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Journal : Bulletin of Information Technology (BIT)

Sistem Informasi Log Book Harian Peserta Magang Pada Dinas Kominfo Kota Semarang Yunus Yunus Anis; Sri Mulyani; Hersatoto Listiyono; Sekar Ayu Ningtyas
Bulletin of Information Technology (BIT) Vol 3 No 2: Juni 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i2.285

Abstract

Log book is a record book of important events in the management, operation, and navigation of ships. In simple terms, the log book is used by apprentices to record daily or daily / time activities carried out during internships. It can also train apprentices to be disciplined and orderly to record information related to improving the skills of apprentices in the field. The use of the daily log book of apprentices within the Ministry of Communication and Informatics is intended for daily reporting of the activities that have been carried out by apprentices as well as a data recap for the Office of Communication and Information Technology in evaluating whether the learning activities provided are in accordance with the needs of the apprentices or not. By utilizing the website application as an online medium, it will help the reporting process go faster. The electronic log book system has the advantage that research activities can be monitored at any time. The software development method used is waterfall which is built using the PHP programming language, CSS and Bootstrap Framework, as well as database processing using MySQL. The method of testing is done by blackbox, namely testing is done by testing the software in terms of functionality. The results of the research, namely the Internship Diary Log Book Information System at the Semarang City Communication and Informatics Service can help interns to make reports quickly.
Sistem Informasi Administrasi Forum Kesehatan Kelurahan (FKK) Berbasis Web Kelurahan Wonoplumbon Yunus Yunus Anis; Eko Nur Wahyudi; Purwatiningtyas; Cici Suhartini
Bulletin of Information Technology (BIT) Vol 3 No 3: September 2022
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v3i3.338

Abstract

FKK is a form of community participation in planning, determining, and moving activities as well as monitoring in evaluating health processes at the village level. The activity of FKK has become a success for an Active Alert Village. The FKK consists of the Lurah, puskesmas, community leaders, and health cadres. The FKK can make various activities in the community run in the health sector, both in cooperation, health protection, monitoring and observation, as well as providing joint costs. The FKK also implements arrangements according to the potential of their respective regions. This arrangement is carried out in the form of activities, interventions from problems that exist in the region itself. It can be seen from the many arrangements and activities of the FKK that require a lot of administrative data and information so that a system is needed that can help work related to the administration of the FKK. From the beginning, which is still managed manually, in this research, a web-based system will be developed that can help manage administrative data in Wonoplumbon village. By using the waterfall method and the PHP programming language, CSS and Bootstrap Framework, as well as database processing using MySQL, it is hoped that this system can run well on the website. Through the method used, the system will be built following the sequence of processes from analysis, design, implementation, system testing to maintenance
Perancangan Sistem Informasi E-Booking Jasa Steam Mobil Dan Motor Berbasis Web (Studi Kasus Cheers Autocare Solo) Yunus Yunus Anis; Sunardi; Purwatiningtyas; Arlamsyah Sendi Rifa
Bulletin of Information Technology (BIT) Vol 4 No 1: Maret 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i1.516

Abstract

In the Big Indonesian Dictionary, booking / ordering is the process of making, how to order (place, goods and so on) to other people. Every year the use of motorized vehicles always increases. This is evident from the data obtained through the Central Bureau of Statistics, namely as many as 136,320,000 million units in 2020. This research uses a qualitative research method which has several stages and flows, namely conducting field studies/observations, interviews, library research, and collecting data and developing software with the Waterfall method. This method is often interpreted as a classic life cycle which is an illustration of a systematic approach and sequential development of software, starting from the specifications required with several stages. The conclusion is that the design of the web-based Steam E-booking information system is in accordance with what is needed by Cheers. Autocare Solo, the results and tests are in accordance with user needs, the database used contains 6 tables, namely: admin, category, service, booking, complaint, customer reports, and Information System Design E-booking Steam car and motorbike services help make it easier for the company . The design of the web-based Steam E-booking information system is in accordance with what is required by Cheers Autocare Solo, the results and tests are in accordance with user needs and help make it easier for the company
Perancangan Game Sederhana Perancangan Game Sederhana Menggunakan Scratch Programming Sebagai Media Pembelajaran Visual Bagi Anak Usia Dini Yunus Yunus Anis; Artin Bayu Mukti; Sri Mulyani
Bulletin of Information Technology (BIT) Vol 4 No 3: September 2023
Publisher : Forum Kerjasama Pendidikan Tinggi (FKPT)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/bit.v4i3.769

Abstract

This study aims to design a simple game using Scratch Programming as a visual programming language learning media for early childhood. This article describes the implementation stages of game design and the evaluation of learning media carried out. The literature review reviews the advantages of Scratch Programming as a learning medium for children and previous related research. In the implementation of game design, game concepts are designed using Scratch Programming, and simple game examples are generated. Evaluation of learning media is carried out to collect evaluation data from participants using relevant methods. The results of the evaluation of learning media and the discussion of research findings provide information about the effectiveness of game design using Scratch Programming. The results of this study indicate that designing simple games using Scratch Programming can be an interesting and effective learning medium for young children in learning visual programming languages. The implication of this research is further development in game design and the use of visual programming languages in early childhood education. Suggestions for further research are to involve more participants and explore more complex programming concepts.