Articles
MODEL LITERASI MEDIA UNTUK ANAK-ANAK SEKOLAH DASAR DENGAN MENGGUNAKAN MULTIMEDIA INTERAKTIF BERBASIS KEARIFAN LOKAL MASYARAKAT SALATIGA
Rini Darmastuti;
Sri Winarso Martyas Edi;
Erwien Christianto
Jurnal ASPIKOM - Jurnal Ilmu Komunikasi Vol 3, No 4 (2018): Januari 2018
Publisher : Asosiasi Pendidikan Tinggi Ilmu Komunikasi (ASPIKOM)
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DOI: 10.24329/aspikom.v3i4.220
The purpose of this research is find a model literacy a medium for elementary school students by the use of the interactive multimedia-based wisdom of local community in Salatiga. It uses qualitative method and ethnography communication approach. The data collection was done through observation and in-depth interviews with cultural and teachers primary schools in Salatiga. The results show that 1) The Local wisdom of Salatiga community has been applied in forms of appreciation, cooperation and tolerance based on the teachings of Raden Mas Said. 2) This local wisdom can be used as a basis for media literacy 3) There are two models of literacy media based on local knowledge, i.e., in the form of informal communication done by teachers and parents, and in the form of education through games. The game with Salatiga City setting and with figures of Wales and Asia as symbols of that tolerance is the local wisdom of Salatiga community which will be used as learning media in schools. This research contributes to provide media literacy model by using interactive multimedia based on local wisdom of the community in Salatiga.
PENGEMBANGAN SISTEM INFORMASI KEUANGAN BERBASIS WEB UNTUK BENDAHARA DUSUN SIDAWUNG
Dwi Putri Rahmatika;
Sri Winarso Martyas Edi
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 1 No 1 (2022): IT-Explore Februari 2022
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana
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DOI: 10.24246/itexplore.v1i1.2022.pp33-48
Pencatatan keuangan yang dilakukan secara manual di dusun Sidawung seringkali menimbulkan berbagai permasalahan. Berdasarkan diskusi awal, beberapa masalah yang pernah terjadi diantaranya adalah kesalahan perhitungan dan pencatatan data dan kemungkinan terjadinya kehilangan data karena berkas tidak terdokumentasi dengan baik. Aktivitas keuangan merupakan permasalahan yang sensitif, sehingga perlu pencatatan dan transparansi yang memadai. Untuk itu penelitian ini mengembangkan sistem informasi keuangan berbasis web dapat melakukan perhitungan secara akurat dan transparan. Sistem berbasis web juga membuat warga masyarakat dapat dengan mudah memantau semua aktivitas dan dana yang mengalir secara detil sehingga mengurangi kesalahan atau kecurangan yang terjadi. Sistem ini dikembangkan dengan metode prototype dengan proses yang terstruktur dan melalui beberapa tahap dimana, jika tahap sistem belum final dan memiliki kekurangan pengembang akan mengevaluasi kembali. Penelitian ini menghasilkan perangkat lunak yang berdasarkan evaluasi dapat diterima dan digunakan dengan baik oleh masyarakat khususnya dusun yang menjadi obyek penelitian.
RANCANG BANGUN MEDIA KOLABORASI BERBASIS RESPONSIF WEB UNTUK IDI CABANG KOTA SALATIGA
Teguh Wahyono;
Sri Winarso Martyas Edi;
Erwien Christianto;
Wiwin Sulistyo
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 2 No 1 (2023): IT-Explore Februari 2023
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana
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DOI: 10.24246/itexplore.v2i1.2023.pp18-29
Ikatan Dokter Indonesia (IDI) Cabang Kota Salatiga dengan kepengurusan baru bertekad memperbaiki kinerja, dan meningkatkan komunikasi yang baik antar anggotanya, terkhusus yang terkait dengan peningkatan profesionalisme kedokteran. Salah satu media yang diharapkan dapat meningkatkan komunikasi dan kolaborasi antar anggota adalah dengan pemanfaatan Teknologi Informasi, terutama dalam bentuk aplikasi berbasis web yang memberikan layanan pusat informasi, update pengetahuan dan forum komunikasi antar anggota. Dengan latar belakang tersebut, penelitian ini dilakukan untuk mengembangkan sebuah aplikasi berbasis web yang mampu mewadahi kebutuhan tersebut. Selanjutnya agar aplikasi bisa diakses oleh seluruh anggota dengan berbagai jenis perangkat yang berbeda seperti laptop, handpone, tablet dan sebagainya, maka pengembangan dilakukan dengan menggunakan teknik Responsif Web Design. Sedangkan metode pengembangan aplikasi dilakukan dengan menggunakan Web based Application Development Methodology, dengan harapan agar aplikasi yang dikembangkan dapat betul-betul sesuai dengan keinginan pengguna. Hasil penelitian adalah website pusat informasi dan forum komunikasi yang diharapkan dapat dimanfaatkan untuk meningkatkan layanan dan profesionalisme kerja para anggota IDI khususnya Cabang Kota Salatiga.
Desain Prototype dan Implementasi Sistem Informasi Pencatatan Meter Air (SICAIR)
Maria, Evi;
Edi, Sri Winarso Martyas;
Widhiyaningrum, Sekar;
Andana, Aji
JUSIFO : Jurnal Sistem Informasi Vol 9 No 2 (2023): JUSIFO (Jurnal Sistem Informasi) | December 2023
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang
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DOI: 10.19109/jusifo.v9i2.20649
Penyediaan Air Minum dan Sanitasi Berbasis Masyarakat (PAMSIMAS) aims to improve access to and quality of drinking water and sanitation in rural areas. However, the manual management of water meter readings and billing by Kelompok Pengelola Sarana Prasarana Air Minum Sanitasi (KPSPAMS) Tirto Wening, Samirono Village, has led to issues with accuracy and timeliness of water bills. Therefore, this research aims to design a water meter recording system. The system design scope includes recording water meters, calculating bills, processing payments, and generating water usage reports. The development method employs a prototype approach with the Bootstrap framework. The resulting system, named SICAIR, provides accurate billing and water usage reports that meet user needs. SICAIR offers a solution to PAMSIMAS management issues related to the accuracy of meter readings and the timeliness of water bill generation in Samirono Village.
PERANCANGAN APLIKASI WEB MANAJEMEN DATA PRODUK BISNIS PERHIASAN BERBASIS FLASK DAN MONGODB
Syach, Usman;
Edi, Sri Winarso Martyas
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 3 No 2 (2024): IT-Explore Juni 2024
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana
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DOI: 10.24246/itexplore.v3i2.2024.pp162-176
Penelitian ini bertujuan untuk merancang aplikasi web manajemen data produk berbasis Flask dan MongoDB untuk studi kasus usaha yang bergerak dalam bisnis perhiasan. Tujuan pengembangan aplikasi adalah untuk meningkatkan efisiensi pemasaran, pemesanan, dan manajemen stok produk. Penelitian ini mengidentifikasi beberapa masalah utama dalam konteks manajemen data produk perhiasan yang sering mengalami perubahan. Batasan penelitian mencakup pada tiga fungsi utama aplikasi yaitu manajemen data produk, efisiensi pemasaran, dan pemesanan, dengan teknologi utama berupa Flask dan MongoDB. Metode penelitian mencakup analisis kebutuhan, pembangunan prototipe, evaluasi prototipe, pengkodean sistem, pengujian sistem, dan evaluasi sistem. Penelitian ini menghasilkan aplikasi yang dapat memberikan kontribusi pada peningkatan efisiensi operasional perusahaan, pengembangan keterampilan pengembang, serta potensi pengembangan dan referensi untuk industri perhiasan terkait manajemen data produk dan pemasaran online.
Peningkatan Kompetensi Algoritma Pemrograman untuk Guru SMK Negeri 1 Salatiga
Maria, Evi;
Winarso Martyas Edi, Sri;
Suharyadi;
Christianto, Erwien;
Purwanto
Warta LPM WARTA LPM, Vol. 26, No. 3, Juli 2023
Publisher : Universitas Muhammadiyah Surakarta
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DOI: 10.23917/warta.v26i3.1701
Accounting teachers at the State Vocational High School (SMK) 1 Salatiga currently have the competence to record manual accounting and accounting applications already available on the market. However, the World of Business and Industry demands that SMK graduates be able to develop simple accounting applications for Small and Medium Enterprises (SMEs). Application development requires mastery of programming algorithm competencies to help think more logically, creatively, and critically. This condition encourages accounting and computer teachers at SMK Negeri 1 Salatiga to need the training to improve algorithmic and programming competencies. This community service activity aims to enhance the competence of programming algorithms for accounting and computer teachers at SMK Negeri 1 Salatiga. The presentation of the material is arranged by the mentors so that this training program can be completed quickly and the objectives are achieved. There are three methods of implementing the activity: (1) socialization of programming algorithm material; (2) programming algorithm training activities; (3) case practice of programming algorithms. Participants in this activity were ten teachers at SMK Negeri 1 Salatiga, namely nine teachers majoring in accounting and one computer teacher. This activity was held in September 2022. Competency improvement was measured by conducting a pre-test and post-test on activity participants regarding programming algorithm material using a questionnaire containing 30 multiple-choice questions. The result of this activity is an increase in the competency of the participant's programming algorithm from 10 percent to 90 percent, and the activity participant’s can solve cases of programming algorithms and document them using the flowgorithm correctly.
Perancangan Aplikasi Pencatatan Keuangan Menggunakan Appsheet Studi Kasus Pada Karang Taruna Berdikari Ngasem Utara
Wicaksono, Titis Aditya Putra;
Edi, Sri Winarso Martyas
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh
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DOI: 10.35870/jimik.v5i2.699
The Kaskita financial recording application is an application intended for the North Ngasem Independent Youth Organization. This application is expected to help organizations in managing finances. This research aims to evaluate the benefits of using this application in facilitating organizational financial management. Through application development methodology and analysis of organizational needs, this research presents a comprehensive design process and successful implementation of the Kaskita application. The evaluation results show that this application can run as needed to facilitate recording, tracking and analysis of organizational finances, as well as increasing transparency and accountability in fund management. The addition of financial report features is necessary for application perfection, because financial reports provide a comprehensive picture of the financial condition of a company or individual. The practical implications of this research are recommendations for further development of this application, as well as strategic implementation for optimizing financial management at the Karang Taruna organizational level.
Penerapan dan Analisis Metode Social Network Analysis untuk Menentukan Rekomendasi Diskon dengan Menggunakan Library NetworkX
Iskandar, Ryan Agung;
Edi, Sri Winarso Martyas
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 2 (2024): Mei
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh
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DOI: 10.35870/jimik.v5i2.702
At present technology has developed rapidly, especially in industrial technology. Business competition is getting tighter, making people have to find ways to maintain their business. One strategy that can be used is to provide discounts on goods or services sold. This discount can be made based on the company's sales data or other factors. In this case, the company has large sales data. Therefore, a way is needed to process the large sales data, and one efficient way to do this is to use the Social Network Analysis method. This study measures the degree of Information Centrality from the Social Network Analysis method to measure how much the item is purchased, this can be taken into consideration to determine discounts on goods or services sold. This research provides the results of discount recommendation applications that can process large sales data and provide recommendations based on the Social Network Analysis method.
Implementasi Knowledge Management pada Perancangan Website Panduan Perusahaan menggunakan Framework Laravel
Arimbawa, Nicolaus Ardy Yoga;
Edi, Sri Winarso Martyas
Jurnal Indonesia : Manajemen Informatika dan Komunikasi Vol. 5 No. 3 (2024): September
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat (LPPM) STMIK Indonesia Banda Aceh
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DOI: 10.35870/jimik.v5i3.945
Onboarding is crucial to help new employees quickly adapt, understand their tasks, and become productive. This research addresses onboarding issues in the IT Service & Business Partner department of PT. Pupuk Kalimantan Timur, particularly for Non-Organic Workers (TKNO), which are currently unstructured and inefficient. The proposed solution is implementing knowledge management through a Laravel-based guide website that provides clear and structured guidelines, enabling self-learning and access to information anytime. Two phases from the 10-step knowledge management roadmap are used to complete the research: infrastructure evaluation, and knowledge management design & development analysis. The prototyping method was used in system development, including problem identification, implementation, testing, and evaluation. Results show that this website improves orientation efficiency and facilitates information delivery. BlackBox testing confirms all features function as expected, making this system likely to facilitate onboarding and knowledge transfer within the company.
PENERAPAN METODE FINITE STATE MACHINE (FSM) PADA GAME ROLE PLAYING GAME (RPG) INK JOURNEYS
Egha Pacsi Yudha Perdana;
Sri Winarso Martyas Edi
IT Explore: Jurnal Penerapan Teknologi Informasi dan Komunikasi Vol 3 No 3 (2024): IT-Explore Oktober 2024
Publisher : Fakultas Teknologi Informasi, Universitas Kristen Satya Wacana
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DOI: 10.24246/itexplore.v3i3.2024.pp194-295
Lately, folklore is no longer well known by many people. The abundance of entertainment available on the internet has replaced entertainment in the previous era, including folklore. The game "Ink Journeys" is a game created in this study by presenting folklore as the story material in it. This game focuses on the main character who can enter a book containing a collection of folklore in Indonesia. The research began with collecting folklore circulating on the internet, then adjusted to the main story in the game. This study developed a method for implementing Finite State Machine. Different from previous research, Finite State Machine is implemented not only in character and object dialogues, but also applies Finite State Machine to the map area. With the Finite State Machine method, game makers will be more structured and focused when creating programs in the game. As for the players, players will be met with choices that will affect the story in the game. This game can only be played on Android and only has one folklore adapted into the game.