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Sistem Informasi Data Alumni SMK Negeri 2 Pangkalpinang Berbasis Website Sanjaya, Rio; Fujiyanti, Linda; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.68

Abstract

One of the largest SMKs in the Bangka Belitung Islands is SMK Negeri 2 Pangkalpinang. At SMK Negeri 2 Pangkalpinang, alumni registration is still done with a Google form that can't be edited in the event of a data collection error, which can make the administration's validation process more difficult. The process of collecting alumni data, therefore, requires a more efficient system. The creation of a SMK Negeri 2 Pangkalpinang alumni data system is the goal of this study. This study used observation, interviews, and data collection about the alumni data collection information system at SMK Negeri 2 Pangkalpinang to collect the data. The waterfall development method is used to create the system. The development of a website-based alumni data information system for SMK Negeri 2 Pangkalpinang that is capable of managing alumni data and assisting the administration in processing alumni data is the outcome of this study. The user satisfaction survey found that 81.2% of respondents agreed that the system works well.
Penerapan Chatbot Pada Aplikasi Ujian Penentu Program Studi Di Politeknik Manufaktur Negeri Bangka Belitung Anugrah, Apri; Fujiyanti, Linda; Mubaroh, Sari
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.69

Abstract

The State Polytechnic of Manufacturing of Bangka Belitung (Polman Negeri Babel) offers many study programs to attract prospective students, however, interview results show that many of them are mistaken in choosing study programs. The problems identified include students wanting to change study programs, confusion in determining study programs, the level of involvement of others in determining study programs, and the number of students who do not complete their studies. The goal of this final project is to design and build a website-based application for prospective students of Polman Negeri Babel so they do not make mistakes in choosing study programs. The author uses the waterfall method and black box testing as system testing to build this application which will include features of a chatbot and an entrance exam system that can provide recommendations for suitable study programs based on the interests and knowledge of prospective students. It is hoped that this application can help prospective students make wise decisions in choosing study programs and completing their studies until graduation.
Sistem Monitoring Ketinggian Air Tangki Tanaman Hidroponik Berbasis Website Zhou, Adi Putera; Fatah, Dwi; Barri, Daffa Ariesta Fathul; Irwan, Irwan; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 1 No. 1 (2023): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v1i1.82

Abstract

The application of hydroponics in the agricultural sector is very effective for maximizing limited land in urban environments (urban farming). This one farming system requires extra supervision to get quality crop yields. One aspect to which farmers must pay attention is monitoring the water level in the tank so that the water discharge needed by hydroponic plants is properly fulfilled. In order to provide convenience to farmers in carrying out this monitoring, this research is designed to monitor the water level of the tank based on a website. The use of ultrasonic sensors in this study is as a distance sensor. Sensor data that has been obtained from the ultrasonic sensor is then processed by the Arduino Uno and sent to the NodeMCU ESP8266 to be sent to a database that is connected via the internet network so that it can be used by users anywhere and anytime through websites connected to the internet. The level of accuracy of the data on the website is 100% according to the reading results from the Arduino IDE application and a ruler as a comparison measure.
Implementasi Game Edukasi Pengenalan Budaya Bangka Belitung untuk Anak SD (Studi Kasus : SDN 13 KOBA) Sonya, Sonya; Andriyanto, Sidhiq; Fujiyanti, Linda
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 2 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i2.187

Abstract

Bangka Belitung is an area that has a variety of cultures. However, as time goes by, especially children at elementary school are less exposed to local culture. Due to the limited availability of instructional tools or learning media to practice the existing material, especially in the current era where the use of gadgets among children is increasing; however, these gadgets are predominantly utilized for playing non-educational games. Therefore, learning media is needed as a bridge to introduce local culture in order to increase children's knowledge and maintain the culture. The media that is suitable to overcome this problem is an Android-based educational game that introduces Bangka Belitung's culture. The method used in developing is GDLC (Game Development Life Cycle). This method has six stages, namely initiation, pre-production, production, testing (alpha), testing (beta) and release. With white box and black box testing, it's obtained that according to white box results that it is very good for use and according to black box method of user acceptance testing, test from the teachers obtained a percentage of 100% and for students 93.55% which means it is very suitable for use.
Aplikasi Pengenalan Tempat Dan Bangunan Bersejarah Bangka Belitung Berbasis Mobile Redi, Redi; Fujiyanti, Linda; Setya Pratama, Muhammad
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.198

Abstract

The historical introduction application is an area that has information about historical heritage. However, not many people know about the history of the Bangka Belitung Islands province. In the current era, mobile applications are growing very rapidly, so it would be very good to create a media in the form of an information application for identifying historical places and buildings in the Bangka Belitung Islands province. The aim of this research is to introduce the history of cultural heritage in the Bangka Belitung Islands province by creating an application that can display images, videos, materials and descriptions of the application. Researchers hope that it will be easier for users to find out and study the application for recognizing historical places and buildings in the Bangka Belitung Islands province.
Sistem Informasi Apotek Happy Berbasis Web Fiilma Ihzani, Gheasani; Fujiyanti, Linda; Afriansyah, Riki
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.202

Abstract

Happy pharmacy is a pharmacy that sells medicine located at street Kp. Asam, Kec. Rangkui, Pangkalpinang City, Bangka Belitung Island 33684. In running its business, Happy Pharmacy still uses a conventional system where all information regarding drug sales and sales reports is still done manually. This causes problems such as the problems that occr at the Happy Pangkalpinang Pharmacy, the author created a web-based pharmacy information system with the aim of making it easier for users to process and provide information regarding pharmacy data and to support the work effectiveness and accuracy of existing pharmacy data. the method that the author useus in building a web-based pharmacy information system uses the waterfall method which consists of several stages such as analysis, design, coding, testing and implementation. Data collection techniques used in the web-based pharmacy information system are interviews, observation and literature study. For system development, the language used PHP,MySQL.
Aplikasi Toko Online “QMART” Berbasis Website Pada Ma’had Tahfidz Hidayatul Qur’an Fajari, Fadhlurrahman; Fujiyanti, Linda; Agita Rindri, Yang
Jurnal Inovasi Teknologi Terapan Vol. 2 No. 1 (2024): Jurnal Inovasi Teknologi Terapan
Publisher : Politeknik Manufaktur Negeri Bangka Belitung

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33504/jitt.v2i1.203

Abstract

This research is motivated by the implementation of the financial system at the Ma'had Tahfidz Qur'an Islamic boarding school which still uses a manual system in managing students' pocket money. This study aims to create a Qmart online store application. This application was created in order to make it easier for the guardians of students as application users to buy needs and review student finances. This research was conducted using the waterfall method, namely analysis, design, coding, testing to implementation. The skipped steps wait until the previous step is completed and must be carried out sequentially so that the process occurs linearly from the initial stage of system development to the final stage. In addition, this research uses various data collection techniques such as interviews, observations, and literature reviews. The findings show that the Qmart online store application offers a simple menu and can display the history of several transactions made. It can be concluded that the Qmart online shop application makes it easy for student guardians to meet the needs of their students and manage their finances.
Development of the edu-game media Lom's Ethnic Journey to enhance interest in learning Mathematics and Physics among students Sari, Elisa Mayang; Novitasari, Novitasari; Fujiyanti, Linda; Afriansyah, Riki; Ramadhani, Arya
Jurnal Inovasi dan Teknologi Pembelajaran Vol 11, No 3 (2024)
Publisher : Universitas Negeri Malang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17977/um031v11i32024p126

Abstract

Abstrak: Secara umum pembelajaran Matematika dan Fisika masih dirasakan sulit bagi mahasiswa. Hal ini karena minat belajar mahasiswa pada kedua mata kuliah tersebut masih rendah. Hal ini dikarenakan metode pembelajaran yang monoton, dan penggunaan media yang terbatas. Penelitian ini bertujuan untuk meningkatkan minat belajar mahasiswa pada mata kuliah matematika dan fisika dengan mengembangkan media pembelajaran berbasis game edukasi yang bertemakan kearifan lokal "orang Lom," yaitu "Lom’s Ethnic Journey". Metode penelitian yang digunakan adalah design research meliputi expert review, one-to-one, small group, dan field test. Hasil penelitian menunjukkan bahwa game edukasi ini telah terbukti valid, praktis, dan memiliki efek potensial. Dari hasil efek potensial diperoleh user acceptance sebesar 86 persen dapat diterima dengan baik tanpa kendala saat digunakan di banyak jenis smartphone dan applicability organizational acceptance dalam peningkatan minat belajar mahasiswa sebesar 44 persen. Urutan minat belajar yang peningkatannya dari tertinggi ke terendah antara lain, adanya kemauan belajar, adanya pemusatan perhatian dan pikiran terhadap pembelajaran, adanya upaya yang dilakukan untuk merealisasikan keinginan untuk belajar, dan adanya perasaan senang mahasiswa dalam belajar. Abstract: Learning Mathematics and Physics is generally perceived as difficult for students, primarily due to low interest in these subjects. This is due to monotonous learning methods and limited use of media. This research aims to increase students' interest in mathematics and physics courses by developing educational game-based learning media with the theme of local wisdom "Lom people," namely "Lom's Ethnic Journey." The research method used was design research, which includes expert review, one-to-one, small group, and field tests. The study results show that this educational game has been proven valid and practical and has potential effects. The result of the potential effect is 86 percent of user acceptance, meaning it can be well received without problems when used in many types of smartphones. The implementation of organizational acceptance increased student interest in learning by 44 percent. The order of learning interest that increased from the highest to the lowest included the willingness to learn, the concentration of attention and mind on learning, the efforts made to realize the desire to learn, and the feeling of student happiness in learning.
PIXEL SWORD TALE ANDROID: PENDEKATAN GAMIFIKASI UNTUK MENINGKATKAN KETERLIBATAN PEMAIN Iska, Apriano; Zikri, Muhammad Sayyid; Fujiyanti, Linda; Irwan, Irwan
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): TECHNOLOGIA (JANUARI)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17346

Abstract

Penelitian ini bertujuan untuk merancang dan mengembangkan game edukasi berbasis grafis pixel art bernama "Sword Tale" yang menggabungkan elemen hiburan, narasi interaktif, dan pembelajaran matematika. Penelitian dilakukan menggunakan metode deskriptif dengan pendekatan Game Development Life Cycle (GDLC), mencakup tahap inisiasi, pra-produksi, produksi, pengujian, dan rilis. Pengembangan game dilakukan dengan menggunakan perangkat lunak Unity Engine dan Aseprite untuk menciptakan aset visual serta mekanisme permainan yang mendukung eksplorasi dua arah. Pengujian alpha dan beta dilakukan untuk memastikan fungsionalitas serta mengukur tingkat kepuasan pengguna melalui System Usability Scale (SUS). Hasil pengujian menunjukkan tingkat kelayakan sebesar 81,65%, yang termasuk dalam kategori sangat baik, dengan responden mayoritas menyatakan game ini menarik secara visual, mudah dimainkan, dan edukatif. Tantangan utama meliputi penyederhanaan panduan permainan dan peningkatan visualisasi dialog. Temuan penelitian ini menunjukkan bahwa integrasi elemen edukasi dan eksplorasi dalam game berbasis pixel art dapat meningkatkan pengalaman belajar yang menyenangkan dan imersif. Game ini diharapkan dapat menjadi acuan bagi pengembang dalam menciptakan game edukatif yang inovatif dan relevan dengan konteks budaya lokal Indonesia.
SISTEM INFORMASI PENGELOLAAN BANK SAMPAH BERBASIS WEB DALAM MENINGKATKAN KEMUDAHAN TRANSAKSI (STUDI KASUS: BANK SAMPAH KARYA MANDIRI) Annisha, Angelin Fitri; Kusuma Pradana, Teguh Hari; Afriansyah, Riki; Fujiyanti, Linda
Technologia : Jurnal Ilmiah Vol 16, No 1 (2025): TECHNOLOGIA (JANUARI)
Publisher : Universitas Islam Kalimantan Muhammad Arsyad Al Banjari

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31602/tji.v16i1.17436

Abstract

Masalah pengelolaan sampah di Indonesia terus meningkat, sementara bank sampah menawarkan solusi berbasis komunitas dengan manfaat ekonomi. Penelitian ini bertujuan membuat dan mengambangkan sistem informasi berbasis web untuk Bank Sampah Karya Mandiri untuk meningkatkan efisiensi dan transparansi pengelolaan pada Bank Sampah Karya Mandiri. Menggunakan metode prototype, sistem ini dirancang iteratif dengan fitur pencatatan otomatis, akses berbasis peran, dan portal nasabah untuk memantau transaksi. Hasil menunjukkan sistem ini mampu meningkatkan efisiensi, mengurangi kesalahan, dan menyediakan akses transparan, mendukung pengelolaan sampah yang lebih baik dan berkelanjutan.