Claim Missing Document
Check
Articles

Found 5 Documents
Search

Implementasi Framework CodeIgniter dalam Sistem Ujian Berbasis Online pada SMK Bina Teknologi Purwokerto Ely Purnawati; Berdi Sarwono
Media Aplikom Vol 12 No 1 (2020): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2.1.249

Abstract

The process of learning evaluation (examinations) produces a value that can be a benchmark for the effectiveness of the teaching and learning process that has been carried out. Managing manuals on questions and exam scores prone to damage. SMK Bina Teknologi Purwokerto has organized an online-based examination system before, but there are still some obstacles. An alternative system for administering exams is needed to be made more effective and efficient. The purpose of this study is to implement the CodeIgniter framework on an online-based examination system so that SMK Bina Teknologi Purwokerto can administer the examination process to the processing of exam results. Data collected by the method of observation, interviews and literature study. The study was conducted with the Waterfall model with the stages of needs analysis, design, coding and testing. The conclusions obtained are; 1.) CodeIgniter Framework can be implemented on an online-based test system to process the value of exam results; 2.) Online-based exam system is feasible to be used as an alternative method of administering the exam; 3.) The results of the assessment of respondents reached 508 with a percentage of 81.28% (good value).
Implementasi Media Digital Endorsement Buku Antologi #TeacherSquad Menggunakan Metode Multimedia Development Life Cycle Ely Purnawati
Media Aplikom Vol 13 No 1 (2021): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2021.1.281

Abstract

The existence of a book becomes important in human life. The book "#TeacherSquad: Salam dari Negeri Kiwi" is an anthology book containing a collection of short stories created by alumni who got the 2017 Ministry of Education and Culture's flagship scholarship program at Auckland University of Technology, New Zealand. But unfortunately there are still few people who know of its existence. In fact, this book has received appreciation from a number of figures including artists in Indonesia. Unfortunately, the endorser's statement is contained in the book so that it cannot be accessed by many people. The purpose of this research is to implement digital media in the endorsement of the anthology book #TeacherSquad. The method used is MDLC. In this research, a digital media endorsement for the anthology book #TeacherSquad was successfully implemented in the form of a video. This digital media has the essence of content compatibility and this media is worthy of use to help increase the endorsement of this book.
Pengenalan HPL Furniture Berbasis Multimedia Digital Menggunakan Teknik Motion Graphic Ely Purnawati
Media Aplikom Vol 14 No 2 (2022): Media Aplikom
Publisher : Sekolah Tinggi Ilmu Komputer YOS SUDARSO Purwokerto

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33488/1.ma.2022.2.346

Abstract

The business opportunities in the furniture sector are still promising and have a large market share. However, in recent times, the condition of the HPL Furniture business in Cilacap has seen a decline in turnover. One of the problems faced is because the majority of consumers are still limited to the surrounding villages. The number of consumers also began to decrease and most of them did not make repeated orders. They wants to expand market coverage in order to reach new potential customers. However, the lack of strategy and the lack of promotional media materials are obstacles in itself to be able to introduce their products to the public. The purpose of this research is to introduce HPL Furniture to a wider scope with digital multimedia-based technology. The method used is MDLC (Multimedia Development Life Cycle) which includes six activity cycles, namely the concept, design, material collecting, assembly, testing and distribution. The result of the research is the introduction of HPL Furniture has been successfully carried out by creating a digital multimedia-based system in the form of videos using motion graphic techniques.
Website Sebagai Media Pelestarian Budaya Banyumas Ely Purnawati; Tyas Pratama Puja Kusuma; Debby Ummul Hidayah
Tekompedia : Jurnal Ilmiah Ilmu Komputer Vol 1 No 2 (2024): Juli
Publisher : CV Nature Creative Innovation

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58641/technomedia.v1i2.76

Abstract

The purpose of this research is as follows: 1. To create a cultural preservation medium for Banyumas in the form of a Banyumas Culture website. 2. To encourage the wider community, especially the people of Banyumas, to preserve Banyumas culture and attract tourists to visit Banyumas. The research method applied in this study is the waterfall development method. The waterfall method consists of the following stages: Requirements analysis and definition, System and software design, Implementation and unit testing, Integration and system testing, Operation and maintenance. Based on the conducted research, the following conclusions can be drawn: 1. The Banyumas cultural preservation website provides information on the Banyumasan language dictionary, typical culinary information from Banyumas, tourism information in Banyumas regency, and local cultural information in Banyumas. 2. The Banyumasan language dictionary produces output in the form of Banyumasan language vocabulary in the Banyumas regional language dictionary. 3. The Banyumas cultural preservation website displays images/photos of typical Banyumas food and Banyumas culture, as well as navigation to tourist locations in the Banyumas region.
Teknik Pemodelan 2D Karakter Maskot Bidang K3 (HSE) "Mantdor” untuk Intellectual Property Asset Melaya Priangga; Muhammad Dzaky; Ely Purnawati
Jurnal Sistem Informasi dan Teknologi Peradaban Vol. 6 No. 1 (2025): jurnal Sistem Informasi dan Teknologi Peradaban
Publisher : Prodi Sistem Informasi Universitas Peradaban

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58436/jsitp.v6i1.2206

Abstract

Program dan kampanye positif untuk meningkatkan kepedulian terkait bidang K3 merupakan tindakan yang perlu terus untuk dipayakan. Keberadaan dan perkembangan teknologi dan juga pelaku industri kreatif dapat memunculkan ide kreatif seputar bidang K3, seperti perancangan pemodelan maskot karakter sebagai intellectual property (IP). Tujuan dari penelitian ini adalah perancangan karakter maskot (mascot) bidang K3 (HSE) untuk intellectual property asset. Metode yang digunakan dalam penelitian adalah PDDIE yaitu Planning, Design, Development, Implementation, dan Evaluation. Hasil dari penelitian ini yaitu berhasil dirancangnya pemodelan karakter maskot bidang K3 (HSE) bernama "Mantdor”. Visualisasi utama dari tokoh karakter 2D yang dibuat berupa karakter dari hewan semut dilengkapi dengan aset pelengkap. Hasil pemodelan 2D karakter maskot Mantdor untuk Intellectual Properti Asset telah berhasil menciptakan identitas, merepresentasikan kepribadian dan karakteristik yang sesuai untuk bidang yang diwakilinya yaitu K3. Implementasi berhasil diterapkan baik berupa format digital maupun fisik; seperti sebagai maskot boneka, flyer, poster, stiker dan lain sebagainya. Hasil perancangan ini layak digunakan untuk membantu program dan kampanye positif tentang bidang K3.