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Journal : INFORMATIKA

Perancangan Sistem Informasi Pengelolaan Bank Sampah Guyub Rukun Berbasis Web Dengan Metode UCD Edy Siswanto; Migunani; Fazlina Rira Cipty
Informatika: Jurnal Teknik Informatika dan Multimedia Vol 2 No 1 (2022): Mei : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (505.416 KB) | DOI: 10.51903/informatika.v2i1.144

Abstract

Pengelolaan bank sampah menjadi permasalahan utama karena bendahara bank sampah masih melakukan pencatatan data nasabah, pembukuan timbangan timbangan, dan saldo nasabah secara manual dengan menuliskannya ke dalam buku catatan sedangkan peneliti mendokumentasikan proses pencatatan berat timbangan dan jenis timbangan. sampah yang masuk, buku catatan yang digunakan untuk mencatat seluruh proses transaksi bank sampah terselip di antara sampah kertas yang ditimbang dan hanya ada satu pegawai yang mencatat seluruh kegiatan transaksi bank sampah GRLH sampai dengan pencetakan laporan akhir, hal ini menyebabkan keterlambatan proses pelayanan kepada pelanggan dengan jumlah nasabah mencapai 50 orang sedangkan setiap nasabah menyetorkan sampah lebih dari 5 kg – 10 kg dengan jenis sampah yang berbeda-beda, serta keakuratan data transaksi keuangan dan sampah yang masuk pada saat menyusun laporan bulanan belum akurat. Berikut adalah contoh tabel saldo nasabah di Bank Sampah Guyub Rukun Rukun Dinas Lingkungan Hidup (GRLH)
Perancangan dan Implementasi Sistem Informasi Geografis Wisata Kota Purwodadi Berbasis Mobile Gilang Fahri; Migunani Migunani
JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA Vol 2 No 1 (2022): Mei : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1050.171 KB) | DOI: 10.51903/informatika.v2i1.155

Abstract

An abstranct is a brief summary of a In the search for a location, requires a position in the delivery of geographic information from a tourist attraction. Currently the most widely known online map is Google Maps which can be accessed easily via Android Mobile with the help of internet technology. Therefore, by utilizing these technologies, it is expected to produce a mobile application that can make it easier for tourists to find the desired tourist attractions, especially in Purwodadi City. However, there are obstacles in finding tourist attractions, especially for tourists from outside Purwodadi City. Information about tourism in Purwodadi still uses a lot of print media, while the delivery of information in print media can be said to be less effective because it requires a lot of resources, for example, the use of excessive paper. And people who are interested usually first look for information from the internet. The information sought is usually about Purwodadi attractions, Purwodadi City News, Purwodadi city history, gift shops and hotels in Purwodadi city. Along with the development of increasingly advanced technology, the use of the internet can be done anywhere, either through a computer or a mobile device so that the information needed can be accessed quickly. Moreover, by using a mobile device we can access information anywhere because it is easy to carry anywhereally as an overview of what appears in the paper.
PEMBELAJARAN PENGENALAN HURUF, ANGKA DAN GAMBAR BERWARNA BERBASIS MULTIMEDIA (STUDI KASUS: TK PGRI GODONG) Syifa Ashafatun; Migunani Migunani; Maya Utami Dewi; Khoirur Rozikin; Arsito Ari Kuncoro
Informatika: Jurnal Teknik Informatika dan Multimedia Vol. 5 No. 2 (2025): Oktober : JURNAL TEKNIK INFORMATIKA DAN MULTIMEDIA
Publisher : LPPM Politeknik Pratama Kendal

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/informatika.v5i2.1257

Abstract

This study aims to develop an interactive multimedia-based learning application designed to introduce letters, numbers, and colorful images to early childhood learners. The development model employed is the ADDIE model, which consists of five systematic phases: Analysis, Design, Development, Implementation, and Evaluation. The analysis phase began with identifying field needs, followed by the design of learning media, development of a desktop-based application using Eclipse IDE and the Java programming language, and database integration using MySQL. The trial was conducted at TK PGRI Godong, involving 30 students as research subjects. Evaluation results indicate that the application has a positive impact on students’ understanding, with an overall average score of 93.3%. Validation by content experts (kindergarten teachers) yielded a feasibility score of 92%, while media experts gave a score of 88%. Classroom observations showed that students were more enthusiastic, focused, and better able to understand the material compared to conventional methods. Based on these findings, the learning application is deemed highly feasible and effective as a supporting medium in early childhood education.