Claim Missing Document
Check
Articles

Found 4 Documents
Search
Journal : Computer Science (CO-SCIENCE)

Rancang Bangun Aplikasi Belajar Membaca Al-Qur'an Berbasis Android Fadhil Naufal Shodiq; Rachmat Adi Purnama; Sujiliani Heristian
Computer Science (CO-SCIENCE) Vol. 1 No. 1 (2021): Januari 2021
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v1i1.127

Abstract

Reading the Al-Qur'an has always been a culture of Indonesian society, however recently the Al-Qur'an has begun to be abandoned. Muslims are more engrossed in following games and social media with fun playing than opening the Al-Quran mushaf. In order not to have hijaiyah illiterate young people, they must carry out learning that follows the present era, such as learning applications that are not inferior to applications that make young Muslims lazy, the main target in the learning method of reading the Al-Quran application is children at an early age to learn it because children at an early age have quite good comprehension and memory. Based on the background that the authors convey above, the authors are interested in conducting further research on learning methods based on reading the Al-Quran application. The system development method used in this study uses the RAD (Rapid Application Development) Model. Rapid Application Development (RAD) is a software development process model that is incremental, especially for short processing times. The results of the research show that learning with an interactive system increases children's interest in starting the initial learning process. In addition, interactive games are an alternative in conveying learning among other methods.
Rancang Bangun Sistem Informasi Akademik Berbasis Website Dengan Metode SDLC Wati Erawati; Sujiliani Heristian; Rachmat Adi Purnama
Computer Science (CO-SCIENCE) Vol. 3 No. 2 (2023): Juli 2023
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v3i2.1918

Abstract

In the conditions of today's globalization, information technology is developing rapidly. School really need an academic information system that supports and makes it easy for staff and parents of student.This research is motivated by a lack of information about children’s learning development. And because parents of schoolchildren lack information about their children's learning, the result is that parents do not know the development of their child’s school learning. The purpose of this research is of course to provide benefits for staff, teacher and parents to make it easier to get information or the results of school development from students. The method that the author uses in developing this software is the SDLC (Software Development Life Cycle) waterfall model. Therefore, researchers try to help with problems that exist in schools such as the lack of updating of data or information contained in schools. By creating a computerized system, it is hoped that it can work to help teacher provide information to parents of students. A web-based system that contains student attendance list, student daily activity plans, and report cards which are the end result of student development at school.The author tested this academic information system by using a regression test. The test results show that this system meets the test success criteria, such as acccuracy and speed in processing data. A website-based academic information system using the SDLC method can help users manage academic data easily, quicly and accurately. The SDLC method used can help develop a good and correct system, and according to user needs.
Penerapan Model Design Thinking Pada Perancangan Aplikasi Informasi Desa Wisata Kabupaten Bantul Hidayat, Wahyutama Fitri; Malau, Yesni; Purnama, Rachmat Adi; Setiadi, Ahmad
Computer Science (CO-SCIENCE) Vol. 4 No. 2 (2024): Juli 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v4i2.3459

Abstract

Tourism actors in the current technological era have implemented information systems. With the rapid growth of tourist villages in Bantul Regency, there is a need for promotion and digital information delivery media. However, in developing digital media it is also necessary to pay attention to aspects of the users who are the target market. The design of the application called sidewi mobile (mobile tourist village information system) is based on user experience and needs, using the Design Thinking methodology which has five stages as follows: Empathize, Define, Ideate, Prototype, and Test. The design of the Sidewi mobile application was created using FIGMA software. This research has direct benefits, namely that it can be used as a benchmark for design needs before the development process. The results of the design are then tested using the usability testing method. Using a user friendly design approach and conducting testing using usability testing with the results of five users being able to complete the testing proves that when it was created using user experience there were no significant difficulties when used and it covered all needs.
Penerapan Model Design Thinking Pada Perancangan Aplikasi Informasi Desa Wisata Kabupaten Bantul Hidayat, Wahyutama Fitri; Malau, Yesni; Purnama, Rachmat Adi; Setiadi, Ahmad
Computer Science (CO-SCIENCE) Vol. 4 No. 2 (2024): Juli 2024
Publisher : LPPM Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31294/coscience.v4i2.3459

Abstract

Tourism actors in the current technological era have implemented information systems. With the rapid growth of tourist villages in Bantul Regency, there is a need for promotion and digital information delivery media. However, in developing digital media it is also necessary to pay attention to aspects of the users who are the target market. The design of the application called sidewi mobile (mobile tourist village information system) is based on user experience and needs, using the Design Thinking methodology which has five stages as follows: Empathize, Define, Ideate, Prototype, and Test. The design of the Sidewi mobile application was created using FIGMA software. This research has direct benefits, namely that it can be used as a benchmark for design needs before the development process. The results of the design are then tested using the usability testing method. Using a user friendly design approach and conducting testing using usability testing with the results of five users being able to complete the testing proves that when it was created using user experience there were no significant difficulties when used and it covered all needs.