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Perancangan Aplikasi Audio Sederhana Dengan Android Studio Dewi Mawaddah; Intan Dwi Fatmaningtyas
JURNAL MAHASISWA BINA INSANI Vol 5 No 2 (2021): Jurnal Mahasiswa Bina Insani (Februari 2021)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

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Abstrak: Android saat ini berkembang sangat pesat, dimana dulu orang hanya menggunakan ponsel atau telepon rumah yang belum berbasis android. Dengan kondisi Covid-19 juga android banyak digunakan dalam berkomunikasi atau mengerjakan suatu pekerjaan dan kegiatan lainnya. Semakin berkembangnya android sehingga banyak inovasi dalam pembuatan aplikasi seperti aplikasi audio sederhana. Audio sederhana ini merupakan aplikasi yang mengeluarkan suara atau musik. Dimana musik dulu masih digunakan sebagai acara adat atau ritual tradisional. Namun, musik sudah menjadi suatu kebutuhan masyarakat saat ini mau di tingkat anak-anak, dewasa, maupun orang tua. Android studio adalah sistem operasi yang digunakan untuk mengembangkan aplikasi android. Dalam hal ini, penulis membuat perancangan aplikasi audio sederhana dengan android studio yang bertujuan untuk menyediakan fasilitas suara, musik atau lagu di ponsel android masyarakat. Kata kunci: Android Studio, Audio Sederhana, Perancangan. Abstract: Android is currently growing very rapidly, where in the past people only used cellphones or landlines that were not yet based on Android. With the condition of Covid-19, Android is also widely used in communicating or doing work and other activities. The development of android so that there are many innovations in making applications such as simple audio applications. This simple audio is an application that produces sound or music. Where music used to be used as a traditional event or traditional ritual. However, music has become a necessity in today's society at the level of children, adults and parents. Android studio is an operating system used to develop android applications. In this case, the author makes a simple audio application design with Android Studio which aims to provide sound, music or song facilities on people's android phones. Keywords: Android Studio, Simple Audio, Design.
SISTEM INFORMASI PEMBAYARAN SPP PADA SMK TRAVINA PRIMA BERKASI BERBASIS DESKTOP Lilis Herliana; Intan Dwi Fatmaningtyas
JURNAL MAHASISWA BINA INSANI Vol 5 No 1 (2020): Jurnal Mahasiswa Bina Insani (Agustus 2020)
Publisher : Lembaga Penelitian dan Pengabdian Masyarakat Universitas Bina Insani

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Abstrak: Perkembangan Teknologi saat ini sangat pesat hingga banyaknya inovasi yang telah diciptakan seperti sistem informasi pembayaran SPP yang telah digunakan oleh beberapa pihak baik lembaga pendidik maupun organisasi atau instansi. Namun masih banyak pula lembaga pendidik yang masih menggunakan sistem pembayaran spp yang manual. Pada SMK Travina Prima Bekasi termasuk lembaga pendidik yang masih menggunakan sistem manual sehingga menyebabkan penumpukan berkas – berkas yang mengakibatkan kerusakan pada berkas dan penyusunan yang kurang rapih menyebabkan keterlambatan dalam menyusun laporan. Oleh karena itu, penelitian ini bertujuan untuk membantu divisi keuangan di SMK Travina Prima Bekasi dalam mendata pembayaran SPP yang dilakukan oleh siswa sehingga bisa lebih baik dalam penyusunan dan penyajian laporan SPP. Aplikasi ini dibuat dengan menggunakan software visual studio 2010 dan SQL Server sebagai basis datanya dengan menggunakan metode System Development Life Cycle (SDLC) model waterfall. Kata kunci: Pembayaran SPP, Sistem Informasi, Waterfall, System Developmet Life Cycle (SDLC) Abstract: The current technological development is very rapid, so many innovations have been created, such as the tuition payment information system that has been used by several parties, both educational institutions and organizations or agencies. However, there are still many educational institutions that still use the manual spp payment system. At Vocational High School Travina Prima Bekasi, it is an educational institution that still uses a manual system, which causes the accumulation of files which results in damage to files and improper arrangement which causes delays in compiling reports. Therefore, this study aims to assist the financial division at SMK Travina Prima Bekasi in recording tuition payments made by students so that they can be better at compiling and presenting SPP reports. This application was created using Visual Studio 2010 software and SQL Server as its database using the waterfall model System Development Life Cycle (SDLC) method. Keywords: SPP Payment, Information Systems, Waterfalls, System Developmet Life Cycle (SDLC)
Development Application Cash Management In Tunas Mulia Bantar Gebang Foundation With The Extreme Programming Method Intan Dwi Fatmaningtyas; Rita Wahyuni Arifin; Jafar Shadiq
Jurnal Mantik Vol. 5 No. 2 (2021): Augustus: Manajemen, Teknologi Informatika dan Komunikasi (Mantik)
Publisher : Institute of Computer Science (IOCS)

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The use of information technology that is implemented through an information system provides convenience for its users. The convenience obtained in using this information system is to facilitate data management and data retrieval based on predetermined categories. This phenomenon also applies to the Tunas Mulia Bantar Gebang Foundation. This foundation is an organization that serves out-of-school children from waste scavenger families around the Bantar Gebang TPA. Tunas Mulia Bangsa Foundation activities have several humanitarian programs, one of which is opening schools for scavengers from early childhood to high school. The problems faced by Tunas Mulia Foundation are (1) it is still difficult to record donors who provide assistance, (2) difficulty in identifying the types of receipts received by the Foundation, (3) difficulty in providing information on cash receipts and disbursements to donors because data management is still conventional, (4) difficulties in calculating or recapitulating activities that have been carried out, and (5) the absence of a system that displays complete data and information regarding student sponsorship activities carried out by Tunas Mulia Foundation. This research uses Extreme Programming development model in using Extreme Programming with four stages. It is hoped that the application that will be developed can be a solution to the problems faced by the Foundation regarding the management of incoming and outgoing cash. The target output of this research can be published in accredited national journals indexed by Sinta, HKI, and application prototypes.