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Website Profile Utilization Of Kube Serumpun As a Promotional Media Rahmat Arif Ma’ruf; Gunawan Gunawan; Andi Lala; Sri Handayani
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1235

Abstract

Kube Serumpun is a trading business located in Tangsi Baru and sells snack products produced by Mrs. Mariamah's household. Kube Serumpun still carries out marketing strategies with an offline system in selling and promoting its products so that consumers lack information about more or less what products are offered. Kube Serumpun currently still does not have promotional media that uses technology, this results in Kube Serumpun becoming less known by the target market. In answering these problems, this study aims to create and utilize information technology based on company profile websites that can help Kube Serumpun and Consumers in delivering information effectively and efficiently. Systems developed using system prototyping and modeling are designed using UML which includes Use Cases, Activities, sequences, and classes. At the stage of system programming, programming is carried out using visual studio code, HTML, CSS, and JAVASCRIPT. The result of this research is information technology based on company profile websites that can introduce the identity of trading businesses and make it easier for consumers to obtain the information they want and become an effective marketing strategy in attracting consumers. And based on the results of Beta testing which was randomly distributed via google form with 18 respondents, the overall value of beta testing on Kube Serumpun profile websites got a value of 86.4%.
Web-Based Design Of Tourism Object Information System In Bengkulu Selatan District wendi harmansyah; kirman man; gunawan gunawan; surya saputra
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1363

Abstract

Along with the increasingly rapid development of technology, by seeing this potential, tourism promotion in South Bengkulu can utilize smartphones as a medium in providing tourism information in South Bengkulu to the public/smartphone users. Therefore, a website-based application was made for information facilities on tourist attractions in South Bengkulu. The research method used is by using interviews, observation, literature study and the system development method is requirement engineering, design, the stages of developing a tourist information system are implemented using the RAD (rapid application development) method. and testing. In making this website using xampp, MySql, PHP, client server and micromedia dreamweafer The result of making a website application at a tourist attraction in South Bengkulu is to provide information for users or tourists in finding information about tourism, culture and arts.
Web-Based Learning Media Information System Case Study Of 05 Tebat Karai State Elemehntary School Pero Alfian; Gunawan Gunawan; Sri Handayani; Marissa Utami
Jurnal Komputer, Informasi dan Teknologi Vol. 3 No. 2 (2023): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v3i2.1469

Abstract

In the implementation of the teaching and learning procces teachers must be able to make efforts to improve student achievement. One way that can be done by a teacher to motivate student in teaching is with learning media. Teachers also have to know how to make students confortable in learning and not boring. Teachers can use interesting web media anad can make students happy to learn. This study aims to describe the results of developing web-besed learning media for Sd Negeri 05 Tebat Karai and examine the effectiveness of the results of developing web-besed learning media. Research development is a procces or steps to develop a new product or improve an existing product and can be accounted for. This rearch was conducted design (before-after). This media received a good qualification asssement, because based on the validation results obtained scores from subject matter experts and from tests from media experts got scores. So, the web-based learning media that has been developed can improve student learning outcomes and is suitable for use as a learning medium for Sd Negeri 05 Tebat Karai. Based on the results of development research, it was concluded that this study produced an interesting and easy-to-use product in learning in the form of a web-based learning media for Sd Negeri 05 Tebat Karai that had been tested and declared valid and could be used for learning.
Design And Building Of A Web Based E-Voting System For The Election Of Osis Chairman At SMPN 10 Bengkulu Selatan Using Rapid Application Development (RAD) Method Soneta Sulaini; Gunawan Gunawan; Yulia Darmi; Ardi Wijaya; Kirman Kirman
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i1.1797

Abstract

The election of the chairman and deputy chairman of the OSIS is held every year by all schools including SMPN 10 Bengkulu Selatan. The election was carried out conventionally where this activity required quite a lot of money and energy as well as quite long teaching and learning hours which were cut to carry out the election of the OSIS chairman. Apart from that, there is the potential for fraud, human error, operational inefficiencies from the start to the end of the election, and non-real-time monitoring which are shortcomings of conventional voting systems. To answer this problem, research is proposed which aims to build a web-based e-voting system for the election of OSIS chairman at SMPN 10 Bengkulu Selatan. The software development method used is Rapid Application Development (RAD). The method emphasizes rapid and incremental prototyping.
Implementation Of Apriori Data Mining Algorithm To Increase Sales Of Caringin Shop Supriadi Supriadi; Gunawan Gunawan; RG. Guntur Alam; Dedy Abdullah
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i1.1799

Abstract

The caringin shop is a shop that sells daily household and kitchen needs. Caringin shop sales tend to stagnate because in the last few months there has been no significant increase in turnover and tight business competition where the large number of similar shops has become a problem. This requires a precise and careful marketing strategy. This research implements an a priori algorithm as a marketing strategy. The data used was 146 transactions for 1 week. The analysis was carried out manually using Microsoft Excel and libraries in the Python programming language that supports apriori algorithms packaged in a simple web-based application. The analysis resulted in a conclusion that if a consumer buys sugar, then the tendency is to buy coffee with a confidence level of 65% supported by a support value of 10% of all transactions with a lift ratio of 3.9, if buying coffee, then the tendency is to buy sugar with a confidence level of 62% supported by a support value of 10% of all transactions with a lift ratio of 3.9, and if buying eggs, then the tendency is to buy instant noodles with a confidence level of 61% supported by a support value of 11% of all transactions with a lift ratio of 2.8.
Comparison Of Population Prediction Of Bengkulu Selatan Regency With Python And SPSS Heri Sulasono; Dedy Abdullah; RG. Guntur Alam; Gunawan Gunawan
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 1 (2024): June
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i1.1801

Abstract

abstrak
Implementation Of Data Mining To Find Product Sales Patterns Using The Apriori Algorithm (Case Study: Warung Dini) Muhammad Rifqo; Gunawan; Dandi Sunardi; Iin Nurazizah
Jurnal Komputer, Informasi dan Teknologi Vol. 4 No. 2 (2024): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v4i2.2147

Abstract

In the increasingly fierce business competition, utilizing sales transaction data is crucial to improve business performance, including at Warung Dini. This research aims to identify customer purchasing patterns at Warung Dini by applying the Apriori algorithm, which is one of the effective data mining methods in uncovering associations between items in large transaction data. Using the Apriori algorithm, this research successfully found 12 association rules consisting of 5 combinations of two itemsets and 2 combinations of three itemsets, with a minimum support value of 60%, confidence 100%, and lift ratio 1. These itemset combinations reveal products that are often purchased together, such as Rice and Soy Sauce, as well as combinations of three products such as Rice, Soy Sauce, and Instant Noodles. These findings provide important insights for Warung Dini to optimize marketing strategies, such as designing attractive promotional packages and arranging product placement more strategically to increase sales. In addition, the results of this analysis also help the store in predicting stock needs, thus improving operational efficiency. The implementation of the Apriori algorithm in this study not only provides insight into sales patterns, but also supports more precise and strategic business decision-making, so as to strengthen the competitiveness of Warung Dini in a competitive market.
Website Paud Al-Muchlis Kelurahan Tanjung Jaya Menggunakan Framework Codeigniter Nelvi Mela Sari; Marhalim Marhalim; Gunawan Gunawan; Dandi Sunardi
Jurnal Komputer, Informasi dan Teknologi Vol. 5 No. 2 (2025): Desember
Publisher : Penerbit Jurnal Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53697/jkomitek.v6i1.3826

Abstract

Website adalah salah satu jenis media informasi yang sangat efektif untuk menyebarkan berbagai jenis informasi, termasuk profil dan aktivitas suatu lembaga pendidikan kepada masyarakat umum. Website memungkinkan informasi disajikan secara cepat dan mudah diakses di mana saja dan kapan saja, dan memungkinkan untuk menjangkau khalayak yang lebih luas.  Namun, PAUD Al-Muchlis di Kelurahan Tanjung Jaya saat ini belum menggunakan website sebagai media informasi. Lembaga mengalami beberapa kesulitan dalam menyampaikan informasi penting kepada masyarakat, terutama kepada orang tua atau wali calon siswa, karena tidak adanya website ini.  Informasi tentang profil sekolah, dokumentasi kegiatan, berita terkini, fasilitas yang tersedia, serta jumlah guru dan siswa, belum disampaikan dengan baik.  Hal ini pasti berdampak pada informasi yang diberikan pada masyarakat dan calon siswa PAUD Al-Muchlis. Penelitian ini bertujuan untuk menambah media informasi sekolah berupa website profil PAUD Al-Muchlis menggunakan framework CodeIgniter sebagai media informasi yang mudah diakses dan dikelola. Metode pengembangan sistem yang digunakan adalah waterfall yang meliputi tahapan analisis kebutuhan, desain sistem, implementasi, pengujian, dan pemeliharaan. Hasil dari penelitian ini adalah sebuah website yang memiliki fitur halaman home, profil sekolah, galeri foto kegiatan, berita, fasilitas, jumlah guru dan siswa, serta halaman admin untuk pengelolaan konten. Sebagai hasil dari pengujian dengan metode black box, semua fungsi sistem berjalan sesuai dengan perancangan. Diharapkan situs web ini akan membantu sekolah menyebarkan berbagai informasi penting kepada masyarakat umum, terutama kepada orang tua calon siswa.  Dengan keberadaan website sekolah, media digital sekolah dapat diakses kapan saja dan di mana saja.  Halaman-halaman yang tersedia di dalam website memungkinkan pengguna untuk menyampaikan informasi dengan jelas tentang profil lembaga pendidikan, dokumentasi kegiatan, berita terkini, fasilitas yang tersedia, serta jumlah guru dan siswa.
PemanfaatanTeknologi Augmented Reality Edukasi Pengenalan Hewan Vivipar Ovipar Dan Ovovivipar Bagi Siswa Sekolah Dasar Gunawan Gunawan; Ade Alimal Putra
JSAI (Journal Scientific and Applied Informatics) Vol 3 No 3 (2020): November
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v3i3.1157

Abstract

AbstrakPenelitian ini memberikan informasi teknologi augmented reality (AR) pengenalan vivipar, ovipar, dan ovovivipar berbasis android sehingga dapat mengetahui perbedaan jenis hewan vivipar, hewan ovipar, dan hewan ovovivipar. Teknologi AR dapat digunakan sebagai edukasi pembelajaran yang menampilkan hewan ke dalam bentuk tiga dimensi bisa dilihat secara menyeluruh oleh siswa/siswi Sekolah Dasar. Metode yang digunakan pada penelitian ini adalah Metode Waterfall yang terdiri dari tahapan Analisa data, desain system, penulisan kode program, pengujian system dan penerapan program. Pembuatan marker yang dibentuk pada objek hewan vivipar, ovipar dan ovovivipar dalam menampilkan objek lebih menarik daripada marker  hitam  putih.  Sehingga  teknologi  AR  dapat  digunakan  sebagai media untuk memperkenalkan lebih informatif dan efektif. Hasil pengujian deteksi marker  pada saat cahaya normal dan gelap jarak 4-10 waktu terbaik yaitu 1-3 detikAbstrackThis study provides information on augmented reality (AR) technology introduction of viviparous, ovipar, and ovovivipar based android so that it can find out the different types of viviparous animals, ovipar animals, and ovovivipar animals. AR technology can be used as a learning education that displays animals into three-dimensional form can be seen thoroughly by elementary school students. The method used in this research is Waterfall Method which consists of data analysis stage, system design, program code writing, system testing and program implementation. The creation of markers formed on viviparous animal objects, ovipar and ovovivipar in displaying objects is more interesting than black and white markers.  So that AR technology can be used as a medium to introduce more informative and effective. Marker detection test results at normal light and dark distance of 4-10 the best time is 1-3 seconds. 
Analisis Kepuasan Pengguna Canva Dan Slidego Dikalangan Mahasiswa Menggunakan Metode Costumer Satisfaction Index (CSI) melzan sabri sabri; RG. Guntur Alam; Gunawan
JSAI (Journal Scientific and Applied Informatics) Vol 8 No 2 (2025): Juni
Publisher : Fakultas Teknik Universitas Muhammadiyah Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36085/jsai.v8i2.8273

Abstract

Canva and slidego are graphic design platforms that are widely used by students. This study uses the Customer Satisfaction Index (CSI) method to measure and understand how satisfied students are with the Canva and Slidego presentation design platforms. This is based on the fact that these platforms are the main choice for students to create attractive professional presentations. This study uses a quantitative, descriptive method by collecting data from students who use both applications through an online questionnaire. To measure overall user satisfaction, but there are also important attributes that affect user satisfaction. such as ease of use, completeness of features. The results of the calculations carried out using the (CSI) method show a value of the percentage of user satisfaction of 85.4115773 Based on the CSI scale, the results are categorized as "very satisfied" with the Canva application. While the Slidego application gets a value of 80.920309% categorized as "Satisfied", so in the results of this CSI calculation, the Canva application has a value greater than the Slidego application value, so the conclusion is that the Canva application is more and more often used by users.