems that occur in the implementation of this activity, namely the registration process and data management still using a manual system, thus hampering the registration process and data management in PORSENIDES. Because of this problem, a Beraban Art Village Sports Week Event Management Information System (PORSENIDES) was created using the Laravel Framework. Designed to help manage data and simplify registration via the website. In making the system using the waterfall method, using the PHP programming language with the Laravel Framework, and using the MySQL database. Testing on this system is carried out using the Black Box Testing method which runs as expected and in the form of distributing questionnaires to 30 respondents which measures the level of satisfaction and effectiveness of users of this system. From the results of the questionnaire recapitulation, the percentage of 90% is included in the "Very Good" category.
Perancangan Aplikasi Penjualan Dan Pembelian Pada Optik Merdeka Berbasis Visual Basic
Optik Merdeka is a privately owned agency located on Jalan Jenderal Gatot Subroto, Purwokerto. Optik Merdeka has an important role for the community as a service to buyers and management of sales and purchase transactions. Transaction management at Optik Merdeka still uses a simple manual system. So when inputting data one by one and if there is a calculation or input error, the process will start from the beginning again. With this problem, the author makes an application related to transaction management activities which consist of selling goods, buying and selling transactions. In making this application the author uses Visual Basic.NET and MySQL as the database.
Copyright (c) 2021 Rosalina Yani Widiastuti
Partial Least Square-Structural Equation Modeling Pada Hubungan Kepuasan Pembelajaran Online Dengan Kualitas Media Open Learning Berdasarkan Metode WebQual 4.0
Media pembelajaran e-learning menjadi salah satu media pembelajaran. Dengan e-learning pembelajaran bisa dilakukan secara daring. Universitas Muhammadiyah Pekajangan Pekalongan (UMPP) dengan Fakultas Teknik dan Ilmu Komputer (Fastikom) telah menggunakan e-learning dengan media bernama open learning. Lalu apakah media open learning tersebut dapat digunakan dengan baik oleh mahasiwa dalam melaksanakan pembelajaran secara daring dilakukanlah penelitan terhadap kualitas media open learning dengan kepuasan pembelajaran mahasiswa menggunakan media tersebut. Untuk menguji kualitas media open learning digunakan metode WebQual 4.0 lalu dihubungkan dengan kepuasan pembelajaran mahasiswa yang juga diuji dengan metode PLS-SEM. WebQual 4.0 digunakan karena pengukuran kualitas dilakukan atas dasar presepsi dari penggunanya, dan nantinya akan di uji dengan PLS-SEM yang dapat digunakan pada semua skala data, tidak membutuhkan banyak asumsi dan ukuran sampelnya tidak harus besar. Dengan Webqual 4.0 digunakan variabel kualitas informasi, kualitas interaksi layanan, kualitas antar muka dan usability sebagai variabel yang akan mempengaruhi kepuasan pembelajaran mengunakan media open learning. Data yang diambil dari mahasiswa Fastikom UMPP, dan telah dianalisis menghasilkan simpulan bahwa kualitas informasi, kualitas interaksi layanan, kualitas antar muka, dan usability mempengaruhi kepuasan pembelajaran menggunakan media open learning sebesar 73,9%, dan hanya usability saja yang mempengaruhi secara signifikan. Oleh karena itu dapat disimpulkan bahwa usability yang paling mempengaruhi bagaimana kepuasan mahasiswa dalam belajar menggunakan media open learning.
E-Learning, Open Learning, WebQual4.0, PLS-SEM
Copyright (c) 2021 Hadwitya Handayani Kusumawardhani
Pengujian Akurasi Model Prediksi Menggunakan Metode Data Mining Classification Decision Tree Algoritma C4.5 untuk Penentuan Peminatan Peserta Didik
Ketidaktahuan akan kemampuan, minat atau bakat pada peserta didik bisa membawa dampak pada perkembangan potensi bahkan karirnya di masa depan. Penelitian tentang analisis minat dan bakat siswa juga telah banyak dilakukan. Dari data peserta didik berupa nilai dan profil, dapat digali lebih dalam sehingga akan diperoleh informasi yang berharga tentang peserta didik. Data mining merupakan proses analisis dari kumpulan data yang bertujuan untuk menemukan hubungan tak terduga serta meringkas data tersebut menggunakan cara baru yang bisa dipahami dan memberi manfaat bagi pemiliknya (Larose, 2006). Penelitian dilakukan untuk menguji akurasi model prediksi menggunakan metode data mining classification decision tree dalam menentukan minat peserta didik. Akurasi model prediksi data mining classification decision tree dalam menentukan minat dari peserta didik sangat penting karena ketidaktahuan akan kemampuan, minat atau bakat dari peserta didik akan membawa dampak pada perkembangan potensi bahkan karirnya di masa depan. Penelitian sebelumnya dilakukan oleh Setiawati (2016) berjudul Model Hybrid Metode SAW dan TOPSIS untuk Menentukan Peminatan Peserta Didik SMA. Dengan menggunakan metode data mining classification decision tree (algoritma C4.5), diperoleh hasil penelitian bahwa tingkat akurasi dari model prediksi yang dihasilkan sebesar 86,84% dan nilai AUC sebesar 0,752 termasuk dalam kategori fair classification (Gorunescu, 2011). Sedangkan penelitian sebelumnya oleh Setiawati (2016) dengan model hybrid metode SAW dan TOPSIS menghasilkan nilai akurasi sebesar 80,3%. Dengan demikian, model prediksi menggunakan data mining metode classification decision tree (algoritma C4.5) menghasilkan nilai akurasi lebih baik, karena itu bisa dibuat acuan dalam prediksi penentuan peminatan dari peserta didik.
Implementasi Raspberry Pi 4 Sebagai Server E-Learning
Media pembelajaran adalah sarana komunikasi dalam proses belajar mengajar yang berupa perangkat keras maupun perangkat lunak untuk mencapai proses dan hasil pembelajaran secara efektif dan efisien, serta dapat mengatasi keterbatasan ruang dan waktu belajar. Tujuan Penelitian ini untuk merancang dan menghasilkan produk sistem pembelajaran jarak jauh menggunakan raspberry pi sebagai server portable. Metode yang digunakan adalah metode penelitian dan pengembangan (Research and Development) dengan teknik observasi, wawancara dan studi literatur yang disesuaikan dengan kebutuhan media pembelajaran. pengujian dilakukan dengan mengecek semua statement pada program yang dieksekusi paling tidak satu kali dan pengujian server dilakukan sebanyak 30 siswa Teknik elektronika industri di SMK Negeri 1 Cirebon. Hasil Penelitian ini adalah sebuah web server yang berjalan pada raspberry pi 4 dan dapat diakses melalui jaringan local ataupun public. Adapun kelebihan alat ini yaitu biayanya lebih murah daripada server dan bersifat portable sehingga dapat dipindahkan dari satu tempat ke tempat lainnya. Hasil pengujian menunjukkan bahwa server yang berjalan pada raspberry pi 4 dapat berfungsi dengan baik dan dapat diimplementasikan berdasarkan tujuannya.
Rancang Bangun Media Pembelajaran E-Learning Di SMK Negeri 1 Majalengka
E-learning allows the educational process without going through face to face directly and the delivery of knowledge to students can be done easily. Many educational institutions or schools that have implemented e-learning learning. In this study, e-learning learning media will be built at SMK 1 Majalengka and find out the feasibility of this e-learning learning media at the school. The method used in this study uses the ADDIE development model, namely: (1) Analysis, (2) Design, (3), Development, (4) Implementation, and (5) Evaluation. The assessment will be carried out by media experts and material experts with the data collection technique used is a questionnaire technique to obtain quantitative data as primary data and qualitative data in the form of suggestions or comments as data for improving e-learning. The quantitative data obtained are then converted to qualitative data using ideal assessment criteria. The results obtained showed that: (1) e-learning was successfully developed through each stage of ADDIE; (2) E-learning developed has online class features that are used as a medium of practice and distance learning instead of when the teacher is unable to attend class; (3) E-learning has "Very good" criteria from media experts with an average rating of "4,24"; (4) E-learning has "Very Good" criteria from material experts with an "4,2" rating. Based on the results of the assessment obtained it can be concluded that the design of e-learning media learning in SMKN 1 Majalengka is feasible to be developed and used
e-learning, ADDIE, learning media, moodle
Membandingkan Tingkat Kerjenihan Pada Format Gambar BMP, GIF Dan JPEG
Penelitian dengan Judul Membandingkan Tingkat Kejernihan Format Gambar BMP, GIF dan JPEG pada gambar pemandangan, orang, mobil dan kartun pada multimedia. Penelitian bertujuan untuk dapat mengetahui tingkat kejernihan gambar dengan format gambar BMP, GIF dan JPEG pada gambar pemandangn, orang, mobil dan kartun. Pengujian tingkat kejernihan gambar dengan menggunakan 4 gambar yang berbeda yaitu pemandangan, orang, mobil dan kartun. Pengujian tingkat kejernihan format gambar BMP, GIF dan JPEG pada setiap gambar pemandangan, orang, mobil dan kartun, pada setiap jenis 3 jenis warna yaitu merah, biru dan hijau, dan 3 kali pengulangan. Penghitungan tingkat kejernihan menggunakan software Adobe® Photoshop® CS dan Software CorelDRAW 11 dengn menghitung jumlah dpi (dot per inch). Hasil perhitungan 30 kali pengujian tingkat kejernihan dianalisis menggunakan Manova GLM Multivariat untuk mengetahui perbedaan yang nyata antara tingkat kejernihan format gambar BMP, GIF dan JPEG. Hasil bahwa pada gambar pemandangan antara format BMP, GIF dan JPEG berbeda, pada gambar orang antara format BMP, GIF dan JPEG berbeda dan pada gambar mobil antara format BMP, GIF dan JPEG berbeda demikian juga pada gambar kartun antara format BMP, GIF dan JPEG juga berbeda. pada baris jumlah angka dpi format BMP mempunyai nilai lebih tinggi yang berarti bahwa format BMP mempunyai tingkat kejernihan paling tinggi dari pada format GIF dan JPEG. Kesimpulan menyatakan bahwa tingkat kejernihan format gambar BMP, GIF dan JPEG pada gambar pemandangan, orang, mobil dan kartun terbukti berbeda. Format BMP lebih jernih dibandingkan format GIF dan JPEG.
Monava GLM Multivariat, Gambar, BMP, GIF dan JPEG
Sistem Kontrol dan Monitoring Jemuran Pakaian Berbasis IOT Dengan Menggunakan Aplikasi BLYNK
Di era perkembangan teknologi dan informasi seperti sekarang ini, manusia semakin dituntut kreatif untuk membuat peralatan yang memanfaatkan teknologi untuk meringankan kehidupannya. Mencuci dan menjemur pakaian adalah pekerjaan yang dilakukan oleh semua manusia dalam kehidupan sehari-harinya. Cara bekerja saat menjemur pakaian masih dilakukan secara manual dan setiap orang menjemur pakaiannya di halaman rumah. Pada musim kemarau tentunya tidak terdapat kendala bagi ibu-ibu dalam hal menjemur pakaian, namun sangat bermasalah ketika musim penghujan tiba. Karena itu akan bermasalah bagi ibu-ibu yang bekerja diluar rumah (wanita karir). Mereka tidak dapat menghindari pakaian yang terjemur diluar rumah mengalami kebasahan, dan seperti biasa jika pakaian yang telah basah tersebut akan mengalami bau apek jika tidak dilakukan pencucian ulang kembali dan ini membutuhkan proses yang lama. Berdasarkan masalah tersebut maka penulis membuat sistem jemuran pakaian berbasis internet of things menggunakan NodeMCU sebagai alat mengirimkan data ke server yang nantinya data-data tersebut dapat dimonitoring dan di kontrol melalui Blynk, sebagai masukan (input) alat ini menggunakan sensor cahaya (Light Dependent Resistor), sensor air dan relay untuk menghidupkan dan mematikan sensor sensor dan motor stepper. Untuk keluaran (output) ada motor stepper sebagai penggerak tempat jemuran pakaian. Pada saat hujan resistansi sensor air di bawah 900 dan cahaya gelap dengan nilai resistansi cahaya di atas 400. Ketika hujan atau tidak hujan cuaca panas atau gelap Blynk akan mengirimkan notifikasi sehingga kita dapat mengontrol jemuran pakaian.
Copyright (c) 2021 Selina Anindita Oktiva
Sistem Informasi Layanan Pemerintahan Desa Sawangan Grinsing Batang Berbasis Web
Sawangan village, Grinsing sub-district, Batang district is the village government in charge of regulating the interests of the local community assisted by village officials. Sawangan village has a population of 6,497 people with 3,272 women and 3,225 men. Sawangan village apparatus had difficulties in managing the community's interest in the village, such as arranging for an introduction to the making of Identity Cards, Family Cards, death certificates and other application letters that required village information. It is necessary to create an online web-based village service information system in order to manage all the needs of the sawangan village community. The system is made using the Waterfall development method which works systematically and gradually. The online web-based village service information system is tested using blackbox testing which produces system features that suit user needs.
Information System, Service, Waterfall, Website, Resident
Web - Based Hotel Management Information System
The development of advances in information technology requires business people to use this technology, but there are still many hotels that use manual systems for data handling and recording. The Hotel Management Information System was made using the interview method, literature study, and observation to the location for data collection. This research will be designed using the PHP programming language and MySQL database. From the results of this study, it has been proven that the Hotel Management Information System can help hotels to improve efficiency and effectiveness in the booking process, data processing and produce information quickly and accurately.
Information Systems, Management, Hotels.
Copyright (c) 2022 Yosita Lianawati, Diwahana Mutiara Candrasari Hermanto
Sistem Informasi Ekstrakurikuler Berbasis Web Pada SMK Muhammadiyah Somagede
Extracurricular is an activity that is shown to develop potential, talents and abilities outside the academic field that must be followed by students. The extracurricular registration process at Muhammadiyah Somagede Vocational School is conventional, so it takes a long time because you have to check each formula sheet and also have a lot of risk of errors. By building a website, it is hoped that it will facilitate and speed up information. The purpose of the construction of the new system is the creation of an Extracurricular Information System that can speed up and make it easier for grade 10 and 11 students to make selections and make it easier to manage registrant data for each extracurricular. The benefit of this system is that it helps Student Staff of SMK Muhammadiyah Somagede to process extracurricular information data and recap data on extracurricular registrants, for Class 10 and 11 students of SMK Muhammadiyah Somagede, and as a medium to introduce STIKOM Yos Sudarso Purwokerto to the general public. In this case the system development method uses a prototype model. Based on the results of the benefit test, the average value of the Correctness value is 99.37%, the Usability value is 97.5%, the Efficiency value is 97.5% and the Reliability value is 99.12%. From the results of the benefit test, it can be concluded that the Web-Based Extracurricular Information System at SMK Muhammadiyah Somagede can be used to speed up the process of recapitulating extracurricular registrants' data.
Extracurricular, Information System, Prototype Model, Website
Reliability of Free Word Processing Application in Supporting Scientific Writing Learning Activities
This article aims to review a free word processing application that can be used offline to support learning activities for writing scientific papers. Free application can be found in freeware and open-source. We collect data from freeware and open-source applications, for our selection based on the operating system that is widely used in Indonesia. Furthermore, selected applications that have a user interface design that is easy to understand for teachers and students. So users can quickly adapt. The evaluation results lead us to suggest that WPS Office as a reliable alternative. The drawback that has is the creation of a bibliography. However, it can still be overcome because the bibliography can still be done manually or by making a copy of the citation facility when using sources from Google Scholar.
Offlline application, Word processor, Free
Copyright (c) 2022 Andreas Tigor Oktaga, Siska Narulita, Martinus Apun Heses
Pengaruh Penggunaan Aplikasi Zoom Cloud Meeting Terhadap Kinerja Guru Menggunakan Algoritma Decision Tree (C4.5)
It is also necessary to measure teacher performance in teaching and activities during school hours, because with the pandemic all aspects are hampered, including the education sector. The zoom cloud meeting application was chosen as one of the interactive learning media that is expected to maintain the continuity of education. In addition to the learning process, zoom cloud meetings are also used by teachers for other activities such as meetings, workshops and seminars. Therefore, it is necessary to calculate the performance of SMK Muhammadiyah Kesesi teachers who have used zoom cloud meetings. In calculating the effect of using the zoom cloud meeting application on the performance of SMK Muhammadiyah Kesesi teachers, data collection from the teachers was carried out in the form of a questionnaire, after the data was collected it would be processed with a decision tree classification using the C4.5 algorithm. This type of research is a classification with the concept of data mining which is categorized by: Influence and No Influence. In collecting data using a questionnaire and the variables used in this study were four, namely interest in learning, learning methods, teacher activities, and learning media. The method used in this research is the classification method.
Performance Effect, Zoom Cloud Meeting, Data Mining, Decision Tree (C4.5)
Copyright (c) 2022 Hadwitya Handayani Kusumawardhani
Chat Bot sebagai implementasi Pemanfaatan Teknologi Artificial Intelligence dalam Peningkatan Pelayanan Kepada Pelanggan dengan Channel Telegram
Kemudahan akses internet di era sekarang ini menjadikan tuntutan akan informasi yang cepat dari masyarakat kepada sebuah instansi yang membawahinya menjadi semakin tinggi. Sebagai contoh: orang tua calon siswa membutuhkan informasi yang cepat dan akurat dari sekolah yang ingin mereka pilih untuk anak mereka. Kebutuhan informasi tentang sekolah ini dan tata cara mendaftar berikut biaya dan hal terkait dengan sekolah tersebut menjadi informasi yang banyak ditanyakan dan dicari oleh orang tua calon siswa. Ditunjang dengan kepemilikan smartphone yang hampir merata pada calon siswa ini menyebabkan pihak sekolah menjadi kewalahan dalam melayani pertanyaan-pertanyaan masuk dari calon siswa dan orang tua calon siswa. Bahkan calon siswa dan orang tua calon siswa menuntut jawaban yang cepat dan akurat bahkan diluar jam sekolah, sehingga sekolah tidak mampu untuk menjawab semua pertanyaan-pertanyaan tersebut. Berdasarkan permasalahan tersebut di atas penulis mencoba memberikan solusi dengan membuat sebuah kecerdasan buatan (Artificial Intelligence) yang dapat menangani dan menjawab secara cepat semua pertanyaan-pertanyaan yang sering ditanyakan oleh calon siswa atau orang tua siswa terhadap sekolah yang ingin mereka pilih. Mesin cerdas ini akan bekerja 24 jam sehari dan 7 hari seminggu sehigga bisa melayani dan menjawab semua pertanyaan bahkan pada hari libur sekalipun. Solusi ini tidak hanya ditujukan untuk sekolah-sekolah tetapi juga untuk perusahaan-perusahaan atau instansi yang memiliki interaksi dengan pelanggan dalam jumlah yang banyak.
The Congregation Data Processing Application at the Christ Jesus Church in Kuta Bali uses the Codeigniter Framework
The data processing system is a method of manipulating data into information that helps to increase the productivity of human activities. At present, the Gereja Kristus Yesus (GKY) Kuta Bali has used a computerized system based on Microsoft Office Word to manage congregational data, baptism data, marriage data, attendance data, and other ecclesiastical activities. However, in the process of managing the data, there are still some shortcomings including the data being managed in a conventional way which is relatively slow and there are difficulties in accessing the data because the data is only stored on certain media. In the dissemination of information such as worship schedules, Church activities, and other worship routines still use print media which are currently ineffective because printing worship services certainly require considerable operational funds and the scope of dissemination of the news is still relatively ineffective. Therefore, a system was developed to manage congregational data using several plannings and design concepts in the form of system analysis, Data Flow Diagrams (DFD), Entity Relationship Diagrams (ERD), and the concept of Model View Controller (MVC). The Codeigniter Framework and Black Box Testing were used in developing this data management system apps for the GKY Kuta Bali`s congregation. The results shows that the data processing application of Gereja Kristus Yesus in Kuta Bali using Framework Codeigniter, scored by User Acceptance Testing test with an average of 4.20 in a good category and percentage of 84% in the very good category.
Codeigniter Framework, Church, Data Processing.
Sistem Pakar Berbasis Android Dengan Metode Forward Chaining Untuk Mengidentifikasi Penggunaan Jenis Narkoba
The National Narcotics Agency or NNA is a Non-Ministry Government Institution (NMGI) Indonesia that has the task of carrying out government duties in the areas of prevention, eradication of psychotropic abuse and illicit circulation, precursors and other addictive ingredients except addictive ingredients for tobacco and alcohol. The National Narcotics Agency also has a function to handle and rehabilitate drug users. Banyumas National Narcotics Agency has problems, namely experts who are limited and not always in place in the service and drug tests is not effective, a solution is to create an information system, namely an expert system that is used to identify the types of drugs based on the user's physical characteristics. The method used in this study is Prototype. The programming languages used are PHP and C #, and use the MySQL database. The research results from the benefit test tested to 30 respondents produced a high percentage for system usability, easy to learn, efficiency, and the system could be accepted, while the results of hypothesis testing in this study were H1 which was accepted where there was a significant time difference between before and after using an Android-based Expert Identification System for Types of Drugs. Thus, this expert system can be used to assist in identifying types of drugs so that they are more effective and efficient than conventional methods.
Expert System, Banyumas National Narcotics Agency, Android, Prototype, Identify, Narcotics.
Copyright (c) 2020 carolina Ety Widjayanti
Pemasaran Perumahan PT. Permata Indah Bersinar Menggunakan E- CRM Berbasis WEB
Quality of service at PT. Permata Indah Bersinar is still ineffective and not maximized. Because this company does not have a web-based housing marketing information system. This company also has not implemented a Customer Relationship Management strategy. In this research, the system created is a web-based housing marketing information system. With this system, companies will find it easier to disseminate information about their housing, consumers will also find it easier to get information without having to come directly to the marketing office. This system also implements Customer Relationship Management (CRM), so that consumers can ask and answer questions about housing through this website. By utilizing a housing marketing information system using web-based Customer Relationship Management (CRM), as an effort to improve service quality and increase customer satisfaction and maintain relationships between companies and consumers.
Marketing information systems, Housing, Customer Relationship Management
Copyright (c) 2020 Noni Wahyuni, Mohd Siddik, Ruri Ashari Dalimunthe
Pengukuran Tingkat Kepuasaan Pengguna E-Learning Menggunakan End User Computing Satisfaction
User satisfaction is the main factor in the application of e-learning, if this satisfaction factor is ignored, e-learning cannot be developed according to its purpose, namely to maximize the learning process, especially during the Covid 19 season. The research method in this research is a survey type quantitative research method. The analysis of this research refers to the level of satisfaction of e-learning users. The results showed that most e-learning users agreed that e-learning already had good content, accuracy, format, ease of use, and timeliness. The results show that not all factors that are incorporated into the EUCS instrument have an effect on the satisfaction of the e-learning users. Of the five factors that are included in the EUCS instrument at SMK Al Washliyah, only content (X1), format (X3), ease of use (X4), timeliness (X5) show a significant influence on e-learning user satisfaction (Y). The factors contained in the EUCS instrument such as Accuracy (X1) did not show a significant effect on e-learning user satisfaction at SMK AL Washliyah.
Simulasi Jaringan Komputer Dengan Routing Dinamic Menggunakan Cisco Packet Tracer
The need for computer network information is very important, especially for finding network damage quickly, easily, and cheaply, so to solve the above problem a network administrator needs a Network Monitoring System application for simulations that can reflect the architecture of the computer network on the network system used. By using the Cisco Packet Tracer application, data simulation about the network can be used as information about the state of a computer connection in a network, if there is a problem in network interconnection. Based on the results of delay testing according to Cisco Packet Tracer software, the greatest delay results occur when testing Floor 1 to floor 2, and in Design, which is 254 ms. Thus the greater the delay that occurs, the greater the delay time required to transmit data packets. Testing on the test network simulation design in this thesis has been successful, where 3 routers and 6 clients on the network can communicate on the local network that has been simulated.
Analisis Algoritma Clustering Dalam Kasus Penentuan Jenis Bunga Iris
Clustering is one process of data mining that aims to partition existing data into one or more cluster objects based on the characteristics it has. Data with the same characteristics are grouped in one cluster and data with different characteristics are grouped into another cluster. In this study will perform comparation and analyze the best algorithm for categorize flowers by using iris dataset. Clustering algorithm techniques used include K-means, and K-medoids,. The value of davies bouldin and number of clusters will be investigated using the rapidminer tool. The results show that the K-Means algorithm has the lowest davies bouldin value of 0.167, while K-Medoids yields davies bouldin value of 0.291, but among the three algorithms, the K-Means algorithm is the most dominant and best in the comparative process of grouping iris flowers. Keywords: K-means, K-medoids , clustering
Copyright (c) 2017 Diwahana Mutiara Candrasari