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ANALISA DAN DESAIN LOGISTIK TELKOM AKSES SAMARINDA UNTUK KELUAR MASUK MATERIALBERBASIS WEB Ita Arfyanti; Tommy Bustomi; Bayu Purwanto
Jurnal Informatika Wicida Vol 9 No 1 (2020): Januari 2020
Publisher : STMIK Widya Cipta Dharma

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (214.569 KB) | DOI: 10.46984/inf-wcd.1224

Abstract

Telkom Akses Samarinda adalah sebuah anak perusahaan dari PT. Telkom Tbk, yang bergerak dibidang telekomunikasi yang menyediakan berbagai jenis layanan yang berhubungan dengan telekomunikasi. Untuk membantu melakukan monitoring logistik telkom akses samarinda untuk keluar masuk barang maka dibutuhkan sebuah aplikasi yang di gunakan untuk memonitoring aktifitas keluar masuknya barang , telkom akses samarinda berkomitmen untuk membangun sebuah aplikasi yang dapat memenuhi kebutuhan perusahaan. dalam memantau setiap kegiatan keluar masuknya logistik dari proses permintaan dari operation hingga barang tersebut bisa dikeluarkan dari gudang dan digunakan bagian operation.Dalam penulisan ini hanya akan menjelaskan proses analisis dan design aplikasi logistik telkom akses untuk keluar masuk material saja. Sehingga di harapkan kedepannya dapat membantu dalam pengembangannya dan direalisasikan menjadi sebuah aplikasi webdan di harapkan bisa memenuhi kebutuhan perusahaan.
Rancang Bangun Game Edukasi 2D Pengenalan Buah-Buahan Berbasis Android Menggunakan Metode Game Development Life Cycle (GDLC) Tito Surya; Tommy Bustomi; Farindika Metandi
Riau Jurnal Teknik Informatika Vol. 5 No. 2 (2026): Juli 2026
Publisher : Prodi Teknik Informatika Universitas Pasir Pengaraian

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30606/rjti.v5i2.4662

Abstract

Technological developments have brought significant changes to the field of education, including early childhood education. However, there are still many learning methods that are less effective in attracting early childhood students’ interest in learning, especially in the digital era through fruit recognition game applications. Based on these issues, the problem formulation in this study is how to design and develop an engaging and interactive 2D educational game for fruit recognition aimed at early childhood learners. This study uses the Game Development Life Cycle (GDLC) method, which consists of six stages: initiation, pre-production, production, testing, beta, and release. The game was developed using Construct 2 and is intended for Android devices to make it easily accessible for early childhood users. The purpose of this study is to create an enjoyable and effective learning medium for early childhood children to learn fruit recognition while increasing learning interest through interactive digital media. The result of this study is the creation of an educational game that can be used as an alternative learning medium, helping early childhood children recognize various types of fruits in a fun, interactive, and more engaging way. Black box testing showed that all features functioned successfully, and beta testing involving teachers and the school principal obtained an average score of 89%, placing the game in the “very feasible” category as a fruit-recognition learning medium.
Pembuatan Game Edukasi Sebagai Media Pengenalan Huruf Hijaiyah Berbasis Android Andra Ravi Hermawan; Tommy Bustomi; Damar Nurcahyono
JURNAL VOKASI TEKNIK Vol 2 No 03 (2024): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Hijaiyah letter learning isan important first step in the process of reading the Qur'an. However, the interest ofchildren in learning hijaiyah letters is often low due to the lack of interesting learning media.This research aims to developan Android-based educational game as a medium for introducing hijaiyah letters to elementary school students aged 6-8 years. Hijaiyah letters to elementary school students aged 6-8 years. The methodology used in this research is the Game Development Life Cycle (GDLC) which involving six stages: initialization, pre-production, production, alpha beta testing, and release. This game application is designed with a 2D visual display and interactive features such as the introduction of the name of the hijaiyah letter, visualization of the pictures, audio pronunciation, and letter matching game. Testing is done through alpha and beta tests to ensure the application functions run well and are easily understood by users. The results showedthat this educational game can be a fun learning media to help students recognize hijaiyah letters in helping students recognize hijaiyah letters.
Rancang   Bangun   Aplikasi   Pemesanan   Tiket   Kapal   MenggunakanFramework Laravel Fayakun Nur Rachman; Noor Alam Hadiwijaya; Tommy Bustomi
JURNAL VOKASI TEKNIK Vol 3 No 03 (2025): November Issue | JUVOTEK JURNAL
Publisher : CV MEDAN TEKNO SOLUSI

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Abstract

Information technology is one of the best solutions for solving problems in today’s fast-paced technological era and can also facilitate various types of businesses, one of which is the ticket booking service for ships and travel transportation at CV. Tiga Putra Travel. In today’s era of rapid technological development, service providers must keep up with the fast, easy, and efficient pace of modern technology. This inspired the researcher to create a website-based application for booking transportation tickets, such as ship and travel tickets. The PHP Laravel framework was chosen to build this website because Laravel has numerous libraries that simplify the process of creating a web-based application. The waterfall method was used in the web development process due to its systematic approach, ensuring the production of a quality application. In the testing phase, black box testing and alpha testing were conducted using a questionnaire with 30 respondents. The Likert scale was used to assess the functionality of the web application to ensure it is suitable for use by the general public. After conducting the questionnaire using the Likert scale, the results showed an 88% rating (very good). Based on these test results, this research produced a web-based ticket booking application that improves the efficiency of the ticket booking process at CV. Tiga Putra Travel.