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Rancang Bangun Aplikasi Dashboard Pengunjung (Studi Kasus pada Museum Teknoform Universitas Dinamika) Kevin Surya Perdana; Sulistiowati Sulistiowati; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 9, No 4 (2020)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Dinamika University is one of the private universities in Surabaya. Dinamika University has a museum known as the Technoform Museum. This museum is usually used as an educational facility outside the campus as well as a tourist attraction for learning Information Technology (IT). The problem so far that exists in the Technoform Museum itself is that museum staff must enter, sort and present visitor data at the Technoform Museum to make a report at the end of each month using Microsoft Excel. The sorting and presentation of the data produces detailed information including the number of visitors, the age category of visitors, the work status ofvisitors, visitor agencies, visitors from areas of origin such as visitors within Java and outside Java, employment status such as students (TK / SD / SMP / SMA / Students) and visitor agencies such as public or private schools. Therefore, the solution given is to design and build a visitor dashboard application that can make it easier for museum officers to manage, sort, present data and create reports. For presentation using descriptive statistical methods in the form of tables and graphs.
Analysis of the effect of website quality on user satisfaction based methods WebQual the state university website surabaya Pramudya Wikrama; Sulistiowati Sulistiowati; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 6, No 1 (2017)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

The website is one of campaign media to attract users to join it. Therefore,the state University of Surabaya utilize the website for the promotion of University and should know exacth its satisfaction in order to achieve the objectives of promotion. on this basis there should be research using quantitative descriptive type involving 95 respondents focused on methods of quality website (website quality) 4.0 by using SPSS version 21.The results stated that the quality dimension in the form of website usability, information quality and interaction quality positively affect users satisfaction. keywoeds: website quality,users satisfaction,state University of Surabaya
Design And Production Of Fertilizer Application Scheduling Using Earliest Due Date In Gemah Ripah Loh Jinawi Industry Nina Setyawati; Sri Hariani Eko Wulandari; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 5, No 11 (2016)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

PT Gemah Ripah Jinawi OIndustri Loh is a company engaged in the fertilizer industry, phosphate and fertilizers dolomite. The Company only accepts orders with system orders from customers. In doing so, the production of fertilizers, the company was late in completing orders received in this case because the data recording customer orders are not yet integrated with production scheduling system. In addition to knowing the time needed to complete the production orders, the company only estimate how much time the production is done can be completed prior to the maturity date of a customer request. Of the problems that occur can be solved by using fertilizer production scheduling application with the method earliest due date (EDD) that minimizes delays. Application of fertilizer production scheduling applications using the earliest due date (EDD) to assist and optimize production scheduling in accordance with the capacity of existing machines so that customer orders will be fulfilled.
Rancang Bangun Sistem Informasi Perpustakaan pada SMA Dharma Wanita Surabaya zaki iga rahmadhani; Titik Lusiani; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 7, No 2 (2018)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

SMA Dharma Wanita surabaya is one of senior high school in Surabaya are also trying to improve the quality of education. One of the efforts is having facility library with good service. The Library was run by one staff. Limited have time staff library difficulty in doing the duties of them serving members and friendly and manage a collection of.Based on explanation above, then a library information system was built by. The library's web-based information systems can ease the task of library staff in providing information the catalog data. Members can view the transaction that is being done and suggest collection. This library information systems able to provide transaction reports quickly and can be accessed anywhere. The system can display collection suggestion data and visits conducted by members of the library. As admin staff can print a membership card and the card catalog.
RANCANG BANGUN RT/RW INFORMATION SYSTEM BERBASIS MOBILE PADA PERUMAHAN SWAN REGENCY Syahrizal Setia Wicaksana; Anjik Sukmaaji; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 9, No 4 (2020)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Swan Regency Housing is a housing estate located in Sedati, Sidoarjo, East Java. In Swan Regency Housing there are also several RT and RW who manage and supervise the community in Swan Regency Housing. Therefore, there are also various policies that have been previously offered for the welfare of the surrounding community, for example there are various dues for cleanliness, security, community facilities and for village inventory equipment. Therefore ideally there will be one person who will take care of all things financially commonly referred to as treasurer. In general the treasurer is the one who takes care of all the money in and out. According to (PERDA KAB. SIDOARJO No. 11, 2002) Regional Financial Management is carried out in an orderly manner, complying with the prevailing Laws, efficient, effective, transparent and responsible by taking into account the principles of fairness and propriety. However, in the implementation of financial management in Swan Regency Housing has not been transparent, causing various problems such as residents wondering about the money that has been paid, as well as the many questions about finances when the village meeting is being held.With the problems described above, the solution offered to solve the problem is the making of a mobile-based RT/RW information system that is expected to solve the problem that has been described. The app is also expected to be easy to access, therefore a popular and widely used mobile selection is chosen for this app. In this app there is also a financial report feature so that the public knows all the money that has been paid is used for what directly. The report feature is also intended to make it easier for the treasurer to create the desired report.Based on the results of the trial can show that the application can help financial management activities and residents, the quick and easy access of this application, and the ease of the creation of RT and RW financial reports on Swan Regency Housing.
Rancang Bangun Aplikasi Pengendalian Stok Produk Pada Zilch Streetwear Surabaya Aris Triwibowo; Jusak jusak; Agus dwi churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 6, No 1 (2017)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Stock control products are important at Zilch Streetwear Surabaya because keeping the inventory levels of stock products at optimal levels so as to obtain savings, but in the implementation, Zilch Streetwear having problems, demand for the amount of product that is uncertain in each period make Zilch Streetwear trouble estimated demand for the product in the future. Inaccuracy in determining the timing and amount of products will be ordered lead out of stock and delay the fulfillment of product orders to retailers and customers. Based on the existing problems above, Zilch Streetwear need an application that is able to determine how the number of product items will be ordered in a period and when reordering the product. Stages of making this application begins with communication, planning, modeling, construction, and operation. After been tested, the application, can generate sales data, purchasing data, stock data products, the data inventory planning, inventory planning reports, stock reports, purchasing reports, and sales reports. This application also able to provide information order quanitity and reorder points better than the previous operational inventory planning
ANALISIS PENGARUH KUALITAS WEBSITE TERHADAP KEPUASAN PENGGUNA BERDASARKAN METODE WEBQUAL PADA UNIVERSITAS SURABAYA Riko Tri Ardi Widegdo; Sulistiowati Sulistiowati; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 6, No 1 (2017)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

University of Surabaya (Ubaya) uses information technology such as website as information and communication media. Based on data from www.alexa.com,  the number of visitors ran kuntil January 2016 is declining until 142.796. University of Surabaya needs to know whether the website quality has satisfied users satisfaction. This study aims to determine the effect of website quality on users satisfaction.  The independent variables are usability quality, information quality, and interaction quality. Dependent variable is users satisfaction. The samples used in this study were 125 respondents.Data were analyzed using multiple linear regression analysis. The results showed that usabilty quality has a significant value of 0,000 (<0,05),  information quality has a significant value of 0,002 (<0,05), and interaction quality has significant value of 0,011 (<0,05). So that, the conclusion of this study are three independent variables of website quality had statistically significant impact on users satisfaction.
Rancang Bangun Aplikasi Pengiriman Barang Dengan Rute Terpendek Menggunakan Metode Ant Colony Optimization Pada PT Saka Mitra Usaha Yohanes Krisantoro Adjie; Julianto Lemantara; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 10, No 4 (2021)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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PT Saka Mitra Usaha is a snacks intermediary towards small shop delivered by a motorist. The motorist doesn't have any clear guidelines regarding closest delivery route, which makes it possible that the route followed is not the closest one and more time will be wasted during travel made. The solution proposed is to make an android based application that gives a closest route reccomendation to solve this problem, which is a Traveling Salesman Problem, where a courier needs to deliver items with the closest route as possible. The method chosen is Ant Colony Optimization, mainly the Ant System variant. Ant System is chosen because it has a lot of variables that can be modified in order to reach closest route, and also because the number of shop used is only 15 shops. The test results for 15 shops shown that the closest route available is 40.343 kilometers, reached using 8 ants and a combination of a = 1.5, β =1, ρ = 0.9 or a = 2, β =1.5, and ρ = 0.5-0.9. The application also gives the closest route recommendation and navigation helper in order to give the best route possible and shorten travel time.
Rancang Bangun Sistem Pemesanan Hotel Pada TX Travel Sriwijaya Di Lombok Muhammad Haidar Baadilla; Titik Lusiani; Agus Dwi Churniawan
Jurnal Sistem Informasi dan Komputerisasi Akuntansi (JSIKA) Vol 6, No 10 (2017)
Publisher : Jurnal Sistem Informasi Universitas Dinamika

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Abstract

Hotel booking system on the TX Travel Sriwijaya yet have a booking system that supports the activities of the booking. Thus, the customer and admin still takes a long time in the hotel determination according to customer requirements. Based on these problems required an application that aims to speed up hotel reservations for prospective customers to display options required in areas of potential customers. In such applications, potential customers can perform a search based on location, price, and type of rooms required. making this application using SDLC. According to O'Brien (2005), the definition of System Development Life Cycle (SDLC) is a system development cycle that serves to illustrate the main stages and steps of each stage. According to Dennis, Wixom & Roth (2012) SDLC is the process of determining how information systems can support business needs.
Aplikasi Penjualan Pakaian Berbasis Website pada UMKM Brave Culture dengan Penerapan Gamification Mochammad Aprilandi Nanu Dwi Firmansyah; Julianto Lemantara; Agus Dwi Churniawan
Jurnal Ilmu Komputer Vol 16 No 1 (2023): JIK Edisi April 2023
Publisher : Informatics Department, Faculty of Mathematics and Natural Sciences, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIK.2023.v16.i01.p06

Abstract

Brave Culture memiliki dua bentuk penjualan pakaian yaitu penjualan produk secara massal dan secara custom design. Setiap tahun semakin banyak perusahaan yang merambah dunia e-commerce. Hal ini menyebabkan bisnis Brave Culture tertinggal dari para kompetitor. Menjamurnya e-commerce di Indonesia membuat tingkat persaingan bisnis semakin tinggi. Sementara itu, proses bisnis pemesanan desain custom melalui aplikasi WhatsApp masih menyulitkan pelanggan karena tidak bisa menyampaikan kemauan pelanggan dengan baik. Solusi yang diusulkan dari permasalahan tersebut adalah membuat aplikasi e-commerce berbasis website yang mampu menangani penjualan massal dan custom design dengan memanfaatkan model 3D dan menerapkan lima elemen gamification yang saling berhubungan yaitu point, challenge, level, reward, dan leaderboard. Hasil penelitian ini berupa aplikasi e-commerce berbasis website dengan konsep gamification yang mempermudah pemesanan online dan memotivasi pelanggan untuk terus bertransaksi. Hasil survei dengan skala likert terhadap 37 responden menunjukkan elemen gamification secara umum bisa memotivasi pelanggan agar terus membeli. Tiga elemen gamification dengan skor di atas rata-rata adalah poin, reward, dan level dengan nilai persentase masing-masing 81,47%, 72,97%, dan 65,25%. Di samping itu, hasil pengolahan survei juga menunjukkan angka 84,17% untuk fitur model 3D. Hal ini membuktikan persetujuan responden bahwa fitur model 3D dapat membantu pelanggan untuk memesan pakaian custom Keywords: Gamification, e-Commerce, Penjualan Pakaian, UMKM Brave Culture