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Rancang Bangun Aplikasi GIS Pusat Oleh-Oleh Toraja Berbasis Web Fitriana M. Sabir; Asrul; Annisa Nurul Puteri; Amran Amiruddin; Mashud; Sidik Sakti Patalangi
Jurnal Minfo Polgan Vol. 12 No. 1 (2023): Artikel Penelitian 2023
Publisher : Politeknik Ganesha Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33395/jmp.v12i1.12742

Abstract

Oleh-oleh sering disinonimkan dengan souvenir, buah tangan atau cinderamata adalah sesuatu yang dibawa oleh seseorang ke rumahnya untuk mengenang daerah yang telah dikunjungi, terutama para wisatawan. Pendatang atau wisatawan yang ingin membeli oleh-oleh khas Tana Toraja biasanya hanya mengandalkan informasi yang terbatas dari orang per orang sehingga hasil pencariannya pun tidak efektif dan efisien. Tujuan dari penelitian ini adalah untuk merancang suatu sistem informasi geografis pusat oleh-oleh khas Toraja berbasis web. Analisis yang digunakan pada penelitian ini adalah analisis PIECES yang mengatur Performance, Information, Economy, Control, Eficiency Dan Services. Perancangan proses menggunakan UML, bahasa pemrograman PHP sebagai pengkodean yang digunakan, untuk pengujian dengan menggunakan pengujian aplikasi menggunakan UAT dan MySQL sebagai database[1]. Berdasarkan hasil pengujian yang diperoleh dari kuesioner sebesar 89,4% yang menunjukkan bahwa sistem yang dirancang berjalan baik dan sesuai dengan fungsinya. Pada penelitian ini menghasilkan sistem informasi geografis pusat oleh-oleh khas Toraja berbasis web.
Web-Based Rapid Application Development (RAD) for Marketing of Ende Lio Traditional Bond Motif Woven Fabric Neneng Awaliah; Akbar Hendra; Amran Amiruddin; Daud, Daud; Akbar Iskandar
Ceddi Journal of Information System and Technology (JST) Vol. 2 No. 1 (2023): April
Publisher : Yayasan Cendekiawan Digital Indonesia (CEDDI)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56134/jst.v2i1.36

Abstract

The marketing of Ende Lio traditional bond motif ikat woven fabric predominantly relies on conventional market stalls. However, with the growing demand for diverse products derived from ikat weaving, such as garments, bags, tunics, and accessories, there is a need for a more efficient marketing strategy. This study aims to implement Rapid Application Development (RAD) and design a web-based marketing system for the Marketing of Ende Lio Traditional Bond Motif Woven Fabric to enhance accessibility and increase public awareness of the products. The objectives of this research include developing an intuitive and interactive web-based platform for marketing Ende Lio's woven ikat fabrics, improving the efficiency of the marketing process, ensuring a seamless user experience, and evaluating the system's impact on sales and customer satisfaction. The RAD methodology, renowned for its incremental and time-constrained software development approach, was employed. The design process involved the use of Use Case Diagrams, and unit testing was conducted to validate the functionality and performance of the application.
Design and Build Web-Based Interactive Learning Media for Early Childhood in Early Childhood Kindergarten Mujahidin School Pato, Markani; Asnimar, Asnimar; Fitri Laila; Ratnawati; Tatik Maslihatin; Febri Hidayat Saputra; Amran Amiruddin; Andi Yulia Muniar; Elmi; Benny Leonard Enrico Panggabean; Listia Utami; Muhammad Sabirin Hadis; Tamsir; Andi Nur Fadillah
Bitnet: Jurnal Pendidikan Teknologi Informasi Vol. 11 No. 1 (2026): Bitnet: Jurnal Pendidikan Teknologi Informasi
Publisher : Institute for Research and Community Services Universitas Muhammadiyah Palangkaraya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33084/bitnet.v11i1.11747

Abstract

The problem faced by At The PAUD Mujahidin School In Barru Regency is that the learning process is still dominated by conventional methods so that it is less interesting and less effective in stimulating children's interest in learning. The solution offered is the development of web-based interactive digital media that contains learning materials, interactive quizzes, and learning outcome reports that can be accessed by teachers and principals. The aim of the study was to create learning media that is able to increase children's involvement, motivation, and learning outcomes. The data was obtained through  observation, interviews, library research and the distribution of questionnaires for feasibility tests. The research method used is Research and Development (R&D) with the ADDIE (Analysis, Design, Development, Implementation, Evaluation) model. The media is tested using Blackbox Testing to ensure system functionality as well as User Acceptance Test (UAT) to evaluate user satisfaction. The results of the study indicate  that 88% of respondents stated that this medium is very suitable for use, able to increase children's involvement, and provide a more enjoyable learning experience.