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IMPLEMENTASI TEKNIK SEARCH ENGINE OPTIMIZATION PADA WEBSITE AYOSPORTS UNTUK MENINGKATKAN PAGE RANK Enrico Antonio Phie; Syaiful Rahman; Junaedy
KHARISMA Tech Vol 16 No 2 (2021): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (675.228 KB) | DOI: 10.55645/kharismatech.v16i2.112

Abstract

Tujuan penelitian ini adalah untuk menaikkan peringkat website (Page Rank) di mesin pencarian dengan beberapa kata kunci yang sudah ditargetkan dan meningkatkan kecepatan serta performa website. Metode search engine optimization (SEO) yang digunakan adalah metode SEO on-page dan SEO off-page. Teknik pengumpulan data menggunakan webmaster tool SEO dan anget dan dianalisis menggunakan webmaster tool untuk melihat keadaan website sekarang. Hasil penelitian menunjukkan peringkat website di mesin pencarian naik hingga halaman pertama, serta kecepatan dan performa website mengalami peningkatan. Kesimpulan penelitian ini adalah teknik search engine optimizationmeningkatkan peringkat website secara signifikan dan menaikkan kecepatan dan performa website yang sebelumnya bernilai 54/100 menjadi 79/100 sehingga kemungkinan untuk mendapat pengunjung menjadi lebih besar.
ANALISIS USABILITY DALAM USER EXPERIENCE PADA WEBSITE AYOSPORTS MENGGUNAKAN USE QUESTIONNAIRE Rivaldo Winengko; Junaedy; Izmy Alwiah Musdar
KHARISMA Tech Vol 16 No 2 (2021): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (305.003 KB) | DOI: 10.55645/kharismatech.v16i2.131

Abstract

This research aims to test the usability level of the Ayosports website based on user experience using the USE Questionnaire method. This method has 4 aspects, namely Usefullness, Ease of Use, Ease of Learning, and Satisfaction. The study began by using questionnaires as a data collection tool, then continued by testing the validity of the data to analyze the data resulting in 24 items of questions worth processing. After that, it continued by testing the data rehabilitation of 24 question items by generating a Cronbach's Alpha value of 0.955. The results of this study include 4 aspects of use questionnaire, in the form of usefullness aspect with a percentage of 83.73%, ease of use aspect with a percentage of 82.59%, ease of learning aspect with a percentage of 82.22%, and satisfaction aspect with a percentage of 80.67%. Thus, for the overall results of this study has a percentage of 82.22%, so it can be concluded that the Ayosports website has met the standards or criteria in the USE Questionnaire aspect.
SISTEM INFORMASI PELAPORAN KEUANGAN PADA CAFE COFFEEGRAPHER Tirza Nurul Ramadhani; Afifah; Junaedy
KHARISMA Tech Vol 16 No 1 (2021): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (597.288 KB)

Abstract

This research aims to design a financial reporting information system at the Coffeegrapher Cafe that is able to present financial reports in accordance to accounting standards to facilitate café coffee owners in making financial reports. In this financial reporting information system using General Journal, Ledger and Balance Sheet as a transaction process to find out the desired destination. In the modeling phase using detailed diagrams, then implemented using the Visual Basic 6.0 programming language and MySQL as the database. Furthermore, testing on this system uses the Black Box testing method. The results of this research are financial reports at the Coffeegrapher Café.
ANALISIS DAN PERANCANGAN UI/UX PADA STARTUP RENOVACTION MENGGUNAKAN METODE USER CENTERED DESIGN Muhammad Ariq Dzaky; Junaedy; Izmy Alwiah Musdar
KHARISMA Tech Vol 17 No 1 (2022): Jurnal KHARISMATEch
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (968.53 KB) | DOI: 10.55645/kharismatech.v17i1.171

Abstract

This research aims to find out whether user centered design methods can have a good influence on an analysis and design of user interfaces and user experiences on a website. The author used the user centered design method approach, likert scale and merit webuse scale in this research to find out if the design results that have been worked have become the design needed by the user. The results that have been obtained from this research is getting the final value of likert scale and webuse calculations and the results is Very Agreeable and Excellent, and it can be concluded if the approach method by using user centered design methods in the analysis and design of user interface and user experience can provide excellent results and it can make it easier for users to useing the RenovAction website.
IMPLEMENTASI POLA DESAIN UNTUK PERANCANGAN SISTEM INFORMASI PERPUSTAKAAN Jason Pratama Sunarji; Mohammad Fajar; Junaedy
KHARISMA Tech Vol 14 No 2 (2019): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

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Abstract

The aims of this study are to apply design patterns for developing library information system and analyze them from re-usability aspect. The applied design pattern consists of Factory Patterns and Façade Patterns. Factory Patterns are used to separate the process of making objects from other purchased objects. The Façade Patterns are used to reduce connectivity among classes and the complexity of the system being built. To evaluate the patterns, object-oriented metrics were used, both system that do not apply the design pattern and the proposed system (system that apply the design pattern). The results of the Object Oriented Metrics analysis using the Coupling Between Object parameter showed the decrease of the connectivity among classes so that the system is easy to reuse, in which the parameter Response for a Class (RFC) showed the reduction of the method in the class on a system that applied the design pattern which made it easier to be understood and tested. In addition, using the parameter Line of Code (LoC) showed the reduction of 228 lines code of program, from 4410 to 4182 so that the system made the program size smaller and the library information system become easier to be maintained, reused, and understood.
PERANCANGAN APLIKASI PRESENSI KELAS DENGAN MENGGUNAKAN METODE PENGENALAN WAJAH SECARA KOLEKTIF Richard Sam; Syaiful Rahman; Junaedy
KHARISMA Tech Vol 13 No 1 (2018): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar

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Abstract

The purpose of this research is to design a class presension application using Collective Facial Recognition using Haar-Cascade methods. The presension problem nowadays is really worrying. Lately, there’s a lot of presension problem, either from college students or from another acamedic instances. Which is why the author is trying to design a presension application that implements facial recognition system in classrooms to deal with this presension problem. The author uses Microsoft Visual Studio 2010 to design and create this application. The result of this research is the author managed to design and create the presension application using facial recognition with Visual Studio 2010 with accuracy rate along 71%.
RANCANG BANGUN APLIKASI DIGITAL STYLING BOOK MENGGUNAKAN MULTIMEDIA INTERAKTIF BERBASIS ANDROID Swandy Ciptakusumo Wisang; Hamdan Arfandy; Junaedy
KHARISMA Tech Vol 13 No 2 (2018): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar

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Abstract

The aim of the research is to build an interactive application which is able to be a helping instrument in deciding hair style and fashion style. In the process of creating this application, author used ActionScript 3.0 as programming language which supports powerful animation interface because Adobe Flash is used in creating animation. Testing methods used by author is a black box testing. The result can be stated that the system has been created by author goes according to plan and specification requirements system. Based on the result of the research, we can concluded that author has built interactive multimedia based application with Flash which is able to be a helping instrument in deciding hair style and fashion style.
RANCANG BANGUN APLIKASI PEMANTAUAN AKTIVITAS PADA KOMPUTER BERBASIS ANDROID Junaedy; Hamdan Arfandy
JTRISTE Vol 4 No 1 (2017)
Publisher : STMIK KHARISMA Makassar

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Abstract

This study aims to utilize android based applications in designing and building applications that can assist parents in monitoring computer activities operated by his son. In the process of making this application, the author uses Juno Eclipse with Java programming language. Testing methods used writer is black box testing. As a result, it can be stated that the system has been created by the author goes according to plan and specification requirements. Based on the results of this study concluded that the author has managed to create android based mobile application to assist in the monitoring of the activity on the computer.
SISTEM KOMPUTERISASI PENGELOLAAN TUGAS AKHIR MAHASISWA MENGGUNAKAN KONSEP MODEL VIEW CONTROLLER PADA STMIK KHARISMA MAKASSAR Henry Liputra; Junaedy; Abdul Munir
JTRISTE Vol 4 No 2 (2017)
Publisher : STMIK KHARISMA Makassar

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Abstract

This research aims to build a computerized Management system of college student thesis by using Model View Controller concept at STMIK KHARISMA Makassar. For that aims, it is proposed to use CodeIgniter Framework, where framework Codeigniter use MVC (Model,View,Controller) method to separates between Model (data logic) from View (presentation logic) and Controller (process logic) so that the application development using MVC concept can be more structured. Based on research result, the author has managed to build a software application of college student thesis Management by using MVC concept inSTMIK Kharisma Makassar. This Application can be used by Prodi and final exam committee to manage STMIK Kharisma Makassar college student thesis and make college student more easy to submit thesis.
MEDIA PEMBELAJARAN INTERAKTIF PENGENALAN HURUF DALAM BAHASA INDONESIA MENGGUNAKAN VOICE RECOGNITION BERBASIS ANDROID Sukmawaty; Syaiful Rahman; Junaedy
JTRISTE Vol 4 No 2 (2017)
Publisher : STMIK KHARISMA Makassar

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (354.14 KB)

Abstract

The purpose of this research is to make interactive learning media for learning alphabet in Indonesian language using voice regocnition on android. This research based on the problem of how to design and build a learning media that can meet two types of children in learning alphabet. The first one is visual learner and auditory learner. To support this research, writer used Android Studio software that can produce an interactive application, and runs well in smartphone that using android as operation system. For testing method, writer was using black box testing. The results of this research are writer can design and build a learning media for learning alphabet for children by using voice recognition using the Android Studio software to produce interactive applications and can meet the two types of children in learning alphabet.