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Paradise Paradise; Muhammad Afrizal Amrustian; Maliana Puspa Arum

Jurnal Pelayanan dan Pengabdian Masyarakat Indonesia (JPPMI) 2023 Sekolah Tinggi Ilmu Administrasi Yappi Makassar

Sawangan Village, which is one of the villages in Kebasen District, Banyumas Regency, is one of the villages that focuses on reducing stunting rates. According to the interviews we conducted with Posyandu cadres, they experienced problems during the weighing and measuring process. So far, Posyandu cadres have had trouble in the process of weighing and measuring the height of toddlers, because the process is still using conventional tools. In the process of recording the growth and development of children under five is done by recording using a boloin in a book. Because the recording was done by hand, it was constrained by handwriting which was difficult to read. Based on these problems, Forum Group Discussion (FGD) activities were carried out, socialization and training on the use of digital scales, outreach and training on the use of the website-based “Smart Immunization Application” system and Android mobile. The number of participants in this activity was 17 people. Indicators of the success of the activities that have been carried out are coordination with partners, management of a team of lecturers as assistant partners, training on the use of digital scales, training and outreach systems. Based on the activities that have been carried out, it can be concluded that this activity is of interest to Posyandu cadres and parents of toddlers as evidenced by the enthusiasm of the participants. Obstacles faced are not all parents use smartphones, internet access, and constraints on parents' age.

Abyan Mu’aafii Satriya; Ayu Nugraheni

Journal of Management and Social Sciences (JIMAS) 2023 Sekolah Tinggi Ilmu Administrasi (STIA) Yappi Makassar

the purpose of this study is to identify public service innovations, namely the SAMBARA (West Java Mobile Samsat) application in paying motor vehicle taxes. This research seeks to explore the benefits of this Sambara innovation for the people of West Java. This study used a qualitative research method with a literature study approach. Some of the findings from this research are that the Sambara innovation can make payments online, can find out a map of the Samsat location, can check vehicle data, can verify vehicle tax using the NIK and vehicle frame number. Other findings are supporting factors, namely cooperation and support from various parties as well as the position of the private sector which contributes to operational provision. However, in making tax payments the Sambara application still has problems and there is still low understanding and lack of information to the public about the Sambara application.

alfinaeka; batara daniel bagana

KOMPAK : Jurnal Ilmiah Komputerisasi Akuntansi 2022 Universitas Sains dan Teknologi Komputer

Research was conducted to analyze factors that affect interest in using Mobile Banking. Research conducted on the use of Wow Aps in central Java using the Technology Acceptance Model (TAM) theory developed by Fred Davis in 1989 which was later updated by Davis and Venkatesh in 1996. It was a theory that was often used by researchers regarding public confidence in new technology and acceptance of technology. Sampling method used convenience sampling method. The data collection technique used by researchers was questionnaire deployments aimed at users of the Wow Aps Mobile Banking application located in central Java as respondents. Relationships and/or influences between variables were described using multiple regression analysis methods. The results of the analysis of this study stated that the perceived usefullness, the Perceived Ease of Use, the Feature Availability has a significant effect on Behavioral Intention to Use .

Saiful Do. Abdullah; Syarifuddin Kapita; Achmad Fuad; Adelina ibrahim

Jurnal Suara Pengabdian 45 2022 LPPM Universitas 17 Agustus 1945 Semarang

The development of telecommunications technology has grown very rapidly. This is in line with the extraordinary increase in internet data traffic. The use of the internet has been used in all layers of the age segment, both the older generation to the younger generation. Global competition in the future is very tight and knowledge of technology, especially telecommunications technology, is needed. 5G technology stands for 5th Generation which refers to the fifth generation of mobile phones. 5G technology has incredible data capabilities and has the ability to unify unlimited call volume and unlimited data broadcasts in the latest mobile operating systems. Currently, Indonesia is lagging behind in the application of 5G technology. Indonesia is currently still preparing regulations and the frequency spectrum used in the implementation of 5G technology. Therefore, the socialization of the Introduction and Readiness of 5G Technology SLB Negri Labuha, Kab. South Halmahera, North Maluku.

Rahman, MS Khabibur; Kurniaaji, Bayu; Sudargono, Agus; Rohsulina, Pranichayudha

Jurnal Komunikasi Pendidikan 2022 Universitas Veteran Bangun Nusantara

Learning media applications are learning concepts that are carried out through electronic media networks in the form of mobile and non-mobile applications. The development of very advanced technology in the modern era and globalization allows various activities to be carried out quickly and efficiently. Technological developments have had a lot of influence on our way of life, one of which is in the field of education by using online or online learning media applications in learning activities in schools, colleges, courses and even online communities have started using concepts like this. The purpose of this study was to find out how the role of learning media applications in geography subjects in education was during the covid-19 pandemic. As we all know, the losses due to the COVID-19 virus have had a huge impact on all sectors, including the education sector. To achieve this goal, this research will use a qualitative research approach. This research is a type of qualitative descriptive research. Analysis of the data used in processing questionnaire data through google form by describing the results of the questionnaires distributed online.

Nugroho, Setiyo Adi; Hadi, Andik Prakasa; Rudjiono, Rudjiono; Zainudin, Ahmad

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

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.

R_Soelistijadi, R_Soelistijadi; Lestariningsih , Endang; Royhans , Agung

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The method of learning the universe at TK Pertiwi Bebengan, Kec. Boja, Kab. Kendal, Central Java is still simple, namely explaining the material by displaying a 2-dimensional still image. This makes students unable to see directly the process of rotation and movement of celestial bodies in the universe. For this reason, it is necessary to create an application that can display the process through 3D animated moving images using Augmented Reality (AR) based technology. The research method used is Prototype, while the architectural design uses UML and software applications using Unity3D, Vuforia, Photoshop CS6 and Blender. The final results of the study are 1) on testing application features made with Unity3D and Vuforia software can run well, 2) on device testing there are 2 out of 4 smartphones that cannot run the application so that a minimum specification of a smartphone is required, 3) on distance testing with a height of 20 cm, it requires the right camera tilt angle, which is between200 to 900. The conclusion of the research is that this application can run well on mobile devices registered in Google's ARCore database and minimum specifications of Android 8.0 Oreo. In addition, it is necessary to pay attention to the right camera tilt angle so that it can display 3D objects.

Prasetio, Fransiscus Bryan; Wellem, Theophilus

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Android-based applications have been widely used to do daily activities such as online shopping, playing games, video streaming, and watching sports matches. One of the most commonly used applications is applications that assist people for flight or train ticket reservations, hotel bookings, and other recreation purposes. Some tourism companies in Indonesia also develop Android-based applications to provide information and services for their business. Nevertheless, with many tourism destinations in Indonesia, not all tourist attractions have services through Android-based applications published on the Google Play Store. This study aims to design and implement Android-based applications for tourism information services in two tourist attractions as the case study, namely Tay Kak Sie Temple in Semarang City and Beach tourism in Bangka Island, to help tourists obtaining information about both tourist attractions. Both applications are implemented using Compro Mobile App Builder. The testing results using the black box method demonstrate that the implementation of the two applications can run according to the specified specifications.

-, Agus Prasetyo Utomo; Wahyu Arkhamu Razak

EBISNIS : JURNAL ILMIAH EKONOMI DAN BISNIS 2022 LPPM Universitas Sains dan Teknologi Komputer

The Gojek Mobile application is one application that is widely used by the wider community. In recent years, Gojek has developed very rapidly and is able to beat conventional transportation modes because it is more practical and has many service features offered by the applicator. This study aims to analyze and determine the extent to which the ease of use, information quality, security quality and technical & functional quality of the Gojek application are perceived as useful for users and have implications for user satisfaction and loyalty. The approach used in this study is included in the type of explanatory research, namely research whose explanation uses hypothesis testing in which the causal relationship between variables is explained. The respondents of this study were 100 students from various universities in the city of Semarang. The data collection technique in this study used a questionnaire instrument where the variables were measured using a five-scale Likert scale, where the data was processed using SmartPLS 3.0. From the model test, the test results show that of the 7 hypotheses, five hypotheses are accepted because they have a significant effect and two are rejected because they are not significant, the data is said to be significant if it has t < 0.05. customer satisfaction variable has a significant effect on loyalty variable with P Values ​​= 0.000, information quality variable also has a significant effect on perceived usefullness variable with P values ​​= 0.001, perceived easy of use variable affects customer satisfaction variable with P Values ​​= 0.000 , the perceived easy of use variable has an effect on the perceived usefullness variable with P Values ​​= 0.009, the perceived usefullness variable affects the Customer satisfaction variable with the P Values ​​= 0.023, the security quality variable has no effect on the perceived usefullness variable with the P Values ​​= 0.085, the technical variable & functional quality has no effect on the perceived usefullness variable with P Values ​​= 0.813.

Setyawan, Martin; Perkins, Ravenska

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2022 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Rown Division adalah sebuah usaha di bidang clothing anak muda yang berada di kota Solo dan berusaha untuk mengembangkan area pemasaran. Pengembangan teknologi informasi yang sangat cepat merubah perilaku konsumen dalam berbelanja secara online dengan menggunakan teknologi ponsel. Hal tersebut membuat dunia usaha juga harus berinovasi di bidang teknologi untuk tetap dapat mengikuti perilaku belanja konsumen, maka dibuatlah penelitian perancangan user interface mobile untuk system ordering Rown Division. Desain meliputi pemetaan kebutuhan pengguna, dan desain user interface yang disesuaikan dengan user experience. Melalui penelitian desain user interface mobile ordering diharapkan dapat memberikan kemudahan kepada konsumen dalam berbelanja di Rown Division dengan menggunakan aplikasi ponsel dan dapat membantu perusahaan dalam pengembangan pemasaran.

Setiyo Prihatmoko; Setiyo Prihatmoko; Sumaryanto; Daniel Novianto

JURNAL ILMIAH KOMPUTER GRAFIS 2021 UNIVERSITAS STEKOM

ABSTRACT The use of mobile devices with the Android operating system which are used as supporting media and supplements in improving learning outcomes combined with demonstration methods and discovery learning or demon-disco learning is needed to help students improve learning outcomes in hydroponic plant cultivation vocational competency subjects at SMK. Kristen Terang Bangsa, because the use of android-based applications can provide new experiences regarding the use of information and communication technology, as well as provide opportunities for students to be able to learn more independently. The concept chosen as a learning medium is to present material about understanding, introduction to parts, types, and quizzes containing questions about hydroponic cultivation of plants. This research uses the Research and Development (RnD) product development method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement, product testing. The result of this research is to produce learning media in the form of android-based applications. The validity value of the media expert is 2.6 which is declared feasible, while the validity value of the material expert is 3.6 which is declared feasible, and is able to increase the average value in the hydroponic plant cultivation vocational competency subject at the Terang Bangsa Christian Vocational School which Initially 67 (with 13 students who had not reached the KKM) to 80 (with 4 students who had not reached the KKM).

Richasanty Septima S; Ira Zulfa

Jurnal Elektronika dan Komputer 2021 STEKOM PRESS

Online rickshaw application is an application that serves to help the performance of the community in traveling.  Pedicabs are widely used by residents, especially in Takengon, pedicabs are one of the means of land transportation that is in great demand by the community, especially the middle to lower classes.  However, pedicabs can not be found all the time, sometimes we have to wait a long time, have to walk to get a pedicab, even pedicabs are only at a crossroads.  Lack of information between rickshaw drivers and passengers and limited public transport lanes.  With this online transportation application, answering the problems of the people, especially in the Takengon area.  How to use it so easily that the target community must have special skil…

Setiyo Prihatmoko; Fajar Kurniawan

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

This research produces Artificial Fiber Spinning Learning Media that applies Augmented Reality (AR) for Class XI Students of TPSB SMK Texmaco Semarang as a learning aid. so that it can be used as a modern, effective, and interactive learning medium. This application was made with the aim of completing the limitations of depicting objects in existing learning media, helping students to more easily learn the material, improving student learning outcomes, and increasing the variety of media in learning. This study uses the Research and Development (RnD) method, using 6 out of 10 research stages, namely potentials and problems, data collection, product design, design validation, design improvement and product testing. The final result of making this learning media is an application in the format android application, used on every android-based mobile phone. The validity value of the media expert obtained a value of 3.2 which was declared feasible, the results of the material expert validation test obtained a value of 3.6 which was declared very feasible, and was able to increase the average value of the artificial fiber spinning subject class XI TPSB SMK Texmaco Semarang which Initially 61.5% with 17 students who had not reached the KKM to 80.5% with 4 students who had not reached the KKM.

Yuli Fitrianto; Muhammad Khoiril Anaam

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Augmented Reality (AR) and Virtual Reality (VR) which are one of the top ten strategic technology trends for 2019 and continue to be developed massively in this 2020, have been widely applied in various mobile applications by many companies in this industrial revolution era 4.0. AR can be applied to help the promotion for housing developers where users can see the 3-dimensional shape of the types of houses offered, while VR allows users to explore each part of the house in a virtual 3D. Pre-existing brochures are used as markers for this application to work, so that AR and VR applications can be a complement to promotional media. The design method used in this paper is Research and Development (RnD). Salespeople can offer types of houses to prospective customers without having to print multiple brochures, but with just one brochure and one android smartphone to present, so the promotion costs are more efficient.   Keywords: AR, VR, house.

Adi Riyadi

JURNAL ILMIAH KOMPUTER GRAFIS 2017 UNIVERSITAS STEKOM

In order to increase student interest in learning, increase grades and facilitate the understanding of biology subjects on the material of the human excretion system class XI Science. From a number of smarphone users in Indonesia, it turns out that most of the people are only intended for telephone, short message service (SMS), playing songs / videos, accessing social networks (facebook, twiter, BBM, Line, WhatsApp) and many playing games including students in high school. Negeri 2 Mranggen. The author uses data collection research methods including observation, interviews, questionnaires, R&D product development methods, prototype methods and object-oriented approaches. The equipment used in designing this system uses UML modeling. Use Case Diagrams include, Activity Diagrams, Class Diagrams, and Sequence Diagrams and the software used by the author is Android Development Tools (ADT) and MySQL as a database. Mobile learning media application is expected to help facilitate the needs of students to learn the material of the human excretion system online at any time without any place and time restrictions.

Anwar, Sariyun Naja; Nugroho, Isworo; Lestariningsih, Endang

Dinamik 2015 Universitas Stikubank

Aplikasi Semarang Guidance dibuat untuk memberikan informasi lokasi penting bagi masyarakat yang membutuhkan petunjuk jalan lokasi wisata. Hal ini didasarkan pada masih banyak masyarakat yang belum mengetahui lokasi terdekat tempat-tempat wisata. Penelitian ini menggunakan model pengembangan SDLC. Model analisisnya menggunakan Use Case, Activity, Class Diagram, E-R Diagram dan kamus data. Manfaatnya dapat memberikan kemudahan dalam mengetahui letak dan posisi geografis tempat wisata terdekat disekitar pengguna beserta informasi pendukung dengan melalui ponsel Android. Dalam aplikasi ini menginformasikan dan visualisasi objek dalam bentuk maps. selain itu terdapat rute untuk menuju objek wisata yang dipilih, pencarian objek wisata, dan menu pendukung lainnya. Aplikasi ini berbentuk mobile application dan juga web service dengan bahasa pemrograman untuk mobile application JAVA dan SQLITE sebagai database, web service PHP dan MYSQL sebagai database.