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All Journal Explore: Jurnal Sistem Informasi dan Telematika (Telekomunikasi, Multimedia dan Informatika) Nuansa Informatika Jurnal Informatika dan Teknik Elektro Terapan JUSIFO : Jurnal Sistem Informasi Journal of Information Systems Engineering and Business Intelligence Briliant: Jurnal Riset dan Konseptual Jurnal Pendidikan Informatika dan Sains Syntax Literate: Jurnal Ilmiah Indonesia INOVTEK Polbeng - Seri Informatika Indonesian Journal of Information System Jurnal Komtika (Komputasi dan Informatika) SELAPARANG: Jurnal Pengabdian Masyarakat Berkemajuan Jurnal Informatika Universitas Pamulang Technomedia Journal Jurnal Nasional Komputasi dan Teknologi Informasi Jurnal Riset Informatika JIPI (Jurnal Ilmiah Penelitian dan Pembelajaran Informatika) Jurnal Teknologi Terpadu EDUMATIC: Jurnal Pendidikan Informatika Antivirus : Jurnal Ilmiah Teknik Informatika Jurnal Tekno Kompak Jurnal Sistem Informasi Kaputama (JSIK) Jutisi: Jurnal Ilmiah Teknik Informatika dan Sistem Informasi Jurnal Ilmiah ILKOMINFO - Ilmu Komputer & Informatika JURSIMA (Jurnal Sistem Informasi dan Manajemen) JATI (Jurnal Mahasiswa Teknik Informatika) Jurnal Teknika LOSARI: Jurnal Pengabdian Kepada Masyarakat Jurnal Teknologi Sistem Informasi dan Sistem Komputer TGD DedikasiMU: Journal of Community Service Instal : Jurnal Komputer Indexia Jurnal Impresi Indonesia Jurnal Ilmiah Teknik Mesin, Elektro dan Komputer (JURITEK) sudo Jurnal Teknik Informatika Journal International of Lingua and Technology Jurnal Teknik Mesin, Industri, Elektro dan Informatika Jurnal Ilmiah Teknik Informatika dan Komunikasi JURSIMA Jurnal Sistem Informasi Jurnal Sistem Informasi dan Ilmu Komputer JURNAL ILMIAH TEKNIK INDUSTRI DAN INOVASI (JISI) Kohesi: Jurnal Sains dan Teknologi Jurnal Pengabdian Manajemen Jurnal Sains Student Research Indonesian Journal of Science, Technology, and Humanities Saber: Jurnal Teknik Informatika, Sains dan Ilmu Komunikasi Jurnal Sistem Informasi dan Manajemen Jurnal Teknologi Informasi Indonesia Jurnal Multidisiplin Indonesia JURNAL TEKNIK INFORMATIKA DAN KOMPUTER Merkurius: Jurnal Riset Sistem Informasi dan Teknik Informatika Uranus: Jurnal Ilmiah Teknik Elektro, Sains dan Informatika JuTISI (Jurnal Teknik Informatika dan Sistem Informasi) Jurnal Komtika (Komputasi dan Informatika) Semar: Jurnal Pengabdian Kepada Masyarakat
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Pengembangan Game Edukasi Berbasis Web Untuk Anak Usia Dini Dengan Construct 2 Zakiyah Zakiyah; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 3 (2023): Juni 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i3.6213

Abstract

Abstrak—Masa usia dini (0-6 tahun) merupakan masa keemasan pada anak. Para ahli menilai perlunya stimulasi yang bermakna agar masa usia dini anak dapat berkembang secara optimal. Peran stimulasi pada anak harus disiapkan oleh para pendidik, mulai dari orang tua, guru,  ataupun orang dewasa lain yang ada di sekitar anak. Salah satu alternatif untuk menstimulus perkembangan secara optimal pada anak adalah dengan media pembelajaran yang didapat. Namun nyatanya media pembelajaran untuk anak usia dini umumnya masih konvensional seperti menggunakan media kartu, dan beberapa mainan fisik untuk menambah pengetahuan anak serta melatih kognitif dan motorik. Oleh karena itu, salah satu alternatif yang dapat digunakan untuk mengatasi permasalahan ini adalah diperlukannya suatu rancangan media pembelajaran interaktif dan menyenangkan  bagi anak usia dini melalui game  berbasis web, untuk menstimulus perkembangannya. Penelitian ini bertujuan untuk merancang media pembelajaran yang interaktif pada anak, pada penelitian ini media yang dikembangkan berupa game education berbasis construct 2 sebagai media penunjang pembelajaran pada anak usia dini dengan materi kenal angka, warna, hewan dan alat musik. Dalam hal ini anak yang bertindak sebagai pemain dapat belajar mengenai materi tersebut. Proses transfer pengetahuan dilakukan dengan cara menyelesaikan tantangan yang terdapat di dalam game. Kata kunci: media pembelajaran, contract 2, game, berbasis web                                                                                                                                                                                               Abstrct—Early childhood (0-6 years) is the golden age for children. Experts assess the need for meaningful stimulation so that children's early childhood can develop optimally. The role of stimulation in children must be prepared by educators, starting from parents, teachers, or other adults around the child. One alternative to stimulate optimal development in children is with the learning media obtained. But in fact learning media for early childhood are generally still conventional, such as using card media, and some physical toys to increase children's knowledge and train cognitive and motor skills. Therefore, one alternative that can be used to overcome this problem is the need for an interactive and fun learning media design for early childhood through web-based games, to stimulate their development. This study aims to design interactive learning media for children, in this study the media developed is in the form of educational games based on construct 2 as a medium to support learning in early childhood with material about numbers, colors, animals and musical instruments. In this case the child who acts as a player can learn about the material. The knowledge transfer process is carried out by completing the challenges contained in the game.  Keywords: learning media, contract 2, game, web-based
Game Android Untuk Edukasi Dan Media Pembelajaran Kelompok Bermain Pinatih Kebungson Abdul Hafizh Firmansyah; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 6 (2023): Desember 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i6.7113

Abstract

Abstrak - Perkembangan pesat smartphone, khususnya yang berbasis Android, telah membawa perubahan signifikan dalam gaya hidup masyarakat Indonesia. Penggunaan perangkat ini, termasuk tablet dan sejenisnya, semakin mendominasi aktivitas sehari-hari dibandingkan dengan komputer pribadi. Game menjadi hiburan populer di berbagai kalangan, mulai dari anak-anak hingga orang dewasa, karena mampu menghilangkan kepenatan dan mengisi waktu luang. Perkembangan teknologi memungkinkan game dapat diakses melalui berbagai platform, termasuk komputer, ponsel, dan konsol. Game edukasi menarik perhatian sebagai alat pembelajaran yang efektif. Kelebihannya melibatkan visualisasi permasalahan nyata, seperti yang ditemukan dalam proyek game Scratch dari Massachusetts Institute of Technology. Masa awal kehidupan anak dianggap krusial untuk perkembangan, dan stimulasi bermakna diperlukan selama masa keemasan (0-6 tahun). Dalam konteks ini, pembuat artikel bermaksud merancang aplikasi edukasi untuk anak usia dini yang dapat diakses melalui smartphone Android atau tablet PC. Media game diakui sebagai alat pembelajaran yang efektif untuk anak-anak, menggabungkan unsur permainan dalam proses pembelajaran. Dengan menggunakan metode Game Development Life Cycle (GDLC), penulis berencana membuat aplikasi dengan judul "GAME ANDROID UNTUK EDUKASI DAN MEDIA PEMBELAJARAN KELOMPOK BERMAIN PINATIH KEBUNGSON".Kata kunci: Smartphone android, Game Edukasi, Anak-anak. PembelajaranAbstract - The rapid development of smartphones, especially Android-based ones, has brought about significant changes in the lifestyle of Indonesians. The use of these devices including tablets and the like is increasingly dominating daily activities compared to personal computers. Games have become a popular pastime for everyone, from children to adults, as they relieve fatigue and occupy leisure time. Technological developments allow games to be accessed through various platforms, including computers, mobile phones and consoles. Educational games are attracting attention as effective learning tools. Their advantages involve visualising real-life problems, as found in the Massachusetts Institute of Technology's Scratch game project. The early years of a child's life are considered crucial for development, and meaningful stimulation is needed during the golden years (0-6 years). In this context, the author intends to design an educational application for early childhood that can be accessed through an Android smartphone or tablet PC. Game media is recognised as an effective learning tool for children, incorporating elements of play in the learning process. By using the Game Development Life Cycle (GDLC) method, the author plans to create an application with the title "ANDROID GAME FOR EDUCATION AND LEARNING MEDIA OF PINATIH KEBUNGSON PLAYING GROUP".Keywords: Android smartphone, Educational Game, Children. Learning
Rancang Bangun Sistem Pendaftaran Event (Studi Kasus PT. Sela Kontes Produksi) Didiary Shandy Setiyawan; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 2 (2023): April 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i2.6071

Abstract

Abstrak— PT. Sela Kontes Produksi adalah perusahaan yg beroperasi di bidang Event Organizer serta memiliki Staff Admin yang merupakan inti dari berlangsungnya event dari kegiataan perusahaan. Proses pendataan dari pendaftaran calon peserta baru harus mempunyai penginputan serta proses yg akurat dan cepat agar mendapatkan input secara baik. Tujuan dari rancangan pembangunan sistem pendafataraan calon peserta baru pada PT. Sela Kontes Produksi untuk mempermudah dalam administrasi pendataan pada pendaftaran calon peserta baru. Metode penelitian yang dipergunakan dalam rancangan pembangunan sistem ini merupakan studi langsung di lapangan dengan unsur secara pengamatan atau observasi untuk memperoleh informasi dengan akurat serta tepat di lapangan. Penulisan ini menerapkan desain waterfall pada rancangan pembangunan sistem informasi, metode waterfall sendiri merupakan sebuah metode yg menggambarkan sebuah rancangan System Development Life Cycle (SDLC), yg pada penataannya melakukan analisis dari sistem, desain, pengkodean program, dan pengujian hasil. Rancangan pembangunan sistem pendaftaran calon peserta baru pada event di PT. Sela Kontes Produksi mengambil bahasa pemrograman PHP sebagai bahasa dasar dan menggunakan database MySQL sebagai database server. Penulis mengeluarkan kesimpulan bahwa dengan merancangkan sistem informasi dapat menginput data pendaftar akan lebih mudah. Pada pengujian sistem informasi ternyata rancangan ini dapat mempermudah dan memenuhi kebutuan staff admin dalam pengelolahan selurah data pendaftar calon peserta secara efisien serta efektif.Kata kunci: Sistem Informasi, Rancangan Pembagunan, Waterfall, SDLC Abstract— PT. Sela Contest Production is a company that operates in the field of Event Organizer and has Admin Staff who are the core of the company's activities. The data collection process for registering new prospective participants must have accurate and fast input and processing in order to get good input. The purpose of the design of the registration system for prospective new participants at PT. Interrupt the Production Contest to facilitate the administration of data collection on the registration of new prospective participants. The research method used in the design of this system development is a direct study in the field with elements of observation or observation to obtain accurate and precise information in the field. This writing applies the waterfall design to information system development design, the waterfall method itself is a method that describes a System Development Life Cycle (SDLC) design, which in its arrangement performs system analysis, system design, system coding, and system testing. The design for the development of a registration system for prospective new participants at events at PT. During the Production Contest, the PHP programming language is used as the basic language and uses the MySQL database as the database server. The author draws the conclusion that by designing an information system it will be easier to input registrant data. In testing the information system, it turns out that this design can simplify and fulfill the needs of admin staff in managing all applicant data efficiently and effectively.Keywords: Information System, Development Plan, Waterfall, SDLC
Perancangan Sistem Informasi Manajemen Tiket Keluhan Pelanggan PT. Jinde Grup Indonesia Berbasis Website Menggunakan Metode Waterfall Egi Bahari Dwi Fraska; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 5 (2023): Oktober 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i5.6909

Abstract

Tujuan dari penelitian ini adalah untuk membuat Sistem Informasi Pengelolaan Tiket Pengaduan Pelanggan berbasis website untuk PT. Grup Jinde Indonesia. Metodologi Waterfall digunakan dalam proses pengembangan, dengan pengujian black box sebagai metode pengujian yang dipilih. Hasil dari penelitian ini adalah keberhasilan implementasi Sistem Informasi Manajemen Tiket Pengaduan Pelanggan, yang meningkatkan kemampuan divisi Quality Assurance dalam mengelola permasalahan jaringan dengan lebih efektif. Ini memprioritaskan tugas berdasarkan tiket keluhan pelanggan, sehingga mempercepat penyelesaian masalah jaringan.
Sistem Informasi Arsip Surat Masuk Dan Keluar Berbasis Web Menggunakan Codeigniter 3 Rudy Bachtiar Rizal Isnaini; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 5, No 3 (2022): Juni 2022
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v5i3.4380

Abstract

Abstrak  - Teknologi data dikala ini sudah tumbuh sangat pesat seluruh bidang kehidupan sudah mempraktikkan teknologi buat memudahkan sesuatu pekerjaan manusia. Bagian yang menanggulangi pesan menyurat ini yakni Bagian Universal. Pemecahan yang diusulkan buat menuntaskan permasalahan yang terdapat dikala ini merupakan dibentuk sesuatu aplikasi buat mengelola Pesan Masuk serta Pesan Keluar buat membagikan kemudahan pada Kantor Kecamatan Tikung. Observasi salah satu metode pengumpulan informasi dengan metode mengamati secara langsung aktivitas. Dokumentasi merupakan tujuan mendapatkan informasi dari sesuatu posisi riset, tercantum gambar serta informasi yang berhubungan dengan riset. Analisis kebutuhan sistem dicoba pada sesi ini buat mendapatkan informasi relevan yang diperlukan. Informasi yang terkumpul bisa digunakan buat menunjang perancangan sesuatu sistem. Adanya fitur disistem tersebut merupakan halaman login, halaman dashboard, halaman informasi master user serta instansi, halaman pesan masuk serta pesan keluar, serta fitur back up database. Bersumber pada pengujian yang sudah dicoba pada sistem data arsip pesan masuk dan keluar berbasis website memakai codeigniter 3 bisa diambil sebagian kesimpulan selaku adanya sistem administrasi pengelolaan pesan masuk dan pesan keluar berbasis website mempermudah dalam Mengenai pencarian arsip pesan dengan akurat, mudah dan efisien. Hasil implementasi fitur- fitur sistem informasi pencatatan pesan masuk yang telah dibuat berhasil 100%.Kata kunci: Kantor Kecamatan, Surat, Sistem Informasi, Website, Codeigniter 3 Abstract - Data technology is currently growing very rapidly, and all areas of life have used technology to facilitate human work. The section that deals with this correspondence are the Universal Section. The proposed solution to solve the current problem is to create an application to manage Incoming Messages and Outgoing Messages to provide convenience to the Tikung District Office. Observation is one of the methods of collecting information by directly observing the activity. Documentation is the purpose of obtaining information from a research position, including pictures and information related to research. System requirements analysis is carried out in this session to obtain the relevant information needed. The information collected can be used to support the design of a system. The features in the system are login pages, dashboard pages, master user and agency information pages, incoming and outgoing message pages, and database backup features. Based on the tests that have been tried on the website-based incoming and outgoing message archive data system using CodeIgniter 3, some conclusions can be drawn as the existence of a website-based administration system for managing incoming and outgoing messages, making it easier to search for archived messages accurately, easily and efficiently. The results of the implementation of the incoming message recording information system features that have been made are 100% successful.Keywords: District Office, Mail, Information System, Website, Codeigniter 3
Sistem Informasi Penerimaan Peserta Didik Baru Berbasis Website (Studi Kasus SMP Muhammadiyah 8 Benjeng) Lailatul Makhfudah Listari; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 3 (2023): Juni 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i3.6115

Abstract

Abstrak - Penerimaan peserta didik baru menjadi tanggungjawab instansi pendidikan setiap tahun. Sumber utama pendapatan institusi pendidikan diperoleh dari jumlah peserta didik yang terdaftar, sehingga sekolah memiliki target siswa disetiap tahun ajaran baru. Sistem PPDB di SMP Muhammadiyah 8 Benjeng masih dilakukan dengan cara konvesional, dimana peserta didik mengisi formular pendaftaran disekolah. Dengan menggunakan sistem yang seperti ini menimbulkan beberapa masalah yaitu kurang cepat  dalam segi waktu dan membutuhkan banyak biaya dalam proses PPDB, serta jumlah target peserta didik tahunan belum tercapai. Dengan permasalahan tersebut, peneliti bermaksud untuk membuat sistem informasi PPDB berbasis website. Dengan dibuatkannya program ini peserta didik baru bisa mengisi formulir pendaftaran, mengupload berkas pendukung, dan mencetak bukti pendaftaran, serta admin dapat melakukan pemantauan terhadap data-data calon peserta didik secara online. Sistem ini dikembangkan dengan menggunakan waterfall method. Peneliti menggunakan Hypertext Preprocessor (PHP) dan MySQL serta framework laravel. Dalam riset ini menghasilkan sebuah sistem informasi penerimaan peserta didik baru berbasis website dengan harapan bisa membantu stakeholder yang memiliki kontribusi dalam penerimaan peserta didik baru seperti wali siswa, petugas PPDB  dan lainnya.          Kata kunci : PPDB,metode waterfall, framework laravel,SMP Abstract - Acceptance of new students is the responsibility of educational institutions every year. The main source of income for educational institutions is obtained from the number of students enrolled, so that schools have a target of students in each new academic year. The PPDB system at SMP Muhammadiyah 8 Benjeng is still carried out in a conventional way, where students fill out registration forms at school. The use of a system like this raises several problems, namely it is not fast in terms of time and requires a large amount of money in the PPDB process, and the target number of students per year has not been achieved. Given these problems, the researcher intends to create a website-based PPDB information system. With the creation of this program, new students can fill out registration forms, upload supporting files, and print proof of registration, and admins can monitor prospective student data online. This system was developed using the waterfall method. Researchers use Hypertext Preprocessor (PHP) and MySQL and the Laravel framework. This research produced a website-based information system for new student admissions in the hope of helping stakeholders who have contributed to new student admissions such as student guardians, PPDB officers and others.Keywords : PPDB, waterfall method, laravel framework, SMP
Perancangan Desain Ui/Ux Aplikasi Pelaporan Harian Digital Pada PT. Jasa Marga Tollroad Operator Menggunakan Metode Design Thinking Aldino Nur Asa Fisabililah; Umi Chotijah
Jurnal Nasional Komputasi dan Teknologi Informasi (JNKTI) Vol 6, No 3 (2023): Juni 2023
Publisher : Program Studi Teknik Komputer, Fakultas Teknik. Universitas Serambi Mekkah

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32672/jnkti.v6i3.6329

Abstract

User Interface (UI) and User Experience (UX) have an important role in an application design process, because in an application design must be organized and organized, not only that the design of an application must be in accordance with the needs (demands) of potential users. PT. Jasa Marga Tollroad Operator (JMTO) is an Indonesian state-owned enterprise engaged in toll road business. Jasa Marga is the first and largest toll road developer and operator in Indonesia with a market share of 50% for the length of commercial toll roads that have been operating (±1,260 km). With more than 44 years of experience, Jasa Marga currently manages 35 toll road concessions with a total road length of 1,906 km. In the Traffic and Transaction Division of PT. Jasa Marga still uses paper media to record daily activities, both daily reports of officers and minutes of incidents, in doing so officers have problems such as missing report paper, damaged report paper and obstacles in the process of inputting data that is still slow and seems inefficient. Therefore, the Traffic Division of the Krian Gresik Toll Section (KLB) on the occasion of JMIC 2022 has an innovation to create an Android-based Daily Reporting and Event News application to replace paper media. This research aims to implement a method, namely the Design Thinking method which will be used in designing the Android-based JMTO Access v1.0 Digital Reporting application. In designing this application, it was decided to use the Design Thinking method which includes 5 stages, namely emphatize, define, ideate, prototype and test
Identifying Critical Factors for Blockchain Technology Adoption in Indonesian E-Commerce Rosyid, Harunur; Chotijah, Umi; Al Mubarok, Muhammad Zaky; Setiyawan, Didiary Shandy
JUSIFO : Jurnal Sistem Informasi Vol 10 No 1 (2024): JUSIFO (Jurnal Sistem Informasi) | June 2024
Publisher : Program Studi Sistem Informasi, Fakultas Sains dan Teknologi, Universitas Islam Negeri Raden Fatah Palembang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.19109/jusifo.v10i1.21270

Abstract

This study examines the adoption of blockchain technology in Indonesian e-commerce by employing the Technology Acceptance Model (TAM) to identify key influencing factors. The research focuses on four blockchain characteristics: Time Saving, Cost Saving, Data Privacy Security, and Traceability. The findings indicate that Time Saving and Traceability significantly enhance Perceived Usefulness, while Cost Saving and Data Privacy Security do not have a notable effect. The study confirms that Perceived Usefulness significantly impacts Adoption Intention, mediated by Perceived Ease of Use. Despite the insights provided, the study acknowledges limitations, such as the focus solely on individual users and the use of only four blockchain characteristics. Future research should explore additional factors, such as efficiency and government support, and consider organizational users, like SMEs, to offer a comprehensive understanding of blockchain adoption. Overall, this study offers valuable insights into the critical determinants influencing blockchain adoption in Indonesian e-commerce, emphasizing the importance of perceived benefits in shaping user intentions.
The Identification of Covid-19 Fake News Factors on Social Media in Indonesia Chotijah, Umi; Husenti , Nadya; Sutaji, Deni; Mahditya Indra Pratama, Angga
Indonesian Journal of Information Systems Vol. 6 No. 1 (2023): August 2023
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/ijis.v6i1.6613

Abstract

Social media is a protocol for people’s interaction and disseminating new ideas. The spread of fake information can occur on social media because there is no control and verification from the legal account. During the COVID-19 corona virus outbreak, the government issued a self-isolation policy. However, people use social media to find information about COVID-19 and spread news about COVID-19 greedily, especially in Indonesia. Therefore, this study explores the factors influencing the spread of fake news related to COVID-19. The sampling used in this study was non-random/non-probability sampling with the Convenience Sampling technique, including two hundred and twenty-two respondences from several regions in Indonesia. These phenomenons are studied using the Uses and Gratification framework by eliminating entertainment variables, adding altruism motivation, and adding moderating variables for demographic factors of individual psychological well-being, including age, education, income, and gender. Data were analyzed using Smart Partial Least Squares (PLS) to determine the effect of five variables. The analysis results show that all the variables, e.g., altruism, socialization, time elapsed, information sharing, and information seeking, as well as moderating variables and demographic factors of individual psychological well-being have no positive and significant effect on the spread of fake COVID-19—news on social media in Indonesia.
Rancang Bangun Dan Implementasi Sistem Informasi Absensi Ekstrakurikuler Berbasis Web Latiful Ikhsan; Umi Chotijah
Jurnal Sistem Informasi dan Ilmu Komputer Vol. 2 No. 1 (2024): Februari : Jurnal Sistem Informasi dan Ilmu Komputer
Publisher : Universitas Katolik Widya Karya Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59581/jusiik-widyakarya.v2i1.2264

Abstract

Extracurricular activities are an integral part of every educational institution throughout a year of learning. In the current era where information is demanded at an accelerated pace, this research aims to develop a web-based extracurricular attendance information system for SMP Muhammadiyah 8 Benjeng. The current extracurricular attendance system at SMP Muhammadiyah 8 Benjeng is manual, prompting the need for this research to construct a website-based information system to facilitate students, supervising teachers, and staff at SMP Muhammadiyah 8 Benjeng. The extracurricular website serves as a source of information for the school principal, class teachers, and extracurricular supervisors. It provides information about students participating in extracurricular activities, the schedule of extracurricular sessions, and generates attendance reports for students over a semester and a full academic year. The system is designed using the waterfall method, implemented through (PHP) and MySQL. This research has successfully created a web-based platform for the management of extracurricular attendance. It is anticipated that this system will offer support to stakeholders responsible for overseeing extracurricular activities.
Co-Authors ., Qomaruzzaman Abdul Hafizh Firmansyah Abdullah Muhajir Aditama, Darmawan Ahsan, Moh Nafis Aji, Galih Wasito Aksyal Syahputra Al Mubarok, Muhammad Zaky Al-ibhaam Al-ibhaam aldhiqo yusron mubarok Aldhiqo Yusron Mubarok Aldhiqo Yusron Mubarok Aldino Nur Asa Fisabililah Alfia Dwi Rahma Alief, Naufal Alif Syifa’ul Qulub Alvian Ramandika Andi Rahmad Rahim Angga Mahditya Indra Pratama Ardiansah, Nur Islakhi arni ayuning tyas Asifatul Khanifah Asmaul Fauziyah Ayu Wulandari Azif Arin Hidayah Zein azimaturrafi'ah - Azimaturrafi’ah Aziza, Nur Bagus Firmansyah Bagus Firmansyah Bagus Firmansyah Bhakti, Henny Dwi Bhakti Citra Ayu Wulandari Crisna Rio Pakusadewa Dano Fadilah Amelya Rizki Darmawan Aditama Deni Sutaji Desiyarotur Risykiyana Dias Pradana Didiary Shandy Setiyawan Dwi Agustina Dyah Ayu Fladya Rizky Egi Bahari Dwi Fraska Ervin Setyawan Fahrudin Fahrudin Fajar, Moh Malik Fanni Rahmah Tsani Ferdian Ferdian Gumilang, Agung Guntur Sahara Hanik Azharul Hidayah Harunur Rosyid Harunur Rosyid Hayati, Triyunita Nur Henny dwi bakti Henny Dwi Bhakti Henry Walker Ferniansa Herlando Prayitno Hidayat, Dwi Nur Husenti , Nadya Ifanka, Rista Iqbal Adriathama J, Thoifah Ainul Kholisatun Nisa', Widiana Khurin In Noviarani LAILATUL FITRIA Lailatul Makhfudah Listari Latiful Ikhsan Lilik Sumiati M. Khoirun Nasikin Mahditya Indra Pratama, Angga Mahesa Ijlal, Muhammad Farhan Mar'i, Farhanna Mas Yoga Johan Permana Maulana Firdaus Maydina Anggita Pravita Sari Misbah Mochammad Ichsan Mochammad Sultan Alfiansyah mohammad amiril fauzi Mohammad Ferdiansyah Mudhofar, Nurul Muhammad Alvian Ardiansyah Muhammad Angga Alfarizy Muhammad Bakhtiar Muhammad Choirul Ikhwan Muhammad Faisal Ramadhan Muhammad Farhan Mahesa Ijlal MUHAMMAD MATHORI ABDUL JALIL Muhammad Rizaldi Zidan Muhammad Syaichuddin Muhammad Syaifudin Zuhairany Muhammad Vikri Bagas Maulana Muhammad Zaky Al Mubarok Muzadi, Achmad Nabilah Fitriani Nur Fauziyah Nuris Sayyidatul Fatimah P. P. S. Saputra Pradana, Jihad Rengga Putra Prayitno, Herlando Prayudha, Ilham Teguh Pressa Perdana Surya Saputra Putri, Erna Dwita Sari Cahyani Rachmat Rizqi Kurniawan Raka Wicaksono Ramadhan Ilkham Diasthani Ranti Wilda Nur Octavia Retrialisca, Fitri Richa Fadlilatul Mu’affifah Rifki, Achmad Rini Puji Astutik Rizki Amrizal Ma'ruf Rizki Amrizal Ma'ruf Rizqullah Bagaskara, Farhan Rudy Bachtiar Rizal Isnaini rully fajar alfitroni Sa'adah, Wardatus Salwa Diwwani, Nabilah Satria Perdana Putra Dika Setiyawan, Didiary Shandy Soffiana Agustin, Soffiana Sukaris Surya, Deva Ady Syahbana, Ahmad Naufal Syamsiar, Syamsiar Teguh Prayudha, Ilham Uzlifatul Fuaidah Vembri Aulia Rahmi Wafiq Azizah Wahyu lazzuardy Wardatus Sa'adah Wirawan, Bima Yuda Yudillah, Rifki Yulia Ayu Nastiti Yusron Mubarok, Aldhiqo Zahir, Wildan Zakiyah Zakiyah Zulfikar Zulfikar