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Rancang Bangun Sistem Informasi Penjualan Online Berbasis Website dengan Metode Prototype Yanuarta, Azis Bisma; Sudarmilah, Endah
The Indonesian Journal of Computer Science Vol. 13 No. 6 (2024): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v13i6.4542

Abstract

Perkembangan teknologi informasi yang diterapkan pada ekonomi atau perdagangan untuk meningkatkan efisiensi dan persaingan dengan bisnis lain yang serupa. IPrint Surabaya adalah toko yang bergerak dibidang penjualan alat-alat print. Penjualan pada toko IPrint selain belangsung secara offline, dilakukan dengan cara online. Penjualan online toko IPrint hanya memiliki media sosial Instagram untuk menampilkan atau mempromosikan produk. Sistem transaksi penjualan online dilakukan dengan cara customer melakukan transfer bank untuk pembayaran kemudian melakukan konfirmasi secara manual melalui direct message Whatsapp atau Instagram. Melihat sistem penjualan online pada toko IPrint yang rumit, dibutuhkan sistem informasi penjualan berbasis website untuk memungkinkan pemilik toko dan customer mengakses informasi terkait penjualan dengan mudah. Sistem informasi ini dibangun menggunakan metode prototype, basaha pemrograman PHP, database menggunakan MySQ, dan framework Laravel 10 sebagai software pendukung. Penelitian ini bertujuan untuk memudahkan pemilik toko dalam mengelola produk ataupun pesanan dan mempromosikan produk kepada customer. Berdasakan pengujian blackbox sistem informasi berbasis website beroprasi dengan baik serta pengujian System Usability Scale (SUS) yang diperoleh dari kuesioner, sistem mendapatkan skor 76,125. Kesimpulan berdasarkan hasil pengujian tersebut, sistem informasi penjualan berbasis website ini berfungsi dengan baik dan dapat diterima oleh pihak toko IPrint Surabaya.
The 2D Educational Game Prevention of Covid-19 in Indonesia Sudarmilah, Endah; Mulyana, Afrizal Meka
Journal of Education Technology Vol. 6 No. 2 (2022): May
Publisher : Universitas Pendidikan Ganesha

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.23887/jet.v6i2.42100

Abstract

The emergence of a corona virus called Covid-19, has caused a pandemic throughout the world, especially Indonesia. Many people do not understand about this virus. The game, which was developed with 2D-based Construct 3, is expected to attract more users’ attention to learn about Covid-19, such as Symptoms, History, Health Protocols, and Vaccines. Then, along with the development of increasingly advanced technology, it will facilitate learning and socialization, namely with this Quiz Game. This study intends to create a Covid-19 quiz educational game developed with quizzes of various levels for users to achieve, with research subjects people in general. This game uses the SDLC (System Development Life Cycle) method with the waterfall method. SDLC waterfall is one of the many system development methods that is quite popular and is often used by system developers, web-based applications, information systems, but not only that SDLC waterfall can also be applied in various other software, one of which is in the development game applications, especially educational games. The test results will use blackbox in the quiz educational game, and run without any errors or defects. The results of the validity and reliability test of the 70 people’s questionnaire are respectively valid and consistent/reliable. It can be concluded that the development of this game can help to educate the Indonesian people regarding Covid-19.
Design of a Web-Based Point of Sale System for Warung Bakso Megaria Anggara, Ariski Try; Sudarmilah, Endah
Journal La Multiapp Vol. 6 No. 1 (2025): Journal La Multiapp
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallamultiapp.v6i1.1931

Abstract

Warung Bakso Megaria, like many other eateries, still relies on manual transaction processes that are prone to errors and time-consuming. This can hinder operational efficiency and customer experience. To address these issues and enhance competitiveness in the digital era, this study aims to design an integrated POS system for Warung Bakso Megaria. The POS system designed in this study offers several advantages: improving operational efficiency, minimizing errors, enhancing customer experience, providing accurate sales data, and increasing competitiveness.The study employs the Waterfall method from the System Development Life Cycle (SDLC) as its framework. The POS system is designed considering the needs and scale of Warung Bakso Megaria's business. System testing was conducted using the blackbox method and the System Usability Scale. The outcome of this research is an information system that has undergone two stages of testing. The first test used the blackbox method to validate features through input and output processes, yielding valid results in ten tests. The second test employed the System Usability Scale, achieving a score of 70, which falls into the "Good" category (scale 68-80) and is deemed acceptable.
Design of a Web-Based Bus Rental Information System for PO Dika Trans Mahendra, Farhan Ihza; Sudarmilah, Endah
Journal La Multiapp Vol. 6 No. 1 (2025): Journal La Multiapp
Publisher : Newinera Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37899/journallamultiapp.v6i1.1932

Abstract

Information technology is developing rapidly and has an impact on almost every area of life, one of these information media is the Internet. The progress of the times has had an indirect impact on the world of transactions, namely changing the transaction system from conventional to online, therefore there are several business opportunities that are exploited by individuals or companies in Indonesia. PO Dika Trans is a domestic company domiciled in Klaten Regency, operating in the transportation sector. This research aims to design and implement a web-based information system at PO Dika Trans. The use of technology is expected to provide convenience in all aspects and provide expansion of the company's promotional network at relatively low costs. This research uses the System Development Life Cycle (SDLC) waterfall model method. The waterfall model was chosen because it has structured and sequential stages. Testing uses the blackbox method and usability scale system. The system's expected results can be realized and easily accessed by users.
Rancang Bangun Aplikasi Kesehatan Mental Berbasis Android untuk Penyandang Disabilitas Della Fitria Lestari; Endah Sudarmilah
The Indonesian Journal of Computer Science Vol. 14 No. 1 (2025): The Indonesian Journal of Computer Science (IJCS)
Publisher : AI Society & STMIK Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33022/ijcs.v14i1.4656

Abstract

Persons with disabilities often face significant challenges in accessing mental health services due to limited infrastructure and a lack of specialized professionals in Indonesia. This group is particularly vulnerable to mental health issues, with the primary barriers being the absence of inclusive services and difficulties in accessing information and professionals who understand their specific needs, especially in communication. This study focuses on designing and developing an Android-based mental health application tailored for persons with disabilities. The application aims to provide accessible mental health information and consultation services with psychologists, supported by Sign Language Interpreters (SLI) to enhance communication. Developed using the System Development Life Cycle (SDLC) with the waterfall method, the application seeks to address the accessibility gap in mental health services. By improving access to information and support, the application is expected to help persons with disabilities overcome barriers to obtaining essential mental health care and resources.
Pengaruh Variasi Jumlah Neuron dalam Hidden Layer Algoritma Pelatihan Levenberg-Marquardt Jaringan Backpropagation: A Systematic Literature Review Irianto, Ade Gilang Hendra; Sudarmilah, Endah
JURNAL Al-AZHAR INDONESIA SERI SAINS DAN TEKNOLOGI Vol 10, No 2 (2025): Mei 2025
Publisher : Universitas Al Azhar Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36722/sst.v10i2.3788

Abstract

This analysis is done to determine and is a consideration for future research related to different types of problem solving by using the training algorithm of Backpropagation network. This study uses 4 steps selections in filter articles that will be used in literary studies, namely 1) Identification 2) Screening 3) Eligibility and 4) Included. The number of items filtered in this study is 73 articles. The article was filtered through the identification phase with a total of 205 articles, then in the screening process by assimilating the title and summary, then the eligible process with many articles filtered by 132 articles did not meet the requirements to get the final results of 73 articles for the analysis process. The number of nerve cells indicates that there is no rules that are determined related to the exact quantity of nerve cells in the hidden layer depending on all research needs and parameters applied in research. Although in some articles, the accuracy value is not briefly mentioned that the Levenberg-Marquardt training algorithm is effective in solving problems, in 21 articles filtered that the Levenberg- Marquardt training algorithm has an accuracy rate of over 90%, indicating that this algorithm can be an alternative choice as a problem-solving tool due to its effectiveness and optimal accuracy of results.Keywords - Accuracy, Backpropagation, , Effectiveness, Hidden Layer, Levenberg-Marquardt Algorithm
Game Edukasi Dampak Pergaulan Bebas Darmanto, Budi; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 3, No 2 (2016): PRotek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v3i2.149

Abstract

Free wantonness is risky for children. It can be maintained a strategic distance from by instruction and supervision of a parent or educator who performed ideally. Numerous guardians who experience issues in instructing their kids with unforgiving strategies and ld-molded. Playing is the main thing that is most favored by kids. For that, we require another technique that consolidates recreations and instruction for early adolescence with a specific end goal to keep youngsters from the unfavorable impacts of free romiscuity. The present study will take a gander at how to join the diversion with training. Innovation is one instrument that is exceptionally strong to get this going in light of the fact that its nearness is as of now natural in filling individuals' every day lives. Here the analyst make a diversion that contains a presentation an awful effect of free wantonness through the game so youngsters take in more effortlessly about an awful effect of free indiscrimination. Scientists utilizing the System Development Life hover (SDLC) in the game advancement prepare all together that the study runs easily as per the phases that have been resolved. These Educational diversions have the session of the experiences of a kid who might contain learning material in each of the deterrents it faces. The consequences of this study is an application edugame a presentation of terrible effect of free wantonness that can go through a PC and contraption After testing, acquired results that 92% understudies like a level of this game.
Pengenalan Alat Musik Gamelan Secara 3D Berbasis Augmented Reality Bakhtiar, Doni Nuryanto; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 7, No 1 (2020): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v7i1.1236

Abstract

Gamelan adalah salah satu jenis permainan orkestra musik tradisional asli Indonesia. Generasi muda sekarang cenderung lebih suka mempelajari musik modern dibanding musik daerahnya sendiri. Salah satu penyebabnya adalah kurang atraktifnya media pembelajaran alat musik gamelan saat ini. Untuk itu, perlu adanya media pembelajaran yang menarik agar generasi muda tertarik untuk mengenal dan mempelajari alat musik gamelan, salah satunya yaitu menggunakan teknologi Augmented Reality. Dalam penelitian ini, peneliti menerapkan teknologi Augmented Reality pada aplikasi yang berbasis mobile android sebagai pengenalan alat musik gamelan sehingga generasi muda tertarik untuk mempelajari alat musik gamelan. Dan dalam aplikasi ini disertakan juga buku yang berisi marker dan informasi dari masing-masing alat musik gamelan.Pembuatan aplikasi menggunakan software Unity3D dan Vuforia SDK dalam membangun Augmented Reality, dan software Blender dalam pembuatan objek 3 dimensinya. Dalam aplikasi ini juga disertakan kuis guna menambah pemahaman pengguna dalam mengenal alat musik gamelan.Berdasarkan hasil penelitian yang telah dilakukan menyatakan bahwa 89% responden menyatakan aplikasi mudah dioperasikan atau dimainkan, 79% responden menyatakan Tata letak tampilan aplikasi menarik, 95% responden menyatakan materi pada aplikasi mudah dipelajari, 82% responden menyatakan aplikasi dapat membantu belajar dalam mengenal alat musik gamelan, 90% responden menyatakan Objek 3D yang dibuat menarik, dan 93% responden menyatakan Aplikasi dapat meningkatkan keinginan untuk mempelajari alat musik gamelan. Dengan demikian tujuan dari penilian ini tercapai.
Game Edukasi Mitigasi Bencana Kebakaran Berbasis Android Martatiani Muyasaroh, Siti; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 6, No 1 (2019): Protek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v6i1.1029

Abstract

Kebakaran sering terjadi karena merupakan peristiwa yang terjadi akibat api yang membesar, penyebabnya bisa karna faktor manusia, teknis atau bencana alam sebagai warga Indonesia harus mampu mengurangi resiko terjadinya bencana. Salah satunya yaitu dari pendidikan dasar yang dimulai dari anak-anak bisa menjadi contoh yang baik untuk menanggulangi bencana. Tujuan dari penulis adalah membangun game edukasi mitigasi kebakaran berbasis android yang memenuhi syarat dalam edukasi pada anak usia dini untuk mengurangi resiko terjadinya kebakaran. Metode yang digunakan penulis yaitu menggunakan metode System Development life Cycle atau SDLC yang menggunakan model Waterfall. Edugame mitigasi bencana kebakaran yang berbasis android dengan nama Boim Sang Penakluk Api yang dibuat dengan Construct 2 dapat menambah pengetahuan tentang mitigasi bencana kebakaran. Serta berdasarkan dengan pengujian dengan menggunakan SUS (System Usability Scale) aplikasi berjalan tanpa ada kesalahan.
EduGame Sejarah Islam Masuk Indonesia Nurrahim, Dian Imam; Sudarmilah, Endah
PROtek : Jurnal Ilmiah Teknik Elektro Vol 3, No 2 (2016): PRotek : Jurnal Ilmiah Teknik Elektro
Publisher : Program Studi Teknik Elektro Universitas Khairun

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33387/protk.v3i2.153

Abstract

A game is a fun diversion, not a couple of children who are dependent on the game. With the presence of a few hypotheses about the happening to Islam to Indonesia, among others, Gujarat hypothesis, the hypothesis of Makkah, and after that, to the Persian hypothesis, the creator will make an instructive game based multiplatform utilize application build 2 with prizes that clarify these speculations. The reason for this study to draw the consideration of primary school understudies to help study material Islamic entered Indonesia history. This study utilizes SDLC (frameworks improvement life cycle) containing the means of requirement, designing, coding and implementation. The consequences of this study are the games with the material history of Islam entered Indonesia that can be played on desktop and smartphone. 
Co-Authors Agus Purwohartono Ainayah Syifa Hendri Alfi Dimar Pradana Anggara, Ariski Try Anggita Puspaningrum Ardhiyatama Nur Saputra Ari Gunanto Astari, Fitria Widya Aziz Mufa’adhi Bakhtiar, Doni Nuryanto Budi Darmanto Budi Darmanto, Budi Darsono, Ruswa Della Fitria Lestari Deniar Risma Putri Diah Priyawati Dian Imam Nurrahim Dian Imam Nurrahim, Dian Imam Dita Aluf Mawsally Diva Rahmaningtyas Citra Ayu Pradani Doni Nuryanto Bakhtiar Dzaky Anwar Zein Emy Nurchasanah Endah Tri Rahayu Fadli Dana Septiawan Fahmawati Nur Makrifah Fatah Yasin Al Irsyadi Fitria Widya Astari gunanto, ari Gunawan Ariyanto Haikal Ahkam Purliano Hanifa Salsabila Harsanto, Malika Heru Supriyono Ikhwan Caesar Amri Pradana Ikhwan Muhsinin, Yahya Imam Mujahid Irianto, Ade Gilang Hendra Istiqomah Khoirun Nisa Lawton, Megan Mahendra, Farhan Ihza Makrifah, Fahmawati Nur Martatiani Muyasaroh, Siti Mawsally, Dita Aluf Melani, Tyas Minsih Mufa’adhi, Aziz Muhammad Haidar Al Faruqi Muhammad Vicky Al Hasri Mulyana, Afrizal Meka Nuqisari, Rina Nurchasanah, Emy Nurgiyatna Nurul Ustia Pasha Bhimasty Pramesti, Regita Cahya Pungky Ary Wibowo Purliano, Haikal Ahkam Rafiqa Maharani Putri Siregar Regita Cahya Pramesti Rina Nuqisari Ruswa Darsono Saifur Robbi, Royan Sam'an Alghozy Sang Aji Indutoro Saputra, Ardhiyatama Nur Sari, Anggun Yunita Sarnila Sari Saputri Septiawan, Fadli Dana Siti Laila Sholihah Siti Martatiani Muyasaroh Umi Fadlilah Wibowo, Pungky Ary Windi Saputri Y. A. Hafiz Yanuarta, Azis Bisma Yoga Yogatama Dwi Prasetya Zahra Nurbana, Khadijah Zaki Satria Prayoga