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Journal : Informatics and Computer Engineering Journal

PERANCANGAN HOTSPOT MENGGUNAKAN MIKROTIK PADA KANTOR PELAYANAN KEKAYAAN NEGARA DAN LELANG (KPKNL) PURWOKERTO Corie Mei Hellyana
Informatics and Computer Engineering Journal Vol 1 No 1 (2021): Periode Februari 2021
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (342.331 KB) | DOI: 10.31294/icej.v1i1.242

Abstract

The provision of hotspot services is currently very necessary, not only students, teachers, lecturers, employees but also the general public also need hotspot service when they are in a place. KPKNL Purwokerto, as a state asset and auction service agency, also provides hotspots for employees to support work activities. However, at KPKNL Purwokerto, for the security side of the network using WPA2-PSK, many unauthorized parties can still penetrate because the password has been leaked. Then, the absence of a bandwidth limitation for each user is one of the causes of uncontrolled internet use. From some of these problems, it is proposed to add an access point for hotspot facilities for guests for their convenience, move the access point to a place where the signal can be reached properly by all client PCs and optimize the mikrotik routerboard that has been used in the network to solve network security problems. and bandwidth. Mikrotik is used to create a captive portal / login page using the hotspot server feature as well as for bandwidth management. The result of the configuration on this proxy is that each employee and guest must enter the username and password that has been registered on the proxy to be able to access the internet with limited bandwidth according to the user profile.
GAME EDUKASI “PERJALANAN SI KOKO” SEBAGAI MEDIA PEMBELAJARAN Corie Mei Hellyana; Nuzul Imam Fadlilah; ragil wijianto; Khoerul Amin Ade Putra
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1784

Abstract

Learning the introduction of computer device for children is will very monotonous. Of course, this is not effective and efficient in the learning of children who tend to see something that attracts attention. In addition, very few elements that help learning include images and text. In teaching and learning activities, the learning method is the key to the success of the learning activities carried out. The method used in this research is by means of observation and literature study where researchers make direct observations and study, research and examine various literatures related to the subject related to the background of this educational game. Therefore, the game “Si Koko’s journey” was made as a learning medium which is a game with an educational concept and makes the game fun learning medium. Games are on of the entertainment media that are currently favored by children and adults as mere pleasure, but it would be better if games were created as learning tool so that children can be more creative in thinking. Games that have educational values are better known as educational games. This educational type game aims to provoke interest in learning about the subject matter while playing, so that feelings of pleasure arise in the hope that children can more easily understand the subject matter provided.
Implementasi Bahasa Phyton Untuk Clusterisasi Data Penjualan Menggunakan Metode K-Means Corie Mei Hellyana
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.2290

Abstract

In a business or trade, the process of keeping stock of goods is one way to provide customer satisfaction. To fulfill this, business owners must be able to analyze which goods or products are selling well, selling well and not selling well in the market, not an easy thing if the business has hundreds or even thousands of products sold every month. This problem can be solved by clustering sales products using the K-Means method. In the clustering process using the Python programming language which is object oriented which produces 3 clusters, where 1 cluster is for products that sell well, the next 2 clusters for products that are selling well and not selling well. The results of this clusterization can later be used by business owners in maintaining inventory and establishing sales strategies.
PERANCANGAN HOTSPOT MENGGUNAKAN MIKROTIK PADA KANTOR PELAYANAN KEKAYAAN NEGARA DAN LELANG (KPKNL) PURWOKERTO Hellyana, Corie Mei
Informatics and Computer Engineering Journal Vol 1 No 1 (2021): Periode Februari 2021
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v1i1.242

Abstract

The provision of hotspot services is currently very necessary, not only students, teachers, lecturers, employees but also the general public also need hotspot service when they are in a place. KPKNL Purwokerto, as a state asset and auction service agency, also provides hotspots for employees to support work activities. However, at KPKNL Purwokerto, for the security side of the network using WPA2-PSK, many unauthorized parties can still penetrate because the password has been leaked. Then, the absence of a bandwidth limitation for each user is one of the causes of uncontrolled internet use. From some of these problems, it is proposed to add an access point for hotspot facilities for guests for their convenience, move the access point to a place where the signal can be reached properly by all client PCs and optimize the mikrotik routerboard that has been used in the network to solve network security problems. and bandwidth. Mikrotik is used to create a captive portal / login page using the hotspot server feature as well as for bandwidth management. The result of the configuration on this proxy is that each employee and guest must enter the username and password that has been registered on the proxy to be able to access the internet with limited bandwidth according to the user profile.
GAME EDUKASI “PERJALANAN SI KOKO” SEBAGAI MEDIA PEMBELAJARAN Hellyana, Corie Mei; Fadlilah, Nuzul Imam; wijianto, ragil; Ade Putra, Khoerul Amin
Informatics and Computer Engineering Journal Vol 3 No 1 (2023): Periode Februari 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i1.1784

Abstract

Learning the introduction of computer device for children is will very monotonous. Of course, this is not effective and efficient in the learning of children who tend to see something that attracts attention. In addition, very few elements that help learning include images and text. In teaching and learning activities, the learning method is the key to the success of the learning activities carried out. The method used in this research is by means of observation and literature study where researchers make direct observations and study, research and examine various literatures related to the subject related to the background of this educational game. Therefore, the game “Si Koko’s journey” was made as a learning medium which is a game with an educational concept and makes the game fun learning medium. Games are on of the entertainment media that are currently favored by children and adults as mere pleasure, but it would be better if games were created as learning tool so that children can be more creative in thinking. Games that have educational values are better known as educational games. This educational type game aims to provoke interest in learning about the subject matter while playing, so that feelings of pleasure arise in the hope that children can more easily understand the subject matter provided.
Implementasi Bahasa Phyton Untuk Clusterisasi Data Penjualan Menggunakan Metode K-Means Hellyana, Corie Mei
Informatics and Computer Engineering Journal Vol 3 No 2 (2023): Periode Agustus 2023
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat (LPPM) Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/icej.v3i2.2290

Abstract

In a business or trade, the process of keeping stock of goods is one way to provide customer satisfaction. To fulfill this, business owners must be able to analyze which goods or products are selling well, selling well and not selling well in the market, not an easy thing if the business has hundreds or even thousands of products sold every month. This problem can be solved by clustering sales products using the K-Means method. In the clustering process using the Python programming language which is object oriented which produces 3 clusters, where 1 cluster is for products that sell well, the next 2 clusters for products that are selling well and not selling well. The results of this clusterization can later be used by business owners in maintaining inventory and establishing sales strategies.