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Bertha Meyke Waty Hutajulu

Repeater : Publikasi Teknik Informatika dan Jaringan 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

The application "Android-Based World State Flag Recognition" aims to provide users with information about the flags of countries around the world. The app is designed with a great interface and uses image recognition technology to identify flags. Users can explore flags, get brief historical information, and improve their knowledge of the visual aspects of the country's identity. The app uses up-to-date online resources to ensure the accuracy and relevance of flag information. The search feature allows users to quickly find the flag of a particular country. In addition, the app provides an exam mode to test the user's knowledge with a short quiz about flags. With the integration of Android technology, users can access this application easily on various mobile devices. The main goal is to provide an interactive and fun learning experience around the visual identity of the countries of the world.

Rakhmadi Rahman; Muhammad Syawal; Saylandra Aulia Ramadhani

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Technological developments in the digital world have now begun to increase the use of operating systems such as Android which are often used on electronic devices such as smartphones and tablets, penetrating various fields of human life. The use of these devices is essential in facilitating various tasks, especially digital ordering and transactions. This integration provides better transaction protection, more effective usage, and benefits and convenience. Cloud computing makes it easy and efficient to integrate digital ordering applications into payment systems. Observations show that these integrations provide user convenience and purchase trends, assist marketing strategies, and generate more accurate business decisions. If carefully developed and implemented, this integration has great potential to change the way business is done in the digital age.    

Rakhmadi Rahman; Andi Maharani; Nur Azisah Basir

SABER : Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi 2024 STIKes Ibnu Sina Ajibarang

Technological developments in the digital world have now begun to increase the use of operating systems such as Android which are often used on electronic devices such as smartphones and tablets, penetrating various fields of human life. The use of these devices is essential in facilitating various tasks, especially digital ordering and transactions. This integration provides better transaction protection, more effective usage, and benefits and convenience. Cloud computing makes it easy and efficient to integrate digital ordering applications into payment systems. Observations show that these integrations provide user convenience and purchase trends, assist marketing strategies, and generate more accurate business decisions. If carefully developed and implemented, this integration has great potential to change the way business is done in the digital age.    

Astin Rambu Guna; Rambu Yetty Kalaway; Raynesta Mikaela Indri Malo

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

Furniture has high added value and significant global competitiveness, largely due to the diversity of natural raw materials available in Indonesia, such as wood, rattan, and bamboo, as well as distinctive and high-quality designs. This advantage is supported by the skills and competence of the available human resources, making Indonesian furniture superior to products from other countries. Product quality is a key element in winning market competition, as it impacts customer satisfaction and loyalty. Masnur Joglo, a furniture company located on Jl. Muara Karya, specializes in producing various types of furniture from high-quality woods such as super mahogany and red teak. However, the purchasing system, which requires customers to visit the store directly and manually record prices, results in inefficiencies in terms of time and transportation costs. Customers often need to visit multiple stores to find the desired product, which is an inefficient process. To address these challenges, this study proposes the development of an Android-based sales application as a solution. This application is designed to expand Masnur Joglo's market reach and facilitate online ordering of furniture products, anytime and anywhere. The study aims to design and develop an Android-based sales information system that can enhance operational efficiency and streamline the sales process while better meeting customer needs. The application development method employs the waterfall model and uses MySQL and Firebase databases.  

Paputungan , Moh. Zulkifli; N. Hula, Ibnu Rawandhy; Mariana, Ana

Jurnal Rumpun Ilmu Bahasa dan Pendidikan 2024 Asosiasi Periset Bahasa Sastra Indonesia

This study aims to decipher the results of validation tests and find out the user's response to the development of Android-based learning media using the Smart Apps Creator (SAC) application. This study uses mixed methods (quantitative and qualitative). Data collection uses questionnaires and documents. Quantitative analysis techniques were carried out on validation results using numbers, scales, or percentages, while qualitative analysis was carried out on the results of (1) individual trials, (2) small groups and (3) large groups.  The population of this study is 30 grade VII students, while the sample is determined using non-probability sampling which aims to make all populations as samples. The results of the study show that: (1) the results of the validation of media experts obtained a percentage of 95% (very feasible) and material experts 94% (very feasible).  (2) the results of user trials on the development of Android-based Arabic learning media products received an average score for individual trials of 80% with categories (good), small group trials of 85% with categories (very good) and large group trials of 95% with categories (very good).

Rakhmadi Rahman; Shalza Naya Dwi Fortuna; Redo Triansyah; Muhammad Akbar Fahrezi

Router : Jurnal Teknik Informatika dan Terapan 2024 Asosiasi Profesi Telekomunikasi dan Informatika Indonesia

This research aims to analyze the performance of various CPU scheduling algorithms in increasing the responsiveness of the Android operating system. Using algorithms such as First Come First Served (FCFS), Shortest Job First (SJF), Shortest Remaining Time First (SRTF), and Round Robin, this study evaluates the advantages and disadvantages of each in terms of average waiting time, throughput, and power consumption. Research methods include literature study, algorithm selection and implementation, as well as data testing and analysis. The research results show that choosing the right scheduling algorithm can increase system efficiency and responsiveness, as well as provide recommendations for Android operating system developers and the application developer community. It is hoped that these findings will help in determining the optimal solution for improving the performance of the Android operating system.

Nur Rambu Madik Anawaru; Yustina Rada; Tri Sari Dewi Novyanti Bertha Mira

Intellektika : Jurnal Ilmiah Mahasiswa 2024 STIKes Ibnu Sina Ajibarang

The Mburukulu Elementary School in Mburukulu Village, Pahunga Lodu District, East Sumba Regency, is facing challenges in teaching Citizenship Education (PKN) in class V. The lack of interaction between teachers and students and the lack of student involvement has resulted in boredom, lack of focus, and lack of enthusiasm in Study. This research aims to create and implement an interactive educational game entitled "Student Explore" which was specifically developed for the Android platform. This game was designed using the Game Development Life Cycle (GDLC) methodology to ensure its quality and effectiveness in increasing student interaction and involvement in PKN learning in class V of SD Masehi Mburukulu. "Student Explore" is designed to provide an engaging and interactive learning experience for students. Through the educational games presented in the application, it is hoped that students can better understand the concepts taught in Citizenship Education. In its development, the GDLC method was used to ensure the game met expected quality standards and maximized its potential in enhancing learning. The benefits of this research include increasing students' interest in learning, better understanding of concepts, and support for teachers in the learning process. The result of this research is the implementation of educational games to improve students' learning understanding at SD Masehi Mburukulu. Thus, it is hoped that this game can be an effective solution to overcome challenges in PKN learning at the school.

Mohammad Fazrie; Parulian, Dudi; Bahtera Alam Wijaksono; Parulian, Dudi

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

The business of selling coffee in the world is growing more easily and quickly with the provision of a place which is usually called a cafe or shop. One of them is the Titik Hitam Nalar cafe in Jakarta, but the ordering process with customers takes longer to wait for orders and customer payments that are not neatly arranged create conditions that’s are not conducive, resulting in continuous negative criticism. Therefore, an application is needed that helps employees work in every part, both in terms of ordering, manufacturing, and payments, using the FIFO algorithm which focuses on which services are prioritized first in order to reduce negative sentiment from customers. The Android-based application was created by involving every design phase, making it easier for customers and employees to provide a service facility that works well and is suitable for use.  

Deni Amelia; Vivi Puspita Sari; Fitri Firdalius

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Technological progress is currently felt to be increasingly rapid, we can feel that progress in the field of technology is greatly influencing our daily lives. The digital economy is a form of technological development that is currently being enjoyed by various groups, including children, teenagers and adults. This digital economy is an economic activity carried out with the help of digital technology. One form of digital economic technology is the internet, Android-based cellphones/applications. Since Covid-19 happened, it has forced everyone to use gadgets to carry out all their activities, especially children from elementary school to university level, as well as TPQ children at the Nurul Ihsan Mosque when carrying out learning activities, they have to use gadgets to be able to carry out activities. from their respective homes with the aim of not gathering in one place (mosque). The use of digital economic technology is able to influence them, such as in the games and applications available. Basically, the use of this technology still has to be supervised by parents, but not all parents can monitor their children's use of this item so that even in our daily lives, the use of digital economic technology can influence the attitudes and ethics of children and teenagers.

Ni Putu Ria Anggreni; Feoh, Gerson; Prastyadi Wibawa Rahayu; I Nyoman Bernadus

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

The background of this research is the lack of interest of Dhyana Pura University Informatics Engineering Study Program students in visiting the library. This shows the need for a new innovation in the library that can increase the attractiveness of students to visit the library more often. The purpose of this study was to implement augmented reality with the Android-based marker-based tracking method in the search system for reference books for IT courses in the UNDHIRA library, to find out the results of the analysis of the level of user convenience and satisfaction in using the application, as well as to find out the results of a comparison of the level of interest in student visits to the library before and after system implementation. This research is a quantitative study; the data was collected using a questionnaire technique on 54 application users. The results showed that the usability of the application was 87.41% or could be classified as "very good." The results of the Kano model test show that the attributes of the application are very satisfying to users, with the majority of the attributes in the application being included in the attractive category. The results of a comparative analysis of the interest level of student visits to the library before and after system implementation showed that 49 out of 54 students stated that the application could increase their interest in visiting the library. So based on these results, this application can increase the interest of IT students in visiting the library.

Dendi Apriansya; Yuntari Purbasari; Nurmayanti Nurmayanti

Jurnal Elektronika dan Komputer 2024 STEKOM PRESS

providers bouquet products for the community, which is located at Jalan GG. RT.015 Mosque RW.005 Talang Ubi Timur Village, Talang Ubi District, Penukal Regency Abab Lematang Ilir. South Sumatra Province. The lack of information conveyed to the public, resulting in a lack of knowledge the community regarding the sales of the ce florist shop in PALI district due to the sales information system that was carried out at the ce florist bouquet shop is still manual, namely people who want to know about the latest information about bouquet items must come directly so that it is more effective and efficient, because it takes a lot of time to arrive at the ce florist's bouquet shop. So from the researcher will make an android information system for the ce florist bouquet shop which will be accessed through the application that we install using Flutter programming language. This study uses the method (SDLC) Waterfall as a development method to be used when designing and build applications, while the research methods to be used is a descriptive method through a qualitative approach. Research collecting data through direct observation, interviews and library research. help tool uml design to help design the system to be created. With the existence of this android application hopefully helps people save time when want to shop at the ce florist bouquet shop.

Nicolaos Crisfigo Putra; Hartono Hartono; Utin Desy Susiaty

Algoritma : Jurnal Matematika, Ilmu pengetahuan Alam, Kebumian dan Angkasa 2024 Asosiasi Riset Ilmu Matematika dan Sains Indonesia

This research aims to determine how to produce an Android-based character calculator application on the ability to understand concepts in arithmetic sequences and series material for high school students that reaches the level of validity, practicality and. The method used in this research is the Research & Development method with the Borg and Gall model research design which consists of 7 stages, namely potential and problems, data collection, product design, design validation, design revision, product testing, and product revision. The subjects in this research were 31 students in class XI Science at SMA Negeri 9 Pontianak. This research uses indirect communication techniques and measurements with data collection tools in the form of validation sheets, questionnaires and test questions. The first research result, namely the validity, obtained from the material and media expert validation value of 89.77% with very valid criteria, the second, namely the practicality obtained from teacher and student questionnaires with a percentage of 96.64% with very valid criteria, while the practicality value was obtained from The posttest score is 83.87% of the KKM score of 76 so it is included in the very effective category. Thus, it can be concluded that the Android-based character calculator application media for the ability to understand concepts in arithmetic sequences and series material for high school students is classified as effective to use.  

Riska Putmala Sari; Imelda Dian Rahmawati

Jurnal Sistem Informasi dan Ilmu Komputer 2024 International Forum of Researchers and Lecturers

This study describes the results of innovations from the Android-based Hospital Santri Application (Hospital Queue SMS) at the Outpatient Installation of the Specialist Polyclinic and the Executive Polyclinic of Sidoarjo Hospital, which is an innovation that is very helpful in managing patient queues. Initially, Sidoarjo Hospital used the SMS Queue program to manage patient queues online. However, since September 2019, this program has changed to the Santri RS (Hospital Queue SMS) application which can be downloaded through the Google Play Store. This application aims to facilitate patient needs related to outpatient queues at Sidoarjo Hospital. Patients can register through the Santri RS application or manually with the same queue number. The Santri RS application is supported by a legal umbrella and SOP (Standard Operating Procedure). This ensures that the implementation of innovation runs well. This research highlights the factors that affect the innovation process, including innovation governance, sources of ideas, innovation culture, capabilities and tools, goals, outcomes, and barriers.

Rakhmadi Rahman; Achmad Haikal Fikri; Kelsia Nelsia

JURNAL PENELITIAN TEKNOLOGI INFORMASI DAN SAINS (JPTIS) 2024 Institut Teknologi dan Bisnis (ITB) Semarang

This study explores the integration of Artificial Intelligence (AI) into smart home systems using the Android operating system to enhance security, privacy, efficiency, and user comfort. Key security measures include data encryption, robust authentication methods, sandboxing, and AI integration, specifically leveraging Google Assistant for improved privacy controls. Maintenance strategies for smart homes emphasize energy management, device condition monitoring, and enhanced safety features. AI adaptation to user habits enhances productivity and situational awareness, while Android's role in connecting various IoT devices facilitates remote control and energy-efficient recommendations. Methods such as Eco Android, Greensource, byte-code transformations, and automated energy diagnosis tools aid in optimizing energy use. The comparison between smart and non-smart homes highlights the efficiency and convenience of smart homes despite higher installation costs and potential network issues. The development and deployment of an Android-based application, SafeHause, exemplifies practical implementation, emphasizing end-to-end testing, security updates, and user education. The findings affirm that AI integration with Android significantly improves the smart home experience by enhancing energy optimization, data security, and personalized user interaction. Furthermore, the study discusses future trends in smart home technology, such as the potential for more advanced AI algorithms and machine learning techniques to provide even greater personalization and automation. The importance of regular software updates and the role of user feedback in refining smart home systems are also highlighted, ensuring that these technologies continue to evolve and meet user needs effectively.  

Rakhmadi Rahman; Andi Aulia Safirah; Anita Septiani Mustamin; Fanilda Damayanti

Jurnal Sains dan Teknologi 2024 Fakultas Teknik Universitas Cenderawasih

This research examines the Android operating system in the context of Augmented Reality (AR) and Virtual Reality (VR) applications with a focus on the Moblo (AR) and Relax (VR) applications. Android, as the primary operating system in mobile devices, offers a powerful and flexible platform for AR and VR application development. Moblo is an AR application that allows users to design and visualize furniture in a real space, while Relax is a VR application that provides meditation and relaxation experiences in a virtual environment. This research aims to understand how the Android operating system supports the development and operationalization of AR and VR applications, as well as evaluating the performance and user experience of these two applications. The results show that Android provides significant support for AR and VR application development, with Moblo and Relax showing good performance and providing a satisfactory user experience. However, further optimization is needed to ensure consistent performance across Android devices.

Dita Ayu Wardani; Iwan Setiawan Muharif; Ari Tri Jurini

MALFINA : Maritime Logistics and Financial Journal 2024 Akademi Angkatan Laut

The success of the Navy's main tasks is greatly determined by the availability of materials, so it can be said that the Indonesian Navy is an army of heavy materials (heavy materials). Therefore, the materials of the Indonesian Navy are operational tools and equipment that also determine the success of an operation of a warship (KRI). To ensure that these materials are ready for use and maintenance throughout their lifespan, maintenance is necessary. Logistic support, which includes supply support, is an element that also determines the final outcome of each operation carried out. The PUT (Penerima Untuk Terima) procedure for requesting supplies can be easily implemented using an application built with hardware, software, and supporting components. The hardware serves as a crucial component for running software developers and *apk on devices. Software acts as a command in programming languages, executing various commands. The supporting component is physical warehouse data when requesting supplies, which gives software XAMPP commands within the hardware. Therefore, it is necessary to have sufficient supporting software that can be installed on a computer, requiring additional internet costs to open the warehouse management system application. Additionally, it is also necessary to have experts who understand online warehouse systems and job adjustments that were originally performed manually to be computerized. The research results show that the use of a computer-based lesson supply control system with Android technology as the medium for lesson supply requests is quite good and easy to manage in terms of distribution and management of each lesson supply request. With the lesson supply system, timely accuracy during PUT (Penerima Untuk Terima) is beneficial for Subdismatbek, warehouses, and Kadeplog in using lesson supplies. The application still requires constructive suggestions for improvement in the future.  

Elvi raziana

This study aims to identify the problems faced by students in implementing learning. This study used a quantitative approach with a survey method, involving 30 students from two high schools in Yogyakarta. Data were collected through questionnaires about students' learning difficulties, interests, and needs for learning media. The results showed that 96% of the students considered chemistry as a difficult subject to understand because of the abstract nature of the material. As many as 64% of the students felt bored due to the uninteresting presentation of the material, while 72% of the students indicated the need for varied learning methods and interactive learning media to facilitate understanding. The results of the study showed that an innovation was needed to support chemistry learning activities to make learning more active and enjoyable so that it does not lead to student boredom. The developed virtual laboratory media provides flexible, safe and economical simulation of chemical experiments. This application is designed to be accessible without an internet connection using an Android device, allowing students to learn anytime and anywhere. The use of this virtual lab is expected to increase students' motivation, understanding of concepts, and learning experience.

Ahmad Satriadi; Supriyatna Supriyatna

Mars: Jurnal Teknik Mesin, Industri, Elektro Dan Ilmu Komputer 2024 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

This research presents the development of an e-commerce application aimed at enhancing the operational efficiency of Khadijah Konveksi, a small and medium-sized enterprise (SME) in the garment industry. The application, developed using Android, Java, and Kotlin, provides features for order management, real-time tracking, and online payment, significantly improving customer experience and operational workflow. Initial feedback indicates a high level of customer satisfaction and a notable increase in operational efficiency. The project also highlights the collaborative efforts between students, faculty, and industry professionals, demonstrating the impact of academic-industry partnerships in driving technological advancements for SMEs  

Latifa Hannum Siregar; Vira Farisa Risman; Rizki Syafril

Jurnal Relasi Publik 2024 International Forum of Researchers and Lecturers

The aim of this research is to find out and describe RRI's reporting approach so that listeners remain interested in the era of digital broadcasting. Qualitative descriptive methodology is used in this research methodology. This research aims to discuss RRI's reporting strategy regarding Human Resources, Broadcast Hours, Target Audience, and Content. Data collection methods include documentation, library research, interviews, and observation. Based on research, RRI uses the following tactics to maintain listener interest: (1) developing listener-involving programs where listeners can convey and share information with the public, which is sometimes known as citizen journalism. (2), RRI broadcasts all day, every day. (3) RRI and Pusdiklat work together to produce featured reporter and presenter programs, as well as holding regular conversations with reporters and presenters in the field. The aim of this exercise is to improve the quality of reporters and presenters, whose job is to involve the audience directly. Apart from that, technology will also enter the digital era. (4) RRI developed three programs RRI Play, Be Young, and RRI 30 Seconds which are available for download from the Google Store and Appstore. This application is based on the Android and iOS operating systems.  

Iwan Setiadi; Santi Widianti; Athaullah Afra Afratofani

JURNAL PENELITIAN SISTEM INFORMASI 2024 Institut Teknologi dan Bisnis (ITB) Semarang

Japan is a country in Asia that has a quite unique culture. There is an influence of Japanese culture on various countries, one of which is Indonesia, such as Anime (Japanese videos and animation), Manga or Japanese comics, and typical Japanese food such as sushi, ramen and takoyaki. This makes many Indonesian people interested in learning Japanese. This Android-based application for recognizing Japanese Hiragana and Katakana letters called "Nihon" can meet the needs of Indonesian people who want to learn the basic Japanese language, namely hiragana and katakana. This application provides explanations in the form of words, vocabulary and sounds for each hiragana and katakana letter, and numbers and punctuation marks in Japanese. This application was made using the Kodular web. The results of the Android-based application for recognizing Japanese hiragana and katakana letters can help Indonesian people to know Japanese hiragana and katakana letters, numbers in Japanese, and punctuation in Japanese.