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Journal : ijistech

Implementation of the General Administrative Management Information System at Victory University of Sorong Melda Agnes Manuhutu; Lulu J. Uktolseja; Sarsa F. Sitaniapessy; Cynthya A.K. Maradesa; Meldi Manuhutu; Abraham Manuhutu
IJISTECH (International Journal of Information System and Technology) Vol 5, No 2 (2021): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i2.124

Abstract

Management Information System is a comprehensive, coordinated and rationally integrated set of information subsystems capable of transforming data into information through a series of ways to increase productivity in accordance with the style and nature of managers on the basis of established data quality criteria. Technological developments require every institution, both government and private, to provide services to be able to serve effectively and efficiently. Management is defined as a typical process consisting of planning, organizing, implementing and monitoring carried out to determine and attempt to achieve goals by utilizing human resources and other resources. In the work process of Victory Sorong University, the General Administration Bureau (ADUM) carries out administrative management processes still manually, this can be seen from the survey results that the data management process is carried out in manual books. This is a major issue that needs attention. Manual conditions can support data loss due to several factors. The importance of the role and function of general administration management as the main task of a government agency, private or organization, so it is necessary to implement an integrated information system using PHP and MySQL database.
Impact of the Use of Dikti Edu Tablets on Students’ Achievement in Computer Assisted Language Learning Class Tagor Manurung; Melda Agnes Manuhutu; Lulu Jola Uktolseja; Sherly Gaspersz; Abraham Manuhutu
IJISTECH (International Journal of Information System and Technology) Vol 6, No 2 (2022): August
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i2.241

Abstract

The purpose of this research is to determine the impact of using the Dikti Edu Tablet on student achievement in the Computer Assisted Language Learning Class. Through this research, of course, researchers can find out the relationship between the independent variable, namely the use of Dikti Edu tablets, and the dependent variable, namely achievement. The research method is a quantitative research model using a survey in the form of distributing questionnaires to 20 students of the English Education Program. After collecting data, the data were analyzed quantitatively through SPSS 22 and the statements in the study used a Likert scale of 1-4. Based on the research that has been done, it is found that there is an increase in the learning achievement of English Education students at Victory Sorong University. This is evidenced by the value of the relationship between Edu Dikti Tablets and Student Achievement in English Language Education is 56%, while achievement is 44% which may be influenced by other factors not examined in this study. With the Edu Dikti Tablet, students are able to learn independently, creatively and innovatively so that they become educators who are ready to compete in the community
Development of 2D Animation-Based Folklore As Learning Media Leonardo Parabang; Melda Agnes Manuhutu; Abraham Manuhutu; Natasya Virginia Leuwol; Lulu Jola Uktolseja; Jalmijn Tindage
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.275

Abstract

Multimedia is currently experiencing developments, not only for entertainment only through audio and visuals. In today's competitive economy, multimedia has a big role in marketing and advertising products and services in order to attract people to use and buy products and services. Multimedia has many types such as video, audio, text, and even animation. 2D animation is currently classified as a type of multimedia that is difficult to make but has excellent results in the teaching and learning process, therefore in this paper, we will create 2D animation about Tambrauw folklore in the learning process. This 2D animation tool used is Adobe software, starting from audio management (Adobe Audition), vector creation (Adobe Illustrator), moving objects (Adobe After Effect), and editing (Adobe Premiere Pro) to the rendering stage (Adobe Media Encoder). The expected result of making the 2D animation of Tambrauw folklore as a medium of learning is to make the learning process more effective. In addition, another goal of making the 2D animation of Tambrauw folklore as a learning medium so that folk tales originating from the land of Papua do not die from being swallowed up by the times because they are not documented.