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Rancang Bangun Game Tapel Bali Pada Platform Android I Dewa Made Yuda Aditya Putra; AA Kt Agung Cahyawan Wiranatha; Putu Wira Buana
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.1 April 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (703.221 KB)

Abstract

Perkembangan teknologi membuat game dapat diaplikasikan pada Smartphone Android yang mendukung fungsi touchscreen. Game dapat dimanfaatkan sebagai media untuk mendukung pelestarian budaya dan meningkatkan kecintaan terhadap budaya. Game Tapel Bali bertujuan untuk mengenalkan Tapel Bali ke masyarakat luas terutama tapel yang sudah jarang ditemui. Game Tapel dapat mengenalkan atau mendeskripsikan Tapel Bali sesuai data yang benar dan valid dari sumber-sumber tentang budaya lokal Tapel Bali. Hasil yang didapat dari Game Tapel Bali adalah game dengan alur permainan dan desain yang menarik sesuai dengan hasil survey yaitu 73% kriteria baik dari aspek grafis dan 60% kriteria baik dari aspek entertainment. Game Tapel Bali menghasilkan sebuah game dengan 12 level permainan yang terdiri dari Tapel Drama, Tapel Calonarang, Tapel Wayang, dan Tapel Barong. Pemain yang berhasil menyelesaikan setiap level memperoleh informasi mengenai tapel yang berhasil diselesaikan. Game Tapel Bali dapat dimainkan tanpa error pada device Android dengan berbagai dimensi layar. Kata kunci: Game untuk Android, Tapel Bali, Corona SDK, Lua, Budaya Lokal.
Pertukaran Data Antar Database Dengan Menggunakan Teknologi API Ahmad Hanafi; I Made Sukarsa; A.A. Ketut Agung Cahyawan Wiranatha
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 8, No. 1 April 2017
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (977.182 KB) | DOI: 10.24843/LKJITI.2017.v08.i01.p03

Abstract

Electronically data interchange between institutions or companies must be supported with appropriate data storage media capacity. MySQL is a database engine that is used to perform data storage in the form of information, where the data can be utilized as needed. MYSQL has the advantage of which is to provide convenience in terms of usage, and able to work on different platforms. System requirements that must be reliable and multitasking capable of making the database not only as a data storage medium, but can also be utilized as a means of data exchange. Dropbox API is the best solution that can be utilized as a technology that supports the database to be able to Exchange data. The combination of the Dropbox API and database can be used as a very cheap solution for small companies to implement data exchange, because it only requires a relatively small Internet connection.
Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android Agus Gede Adi Prayoga; I Putu Agung Bayupati; A.A.K. Agung Cahyawan Wiranatha
Lontar Komputer : Jurnal Ilmiah Teknologi Informasi Vol. 6, No.3 Desember 2015
Publisher : Institute for Research and Community Services, Udayana University

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (632.539 KB) | DOI: 10.24843/LKJITI.2015.v06.i03.p02

Abstract

Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome the difficulty in learning Japanese Language relate to mastery Katakana and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.
Evaluasi Model Kematangan E-Government pada Layanan Publik Kecamatan di Indonesia Menggunakan Framewok SPBE I Made Sukarsa; Ida Bagus Ananda Paramartha; Anak Agung Ketut Agung Cahyawan; Kadek Suar Wibawa; Putu Gede Arya Sumertha Yasa; Ni Made Swasti Wulanyani; Ni Wayan Wisswani
Jurnal RESTI (Rekayasa Sistem dan Teknologi Informasi) Vol 4 No 2 (2020): April 2020
Publisher : Ikatan Ahli Informatika Indonesia (IAII)

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (521.412 KB) | DOI: 10.29207/resti.v4i2.1825

Abstract

The administration of Indonesian public services has entered the era of Industrial Revolution 4.0, which is a collaborative phase, requiring that every public service implement a service system base on digitization and integrated. The public service that has always been an open discussion is the PATEN Sub-District service. PATEN is a public service system that facilitates community access to get assistance related to population and licensing issues through the Sub-District. Based on PANRB Ministerial Regulation No. 5 of 2018 concerning SPBE Guidelines. SPBE is the framework of the Indonesian Government's Maturity Model, which assesses the level of maturity index in Local Government services. SPBE implementation only stops at the District level and has not touched the Sub-District level, so the SPBE research conducted on public services in the Sub-District. SPBE maturity evaluation has been re-mapped in public services so that not all domains and indicators used. Based on the SPBE mapping results, it produces two domains and four indicators that will use as an assessment of maturity. The data collection method used was a questionnaire. The results showed the evaluation of the maturity of the SPBE in public services in the Sub-District obtained a “Poor” category with a total index value of 1.47. Accordingly, it was necessary to provide recommendations and improvement strategies to increase the value of the SPBE index.
Reminder and Online Booking Features at Android-Based Motorcycle Repair Shop Marketplace Wayan Dony Mahendra; I Made Sukarsa; AA.Kt. Agung Cahyawan
Scientific Journal of Informatics Vol 7, No 1 (2020): May 2020
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v7i1.22212

Abstract

Generally, vehicle service is a must for the vehicle owner. However, due to tight work routines, people often forget to service their vehicles. In addition, the service process is still using a manual system, such as taking a queue number which leads to the long queue of the service time. An Android-based Motorcycle Repair Shop Information System provides a solution to remind people to do a regular service on their vehicles with a reminder feature and make online bookings.  The system development uses the SDLC (System Development Life Cycle) method. The implementation process requires an Android smartphone and a computer device by using MySQL as data storage, Firebase as a notification sender, React native and Visual Studio Code are used for developing the system. The results of the UAT test (user acceptance testing) from 20 users show 55,8% answered agree to the display, features and flow of the system, 39,5% answered strongly agree to the three question parameters, and 4,7% answered disagree with the flow and display of the system.
Aplikasi Game Edukasi Pasang Pageh Aksara Bali Berbasis Android Ayu Wirdiani; Ketut Agung Cahyawan; Dharma Prateka Atmaja
Scientific Journal of Informatics Vol 2, No 2 (2015): November 2015
Publisher : Universitas Negeri Semarang

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.15294/sji.v2i2.5087

Abstract

Aksara Bali sudah menjadi salah satu mata pelajaran wajib untuk siswa mulai dari Sekolah Dasar sampai dengan Sekolah Menengah Akhir. Keluhan siswa yang tertampung dalam angket orang tua siswa menunjukkan terdapat sebanyak 52,86% yang menyatakan bahwa pelajaran Bahasa Bali khususnya Pasang Pageh Aksara Bali dirasakan susah oleh anak-anak mereka. Seiring perkembangan teknologi permasalahan tersebut dapat ditanggulangi dengan sebuah metode pembelajaran baru di bidang Teknologi Informasi yaitu salah satunya dengan memanfaatkan teknologi Smartphone Berbasis Android. Pembelajaran Pasang Pageh Aksara Bali diimplementasikan ke dalam sebuah game edukasi berbasis Android menggunakan metode drag and drop dan dirancang semenarik mungkin, dengan tujuan agar minat belajar anak-anak untuk mempelajari Pasang Pageh Aksara Bali lebih meningkat. Hasil survey masyarakat terutama anak-anak, Game “Pasang Pageh Aksara Bali” mendapatkan respon yang baik sebagai media bantu dalam mempelajari Pasang Pageh Aksara Bali, dengan persentase 67% menarik dalam aspek grafis, 50% baik dalam aspek rekayasa perangkat lunak, 74% baik dalam aspek entertainment, dan 60% dipahami dalam aspek konten 
Android-based Mail Management Information System in Desa Adat Awen Hariwijaya; Oka Sudana; Anak Agung Ketut Agung Cahyawan Wiranatha
Jurnal Ilmiah Merpati (Menara Penelitian Akademika Teknologi Informasi) Vol 10 No 3 (2022): Vol. 10, No. 3, December 2022
Publisher : Lembaga Penelitian dan Pengabdian kepada Masyarakat Universitas Udayana

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24843/JIM.2022.v10.i03.p01

Abstract

Desa Adat is one of the traditional institutions in Bali. Based on a survey and interview in Desa Pakraman Sesetan gives proof that mail management and archiving are still done conventionally. This research’s purpose is to build a system that can increase mail management’s efficiency in Desa Adat. Android-based application allows its user to do mail management from anywhere and anytime with the phone-optimized user interface. System is developed using Flutter Framework on the front-end side and Laravel Framework on the back-end side. System testing is done by using the Blackbox Method and PSSUQ Method. System testing’s result using Blackbox Method gives the fact that the system’s functionality already runs well. System testing’s result using PSSUQ Method gives the fact that the system has been declared good.
Rancang Bangun Aplikasi Pencatatan Keuangan dan Simulasi Investasi Berbasis Web I Made Rian Suputra; I Made Sukarsa; Anak Agung Ketut Agung Cahyawan Wiranatha
Reslaj: Religion Education Social Laa Roiba Journal Vol. 7 No. 10 (2025): RESLAJ: Religion Education Social Laa Roiba Journal
Publisher : Intitut Agama Islam Nasional Laa Roiba Bogor

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47467/reslaj.v7i10.9443

Abstract

Accurate financial recording and effective investment management are essential for optimizing the use of financial resources, identifying spending patterns, and maximizing investment growth. The aim of this research is to assist users in managing daily income and expenses, as well as to support decision-making in financial investments. Therefore, it is necessary to develop an application that offers practical solutions for financial recording and investment management. The financial recording and investment simulation application is developed using the Laravel Framework with the waterfall development method. The programming language used is PHP, and the database is MySQL. Application testing was carried out using Black Box Testing to verify functionality and Stress Testing to evaluate system performance and resilience. The Stress Testing scenario involved 100 samples with a ramp-up period of 10 seconds and a loop count of 1, testing one of the API endpoints, namely the news endpoint. The results of the Black Box Testing indicate that the application successfully performs the expected scenarios, and the Stress Testing results show that the application demonstrates adequate resilience under high workload conditions.
Co-Authors Agus Anwar Agus Gede Adi Prayoga Ahmad Hanafi Anak Agung Kompiang Oka Sudana Andika Pradita Putera Awen Hariwijaya Ayu Widyastuti Purnamasari Ayu Wirdiani Cardian Althea Stephanie Lahallo Darma Putra Deshiwa Budilaksana Dewa Gede Anom Surya Praktiyasa Dharma Prateka Atmaja Dharma Prateka Atmaja, Dharma Prateka Dwi Rusjayanthi, Dwi Fahrur Rohman G M Arya Sasmita I Dewa Made Yuda Aditya Putra I Dewa Putu Agus Sudiatmika I Gede Teguh Pribadi I Gede Yogi Adi Saputra I Gusti Made Satriya Wibawa I Gusti Ngurah Indra Saputra I Gusti Ngurah Made Putra Eryawan I Ketut Adi Purnawan I ketut Gede Darma Putra I Made Adi Mahendra Arta I Made Agus Dwi Suarjaya I Made Gede Suryadinatha I Made Mertha Prayuda I Made Rian Suputra I Made Saputra Mahardika I Made Sukarsa I Made Sunia Raharja I Made Widnyana I Nyoman Piarsa I Putu Agung Bayupati I Putu Aix Cendana I Putu Arya Dharmadi I Putu Astya Prayudha I Putu Septian Aryadana I Putu Sugi Almantara I Putu Wirawan I Wayan Widarma Eka Putra I.Gst. Agung Bagus Mega Putra Ida Ayu Sri Diah Sukayanti Ida Bagus Ananda Paramartha Ida Bagus Gde Dwipermana Sidhi Ida Bagus Kresna Adi Jaya Kadek Suar Wibawa Made Andika Verdiana Made Gandhi Arsawiguna Made Praditha Gutama Made Toby Sathya Pratika Mahendra, Wayan Dony Ni Made Ika Marini Mandenni Ni Made Suasti Wulanyani Ni Wayan Wisswani Nyoman Adi Muliawan Pande Nengah Purnawan Putu Andi Prayoga Putu Ary Setiyawan Putu Eka Suryadana Putu Gede Arya Sumertha Yasa Putu Wira Buana Ranis Cinthianingrum Ridho Hisbi Sulaiman Wayan Dony Mahendra Wayan Galih Pratama Wiliem Indy Yandi Perdana Yulius C. N. Bless