Claim Missing Document
Check
Articles

RANCANG BANGUN APLIKASI MOBILE LEARNING TENSES BAHASA INGGRIS Nova Noor Kamala Sari; Putu Bagus Adidyana Anugrah Putra; Efrans Christian
JURNAL TEKNOLOGI INFORMASI Vol 13 No 2 (2019): Jurnal Teknologi Informasi (JTI)
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (533.765 KB)

Abstract

All that requires a media to understand each other and understand one another. The media is language. Language is a medium for communication so cooperation will be created in various aspects. English is the connecting language used as a medium of communication between countries in the world. But some people find it difficult when learning English. The difficulty experienced is due to a lack of understanding of grammar, one of which includes tenses. Learning media as a means of improving the quality of education is very important in the learning process. The research methodology used is waterfall method as an application development methodology. The first step to do is to analyze the needs of the system made, including library research, data collection, consultation, and design. From this analysis a system design using usecase diagrams, activity diagrams and class diagrams is made as a system design to be made. After the system is designed, the next step is to write the program code. At writing the programming language program code used is java, android studio and genymotion as an emulator. Blacbox test results show the software can find out the functions that are not correct, interface errors, performance errors and functionally produce the expected results.
RANCANG BANGUN APLIKASI MOBILE LEARNING TENSES BAHASA INGGRIS Nova Noor Kamala Sari; Putu Bagus Adidyana Anugrah Putra; Efrans Christian
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 13 No. 2 (2019): Jurnal Teknologi Informasi Jurnal Keilmuan dan Aplikasi Bidang Teknik Informat
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v13i2.253

Abstract

All that requires a media to understand each other and understand one another. The media is language. Language is a medium for communication so cooperation will be created in various aspects. English is the connecting language used as a medium of communication between countries in the world. But some people find it difficult when learning English. The difficulty experienced is due to a lack of understanding of grammar, one of which includes tenses. Learning media as a means of improving the quality of education is very important in the learning process. The research methodology used is waterfall method as an application development methodology. The first step to do is to analyze the needs of the system made, including library research, data collection, consultation, and design. From this analysis a system design using usecase diagrams, activity diagrams and class diagrams is made as a system design to be made. After the system is designed, the next step is to write the program code. At writing the programming language program code used is java, android studio and genymotion as an emulator. Blacbox test results show the software can find out the functions that are not correct, interface errors, performance errors and functionally produce the expected results.
RANCANG BANGUN APLIKASI MOBILE LEARNING TENSES BAHASA INGGRIS Nova Noor Kamala Sari; Putu Bagus Adidyana Anugrah Putra; Efrans Christian
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 13 No. 2 (2019): Jurnal Teknologi Informasi Jurnal Keilmuan dan Aplikasi Bidang Teknik Informat
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v13i2.253

Abstract

All that requires a media to understand each other and understand one another. The media is language. Language is a medium for communication so cooperation will be created in various aspects. English is the connecting language used as a medium of communication between countries in the world. But some people find it difficult when learning English. The difficulty experienced is due to a lack of understanding of grammar, one of which includes tenses. Learning media as a means of improving the quality of education is very important in the learning process. The research methodology used is waterfall method as an application development methodology. The first step to do is to analyze the needs of the system made, including library research, data collection, consultation, and design. From this analysis a system design using usecase diagrams, activity diagrams and class diagrams is made as a system design to be made. After the system is designed, the next step is to write the program code. At writing the programming language program code used is java, android studio and genymotion as an emulator. Blacbox test results show the software can find out the functions that are not correct, interface errors, performance errors and functionally produce the expected results.
IMPLEMETASI APLIKASI MOBILE PENGENALAN KAMPUS PADA MASA PANDEMI COVID-19 Putu Bagus Adidyana Anugrah Putra; Viktor Handrianus Pranatawijaya; Efrans Christian; Widiatry Widiatry
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 16 No. 2 (2022): Jurnal Teknologi Informasi : Jurnal Keilmuan dan Aplikasi Bidang Teknik Inform
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v16i2.5416

Abstract

PKKMB is a place to raise awareness of the importance of understanding globalization and the industrial revolution 4.0. The introduction of the campus canbe done by introducing the rooms on campus by providing a location point usingmaps so that it can make it easier to identify the location of the rooms on campus. The research method used is determining the scope of research, consulting, studying related literature, and using the Extreme Programming method as asoftware development method. This application uses the Mobile platform and theJavaScript programming language with the React Native framework.
SISTEM INFORMASI POINT OF SALE BERBASIS WEB PADA DISTRIBUTOR ALAT KESEHATAN Efrans Christian; Widiatry Widiatry
Jurnal Teknologi Informasi: Jurnal Keilmuan dan Aplikasi Bidang Teknik Informatika Vol. 17 No. 1 (2023): Jurnal Teknologi Informasi : Jurnal Keilmuan dan Aplikasi Bidang Teknik Inform
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jti.v17i1.8003

Abstract

PT. Riyani Jaya Mandiri is a distributor company engaged in the sale of medical devices, in the Central Kalimantan area, this company itself often has difficulty in managing sales transaction data because the existing information system often experiences problems and does not work well, so that some process back using manual or conventional methods. Based on these problems, a Point of Sales (POS) application was developed which aims to build a system that can process sales transaction data computerized and integrated with the database so that the management, search, and reporting of transaction data becomes faster. . In its manufacture, the Waterfall Methodology is used. The result of this research is a web-based Point of Sales (POS) application that was built to adapt the existing business processes at PT. Riyani Jaya Mandiri which can manage product data, customer data and transaction data so that it can provide information on sales activities to the company in order to take decisions and actions in improving service quality and sales to customers.
Analisis Sentimen Pengguna Media Sosial X terhadap Perubahan Harga Bitcoin: Pendekatan Machine Learning Joshua Evan Savero; Viktor Handrianus Pranatawijaya; Efrans Christian
KONSTELASI: Konvergensi Teknologi dan Sistem Informasi Vol. 4 No. 1 (2024): Juni 2024
Publisher : Program Studi Sistem Informasi Universitas Atma Jaya Yogyakarta

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/konstelasi.v4i1.9043

Abstract

Media sosial X menjadi gudang data yang dapat dimanfaatkan untuk memperoleh wawasan mengenai sentimen publik dan potensi yang berdampak pada harga cryptocurrency. Dalam beberapa tahun terakhir, bitcoin menjadi pusat perhatian sebagai bentuk investasi yang menarik bagi para pelaku pasar.  Bitcoin (BTC) sering kali ditandai dengan tingkat volatilitas yang tinggi dan harganya menunjukkan kenaikan dan penurunan yang ekstrem dalam jangka waktu yang singkat. Dengan menganalisis tweet pengguna media sosial X, penelitian ini bertujuan untuk meneliti hubungan antara sentimen yang diungkapkan oleh pengguna media sosial X dan perubahan harga bitcoin. Data set yang digunakan dalam penelitian ini yaitu dataset pelatihan model yang terdapat di laman Kaggle dan dataset pengujian yang dikumpulkan dari tweet media sosial X berdasarkan tanggal terjadinya golden cross dan death cross. Data set akan melalui teknik preprocessing data, klasifikasi sentimen positif, negatif, dan netral menggunakan VADER. Pembangunan model menggunakan algoritma naïve bayes dan support vector machine. Hasil penelitian ini memperoleh model support vector machine memiliki kinerja terbaik terhadap keakuratan model dalam klasifikasi sentimen dengan accuracy sebesar 95.92%, ketepatan model dalam memprediksi nilai positif dengan tingkat precision sebesar 95.89%, tingkat usaha dalam menemukan informasi kembali dengan tingkat recall sebesar 95.92%, dan presentasi nilai bobot dari nilai precision dengan nilai recall pada f1-score sebesar 95.89%. Akan tetapi, dalam memprediksi sentimen lima dataset pengujian yang diberikan menggunakan model yang telah dilatih ditemukan algoritma naïve bayes memiliki persentase lebih tinggi yaitu 80% dalam memperoleh hasil yang sesuai antara sentimen positif untuk kondisi golden cross dan sentimen negatif untuk kondisi death cross. Social media X is a data warehouse that can be utilized to gain insight into public sentiment and its potential impact on cryptocurrency prices. In recent years, Bitcoin has become the center of attention as an attractive form of investment for market players. Bitcoin (BTC) is often characterized by high levels of volatility and its price exhibits extreme rises and falls over short periods of time. By analyzing the tweets of social media user X, this study aims to examine the relationship between the sentiment expressed by social media user X and changes in Bitcoin prices. The dataset used in this research is the model training dataset found on the Kaggle page and the testing dataset collected from X's social media tweets based on the dates of the golden cross and death cross. The dataset will go through data preprocessing techniques, classifying positive, negative and neutral sentiment using VADER. Model construction uses the Naïve Bayes algorithm and Support Vector Machine. The results of this research show that the Support Vector Machine model has the best performance regarding model accuracy in sentiment classification with an accuracy of 95.92%, model accuracy in predicting positive values ​​with a precision level of 95.89%, level of effort in finding information again with a recall rate of 95.92%, and presentation of the weighted value of the precision value with the recall value on the f1-score of 95.89%. However, in predicting the sentiment of the five test datasets provided using the trained model, it was found that the Naïve Bayes algorithm had a higher percentage, namely 80%, in obtaining results that matched positive sentiment for the golden cross condition and negative sentiment for the death cross condition.
Pemanfaatan Algoritma A Star dalam Menentukan Rute Wisata di Kota Palangka Raya Sriyanto, Naufal Ihsan; Maulana, Ferdy Afriza; Aprilian, Rivan; Christian, Efrans; Pranatawijaya, Viktor Handrianus
Telekontran : Jurnal Ilmiah Telekomunikasi, Kendali dan Elektronika Terapan Vol. 12 No. 1 (2024): TELEKONTRAN vol 12 no 1 April 2024
Publisher : Program Studi Teknik Elektro, Fakultas Teknik dan Ilmu Komputer, Universitas Komputer Indonesia.

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34010/telekontran.v12i1.12645

Abstract

The Utilization of the A* Algorithm in Determining Tour Routes in Palangka Raya City is a study aimed at providing a solution for determining optimal tourist routes for visitors in Palangka Raya City. By employing the A* algorithm, this research offers an efficient tool to find the shortest route between selected tourist destinations, considering both distance and travel cost. The method involves initializing a graph that represents the relationships between tourist destinations, followed by the implementation of the A* algorithm for finding the best route. The research findings demonstrate that this algorithm can provide optimal routes with accurate estimations of distance and cost. A brief discussion on the research results highlights the strengths and limitations of this algorithm in the context of tourism applications. In conclusion, this research makes a significant contribution to facilitating visitors in planning their tourist trips in Palangka Raya City, with the potential positive impact on the tourism industry and visitor experiences.
Pelatihan Aplikasi Augmented Reality Pengenalan Buah-Buahan bagi Guru Pendidikan Anak Usia Dini (PAUD) Pandehen Kristianti, Novera; Ressa Priskila; Widiatry; Viktor Handrianus Pranatawijaya; Putu Bagus Adidyana Anugrah Putra; Nova Noor Kamala Sari; Efrans Christian; Septian Geges
Jurnal Atma Inovasia Vol. 4 No. 4 (2024)
Publisher : Lembaga Penelitian dan Pengabdian pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24002/jai.v4i4.9437

Abstract

Pelatihan aplikasi Augmented Reality (AR) pengenalan buah-buahan ini diselenggarakan untuk guru Pendidikan Anak Usia Dini (PAUD) di Pandehen dengan tujuan meningkatkan kualitas pembelajaran dan keterampilan guru dalam memanfaatkan teknologi modern. Dalam pelatihan ini, guru-guru PAUD diperkenalkan dengan aplikasi AR yang dirancang khusus untuk membantu anak-anak mengenal berbagai jenis buah-buahan secara interaktif dan menyenangkan. Metode pelatihan meliputi sesi teori dan praktik, di mana para peserta diajarkan cara mengoperasikan aplikasi AR, memahami fitur-fiturnya, serta bagaimana mengintegrasikannya ke dalam kegiatan belajar mengajar di kelas. Hasil dari pelatihan ini diharapkan dapat meningkatkan kemampuan guru dalam menggunakan teknologi sebagai alat bantu edukatif, memperkaya pengalaman belajar anak-anak, serta menciptakan lingkungan pembelajaran yang lebih dinamis dan interaktif. Evaluasi terhadap efektivitas pelatihan dilakukan melalui observasi langsung, kuesioner, dan wawancara dengan para peserta. Ditemukan bahwa pelatihan ini secara signifikan meningkatkan pengetahuan dan keterampilan guru dalam menggunakan aplikasi AR, serta memberikan dampak positif terhadap minat dan partisipasi anak-anak dalam kegiatan belajar. Kesimpulannya, pelatihan ini berhasil mencapai tujuan yang diharapkan dan direkomendasikan untuk diterapkan secara lebih luas di berbagai lembaga pendidikan PAUD.
Rancang Bangun Palangkaraya Digital Services Berbasis Android Ramadhani, Aditya Ananda; Widiatry, Widiatry; Pranatawijaya, Viktor Handrianus; Christian, Efrans; Saragih, Agus Sehatman
Journal of Information Technology and Computer Science Vol. 4 No. 1 (2024): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jointecoms.v4i1.13115

Abstract

Kemajuan pada dunia teknologi informasi pada dewasa ini telah merambah berbagai bidang, tidak terkecuali di bidang pemerintahan. Pembahasan yang muncul yang berkaitan antara pemerintahan dan komunikasi adalah online Government yaitu pemanfaatan teknologi informasi pada bidang pelayanan masyarakat dengan tujuan untuk mempermudah dan efisien untuk masyarakat atau organisasi atas informasi dan pelayanan pemerintah. Salah satu cara mengembangkan online Government yaitu penerapan digital services yang mencakup berita terkini dan lain-lain. Salah satu pemanfaatan pengembangan system layanan publik di pemerintahan adalah memanfaat dan mengimplementasi system digital services. System digital services berbasis android diperlukan sebagai media informasi bagi pemerintah seperti dalam pemberitahuan harga komoditas, berita terkini, tindak lanjut laporan masyarakat dan lain-lain. System digital services sangat diperlukan sebagai bentuk dalam melaksanakan pemerintah berbasis E-government dan sebagai pusat informasi bagi masyarakat terlebih lagi mendukung program dari Pemerintah Kota Palangka Raya dalam program smart city. Dengan latar belakang demikian, maka dirancang dan dibuat aplikasi untuk membantu terselenggaranya E-government dan layanan informasi bagi masyarakat berbasis android. adapun judul Skripsi adalah “Rancang Bangun Palangkaraya Digital Services Berbasis Android”.
Analisis Kinerja Load Balancing Webserver Menggunakan Haproxy Terintegrasi Dengan Grafana Sebagai Monitoring Dan Notifikasi Telegram Pentanugraha, Elsan; Saragih, Agus Sehatman; Christian, Efrans
Journal of Information Technology and Computer Science Vol. 4 No. 1 (2024): JOINTECOMS : Journal of Information Technology and Computer Science
Publisher : Universitas Palangka Raya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47111/jointecoms.v4i1.13191

Abstract

Di era digital saat ini, Website sangat penting bagi organisasi atau perusahaan. Namun, semakin banyak pengunjung pada Website, semakin besar beban server. Ini dapat membuat server menjadi lambat atau down. Solusi untuk masalah ini adalah load balancing. Haproxy adalah perangkat lunak open-source yang bisa digunakan sebagai load Balancer. Monitoring platform yang digunakan dalam penelitian ini adalah Grafana yang memantau sumber daya server secara real-Time dan menyediakan visualisasi data yang mudah dipahami. Tujuan penelitian ini adalah menganalisis kinerja pada load balancing Web server, memberikan gambaran kinerja Haproxy sebagai load balancing dalam menangani beban berat pada Web server, dan memberikan solusi alternatif untuk meningkatkan kinerja Web server. Tahapan dalam penelitian ini peneliti melakukan analisis kebutuhan, perancangan topologi, implementasi, dan pengujian Web server menggunakan Apache JMeter. Penelitian ini menggunakan Apache JMeter untuk menguji keandalan dan stabilitas Web server saat menangani lonjakan permintaan yang besar pada skenario single server dan Load balancing. Peneliti melakukan pengujian kinerja load balancing Web server dengan beberapa parameter yaitu throughput, Response Time, error rate, memory utilization, dan CPU utilization. Berdasarkan analisis dan penelitian yang dilakukan tentang kinerja load balancing pada Web server menggunakan HAProxy dan integrasi dengan Grafana sebagai Monitoring serta notifikasi Telegram, dapat disimpulkan bahwa Grafana yang terintegrasi dengan HAProxy efektif sebagai alat Monitoring performa Web server yang memberikan visualisasi data yang jelas dan mudah dipahami. Hal ini memudahkan proses analisis dan evaluasi performa Web server. Penggunaan load balancing juga meningkatkan ketersediaan server dalam menangani permintaan, terbukti dengan penurunan persentase kegagalan server secara drastis.