Articles
Media Pembelajaran Pengenalan Abjad di Taman Kanak-Kanak Kharisma
Sukmawaty Sukmawaty;
Abd. Munir S;
Junaedy Junaedy
Jurnal INSYPRO (Information System and Processing) Vol 3 No 1 (2018)
Publisher : Prodi Sistem Informasi UIN Alauddin
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DOI: 10.24252/insypro.v3i1.5632
Abstrak: Tujuan dari penelitian ini adalah membuat media pembelajaran abjad berbentuk animasi yang lebih interaktif dan membuktikan bahwa media pembelajaran tersebut lebih interaktif dibandingkan dengan pengajaran manual pada umumnya. Untuk mendukung penelitian ini, maka digunakan software Adobe Flash yang dapat menghasilkan tampilan animasi yang interaktif bagi anak-anak dan didukung dengan bahasa pemograman Action Script untuk membangun sistem game ini. Metode pengujian, penulis menggunakan metode Black Box. Pengujian black box berkaitan dengan pengujian yang dilakukan pada interface perangkat lunak. Hasil dari penelitian ini, penulis telah berhasil membangun sebuah media pembelajaran interaktif yang dapat memudahkan dalam memperkenalkan abjad pada anak agar dapat membaca dengan mudah dan dengan mengimplementasikan software Adobe Flash penulis dapat membuat animasi yang interaktif dan dinamis, sehingga requirenment dalam penelitian ini terpenuhi.Kata kunci: media pembelajaran interaktif, flash, pengenalan abjadAbstract: Purpose of this study is to make learning the alfabet media more interactive animated form and prove that the media is more interactive learning than teaching manual in general. To support this research, the use of Adobe Flash software that can generate animated interactive display for children and supported by the programming language ActionScript to build this gaming system. Testing method, the authors use the Black Box. Black box testing deals with testing done on the software interface. The results of this study, the authors have managed to build an interactive learning media that can make it easier to introduce the alfabet to children in order to be able to read with ease and with implementing software Adobe Flash authors can create interactive animations and dynamic, so requirenment in this study fulfilled.Keywords: interactive learning media, flash, introduction alfabet
MERANCANG SISTEM PENGATURAN PROSES PRODUKSI KECAP MENGGUNAKAN METODE PROTOTYPE
Ferdyanto Taniwijaya;
Syaiful Rahman;
Abdul Munir S.
KHARISMA Tech Vol 16 No 1 (2021): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar
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PT. Adinata is one of the companies or factories engaged in food that makes and sells goods such as sweet soy sauce, chili sauce, vinegar, tauco, soy sauce, tomatoes. As for the background of this research is because the ordering of goods is still done manually so that it causes the production department to wait for sales to go home to find out customer orders, causing production to be long and not in order. In this study the authors made an Android-based ordering and production application system. The system itself consists of two parts. The first part is the web system and MySQL database which aims to produce from the list of orders that have been inputted by sales and will be processed by the production section, then the second part is the android application used by sales to input customer orders that will be forwarded to the production department. Testing of this study uses the System Usability Scale (SUS) developed by researchers and involved 20 respondents. After the evaluation is conducted, respondents are asked to answer the questions raised on the questionnaire and the results are used as a basis for drawing conclusions. The results of testing with the System Usability Scale (SUS) method resulted in an average score of 81 which shows that the system that was made received a very good rating from respondents.
RANCANG BANGUN SISTEM ANTRIAN DAN PENGOLAHAN DATA REKAM MEDIK PASIEN PADA PUSKESMAS PERTIWI MEMANFAATKAN FRAMEWORK CODEIGNITER
Rickmond Pratama Usia;
Hamdan Arfandy;
Abdul Munir S.
KHARISMA Tech Vol 15 No 2 (2020): KHARISMA Tech Journal
Publisher : STMIK KHARISMA Makassar
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This study aims to build a computerized queue processing system, patient list, poly category, drug category, drug data and medical records by utilizing the CodeIgniter framework. The system is built using the CodeIgniter framework and the database used is MySQL. The CodeIgniter framework uses the MVC concept method (Model, View, Controller) which is an application development method that separates logic data (Model) from presentation logic (View) and process logic (Controller) so that application development using the CodeIgniter framework can be more structured. Based on the results of research, the author has managed to build a queuing system and data processing web-based patient medical records using the CodeIgniter framework on Puskesmas Pertiwi. This application can help the Puskesmas in processing queue, patient list, poly category, drug category, drug data, medical record and facilitate the Puskesmas in seeing the recording of medical record available.
IMPLEMENTASI FIREBASE CLOUD MESSAGING PADA APLIKASI BROADCAST INFORMASI PERKULIAHAN UNTUK MEMPERCEPAT PENDISTRIBUSIAN INFORMASI DI STMIK KHARISMA MAKASSAR
Indrawan Liwanto;
Hamdan Arfandy;
Abdul Munir S.
KHARISMA Tech Vol 14 No 2 (2019): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar
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The purpose of this research is to implement Firebase Cloud Messaging on Broadcast Information Lecture Application to Speed Up Information Distribution at STMIK Kharisma Makassar. In developing this application, the author uses Android Studio. The database uses the Cloud Firestore and Firebase Cloud Messaging service in terms of notifications in real time. In measuring the application functionality, the author uses the black box method. To measure the speed of information distribution, the authors conducted a speed test. Whereas to measure the quality of the application the author uses a questionnaire method that is distributed to several academics of STMIK Kharisma Makassar. The results showed: 1) the development stage of lecture information distribution application includes, data collection, planning, development, and application evaluation, 2) the development of lecture information distribution application declared appropriate for use based on, a) the results of functionality with the black box method went well, b) the results of information distribution speed testing are 2,006 seconds faster than the previous method, and c) the results of responses of respondents on the questionnaire with an average score of 92% or the category "Strongly Agree". Based on these results it can be concluded that the information broadcast application has been declared feasible and can speed up the distribution of lecture information
PEMANFAATAN AUGMENTED REALITY SEBAGAI TOMBOL VIRTUAL UNTUK MELATIH DAYA INGAT SISWA TK
Olivia Suryanto Jao;
Abdul Munir S.;
Hamdan Arfandy
KHARISMA Tech Vol 13 No 1 (2018): Jurnal KHARISMA Tech
Publisher : STMIK KHARISMA Makassar
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This research is motivated children’s ability in remembering, is the augmented reality as a virtual button can be used or not. The method used is descriptive method. The experiment was done 3 times, result of first experiment calculation indicates average student’s memory on the indicator undeveloped 20%, began to develop 40%, evolve as expected 0%, and evolve very good 40%. Second experiment undeveloped 0%, began to develop 20%, evolve as expected 40%, and evolve very good 40%. The third experiment shows undeveloped 0%, began to develop 0%, evolve as expected 20%, and evolve very good 80%. Based on the data that has been obtained, showing that there is an increase ability memory.
PERANCANGAN SISTEM PENDETEKSI JARAK AMAN PARKIR BERBASIS MIKROKONTROLLER ARDUINO
Anthony;
Mohammad Fajar;
Abdul Munir S
JTRISTE Vol 5 No 1 (2018)
Publisher : STMIK KHARISMA Makassar
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This research is aimed to design a system for detecting safe parking distance using Arduino Uno, aspiring to minimize accident risk while parking. Data and information obtained from reviewing literatures about related research and testing the system. Hardware used includes Arduino Uno Board, Camera, TFT LCD Screen (Thin Film Transistor Liquid Crystal Display), Ultrasonic sensor, and a buzzer. Camera and Ultrasonic Sensor placed behind of vehicle which can help user in parking. Picture data obtained from Camera then displayed on TFT LCD which are placed on dashboard. To improve system accuracy, ultrasonic sensor are placed on rear bumper of the vehicle for reading distance which results are displayed to TFT LCD Screen and signals in sound. In result, sensor call still read well distance of the object if the position parallel to the object, when sensor position above object, sensor can read at a certain distance. Position of objects that get closer to the sensor make the level of sensor readings accuracy higher. Moreover in Camera OV7670 testing, Camera still can capture image well in the room that much light, whereas in the room less light images produced blurry.
PEMODELAN JARINGAN SENSOR NIRKABEL MENGGUNAKAN SYSTEM MODELING LANGUAGE
Kelvin Aurin;
Mohammad Fajar;
Abdul Munir S.
JTRISTE Vol 8 No 1 (2021): JTRISTE
Publisher : STMIK KHARISMA Makassar
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Dalam mengembangkan sistem jaringan sensor, pengembang umumnya menggunakan bahasa pemodelan Unified Modeling Language (UML) untuk proses analisis dan rancangan sistem. Meskipun UML merupakan bahasa pemodelan yang efektif namun dipandang masih memiliki keterbatasan apabila digunakan dalam mendefinisikan beberapa spesifikasi dan aktifitas rancangan sistem. Olehnya itu dikembangkanlah System Modeling Language (SysML) untuk melengkapi keterbatasan yang ada pada UML tersebut. Penelitian ini bertujuan untuk menerapkan System Modeling Language pada pemodelan jaringan sensor nirkabel, secara khusus sistem monitoring lingkungan. Pengumpulan data dilakukan melalui studi literatur dan evaluasi sistem di atas platform arduino. Studi literatur merujuk pada penelitian sebelumnya yang menggunakan Unified Modeling Language (UML) dan pendekatan pengembangan Lightweight Process dalam memodelkan sistem jaringan sensor. Dalam penelitian ini, dua diagram SysML yaitu requirement dan parametric diagram digunakan sebagai karakteristik pemodelan sistem jaringan sensor berbasis SysML. Requirement diagram digunakan untuk mendefinisikan spesifikasi (requirement) sistem dan memetakannya kedalam diagram usecase, sementara parametric diagram digunakan untuk mendefinisikan kendala pada nilai parameter sistem seperti kinerja, keandalan, dan properti massa untuk mendukung analisis teknik dan dipakai untuk mendapatkan sebagian kode implementasi untuk platform mikrokontroller Arduino. Selain itu, evaluasi kode program yang dihasilkan di atas platform Arduino dengan dua node yaitu node sensor dan sink memperlihatkan sistem monitoring yang dikembangkan menggunakan bahasa SysML dapat melakukan pengindraan data temperatur dan kelembaban udara, mengirim data tersebut ke sink dan menampilkan hasilnya di komputer penerima.
EVALUASI DAN PERBAIKAN UI/UX WEBSITE INVITEES MENGGUNAKAN METODE HUMAN CENTERED DESIGN
Gisella Beatrice Ticoalu;
Izmy Alwiah Musdar;
Abdul Munir S.
KHARISMA Tech Vol 18 No 1 (2023): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar
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DOI: 10.55645/kharismatech.v18i1.287
User Interface (UI) and User Experience (UX) are important things to ensure the Invitees website can meet the needs of its users. In addition, an attractive and understandable interface will be the main attraction for potential users. This study used the Human-Centered Design (HCD) method and involves a System Usability Scale (SUS) questionnaire distributed to 30 respondents for the initial UI/UX evaluation of the Invitees website and evaluation of the solution design after repair. From the results of the first evaluation, an average SUS score of 77.08 was obtained, which means that it is still acceptable to users. Then solution designs are made to improve some parts of the website according to the suggestions received from respondents also to increase the SUS score. The results of the evaluation of the solution design obtained an average score of 80.75 which means that there was an increase in the usability value after improvements were made according to the Human-Centered Design (HCD) method.
ANALISIS KEPUASAN PENGGUNA APLIKASI MYTELKOMSEL MENGGUNAKAN PIECES FRAMEWORK
crystanto, calvin;
Abdul Munir S;
Hendra Surasa
KHARISMA Tech Vol 19 No 1 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar
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DOI: 10.55645/kharismatech.v19i1.453
The aim of this research is to measure the level of satisfaction of MyTelkomsel application users. This research was carried out by means of analysis using the PIECES method (Performance, Information, Economy, Control, Efficiency, and Service). This research specifically surveyed 30 STMIK Kharisma Makassar students who used the MyTelkomsel application using the Google form. The calculation process will use a likes scale. The results of this research survey show that the level of satisfaction of 30 STMIK Kharisma Makassar students based on each variable is as follows: Performance 4.06 (satisfied), Information 4.17 (satisfied), Economy 4.22 (satisfied), Control and Security 3.3 (undecided), Efficiency 4.03 (satisfied), and Service 4.1 (satisfied).
PERANCANGAN USER INTERFACE PADA APLIKASI NAVYFRIEND DENGAN MENGGUNAKAN METODE DESIGN THINKING
Bunadi, Dennys;
Abdul Munir S;
Surasa, Hendra
KHARISMA Tech Vol 19 No 2 (2024): Jurnal KHARISMATech
Publisher : STMIK KHARISMA Makassar
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DOI: 10.55645/kharismatech.v19i2.454
Penelitian ini bertujuan untuk mengubah user interface (UI) aplikasi chatting Navyfriend menjadi lebih baik dengan menggunakan metode design thinking. Proses pengubahan user interface berdasarkan opini dari sebaran data kuesioner terhadap 21 responden menggunakan Google Form. Pada tahap Emphatize, Data yang terkumpul kemudian diolah dengan menggunakan metode SUS. Pada tahap Define, Hasil pengujian awal diperoleh nilai 31.4 dengan penilaian ‘poor’ sehingga tampilan UI tersebut perlu dirancang ulang. Pada tahap Ideate, aplikasi chatting Navyfriend dirancang ulang dengan mengubah komposisi warna dan tampilan UI. Prototype dari hasil pengubahan user interface aplikasi Navyfriend kemudian diuji kembali dengan metode SUS. Hasil pengujian prototype tersebut menunjukkan nilai 72 dengan penilaian ‘good’. Dengan demikian, dapat disimpulkan bahwa dengan menggunakan metode design thinking dalam merancang ulang UI, dapat memberikan hasil yang lebih sesuai dengan keinginan pengguna