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Andik Prakasa Hadi; Fandy Achmad Faizal

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Smartphone retail sales in Indonesia are currently growing very rapidly. Point of Sales Material (POSM) is used to provide information about products to consumers, using displays to stimulate impulsive buying behavior. This study designed a 3D planogram visual media, which can visualize real-time with text, images, and videos. Media that has been developed by researchers is in the very good category with a percentage of 78% for the promoter segment that is more than 1 year and 77% for the new promoter segment who has worked at Samsung retail for less than 1 year. From the results of experalidation and user validation, for the aspect of video visualization and the 3D planogram module that has been developed, the category average AB score is 81-85. The display arrangement process can be done more quickly and precisely because the understanding of the planogram increases.

Anip Findra Yurfianto; Sumaryanto Sumaryanto; Sulartopo Sulartopo

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

The Madukoro gas station is one of the gas stations in Semarang where the payment and refueling systems are still done manually. In general, the manual payment and filling system has many obstacles, resulting in long queues because the service is not fast and effective, also triggering the exchange of counterfeit money because payment uses cash. The application of e-money technology based on microcontrollers is made to make a payment system using electronic money instead of cash that is integrated with fuel filling, this system aims to reduce the long queues that occur and also prevent the amount of counterfeit money circulating at gas stations and make services more fast and easy. The method used in the design of this system is to use the method of Research and Development (R&D) theory from Borg and Gill, starting with gathering information by interviewing Madukoro gas station supervisors and field surveys then designing and developing systems to overcome the problems obtained in research. The system design uses a microcontroller as a data processor that will retrieve data from a database that was previously inputted from the VB.Net application and e-money reader and outputs to instruct the pump to remove fuel from the tank in accordance with the calibration of fuel output per second. As information on the rest of the fuel in the tangka, this tool uses the help of a load sensor that will be displayed on the LCD. In general, this system will make services faster and easier, thereby reducing the number of long queues, but also to avoid the circulation of counterfeit money in gas stations Madukoro, Semarang.

Supriyanto Supriyanto; Eka Satria Wibawa

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Irrigation is a land irrigation system by damming water sources. Irrigation as the provision, regulation and disposal of water to support agricultural needs. Irrigation is generally used by farmers, especially farmers in rice fields to irrigate and provide water supply to agricultural land, monitoring water stock in rice fields must be done frequently because rice water needs must be balanced with a lack of water supply or excess water supply in rice fields is not good for rice growth . So far, farmers have monitored irrigation channels manually, the location of the rice fields from the farmer's house often causes rice plants to experience scarcity because the floodgates are not opened when the water supply is running low or experiencing water supply. excess because the floodgates are opened for too long, this will greatly disturb the growth of rice plants. Making a monitoring and control system for irrigation channels using a water level sensor installed on the ESP 8266 microcontroller (Wemos D1), the system uses a programming language c. This tool can be used to open the irrigation door if the water supply in the rice fields is below the minimum limit and will close the water gate when the water supply has reached the maximum limit, the servo motor is used to open and close the floodgates. . . The monitoring results obtained will be displayed to users in real time through the android application interface and will be stored in the form of a text file on the storage media.

veza, Okta Veza; Nofri Yudi Arifin; David Saro; Rio Adam

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Over time, the Riau Kepualaun Provincial Tax Management Office which lives in Batam City underwent a name change to become a Regional Tax and Retribution Management Agency for the Riau Islands Province (BP2RD). This study aims to design a dashboard that can assist Eschelon officials in monitoring the performance of the State Civil Apparatus (ASN) at the Regional Tax and Retribution Management Agency of the Riau Islands Province. Because there is no system that displays information related to the work done and completed by an ASN, a dashboard design is needed. Data on the dashboard system is obtained from ASN performance data consisting of activity grouping data, activity weights, monthly targets in one year, and distribution of incentives and employee income benefits based on the achievement of target weights. The modeling system used is the Unified Modeling Language (UML), with the use case, activity, sequence and class diagram stages. While the development of this research system uses the Macro Process method in Object Oriented Analysis Design (OOAD) with the stages of Requirements, Analysis and Design, Implementation and Testing. The dashboard is designed based on a website, using the PHP programming language and using MySQL as the database. Qualitative research techniques, by collecting data and information descriptively. The results of this study display a dashboard in the form of text consisting of the number of employees, targets, target achievement, target percentage, target employee income allowances, and employee income allowances obtained, as well as a dashboard in the form of a pie chart and bar chart for target and achievement percentages respectively. target, it is hoped that this dashboard can assist Eschelon Officials in assessing and monitoring the performance of the State civil apparatus.

Wibowo, Tony; Wibowo, Tony; Kelfia Limanda

JURNAL ILMIAH KOMPUTER GRAFIS 2020 UNIVERSITAS STEKOM

Video games with strong narratives are getting popularity among video game developers. There are a number of games that were developed with world issues as the narrative. This research was conducted to prove whether a video games have a potential to be a media for education on world issues. This research was conducted by exposing video games through game play video of Detroit Become Human video game to 27 respondents who are not familiar with said video game for 22 days and submit their report about their experience through online questionnaire. The study was tested by comparing the respondents' views on the world's issues before and after the respondents exposed to the video and codifying their responses in order to quantify the responses received. The results of the study prove that the consensus agrees that video games have the potential to be a media for education on world issues. Apart from that, it was also found that video games were able to educate players in the long term but not significant in the short term.

Nanggala, Agil; Suryadi, Karim

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2020 Prodi PPKn Universitas Slamet Riyadi

Tujuan dilaksanakannya penelitian ini adalah untuk menganalisis konsep kampus merdeka dalam perspektif pendidikan kewarganegaraan, khususnya pada dimensi kurikuler dan sosio-kultural. Penelitian ini dilakukan melalui pendekatan kualitatif dengan metode studi literatur. Proses analisis data dalam penelitian ini meliputi reduksi data, display data, verifikasi serta penarikan kesimpulan. Hasil peneltian yang didapatkan, adalah: 1) bentuk pembelajaran dalam konsep kampus merdeka, yang berfokus pada pertukaran pelajar, asistensi mengajar pada satuan pendidikan, dan penelitian memiliki relevansi dengan kajian dan tujuan Pendidikan Kewarganegaraan, dimensi kurikuler, kecuali program magang perlu dianalisis dan direfleksikan secara komprehensif relevansinya dengan tujuan filosofis pendidikan nasional, atau diberikan indikator yang jelas, agar tidak menjadi bentuk liberalisasi pendidikan di Indonesia, secara praktik, 2) bentuk pembelajaran dalam konsep kampus merdeka, yang berfokus pada kegiatan wirausaha, proyek kemanusiaan, proyek independen, dan KKN tematik atau membangun desa, memiliki relevansi dengan kajian dan tujuan Pendidikan Kewarganegaraan dimensi sosio-kultural.

Nanggala, Agil

Jurnal Global Citizen : Jurnal Ilmiah Kajian Pendidikan Kewarganegaraan 2020 Prodi PPKn Universitas Slamet Riyadi

Penelitian ini bertujuan untuk menegaskan relevannya peran Pendidikan Kewarganegaraan dalam menginternalisasikan nilai-nilai anti korupsi kepada peserta didik. Penelitian ini menggunakan pendekatan kualitatif dengan metode studi literatur. Analisis data meliputi reduksi data, display data, verifikasi serta penarikan kesimpulan. Hasil penelitian yang diperoleh, yaitu: 1) sebagai Pendidikan Karakter, Pendidikan Kewarganegaraan sangat berkompeten dalam menginternalisasikan nilai-nilai anti korupsi kepada peserta didik, karena struktur keilmuannya serta posisinya dalam kurikulum nasional Indonesia sangat mendukung, 2) sebagai Pendidikan Keadilan, Pendidikan Kewarganegaraan memiliki tujuan dalam membentuk individu yang memiliki semangat keadilan berdasarkan Ketuhanan Yang Maha Esa, sebagai moralitas untuk menjauhi perilaku koruptif, serta berpartisipasi dalam membantu negara untuk mewujudkan keadilan sosial, 3) tujuan Pendidikan Kewarganegaraan dalam menginternalisasikan nilai-nilai anti korupsi kepada peserta didik, tentu akan lebih efektif dan menyenangkan apabila menggunakan pendekatan pembelajaran kontekstual, yang berfokus pada analisis kasus korupsi, sehingga peserta didik mampu mengetahui dan merefleksikan bahayanya praktik korupsi bagi keberlangsungan hidup bangsa Indonesia.

Putra, Toni Wijanarko Adi; Arditya Himawan; Fitro Nur Hakim

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Gamerground is a computer shop engaged in the sale of laptops, computers, spare parts, accessories supporting and providing repair services. The marketing process is less than optimal because it only sells by phone or social media. There are some problems that occur between them : 1. Stock management is not optimal because of frequent discrepancies between stock records with the amount of goods available so often consumers feel disappointed with the services provided, 2. The issue of uploaded ad duration in uploaded social media will alternate from one product content display to another in a relatively short period of time, 3. The absence of management of consumer sales transactions thus requiring recording of repeated transactions, 4. The decline in sales turnover in recent months, 5. The management of customer or consumer data is less noticed. Based on these problems, this study aims to design a web-based online sales information system mobile on gamerground. This research uses the development of SDLC waterfall model system which consists of planning, analysis, design, implementation and maintenance. Using PHP and MySQL Server programming language as database. The results of research in the form of Online Sales Information System Web-Based Mobile that can facilitate consumers to view products, make reservations for consumers and management for the admin. This information system is equipped with product management features, order data management, customer data management, preparing order reports and payment confirmation. So that this information system can provide convenience both consumer and admin on gamerground.

Rahardian, Dimas; Adi Putra, Toni Wijanarko; Hakim, Fitro Nur

Jurnal Elektronika dan Komputer 2020 STEKOM PRESS

Based on the results of observation, the learning method used in SMP Muhammadiyah 3 Kaliwungu is in the form of discourse, discussions, question and answer with the book media. Learning methods that have been applied so far have not had enough impact on students' level of understanding. The method used is less successful, so students feel bored and bored. This study offers a solution for multimedia utilization with the Mind Map method as an interesting learning media, where computers can display text, images, videos and audio so that students can have a pleasant impression in the learning process. The validity value of media experts is 2.9 which is declared feasible, while the validity value of material experts is 3.3, which is declared feasible, and increases students' understanding and interest as users from 58.5% up to 80.5%.