Claim Missing Document
Check
Articles

Found 28 Documents
Search

Rancang Bangun Sistem Informasi Skripsi Daring Berbasis WEB (Studi Kasus : Jurusan Teknik Informatika, Universitas Papua) Karubaba, Getreda Gabrilla; Yuliawan, Kristia
ScientiCO : Computer Science and Informatics Journal Vol 1, No 2 (2018): Scientico : November
Publisher : Fakultas Teknik, Universitas Tadulako

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The application made in this study is used in the scope of the University of Papua Informatics Engineering Department, based on information and procedures for making the final thesis task of the Informatics Engineering Department of the University of Papua, this application was made using the Waterfall system development model and developed with PHP programming language with a CodeIgniter framework and MySQL Database. This Online Thesis application consists of 3 users. The first user in this application is the Chair of the Study Program who acts as the Administrator, the second is Thesis Supervisor, and The third is Students of the Informatics Engineering Department at the University of Papua. Available menu options are Upload Proposal, List of Proposals, Thesis Title List, Message, New Message, Inbox, Control Card Menu, Student List, Lecturer List, and Profile. Information System that can facilitate the search for proposals, thesis titles and guidance processes carried out by the Informatics Engineering Department of the University of Papua. 
METODE EXTREME PROGRAMMING PADA APLIKASI PENDATAAN WARGA BERBASIS ANDROID MENGUNAKAN APP INVENTOR (STUDI KASUS: BTN GRIYA AMBAN PANTAI KABUPATEN MANOKWARI) Kristia Yuliawan
Jurnal Sistem Informasi dan Informatika (Simika) Vol 4 No 1 (2021): Jurnal Sistem Informasi dan Informatika (Simika)
Publisher : Program Studi Sistem Informasi, Universitas Banten Jaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47080/simika.v4i1.1182

Abstract

BTN Griya Amban Pantai consists of 54 families who are in the Amban district, Manokwari Regency. In carrying out data collection and recording of residents 'data, the household administrators are still doing it manually, where the household administrators carry out data collection by recording resident data using a form filled out by residents by visiting residents' homes. After the form is filled in, data recording is carried out using a notebook. The problem in carrying out the manual process of data collection and data recording of residents is that when officers come to the residents' houses, often the head of the family or family members is not at home so that the the householdmanagement cannot carry out data collection and data recording. To solve this problem, an Android-based data collection and data recording application is needed using the App Inventor application. The method used in making community data collection and data recording applications uses the extreme programming method where this method can develop applications that are more efficient, flexible, low risk and quick to solve. With this android application, it can simplify the performance of the management of the BTN Griya Amban the household in carrying out data collection and data recording without the need to visit residents' homes to collect and record data. The method used in testing this application is to use the blackbox method where testing is carried out focusing on the functional specifications of the software that has been made.
Aplikasi Pengenalan Organ Tubuh Manusia Berbasis Android Menggunakan App Inventor Di Jurusan Biologi Universitas Papua Hendra Muttu; Kristia Ky Yuliawan; Parmahadi Rantelinggi
INFORMAL: Informatics Journal Vol 6 No 1 (2021): Informatics Journal (INFORMAL)
Publisher : Faculty of Computer Science, University of Jember

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19184/isj.v6i1.23108

Abstract

Learning is a communication process between lecturers and students. Communication will not run without the help of means of conveying messages or media that support learning productivity. In modern times like today, more and more people, especially students, have Android smartphones as the main equipment for daily communication. In the biology department at the University of Papua at this time, learning still uses the lecture dictates as a teaching aid. If the lecture dictates are lost or wet due to waterlogging, the student must spend funds to buy a new lecture dictates. To overcome this problem, new alternatives are needed in learning aids. For this reason, android-based applications for the introduction of human organs can make it easier for lecturers to deliver the learning process material for the introduction of human organs so that learning outcomes for students become easy and interesting. This research was conducted by creating an application using the app inventor service. This application contains material about the description of the introduction of human organs. For testing the application testing uses the black box method and survey methods for application users so that the level of user satisfaction with the application can be seen.
Aplikasi Inventaris Aset pada Jurusan Teknik Informatika Universitas Papua Menggunakan Visual Basic dan MySQL Kristia Yuliawan
JURNAL TEKNOLOGI DAN ILMU KOMPUTER PRIMA (JUTIKOMP) Vol. 1 No. 2 (2018): Jutikomp Volume 1 Nomor 2 Oktober 2018
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jutikomp.v1i2.227

Abstract

Pengelolaan Inventarisasi di Jurusan sangat mempengaruhi kinerja operasi jurusan. Pendataan Inventarisasi di jurusan selama ini masih mengunakan aplikasi Ms. Excel Aplikasi ini membutuhkan waktu yang relatif lama ketika melakukan pendataan asset. Tingkat kesalahan dalam melakukan pendataan juga menjadi tidak terkendali dimana hal tersebut membuat informasi yang di simpan menjadi tidak akurat sehingga proses yang dilakukan akan menjadi tidak maksimal. Adapun jenis penelitian ini mengunakan metode kualitatif dimana metode pengembangan sistem perangkat lunaknya mengunakan metode Extreme Programmingl sedangkan pengujiannya mengunakan metode Black Box. Hasil dari penelitian ini adalah sebuah aplikasi Inventaris Aset yang membantu pihak jurusan teknik informatika dalam mempermudah pendataan inventaris barang jurusan.
Animasi Infografis Produk Asuransi Bumiputera Manokwari Menggunakan Adobe After Effect CS 6 Yaumil Amne Akbar; Kristia Yuliawan
JURNAL TEKNOLOGI DAN ILMU KOMPUTER PRIMA (JUTIKOMP) Vol. 1 No. 1 (2018): Jutikomp Volume 1 Nomor 1 April 2018
Publisher : Fakultas Teknologi dan Ilmu Komputer Universitas Prima Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34012/jutikomp.v1i1.228

Abstract

Bumiputera merupakan salah satu jenis asuransi jiwa yang bertujuan untuk memberikan kemudahan dan meyediakan dana pendidikan, kesehatan serta investasi. Terkhusus di daerah Manokwari terdapat kantor cabang asuransi bumiputera yang memasarkan beberapa produk asuransi diantaranya asuransi pendidikan dan juga investasi, namun dalam pemasaran dan publikasi produk asuransi yang ditawarkan masih digunakan media cetak berupa brosur, hal ini kurang efektif karena media yang digunakan rentan terhadap kerusakan dan tidak bertahan lama serta pembaca dituntut memiliki pemahaman literasi yang untuk dapat bisa memahami isi brosur tersebut. Untuk mengatasi permasalahan tersebut maka penulis membuat Animasi Infografis Produk Asuransi Bumiputera Manokwari Menggunakan Adobe After Effects cs6. Dengan adanya animasi ini memudahkan karyawan dinas luar bumiputera dalam hal publikasi produk asuransi yang dipasarkan dan dapat memberi informasi bagi masyarakat luas, khususnya bagi calon Nasabah
PELATIHAN SMARTPLS 3.0 UNTUK PENGUJIAN HIPOTESIS PENELITIAN KUANTITATIF Kristia Yuliawan
Jurnal Pengabdian Pada Masyarakat MEMBANGUN NEGERI Vol 5 No 1 (2021): Jurnal Pengabdian Kepada Masyarakat Membangun Negeri
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35326/pkm.v5i1.1094

Abstract

Kegiatan pengajaran tidaklah bertolak belakang dengan kegiatan penelitian tetapi keduanya saling memperkaya . Untuk mendorong, meningkatkan dan memfasilitasi dosen di STMIK Pesat Nabire untuk melaksanakan penelitian maka diperlukan pelatihan bagi dosen. Salah satu pelatihan yang dibutuhkan dalam rangka mendorong dosen dalam meningkatkan penelitiannya adalah memperkaya pengetahuan dosen dalam metode analisa penelitian kauntitatif dalam mengolah data stastistik. Salah satu aplikasi yang terbaru dan mudah digunakan dalam mengolah data statistik adalah SmartPls. Pelatihan aplikasi SmartPls dilaksanakan secara online selama 5 hari dimana setiap sesi dilaksanakan dengan beberapa tahap yaitu penyampaian materi pelatihan, tanya jawab dan pemberian tugas. Berdasarkan evaluasi dilakukan dengan cara mengirim kuisoner kepada peserta dengan mengunakan google form ke email masing-masing peserta maka didapatkan hasil bahwa setelah mengikuti pelatihan SmartPls bahwa peserta pelatihan mengalami pemahaman terhadap aplikasi SmartPls sebesar 62,59 %.
ANDROID-BASED EDUCATIONAL GAME: RECOGNITION OF PAPUA ENDEMIC ANIMALS Kristia Yuliawan; Gunawan Prayitno; Sutarto Wijono; Sri Yulianto Joko Prasetyo; Suryasatriya Trihandaru
Jurnal Teknik Informatika (Jutif) Vol. 3 No. 4 (2022): JUTIF Volume 3, Number 4, August 2022
Publisher : Informatika, Universitas Jenderal Soedirman

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20884/1.jutif.2022.3.4.319

Abstract

Papua is the largest island in Indonesia; several animals are included in the endemic group. These animals are only found in certain areas and not in other areas. To study the endemic animals of Papua, children can explore them through books that display pictures of endemic animals in Papua. Children often experience difficulties learning from books taught by teachers and parents caused by children who are less enthusiastic about participating in learning. Another problem is that learning about Papua's endemic animals through books is impractical and inefficient because thick books provide a heavy burden for children to carry. Hence, children are reluctant to study them. With educational games, media is a medium that can be used by children so that it is easy to give lessons about the endemic animals of Papua. This educational game increases efficiency and effectiveness in terms of the learning process at home and school. Learning this educational game can be done anywhere at any time so that children can learn about Papua's endemic animals innovatively and efficiently. The method used in making this educational game introducing Papua's endemic animals uses the Agile Development method. Based on testing the educational game application using the black box method, it was found that this educational game was following what was expected because there were no errors found in the menu on the system, so it worked properly.
Satisfaction Analysis of the Google Classroom Use in the application of E-Learning with the Technology Acceptance Model (TAM) approach among High School students Kristia Chris Yuliawan
JATISI (Jurnal Teknik Informatika dan Sistem Informasi) Vol 9 No 4 (2022): JATISI (Jurnal Teknik Informatika dan Sistem Informasi)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat (LPPM) STMIK Global Informatika MDP

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35957/jatisi.v9i4.2607

Abstract

In carrying out learning at home, students must be assisted with online learning applications or e-learning lessons. E-learning is a type of teaching and learning that allows the delivery of teaching materials to students using the internet or other computer network media. One of the applications used in e-learning is Google Classroom. This research takes a case study at Anak Panah Christian High School, Nabire Regency. This study focuses on analyzing the level of student satisfaction in using the Google Classroom application by analyzing it using the Technology Acceptance Model (TAM) using five variables, namely Perceived Ease of Use (PEU), Perceived Usefulness (PU), Attitude Toward Using (ATU). Behavioural Intention (BI) and Actual Usage (AU). The hypothesis in connecting these variables in this study uses the Structural Equation Model (SEM) through the Partial Least Structural (PLS) approach using the SmartPLS application. The results of the research shows that all the variables used have positive values that indicate the level of student satisfaction with the use of Google Classroom in e-learning learning in schools, but the ease of use of the Google Classroom application does not affect the attitudes and behaviour of students in increasing students' interest or intention in learning.
PENGEMBANGAN SISTEM INFORMASI PENJUALAN PADA TOKO INDAH NABIRE MENGGUNAKAN METODE SPIRAL Tania Lensi Basinung; Kristia Yuliawan
Journal of Information System Management (JOISM) Vol. 5 No. 1 (2023): Juni
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2023v5i1.1122

Abstract

Tujuan penulisan ini untuk mengembangkan sistem informasi  Kasir Berbasis Web pada Toko 'Indah' dengan tujuan meningkatkan efisiensi dan mengurangi waktu yang dibutuhkan dalam transaksi penjualan. Saat ini, toko masih menggunakan sistem manual yang menyulitkan akses informasi stok barang selama transaksi. Metode pengembangan spiral digunakan untuk merancang sistem ini, memungkinkan perubahan dan pengembangan perangkat lunak secara iteratif. Data penelitian diperoleh melalui studi lapangan, wawancara, dan observasi di Toko 'Indah'. Sistem ini menggunakan Unified Modeling Language (UML) untuk membuat usecase diagram, activity, dan user interface. Sistem yang dirancang mencakup antarmuka login, halaman transaksi, halaman data produk, dan halaman admin. kesimpulan penelitian menunjukkan bahwa sistem ini dapat membantu kasir dan admin dalam mendapatkan data barang, mempermudah transaksi, serta memudahkan admin dalam melihat laporan keuangan dan stok barang harian.  Dengan demikian, perancangan sistem informasi penjualan ini diharapkan dapat membantu toko meningkatkan efisiensi, mengurangi kesalahan, dan meningkatkan pengalaman pelanggan.
PERANCANGAN SISTEM INFORMASI PENGGAJIAN KARYAWAN MENGGUNAKAN PHP DAN MYSQL PADA PT AMP Nilam Tayang; Kristia Yuliawan
Journal of Information System Management (JOISM) Vol. 5 No. 1 (2023): Juni
Publisher : Universitas Amikom Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24076/joism.2023v5i1.1126

Abstract

PT AMP Nabire adalah singkatan dari PT Arta Makmur Permai Nabire. PT Arta Makmur Permai adalah sebuah perusahaan yang beroperasi di Nabire, Papua Tengah. Perusahaan ini mungkin bergerak di berbagai sektor atau industri, tergantung pada jenis usaha yang mereka jalankan. Penelitian ini dilakukan dengan tujuan untuk merancang sebuah sistem informasi penggajian karyawan dengan menggunakan metode waterfall sistem informasi ini dibangun dengan menggunakan bahasa pemrograman PHP dan MySQL pada PT Arta Makmur Permai (AMP) di Nabire, Papua Tengah. Artikel ini menyajikan hasil penting yang dicapai dari penelitian ini. Penelitan ini mengasilkan sistem informasi penggajian karyawan dengan pengolahan data penggajian lebih cepat dan akurat dan laporan penggajian dapat disediakan dengan tepat waktu.