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KAJIAN MODEL PEMBELAJARAN E-LEARNING SEBAGAI ENABLER DALAM MENINGKATKAN KREATIVITAS BELAJAR DAN KOMPETENSI TIK MAHASISWA Lumba, Ester
Teknik dan Ilmu Komputer vol. 1 no. 4 Oktober-Desember 2012
Publisher : Teknik dan Ilmu Komputer

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Abstract

The mastery of communication and information technology has become a crucial matter for every computer science graduates in Indonesia. For this reason, a research on e-learning model was conducted aiming at finding out whether the model can be an enabler to improve the students’ learning creativity and competence. This research implemented confirmatory research method using Structural Equation Modeling (SEM) as the statistical analysis tool to test the hypothesis. SEM is applied to study the relation between the construct and the indicators used to measure the construct. The writer used the AMOS 6.0 software in the data processing. The data collected from the questionnaire were primary data since they came from the students as the main source. The research findings were expected to offer additional references for educational institutions as well as lecturers in Indonesia to adapt learning technologies to improve students’ creativities and competences.   Keywords: e-learning, enabler, creativity, competence, open source
Sistem Antrian Untuk Mempermudah Pelayanan Pasien Rawat Jalan Pada Puskesmas XYZ Lumba, Ester
I-STATEMENT: Information System and Technology Management Vol 1, No 1 (2015)
Publisher : Sekolah Tinggi Ilmu Manajemen dan Ilmu Komputer ESQ (STIMIK ESQ)

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Abstract

ABSTRACT:Puskesmas is a functional organization for providing health service which is comprehensive, integrates, equal, reachable and cost friendly for the people. Puskemas emphasizes its service on the optimum level of health to the wider society. To enhance the quality of the services to the public, it is time for a clinic to be supported by a computer application that can help the patients who have to wait with a long queue when they want to get the services from it. Queuing application with web-based system can help the patients by online registration and get the queuing number without come to the clinic before their visit. By this system, the patients can also observe the progress of the queue from the website, take their time to wait in the outside of the clinic and arrange their coming without stay for a longer time before their turn. The clinic itself may apply First Come First Served (FCFS) queuing system which means a patient will get handled until the previous patient is finished. Furthermore, this application will help the clinic officer to manage the existing data in it without keep calling the patients one by one manually. Subsequently, the operator will only press the button in the queuing application to call the next patient. Keywords: clinic, patient, queuing, FCFS ABSTRAK:Puskesmas adalah organisasi fungsional yang menyelenggarakan upaya kesehatan yang bersifat menyeluruh, terpadu, merata, dapat diterima dan terjangkau oleh masyarakat. Puskesmas menitikberatkan pelayanan kepada masyarakat luas guna mencapai derajad kesehatan yang optimal. Untuk meningkatkan kualitas pelayanan kepada masyarakat, sudah saatnya sebuah Puskesmas dilengkapi dengan aplikasi komputer untuk menangani pasien yang seringkali harus antri panjang untuk mendapatkan pelayanan medis. Aplikasi antrian berbasis web dapat membantu pasien untuk mendaftar secara online dan meminta nomor antrian tanpa harus datang ke Puskesmas terlebih dahulu. Pasien dapat memantau nomor antrian yang sedang dilayani melalui website, sehingga dapat memprediksi waktu untuk datang ke Puskesmas tanpa harus menunggu lama di Puskesmas untuk mendapatkan pelayanan. Pada Puskesmas menerapkan aturan antrian First Come First Served (FCFS) yaitu pasien yang mendaftar terlebih dahulu yang akan mendapatkan pelayanan.  Aplikasi antrian juga dapat membantu petugas Puskesmas untuk mengelolah data-data pasien tanpa harus di repotkan memanggil pasien satu persatu. Petugas Puskesmas tinggal menekan tombol pada aplikasi antrian untuk memajukan nomor antrian berikutnya jika pasien sudah selesai di layani.Kata kunci: Puskesmas, pasien, antrian, FCFS
KAJIAN MODEL PEMBELAJARAN E-LEARNING SEBAGAI ENABLER DALAM MENINGKATKAN KREATIVITAS BELAJAR DAN KOMPETENSI TIK MAHASISWA Lumba, Ester
Teknik dan Ilmu Komputer vol. 1 no. 4 Oktober-Desember 2012
Publisher : Teknik dan Ilmu Komputer

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AbstrakPenguasaan terhadap teknologi informasi dan komunikasi atau Information Communication and Technology (ICT) menjadi hal yang krusial bagi setiap lulusan mahasiswa komputer di negeri ini. Oleh sebab itu, dilakukan penelitian terhadap model pembelajaran e-Learning apakah dapat menjadi enabler untuk meningkatkan kreativitas belajar dan meningkatkan kompetensi TIK mahasiswa. Penelitian ini dilakukan menggunakan metode penelitian konfirmatori dengan alat analisis statistik untuk menguji hipotesis, yaitu Structural Equation Modeling (SEM). SEM digunakan untuk mengetahui hubungan antar konstruk dan indikator-indikator yang digunakan apakah dapat digunakan untuk mengukur sebuah konstruk. Dalam melakukan proses pengolahan data penulis menggunakan software bantuan yaitu AMOS 6.0. Data penelitian ini merupakan data primer karena proses pengumpulan data dilakukan dari sumber utama, yaitu mahasiswa. Melalui penelitian ini diharapkan dapat menjadi acuan bagi penyelenggara pendidikan di Indonesia untuk dapat mengadaptasi teknologi-teknologi pembelajaran yang dapat meningkatkan kreativitas belajar dan kompetensi TIK mahasiswa. Kata Kunci: e-Learning,  enabler, kreativitas, kompentensi, open source  AbstractThe mastery of communication and information technology has become a crucial matter for every computer science graduates in Indonesia. For this reason, a research on e-learning model was conducted aiming at finding out whether the model can be an enabler to improve the students’ learning creativity and competence. This research implemented confirmatory research method using Structural Equation Modeling (SEM) as the statistical analysis tool to test the hypothesis. SEM is applied to study the relation between the construct and the indicators used to measure the construct. The writer used the AMOS 6.0 software in the data processing. The data collected from the questionnaire were primary data since they came from the students as the main source. The research findings were expected to offer additional references for educational institutions as well as lecturers in Indonesia to adapt learning technologies to improve students’ creativities and competences.   Keywords: e-learning, enabler, creativity, competence, open source
Android-based Library Application Development Case Study: Kalbis Institute Informatics Department Lumba, Ester; Waworuntu, Alexander
I-STATEMENT Vol 4 No 2 (2018): I-STATEMENT: Information System and Technology Management
Publisher : LPPM of STIMIK ESQ

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Kalbis Institute has a library with a growing collection of books every year. Besides the main library, each department also has a mini library with a collection of books that are in line with the departments science. The Informatics Department is one of the departments at the Kalbis Institute which has a library, with an annual budget for purchasing books. The problem that often occurs is when the lecturers are assigned to buy books, sometimes the same book is purchased, while the department prioritizes book variations over the number of books. In addition, the position of the book when it is being borrowed is sometimes difficult to trace because the loan and book management system is still manual. This study produced an Android-based library application, which is expected to facilitate the management of the Kalbis Institute Informatics department. The search feature that can display titles, authors and book covers, is expected to help overcome the problem of buying the same books when lecturers want to buy books at bookstores. The development of this application adopts the Rational Unified Process (RUP) method.
PENGEMBANGAN PROGRAM APLIKASI UNTUK MEMBANTU MENGHAFAL PERKALIAN MENGGUNAKAN TEKNOLOGI VIRTUAL REALITY BERBASIS ANDROID Cantiqa Putri Larashati; Ester Lumba
Prosiding Semnastek PROSIDING SEMNASTEK 2017
Publisher : Universitas Muhammadiyah Jakarta

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Perkalian sudah diajarkan sejak Sekolah Dasar, namun ternyata banyak anak-anak yang masih belum bisa menghafal perkalian. Tujuan penelitian ini dibuat adalah untuk membuat aplikasi permainan yang ditujukan kepada anak usia 6 sampai 8 tahun agar dapat membantu mereka menghafal perkalian. Metode yang digunakan dalam mengembangkan aplikasi ini adalah Interactive Multimedia System of Design and Development (IMSDD) yang dikembangkan oleh Dastbasz. Proses pengembangan aplikasi dilakukan menggunakan Unity. Dalam permainan tersebut anak-anak diminta berkeliling di sekitar field untuk mencari papan pertanyaan. Pertanyaan di papan tersebut berupa perkalian. Permainan akan dijalankan menggunakan virtual reality. Hasil dari pengembangan aplikasi berupa sebuah aplikasi permainan yang dijalankan pada smartphone Android yang dilengkapi dengan sensor gyroscope. Permainan dapat berjalan lancar pada smartphone Android dengan sistem operasi Jelly Bean dengan RAM minimal 2 GB. Berdasarkan hasil uji dari user experience, anak-anak menjadi termotivasi dalam menghafal perkalian untuk dapat bermain dengan lebih baik.Kata kunci:  IMSDD, Perkalian, Unity,  Virtual Reality
PENGEMBANGAN APLIKASI KASIR DAN PENGELOLAAN STOK BERBASIS WEB STUDI KASUS: TOKO XYZ Alexander Waworuntu; Ester Lumba
Prosiding Semnastek PROSIDING SEMNASTEK 2017
Publisher : Universitas Muhammadiyah Jakarta

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Toko XYZ merupakan badan usaha skala menengah yang menjual barang dan jasa yang berkaitan dengan fotografi. Catatan transaksi penjualan dan pembelian dari nota kertas dirangkum menggunakan aplikasi spreadsheet untuk menghasilkan laporan harian dan bulanan. Proses pembuatan laporan ini menghabiskan cukup banyak waktu serta kemungkinan terjadinya salah input cukup besar, pengelolaan catatan hutang dan piutang juga mengalami kendala karena jumlah transaksi yang terus bertambah dan pemilik usaha kesulitan memantau transaksi jika sedang tidak berada di toko. Melalui penelitian ini bertujuan menghasilkan sebuah aplikasi kasir dan pengelolaan stok barang sehingga laporan penjualan, pembelian dan stok barang dapat dihasilkan secara otomatis. Proses pengembangan aplikasi mengadopsi metode Rational Unified Process (RUP) dengan memanfaatkan Unified Modelling Language (UML) untuk menggambarkan rancangan sistem. Aplikasi yang dihasilkan berupa aplikasi kasir berbasis web dengan fitur pencatatan data master produk, pelanggan, supplier, karyawan, transaksi penjualan, pembelian, biaya operasional harian, pembuatan laporan transaksi harian dan bulanan.Kata kunci: aplikasi berbasis web, aplikasi kasir, rational unified process, RUP, unified modelling language, UML
Implementation of Model View Controller Architecture in Object Oriented Programming Learning Ester Lumba; Alexander Waworuntu
IJNMT (International Journal of New Media Technology) Vol 8 No 2 (2021): IJNMT (International Journal of New Media Technology)
Publisher : Universitas Multimedia Nusantara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31937/ijnmt.v8i2.2429

Abstract

This study aims to provide an overview of the application of software design patterns, namely Model View Controller (MVC) in object-oriented programming learning. In the software development industry, most application development uses frameworks. MVC architecture is a design pattern that is widely used by various frameworks. Students as prospective programmers or software developers must master and be able to translate object-oriented programming concepts into programming languages. In this study, the Java programming language is used to apply the object-oriented concept and implement the MVC architecture. This research resulted in an increase in students' programming skills and abilities as well as being able to apply the MVC architecture in developing applications using Java.
UML-Based Web Engineering Untuk Perancangan Aplikasi Ester Lumba; Yulius Denny Prabowo
Media Aplikom Vol 7 No 2 (2016)
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2016.2.62

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Submission of thesis proposals is often constrained by the problem of time compatibility between students and the head of the study program. The development of technology, especially the internet, should be used to overcome this problem. This study aims to build a web-based thesis proposal submission application. The development of a web-based thesis proposal submission application is carried out using the UML-based Web Engineering (UWE) method. The result of this research is a web-based thesis proposal submission application that can be used by admins, heads of study programs and students. In this application, students can submit a proposal by filling out the submission form in accordance with the specified period. Proposals submitted by students will be grouped by study program. Proposals submitted have three statuses, namely correct, accepted or rejected. Students can see the status of the proposals submitted after being checked by the head of the study program. In the application there is a thesis proposal submission log. After the proposal is received, the proposal submission form cannot be accessed. The results of this study can be accessed at the address http://www.risetdosen.net/. Keywords: thesis, proposal, UWE, student
A PROTOTYPE OF DIGITAL LIBRARY APPLICATION USING MICROFRAMEWORK FLASK Ridha Sefina Samosir; Ester Lumba; Poltak Pancarian Situmorang
Jurnal Techno Nusa Mandiri Vol 19 No 2 (2022): Techno Nusa Mandiri : Journal of Computing and Information Technology Period of
Publisher : Lembaga Penelitian dan Pengabdian Pada Masyarakat

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33480/techno.v19i2.3006

Abstract

Covid-19 encourages the use of Digital Library sources. especially for students who are completing college assignments, students who are preparing their final project, lecturer in compling teaching material, including researchers. On the other hand, technology has developed rapidly. Technological developments have changed the pattern of human life and changed the business models of various organizations in order to survive in this digital era. However, there are still many organizations have not optimized the use of technology. One example is a university that does not yet have a Digital Library. This prompted the research team to conduct research on how to build a Digital Library. This study uses the Extreme programming (XP) software development method. This study aims to design a Digital Library prototype using a Microframework Flask. This research is expected to be a reference or model in developing digital libraries.
IMPLEMENTASI PENGUJIAN LEARNING MANAGEMENT SYSTEM APLIKASI PEMBELAJARAN JARAK JAUH BERBASIS MOODLE DI UNIVERSITAS XYZ Lukman Hakim; Ester Lumba; Chyquitha Danuputri
ZONAsi: Jurnal Sistem Informasi Vol. 5 No. 1 (2023): Publikasi artikel ZONAsi: Jurnal Sistem Informasi Periode Januari 2023
Publisher : Universitas Lancang Kuning

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31849/zn.v5i1.12760

Abstract

Increasing learning by innovating internet-based information technology and e-learning, providing convenience in increasing learning flexibly without space and time limits, implementing distance learning that is officially licensed by the government, providing fresh air for universities or institutions in developing Innovative applications using the Moodle LMS are more interactive and customized. Writing this article uses an experimental method by designing a moodle LMS with domain hosting in Informatics study program, implementing Moodle LMS to find out how far the comparison is between blended learning which is currently used at XYZ University, based on test results by distributing questionnaires to informatics students, the average usability value is obtained -average 92.1%.