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PERANCANGAN DAN IMPLEMENTASI SISTEM INFORMASI PENCARIAN ALAMAT PENTING DI KOTA PADANG MENGGUNAKAN APLIKASI MOBILE Ayu Fatimah; Titi Sriwahyuni; Nurindah Dwiyani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Suplement (Januari - Juni 2014)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.3302

Abstract

This projects aims to provide an information system to search for the important address in Padang. The important address in Padang still use the phone book (yellow  pages),  but  not  everyone can  use and  have it.  In  the  search  for  the important address in Padang, not everyone has a mobile phone that can access the internet and if using a mobile phone, it will need the charge. As well as in the search for important addresses in Padang, not everyone can call the operator, and call the operator also takes the charge. Because of that problem, this application created with no internet service, so it does not cost money. This mobile application system can provide information such as text display with detailed  address  and  phone  numbers  and  addresses  an  important  route  in Padang. The starting address point is from Padang’s Market because a lot of public transport with the important addresses major roads in Padang is passing along this way. The mobile application comes with a list of important address like Mosques, Hospitals, Hotels, Universities and Government Offices which contain such as info address, phone number and the address route to search the important address for the application’s user. This is an implementation on mobile phone based on java language programming with jar extension file.   Keywords : Information Systems, Mobile Application, Addresses, Java .
PERANCANGAN APLIKASI PEMBELAJARAN BIOLOGI KELAS XI IPA DI SEKOLAH LANJUTAN TINGKAT ATAS BERBASIS ANDROID Fauzan Jamza; Titi Sriwahyuni; Yeka Hendriyani
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 3, No 1 (2015): Januari - Juni 2015
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v3i1.5172

Abstract

The background of the problem of this final task is due to the developments in technology and mobile phone or smartphone and also operating system in smartphone itself, such as Android. This design aims to make a mobile learning system design of Human Digestive System for science class at XI grade of Senior High School with android based. It is preferably in the learning process of biology, where the material is memorization. In spite of that, the lack of media used often makes children feel bored in studying biology.This final project was designed with language modeling software with object-oriented programming method which uses a modeling language Unified Modeling Language (UML). The programming language used was Java by using the Eclipse IDE. Trials have been conducted on the 2.2 emulator, while the implementation of the program is done on the Samsung Galaxy Young with Android 4.0.1. In general, the results that are displayed on the emulator and Young galaxy is not much different,but Android with a higher version has faster access speed . Keywords: M_Learning, Biology Android based.
Rancang Bangun Aplikasi Buta Warna Metode Ishihara Berbasis Android (Studi Kasus : Di Puskesmas Sungai Geringging) Sanlifa Faja Rani; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 9, No 1 (2021): Vol. 9, No 1, Maret 2021
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v9i1.111039

Abstract

Buta warna merupakan salahgsatu gangguanmpenglihatan_mata terhadaplwarna. Biasanya penderita_tidak_mampu_melihat8beberapa warna_dengansjelas_danxakurat. _Salah satu metode untuk melakukan tes butazwarna adalah metode ishihara. Permasalahan_dalam_penelitian_ini_adalah metode_tes_buta_warna_selama ini masih dilakukan secara manual yaitu menggunakan media cetak buku. Media buku akan menimbulkan masalah yaitu mudah robek, pudar dan kusam jika bertambahnya usia. Melakukan tes secara manual akan terjadi rekayasa hasil.  Tujuan dari studi ini adalah dapat membangun aplikasi tes buta warna berbasis android menggunakan metode ishihara dalam mengatasi masalah media buku yang mudah robek, pudar, dan kusam serta hasil tes yang dapat direkayasa. Metode pengambilan keputusan untuk mendiagnosa jenis buta warna pada pembangunan aplikasi ini menggunakan metode forward chaining. Metode ini diharapkan dapat memberikan solusi dari masalah berdasarkan hasil aplikasi yang telah dibangun. Hasilvdarimpenelitian_ini_aplikasi_mampu melakukan tes buta warna dengan soal tes sebanyak 38 plate cetakan pseudoisokromatik yang dibuat acak agar tidak terjadinya kecurangan rekayasa hasil tes. Aplikasi_ini_diharapkan_dapat_mempermudah_bagi masyarakat maupun dokter untuk membantu dalam deteksi dini_kesehatannmata_dalam penglihatan warna dan mampu mengatasi penumpukan buku ishihara.
KONTRIBUSI PEMANFAATAN PERPUSTAKAAN DIGITAL DAN MINAT BACA TERHADAP INDEKS PRESTASI MAHASISWA PROGRAM STUDI PENDIDIKAN TEKNIK INFORMATIKA TAHUN MASUK 2012 JURUSAN ELEKTRONIKA FAKULTAS TEKNIK UNIVERSITAS NEGERI PADANG Mutia Ahsanul Husna; Nelda Azhar; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 1 (2014): Januari - Juni 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i1.3283

Abstract

This study aims to determine the contribution of the utilization of digital libraries and reading interests of students in the Faculty of Informatics Engineering at the State University of Padang to see the results of the achievement index of each student . This study is a correlational. Selection’s techniques of the informants in this study are using proportional random sampling , 54 respondents Department of Electronics Information Engineering Study Program . The technique of collecting data is using questionnaires and documentation class . Data were analyzed by used the statistical methods of correlation and regression . The results of data analysis showed : 1 ) The utilization of digital libraries contributed 18.5 % , for the results of achievement index , 2 ) for Reading students contributed 18.1 % , for the results of achievement index , 3 ) utilization of digital libraries and reading interests of students together contributed 24.9 % of the index results in the achievement of students majoring in informatics engineering education courses in the faculty of engineering , State University of Padang..
SISTEM INFORMASI PENGELOLAAN BEASISWA PADA KOPERTIS WIAYAH X Elgi Janliza Putra; Dony Novaliendry; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 2, No 2 (2014): Juli - Desember 2014
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v2i2.4071

Abstract

This study is based from a case in KOPERTIS Region X about scholarship management process that was done manually and spend a lot of time. From this case, a Scholarship Management Information Systems is designed to assist KOPERTIS Region X in scholarship management.Scholarship Management Information System was developed using Waterfall Mode, which starts with the specification of user needs and continued by planning, modelling, construction, delivering system to the deployment, and finally the system maintenance. Scholarship Management Information System is designed by using the web-based programming language such as HTML, PHP5, CSS, JavaScript, Ajax, jQuery and MySQL databases. From this study, a web-based system of Scholarship Management Information Systems is created at KOPERTIS Region X to help the performance of KOPERTIS Region X in  scholarship management. Keyword : Management Information System, Waterfall Mode, PHP, MySQL.
PERANCANGAN APLIKASI TRY OUT TES SBMPTN PADA SMARTPHONE BERBASIS ANDROID Hasan Basri; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 6, No 2 (2018): Supplement (Juli - Desember 2018)
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v6i2.102073

Abstract

KONTRIBUSI KREATIVITAS DAN FASILITAS LABOR TERHADAP HASIL BELAJAR TEKNIK PEMROGRAMAN SISWA KELAS X TEKNIK AUDIO VIDEO SMK NEGERI 1 BUKITTINGGI Taufik Mardatillah; Titi Sriwahyuni; Dedy Irfan Irfan
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.5844

Abstract

This study aimed to determine the contribution of creativity and laboratory facilities Against learning outcomes Program Audio and Video (TAV) Class X in SMK Bukittinggi.  This study is correlational description. The technique of sample selection in this study using simple random sampling of 36 respondents in SMK Negeri 1 Bukittinggi. The data were analyzed using statistical methods of multiple regression analysis. The results of data analysis showed:1) creativity and laboratory facilities together contribute significantly to the learning outcomes of 25,70%, 2) creativity contribute significantly to the learning outcomes of 16,16% and 3) laboratory facilities contributes significantly to the success of learning outcomes of 13,83%. KeyWord :    creativity, laboratory facilities, learning outcomes.
ANALISIS KEPUASAN PENGGUNA SISTEM INFORMASI TERPADU (SISTER) MENGGUNAKAN METODE END USER COMPUTING SATISFACTION DI SMK N 2 KECAMATAN GUGUAK Nandi Pinto Setiawan; Muhammad Anwar; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 5, No 2 (2017): Juli - Desember 2017
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v5i2.8492

Abstract

This research is aimed to describe user’s satisfaction regarding information system applied at SMKN 2 KEC GUGUAK. Appleying EUCS method and its effects on users’ satisfaction of integrated information system are analysed by contribution or determinan factors. By using Survey technique, this study was conducted to 434 users as the population. Respondents or sample were selected by propotional stratified random sampling as many 81 users. However, the study result have shown that content variable, accuracy, format, easy of use,  and timelineness are simultaneously affecting the users’ satisfaction variable and giving contribution significantly of 82,2 %. It means that improving many factors as above will absolutely increase the quality and users’ satisfaction of integrated information system as well.Keywords: End User Computing Satisfaction (EUCS), User Satisfaction, Integratet Information System.
PERANCANGAN E-COMMERCE PEMASARAN KAIN SONGKET SILUNGKANG BERBASIS WEB Phooja Sakhena; Titi Sriwahyuni; Muhammad Adri
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 7, No 1 (2019): Vol. 7 No.1 Maret 2019
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v7i1.103838

Abstract

E-Commerce is a process of buying, selling or exchanging goods / products, services and information obtained through a computer network. Web-based marketing of songket silungkang cloth e-Commerce is an online product sales website that contains songket silungkang fabric products. This application can be used by songket silungkang craftsmen. E-Commerce is designed using the PHP programming language with the CodeIgniter framework and database using MySql Xampp. E-Commerce marketing of songket silungkang fabric produces a web-based design of songket silungkang marketing E-Commerce that can be used by the general public to buy songket silungkang products. The marketing e-commerce of silungkang songket cloth contains the products of woven songket from the residents of Silungkang. E-Commerce songket silungkang fabric can be used as a medium to promote songket silungkang fabric and make it easier for buyers to know the information on songket silungkang woven products and make it easier to make transactions with weaving craftsmen.                                                Keywords: Web-based Silungkang Songket Fabric Marketing E-Commerce, E-Songket
RANCANG BANGUN APLIKASI MOBILE LEARNING BAHASA MINANGKABAU PADA SMARTPHONE BERBASIS ANDROID Izzan Muhamad Urfan; Dedy Irfan; Titi Sriwahyuni
Voteteknika (Vocational Teknik Elektronika dan Informatika) Vol 4, No 1 (2016): Januari - Juni 2016
Publisher : Universitas Negeri Padang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24036/voteteknika.v4i1.5845

Abstract

This application development is based on the problem of cost and the time required to learn minang language through non-formal education. Consideration of costs that required to follow the non-formal education can be an inhibiting factor that cause lack of the interest to participate in education through this way. Books about Minang language learning is not as much as English textbook and Mandarin. An alternative solution is to use mobile learning as a form of mobile application development on the android operating system. Although there are applications that can be downloaded for free, but some of these applications is restricted to some particular level in their use. The objective of this thesis was to design its Android app which is expected to facilitate the user in learning English and Indonesian Minang language and build a Mobile Learning app that can display essential materials and practical in Minang language learning.In developing this application is using the model development process Prototyping and Android-based Java programming language with the Integrated Development Environment (IDE) Eclipse Juno. The results of this final project is a Mobile Learning applications based on Android that features to display the basic material in Minang-English and Indonesian language learning that can help the user in case the foreigner to study minang language more easily, effectively and efficientl and to provide information about minang language learning basic level includes the basic vocabulary, conversation examples and number that is used in the Minang language. It is hoped that these applications can provide convenience for the user in learning the Minang language basic material, so that the user can learn anywhere and anytime and may increase the interest of users to learn Minang Language. Keyword : Mobile Learning, Minang Language, Java, Android.