M. Riza Pahlevi B
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PERANCANGAN E-COMMERCE PADA PHOTOBOOTH HANDMADE MANDAHAGE BERBASIS WEB Sarwinda Purnamasari; Agus Siswanto; M. Riza Pahlevi B
Jurnal Ilmiah Media Sisfo Vol 8 No 3 (2014): JURNAL ILMIAH MEDIA SISFO
Publisher : LPPM STIKOM Dinamika Bangsa

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Abstract

With The birth and rapid development of the cheapest communication infrastructure and the level of its wide acceptance, the use of the internet as a support facility and even as bussiness become increasingly apparentsuperiority. One trend that accompanies the bussiness in the internet network is the E-Commerce . Website development internet world has penetrated in all aspects of life, one of which is a trade area with internet which can make buying and selling and searching for information electronically for example, E-Commerce. In the existing problems Photobooth Handmade Mandahage still not able to penetrate the market share widely, due to the sale of only relying on social media Instagram & Blackberry Massanger so that the sales are not in accordance with the desired target. Therefore, this study provides a solution to the problems that occur with offering applications based E-Commerce website that became a media intermediary to provide information about products Photobooth Handmade Mandahage application is built using the program Dreamweafer CS5, PHP, MySQL database and the authors do development web Engineering methods and using a systems approach Data Flow Diagram, Flowchart, Entity Relationship. Keywords : E-Commerce, Booking, Sales, Internet
PERANCANGAN GAME EDUKASI ILMU PENGETAHUAN ALAM DAN ILMU PENGETAHUAN SOSIAL BERBASIS ANDROID (STUDI KASUS SMAN 4 JAMBI) Maryandi Maryandi; Erick Fernando; M. Riza Pahlevi B
Jurnal Ilmiah Media Sisfo Vol 8 No 2 (2014): JURNAL ILMIAH MEDIA SISFO
Publisher : LPPM STIKOM Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (529.254 KB)

Abstract

This study discusses the design of educational games Natural Sciences and Social Sciences based on android (4 Jambi SMAN case study). Based on the results of the identification of the existing problems in SMAN 4 Jambi, students are still having trouble receiving a lesson in school. This is due to the lack of time when the teacher explains the subject matter and a question and answer between teachers and students in school. For research and development in the design of educational game is conducted by four stages, namely planning, system design, system design and development. Of the four stages of this one is the design process can be done by analyzing the concept of the material about to be shown, by creating a class diagram. And for development system to use the system waterfall (waterfall). The objectives to be achieved in this research is to support the memory of students in the learning process and help students in getting additional material from educational games he played. This educational game in the form of a quiz game that can be played by students from class X, XI, and XII with a single player. Problems and their levels can also be added and deleted as desired admin / teacher school SMAN 4 Jambi. This educational game can be played on Android smartphones with version 2.3 of the Android Gingerbread minimum and maximum android smartphone is Android 5.0 Lollipop. Keywords : Game Design education, Natural Sciences and Social Sciences, Android.
PERANCANGAN E-COMMERCE PADA PHOTOBOOTH HANDMADE MANDAHAGE BERBASIS WEB Sarwinda Purnamasari; Agus Siswanto; M. Riza Pahlevi B
Jurnal Ilmiah Media Sisfo Vol 8 No 3 (2014): JURNAL ILMIAH MEDIA SISFO
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

With The birth and rapid development of the cheapest communication infrastructure and the level of its wide acceptance, the use of the internet as a support facility and even as bussiness become increasingly apparentsuperiority. One trend that accompanies the bussiness in the internet network is the E-Commerce . Website development internet world has penetrated in all aspects of life, one of which is a trade area with internet which can make buying and selling and searching for information electronically for example, E-Commerce. In the existing problems Photobooth Handmade Mandahage still not able to penetrate the market share widely, due to the sale of only relying on social media Instagram & Blackberry Massanger so that the sales are not in accordance with the desired target. Therefore, this study provides a solution to the problems that occur with offering applications based E-Commerce website that became a media intermediary to provide information about products Photobooth Handmade Mandahage application is built using the program Dreamweafer CS5, PHP, MySQL database and the authors do development web Engineering methods and using a systems approach Data Flow Diagram, Flowchart, Entity Relationship. Keywords : E-Commerce, Booking, Sales, Internet
PERANCANGAN GAME EDUKASI ILMU PENGETAHUAN ALAM DAN ILMU PENGETAHUAN SOSIAL BERBASIS ANDROID (STUDI KASUS SMAN 4 JAMBI) Maryandi Maryandi; Erick Fernando; M. Riza Pahlevi B
Jurnal Ilmiah Media Sisfo Vol 8 No 2 (2014): JURNAL ILMIAH MEDIA SISFO
Publisher : LPPM Universitas Dinamika Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

This study discusses the design of educational games Natural Sciences and Social Sciences based on android (4 Jambi SMAN case study). Based on the results of the identification of the existing problems in SMAN 4 Jambi, students are still having trouble receiving a lesson in school. This is due to the lack of time when the teacher explains the subject matter and a question and answer between teachers and students in school. For research and development in the design of educational game is conducted by four stages, namely planning, system design, system design and development. Of the four stages of this one is the design process can be done by analyzing the concept of the material about to be shown, by creating a class diagram. And for development system to use the system waterfall (waterfall). The objectives to be achieved in this research is to support the memory of students in the learning process and help students in getting additional material from educational games he played. This educational game in the form of a quiz game that can be played by students from class X, XI, and XII with a single player. Problems and their levels can also be added and deleted as desired admin / teacher school SMAN 4 Jambi. This educational game can be played on Android smartphones with version 2.3 of the Android Gingerbread minimum and maximum android smartphone is Android 5.0 Lollipop. Keywords : Game Design education, Natural Sciences and Social Sciences, Android.