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PENINGKATAN KUALITAS PELAYANAN KOPERASI SIMPAN PINJAM MELALUI KNOWLEDGE MANAGEMENT SYSTEM Corie Mei Hellyana
Bianglala Informatika Vol 1, No 1 (2013): Bianglala Informatika 2013
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (90.538 KB) | DOI: 10.31294/bi.v1i1.555

Abstract

Menurut Badan Pusat Statistik, tingkat kemiskinan di Indonesia terbilang relatif masih cukup tinggi yaitu sebanyak 28,59 juta jiwa, baik miskin yang dikarenakan oleh faktor biaya ataupun kesulitan dalam pemenuhan hidup sehari-hari. Koperasi simpan pinjam dibentuk dengan salah satunya tujuannya adalah untuk membantu warga miskin dalam mengurangi kesulitan hidup. Dimana koperasi simpan pinjam ini kegiatannya adalah simpanan, pinjaman dan pendidikan. Namun dalam kenyataannya banyak aturan dalam melakukan pinjaman atau dalam hal pembayaran pinjaman. Ketidakpastian dalam membuat keputusan memberikan pinjaman akan menyebabkan anggota tidak lagi percaya terhadap manajemen koperasi itu sendiri. Untuk mengatasi keterbatasan pengetahuan yang dimiliki oleh pegawai koperasi  dan banyaknya aturan yang telah ditetapkan, maka hendaknya dibuat Knowledge Management System yang diharapkan mampu mengatasi kendala yang dialami oleh pegawai koperasi. Dengan penerapan Knowledge Management system, diharapkan dapat membantu meningkatkan pelayanan terhadap anggota koperasi atau masyarakat. Kata Kunci : Koperasi Simpan Pinjam, Knowledge Management System
Perbandingan Metode Simple Additive Weighting (SAW) dan ELECTRE Dalam Pemilihan Tempat Kos di Area Kampus Purwokerto Corie Mei Hellyana; Warjiyono Warjiyono
Indonesian Journal on Software Engineering (IJSE) Vol 4, No 2 (2018): IJSE 2018
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (244.919 KB) | DOI: 10.31294/ijse.v4i2.5985

Abstract

Abstract - Boarding house is the second place to live after living with parents. Boarding houses are usually chosen by someone who lives far from parents with the interests of studying or working. But in general boarding houses are identical to someone who is in school or college. With the many universities or educational institutions in the city of Purwokerto, many people rent their houses as boarding houses. But sometimes many boarding house residents move around for various reasons, such as rising boarding prices, far from the place of study, far from public facilities and so on. Therefore, it is necessary to choose a boarding house to reduce boarding house occupants who move. In choosing this boarding house, ELECTRE and SAW methods are used as tools to get a picture of the best boarding houses. With this method the weighting is done to get the percentage of matches for the recommended boarding house according to the criteria. Keywords: boarding, Electre, SAW, criteria
Pengembangan E-Marketplace Terkoneksi Aplikasi Whatsapp Pada Pasar Muslim Info Kajian Purwokerto (IKP) Eva Argarini Pratama; Corie Mei Hellyana; Sutrisno Sutrisno
JURNAL MEDIA INFORMATIKA BUDIDARMA Vol 4, No 4 (2020): Oktober 2020
Publisher : STMIK Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/mib.v4i4.2381

Abstract

Whatsapp is an application that is popularly used today. By using Whatsapp someone can communicate with someone or several people at once (group). Not only communicating about personal or work, the use of WhatsApp (group) itself can now also be used as a medium of commerce. E-marketplace is also one of the trading media that has a wide range of facilities, including chat facilities on the e-marketplace. However, the existing chat facilities in some examples of e-marketplaces such as Tokopedia, Bukalapak, and Shopee require e-commerce users to install applications on their smartphone devices, thereby reducing memory space which results in reduced smartphone usage facilities. The Pasar Muslim whatsapp group consists of several groups that accommodate many members either as sellers or buyers. Requires a larger container (e-marketplace) to accommodate the number of members so that the marketing of the products sold by the seller is even wider and not only limited inside. group members only. Seeing the deficiencies that exist in each application, it is necessary to make a connection between these applications so that they can complement and meet the needs of IKP Muslim Market members. For this reason, an e-marketplace was developed according to the needs described earlier, while in the development of this e-marketplace using the waterfall method, this method provides a sequential software life-flow approach, starting from communication, planning, modeling, construction, & deployment.
PENGGUNAAN METODE FORWARD CHAINING DALAM MENDIAGNOSA PENYAKIT PADA KALKUN Corie Mei Hellyana; Ina Maryani; Eva Argarini Pratama
Evolusi : Jurnal Sains dan Manajemen Vol 7, No 1 (2019): Jurnal Evolusi 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (977.928 KB) | DOI: 10.31294/evolusi.v7i1.5459

Abstract

Abstrak - Kalkun merupakan sejenis unggas yang memiliki ukuran lebih besar yang berasal dari ordo Galliformes, genus Meleagris bukanlah hewan asli Indonesia. Dikarenakan kalkun mempunyai nilai jual tinggi terutama dagingnya yang berprotein tinggi dan rendah lemak serta kolesterol, maka kalkun mulai dibudidayakan di Indonesia. Banyak peternak kalkun menganggap bahwa penyakit yang menyerang kalkun sama dengan hewan unggas yang lain, hal ini yang menyebabkan tingkat pendapatan peternak menjadi berkurang/merosot. Dengan semakin majunya perkembangan teknologi, banyak aplikasi yang sudah diterapkan untuk dapat menyelesaikan suatu masalah salah satunya dengan menggunakaan. Sistem pakar dibuat untuk dapat menyelesaikan masalah tanpa harus mendatangkan ahli/pakarnya. Dalam penelitian ini, digunakan metode forward chaining (runtut maju) dimana proses dimulai dari pencarian premis atau data masukan yang berupa gejala sehingga didapat kesimpulan penyakit pada kalkun serta memberikan solusi mengenai pencegahan dan pengobatan berdasarkan gejala-gejala yang telah teramati. Jenis penyakit yang akan didiagnosis sebanyak 10 penyakit dengan jumlah gejala penyakit sebanyak 14 gejala.Kata kunci : penyakit kalkun, sistem pakar, forward chainingAbstract -Turkey is a type of bird that has a larger size that comes from the order Galliformes, the genus Meleagris is not native to Indonesia. Because turkey has a high selling value, especially high-protein and low-fat meat and cholesterol, turkeys are cultivated in Indonesia. Many turkey breeders consider that diseases that attack turkeys are the same as other poultry animals, which causes the farmer's income levels to decrease/decline. With the increasingly advanced development of technology, many applications have been implemented to solve a problem, one of them is by using it. Expert systems are made to solve problems without having to bring in experts/experts. In this study, a forward chaining method was used in which the process starts from the search for premise or input data in the form of symptoms so that conclusions can be reached on turkeys and provide solutions for prevention and treatment based on observed symptoms. The types of diseases that will be diagnosed are 10 diseases with 14 symptoms of the disease.Keywords: turkey, expert system, forward chaining
SISTEM INFORMASI PENJUALAN KAOS BERBASIS WEB PADA DISTRO AZIDAN COLLECTION Angga Ardiansyah; Eva Argarini Pratama; Corie Mei Hellyana; Khaerul Wildan
Evolusi : Jurnal Sains dan Manajemen Vol 7, No 2 (2019): Jurnal Evolusi 2019
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (943.105 KB) | DOI: 10.31294/evolusi.v7i2.6753

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Abstract - Azidan Collection distributions have several shortcomings in order to support the process of selling goods. The current sales are only limited to consumers coming directly to the store selecting goods and paying, to promote products that are on Azidan distributions to consumers already using social media including through BBM and Facebook friendship media media. Sales using social media systems are still lacking, because customer coverage is only limited to using social media, so sales transactions are limited. The Sales Website on the Azidan Collection Distro which has functions, among others. Build an e-commerce application to help management of the Azidan Collection in making long-distance transactions. Building an e-commerce transaction application to help consumers make a T-shirt purchase on the Azidan Collection Distro. This information system is equipped with facilities that can facilitate customers in making payment transactions through account transfers.Keywords - Information System, T-Shirt Sales, Azidan Collection DistroAbstrak - Distro Azidan Collection mempunyai beberapa kekurangan dalam rangka menunjang proses penjualan barang. Penjualan yang saat ini dilakukan hanya sebatas konsumen datang langsung ke toko memilih barang dan membayar, untuk mempromosikan produk yang ada di Distro Azidan ke konsumen sudah menggunakan media sosial di antaranya melalui BBM dan media situs pertemanan facebook. Penjualan dengan menggunakan sistem media sosial dirasa masih kurang, karena cakupan customer hanya sebatas yang menggunakan media sosial saja, sehingga transaksi penjualan menjadi terbatas. Website Penjualan pada Distro Azidan Collection yang memiliki fungsi antara lain. Membangun aplikasi e-commerce untuk membantu manajemen Distro Azidan Collection dalam melakukan transaksi jarak jauh. Membangun aplikasi transaksi e-commerce untuk membantu dan memberi wawasan pada konsumen dalam melakukan pembelian Kaos di Distro Azidan Collection. Sistem informasi ini dilengkapi dengan fasilitas yang mampu mempermudah customer dalam melakukan transaksi pembayaran yang melalu transfer rekening.Kata kunci - Sistem Informasi, Penjualan Kaos, Distro Azidan Collection
IMPLEMENTASI METODE RAPID APPLICATION DEVELOPMENT (RAD) DALAM SISTEM INFORMASI ADMINISTRASI RUKUN WARGA Corie Mei Hellyana; Eva Argarini Pratama; Angga Ardiansyah; Nuzul Imam Fadlilah
KLIK- KUMPULAN JURNAL ILMU KOMPUTER Vol 9, No 2 (2022)
Publisher : Lambung Mangkurat University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.20527/klik.v9i2.466

Abstract

The new information system was created as a form of solution to assist in facilitating the resolution of an existing problem. As in a community organization, where there is a problem, namely the administrative system within the Rukun Warga (RW), with this problem the organization will not run as desired, or it can be a step in improving better performance. Where activities will be directed to find solutions in digital form where it is necessary to build an information system to overcome existing problems or carry out system development, namely from conventional form into digital form. System development is a structured problem solving step with clear activities. These activities consist of a statement analysis phase, a modeling analysis phase, a modeling design phase, and a construction phase. As in the Implementation of Information Systems with one of the government's partners is the Rukun Warga (RW). In this design, the Rapid Application Development (RAD) method is used as a software development method.Keywords: System, Information, Administration, RAD AbstrakSistem administrasi dapat diartikan sebagai kegiatan yang dilakukan secara bersama-sama untuk mencapai tujuan dan target yang sudah disepakati bersama. Dalam lingkup Rukun Warga (RW), administrasi sangatlah diperlukan untuk kebutuhan data penduduk, laporan keuangan dan kegiatan surat-menyurat. Kegiatan administrasi yang dilakukan kebanyakan masih bersifat manual serta dapat menimbulkan kesalahan baik dalam pelaporan data, keuangan yang menyebabkan ketidak validan informasi. Dengan menggunakan metode Rapid Application Development (RAD) akan dirancang dan dibuat program aplikasi Rukun Warga agar nantinya dapat membatu dan meminimalisir resiko kesalahan data dan informasi. Dalam perancangan dan pembuatan aplikasi ini melibatkan beberapa fase diantaranya fase analisa pernyataan, fase analisa modelling, fase desain modelling, dan fase konstruksi. Dengan adanya program aplikasi sistem informasi administrasi Rukun Warga diharapkan dapat membantu proses administrasi sehingga tidak ada kesalahan informasi dan kegiatan administrasi berjalan dengan lancar.Kata kunci: Sistem, Informasi, Admistrasi, RAD 
Pembuatan Game Edukasi “Spacecraft Adventure” Berbasis Android Corie Mei Hellyana; Johny Singgih Gandamana
CONTEN : Computer and Network Technology Vol. 1 No. 2 (2021): Desember 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (594.627 KB) | DOI: 10.31294/conten.v1i2.947

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Abstrak Sistem tata surya artinya susunan benda-benda luar angkasa yang mengorbit atau mengitari matahari menjadi pusatnya. Tata surya sebagai salah  satu materi pelajaran ilmu pengetahuan alam yang diajarkan di Sekolah Dasar. Namun, masih banyak anak yang kesulitan dalam menghafalkan maupun memahami materi tentang tata surya. Hal ini terjadi dikarenakan biasanya di sekolah materi yang disampaikan masih menggunakan metode atau cara manual serta juga terbatasnya media pembelajaran yang diberikan oleh pengajar mengenai tata surya. Pembuatan game edukasi mengenai tata surya dengan tema spacecraft adventure diharapkan dapat mempermudah proses belajar menggunakan konsep belajar sambil bermain sehingga menarik dan  menyenangkan. Tujuan penelitian ini adalah untuk membuat sebuah game edukasi berbasis android tentang tata surya sebagai media belajar interaktif serta metode belajar alternatif berbasis teknologi yang menarik dan  menyenangkan. Dalam membuat game edukasi ini penulis memakai metode pengumpulan data observasi serta studi pustaka dan  menggunakan model perancangan waterfall. Game spacecraft adventure didesain menggunakan Construct 2. Hasil akhir dari penelitian ini merupakan sebuah game edukasi yang dapat digunakan untuk mengkaji sistem tata surya. Kata kunci: tata surya, android, game edukasi   Abstract The solar system means the arrangement of celestial bodies that orbit or revolve around the sun at its center. the solar system as one of the natural science subject matter taught in elementary schools. However, there are still many children who have difficulty in memorizing and understanding material about the solar system. This happens because usually in schools the material delivered is still using manual methods or methods and also the limited learning media provided by teachers about the solar system. Making educational games about the solar system with the theme of spacecraft adventure is expected to facilitate the learning process using the concept of learning while playing so that it is interesting and fun. The purpose of this study is to create an Android-based educational game about the solar system as an interactive learning medium as well as an interesting and fun technology-based alternative learning method. In making this educational game the author uses the method of collecting observational data and literature study and using the waterfall design model. The spacecraft adventure game is designed using Construct 2. The final result of this research is an educational game that can be used to study the solar system. Keywords: solar system, android, educational game
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 Algoritma K-Means Untuk Clusterisasi Jumlah Kunjungan Tamu Asing Pada Hotel Berbintang Menurut Provinsi di Indonesia corie mei hellyana; Nuzul Imam Fadlilah
Evolusi : Jurnal Sains dan Manajemen Vol 11, No 1 (2023): Jurnal Evolusi 2023
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/evolusi.v11i1.15195

Abstract

Sebagai negara kepulauan, Indonesia memiliki banyak daya tarik wisata sehingga banyak tamu asing atau wisatawan yang berkunjung ke daerah di Indonesia. Dengan adanya daya tarik wisata, pemerintah berupaya untuk menyediakan fasilitas hotel guna menunjang dan meningkatkan ekonomi masyarakat. Hotel sendiri merupakan tempat khusus yang disediakan untuk menginap yang dikelola oleh pihak swasta. Tujuan dari penelitian ini adalah untuk mengetahui pengelompokkan tamu asing yang menginap di hotel berbintang berdasarkan propinsi mulai tahun 2016 sampai tahun 2021. Perhitungan pengelompokkan menggunakan algoritma K-Means, dimana algoritma K-Means adalah satu jenis metode pengelompokkam non-hierarki dengan membagi data dengan jumlah yang besar besar menjadi cluster/kelompok. Hasil yang didapat dari implementasi algoritma K-Means ini didapatkan 4 propinsi masuk ke dalam kelompok/cluster 0 (jumlah kunjungan tinggi), 6 propinsi masuk ke dalam cluster 1 (jumlah kunjungan sedang) dan 24 propinsi masuk ke dalam cluster 2 (jumlah kunjungan rendah).
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.