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Domain Event Driven pada Aplikasi Komputer Catur: Logika Catur
Suprapti, Tati;
Silalahi, Ryan H
KOPERTIP : Jurnal Ilmiah Manajemen Informatika dan Komputer Vol. 1 No. 1 (2017): KOPERTIP: Jurnal Ilmiah Manajemen Informatika dan Komputer
Publisher : Puslitbang Kopertip Indonesia
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DOI: 10.32485/kopertip.v1i1.9
Currently the chess computer has evolved in such way that many of the elements that exist in the application of computer chess can be separated and placed in another application. As an example of the chess engine that focuses only on the application’s artificial intelligence. There is also a GUI that focus solely on board and chess pieces in the absence of rules so that it can be used as another application as chess interface. By using domain event driven point of views, we can look at that elements in an application can be separated according to their domain. It's intended to define the domain rules of chess as one of the elements that can be used during the development of computer chess application. By focusing on the rules of chess as a domain we can create a library (library) application to be used as a reference by other application’s elements forming an application. The library's rules of chess can be called chess logic.
PENGEMBANGAN SISTEM INFORMASI BERBASIS ANDROID UNTUK MENINGKATKAN PELAYANAN DI DINAS KEPENDUDUKAN DAN CATATAN SIPIL
Adam Firmansyah;
Vinna Agustina;
Nana Siti Nurjanah;
Tati Suprapti
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 12 No 3 (2021): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam
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The Department of Population and Civil Registration is one of the public service institutions that includes recording and publishing services that aim to record data from each resident as completely as possible and therefore provide true certainty about events or events that have been experienced by residents. Meanwhile, the services provided by the Department of Population and Civil Registration are birth certificates for babies aged 0-60 days, making Family Cards (KK) and printing e-KTPs which are currently busy in Indonesia.
Peningkatan Pemahaman Matematika Dasar Materi Bilangan Cacah Melalui Game Edukasi 2d Menggunakan Metode Mdlc
Andri Yanto;
Ade Irma Purnamasari;
Raditya Danar Dana;
Tati Suprapti;
Cep Lukman Rohmat
KOPERTIP : Jurnal Ilmiah Manajemen Informatika dan Komputer Vol. 6 No. 1 (2022): KOPERTIP : Jurnal Ilmiah Manajemen Informatika dan Komputer
Publisher : Puslitbang Kopertip Indonesia
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Ilmu matematika sangat penting dalam kehidupan sehari-hari terutama matematika bilangan cacah.Bilangan cacah dapat membantu anak untuk mengenal angka-angka,memudahkan dalam melakukan penghitungan matematika. Seiring berjalannya perkembangan teknologi anak-anak lebih suka bermain game dari pada untuk belajar, perkembangan game di dunia semakin pesat, termasuk di Indonesia. Game memegang fungsi yang cukup penting sebagai sarana hiburan atau juga pendidikan. Untuk karena itu peneliti membuat sebuah game edukasi tentang matematika dasar bilangan cacah dengan tujuan memudahkan anak SD kelas III untuk belajar bilangan cacah. Dengan adanya game edukasi, diharapka semangat anak untuk belajar akan lebih terpacu. Permainan dapat membuat anak senang dalam berhitung dan belajar matematika. Karena didalam game edukasi terdapat gambar yang muncul membuat anak tidak merasa bosan, karena sifat anak suka cepat jenuh. Game ini bertujuan untuk membuat kalangan anak-anak kelas 3 sekolah dasar lebih senang dalam belajar berhitung, memudahkan anak untuk belajar matematika bilangan cacah. Dari permasalah tersebut ditarik sebuah kesimpulan untuk memdapatkan sebuah solusi. Bahwa siswa-siswi membutuhkan media pembelajaran yang menarik terutama mengenai topik materi mata pelajaram yang sedang dibahas mengenai matematika bilangan cacah. Dengan membangun media pembelajaran pendukung berupa game edukasi matematika bilangan cacah sederhana.
PENGELOMPOKKAN HASIL BELAJAR SISWA DENGAN METODE CLUSTERING K-MEANS
Saeful Anwar;
Tati Suprapti;
Gifthera Dwilestari;
Ali Ali
Jurnal Riset Sistem Informasi dan Teknologi Informasi (JURSISTEKNI) Vol 4 No 2 (2022): JURNAL RISET SISTEM INFORMASI DAN TEKNOLOGI INFORMASI (JURSISTEKNI)
Publisher : Universitas Nusa Putra
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DOI: 10.52005/jursistekni.v4i2.99
Pendidikan merupakan hal yang sangat penting bagi masyarakat. terutama pada usia anak sekolah dalam penelitian ini menggunakan objek yaitu SD N dalam 1 kec. Talun untuk mengelompokan hasil belajar siswa dalam 1 Kec. Talun. Penelitian ini menerapkan algoritma k-means dengan menggunakan tools RapidMiner untuk mengelompokan hasil belajar siswa. Data di gunakan SD N dalam 1 Kec.Talun data siswa kelas IV dan V sebanyak 743 siswa. Menentukan cluster terbaik menggunakan metode elbow maka dari data tersebut akan menghasilkan jumlah cluster terbaik K=4. Tujuan ingin dicapai adalah untuk mengetahui keefektifan clustering dalam mengelompokan siswa dan meningkatkan hasil belajar siswa. Maka dari penelitian ini mendapatkan 4 cluster dengan atribut IPS, Bhs.Indo, Olahraga dan MTK dengan masing-masing cluster memiliki rata-rata pada centroid cluster0 (81,51), cluster1(77,30), cluster2(87,01) dan cluster3 (80,96). Maka dapat disimpulkan dari penelitian ini siswa yang mendapatkan hasil belajar yang sangat baik pada cluster2 dan hasil belajar kurang baik pada cluster1.
PENEGEMBANGAN APLIKASI BERBASIS WEB UNTUK PENINGKATAN LAYANAN USAHA LOUNDRY
Tati Suprapti;
Hartati Hartati
Jurnal Riset Sistem Informasi dan Teknologi Informasi (JURSISTEKNI) Vol 4 No 2 (2022): JURNAL RISET SISTEM INFORMASI DAN TEKNOLOGI INFORMASI (JURSISTEKNI)
Publisher : Universitas Nusa Putra
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DOI: 10.52005/jursistekni.v4i2.100
Usaha laundry di kota Cirebon saat ini berkembang sangat pesat. Hal ini karena masyarakat yang sibuk dengan pekerjaan dan kuliah mereka, sehingga menyebabkan tidak punya waktu luang untuk mencuci dan menyetrika pakaian mereka sendiri. Berdasarkan analisis yang dilakukan, diketahui bahwa sistem transaksi yang sedang berjalan pada Kakau Laundry masih belum optimal dan ditemukan masalah seperti penumpukan arsip dan laporan, aliran informasi yang lambat, lambatnya proses pencarian data, dan rekap laporan transaksi yang sulit. Solusi untuk permasalahan tersebut berupa sebuah sistem informasi dengan berbasis web yang dilengkapi dengan perangkat mobile yang dapat diakses oleh pengguna tanpa batasan waktu dan tempat. Sistem dibangun dengan metode waterfall yang terdiri dari tahapan analisis, perancangan, implementasi, dan pengujian sistem. Pada tahap analisis, tools yang digunakan untuk pemodelan adalah Flowchart. Tahapan perancangan dilakukan dengan membuat rancangan arsitektur aplikasi, DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), dan User Interface. Proses implementasi dilakukan dengan menggunakan database MySQL dan bahasa pemrograman PHP CodeIgniter. Pemrograman dilakukan secara prosedural. Aplikasi antar-jemput laundry yang bergerak pada sistem informasi berbasis web ini dibangun dengan menggunakan Notepad++ dan XAMPP sebagai tools. Proses pengujian sistem informasi dilakukan dengan menggunakan metode black-box testing. Hasil pengujian menunjukkan sistem yang dibangun telah sesuai dengan kebutuhan fungsional yang ditentukan. Penelitian ini telah menghasilkan sebuah aplikasi antar-jemput laundry yang diperuntukan pada usaha laundry yang dapat digunakan untuk memudahkan pengguna jasa cuci pakaian maupun pengusaha laundry pada kakau laundry.
GAME EDUKASI MENGENAL KEPULAUAN INDONESIA MENGGUNAKAN UNITY 3D UNTUK MENINGKATKAN MINAT BELAJAR SISWA SEKOLAH DASAR
Tri Aditama;
Ade Irma Purnamasari;
Tati Suprapti
Jurnal informasi dan komputer Vol 10 No 1 (2022): Jurnal Sistem Informasi dan Komputer yang terbit pada tahun 2022 pada bulan 04 (
Publisher : STMIK Dian Cipta Cendikia Kotabumi
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DOI: 10.35959/jik.v10i1.298
The very rapid development of technology, especially in learning educational games, has an impact in the world of education in utilizing educational games during the pandemic which reduces mobility in face-to-face learning in the pandemic era. The purpose of this research is to develop more modern and innovative learning media to increase interest in learning and make it easier to understand the Indonesian archipelago. And as an alternative learning media that is easy to understand and learn by elementary school students because in this modern era all of them have used effective learning methods such as educational games. To make games using Unity 3D 2019 software as game support software and the method used in this research is the Research and Development (R&D) research method to produce certain products and test their effectiveness, which can be useful for learning about the Indonesian archipelago for elementary school students. From the results of research data on educational games about the Indonesian archipelago, it can be seen that this educational game about the Indonesian archipelago gets an average score of 82.7% for the respondents in the very good category. Thus it can be said that educational games about the Indonesian archipelago can increase interest in learning in elementary school students.
Aplikasi Pemesanan Online Barbershop Berbasis Android untuk Meningkatkan Layanan
Cep Lukman Rohmat;
Irfan Ali;
Mulyawan Mulyawan;
Tati Suprapti;
Utami Aryanti
Jurnal Accounting Information System (AIMS) Vol. 4 No. 2 (2021)
Publisher : Universitas Ma'soem
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DOI: 10.32627/aims.v4i2.172
The development of information and technology is a development that can be felt in everyday life, almost all activities already use digital. The problem in the barbershop business is the length of the queue which causes customers to feel bored or there are also busy customers. Therefore, technology is needed in the barbershop business. Based on these problems, it can be concluded that there is a need to build an android-based ordering application. The purpose of this research is to increase productivity, creativity, revenue and customer satisfaction. This study uses the stages of the Waterfall method. The Waterfall method is used as a reference in the process of making the online ordering application. The results of this study are an android-based online ordering application, this application is enough to help customers so they don't have to bother waiting in line at the barbershop because customers can set schedules on the application, especially during a pandemic like today. This application displays information about available time slots and those that have been booked by other customers so that customers can adjust their free time. The barbershop also does not need to register customers who place orders manually. This online booking application has passed trials with white box testing and black box testing methods. The result is that all the components contained in this online booking application system work as expected.
PREDIKSI FINANCIAL DISTRESS PERUSAHAAN FOOD AND BEVERAGE MENGGUNAKAN METODE NAIVE BEYES
ROSDIANA ROSDIANA;
Ruli Herdiana;
Ryan Hmonangan;
Umi Hayati;
Tati Suprapti
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 2 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam
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DOI: 10.36050/betrik.v13i2.461
The company uses the theory of going concern where the company is considered able to maintain its business for a long period of time, with the understanding that the company will not experience bankruptcy in a short period of time (Listantri & Mudjiyanti, 2016) but it cannot always be achieved because a company can experience financial distress that can cause bankruptcy. Based on the type of data and analysis, This research uses quantitative descriptive research methods in analyzing data, because with this approach will be known the data in real terms that are shown with numbers and the truth can be accounted for. Based on the results of the analysis in the research conducted, the results of the analysis were obtained quickly and accurately, from the tests conducted by comparing training data with testing data using rapid miner support applications obtained an accuracy rate of 95.56%. The process of data mining with the naive bayes method utilizes training data to generate the probability of each criterion for different classes, so that the probability values of these criteria can be optimized for financial distress analysis of food and beverage companies
PENGELOMPOKAN DATA VAKSIN MENGGUNAKAN METODE K-MEANS PADA KANTOR PEMERINTAH DESA BENDUNGAN
siti azhar;
Dodi Solihin;
Tati Suprapti;
Umi Hayati;
Kaslani
JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer Vol 13 No 2 (2022): JURNAL ILMIAH BETRIK : Besemah Teknologi Informasi dan Komputer
Publisher : LPPM Sekolah Tinggi Teknologi Pagar Alam
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DOI: 10.36050/betrik.v13i2.464
Corona virus or Covid-19 is the name of the virus set by the World Health Organization (WHO) on March 9, 2020 where this corona virus was first discovered in Wuhan China on December 1, 2019. Corona viruses are a large family or viruses that attack animals and humans. When attacks humans, it will cause death. To minimize the number of cases that continue to increase, a recommendation for vaccination is set that aims to increase the immune system.From the data obtained, the authors are interested in further research on vaccine data. In order to group vaccine data, at this stage the cluster center is randomly selected from a set of population data. Next, K-Means tests each cluster in the data population and marks the cluster to one of the cluster centers that have been determined from the distance between the clusters and each cluster center.The result of testing the Clustering K-Means method on grouping vaccine data resulted in the grouping of data being divided into 2 clusters where cluster two (1) got the most data compared to cluster one (0). From the determination of the cluster is determined based on the parameter K 2.
Mengimplementasi Algoritma Self-Organizing Map untuk pemetaan data kasus COVID-19 di Jawa Barat
Achmad Suharno;
Ahmad Faqih;
Tati Suprapti
JURSIMA (Jurnal Sistem Informasi dan Manajemen) Vol 10 No 3 (2022): Jursima Vol.10 No.3 Desember 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL
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DOI: 10.47024/js.v10i3.417
ABSTRACT COVID-19 is a contagious disease characterized by respiratory symptoms. This virus has a higher rate of spread or transmission than the previous variant of the virus. The mapping of the area of COVID-19 spread carried out by the government has not been optimally adhered to by the community. High community activity (mobility) is one of the causes of the spread of COVID-19. People are still traveling (mobility) in areas of high COVID-19 spread. The public needs a lot of additional information about mapping the spread of COVID-19. The grouping method uses the Self-Organizing Map algorithm. The dataset used is the latest data that includes the number of closecontact_total (direct interaction), suspect_total (total covid symptoms), probable_total (suspected exposure), confirmation_total (confirmed covid-19) in West Java. Furthermore, the results of the grouping are evaluated. Evaluation in the form of internal evaluation using davies-bouldin indeks. The expected result is mapping of kab / city in West Java based on the latest Covid data with a DBI value of 1.04768 at k = 6 Keywords: Self-Organizing Map, Davies Bouldin Indeks, Covid-19 West Java