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Milia Rastiwi; Andi Christian; Khana Wijaya

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

This research focuses on selling android-based coffee powder to disseminate semende specialty coffee. The purpose of this study is to design a sales application that has not been optimal so far and sales of cemente coffee powder have increased more than before. This is the background for this research. In collecting data, researchers used qualitative descriptive methods including conducting interviews, observation and literature study. So that data is obtained that there is no available access that makes it easy for UMKM Ms. Nurbaiti's to market this special cement coffee powder. The results of this study are in the form of an Android-based application design for the sale of original cement coffee powder for UMKM Ms. Nurbaiti's s which is expected to help with the problems that occur. Using an Android-based sales information system can help UMKM owners and buyers sell and buy coffee powder quickly, for the system development method using the RAD (Rapid Application Development) method.

Areyanda Listianto; Suhartini; Fajriyah; Areyanda Listianto; Suhartini +1 more

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Serasan Jaya 3 Building Materials Wood Depot is a business engaged in the sale of building material products, especially wood. Until now the Serasan Jaya 3 Building Materials Timber Depot only uses a manual sales and transaction system, which in this case requires a new breakthrough to keep up with technological developments that are developing in the current era because basically almost all ages demand something practical and easier. By looking at some of the existing problems, the researcher tries to design and build an information system for selling goods at the Serasan Jaya 3 Building Materials Wood Depot based on Android, therefore, the author chose this topic for a thesis entitled "Android-Based Sales Information System at Wood Materials Depot Serasan Jaya 3 Building With the Extreme Programming Development Method” which of course provides speed and convenience for the public to make transactions using mobile phones or mobile-based communication devices such as smartphones, tablets, gadgets, and so on. So that it can make it easy for the Serasan Jaya 3 Building Materials Timber Depot to promote products, product prices and make it easier for people to buy products and find out the prices of building material products from mobile devices. Android-Based Sales Information System at the Serasan Jaya 3 Building Materials Wood Depot was built using UML (Unifield Modeling Language) as its design mode and Extreme Programming as a system development method..

Fitrah Athriah; Suhartini; Iwan Setiawan

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Fungsi penting perpustakaan sebagai fasilitas penunjang universitas adalah menyediakan bahan bacaan dan sumber belajar tambahan bagi mahasiswa. Perpustakaan merupakan bangunan penting yang harus ada di setiap lembaga pendidikan. Perpustakaan adalah sumber daya yang luar biasa untuk memperluas pemikiran mahasiswa dan profesor. Hal ini harus lebih diperhatikan oleh pihak universitas agar dapat memberikan pelayanan yang sebaik-baiknya. Menggunakan sistem pengolahan data yang terkomputerisasi adalah salah satu pilihan untuk membuat segala sesuatunya berjalan lebih lancar dan efisien. Dalam skenario ini, teknik Spiral digunakan untuk membuat sistem informasi, sedangkan metode penelitian deskriptif kualitatif digunakan untuk mengumpulkan data untuk sistem tersebut. Model Spiral adalah pendekatan hibrid dalam pengembangan perangkat lunak yang mengambil fitur terbaik dari Model Prototyping dan Model waterfall dan menambahkan penekanan pada penilaian risiko di setiap tingkat proses.

Fardani Annisa Damastuti; Jauari Akhmad Nur Hasim; Irma Wulandari; Darmawan Aditama; Aji Sapta Pramulen +2 more

JURNAL ILMIAH KOMPUTER GRAFIS 2023 UNIVERSITAS STEKOM

A traditional house is a house that has a characteristic building that symbolizes the culture of a region. The uniqueness of traditional houses in Indonesia is one of the learning materials for students in Indonesia. Books that are a medium for introducing traditional houses in Indonesia still have shortcomings in the form of limited visual display of traditional houses. So that it reduces children's interest in recognizing the traditional houses of the archipelago. This can lead to cultural erosion. Therefore, to increase interest and insight into the culture of this traditional house, technology and culture are combined. This combination uses augmented reality technology to introduce the traditional houses of the archipelago. Traditional houses are visualized through 3-dimensional objects in the android application. The augmented reality application developed is dynamic, so that the addition of content can be done without modifying the program code. This application will visualize 9 traditional houses from 9 provinces in Java, Nusa Tenggara, and Bali. The test results show an increase in knowledge of SDN Banjarmendalan students by 56% which means the application is quite effective to help students recognize the traditional houses of the archipelago and from the assessment of student satisfaction with the application get a score of 90.5% which means the application is enough to attract students to learn to recognize traditional houses.

Novita Wulan Sari; Margiyati Margiyati

Jurnal ilmu Kesehatan Umum 2023 Asosiasi Riset Ilmu Kesehatan Indonesia

An elderly person is someone who has reached the age of 60 years and over. One of the health problems that often occurs in the elderly is a decline in memory, learning and cognitive abilities in the elderly which causes them to have difficulty interacting and being difficult to understand. Conditions that affect cognitive abilities in the elderly are called dementia. Dementia is a chronic and progressive decline in memory and thinking function, causing disruption of functional activities. Nursing interventions that can be given to the elderly to improve cognitive function in the occurrence of dementia include brain gymnastics. The case study design used is descriptive research. The method used to collect data is using the Android-based MMSE (Mini Mental State Examination), namely MEFuKo (MMSE for Cognitive Function) to determine the level of dementia in the elderly. Brain exercise therapy (brain gym) is carried out for 7 consecutive days, 1 meeting per day with a duration of 15 minutes. Subject I's MMSE score before brain exercise therapy was 16 (presence of definite cognitive impairment) increased to 19 (presence of probable cognitive impairment) and there was an increase of 3 in total MMSE scores. The MMSE score in subject II before brain exercise therapy was 19 (possible cognitive impairment), after therapy the MMSE score became 23 (probable cognitive impairment) and there was an increase of 4 in total MMSE scores. The more activities you do, the less likely it is that seniors will experience a decline in cognitive function. The conclusion is that there was an increase in cognitive function in the two case study subjects which illustrate the application of brain gym therapy to cognitive function in elderly people with dementia. Brain exercise therapy is recommended to improve working memory function which can improve the quality of life of the elderly.  

Alexander Sitinjak

Jurnal Riset Rumpun Matematika dan Ilmu Pengetahuan Alam 2023 Pusat riset dan Inovasi Nasional

The aim of this research is to develop learning media using  that are valid, practical, and effective to improve students' ability to understand flat Derivative topics. The study was carried out at SMA NEGERI 10 MEDAN. The subjects of this research were students of class XI IPA-1. This research is research and development (R&D) using the ADDIE Model. The data collection technique uses a questionnaire assessment sheet for material experts, teaching material experts, learning practitioners and student responses. The results showed that learning media using Android Studio obtained an average percentage of 91.8% with the criteria of "very valid" according to the assessment of teaching materials experts and based on media material experts obtained an average percentage of 86.5% with the criteria " very valid". Based on the practice of learning carried out by the mathematics teacher getting 91,8% with the "very practical" criteria. Based on the effectiveness assessment of the 35 students, they got an average percentage of 86.5% with the criteria of "very effective". Thus, based on the results of the assessment of material experts, teaching materials experts, learning practitioners, and student effectiveness it can be said that learning media using Android Studiohave been tested as valid, practical and effective for use in learning.

Ayu Ramadia Sali; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

Technological developments are currently widely used by some people to commit cyber crimes, especially in this case using the .apk file. Android Package Kit / APK is an application format for Android-based smartphones. The number of victims arising from the phenomenon of file.apk fraud, so understandably there are still many who don't know about file.apk fraud. Therefore the designer makes a design for a media campaign as a means of preventing the phenomenon of file.apk fraud. The design method used is Design Thinking which is based on data obtained through questionnaires, documentation, and literature studies regarding the phenomenon of file.apk fraud. In the problem solving process, apply the 5W+1H analysis (what, who, when, why, where, and how). This design produces prevention media in the form of infographic posters.  

Muhammad Fajri; Dwi Mutia Sari

Jurnal Riset Rumpun Seni, Desain dan Media 2023 Pusat Riset dan Inovasi Nasional

This study aims to develop an Android-based educational game that focuses on learning about fasting. This game is designed to provide a fun, exciting and educational interactive experience for users, especially children aged 6-12 years who want to learn about fasting in the month of Ramadan. The method used in developing this game is the Design Thinking method, which involves five stages of the process, namely (emphasize) understanding, (define) definition, (ideate) idea, (prototype) prototype and, (test) testing. In research and data collection, the authors used questionnaires, and observations as primary data, and secondary data including literature and internet reviews. Making educational games is developed using the game engine Construct 2. The games developed are only limited to prototypes so that more implementation and application is needed, therefore further research is still needed to perfect this Ramadan Adventure game. The results of this study are expected to make a positive contribution in the development of educational games that are useful for learning about fasting. This game can be used as an interesting and interactive educational tool to help users better understand and practice fasting. In addition, this research also has the potential to become a foundation for the development of other Android-based educational games that focus on religious and cultural learning.

Elsie Naresvari; Wahyono, Teguh

IT-Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi 2023 Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana

Abstrak – Pengetahuan dasar tentang pengenalan Tuhan sangat penting dalam pertumbuhan anak-anak yang beragama Kristen, karena firman Tuhan menjadi kebutuhan pokok bagi mereka. Kegiatan Sekolah Minggu telah disediakan untuk memfasilitasi pengetahuan anak-anak tentang pengenalan Tuhan. Namun, dalam proses pembelajaran, seringkali terdapat kendala seperti kurangnya media peraga dan kurangnya variasi kegiatan, yang dapat menghambat minat anak-anak dalam Sekolah Minggu. Game edukasi merupakan salah satu bentuk media digital yang dapat membantu kegiatan Sekolah Minggu dalam proses belajar dan mengajar. Game ini dapat menarik perhatian anak-anak dengan menggabungkan konsep belajar dan bermain. Penelitian ini bertujuan untuk merancang aplikasi game edukasi yang dapat memudahkan pengajar Sekolah Minggu dalam menyampaikan materi dengan baik, serta membantu pengajar untuk mengevaluasi pemahaman anak-anak tentang materi yang telah disampaikan. Aplikasi game ini dirancang dan dikembangkan menggunakan Adobe Animate dengan Action Script 3.0 dan metode prototyping. Hasil penelitian ini adalah aplikasi game Sekolah Minggu berbasis Android yang diberi judul "Sunday Fun-Day", yang dapat membantu pengajar Sekolah Minggu dalam memberikan gambaran langsung tentang materi yang disampaikan.

Dewi Yohana Br Ginting; Raheliya Br Ginting; Meiliyani Br Ginting; Asprina Br Surbakti

Jurnal Hasil Kegiatan Bersama Masyarakat 2023 Asosiasi Riset Ekonomi dan Akuntansi Indonesia

Community service activities are carried out at Bintang Timur Kindergarten in Pematang Siantar in order to help children at an early age understand android educational games that are suitable for consumption by the child himself. Educational games as a support for children's cognitive development so that parents must understand various types of educational game applications, how to choose the right educational games, and how to install on cellphones. The implementation method used is presentation, demonstration, practice, brainstorming, and sharing about educational games to the Principal at Bintang Timur Kindergarten, Pematang Siantar.  This activity was carried out through three stages, namely 1) socialization, 2) mentoring, 3) monitoring and evaluation. The results of the implementation of this activity are:  1) understanding of android educational games as a support for children's cognitive development in the very good category.  This is indicated by the percentage of indicators of achievement of recognizing educational games (96%), choosing educational games (89%), installing educational games (93%), and implementing educational games (86%); 2) obtained a positive response as seen from the attendance indicator of participants reaching 93% of the target and enthusiastic participants during the activity from the beginning to the end of the activity. The ultimate goal of introducing educational games is that parents are IT literate so that they are able to monitor their children in using cellphones, especially when playing games.

Shandi Buana Azis; Priyo Utomo

Jurnal Manuhara : Pusat Penelitian Ilmu Manajemen dan Bisnis 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

This study aims (1)to answer and analyze how product quality influences segmental purchasing decisions, (2)to answer and analyze how price influences segmental purchasing decisions, (3)to answer and analyze how promotion influences segmental consumer buying decisions, and (4)to answer and analyze the influence of product quality, price, and promotion on purchasing decisions simultaneously. The population of this study is customers who acquired Android mobile phones during the past six months in Surabaya in 2022 with a sample size of 150 respondents based on the incidental sampling method. Technique for gathering data that involves distributing surveys with a Likert scale. The data analysis tools are the traditional assumption tests (normality test, multicollinearity test, and heteroscedasticity test), multiple linear regression test, hypothesis test (t-test and f-test), and test the coefficient of determination using SPSS. The results of this study indicate that product quality has a good and substantial effect on segmental purchasing decisions, price has a good and substantial effect on segmental purchasing decisions, and promotion has a good and substantial effect on segmental purchasing decisions. Simultaneously, product quality, price, and promotion have a substantial and positive effect on purchasing decisions. Product quality, price, and promotions on Android phones have a big influence on purchasing decisions.

Sam Hermansyah; Nurasia Natsir

International Journal of Education and Literature 2023 Lembaga Pengembangan Kinerja Dosen

Effect of Application Usage “Hello English” Smartphone Based Android Against Upgrades Student Learning Outcomes in English Subjects in Middle School (Quasi-Experiments in Language Subjects English Class VII Students at Sidrap 1 Public Middle School) The research started with a lack of student learning outcomes with a percentage below 50% for English material, especially listening skills . Research done by using the experimental method. Planning is made such as using the Hello English Application based on Android and research instruments to support learning. The implementation of learning is passed properly starting from the initial activities (giving pretest questions), core activities (introduction, and use of the application Hello English) and closing activities (giving post test questions).  This shows that the use The Hello English application has the effect of increasing student learning outcomes in English subjects in junior high schools, specifically ability listening.

Sumarah Budi Santoso; Rayhan Gunaningrat; Esti Dwi Rahmawati

Riset Ilmu Manajemen Bisnis dan Akuntansi 2023 Asosiasi Riset Ilmu Manajemen Kewirausahaan dan Bisnis Indonesia

The development of information technology, in terms of the internet is increasing and increasingly making people feel more comfortable to carry out various activities. The transportation business is also not spared from advances in internet technology. Online motorcycle taxis and taxis are a business opportunity that takes advantage of the development of internet technology. Traditional motorcycle taxis and taxis can only be found at the base or contacted by telephone. However, the current access can be accessed using an Android-based application. The emergence of transportation businesses such as Go-jek, Grab, Maxim and Indriver is proof that information technology has also penetrated into public transportation. The type of research used is quantitative research using multiple linear regression analysis techniques. The population in this study were 100 Go-ride service users in Solo Raya. The data collection technique used is questionnaire using the Linkert scale. The conclusions of this study are (1) There is a significant influence between service quality on customer satisfaction, (2) There is no significant influence between brand image on customer satisfaction, (3) There is a significant influence between price perceptions on customer satisfaction, (4) Simultaneously service quality, brand image and price perceptions have an effect on customer satisfaction.

Bagus Pribadi

Merkurius : Jurnal Riset Sistem Informasi dan Teknik Informatika 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

In the current era, people who own land containing trees and plants have been used as buildings for business and personal interests, increasing population has resulted in increased housing needs, the use of open space for public entertainment has decreased due to the activities of people who are busy working to make ends meet. and the lack of public interest in making the environment more beautiful and sustainable. Even though the existence of a garden in a large building greatly influences the atmosphere in the environment around the building. Apart from that, one of the reasons is the lack of interest of the community in creating a beautiful environment because it is quite difficult to find the services of gardeners around where people live. The problem that occurs is that these gardeners are not exposed to all the gardens they build.

Rama Santo; Djumadi Sastro Wiyono

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

Maju Jaya shop which is located on Jl. Fatmawati Raya No. 74 Semarang City. Toko Maju Jaya itself is engaged in selling computers and accessories. Toko Maju Jaya itself has 7 employees who work as a technician 1 person, marketing 2 people, inventory / warehouse 1 person, shop 1 person and administration 1 person. So far, customers come from the city of Semarang and its surroundings, such as Kendal, Pati, Jepara, Kudus, Demak, Ambarawa, Ungaran and Purwodadi

Khoirul Nisa; Sutikno Sutikno

Neptunus: Jurnal Ilmu Komputer Dan Teknologi Informasi 2023 Asosiasi Riset Teknik Elektro dan Informatika Indonesia

In the field of education, tutoring is an integral part of the overall educational process. Guidance as part of education has a specific purpose, which is to help individuals develop themselves optimally so that they can find themselves and be able to make choices, decisions and adjustments effectively. Therefore tutoring is very influential in efforts to achieve overall student learning success.

Fitrah Fitrah; Dita Pulubuhu

Jurnal Ilmu Kesehatan dan Gizi 2023 Pusat Riset dan Inovasi Nasional

Uncontrolled diabetes could lead to serious complication. Diabetes therapy consists of four pillars where nutrition education is very important in managing the disease. Objective : To analyze the effect of nutrition education (Diabetes’ four pillars management) through android mobile application on the knowledge of Diabetes’ four pillars management in patients with DMT2. Method : A quasi experiment research with a pretest posttest control group design. Twenty-six participants were selected by simple random sampling method. Data were collected based on identity and knowledge which were done by interviewing with questionnaires. Changes on knowledge levels were determined by Mann Whitney test. Result : There were significant changes on knowledges related to diabetes (p=0.034), medical nutrition therapy (p=0.008) and physical exercise (0.014) between intervention and control groups, and there was an increase in pharmacological therapy knowledge but we did not observe any significant differences between intervention and control group (p=0.976). Conclusion : Nutrition education (Diabetes four pillars management) through android mobile application can increase knowledge of diabetes, medical nutrition therapy and physical exercise

Lilis Anastasia Purba; Glory Indira D. Purba

Jurnal Riset Rumpun Ilmu Pendidikan 2023 Lembaga Pengembangan Kinerja Dosen

The use of learning media that is less than optimal is the basis of this research with the aim of developing learning media for Android applications and knowing the process of student answers. This type of research is development research with a model adapted from Borg and Gall with a  sample of class VIII-2 students of Santa Maria Private Middle School Medan, totaling 25 people. From the results of the study, it was obtained (1) the quality of the developed learning media met the valid, practical, and effective categories with an assessment by media experts of 3.82 and material experts of 3.87, practicality from the student response with a score of 3.61 and the teacher's response with a score of 4, and the effectiveness of classical student learning completeness reaches 92% of students and an n-gain score of 0.62 which means an increase in mathematical visual abilities is included in the moderate category. (2) The process of student answers shows that students have been able to identify problems, understand problems, generalize patterns and explain what is obtained, which means that students have fulfilled each indicator of mathematical visual ability, namely looking, seeing, imagining, showing and telling.

Rusito; Rusito; Doni Marhab Prakoso Gasta Wijaya

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Honey is a natural liquid that contains a lot of sugar produced by bees (genus Apis) from flower nectar and has a sweet taste. Honey contains a multitude of benefits that are good for the body, including being a source of nutrients, improving body metabolism, anti-bacterial, and others. The purpose of designing the Honey Harvest Monitoring System with ARDUINO-based IOT is to help breeders maximize honey harvesting results. This study aims to design an intelligent system for controlling the temperature in bee hives, humidity in bee hives, and monitoring honey yields, measuring the temperature and humidity of the storage room using DHT 11 sensors, and monitoring honey harvest time using Load Cell sensors. The temperature and humidity controller in the cage uses a blower/fan. Sensor data will be processed using the Wemos D1 R1 microcontroller and then sent to an Android application via the internet network using a real-time Firebase database so that it can be accessed anywhere and anytime. The way this system works is that if the room temperature is >38 degrees Celsius, the blower/fan will turn on, and will turn off if the temperature is 40%, the artificial window will open and will close if the humidity is

Jerrycho Azarea Aditama; Jati Sasongko Wibowo

Jurnal Elektronika dan Komputer 2023 STEKOM PRESS

Learning Media applications that use an Android-based material delivery system are expected to facilitate the delivery of material, where previously material was only found in books and the internet. Learning materials that only come from books reduce the reader's understanding because there are only text and pictures. This is what underlies the selection of the thesis title "Application of Android-Based Hydroponic Vegetable Growing Learning Media Application" in the hope that it can be a solution to help people who take part in the training understand material about growing vegetables by hydroponics.Hydroponics is an agricultural activity carried out by using water as a medium to replace soil. So, hydroponics can be interpreted as a work or management of water as a medium for plant growth without using soil media as a planting medium and taking the required mineral nutrients from a nutrient solution dissolved in water. The learning media application for growing hydroponic vegetables based on Android is limited to material on hydroponics, planting media and tools used in hydroponics, the steps needed for hydroponic farming, systems or techniques that exist in hydroponics.