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IMPLEMENTASI FRAMEWORK LARAVEL DALAM RANCANGAN APLIKASI PENJUALAN WEB UNTUK OPTIMALISASI LAYANAN DI PT. ASCA GEMILANG JAYA Sumyati, Mirna; Nugroho, Nurhasan; Munawir, Ahmad
JUSIM (Jurnal Sistem Informasi Musirawas) Vol 10 No 2 (2025): JUSIM : Jurnal Sistem Informasi Musi Rawas DESEMBER
Publisher : LPPM UNIVERSITAS BINA INSAN

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.32767/jusim.v10i2.2692

Abstract

Asca Gemilang Jaya merupakan perusahaan distributor Alat Tulis Kantor (ATK) yang masih menggunakan proses manual dalam pencatatan transaksi, pengelolaan stok, dan membuat laporan. Kondisi ini menimbulkan risiko kesalahan pencatatn, kehilangan data, serta ketidakefesienan operasional. Permasalahan tersebut melatarbelakangi perlunya pengembangan aplikasi berbasis web. Penelitian ini bertujuan untuk merancang dan mengimplementasikan aplikasi penjualan Alat Tulis Kantor (ATK) berbasis web guna mempercepat proses transaksi, mempermudah pengelolaan barang, serta memperluas jangkauan pemasaran perusahaan.Metode yang digunakan adalah waterfall, dimulai dari tahapan analisis, perancangan, implementasi hingga pengujian. Aplikasi dikembangkan menggunakan Framework Laravel dengan bahsa pemrograman PHP, sera didukung oleh HTML, CSS, dan JavaScript dalam antarmukanya. Hasil dari penelitian menunjukkan bahwa aplikasi yang dibangun mampu mengelola transaksi secara terstruktur, mempercepat proses penjualan, dan mendukung integrasi dengan API RajaOngkir untuk mengetahui ongkos pengiriman barang. Kesimpulan aplikasi ini mampu meningkatkan efesiensi operasional perusahaan dan menjadi solusi terhadap kendala yang ditimbulkan oleh proses sebelumnya.
PERANCANGAN GAME APLIKASI MENYUSUN KATA PADA ANAK KELAS 1 DI SDN KOPI MENGGUNAKAN CONSTRUCT 2 Nana Suryana; Nurhasan Nugroho; Ahmad Munawir
INFOTECH journal Vol. 11 No. 2 (2025)
Publisher : Universitas Majalengka

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31949/infotech.v11i2.15277

Abstract

Skripsi ini membahas perancangan dan pengembangan aplikasi Game Menyusun kata untuk di gunakan di SDN KOPI. Aplikasi ini bertujuan untuk memberikan metode belajar yang interaktif dan menarik. Metode pengembangan yang digunakan dalam proyek ini adalah Multimedia Development life cycle (MDLC) yang terdiri dari enam tahapan: konsep, desain, pengumpulan material, perakitan, pengujian, dan distribusi. Aplikasi ini dikembangkan menggunakan CONSTRUCT 2. Perkembangan teknologi dalam dunia pendidikan mendorong inovasi dalam metode pembelajaran, salah satunya dengan penggunaan game edukasi. Penelitian ini bertujuan untuk merancang aplikasi game menyusun kata menggunakan Construct 2 sebagai media pembelajaran interaktif.Aplikasi ini dikembangkan dengan konsep permainan yang menarik dan interaktif agar siswa lebih semangat dalam belajar menysusun kata . Hasil pengujian menunjukkan bahwa aplikasi ini dapat meningkatkan minat serta pemahaman siswa terhadap menysun kata. Dengan demikian, game edukasi ini diharapkan dapat menjadi salah satu alternatif media pembelajaran yang inovatif dan efektif bagi siswa sekolah dasar
Implementasi Sistem Informasi Manajemen Penjualan Berbasis Web Pada PT. Galangan Maju Maritim Dewi Nurmala Sari; Nurhasan Nugroho; Gelard Untirtha Pratama
Jurnal Ilmiah Informatika dan Ilmu Komputer (JIMA-ILKOM) Vol. 5 No. 1 (2026): Volume 5 Nomor 1 March 2026
Publisher : PT. SNN MEDIA TECH PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jima-ilkom.v5i1.65

Abstract

Tingkat persaingan bisnis yang semakin tinggi menuntut perusahaan memiliki sistem operasional yang efisien, termasuk dalam hal pengelolaan aktivitas penjualan. PT. Galangan Maju Maritim menghadapi hambatan dalam pengelolaan informasi penjualan yang masih dilakukan secara manual, tersebar, dan belum terpusat, sehingga berdampak pada efektivitas tim serta proses pengambilan keputusan manajerial. Penelitian ini bertujuan untuk merancang dan menerapkan sistem informasi manajemen penjualan berbasis web yang mampu mengotomatisasi proses pengelolaan data pelanggan, pembuatan penawaran, pencatatan transaksi, serta pelaporan penjualan secara terintegrasi. Metodologi pengembangan sistem yang digunakan adalah pendekatan Waterfall karena tahapan-tahapannya tersusun secara sistematis dan sesuai dengan kebutuhan pengguna yang telah didefinisikan secara jelas. Implementasi dilakukan dengan memanfaatkan teknologi web yang didukung antarmuka interaktif dan basis data yang terstruktur. Pengujian sistem dilakukan dengan metode black-box testing yang menunjukkan bahwa seluruh fitur sistem berjalan dengan baik dan sesuai dengan ekspektasi pengguna. Temuan dalam penelitian ini dapat menjadi referensi bagi pengembangan sistem sejenis di sektor industri lain dengan tingkat kompleksitas proses penjualan yang tinggi.
Pengembangan Game Interaktif Dino Adventure Sebagai Media Pembelajaran Menggunakan Construct 2 Sony Alfarizy; Nurhasan Nugroho; Gelard Untirtha Pratama
Jurnal Ilmiah Informatika dan Ilmu Komputer (JIMA-ILKOM) Vol. 5 No. 1 (2026): Volume 5 Nomor 1 March 2026
Publisher : PT. SNN MEDIA TECH PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58602/jima-ilkom.v5i1.68

Abstract

Perkembangan teknologi digital telah mendorong pemanfaatan media interaktif dalam pembelajaran, salah satunya melalui game edukatif. Penelitian ini bertujuan untuk mengembangkan game edukatif Dino Adventure sebagai media pembelajaran interaktif yang memperkenalkan berbagai jenis dinosaurus kepada siswa sekolah dasar. Metode pengembangan yang digunakan adalah Multimedia Development Life Cycle (MDLC), dengan platform Construct 2 untuk membangun game dua dimensi berbasis HTML5. Game dirancang dengan fitur belajar dan bermain, dilengkapi ilustrasi, narasi audio, kuis interaktif, dan elemen petualangan. Pengujian dilakukan menggunakan metode black-box untuk memastikan fungsionalitas sistem berjalan sesuai harapan. Hasil pengujian menunjukkan bahwa semua fitur berjalan dengan baik, baik pada menu navigasi, kuis, maupun gameplay. Game didistribusikan dalam dua versi, yaitu desktop dan mobile, untuk meningkatkan aksesibilitas siswa di sekolah maupun di rumah. Hasil penelitian menunjukkan bahwa Dino Adventure layak digunakan sebagai media pembelajaran yang menarik, edukatif, dan efektif dalam meningkatkan pemahaman siswa terhadap topik dinosaurus.
Pengembangan Game Edukasi Pengenalan Bendera Negara-Negara Asia Menggunakan Construct 2 Olani, Dede Yosep; Nugroho, Nurhasan; Munawir, Ahmad
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 4 No. 3 (2025): September: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v4i3.5089

Abstract

The development of information technology has encouraged the birth of interactive and engaging digital learning media innovations, one of which is educational games. This study aims to develop a Construct 2-based educational game that introduces flags of countries in the Asian continent to elementary school students. This game is designed to support children's visual, auditory, and kinesthetic learning styles, while addressing the limitations of conventional methods that are less interactive. The development was carried out using the Multimedia Development Life Cycle (MDLC) method through six stages: concept, design, material collecting, assembly, testing, and distribution. The resulting game consists of three main features: Learning, Quiz, and Play, which are equipped with two-dimensional illustrations, voice narration, and interactive challenges. Testing results using the Black Box method show that all features work as expected. This game is also accessible via desktop and mobile devices in HTML5 format, thus supporting flexible use both at school and at home. These findings indicate that Construct 2-based educational games can be an effective and enjoyable alternative learning medium in introducing national symbols to early childhood
Media Pembelajaran Interaktif Berbasis Augmented Reality untuk Materi Organ Dalam Tubuh Manusia Raihan, Rafli; Nugroho, Nurhasan; Pratama, Gelard Untirtha
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 4 No. 3 (2025): September: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v4i3.5122

Abstract

Elementary students’ understanding of human internal organs continues to face challenges due to limited visual media and conventional teaching methods. This study aims to develop an Android-based educational application that integrates Augmented Reality (AR) technology as an alternative solution to introduce internal organs in an interactive and engaging manner. The development model employed is ADDIE, which consists of needs analysis, interface design, application development, implementation, and evaluation stages. The resulting application is capable of displaying 3D marker-based objects accompanied by educational narration and a user-friendly interface. Implementation was conducted at SDN Rancaranji using Unity and Vuforia on Android devices. Evaluation results from 41 respondents, comprising teachers and parents, indicated highly positive responses, particularly regarding the educational value aspect. These findings support the effectiveness of AR technology as an interactive and enjoyable science learning medium aligned with the elementary school curriculum. This study contributes to the development of practical technology-based learning media within the context of Indonesian primary education.
IMPLEMENTATION OF CERTAINTY FACTOR IN AN EXPERT SYSTEM FOR DIAGNOSING ORAL CANCER Nurhasan Nugroho; Nurdiana Handayani; Rachmat Destriana; Tia Ernawati
Jurnal Riset Informatika Vol. 4 No. 1 (2021): December 2021
Publisher : Kresnamedia Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.34288/jri.v4i1.141

Abstract

Oral cancer or oral cavity cancer is cancer that attacks the epithelial tissue of the oral mucosa. Cancer is a disease with a high mortality rate. So, it is very important to be able to provide information to the public about oral cancer. One way to help diagnose disease is to use an expert system. In this study, an expert system application was developed to diagnose oral cancer based on symptoms and produce a diagnosis and treatment solution. The expert system developed using the certainty factor algorithm (CF). Where is able to overcome uncertainty by providing a value level of trust from experts and users. From the results of the accuracy test, it shows a value of 87%, so the system can function properly.
PENGEMBANGAN APLIKASI GAME IQRO’ SEBAGAI MEDIA EDUKASI PADA ANAK MENGGUNAKAN CONSTRUCT 2 Marnini Marnini; Nurhasan Nugroho; Ahmad Munawir
Computer Based Information System Journal Vol. 13 No. 2 (2025): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v13i2.10594

Abstract

Learning to read the Qur’an is a fundamental component of early Islamic education, with the Iqro’ method being one of the most widely used approaches in Indonesia. However, traditional implementations often lack interactivity and engagement, which can reduce their appeal to young learners. In response to this challenge and the increasing digital exposure among children, this study aims to develop an educational game application using Construct 2 as a supplementary medium for teaching Iqro’ reading skills to first-grade students at SD IT Al-Jauharotunnaqiyah Ciajeng. The application presents material from Iqro’ Volume 1 in an interactive format, incorporating audio pronunciation, multiple-choice quizzes, writing simulations, and immediate visual and auditory feedback. The implementation results indicate that the application fulfills both functional and non-functional requirements. Furthermore, black-box testing confirms that all features perform as intended. This application is considered a suitable and engaging tool to support early Qur’anic literacy and has the potential to redirect children’s screen time toward educational and spiritually enriching activities.
GAME EDUKASI PENYELAMATAN BUMI DARI SAMPAH BERBASIS CONSTRUCT 2 SEBAGAI MEDIA PEMBELAJARAN Siti Nurhalizah; Nurhasan Nugroho; Gelard Untirtha Pratama
Computer Based Information System Journal Vol. 13 No. 2 (2025): CBIS Journal
Publisher : Universitas Putera Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33884/cbis.v13i2.10635

Abstract

The issue of waste accumulation has become a critical environmental concern that requires early educational intervention. Conventional waste education methods in elementary schools are often ineffective in fostering students' awareness and behavioral change. This study aims to design and develop an interactive educational game using Construct 2 and the Multimedia Development Life Cycle (MDLC) framework to enhance elementary students’ understanding of waste types, including organic, inorganic, and hazardous (B3) waste. The game, titled "Saving the Earth from Waste", adopts an educational adventure genre, integrating storyline, challenges, and reward systems to provide an engaging and meaningful learning experience. Validation results from teachers and parents indicated positive responses regarding the game’s interface, navigation, and educational content. The game is distributed in .apk format for easy access and installation and is considered suitable as a learning media for environmental education at the elementary level. The main contribution of this research is the provision of an effective, interactive, and contextual adventure-based educational game to support environmental education for young learners
Analisis Usability Dashboard Manajemen CABOR Bulutangkis POPDA Banten 2026 Berbasis REACTJS Pada Lingkungan Multi-Role User Gibran Hafizh; Nurhasan Nugroho; Ali Rohman
BETRIK Vol. 17 No. 02 (2026): Jurnal Ilmiah BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : PPPM Institut Teknologi Pagar Alam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36050/vzz02h66

Abstract

Digital transformation in sports administration management is a crucial need to improve the effectiveness, efficiency, and accuracy of match data management. In the implementation of POPDA Banten, especially the badminton sport branch, the administrative process still faces problems in the form of unintegrated data management, potential data duplication, input errors, and delays in the validation process. This study aims to develop and evaluate the usability of the POPDA Banten 2026 Badminton Sport Branch Management Dashboard based on ReactJS in a multi-role user environment. The study uses a Research and Development (R&D) approach with a Prototyping development model consisting of the stages of needs analysis, prototype design, prototype evaluation, system implementation, and testing. The dashboard was developed using ReactJS on the frontend side, Golang with Gin Framework as the backend, RESTful API as the data communication mechanism, and MySQL as the database. Usability evaluation was conducted using the System Usability Scale (SUS) method involving 27 respondents consisting of Superadmin, Admin, and Field Staff users according to system access rights. The implementation results show that the dashboard is able to support the process of participant administration, data validation, match management, and information presentation in an integrated manner through a multi-role user mechanism. The usability test results obtained a SUS score of 70.65, which is included in the Acceptable category with a good level of user acceptance. These results indicate that the dashboard has an adequate level of ease of use and is suitable for use as a supporting system for managing the administration of the POPDA Banten badminton sports branch. This research contributes through the development of a web-based sports information system that integrates ReactJS technology, role-based access rights management, and SUS-based usability evaluation as an approach to producing more effective and easy-to-use digital sports administration services
Co-Authors ., Rusliyawati Ahmad Mukhlis, Ahmad Ahmad Munawir Ajeng Eka Nurkholifah Alfry Aristo Jansen Sinlae Ali Rohman Ali Rohman Alita, Debby Anita Nurjanah Anita Wulandari Anton Nasrullah, Anton Asnawi Asnawi Ayang Fristia Maulana Badaruddin, Muliati Badruzzaman, Ahmad Jibril Basrowi Basrowi Beni Junedi Desma Yuliadi Saputra Destriana, Rachmat Dewi Nurmala Sari Eka Fitriani Ema Utami Emha Taufiq Luthfi Endang Purwaningsih Endang Purwaningsih Eva Muti’ah Faiz Muqorrir Kaaffah Fajar Budi Hartono Febsi, Yania Fernando, Yusra Fitrianti, Rizqi Fryda Fatmayati Gelard Untitha Pratama Gibran Hafizh Gusri Adithama Hadi Kurniawanto Handayani, Nurdiana Handika, H Harriansyah, Harriansyah Harsono, Pram Hendro Joko Prasetyo Heriyani, Nofitri Ibnu Sina Imam Ahmad Isnaini Jaka Wijaya Kusuma Jamaludin . Joniwarta Junedi, Beni Juwita Juwita Lestari, Ova Mahuda, Isnaini Marnini Marnini Maulana, Yozi Heru Meilisa, Ranny Mochamad Novel Munawawaroh, Munawawaroh Munawir, Ahmad Nana Suryana Nanda, Indra Nedi Kurnaedi Novita Sari Nunik Yudaningsih Nurdiana Handayani nurnaningsih, Desi Olani, Dede Yosep Pratama, Gelard Untirtha Putro, Yogi Purnomo Raden Akhmad Atqoo Raihan, Rafli Ramadhan, Idrus Ratnasari, Silvia Riduwan Napianto Rima Ruktiari Rina Andriani Rini Nuraini Riyadi, Muhamad Adytya Wiguna Rohmat Indra Borman Sinaga, Agus Pitauli Siregar, Juarni Siti Nurhalizah Sony Alfarizy Suflani Suhandi Suhandi, Suhandi Sulastri, Winda Sumyati, Mirna Tanniewa, Adam M Tia Ernawati Tonggiroh, Mursalim Udin Suadma Ujang Hibar Ulfi Jefri Umalihayati Umalihayati Wahyu Ariya Saputra Widia Arfianto Wijaya, Hamid Yuri Rahmanto