Jurnal Teknologi dan Sistem Komputer
Not a member yet
    364 research outputs found

    Aplikasi Multimedia sebagai Media Pembelajaran Sejarah Indonesia Masa Perjuangan Kemerdekaan Untuk Sekolah Dasar Berbasis Android

    Get PDF
    History teaching at school needs new methods to improve students' interest in learning history. This is because method that commonly used in schools is where students only listen to what teacher explained. The textbooks used usually only have few illustrations so that students are less interested and easily bored. Based on this problem, A Multimedia Learning Application was built and it is specifically made for Android devices. This application is expected to support the learning process at school. It was built using the Unity Engine. Adobe Illustrator and Adobe Photohop also used to create application's design and illustrations to improve application's interface. Development method used for this application is the Multimedia Development Life Cycle (MDLC). This application was tested using the Black Box Test and the Beta Test. Results from Black Box testing is that all functions in this application has been running properly. Results obtained from Beta testing is that more than 75% of respondents gave positive responses to the application and it can be concluded that Multimedia Learning Application can be used to support the learning process at school

    Pengembangan Pedal Efek Gitar Elektrik Menggunakan Arduino

    Get PDF
    The guitar has become common entertainment show at the moment. Devices Arduino controller board is present as a central processing for a variety of processing requirements, one of which is processing the sound. So the goal is achieved from this study was to test the Arduino as a controller device that is used in the effect processing. This study uses the waterfall method of development. Steps being taken begins with identifying needs and then proceed with the process of designing both the hardware and software. Then proceed with the testing design. In the testing phase used 3 kinds of testing, those are hardware testing, test using the software, and testing using respondents. The test results showed that the Arduino can be used as a controller of guitar sound processing with two inputs and outputs. It was also found that the true bypass pedal interface can change the path of the guitar input to be routed directly to the output. Other interfaces available on the system is also functioning as it should and can set values that affect the processing of voice. Based on the test results with the respondents, producing a sound that is quite good, has a full feature, and quite easy to operate

    Aplikasi Multimedia sebagai Media Pembelajaran Ilmu Pengetahuan Sosial Materi Budaya di Indonesia menggunakan Unity Engine untuk Sekolah Dasar

    Get PDF
    Belajar merupakan kegiatan pokok yang dilakukan di sekolah, khususnya untuk seorang pelajar. Seorang pelajar harus memperhatikan penjelasan materi pelajaran yang diberikan oleh guru. Namun saat ini guru hanya menjelaskan materi pelajaran dengan metode konvensional, sehingga pelajar menjadi kurang aktif karena hanya memperhatikan dan mendengarkan saja. Metode ini berdampak pada semangat belajar pelajar yang menurun karena merasa bosan dengan metode-metode seperti itu saja. Seharusnya dengan perkembangan teknologi masa kini, guru dapat memanfaatkannya untuk meningkatkan semangat belajar pelajar secara efisien dan mandiri serta mengajarkan siswa untuk berperan aktif dalam pembelajaran. Berdasarkan permasalahan tersebut dibangun sebuah aplikasi multimedia pembelajaran interaktif berbasis mobile sebagai pendamping pembelajaran untuk dapat menunjang proses penerimaan materi pelajaran di sekolah. Aplikasi multimedia pembelajaran pendamping tersebut dibuat menggunakan Unity Engine 5.0, dan Adobe Illustrator. Metode pengembangan mutimedia yang digunakan adalah Multimedia Development Life Cycle (MDLC) . Untuk metode pengujian aplikasi menggunakan metode Black Box Testing dan Betha Testing yang berupa kuesioner. Hasil Black Box Testing dari aplikasi multimedia pembelajaran pendamping berbasis mobile dengan Unity Engine ini menunjukkan bahwa semua fungsi menu yang terdapat pada aplikasi telah berhasil sesuai dengan fungsinya. Hasil Betha Testing menunjukkan bahwa lebih dari 75% responden memberikan respon positif terhadap aplikasi. Aplikasi dapat dikategorikan baik, sehingga aplikasi dapat digunakan sebagai media pendamping pembelajaran di sekolah maupun di luar sekolah

    Pembuatan Sistem Informasi Rental Mobil dengan Menggunakan Java dan Mysql

    Get PDF
    Pangsa pasar yang semakin berkembang di berbagai bidang usaha khususnya pada jasa, membuat sistem pembukuan penjualan yang belum menggunakan komputer menjadi tidak efektif. Salah satu contoh bidang usaha tersebut adalah usaha rental mobil. Proses pengolahan data transaksi perusahaan tersebut semakin tidak akurat dan lambat seiring dengan meningkatnya transaksi yang dilakukan. Atas dasar tersebut digunakan Sistem Informasi Rental Mobil yang berbasis komputer sehingga lebih cepat dan akurat. Sistem Informasi tersebut dibuat dengan menggunakan bahasa pemrograman Java dan menggunakan database MySQL yang tertanam langsung pada aplikasi. Proses pembuatan dan pengembangan Sistem Informasi Rental Mobil ini menggunakan metode SDLC (Software Development Life Cycle) model air terjun. Hasil dari perancangan aplikasi ini adalah suatu aplikasi desktop yang dapat memudahkan pengguna dalam pencarian mobil yang sedang tersedia, penagihan pembayaran dan pengembalian mobil jika batas waktu pengembalian sudah tiba

    Sistem Pakar Penyakit di Daerah Tropis pada Anak Berbasis Web

    Get PDF
    Perkembangan ilmu kedokteran mengalami kemajuan pesat yang ditandai dengan ditemukannya penyakit- penyakit tropis baru yang belum teridentifikasi sebelumnya. Para dokter ahli terus mencoba menemukan solusi untuk mengatasi penemuan baru dan selalu mencoba memberikan pelayanan terbaik terhadap para pasien. Kesehatan merupakan hal yang berharga bagi manusia, karena siapa saja dapat mengalami gangguan kesehatan. Anak sangat rentan terhadap kuman penyakit dan kurangnya kepekaan terhadap gejala suatu penyakit merupakan ketakutan tersendiri bagi orang tua, oleh sebab itu penulis membuat aplikasi sistem Pakar demam berdarah untuk membantu para orang tua dalam mengidentifikasi penyakit demam berdarah berdasarkan gejala. Pada penelitian ini penulis membuat suatu penerapan metode untuk penyusunan laporan Tugas Akhir ini adalah metode penelitian kuantitatif yang meliputi studi pustaka, observasi dan wawancara. Teknik pengembangan sistem perangkat lunak dilakukan dengan metode waterfall. Metode waterfall meliputi beberapa proses diantaranya definisi kebutuhan, analisis, design, coding, pengujian dan perawatan. Berdasarkan hasil pengujian alpha dan betha, aplikasi yang dibangun sudah berjalan cukup maksimal, tetapi tidak menutup kemungkinan dapat terjadi kesalahan dan kekurangan pada saat aplikasi digunakan. Hasil pengujian mampu membedakan jenis penyakit demam dengue, demam berdarah dengue da syok syndrome dengue. Hasil penelitian yang sudah dilakukan, hasil pengujian alpha memberikan hasil bahwa aplikasi berjalan cukup maksimal tetapi tidak menutup kemungkinan dapat terjadi kesalahan pada suatu aplikasi yang digunakan dan hasil pengujian betha adalah 67.00%

    Sistem Informasi Evaluasi Pelayanan Publik Puskesmas Berbasis Website pada Kementerian Pendayagunaan Aparatur Negara dan Reformasi Birokrasi

    Get PDF
    Community Health Center or commonly called as Puskesmas is one of the health public services in Indonesia. Puskesmas managed by the local goverment, namely The District/City Health Department. Like the other public services, Puskesmas must always make improvements to the service to fulfill the needs of the people. The local goverment need to be supervised by the central government, so that the service improvement can run properly. The government department that does the monitoring is Public Services Division of Ministry of Administrative Reform and Bureaucratic Reform. Every year, Public Services Division of Ministry of Administrative Reform and Bureaucratic Reform evaluate all the public services in Indonesia, including Puskesmas. The Evaluation is still done manually, by bringing the officers of The District/City Health Department to each Puskesmas to survey, then the data is rechecked by The Province Health Department. Then, the data is sent to Public Services Division of Ministry of Administrative Reform and Bureaucratic Reform for analysis. Thus, the evaluation become less effective and less efficient. Based on the background, the research carried out by studying the literature, and data collection, and analysis of the Public Services Division of the Ministry of PAN RB, followed by the design and manufacture of the system. Then the system will be tested to determine whether the system has been running well without any problems according to user requirements. After the testing is done, the system can be implemented at the Ministry of Public Oelayanan Division PAN RB. Based on the background and the research, it’s known that the evaluation system need to become more effective and efficient, by making a web-based information system that is connected to the internet. The information system is built using PHP as the program language and PostgreSQL for the database, which named Puskesmas Public Services Evaluation Information System

    Pengenalan Rumah Adat di Pulau Jawa Sebagai Media Pembelajaran Berbasis VRML

    Get PDF
    Indonesia is rich in culture, ethnicity which one example is the traditional houses that exist in each province. Introduce Indonesian traditional house to users by using information technology as a medium of information could be one way to preserve the nation's culture. Limitations of the media information about traditional houses that currently can only be enjoyed through pictures or visit the traditional houses directly make society can not know the traditional houses in Indonesia optimally. Therefore we need a media so that people can know more about traditional houses in Indonesia without the need to visit directly into sites or less information such as 2-dimensional images in the book. Application developed is combination between virtual reality and website. Application built using the waterfall method. The virtual technology is embedded in a website that allows users to access them anytime and anywhere. Aplication was developed using VRML (Virtual Reality Modeling Language) and 3ds Max modeling software, and using the programming language PHP, HTML, CSS, and MySQL database. The browser needs Cortona3D Viewer plug-in for displaying three-dimensional file. The results of making this application is an application that utilizes the VRML technology to display traditional house on the island of Java in three dimensions. The results show that this application runs in accordance with the design functionality that has been made

    Pembuatan Aplikasi Terintegrasi, Pendataan Barang di Gudang Berbasis Android

    Get PDF
    Dalam Industri yang semakin pesat perkembangannya, proses keluar masuknya barang perlu dicatat, ini diperlukan untuk mempermudah suatu perusahaan dalam mengontrol stok barang baik keluar ataupun masuk. Data fisik merupakan sesuatu yang mudah hilang, pengandaan data juga akan memberikan suatu redundant bagi seorang pekerja, dimana dimungkinkan adanya Human Error, salah satu akibatnya adalah dapat menyebabkan suatu perbedaan data, dimana dari beberapa data yang ada dapat berbeda nilai, ketika terdapat masalah seperti ini dapat merugikan perusahaan ataupun client dari perusahaan tersebut. Aplikasi ini juga dapat membantu perusahaan dalam melakukan checking barang secara cepat, sehingga perusahaan dapat menangani dengan cepat adanya suatu perubahan maupun kesalahan yang terjadi. Pembuatan aplikasi terintegrasi ini menggunakan bahasa pemrograman Java, PHP, dan database MYSQL serta menggunakan JQuery Mobile

    Perancangan Aplikasi “Dunia Hewan” untuk Pembelajaran Anak Usia Dini Berbasis Android

    Get PDF
    The technological development are rapidly growing. Various kinds and types emerge everyday smartphone at an affordable price. One of the most popular smartphones today is Android. The author hopes that this application will be beneficial and useful for anyone who uses, especially for early childhood. This educational application is designed using the Eclipse IDE and the Android SDK where the programming language used is Java programming language. In the Eclipse IDE there are emulators that can be used to see the results of the application program that has been made before running in the actual Android device. Stages of development of the software used is the SDLC (Software Development Life Cycle) by using the waterfall method and modeling software used is the UML (Unified Modeling Language). Results of this research is the realization of the android- based animal world educational applications for early childhood. Applications can runs well on devices with Android operating system at least version 2.3 (Gingerbread) with available storage space of 10 MB. Buttons and function menus within the application has been running well according to the respective functionality. The animal world educational applications can now be used for the media to learn about the world of animals, especially for early childhood android users

    Perancangan Aplikasi Multimedia Untuk Pembelajaran Gerbang Logika Menggunakan Augmented Reality

    No full text
    As the rapid development of technology is also growing media that is used as a method of learning in education. One of them to learning logic states, in addition to reading the book at this time there has a new learning method that is more pronounced in 3 dimensions to increase understanding in learning the logic gates using Augmented Reality. Steps design multimedia for learning the logic gates begins with a literature study, data collection, analysis and system design and then implementation and testing the system. Testing methods using a black-box, which includes testing functionality testing camera angles and distances to the markers as well as testing the light intensity. The result of the design this application shows that for angle of 30 0 with a distance of 30 cm – 40 cm, angle of 45 0 with a distance of 40 cm – 70 cm and angle of 60 0 with a distance of 50 cm – 90 cm and light intensity 4 lx – 19 lx is a good composition can display the object 3 dimensions

    318

    full texts

    364

    metadata records
    Updated in last 30 days.
    Jurnal Teknologi dan Sistem Komputer
    Access Repository Dashboard
    Do you manage Open Research Online? Become a CORE Member to access insider analytics, issue reports and manage access to outputs from your repository in the CORE Repository Dashboard! 👇