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Indra Ava Dianta; Danang, Danang; Nusril, Nusril

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

BUMDES Lantongau is one of the Lantongau Village-Owned Enterprises whose one line of business is to distribute clean water needs in four villages, namely Lantongau Village, Morikana Village, Katukobari Village, and Lakorua Village. In order to facilitate the registration process, meter recording, payment bills, service interruption information, and customer complaints, applications that facilitate all service processes. Therefore, the most suitable application is using an Android-based application, the use of an Android-based application is an option because almost all customers have an Android device, so that services can be directly carried out quickly, easily, effectively and efficiently. With this application, it is easier for the customer and the BUMDES Lantongau in services ranging from customer registration, meter recording, billing payments, customer complaints and information on service disruptions, all can be done through the application. This application is designed using android studio with Research and Development (R&D) development method   Keywords: Android Application, Customer Service, BUMDES Lantongau

Siti Aisyah; Muhammad Iqbal Sayuti Harahap; Alfi Hidayat; Miftahul Jannah; Dian Irmawani

Sejahtera: Jurnal Inspirasi Mengabdi Untuk Negeri 2022 Universitas Maritim AMNI Semarang

Kegiatan ini merupakan kegiatan pengabdian masyarakat implementasi manajemen teknologi, berfokus pada pengajaran dan implementasi aplikasi shopee, tujuan pada kegiatan ini adalah memberikan pemahaman dan ilmu pengetahuan mengenai penjualan online kepada masyarakat, kegiatan ini dilakukan di uinsu dan di rumah si pelaku usaha, Kegiatan ini menggunakan pendekatan pembelajaran pelayanan. Pembelajaran layanan  merupakan pendekatan menyajikan suatu penerapan praktis dari pengetahuan baru dan berbagai keterampilan melalui proyek/tugas terstuktur dan kegiatan lainnya. Untuk itu, tim menyajikan teori dan praktik secara berurutan. Teori disajikan pada awal pelatihan kemudian disusul dengan aksi praktik. Objek pengajaran menyiapkan gadget berbasis android dan melakukan pengecekan jaringan agar mudah mengakses internet. Kami sebagai tim berharap semoga dari kegiatan ini dapat meningkatkan ilmu dan wawasan dan tentunya pelaku usaha yang belum menggunakan teknologi dalam usahanya bisa menggunakannya karena kegiatan ini. Jadi tidak tertinggal dari pengusaha pengusaha lainnya apalagi diera digital ini semua manusia menggunakan digital dalam aktivitasnya.

Sabila Amalia Fitri; Teguh Khristianto; Isworo Nugroho

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

The module is a book written with the aim that students can learn independently and in the module contains the basic components of teaching materials so that students can understand easily. The advantages and disadvantages of the module are that students can learn independently using the module and the teacher is no longer the only source of learning for students. Education has used various ways in theteaching and learning process. One of the general users of website users in public schools is the use of web-based learning aplications that contain tutorials, exercises or vidios that are developed and uploaded to web. 

Nur Rohim; Nur Rohim; Zuliarso, Eri

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Covid-19 pandemic that hit almost all countries and no exception beloved our country Indonesia, has resulted in destruction and the collapse of the community’s economy. At the same time there is information about the covid-19 virus that still needs to be questioned about the validity of the source. With the development of technology in today’s era, it is easier for us to filter information that has valid sources so that there are no misunderstandings about the information obtained. So on this basis, this study aims to develop a chatbot model regarding Covid-19 in a relevant and fast manner according to the questions and statements entered. Chatbot itself is an Artificial Intelligence-based program or we can call it a digital assistant, which can simulate user conversations or chats like humans through an application either based on Android or the web. By using chatbot technology, users can get valid and relevant answers whose sources are clear so as not to cause anxiety and also make it easier for users to get information about the Covid-19 virus.   Keywords: Covid-19; Technology; Chatbot; Artifical Intelligence

Juni Amanullah; Lukman Santoso

Jurnal Elektronika dan Komputer 2022 STEKOM PRESS

In the current era, learning adheres to the 2013 curriculum which includes HOTS (Higher Order Thinking Skills) consisting of critical thinking competencies, creativity and innovation, communication skills, collaboration skills and selfconfidence. These five things need to be trained or improved for deaf children so that they can take part in learning well. So learning media products are made that can be used to recognize letters and numbers. This Learning Media is equipped with sign language to support the understanding of deaf children in addition, it is packaged with an attractive appearance so that deaf children are interested in learning it. Often in daily teaching and learning activities students still often experience problems in remembering the material being taught both in the introduction of letters and also the introduction of numbers and what becomes an obstacle for students learning must be done repeatedly so that they can remember it and can really understand what it means. being taught and also they are sometimes bored and lazy in learning. From the problems that occur above, it is necessary to have a learning media that can help children with disabilities, especially the deaf, especially for the introduction of numbers and letters so that they can easily understand and understand letters and numbers. not bored, bored and lazy in learning. Learning media in the form of an android application so that it can be used on smartphones which are currently very widely used by both teachers and parents of students with disabilities.

Rusito; Ilham Febrianto; Iman Saufik; Lukman Santoso

Jurnal Elektronika dan Komputer 2022 STEKOM PRESS

By looking at current technological developments that already use automatic sensors, the application of the concept to this system can be a solution for dealing with ornamental fish farming owners. In this research, a tool is made that can perform feeding, checking temperature, water turbidity, feed level, water level and water pump control, from this information will be sent to android by firebase automatically monitored and controlled anywhere via android. This tool is designed with ease of maintenance and is an extension of the existing tools. IoT technology is used to monitor online, based on Firebase and Nodemcu Esp8266. In this study, researchers used the research method of the Borg and Gall (1987) model from 10 steps to 6 steps. The results of this study were carried out by an expert validation test to get a value of 30 which means "Very Good (Valid)". While the effectiveness test by 10 users plus by experts and employee users get a total score of 35.16 which means the effectiveness test is classified as "Very Good (Valid)" it can be said that the new system is more effective than the old system.

Putri Amelia; Hasbullah Malau

Jurnal Ilmu Sosial, Bahasa dan Pendidikan 2022 Pusat Riset dan Inovasi Nasional

Tujuan dari penelitian ini adalah untuk mengetahui lebih jauh bagaimana implementasi kebijakan aplikasi e-kelurahan di Kelurahan Gunung Pangilun Kota Padang dalam rangka peningkatan pelayanan publik. Penelitian ini menggunakan metode penelitian kualitatif, yang menggambarkan subjek dan objek terhadap fakta yang ditemukan. Purposive sampling, atau metode pemilihan sumber data untuk diwawancarai dengan pertimbangan dan tujuan tertentu digunakan dalam penarikan informan dalam penelitian ini. Dalam penelitian ini, wawancara, studi observasi, dan studi dokumentasi digunakan untuk memperoleh data. Analisis data dilakukan dengan menggunakan teknik manual data analysis procedure (MDAP). Keabsahan data ini diuji dengan triangulasi sumber lalu kemudian dianalisis. Berdasarkan hasil temuan, dapat ditarik kesimpulan bahwa implementasi kebijakan aplikasi e-kelurahan di kelurahan Gunung Pangilun Kota Padang belum berjalan secara maksimal. Hal ini  karena belum terpenuhinya variabel-variabel teori kebijakan yang digunakan George C. Edward III, yaitu variabel komunikasi dan sumber daya, penyebabnya ialah terdapat kendala-kendala yang menghambat implementasi kebijakan aplikasi e-kelurahan diantaranya yaitu kurangnya pemberian sosialisasi dan informasi kepada masyarakat terkait, kurangnysa staff yang bertugas dalam membantu pekerjaan di kelurahan, sarana dan prasarana yang kurang mendukung, nik masyarakat yang tidak valid dan tidak terdaftar di Disdukcapil, aplikasi e-kelurahan yang belum sempurna, masyarakat yang tidak memiliki smartphone android, dan tidak lengkapnya syarat-syarat pengurusan surat masyarakat yang ingin mengurus ke kelurahan.  

Tahapary, Sharon Susilya; Wahyono, Teguh

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

Mata pelajaran Bahasa Inggris seringkali dianggap sulit bagi masyarakat Indonesia.  Hal itu terbukti dengan English Proficiency Index Indonesia yang rendah, yaitu menempati peringkat 80 dari 112 negara di tahun 2021. Dengan kondisi tersebut maka pendidikan Bahasa Inggris perlu ditanamkan sejak dini, yaitu sejak usia Sekolah Dasar. Sementara itu dengan memperhatikan karakteristik anak, proses pembelajaran bahasa baru sebaiknya dilakukan menggunakan media yang mudah dimengerti dan menarik perhatian mereka. Penerapan multimedia berbasis mobile diharapkan menjadi solusi agar dapat menarik perhatian anak-anak untuk belajar.  Berdasarkan latar belakang tersebut maka penelitian ini dilakukan untuk merancang sebuah aplikas bantu belajar Bahasa Inggris berbasis mobile untuk anak-anak Sekolah Dasar.  Aplikasi tersebut diharapan dapat membantu anak-anak terutama usia Sekolah Dasar dalam belajar Bahasa Inggris dasar dengan baik, menyenangkan dan mudah dipahami. Aplikasi ini juga diharapkan dapat membantu anak-anak memahami pengetahuan tentang angka, huruf, kalimat sehari-hari, anggota keluarga dan benda dalam Bahasa Inggris, baik secara lafal, pengucapan dan maknanya.

Siska Rafitanuri; Nur Arsyida; Rizky Gunawan

JURNAL HUKUM, POLITIK DAN ILMU SOSIAL 2022 Pusat Riset dan Inovasi Nasional

E-Government menawarkan pelayanan publik bisa di akses secara 24jam, kapan pun, dan dari mana pun pengguna berada. E-Government juga memungkinkan pelayanan publik tidak dilakukan secara face to face sehingga pelayanan menjadi lebih efesien. Menyadari akan besarnya manfaat E-Government, pemerintah Indonesia sejak tahun 2003 telah mengeluarkan kebijakan tentang penerapan E-Government dalam bentuk Instruksi Presiden Nomor 3 tahun 2003. Dengan menerapkan sistem online masyarakat akan dapat lebih menghemat biaya, dan waktu karena proses pembayaran pajak dilakukan secara online. Dimasa sekarang ini telah muncul teknologi berbasis aplikasi yang dapat dijalankan di Android dan IOS yang dinamakan SIGNAL. SIGNAL adalah Aplikasi Samsat Digital Nasional yang dapat memudahkan masyarakat Indonesia melakukan Pengesahan STNK Tahunan, Pembayaran Pajak Kendaran Bermotor (PKB) dan Sumbangan Wajib Dana Kecelakaan Lalu Lintas Jalan (SWDKLLJ) secara daring dengan terbitnya dokumen digital berupa E-Pengesahan (POLRI) , E-TBPKP (Bapenda Provinsi) dan E- KD (PT. Jasa Raharja). Metode yang akan digunakan adalah pendekatan penelitian kuantitatif menjelaskan bahwa metode kuantitatif merupakan metode penelitian yang berbasis pada filsafat positivisme, yang mana digunakan untuk meneliti populasi atau sampel tertentu, yang umumnya pengambilan sampelnya dilakukan secara random, dan data dikumpulkan menggunakan instrumen penelitian, lalu dianalisis secara kuantitatif/statistik dengan tujuan menguji hipotesis yang telah ditetapkan. Dan menggunakan teknik analisis statistik menggunakan SPSS 22 dan Ms.Excel.

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.

Bikar Juniagoro; Reni Rahmadewi

Jurnal Elektronika dan Komputer 2022 STEKOM PRESS

Perkembangan teknologi yang semakin maju khususnya dibidang elektronika dapat dimanfaatkan dari segala bidang misalnya perangkap tikus otomatis dengan memanfaatkan teknologi IoT yang dapat mempermudah pekerjaan manusia dan lebih efisien. Tujuan penelitian ini adalah untuk merancang dan membuat aplikasi pengendalian perangkap tikus berbasis Android. Pada arsitektur sistem menggunakan WiFi dan mikrokontroler untuk proses pengiriman data dari smartphone. Aplikasi Nangtik merupakan implementasi media IoT pada perangkap tikus otomatis. Aplikasi ini diharapkan dapat menjadi alternatif yang membuat penggunaan perangkap tikus otomatis ini lebih mudah dan ringan. Aplikasi dapat berkomunikasi dengan baik dengan perangkat keras. Waktu respon kontrol pengontrol perangkap tikus akan dipengaruhi oleh jarak antara smartphone dan perangkap tikus.

Jamaris, Muhamad; Saputra, Hendra; Anam, M. Khairul; Andesa, Khusaeri; Rahmaddeni, Rahmaddeni

JURNAL ILMIAH KOMPUTER GRAFIS 2022 UNIVERSITAS STEKOM

Futsal is a soccer game played indoors, this game itself is played by two teams, each team consisting of five people. At this time futsal is very much in demand from various groups ranging from children to adults, so there are many futsal field rental places, especially in the city of Pekanbaru. However, the problem that occurs is that it is still difficult for tenants to find out where there is a futsal field and the nearest futsal field from where the tenant is located, including price information and field facilities. Therefore, we need a system that can make it easier for tenants to find out where there is a futsal field and the nearest futsal field from the tenant's location. This system is made based on Android so that it can make it easier for users to use this system. The method used in making this system is the Haversine method. The results obtained are a marketplace system that can make it easier for users to find out where there is a futsal field, find the nearest field and it is also easy to find out all information related to the field and can make it easier to rent a futsal field through the marketplace system.

Naufal Rasyid; Aaqila Dhiyaanisafa Goenawan

JURNAL TEKNIK MESIN, INDUSTRI, ELEKTRO DAN INFORMATIKA 2022 Pusat Riset dan Inovasi Nasional

Most of people in the world are familiar with smart phones or smartphones, and because of their very complete and practical uses, smartphone users are always increasing every year. Smartphones are used for various types of activities such as for social media, for entertainment such as playing games, doing office work, even personal matters such as financial management applications. Therefore, an application was created that can support personal financial recording so that it can make it easier for users.

Kurniadi, Dede; Hanifah, Muhammad Abdul Yusup; Raharja, Indra Trisna; Mulyani, Asri

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

Peranan Badan Pusat Statistik (BPS) adalah menyediakan kebutuhan data bagi pemerintah dan masyarakat. Data ini didapatkan dari sensus atau survei yang dilakukan sendiri dan juga dari departemen atau lembaga pemerintahan lainnya sebagai data sekunder. Data ini bisa dilihat dalam bentuk informasi di website resmi BPS, tetapi informasi yang disajikan belum lengkap karena terdapat data-data lain yang belum bisa di tampilkan khususnya untuk BPS Kabupaten Garut. BPS dibagi-bagi kedalam beberapa seksi untuk memenuhi tugas atau peranannya, dan yang menangani tugas diatas adalah seksi IPDS (Integrasi Pengolahan Diseminasi Statistik). Tujuan penelitian ini adalah merancang Aplikasi Indikator Strategis Garut Berbasis Android. Metode yang digunakan adalah Unified Approach dengan tahapannya yaitu Analisis, Desain, dan Kontruksi, sedangkan untuk pemodelannya menggunakan Unified Modelling Language. Penelitian ini menghasilkan sebuah perancangan aplikasi indikator strategis garut berbasis android yang diharapkan dapat digunakan dengan baik dan mampu membantu kinerja bidang IPDS menjadi lebih efektif dan efisien.

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.

Putra, Lalu Herjayadi; Hamdi, Saeful; Zulkarnaen, Muhammad Fauzi; Fadli, Sofiansyah

Teknik: Jurnal Ilmu Teknik dan Informatika 2022 LPPM Sekolah Tinggi Ilmu Ekonomi - Studi Ekonomi Modern

Until now, the Beber Village Government, community complaints still have to go to the village office, Kadus houses or BPD. Complaints like that, of course, will take a little time and take a little longer. Data on public complaints is not stored as evaluation Material for evaluation and preparation of the RKPDes. Information submitted from the village government took a long time to reach the community. Although basically now there is a name WhatsApp, the public can also send WhatsApp messages by sending evidence of events and others. However, the complaint message will not be stored in its entirety, even a few days after the message arrives, it's easy to be crushed by other messages, making it difficult to find it again. In connection with the problems above, the researchers tried to design an application entitled Beber Village Community Complaints. In designing this application, the author uses the SDLC Waterfall model method, which is carried out step by step in accordance with the procedures in the Waterfall method. The admin application is built using the Codeigniter Framework version 3 with the PHP programming language. While the client/user uses Android which is built with the Flutter Framework which uses the Dart programming language. The resulting application is in the form of a Client Server. Adam uses the WEB Service view while the client/user uses the Android version. This application will exchange information between the community and the village and between the village and the community. This application aims to make it easier for both the community and the village in exchanging information, which then the information data can be stored intact in the database

Rosa Yuliana; Muhamad Firdaus; Dwi Oktaviana

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2022 Pusat riset dan Inovasi Nasional

The research method used in this research is Research and Development. The subjects in this study consisted of validation subjects consisting of material and media validators and test subjects consisting of 23 grade VII junior high school students. The research was conducted at SMP Negeri 10 Sungai Kakap. The instruments used in the study consisted of expert validation sheets, respondent questionnaires, and tests of mathematical understanding abilities. The purpose of this study was to determine the process of developing an Android-based math educational game using software construct 2 on mathematical abilities. The results of the study are as follows: The level of feasibility of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.66% with very feasible criteria. The level of attractiveness of an Android-based math education game using software construct 2 on the ability to understand the results obtained is 88.19% with very interesting criteria. Improved mathematical understanding skills after the application of Android-based math education games. There is an increase From the calculation results obtained tcount> ttable = 8.85987> 1.71714, thus Ho is rejected Ha accepted.

Wibi Ardi Alvianto; Juni Amanullah

Jurnal Riset Rumpun Seni, Desain dan Media 2022 Pusat Riset dan Inovasi Nasional

Perkembangan teknologi saat ini berkembang sangat pesat, media digital sebagai pembelajaran mengalami pengembangan yang signifikan. Hadirnya digital ini memberikan beragam inovasi, dimana pembelajaran konvensional yang kaku dan monoton akan digantikan dengan pembelajaran menggunakan media digital yang lebih praktis, fleksibel, tidak terbatas oleh ruang dan waktu. Penelitian kali ini penulis menggabungkan software streaming Prism dan media sosial youtube sebagai media pembelajaran interaktif. Rumusan masalah dari penelitian ini adalah; 1) pembelajaran interaktif, 2) efektifitas dan optimalisasi Prism dan youtube sebagai media pembelajaran interaktif. Penulis menggunakan pendekatan kualitatif dalam membedah topik ini, teknik pengumpulan data berupa prismervasi, eaeancara dan studi dokumen. Analsisi data menggunakan pedekatan Miles dan Huberman dengan proses analisis data kualitatif yaitu; reduksi data, penyajian data dan penarikan kesimpulan. Data dari menunjukan sebanyak 50 responden terdiri dari 2 kelas menunjukkan: 10 sebanyak 4 jawaban mengalami kesulitan memahami pembelajaran interaktif secara online, karen kurangnya pemahaman tentang jaringan internet dan spesifikasi android dan PC, 2) sebanyak 14 responden memahami cukup memahami proses pembelajaran menggunakan Prism dan youtube, 3) dan sebanyak 30 responden mengaku memahami dan lancara dalam proses pembelajaran interaktif menggunakan Prism dan youtube. Pembelajaran interaktif menggunakan Prism dan youtube, menjadikan proses belajar mengajar menjadi lebih menarik, nteraktif dan tidak monoton. Adapun kelemahan menggunakan metode ini yaitu komunikasi hanya bisa satu arah dan peserta didik hanya bisa merespon lewat live chat saja.

Yunianti, Esterica; Kurniadi, Edi

Adi Widya: Jurnal Pengabdian Masyarakat 2022 Lembaga Penelitian dan Pengabdian Masyarakat

This service aims to provide knowledge and practice of making online art appreciation learning media during the COVID-19 pandemic based on Android smartphones. The use of android smartphones as a tool for making learning media is based on the consideration that android smartphones have increasingly diverse uses because they are supported by the availability of various applications. The training was conducted for middle school art and culture teachers in Karanganyar. Implementation of the training using the lecture method to convey theoretical material about learning media, discussions to determine the concept of learning media to be made, and assistance in making learning media based on Android smartphones. The results of the training in the form of learning media are then carried out field trials to determine the success and shortcomings. After the learning media is improved, the learning media can be used in online art appreciation learning. Keywords: learning media, art appreciation, android smartphone