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Journal : Jurnal Algoritma

Perancangan Sistem Informasi Aplikasi Kasir pada Kafe Restorasi Kopi Berbasis Web Yoga Handoko Agustin; Ayu Latifah; Andi Fikri Nugraha
Jurnal Algoritma Vol 18 No 1 (2021): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.18-1.947

Abstract

Pertumbuhan usaha kafe yang begitu pesat di indonesia ini dengan banyaknya pengunjung, sehingga kafe mendapatkan kesulitan untuk memerhatikan orderan pesanan. Pengunjung menunggu terlalu lama untuk mendapatkan pesanan yang dipesan sehingga kurang adanya kenyamanan bagi pengunjung. Sistem informasi aplikasi kasir ini dirancang dalam proses pemesanan menu makanan dan minuman dengan berbasis website menggunakan kode respons cepat (QR) yang tujuannya untuk mwmbuat operasional kafe berjalan menjadi lebih cepat, aman, efektif, dan akurat. Metodologi yang digunakan yaitu Rational Unified Process, sebagai salah satu tahap pengembangan aplikasi dengan empat tahapan yang digunakan yaitu inception, elaboration, construction, dan transition dengan memakai pemodelan UML. Pada aplikasi sistem informasi kasir ini menghasilkan pengelolaan laporan penjualan kafe menjadi lebih baik karena adanya proses yang terkomputerisasi, maka data dapat tersimpan dengan aman. Sistem informasi ini memamkai database MySQL dan dikembangkan menggunakan bahasa pemrograman PHP.
Perancangan Sistem Informasi Aplikasi Kasir pada Kafe Restorasi Kopi Berbasis Web Yoga Handoko Agustin; Ayu Latifah; Andi Fikri Nugraha
Jurnal Algoritma Vol 18 No 1 (2021): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.18-1.947

Abstract

Pertumbuhan usaha kafe yang begitu pesat di indonesia ini dengan banyaknya pengunjung, sehingga kafe mendapatkan kesulitan untuk memerhatikan orderan pesanan. Pengunjung menunggu terlalu lama untuk mendapatkan pesanan yang dipesan sehingga kurang adanya kenyamanan bagi pengunjung. Sistem informasi aplikasi kasir ini dirancang dalam proses pemesanan menu makanan dan minuman dengan berbasis website menggunakan kode respons cepat (QR) yang tujuannya untuk mwmbuat operasional kafe berjalan menjadi lebih cepat, aman, efektif, dan akurat. Metodologi yang digunakan yaitu Rational Unified Process, sebagai salah satu tahap pengembangan aplikasi dengan empat tahapan yang digunakan yaitu inception, elaboration, construction, dan transition dengan memakai pemodelan UML. Pada aplikasi sistem informasi kasir ini menghasilkan pengelolaan laporan penjualan kafe menjadi lebih baik karena adanya proses yang terkomputerisasi, maka data dapat tersimpan dengan aman. Sistem informasi ini memamkai database MySQL dan dikembangkan menggunakan bahasa pemrograman PHP.
Perancangan Pengenalan Hewan Laut Berdasarkan Zona Kedalaman Menggunakan Teknologi Augmented Reality Eri Satria; Ayu Latifah; Rifaldi Prasusetyo
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-1.1073

Abstract

Pembelajaran pengenalan materi hewan laut disampaikan melalui buku atau gambar. Perlu alternatif pembelajaran melalui penyajian yang menarik sehingga memberi pengalaman baru kepada siswa. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran pengenalan hewan laut berdasarkan zona kedalaman menggunakan teknologi augmented reality. Penelitian dilakukan dengan menggunakan metodologi Research & Development yang terdiri dari tahapan analisis potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, hasil produk dan publikasi produk. Adapun hasil dari penelitian ini merupakan berupa produk aplikasi pengenalan hewan laut yang digunakan sebagai media pembelajaran untuk siswa Sekolah Dasar dengan teknologi terbaru yaitu menggunakan augmented reality dan dilengkapi dengan suara materi objek pada setiap hewan laut sehingga lebih menarik. Penelitian ini diharapkan mampu menjadi alternatif media pembelajaran bagi siswa sekolah dasar dengan nuansa media alat peraga pembelajaran terbaru.
Perancangan Pengenalan Hewan Laut Berdasarkan Zona Kedalaman Menggunakan Teknologi Augmented Reality Eri Satria; Ayu Latifah; Rifaldi Prasusetyo
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-1.1073

Abstract

Pembelajaran pengenalan materi hewan laut disampaikan melalui buku atau gambar. Perlu alternatif pembelajaran melalui penyajian yang menarik sehingga memberi pengalaman baru kepada siswa. Penelitian ini bertujuan untuk membuat aplikasi pembelajaran pengenalan hewan laut berdasarkan zona kedalaman menggunakan teknologi augmented reality. Penelitian dilakukan dengan menggunakan metodologi Research & Development yang terdiri dari tahapan analisis potensi dan masalah, pengumpulan data, desain produk, validasi desain, revisi desain, uji coba produk, revisi produk, uji coba pemakaian, hasil produk dan publikasi produk. Adapun hasil dari penelitian ini merupakan berupa produk aplikasi pengenalan hewan laut yang digunakan sebagai media pembelajaran untuk siswa Sekolah Dasar dengan teknologi terbaru yaitu menggunakan augmented reality dan dilengkapi dengan suara materi objek pada setiap hewan laut sehingga lebih menarik. Penelitian ini diharapkan mampu menjadi alternatif media pembelajaran bagi siswa sekolah dasar dengan nuansa media alat peraga pembelajaran terbaru.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Perancangan Alat Panca Indera Manusia untuk Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Jenjang Sekolah Dasar Ayu Latifah; Asri Mulyani; Fahru Nisa Aulia
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1177

Abstract

In the world of education, especially in the delivery of material in school activities, it is necessary to contain interactive and even challenging aspects to be able to provide new experiences for teachers and students, natural science subjects, especially those related to the introduction of the five senses, is one of the materials that can adopt the media. learning by using one of the interactive multimedia technologies because the five senses are the most important tools in humans. However, in learning media that still uses book teaching techniques and seems bored, many children do not really understand this sensory material. The purpose of making applications for the five senses is using Augmented Reality technology which can help the learning process of elementary school students because it has an attractive visual appearance. The method used is the Multimedia Development Life Cycle with several stages taken in related methods starting with concept, then design, then data collection, then assembly, testing, and finally distribution. With the application of learning tools for the human senses that can be accessed in a mobile manner, it allows students to be able to do learning anywhere and anywhere, so that it is expected to increase students' understanding of learning material, especially regarding the introduction of the five human senses.
Aplikasi Perakitan Komputer untuk Media Ajar Menggunakan Teknologi Virtual Reality Berbasis Android Ayu Latifah; Eri Satria; Fajar Shidiq Gimnastiar
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1178

Abstract

In Vocational High School Education, especially in the field of computers. Computer subject is one of the compulsory subjects while still in vocational high school. Computer material seems difficult to understand and also sometimes students cannot pay close attention when the teacher is practicing because sometimes the lack of available computer tools makes students unable to fully understand practice, making it difficult to catch up on the material that has been taught. One alternative way of learning that can be done is to study independently. From these problems by developing learning media using Virtual Reality Technology, which is a technology that can display things that are close to the reality around us. This is an alternative way for students to learn independently. The completion method used in making this application is the Multimedia Development Life Cycle (MDLC) with stages starting from concept, design, material collecting, assembly, testing, and finally distribution. The results of this study are in the form of educational applications for assembling computers that have features, Virtual Reality menus, materials, settings, about applications, and making applications using the 3D unity engine. With this application, it is hoped that it will make it easier for students in terms of understanding computer assembly using Virtual Reality so that both students and the public are interested in independent learning.
Rancang Bangun Sistem Informasi Penentu Calon Penerima Beasiswa pada Fakultas Ekonomi Universitas Garut Ridwan Setiawan; Ayu Latifah; Andri Ikhwana; Wulan Dwi Lestari
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1195

Abstract

Garut University is a private tertiary institution in Garut which was established in 1998. The Faculty of Economics (Faculty of Economics) is one of the faculties at Garut University. The process of distributing scholarships in this faculty is still done manually by sending files to student affairs directly and repeatedly. . The purpose of this study is to design a determinant of prospective scholarship recipients which can assist in the process of distributing scholarships quickly, precisely and accurately. The methodology used in software engineering is the Rational Unified Process (RUP) methodology with the stages used inception, elaboration, and construction, with the modeling used the Unified Modeling Language (UML) with use case diagrams, activity diagrams, sequence diagrams and class diagrams. In the Rational Unified Process methodology, the stages are limited to construction, while the transition phase is not carried out. The results of this study are the design of a web-based information system for determining prospective scholarship recipients.
Penerapan Sistem Absensi Pegawai Menggunakan Teknologi Fingerprint Android di Kelurahan Jayawaras Ayu Latifah; Raden Erwin Gunadhi Rahayu; Taufik Yuga Sakti
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1200

Abstract

Technological developments, which are currently increasingly varied, have also led to more diverse work schemes. The existence of a remote work system that is currently widely implemented in various large companies proves that work effectiveness can be obtained not only in the workspace but also from outside. The hybrid working method is one of the remote working methods adapted from the flexible working arrangement (FWA). The many and varied demands from consumers make this work method a strategy to balance tactical and adaptive work patterns. The Jayawaras village government uses this work method for the admin whose job is to manage all activities via the internet. This admin is the key to the continuity of work activities carried out by Jayawaras village employees, especially with regard to computer equipment and attendance, where this attendance system is related to honorarium which will later be received by employees including the admin himself. The remote work or hybrid working scheme that is implemented by this admin requires him to manually take attendance at the village office so it takes him a while to go to the village office just to take attendance. Based on this research, it was concluded that there is a need for real implementation of the remote attendance system so that it can be ascertained whether the system is really functionally effective. From this question, the authors will direct this research, it is hoped that this system will be able to implement modern technological developments into a substantial world of work with the Extreme Programmings research method, and can perform remote attendance using only a personal Android device.
Implementasi Augmented Reality Sebagai Media Pembelajaran Kata Benda Bahasa Arab pada Siswa Sekolah Dasar Islam Terpadu Dini Destiani Siti Fatimah; Ayu Latifah; Hani Haniyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1209

Abstract

The rapid development of technology to this day has brought positive developments and progress to the world of education with the creation of various learning media. Learning media are diverse and can be used in various kinds of science, one of which is linguistics. Language science in the world of education is one of the important subjects, one of which is Indonesian. In addition, there are several other languages ​​that must be learned, one of which is Arabic. Indonesia is one of the countries with the largest number of Muslims in the world, and Arabic is one of the important curriculum subjects in the field of Islamic education, such as Islamic boarding schools or Islamic boarding schools. Islam. Augmented Reality technology is a technology that takes two aspects, namely the real world and the virtual world, one of the technologies used in AR is a camera accompanied by the use of the Multimedia Development Life Cycle method which consists of six stages, namely Concept, Design, Material Collecting, Assembly, Testing. , Distributions. Also, by using several tools and materials in the form of Hardware ASUS A456U and Samsung J6 + with the software used by Unity. In this case, the use of learning media with digital AR technology is made for Integrated Islamic Elementary School students, in which there are Arabic language subjects as a language that must be learned and known in the teaching and learning process.