Claim Missing Document
Check
Articles

Rekayasa Perangkat Lunak Penjadwalan dan Pemesanan Iklan Radio (Studi Kasus : Radio Classy FM) Anisya, Anisya; Allazi, Ersab
Jurnal CoreIT: Jurnal Hasil Penelitian Ilmu Komputer dan Teknologi Informasi Vol 3, No 2 (2017): Desember 2017
Publisher : Fakultas Sains dan Teknologi, Universitas Islam Negeri Sultan Syarif Kasim Riau

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (951.893 KB) | DOI: 10.24014/coreit.v3i2.4420

Abstract

Banyak cara untuk bisa memasarkan atau mempromosikan sebuah produk maupun usaha, yaitu salah satunya dengan memasarkannya pada sebuah iklan di radio. Proses pemesanan iklan di radio biasanya diproses oleh seorang marketing. Dan pada saat sekarang ini proses yang dilakukan untuk pemesanan iklan masih dengan cara yang manual yaitu dengan cara costumer mendatangi kantor radio yang bersangkutan untuk melakukan pemesanan iklan. Hal ini kurang efektif karena marketing harus selalu berada dilokasi kantor agar proses pemesanan iklan dapat terlaksana. Oleh karena itu diperlukan sebuah aplikasi sistem informasi yang dapat menjembatani proses pemesanan iklan tersebut. Sehingga dengan adanya sistem informasi ini marketing dapat menginformasikan kepada costumer tentang ketersediaan tempat untuk beriklan tanpa harus memeriksa langsung ke stasiun radio tersebut.Dan costumer dapat melakukan transaksi pemesanan iklan hanya dengan perangkat mobile yang dia miliki. Hasil dari pembuatan sistem informasi ini diharapkan dapat membantu mempermudah kerja seorang marketing dalam menginformasikan tentang jadwal kosong yang ada pada radio tersebut dan dapat membantu penjadwalan dan pemesanan iklan yang efektif dan efisien.Kata kunci – Sistem Informasi, Berbasis Mobile, Penjadwalan dan Pemesanan Iklan Radio
Survei Pengalaman Pengguna Dompet Digital Menggunakan Metode Kuesioner Ahmad Alfaishal Amrullah; Anisya Anisya; Anna Syahrani; Indra Warman; Minarni Minarni
Device Vol 13 No 2 (2023): November
Publisher : Fakultas Teknik dan Ilmu Komputer (FASTIKOM) UNSIQ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32699/device.v13i2.5526

Abstract

Dompet digital menjadi salah suatu alternatif transaksi keuangan dalam era digital yang terus berkembang. Beragam manfaat, kemudahan, dan keefektifan dalam bertransaksi ditawarkan kepada penggunanya. Namun tidak semua pengguna memiliki pengalaman baik selama berinteraksi dengan teknologi tersebut. Oleh karena itu, dilakukan penelitian pengalaman pengguna dompet digital yang berfokus pada salah satu aspekdari konsep design thinking, yakni empati. Aspek empati digunakan untuk mengumpulkan informasi yang nantinya dibutuhkan pada fase selanjutnya dalam satu siklus design thinking. Metode penelitian yang digunakan adalah survei dalam bentuk kuesioner. Data survei yang terkumpul dianalisis dengan pendekatan kuantitatif dan kualitatif untuk mengindentifikasi jenis aplikasi dompet digital yang sering digunakan oleh pengguna, kepuasan pengguna terhadap tampilan antarmuka dompet digital, fitur yang sering digunakan, kendala yang ditemui selama pengguna berinteraksi dengan dompet digital, dan respons pengguna terhadap kendala tersebut. Hasil pengumpulan data survei menunjukkan bahwa 86,7% pengguna mengalami kendala ketika menggunakan aplikasi dompet digital. Penelitian ini menunjukkan bahwa perlunya riset pengalaman pengguna (user experience - UX) dompet digital untuk memberikan solusi rekomendasi bagi pengembang dan desainer aplikasi tersebut sebagai upaya meningkatkan kebergunaan dari antarmuka, memperbaiki aspek-aspek yang menjadi kendala, dan mengoptimalkan fitur-fitur yang dapat meningkatkan pengalaman pengguna.
Perancangan Dan Implementasi Media Pembelajaran Gerbang Logika Berbasis Augmented Reality Menggunakan Standar ISO 25010 Ombai, Taufiq Ombai; Putri, Putri Mandarani; Eko, Eko Kurniawanto Putra; Anna, Anna Syahrani; Anisya, Anisya
Jurnal Teknik Informatika dan Teknologi Informasi Vol. 4 No. 1 (2024): April: Jurnal Teknik Informatika dan Teknologi Informasi
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jutiti.v4i1.2944

Abstract

This research discusses the use of Augmented Reality (AR) based learning media with the aim of building learning applications in the field of Digital Electronics Engineering with a focus on the topic of Logic Gates. The application was built using the Software Development Life Cycle (SDLC) method which refers to the ISO 25010 standard to ensure the quality and desirability of the application. The application has gone through a series of tests which include evaluation of 5 (five) different aspects, namely Functional Suitability, Performance Efficiency, Usability, Compatibility and Portability. The test results show that the application has an average response time of around 00.03.26 seconds in displaying AR objects. In addition, the app achieved a usability rate of 80% for users who had never studied the material before, so it can be classified as 'Fine'. Positive evaluation results on the usability aspect show that this application has the potential to improve the learning experience for users who do not have prior knowledge of the material.
IMPLEMENTASI MULTIMEDIA INTERAKTIF 3D SEBAGAI MEDIA TERAPI VISUAL PADA ANAK PENDERITA AUTIS Swara, Ganda Yoga; Putra, Eko Kurniawanto; Anisya, Anisya; Mandarani, Putri
Ensiklopedia of Journal Vol 6, No 3 (2024): Vol. 6 No. 3 Edisi 3 April 2024
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v6i3.2352

Abstract

This research highlights the implementation challenges of visual therapy at Mitra Ananda Autism School, which currently relies on conventional methods using books and blocks, often leading to boredom among autistic children. Therefore, the aim of the study is to design a 3D Interactive Multimedia solution based on Android to address this issue while maintaining teacher supervision. The research methodology involves utilizing 3D multimedia technology to create an application that presents visual therapy materials in a more engaging and interactive manner. Evaluation by teachers and media experts indicates that the designed multimedia is deemed highly suitable, with assessment scores reaching 87% from teachers and 87.77% from media experts. The research has successfully developed an effective solution that addresses the monotony experienced by autistic children during visual therapy by incorporating interactive 3D multimedia technology as a highly feasible and diverse supporting medium. This solution is expected to enhance the effectiveness of visual therapy and support the development of children with autism.
AKURASI DATA PENGUKURAN TINGGI MENGGUNAKAN 3D OBJEK TRACKING BERBASIS AUGMENTED REALITY Mandarani, Putri; Azha, Rifo Dwipa; Hamdi, Yori; Swara, Ganda Yoga; Anisya, Anisya
Ensiklopedia of Journal Vol 6, No 2 (2024): Vol. 6 No. 2 Edisi 3 Januari 2024
Publisher : Lembaga Penelitian dan Penerbitan Hasil Penelitian Ensiklopedia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33559/eoj.v6i3.2137

Abstract

The height of an object is required for data on making driver's licenses, entering game rides, applying for jobs, for health and so on. Measuring the height of an object often finds problems with the accuracy of calculations expressed in the form of numbers. The limited ability of the tool and the inability of humans to read the measuring results correctly, become factors in the inaccuracy of the measurement results of an object. To solve these problems, an application was created that can produce data accurately and easily in measurement. The object height measurement application is designed and built using Augmented Reality with markerless based tracking method. The tests carried out are blackbox testing and data accuracy. The results show that functionally, the application runs well and objects are detected appropriately. The accuracy rate of measuring the height of objects at a distance of 1 meter is 96%; the distance of 1.5 meters is 98%; The distance of 2 meters is 97%, and at a distance of 2.5 meters it is 97%. It can be said that in bright light conditions with a lux of 1000, measurements using this application can work well at a distance of 1.5 meters. This result can be used as a reference for users of other AR-based object height measurement applications in positioning the distance of objects and cameras used, thus helping users get height data of an object easily and accurately.Keywords: Accuracy, Augmented Reality, height, markerless, 3D object tracking
Ekstraksi dan Karakterisasi Kolagen pada Teripang Pasir Acaudina molpadioides dari Perairan Jawai Kalimantan Barat Anisya, Anisya; Prayitno, Dwi Imam; Idiawati, Nora
Jurnal Laut Khatulistiwa Vol 7, No 2 (2024): July
Publisher : Dept. Marine Science

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.26418/lkuntan.v7i2.64615

Abstract

Teripang merupakan salah satu hewan invertebrata yang memiliki potensi kolagen cukup besar karena penyusun dinding tubuhnya adalah kolagen. Kandungan kolagen yang terdapat dalam teripang mencapai 86% dari total protein pada tubuh teripang. Penelitian ini bertujuan untuk mengetahui rendemen terbaik dan mengkaji karakteristik fisikokimia kolagen teripang Acaudina molpadioides. Proses pre-treatment dilakukan dengan perendaman daging teripang menggunakan NaOH 0,1 N selama 24 jam. Tahap ekstraksi kolagen dilakukan menggunakan asam asetat 0,25 M, 0,50 M, dan 0,75 M selama 48 jam. Rendemen kolagen teripang Acaudina molpadioides yang dihasilkan sebesar 6,8%. Karakteristik fisikokimia kolagen yang dihasilkan yaitu memiliki pH 7,96, kadar air 9,40%, kadar abu 9,97%, serta gugus fungsi FTIR memiliki puncak serapan amida A, amida B, amida I, amida II, dan amida III pada bilangan gelombang berturut-turut 3446,79 cm-1, 2926,01 cm-1, 1641,42 cm-1, 1566,2 cm-1, dan 1257,59 cm-1. Gugus fungsi protein kolagen yang diperoleh memiliki struktur triple helix yang menunjukkan bahwa karakteristik kolagen sudah sesuai dan kolagen belum terdegradasi menjadi gelatin.
THE EDUCATIONAL GAME-BASED EMODUL: IS IT EFFECTIVE AND SOLUTION TO THE MERDEKA CURRICULUM? Munir, Syahrul; Haryono , Agung; Rokhmani, Lisa; Inayati, Roufah; Anisya, Anisya; Masruro , Umi; Fitrianti, Wahyu
International Education Trend Issues Vol. 1 No. 2 (2023): International Education Trend Issue
Publisher : PT. BATARI EDU CALYA

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.56442/ieti.v1i3.291

Abstract

Various innovations in implementing learning activities are efforts to support the implementation of the Merdeka curriculum. One of the innovations was carried out by developing the Android-based " Money Adventure E-module " in economic learning. The Money Adventure e-module is expected to provide a pleasant learning experience and overcome difficulties in understanding money and payment instruments, as well as improving student learning outcomes. This research aims to develop Android-based e-modules as effective learning materials in economics learning to support the implementation of the Merdeka curriculum at SMAN 1 Tulungagung. The development of this e-module was carried out using the 4D model from Thiagrajan, which was followed by testing the effectiveness of the e-module in improving student learning outcomes, through quasi-experimental activities with a nonequivalent control group design model, in class X-2 as an experimental class and class X - 3 as a control class. The material expert validation test results were 91.67 % with very good criteria, while the material and learning media expert validation results were 88.33% with good criteria. The Money Adventure e-module has proven effective in improving student learning outcomes in learning economics regarding money and payment instruments. This can be seen from the average post-test score for the experimental class (88.19 ) which is higher than the control class (65.83). This is also reinforced by the results of the average difference test for the experimental class and the control class which shows that there is a significant difference between the learning outcomes of the experimental class and the control class
Analisa Data dalam Perancangan e-Location Lapangan Futsal di Padang Anisya, Anisya; Warman, Indra; Trise, Dede Wira
Jurnal Pustaka AI (Pusat Akses Kajian Teknologi Artificial Intelligence) Vol 2 No 2 (2022): Pustaka AI (Pusat Akses Kajian Teknologi Artificial Intelligence)
Publisher : Pustaka Galeri Mandiri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55382/jurnalpustakaai.v2i2.372

Abstract

Sistem informasi sebaran lapangan futsal di kota padang berbasis web merupakan sistem untuk menampilkan lokasi lapangan futsal dan informasi detail terkait lapangan futsal di kota padang. Dimana sistem ini dapat menampilkan titik lokasi dan informasi lapangan futsal secara online, seringkali orang yang ingin bermain futsal namun tidak mengetahui titik lokasi dan informasi lapangan futsal tersebut. Tujuan dari penelitian ini adalah merancang sebuah sistem informasi persebaran lapangan futsal dan, sistem ini digunakan untuk mencari informasi tentang lapangan futsal yang ada di kota Padang. Pada penelitian ini, penulis membuat sistem informasi penyebaran lokasi lapangan futsal berbasis web dengan menggunakan PHP dan MySQL. Dimana sistem ini ditujukan untuk masyarakat yang ingin mencari lapangan futsal untuk bermain futsal, mereka hanya memasukkan kata kunci di sistem. dan sistem menampilkan data berdasarkan yang telah diinputkan oleh admin  
Pengembangan Multimedia Interaktif Berbasis TPACK pada Mata Pelajaran Informatika Kelas VII di SMP Anisya, Anisya; Anugrah, Septriyan; Hendri, Nofri; Masnur, Alkadri
Indo-MathEdu Intellectuals Journal Vol. 5 No. 5 (2024): Indo-MathEdu Intellectuals Journal
Publisher : Lembaga Intelektual Muda (LIM) Maluku

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.54373/imeij.v5i5.1925

Abstract

The research aims to develop framework-based interactive multimedia on Techonogical Pedagogical Content Knowledge in informatics subjects at the junior high school level. The type of research used is the Research and Development (R&D) method with a development model (Analysis, Design, Development, Implementation, Evaluation). At the development stage, an analysis of needs in the field, storyboard design, media development using the articulate storyline application, and product trials were carried out to students. The instruments used in the study consist of observations, questionnaires, and learning outcome tests with the aim of determining the practicality and effectiveness of the products developed. The validation test data from the material aspect obtained a score of 4.00 with the criterion of "Strongly Agree". Meanwhile, in terms of media tested by two media validators, the average score from validator 1 was 3.85 with the "Valid" category and from media expert 2 was 4.74 with the "Very Valid" category. The results of the practicality test were obtained with a score of 4,210 in the category "Very Practical". The results of the effectiveness test obtained an average N-gain score of 71.24% which is included in the category of "Quite Effective". Based on the assessment that has been obtained, the TPACK-based interactive multimedia developed is very feasible and effective to be used in learning activities
Analisa Pembangunan Aplikasi Pengolahan Data Akademik Berbasis Web Anisya, Anisya; Febriadi, Bayu; Hidayat, Wahyu
J-SAKTI (Jurnal Sains Komputer dan Informatika) Vol 2, No 1 (2018): EDISI MARET
Publisher : STIKOM Tunas Bangsa Pematangsiantar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1596.264 KB) | DOI: 10.30645/j-sakti.v2i1.58

Abstract

Vocational High School (SMK) is one form of a formal education unit that provides vocational education as a continuation of (Junior High School) SMP / MTs and equal. One of them is SMK N 1 Koto Baru. In the processing of academic data using Microsoft Excel and Microsoft Word applications, the number of students approximately 550 students are divided into 9 departments so it takes a long time in the processing of academic data. This study aims to analyze the development of SMK N 1 Koto Baru to process academic data such as attendance, assessment of daily exams, duties, and final exams. The development of this system uses PHP programming language and MySQL database. The results obtained from this study in the form of student report cards per academic year.