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All Journal Syntax Jurnal Informatika Jurnal Informatika dan Teknik Elektro Terapan Sistemasi: Jurnal Sistem Informasi INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi INTECOMS: Journal of Information Technology and Computer Science J-SAKTI (Jurnal Sains Komputer dan Informatika) Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Jurnal Riset Informatika JOISIE (Journal Of Information Systems And Informatics Engineering) Jurnal Abdimas Mahakam METIK JURNAL Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jusikom: Jurnal Sistem Informasi Ilmu Komputer Systematics Zonasi: Jurnal Sistem Informasi Jurnal Informasi dan Teknologi Buana Information Technology and Computer Sciences (BIT and CS) JURSIMA (Jurnal Sistem Informasi dan Manajemen) REMIK : Riset dan E-Jurnal Manajemen Informatika Komputer JIKA (Jurnal Informatika) Jurnal Sistem Komputer dan Informatika (JSON) Infotek : Jurnal Informatika dan Teknologi Jurnal FASILKOM (teknologi inFormASi dan ILmu KOMputer) International Journal of Engineering, Science and Information Technology Djtechno: Jurnal Teknologi Informasi Jurnal Tika Bulletin of Computer Science Research J-SAKTI (Jurnal Sains Komputer dan Informatika) Abdiformatika: Jurnal Pengabdian Masyarakat Informatika Jurnal Minfo Polgan (JMP) Society: Jurnal Pengabdian Masyarakat Jurnal Sistem Informasi Triguna Dharma (JURSI TGD) Jurnal Komtekinfo Jurnal Ilmiah Sistem Informasi dan Ilmu Komputer Malcom: Indonesian Journal of Machine Learning and Computer Science JUSIFOR : Jurnal Sistem Informasi dan Informatika Golden Ratio of Data in Summary Innovative: Journal Of Social Science Research JURSIMA Journal Of Artificial Intelligence And Software Engineering VIDHEAS: Jurnal Nasional Abdimas Multidisiplin Jurnal Sistem Informasi dan Manajemen Masyarakat Berkarya: Jurnal Pengabdian dan Perubahan Sosial
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Sales System Using Apriori Algorithm to Analyze Consumer Purchase Patterns Elfina Novalia; Apriade Voutama; Syahri Susanto
Buana Information Technology and Computer Sciences (BIT and CS) Vol 3 No 1 (2022): Buana Information Technology and Computer Sciences (BIT and CS)
Publisher : Information System; Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (823.249 KB) | DOI: 10.36805/bit-cs.v3i1.2049

Abstract

This study aims to create a sales system to get order data on time, not too late to result in days, and the data becomes structured. As well as develop solutions to process sales transaction data which will increasingly use a priori algorithms to find out consumer buying patterns so that they can be output for decision making or knowledge. This study uses a qualitative method to deepen understanding of the phenomena currently happening as profoundly as possible. This shows the importance of depth and detail of the data studied. The system development uses the waterfall method because it fits perfectly with the needs of the system to be built. From the results of the study, calculating a sample of transaction data with a total of 12 data on August 7-8, 2021, using the Tanagra tools resulted in a rule association that if you buy a vortex, you will buy a Caraco with a support value of 58% and a confidence value of 100%, having a lift ratio value of 1.3 stated that the two products have a solid attachment to each other. Followed by if you buy Faraco, you will purchase a vortex. If you believe in a crystal, you will buy an arco that meets the specified parameter criteria with a minimum support value of 20% and minimum confidence of 50%.
Web-Based Graduation Plaque Information System Design Using UML and Waterfall Model: Perancangan Sistem Informasi Plakat Wisuda Berbasis Web Menggunakan UML dan Model Waterfall Apriade Voutama; Elfina Novalia
SYNTAX Jurnal Informatika Vol 11 No 01 (2022): Mei 2022
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/syji.v11i01.6412

Abstract

The website-based graduation plaque information system is a forum for prospective graduation students to obtain information about graduation plaques. With the development of technology, it is necessary to have a system that is easily accessible, one of which is making a website-based system. The design utilizes a system design tool, namely UML (Unified Modeling Language) starting with determining the actors involved with the system using Use case diagrams, and using Activity diagrams to show actor activities and carrying out a more detailed flow using Sequence diagrams, and an overview of the bases. The data can be seen in the Class diagram. To clarify the appearance of the system design, a prototype of the interface design is needed as an illustration of the system model that is created. The research utilizes the computer science discipline, namely SDLC by applying the Waterfall model. Waterfall is a model that is used as a guide for research methods to focus on each sequence of stages. The system that has been built has received a good response from users so that this plaque information system can be used properly.
Black Box Testing dengan Teknik Equivalence Partitions Pada Aplikasi Android M-Magazine Mading Sekolah Elfina Novalia; Apriade Voutama
SYNTAX Jurnal Informatika Vol 11 No 01 (2022): Mei 2022
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/syji.v11i01.6413

Abstract

Application/software testing is a stage to check whether a program is running properly or not. One of the software that needs to be tested is the M-Magazine application. M-Magazine is an android-based application that is used as a digital magazine in high school which consists of two parts, namely website-based as an admin panel and mobile-based which is used on mobile users' devices. Testing is done using Black Box with Equivalence Partitions technique. Black Box testing is used to see whether the program is in accordance with the program function without knowing the program code, while the technique used is Equivalence Partitions which is a testing technique based on entering data in each form or page of the M-Magazine application, each input value will be tested and grouped according to the test. case where the result is valid or invalid. The purpose of testing on the M-Magazine Application is to detect and minimize failures when implemented so that errors found can be corrected more quickly.
Sosialisasi Aplikasi Android M-Magazine Solusi Sarana Mading SMA Negeri 5 Padang Selama Daring Elfina Novalia; Apriade Voutama
Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal Vol 5, No 2 (2022): Mei 2022
Publisher : STMIK Royal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33330/jurdimas.v5i2.1414

Abstract

Abstract: Due to the Covid-19 pandemic, the teaching-learning process for the distribution of information at SMA Negeri 5 Padang is carried out online which has an impact on the learning process and information is not optimal and impressed. Basically, schools have a source of information which is usually called Mading School during online learning, the process of disseminating information is not optimally accepted by all students. The socialization was carried out by introducing and providing training on the M-Magazine application to students and school teachers which were carried out in a hybrid/semi-offline manner as a substitute for an Android-based school wall magazine. Service activities use the Waterfall model with several stages of activities systematically or sequentially in a hybrid manner, namely Semi online/offline with a series of activities, socializing the making of the M-Magazine application, training, and implementing the M-Magazine application directly to students and teachers. As a substitute for digital school bulletin boards and can be installed on Android Gadgets for every student and teacher so that the process of disseminating information can be carried out optimally without being hindered by place and time and can be used at any time.   Keywords: making school; online; m-magazine; mobile; android. Abstrak: Akibat Pandemi Covid19 proses belajar-mengajar penyaluran informasi Sekolah SMA Negeri 5 Padang dilakukan secara daring yang berdampak proses pembelajaran dan informasi tidak maksimal serta terkesan. Pada dasarnya Sekolah memiliki sumber informasi yang biasa disebut Mading Sekolah selama pembejaran daring berlangsung proses penyebaran informasi tidak maksimal diterima seluruh siswa. Sosialisasi dilakukan dengan memperkenalkan dan memberikan pelatihan tentang aplikasi M-Magazine kepada siswa dan guru Sekolah yang dilakukan secara hibrid/semi luring sebagaipengganti mading Sekolah berbasis Android. Kegiatan Pengabdian menggunakan model Waterfall dengan beberapa tahapan kegiatan secara sistematis atau berurutan secara hibrid yaitu Semi daring/luring dengan rangkaian kegiatan, sosialisasi pembuatan aplikasi M-Magazine, Pelatihan dan penerapan Aplikasi M-Magazine langsung kepada siswa dan guru. Sebagai pengganti sarana mading sekolah secara digital dan dapat diinstalkan di Gadget Android setiap Siswa dan Guru sehingga proses tersebarnya informasi dapat dilakukan secara maksimal tanpa terhalang tempat dan waktu dan dapat digunakan kapan saja.Kata kunci: mading sekolah; daring; m-magazine; mobile; android.
Android-Based Claim System for Electricity Network Customers of PLN Padang Branch Apriade Voutama; Elfina Novalia; Garno Garno
INTENSIF: Jurnal Ilmiah Penelitian dan Penerapan Teknologi Sistem Informasi Vol 6 No 2 (2022): August 2022
Publisher : Universitas Nusantara PGRI Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29407/intensif.v6i2.17433

Abstract

The Padang branch of the State Electricity Company (PLN) is a BUMN responsible for the electricity aspect. Complaints about various electricity problems are difficult for customers, so it is necessary to have a system that can be used as a place for protests and increase PLN's loyalty to customers. The Android-based Claim System is a new application developed to be used by customers as a forum for complaints about electrical problems to the Padang branch of PLN. The Claim System is made into two parts: a Website-based System for PLN and an Android-based Claim Application for customers. Application development using the OOP concept uses UML (Unified Modeling Language) diagrams with the PHP MySql and Android programming languages. The test results were carried out using black box testing with the relevant results. The data of 35 respondents from the assessment questionnaire on the claims system obtained results with an Excellent rating of 78%, a Good rating of 21%, and a Bad rating of 2%. From the analysis results, the Claim System supported by this Android-based Client application can help customers complain about electrical problems quickly and easily.
Changing Data Image Into Numeric Data on Kiln Manufacture Machinery Use Optical Character Recognition (OCR) Agustia Hananto Hananto; Elfina Novalia; Goenawan Brotosaputro
Buana Information Technology and Computer Sciences (BIT and CS) Vol 3 No 2 (2022): Buana Information Technology and Computer Sciences (BIT and CS)
Publisher : Information System; Universitas Buana Perjuangan Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (448.899 KB) | DOI: 10.36805/bit-cs.v3i2.2766

Abstract

In the process of making ceramic tiles, there is a combustion process using a kiln manufacture or oven. To ensure the combustion process goes well, 39 parameters are monitored on the kiln engine which must be monitored manually based on the data generated by the image on the kiln engine. The process of monitoring these parameters is ineffective due to human error or negligence and other human traits that result in losses for the company. Therefore, a system is needed to store the parameter data of the ceramic tile combustion engine which can be stored in a database. After analyzing the kiln, the sensor recorder that displays parameter data can be accessed via a LAN (Local Area Network), but the data generated is in the form of an image, not in the form of alphanumeric digital data. The image data obtained need to be translated into alphanumeric data as a data source. Through the introduction of optical character recognition (OCR) with the template matching method, the image is converted into alphanumeric data so that it can be stored in a database. From the results of this study, the prototype system made obtained an accuracy of 100.00% for the conversion of image data to alphanumeric data.
Literasi Teknologi untuk Budidaya Jamur Ahmad Fauzi; Jamaludin Indra; April Hananto; Elfina Novalia; Aviv Yuniar Rahman
Jurnal Abdimas Mahakam Vol. 6 No. 02 (2022): Juli
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24903/jam.v6i02.1513

Abstract

Kabupaten Karawang memiliki lahan pertanian yang dapat mendukung budidaya jamur. Pendapatan budidaya jamur yang menjanjikan maka perlu adanya sosialiasi pemanfaatan teknologi. Pengkondisian ruangan budidaya jamur dilakukan menggunakan mikrokontroller dengan pengaturan standar ruangan budidaya jamur. Budidaya jamur befokus pada dua jenis jamur yaitu Jamur Tiram (Pleurotus Ostreatus) dan Jamur Merang yang merupakan salah satu komoditas pertanian yang memiliki nilai gizi sangat baik dan memiliki potensi yang baik untuk dikembangkan. Kegiatan dilakukan dengan penerapan teknologi mikrokontroller dan IoT dalam kumbung jamur untuk budidaya jamur merang. Literasi dilakukan kepada petani melalui sosialisasi penerapan tekologi tersebut sesuai dengan potensi manfaat Industri 4.0 mengenai perbaikan kecepatan fleksibilitas produksi. Peralatan teknologi yang diterapkan terdiri atas sensor dan actuator. Monitoring ruangan dapat terlihat melalui display LED yang menggambarkan kondisi ruang kumbung. Hasil yang diperoleh selama masa tanam 35 hari yaitu warna jamur lebih cerah, ukuran jamur lebih besar dan hasil panen lebih banyak. Kata Kunci: Budidaya jamur, Literasi teknologi, mikrokontroller, IoT, Industri 4.0.
Online Food and Beverage Ordering System Based On Web-Based Makanman Restaurant: Sistem Pemesanan Makanan dan Minuman Online Berbasis Web Restoran Makanman Elfina Novalia; Abdul Hafiz; Agustia Hananto
SYSTEMATICS Vol 4 No 2 (2022): August 2022
Publisher : Universitas Singaperbangsa Karawang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35706/sys.v4i2.6976

Abstract

The development of information systems to date continues to increase and rapidly, with the development of more advanced technology so that information can be accessed quickly, precisely, anytime and anywhere. Makanman is one of the SMEs located on Jl. Ronggo Waluyo Teluk Jambe Timur Karawang, Makanman is a business that is engaged in providing ready-to-eat food and drinks, with the current condition of placing orders directly to the cashier, causing an ineffective queue for ordering, therefore this information system is very assist in the ordering process at Makanman. The end result of this food ordering system is expected to provide convenience and comfort in ordering food and speed in the ordering process so there is no need to queue anymore.
Pengembangan UI / UX Pada Aplikasi Buana Online Course Menggunakan Metode Design Thinking (Studi Kasus: Universitas Buana Perjuangan Karawang) Aurel Adhitya Anwar; Baenil Huda; Elfina Novalia; Tukino Paryono; Seia Piantara
INTECOMS: Journal of Information Technology and Computer Science Vol 5 No 2 (2022): INTECOMS: Journal of Information Technology and Computer Science
Publisher : Institut Penelitian Matematika, Komputer, Keperawatan, Pendidikan dan Ekonomi (IPM2KPE)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31539/intecoms.v5i2.4988

Abstract

Pembelajaran e-learning merupakan salah satu transformasi paling signifikan yang dilakukan oleh hampir seluruh lembaga pendidikan. Merebaknya pandemi Covid-19 membuat dan memaksa lembaga pendidikan menyesuaikan model pembelajaran mereka. Universitas Buana Perjuangan Karawang menerapkan pembelajaran secara online atau daring. Hal ini tentunya tidak lepas dari UI / UX, user interface didefinisikan merupakan segala sesuatu yang terdapat dalam sebuah system operasi yang dapat dilihat, disentuh, dan dapat dimengerti secara langsung oleh pengguna. Sementara user experience adalah segala sesuatu yang berkenaan dengan pengalaman pengguna dalam menggunakan layanan yang terdapat pada suatu system. Untuk mendapatkan UI / UX yang dapat mudah dipahami user secara visual dan memenuhi kebutuhan user, peneliti merancang sebuah prototype dengan salah satu metode penentuan dan perancangan desain yaitu design thinking. Design thinking merupakan metode yang mengidentifikasi permasalahan serta kebutuhan pengguna secara berulang agar menghasilkan suatu desain yang mampu memahami serta menawarkan solusi inovatif bagi pengguna. Berdasarkan hasil pengujian, prototype yang dibuat untuk aplikasi Buana Online Course, menjawab kebutuhan serta permasalahan pengguna. Hasil produk akhir yang melewati pengujian langsung oleh user telah menghadirkan tampilan yang tidak membingungkan, responsive, dan mewakili identitas Universitas Buana Perjuangan Karawang. Kata Kunci:UI / UX, Design Thinking, Covid-19, E-learning
PENERAPAN TECHNOLOGY ACCEPTANCE MODEL (TAM) PADA PEMBUATAN APLIKASI DIGITAL LEARNING ORYZA SATIVA (D-LEAROS) Bayu Priyatna; Elfina Novalia
Jurnal Informatika dan Teknik Elektro Terapan Vol 11, No 1 (2023)
Publisher : Universitas Lampung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23960/jitet.v11i1.2854

Abstract

Sektor pertanian di Kabupaten Kabupaten Karawang kini semakin terancam denga pertumbuhan Pabrik atau Industri, Kota Lumbung padi saat ini mulai tidak terdengar konsitensinya lahan pertanian padi di Kabupaten Karawang kini beralih fungsi menjadi Industri dan Perumahan Rakyat, sungguh sangat disayangkan sekali sisa-sisa lahan pertanian padi di Kabupaten karawang kini terancam habis yang disebabkan oleh pola fikir dan pendidikan masyarakat yang berorientasi pada industri instan. Tren Teknologi kini menjadi nafas baru untuk memperbaiki mutu dan kompetensi masyarakat khususnya para petani muda. Sejak Pandemi Covid-19 Tren Digital Learning kini semakin terdengar di masyarakat dimana teknologi Digital Learning sangat membantu dalam pembelajaran baik secara Sinkron maupun Asinkron tanpa harus bertemu dalam satu tempat atau sering disebut pembelajaran Daring. Membangun dan memanfaatkan media Digital Learning sebagai media inkubator yang dapat membimbing masyarakat khususnya generasi petani muda untuk belajar dengan sumber yang jelas dan terpercaya. Maka dari itu penelitian ini melakukan experimen dengan merancang media Digital Learning yang diberikan nama D-LearOS (Digital Learning Oryza Sativa) menggunakan Model Pengembangan sistem Prototype dan melakukan evaluasi sistem dengan Metode Technology Acceptance Model (TAM). Dari hasil pengujian pada penelitian ini desain aplikasi D-LearOS yang dibangun memiliki kemudahan dan akses yang cepat berdasarkan Portal dan raganisasi resources. Namun untuk kemudahan penggunaan berdasarkan kemampuan dan keterampilan pengguna kurang baik, sehingga memerlukan waktu untuk menyesuaikan dengan Aplikasi D-LearOS