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Kristo Radion Purba
Program Studi Teknik Informatika

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Aplikasi Penjadwalan Asisten Penjaga Ujian dengan Metode Algoritma Genetika Joseph Clinton Adi Gunawan Putra; Kristo Radion Purba; Henry Novianus Palit
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

At the time ahead of midterm or in semester’s final exam at Petra Christian University is definitely needed assistants that will keep on every class on the test subjects. Therefore we need a proctor before determining a schedule that will be covered, it would require a meeting in order to determine the schedule. So this application is made to be easier for assistants and coordinator of exam to determine the schedule and not waste more time between coordinator. The coordinator and assistant simply open the application. The assistant can put their schedule in accordance with the date and time of their examinations, and the coordinator can also produce the program by using genetic algorithm with the restrictions that have been given by the exam’s coordinator. So the schedule that has been produced have a match with the end result. And has a variety of additional features such as providing notice to assistant, and export schedules make it to Microsoft Office Excel or print directly. At the time of the survey the genetic algorithm, this program has a schedule in accordance with the limit given by the coordinator of the exam. So this program should be used by the coordinator of the exam of Petra Christian University in the study program information technology.
Pembuatan Media Pembelajaran Bahasa Inggris Menengah Atas Kelas X dengan Fitur Speaking dan Listening Practice Berbasis Android Febby Anggreni Saek; Kristo Radion Purba; Anita Nathania Purbowo
Jurnal Infra Vol 5, No 2 (2017)
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Abstract

English is a compulsory subject in all High Schools in Indonesia. In fact, English became one of the less favored subjects. Though English is a language needed in the world of work. Sometimes learning time and using textbooks make students bored and tired in learning English, so they need other media lo learn that more applicable.The implementation of this applications to help students learn English using the development of emerging technologies currently implemented on Android-based smartphones. With this application students can develop English abilities outside school. There are 18 chapters that become material of teaching materials with features of delivery of materials and quiz on the application of listening, speaking, drag and drop, multiple choice, and sound. Making learning media using Android SDK. The results showed that the program runs well on some kind of mobile device android with at least features kitkat 4.4 android. The application was also considered as interactive in terms of view application , delivery and module matter of about . This program also considered to be beneficial because it can help students learn without having to learn from books or their teachers.
Penerapan Adaptive Neuro Fuzzy Inference System pada Real Time Strategy Battle Arena Game Andy Gunawan; Rolly Intan; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Nowadays, Real Time Strategy Battle Arena is one of the most popular game genre. However, most games with that genre are only interesting if played together with another human. That makes those games less flexible since they can’t be played without another human or internet connection. Because of that, this thesis will create a game with Real Time Strategy Battle Arena genre with AI as the enemy where the enemy movements can be adjusted to approach human thinking ways. The enemy in this game will also be able to learn from each mistake. This thesis will use the method Adaptive Neuro Fuzzy Inference System. Test results show that the enemy was able to choose the best move possible, which suits the way humans think using Fuzzy Inference System. Neural System also modified the Membership  Functions of some Fuzzy Inference System input variable everytime the enemy is considered to make mistake to minimize similar mistakes when the game is played again in the future.
Perencanaan Dan Pembuatan Aplikasi Rumah Makan X Berbasis Android Ronny Limowa; Kristo Radion Purba; Lily Puspa Dewi
Jurnal Infra Vol 6, No 1 (2018)
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Abstract

The development of information technology on this day has reached the point where everyone can connect to each other easily, quickly and efficiently. Of the many devices resulting from the advancement of information technology, Smartphone is a communication tool that serves to receive and transmit the most widely used information due to its nature that is easy to carry anywhere.So far, the ongoing ordering system is still conventional. The current food and beverage ordering system at Restaurant X is still manual and not computerized.This android application based Restaurant X is created as an alternative to replace the ordering system that is currently running on Restaurant X. This program uses MySQL as a local database storage container and also uses Android Studio as a programming language application to create an X Restaurant app. Expected with this application the customer can more easily in ordering and Restaurant X can also be helped.
Pembuatan Media Pembelajaran Virus Influenza Berbasis Flash William Sanjaya Suyanto; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
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The study of influenza virus is a very interesting needed topic to learn. In the learing process, high comprehension is because influenza  virus keeps on mutated. There is one way to undertand it easily is by using influenza virus learning media.This app will pack an information about infuenza virus by using interactive learning tools, where the players will actively play in the learning process,  starting from the information about flu burung, flu babi, and flu singapura. There is also a quiz to measure the ability of a user. From the questionnaire result and human computer interaction test, the application strongly supports the process of understanding the material. Therefore user’s interest in learning is increased, coupled with the easiness and user friendliness of application usage.
Pembuatan Aplikasi Management Keuangan Pribadi Berbasis Android Bryan Anu Syarwan; Kristo Radion Purba; Alexander Setiawan
Jurnal Infra Vol 6, No 1 (2018)
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Abstract

Finance is something that is very difficult to manage. Most people often feel stressed because they can’t manage their finances well. This resulted in a person's money can be drained out even without realizing it. Often manual recording is difficult because records can be lost forgot to record the transaction.Based on the background of the problem, a Personal Finance Management application based on Android is designed. This application has features such as input income and expenditure, reminder of debt maturity and accounts receivable, bill upload expenditure, backup and restore data, budget to limit expenditure, import data into csv form , as well as transaction reports.The results of this application indicated that 70% of users considered that the application has a complete feature, 80% of users considered the application easy to use, and 70% of users considered the application has a good design.
Pembuatan Permainan Adventure Brain Challenge Cahyadi Yoemakna; Kristo Radion Purba; Leo Willyanto Santoso
Jurnal Infra Vol 3, No 2 (2015)
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Utilization of appropriate technologies and strategies will improve learning outcomes optimally. Many jobs in the education world by computer-assisted work, ranging from typing, math, browsing on the internet, and as a media of learning. The term learning media can be regarded as a tool for learning. Therefore made the game media to increase public knowledge and can also be a means for entertainment.In this study designed a game that has some features and mini-games. The measures include moving system making level, features mini-games, load and save system, collision detection with bounding box method, NPC, and set items. Applications created using ActionScript 3.0 programming language and Adobe Flash CS6 as IDE. The result showed the success of the mini-games, thoroughness and diligence in designing a map, display of objects, as well as gaming systems affect the final outcome of the application. The number of objects and the more detailed the manufacture and preparation of the object will increasingly make the game even more interesting.
Media Pembelajaran Global Warming Fikri Jufri Tham; Liliana Liliana; Kristo Radion Purba
Jurnal Infra Vol 4, No 2 (2016)
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Abstract

Computer based learning media is one of the media has an important role in learning. Learning media will be attractive when packaged through interactive media , such as interactive media created in paper manufacture " instructional media global warming" . The advantage gained is that it can increase knowledge, generally educate people to be more concerned about the environment , and also can be a means of entertainment. This application is focused to learn about global warming and packaged in the form of interesting and interactive . Ranging from simulations that show the cause of global warming , global warming impacts and solutions of global warming and there is a mini- game that is packaged in the form of adventure game to make it look attractive and there is a global warming materials that can add insight . This application is created using Adobe Flash Professional CS6 .Based on tests performed and result of the questionnaries to prove that the application and the simulation strongly supports the process of understanding the material.therefore user’s interest in learning is increased, coupled with the mini game will make this application even more appealing.
Perancangan dan Pembuatan Game Edukasi Pembelajaran Aritmatika untuk Siswa Kelas 1-3 SD Rendy Suryadharma; Gregorius Satia Budhi; Kristo Radion Purba
Jurnal Infra Vol 3, No 2 (2015)
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Abstract

Nowadays, educational games has been used as a medium of learning. Arithmetic is a branch of mathematics that studies the calculation of basic numbers, which are often used in various fields of life. Therefore, educational game for math learning can be used to assist students in learning arithmetic. The game is created using Adobe Flash Professional CS6 software and use the programming language Action Script 3.0. In the making of this game, the authors tested a similar educational game, in which the author will fix the shortcomings inherent in the educational game is a game that will be created. Therefore, the authors made a mathematical educational game that has a great view and interesting, so it can be liked by children.In this game, there will be five levels, which consists of gardens, lakes, parks, running track, and the train station. Any material given problem are distinguished based on the selected class, where the material contained on the grade 1 includes addition and subtraction, while in grade 2 and 3 includes a material addition, subtraction, multiplication, and division.Based on the results of the questionnaire, can be deduced that the game has been created it can be used as a medium of learning arithmetic for students, and to improve the capabilities and skills of students in the calculation of basic arithmetic operations.
Perancangan dan Pembuatan Aplikasi Student Reminder Berbasis Android Robertus Pambudi; Kristo Radion Purba
Jurnal Infra Vol 6, No 2 (2018)
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Abstract

Student Reminder is an android based application. Unlike a reminder in general. And student reminder has a special user that is the student as the main user. Many students have difficulty in managing their college schedule and also the schedule of collecting tasks because of students' ignorance of the schedule of task collection. Most reminder apps need to manually procedure to input user activity schedules because has no feature for perform automatic updates to smartphone google calendar from Petra Christian University database. During this time students still use the manual way to record the schedule by using the agenda book or recorded in the smartphone with the manual. The process of making this application using android studio developer and using java programming language. Android studio is used to create a view on the application, making the function to retrieve data from PHP. And make auto synchronize to google calendar. PHP is used to extract values from a database and display those values in a web view. JSON is used to read data from PHP to java on android. SQL is used to create database tables and their relationships with other tables.From the results of the design and the making of Student Reminder Application can be concluded among others simple applications and easy to use applications, make it easier for students to view the schedule of lectures, and schedule will automatically enter to student’s google calendar smartphones.