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Pengembangan Sistem Pencarian Karya Akhir Berdasarkan Abstrak Menggunakan Full-Text Searching Di Sistem Informasi Perpustakaan Jurusan Teknik Elektro Universitas Negeri Jakarta Erna Selviyanti; Hamidillah Ajie; Widodo
JTIM : Jurnal Teknologi Informasi dan Multimedia Vol 1 No 2 (2019): August
Publisher : Puslitbang Sekawan Institute Nusa Tenggara

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35746/jtim.v1i2.8

Abstract

The research was conducted to develop a search system undergraduated thesis based on abstract using full-text searching in Library Information Systems Department of Electrical Engineering State University of Jakarta. The feature fulltext search system is developed to facilitate students in finding undergraduate thesis based on abstract. By using the select clause MATCH () ... Against, the data can be searched ordered by relevancy value. The research was conducted in the laboratory of multimedia Department of Electrical Engineering Faculty of Engineering, State University of Jakarta from September 2012 to December 2012. Development cycle of full-text search system conceptually consists of the design and analysis of systems, retrieval system development, integration of full-text search system to test SIPEL SIPEL 2013 and 2013. Full-text search system stores abstract 229 thesis abstract (undergraduate thesis, comprehensive, and TA) using XAMPP web server applications. Library Information Systems Department of Electrical Engineering State University of Jakarta (SIPEL 2013) has successfully integrated the SIPEL 2012 by adding databases and full-text search feature. The research use scripting language PHP and the MySQL database and worked on the Linux operating system by using a text editor Bluefish Editor and XAMPP as localhost server.
Designing A User Interface and User Experience from Piring Makanku Application by Using Figma Application for Teens ZE. Ferdi Fauzan Putra; Hamidillah Ajie; Ika Anwar Safitri
IJISTECH (International Journal of Information System and Technology) Vol 5, No 3 (2021): October
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v5i3.145

Abstract

This study is aimed to design a user interface for Piring Makanku application that can be used for a promotion medium to introduce Piring Makanku program issued by the Ministry of Health, for the teens aged 15-18. A Figma webapp was employed as a tool for designing this interface quickly and easily. Whereas A Lean UX method, which is one method in designing UX, was used to design the interface shortly and effectively. A usability test with Retrospective Thinking Aloud was applied to measure whether or not the design can be accepted by the teen users. Findings derived from the stages of the test revealed that the design can be accepted by teens with positive response of 95.56% out of the total 5 respondents. It can be concluded that the interface to have been designed becomes appropriate for development into Piring Makanku application layout.
PENINGKATAN KOMPETENSI DESAIN WEB BAGI SISWA SEKOLAH MENENGAH KEJURUAN (SMK) SECARA DARING Irma Permata Sari; Hamidillah Ajie
ABDI KAMI: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 1 (2021): (Februari 2021)
Publisher : LPPM Institut Agama Islam (IAI) Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/abdi_kami.v4i1.520

Abstract

Online business has been raised rapidly in recent times. This is a challenge for a web developer or web designer. According to the Bureau of Labor Statistics, job opportunities as web development are projected to grow by 27% from 2014 to 2024. But web course material provided at Vocational high School is still limited to basic material. We know that Vocational High Schools are formed to prepare graduates who are ready to work and become a solution to unemployment problem. A programmed, it is called “Pengabdian Pada Masyarakat”, gives a training to society, in our study case is Vocational high School Binakarya Mandiri 2 Bekasi. This training was held with online platform and attended by around 25 students. The results of this training are 1) e-commerce website products, 2) training modules, and 3) video tutorials. We can be concluded that this activity can support vocational students programming skills.
Designing A User Interface and User Experience from Piring Makanku Application by Using Figma Application for Teens ZE. Ferdi Fauzan Putra; Hamidillah Ajie; Ika Anwar Safitri
IJISTECH (International Journal of Information System and Technology) Vol 5, No 3 (2021): October
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (699.393 KB) | DOI: 10.30645/ijistech.v5i3.145

Abstract

This study is aimed to design a user interface for Piring Makanku application that can be used for a promotion medium to introduce Piring Makanku program issued by the Ministry of Health, for the teens aged 15-18. A Figma webapp was employed as a tool for designing this interface quickly and easily. Whereas A Lean UX method, which is one method in designing UX, was used to design the interface shortly and effectively. A usability test with Retrospective Thinking Aloud was applied to measure whether or not the design can be accepted by the teen users. Findings derived from the stages of the test revealed that the design can be accepted by teens with positive response of 95.56% out of the total 5 respondents. It can be concluded that the interface to have been designed becomes appropriate for development into Piring Makanku application layout.
Development of Academic Information System Mobile Application Prototype at SD Inpres Touiu, Rote Vienda Miccela Seldry; Hamidillah Ajie; Murien Nugraheni
Journal of Computers for Society Vol 5, No 2 (2024): JCS: September 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v5i2.70801

Abstract

In era society 5.0, where technology is generally a supporting factor in many ways, it turns out that there are still some aspects that have not taken advantage of existing technology. For example, Inpres Touiu Elementary School, Rote in providing information is still done manually, such as the recipient of the information coming directly to the location of the information or information being delivered by the school to the recipient of the information such as the teacher coming directly to the house of each student. The purpose of this research is to produce a prototype of an Android-Based School Academic Information System with a Case Study of SD Inpres Touiu, Rote which is useful in providing an information system design in the form of a front-end, so that in the future it can be redeveloped into a real android application. The results of the development in the form of a high-fidelity prototype using the Flutter framework with the Waterfall Method resulted in the SIKALA prototype being tested for Usability Testing using Black box testing and the Think-aloud method. The results of the test got 94% good response and 100% overall task success.
Front-End Development on A Web-Based Teaching Material Repository System at SMK Diponegoro 1 Jakarta Tina Audina; Hamidillah Ajie; Z.E. Ferdi Fauzan Putra
Journal of Computers for Society Vol 5, No 2 (2024): JCS: September 2024
Publisher : Universitas Pendidikan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.17509/jcs.v5i2.70803

Abstract

In the current digital era, information technology has greatly dominated the field of education, and the use of websites stands as a primary example. Websites play a crucial role in storing and conveying information. One such example is the school repository website. Having a storage medium for instructional materials can provide advantages to users, especially schools. Currently, at SMK Diponegoro 1 Jakarta, there is no dedicated storage for instructional materials. A single information system, Google Drive, is used to store all documents and information. The purpose of this research is to present and enhance the front-end appearance and functionality of the web-based Instructional Material Repository System. The development method employed is the Waterfall model, utilizing the Bootstrap framework and Javascript to construct a high-fidelity prototype of the system's front-end. Throughout the development process, black box testing was conducted to ensure the success of the system's functionality and usability. The testing results demonstrated that all tasks were successfully executed with a 100% success rate.
PENINGKATAN KOMPETENSI DESAIN WEB BAGI SISWA SEKOLAH MENENGAH KEJURUAN (SMK) SECARA DARING Irma Permata Sari; Hamidillah Ajie
ABDI KAMI: Jurnal Pengabdian Kepada Masyarakat Vol. 4 No. 1 (2021): (Februari 2021)
Publisher : LPPM Institut Agama Islam (IAI) Ibrahimy Genteng Banyuwangi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.29062/abdi_kami.v4i1.520

Abstract

Online business has been raised rapidly in recent times. This is a challenge for a web developer or web designer. According to the Bureau of Labor Statistics, job opportunities as web development are projected to grow by 27% from 2014 to 2024. But web course material provided at Vocational high School is still limited to basic material. We know that Vocational High Schools are formed to prepare graduates who are ready to work and become a solution to unemployment problem. A programmed, it is called “Pengabdian Pada Masyarakat”, gives a training to society, in our study case is Vocational high School Binakarya Mandiri 2 Bekasi. This training was held with online platform and attended by around 25 students. The results of this training are 1) e-commerce website products, 2) training modules, and 3) video tutorials. We can be concluded that this activity can support vocational students programming skills.
PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID TENTANG PRINSIP DASAR ANIMASI DENGAN METODE LUTHER-SUTOPO: DEVELOPMENT OF ANDROID-BASED LEARNING MEDIA FOR CLASS XI MULTIMEDIA SMKN 40 JAKARTA USING LUTHER-SUTOPO METHOD Akbar Dwipangga; M. Ficky Duskarnaen; Hamidillah Ajie
Rabit : Jurnal Teknologi dan Sistem Informasi Univrab Vol 9 No 1 (2024): Januari
Publisher : LPPM Universitas Abdurrab

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36341/rabit.v9i1.3924

Abstract

A good, creative, and interesting learning media can increase students’ interest in learning. A good learning media can also make easier for teacher to deliver material to students. Unfortunately, in the Basic Principles of Animation material in class XI Multimedia SMKN 40 Jakarta, students have difficulty accepting and understanding the material because the learning media is less attractive and the delivery is monotonous by teacher. To overcome this problem, the development of learning media in the form of Android-based applications for the Basic Principles of Animation material uses the Luther-Sutopo method which produces an Android-based application which is expected to help students understand the material. Product feasibility testing was carried out by material experts with a feasibility level of 100% with the feasibility category "Very Eligible", testing by media experts with a feasibility level of 98.7% with the eligibility category "Very Eligible", and testing by respondents with a feasibility level of 93.4% with “Very Eligible” category of eligibility. The developed Android-based application can be stated to be very suitable for use as a learning media to help students class XI Multimedia SMKN 40 Jakarta receiving and understanding the Basic Principles of Animation material.
PERANCANGAN UI/UX PADA WEBSITE SISTEM REPOSITORI BAHAN AJAR DI SMK DIPONEGORO 1 JAKARTA DENGAN METODE DESIGN THINKING Melati; Ferdi Fauzan Putra; Hamidillah Ajie
PINTER : Jurnal Pendidikan Teknik Informatika dan Komputer Vol. 9 No. 2 (2025): Jurnal PINTER
Publisher : PTIK Fakultas Teknik UNJ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/pinter.9.2.4

Abstract

Di era digital ini, website menjadi peran penting sebagai media penyimpanan dan penyampaian informasi di berbagai instansi, termasuk instansi pendidikan dan contohnya adalah website repositori bahan ajar sekolah. Saat ini SMK Diponegoro 1 Jakarta belum ada media penyimpanan bahan ajar dan hanya menggunakan Google Drive untuk menyimpan semua dokumen informasi. Website sistem repositori bahan ajar diperlukan sebagai penunjang kegiatan belajar mengajar. Namun, belum ada rancangan User Interface (UI) dan User Experience (UX) pada website sistem repositori bahan ajar di SMK Diponegoro 1 Jakarta yang mempertimbangkan karakteristik penggunanya sehingga penelitian ini fokus pada Perancangan UI/UX Website Sistem Repositori Bahan Ajar di SMK Diponegoro 1 Jakarta dengan Metode Design Thinking. Metode Design Thinking memiliki lima tahap: Empathize, Define, Ideate, Prototype, dan Testing. Metode ini membantu memahami kebutuhan pengguna sejak tahap awal dan berfokus pada pengguna sebagai pusat dari proses desain, menghasilkan solusi yang lebih relevan dan sesuai kebutuhan pengguna. Hasilnya berupa high fidelity prototype yang dibuat menggunakan aplikasi Figma. Dilakukan pengujian usability testing menggunakan metode pengujian jenis Concurrent Think Aloud (CTA). Hasil dari pengujian tersebut didapat respond pengguna dominan positif dengan tingkat persentase keberhasilan task secara keseluruhan adalah 96,203%. Maka, dapat dinyatakan bahwa usability sistem dan desain sudah baik dan sangat efektif.
PENGEMBANGAN WEB SERVICE APLIKASI UJIAN ESSAY ONLINE PADA PRODI PENDIDIKAN TEKNIK INFORMATIKA DAN KOMPUTER UNIVERSITAS NEGERI JAKARTA Muhammad Azhar Hermawan; Hamidillah Ajie; Widodo
PINTER : Jurnal Pendidikan Teknik Informatika dan Komputer Vol. 9 No. 2 (2025): Jurnal PINTER
Publisher : PTIK Fakultas Teknik UNJ

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.21009/pinter.9.2.6

Abstract

Pelaksanaan ujian pada beberapa mata kuliah di Pendidikan Teknik Informatika dan Komputer (PTIK) Universitas Negeri Jakarta dilaksanakan secara online. adapun instrumen pelaksanaannya menggunakan aplikasi dari pihak ketiga yang bervariasi dan sesuai dengan pilihan tiap dosen. Banyaknya variasi dari aplikasi yang digunakan memungkinkan data pelaksanaan ujian ataupun data hasil ujian pada setiap ujian tidak terintegrasi secara maksimal. Oleh karena itu dibutuhkan sebuah solusi berupa aplikasi ujian essay yang dikembangkan sesuai dengan kebutuhan ujian pada Prodi PTIK dan dapat diintegrasikan dengan sistem lain seperti Sistem Informasi Akademik (SIAKAD). Tujuan dari penelitian ini adalah untuk menghasilkan web service yang dapat digunakan untuk mengembangkan aplikasi ujian essay yang memiliki sifat adaptif terhadap perubahan kebutuhan di masa mendatang. Pengembangan dilakukan dengan menggunakan konsep RESTful API, metode Spiral, framework ExpressJS dan menghasilkan 229 endpoint. Pengujian web service dilakukan terhadap seluruh endpoint dengan menggunakan metode unit testing dan bantuan tools Postman. Berdasarkan hasil pengujian dapat disimpulkan bahwa seluruh endpoint telah berfungsi dengan baik dan layak digunakan sebagai sisi back-end pada aplikasi ujian essay online.