Daniel Apdianto Herman
Universitas International Batam

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Perancangan dan Pengembangan Aplikasi Jual Beli Properti Berbasis Web dengan Metode SDLC (Studi Kasus: PT Limitra Indonesia Mega) Daniel Apdianto Herman; Helvin Helvin
Journal of Information System and Technology (JOINT) Vol 3 No 2 (2022): Journal of Information System and Technology (JOINT)
Publisher : Program Sarjana Sistem Informasi, Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/joint.v3i2.6755

Abstract

Di era globalisasi ini, UMKM merupakan salah satu penopang perekonomian Indonesia pada saat ini. Namun para UMKM memiliki beberapa kendala baru dikarenakan pesatnya pesatnya perkembangan teknologi informasi yang ada. Salah satu nya PT Limitra Indonesia Mega yang bergerak pada bidang properti. Seiring perjalanan persaingan yang ketat, PT Limitra Indonesia Mega masih dalam tahap perkembangan dalam melakukan persaingan dalam meningkatkan layanan kepada pelanggan. Dimana pada saat penulis melakukan observasi terhadap perusahaan properti yang berada di batam, terdiri dari 6 dari 10 telah memiliki website tanda pengenal perusahaan, yang juga digunakan untuk memasarkan produknya yang dimana menjadi sebuah kelemahan terhadap PT Limitra Indonesia Mega yang belum memiliki tanda pengenal berupa website. Melihat masalah ini penulis merasa pembuatan website sebagai tanda pengenal dan sekaligus dapat memasarkan produk listing PT Limitra Indonesia Mega dapat menjadi sebuah solusi yang bagi nya. Penulis akan menggunakan SDLC (System Development Life Cycle) sebagai metode perancangan dikarenakan SDLC merupakan salah satu cara perancangan aplikasi yang memiliki urutan perancangan yang terstruktur, yakni urutan sebagai berikut : Planning, Analysis, Design, Development, Testing, Maintenance. Penulis juga akan menggunakan bantuan teknologi berupa PHP dan Visual Studio Code sebagai penunjang penyelesaian perancangan aplikasi.
Perancangan Dan Implementasi Video Media Pembelajaran Perjalanan Wisata Di SMKN 2 Batam Menggunakan Metode MDLC Daniel Apdianto Herman; Albert Ilham Sutrisno
Social Engagement: Jurnal Pengabdian Kepada Masyarakat Vol 1 No 1 (2022): Desember 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat Universitas Internasional Batam

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37253/se.v1i1.7339

Abstract

The general development of the industrial sector that is not in sync with the provision of sufficient human resources for industrial and tourism management causes a very high demand for human resources. who can judge one of the characteristics of a country's progress from the quality of its education. Because education plays a very important role in impressing the next generation of the nation, to maximize regional development, the dynamics of regional autonomy must be utilized as much as possible by local governments. With the advancement of technology, globalization has become more and more important. We know that globalization has brought many foreign cultures to Indonesia and the possibility of changing the potential of unfamiliar cultural tools. In the design and implementation of applied research at SMK Negeri 2 Batam, the author uses standard methods in making learning media for the multimedia development life cycle. as for the application of this learning video media about the learning interest of the students of SMK Negeri 2 Batam.
Pengembangan E-marketplace In-game Currency Menggunakan Framework Laravel dengan Metode Extreme Programming Daniel Apdianto Herman; Andy Kho
Jurnal Teknik Informatika dan Sistem Informasi Vol 7 No 3 (2021): JuTISI
Publisher : Maranatha University Press

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.28932/jutisi.v7i3.3945

Abstract

In-game currency can be used to purchase various in-game items, especially in online games. In addition, in-game currency is also widely traded by players in certain online games. This eventually causes the potential for scam in buying and selling in-game currency to increase. This happened because there is no place that can be used by players to do transactions safely. The purpose of this research is to design and develop an e-marketplace for in-game currency using the Extreme Programming method which consists of planning, design, coding, and testing stages. This in-game currency e-marketplace application will be developed using the Laravel framework, which is one of the open-source PHP frameworks. The result of this research is an e-marketplace application that can be used by in-game currency buyers or sellers to do buying and selling easily and safely. With this e-marketplace, buying and selling in-game currency transactions will be easier, faster, and also scam-free