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Journal : JOINTER : Journal of Informatics Engineering

Sistem Informasi Lembaga Pembinaan Khusus Anak Kelas II Tomohon Berbasis Web Tirsa Kaunang; Jonathan Wijaya; Sondy Kumajas
JOINTER : Journal of Informatics Engineering Vol 1 No 02 (2020): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v1i02.13

Abstract

Abstract—Correctional Information is public information that is produced and managed by the Directorate General of Prisons, region offices, and correctional technical units related to the administration of prisns in accordance with the provisions of the invitation and other information relating to the public interest. It is obligatory to present correctional information, expecially in LPKA Class II Tomohon, which is still manual, where people who want to see correctional information must come to LPKA Class II Tomohon. Therefore, a web-based information system was created which makes it easy to convey correctional information and also helps in submitting complaints. The research method used in this system is the waterfall which consists od analysis, design, code, and testing. The system modeling tool used is UML and testing uses the blackbox testing method.
Aplikasi Augmented Reality Penuntun Shalat Untuk Anak Usia Dini Ramdan Adjis; Vivi Pegie Rantung; Sondy Kumajas; Gladly Caren Rorimpandey
JOINTER : Journal of Informatics Engineering Vol 2 No 01 (2021): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v2i01.21

Abstract

Abstract— This prayer guide Augmented Reality application is designed for early childhood with parental supervision. The purpose of developing this application is to give new experiences for early childhood in learning prayer with technology of Augmented Reality Application. The method used is Multimedia Development Life Cycle (MDLC) wich consists of six stages, namely Concept, Design, Material Collection, Assembly, Testing, and Distribution. After the application development process, the result of this research is anAugmented Reality Application that is used by early childhood in learning prayer using a Smartphone.
Aplikasi Penjualan di Toko Emas Surya Kencana Kota Bitung Menggunakan Framework Codeigniter Baharuddin Mustahir; Olivia Kembuan; Sondy Kumajas
JOINTER : Journal of Informatics Engineering Vol 2 No 02 (2021): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v2i02.42

Abstract

Abstract— This Surya Kencana Gold Shop is a shop that is engaged in buying and selling gold jewelry that has a specific business character. This study aims to design and implement a WEB-based sales application at the Surya Kencana Gold store. The method used in developing this application is Waterfall where there are six stages, namely Analysis, Design, Coding, Testing, and Implementation of Maintenance Programs, used with the framework are codeigniter. The results of the research are a WEB-based Gold Shop sales application and have service functions, namely the function of purchasing, storing, selling and selling reports so that they can improve the sales system for the better. The method that used of testing this system is Blackbox texting method.
E-Commerce Produk UMKM Kecamatan Ranoyapo Menggunakan Metode Extreme Programming Angelina Sumigar; Sondy Kumajas; Quido Kainde
JOINTER : Journal of Informatics Engineering Vol 3 No 02 (2022): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v3i02.98

Abstract

Micro, small and medium enterprises (UMKM) are productive enterprises owned by individuals and business units that meet the criteria of micro enterprises. UMKM itself aims to grow and develop the ability of SMEs to become strong and independent enterprises, strengthen the role of UMKM in regional development, and create jobs and economic growth. The problem that the UMKM officials in Ranoyapo sub-discrits is facing is that there is no dedicated medium for buying and selling, making it difficult for business people to market their products widely. Based on these issues, a solution is needed to help people carry out buy and sell transactions more easily. So the author is trying to design an e-commerce website for UMKM products in Ranoyapo discrit.
Rancang Bangun Game Edukasi 3D Rancang Bangun Game Edukasi 3D "Ucul Si Pejuang Covid" Hanni, Yohanes; Kembuan, Olivia; Kumajas, Sondy
JOINTER : Journal of Informatics Engineering Vol 4 No 01 (2023): JOINTER : Journal of Informatics Engineering
Publisher : Program Studi Teknik Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53682/jointer.v4i01.185

Abstract

The Covid-19 what is usually known as the Corona virus, is a very dangerous virus which has killed thousands and even more people every day. One of the simple ways to fight this virus is to wear a mask when you are out of the house. This study aims to design a 3D game that can educate children about the importance of masks during the current pandemic. There are also several quizzes related to Covid-19 in this game. Not only quizzes that educate about Covid-19, there are also several math quizzes that are expected to hone the user's numeracy skills. This game has gameplay that is not difficult and easy to understand for children and adults, considering that the target users of this game are children aged 8 to 12 years who are still too new to understand prevention methods Covid-19 during this pandemic. The research method used in this study is the MDLC (Multimedia Development Life Cycle) method. The results of this study is a 3D educational game application "Ucul Si Pejuang Covid" which can be run on a PC as a means of education for children.