Articles
Website Based Information System for Sales and Purchasing of Traditional Fish for Kalanganyar Residents
Ahmad Rizqi Efendi;
Yulian Findawati
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v1i2.953
The purpose of this research is to create an information system that can be used for buying and selling websites. The research method used is the waterfall method, but the data collection techniques used are observation, interviews, and literature study. Where to get the data, it is necessary to come directly to the location which is the place of research. Later, the result of this research is that circles of people can sell products online and can expand the reach of website based marketing, buyers only need to access the website to make purchase transactions
2D Based Puppet Character Introduction Game Using Construct 2
Siska Dyah Pertiwi;
Cindy Taurusta;
Mohammad Suryawinata;
Yulian Findawati
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v1i2.1040
Indonesia has a very diverse culture. As in Java, many people still use Javanese language and have their own special art namely wayang. Many people now do not know about who the puppet characters, education has an important role to develop the potential and character of children. Fun learning media is needed by students. This research uses library study methods and interview to elementary school teachers. This game covers Javanese language subjects in grade 3-5, especially discussing material about puppet characters. Materials used under the 2013 Curriculum. This game has 3 level stages. In each game, players must collect 3 puppet after which the player will get the final score and also information about the puppets material adjusted to the level of Class. Also conducted 4 test with an average percentage of 98% and get a good response.
Design of E-Voting Information System for Website-Based Village Head Elections (Case Study : Cemandi Village, Sedati, Sidoarjo, East Java)
Aditya Kurniawan;
Yulian Findawati
Procedia of Engineering and Life Science Vol 1 No 2 (2021): Proceedings of the 2nd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v1i2.1045
Voting in a democratic country is an important part of the means of choosing leaders. The village head election process in Indonesia still uses conventional voting methods, namely using ballot paper media in the election process. Voting that is carried out conventionally has several obstacles, including the lack of guaranteeing the authenticity of voters' votes, so that people think the results of voting results are often manipulated. In addition conventional selection is deemed inaccurate and time-consuming and costly. In this study the aim of this research is to design an information system e-voting that can be used for the Election of the Village Head of Cemandi, Sedati, Sidoarjo, East Java, where by using this system the election process becomes easier by ensuring the accuracy of the vote count. This system development method uses the model of software engineering waterfall. The test results blackbox show that the functions of the features in the system are running well. Based on the UAT test, the system received an average percentage rate of 86%.
Customer Data Management Information System And Web-Based Digital Product Sales In CV. IT Brain Indonesia
Muhammad Syafri Romadhon;
Yulian Findawati
Procedia of Engineering and Life Science Vol 2 (2021): Proceedings of the 3rd Seminar Nasional Sains 2021
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v2i0.1156
Customer Data Management Information System is a program or information system that functions to assist customer and sales data recording activities as well as product activation processes on CV. IT Brain Indonesia. This system is designed to record and input customer data from requests for demo software and customer consultations that come in daily via email marketing and also through whatsapp marketing before making a purchase and activation process. This system is shown for the marketing team on CV. IT Brain Indonesia is still using Microsoft Excel to record these data, which takes a long time to group customer needs on different sheets. In this case the author designed an Information System for Customer Data Management and Web-Based Digital Product Sales at CV. IT Brain Indonesia. The method used is the equivalence method and blackbox testing. The results of this study are in the form of a web-based information system intended for marketing and customer support that can group customer data according to their needs and record sales and product activation processes. This web-based information system was created using the CodeIgniter framework.
Desain Lingkungan Belajar yang Menyenangkan Berbasis Flipped Classroom di Sekolah Dasar
Ida Rindaningsih;
Wiwik Dwi Hastuti;
Yulian Findawati
Proceedings of The ICECRS Vol 2 No 1 (2019): Literacy based Character and Professionalism Enhancement for Educators in Facing
Publisher : International Consortium of Education and Culture Research Studies
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DOI: 10.21070/picecrs.v2i1.2452
Kemajuan teknologi abad 21 menuntut pendidik untuk segera beradaptasi dengan kemajuan teknologi digital. Dibutuhkan model pembelajaran yang sesuai dengan percepatan kemajuan teknologi dan menghubungkan pembelajaran didalam dan diluar kelas. Flipped Classroom melibatkan pergeseran energi dari instruktur menuju keaktifan siswa dengan memanfaatkan teknologi untuk meningkatkan lingkungan belajar. Tujuan dari penelitian ini adalah untuk merancang desain lingkungan belajar berbasis Flipped classroom. Desain ini memberikan gambaran alur pembelajaran yang sistematis berdasarkan pada kajian flipped classroom dan lingkungan belajar yang telah dibangun oleh peneliti sebelumnya. Penelitian ini merupakan literature review dan telah melalui proses perancangan dan validasi para ahli. Hasil penelitian menunjukkan bahwa desain lingkungan belajar berbasis flipped classroom terbukti layak, valid, dan praktis untuk diterapkan di sekolah.
Pencarian Rute Terpendek Perjalanan Wisata di Kota Kediri dengan Algoritma Nearest Neighbor Berbasis Greedy
Septian Dwi Pratama;
Yulian Findawati
Jurnal Ilmiah Komputasi Vol. 21 No. 2 (2022): Jurnal Ilmiah Komputasi Volume: 21 No. 2, Juni 2022
Publisher : Lembaga Penelitian dan Pengabdian Kepada Masyarakat
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DOI: 10.32409/jikstik.21.2.3047
Kota Kediri memiliki tempat wisata yang mengagumkan. Banyak wisatawan lokal dan wisatawan luar daerah yang menikmati perjalanan wisata di kota ini. Agar waktu tempuh per- jalanan wisatawan mengunjungi tempat-tempat wisata di Kota Kediri menjadi efisien, perlu dicari rute terpendeknya. Rute terpendek adalah pencarian rute terdekat antara titik-titik pada graf. Algoritma nearest neighbor berbasis greedy digunakan untuk mencari rute terpen- dek. Algoritma nearest neighbor merupakan algoritma yang didasarkan pada jarak minimum. Pada algoritma ini, rute yang dihasilkan membentuk sikel. Greedy merupakan algoritma yang menggunakan pendekatan penyelesaian dengan mencari optimum local sementara pada setiap langkah yang diselesaikan. Pada algoritma ini, rute yang dihasilkan tidak sikel. Dan dengan menggunakan aplikasi ini, wisatawan atau pemimpin rombongan mengetahui lebih cepat dan tepat dalam menentukan rute terbaik. Dan dalam percobaan enam tempat wisata secara acak langsung didapat data bahwa rute paling efektif tersaji dari enam ruter terbaik sejauh 8,62 Km dalam waktu tempuh 19 menit. Matlab versi R2019b digunakan untuk pembuatan an- tarmuka aplikasi pencarian rute terpendek menggunakan algoritma nearest neighbor berbasis greedy. Pencarian rute terpendek secara manual dan melalui aplikasi menghasilkan jarak dan waktu tempuh yang sama
Educational Ball Labyrinth Game Using Accelerometer Sensor as a Media for Introducing National Capitals in the World
Ericka Sukma Putri Wilujeng;
Yulian Findawati
JOINCS (Journal of Informatics, Network, and Computer Science) Vol 1 No 1 (2017): April
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/10.21070/joincs.v1i1.800
Learning through games is one of the good methods to reduce the students’ boredom during teaching and learning process. The android game,a maze, displays the capital city of the world. It will be useful for the learning process. The appearance of the capital used is only limited to Asia. The name of game is Maze, a unique game loved by many phone users. The applications use free software from google, namely inventor app and as a ball mover, we use an accelerometer censor in which we move the phone to move the ball. The application is presented with different challenges such as a poin deduction when it touches the wall, the enemies can move the player to start point, the wall hurdle moves. Therefore, from those obstacles are expected to add the excitement of the game.
Design Of Web-Based Coffee Sales System (Case Study: CV Cahaya Abadi)
Muhammad Choir Ridho Azizi;
Yulian Findawati
Procedia of Engineering and Life Science Vol 3 (2022): Proceedings of the 5th Seminar Nasional Sains 2022
Publisher : Universitas Muhammadiyah Sidoarjo
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DOI: 10.21070/pels.v3i0.1341
In this era of interconnectedness, technological progress occurs very quickly. One technology that istrending and has been widely accepted by almost everyone around the world is e-commerce. However, in Indonesiaitself, there are still many businesses that are still done conventionally, such as CV. Cahaya Abadi. This causesbusiness processes to not work efficiently, especially during transaction processing. Another problem is the lack ofreporting tools that accurately reflect performance indicators such as total customers and total sales volume, so thatcompany performance cannot be monitored. The purpose of this research is to create an integrated web-based salessystem that is intended as an integrated sales system that has various features for users and allows Cahaya Abadi tomanage the entire business in one place in a structured manner. In this study, the waterfall method is used as adevelopment method. The result of this research is a web-based sales system that is expected to be useful for salesmedia and transaction monitoring. Based on the results, the percentage of the overall quality of the sales system is84%, so this system is feasible for mass use.
SISTEM MANAJAMEN RETRIBUSI PARKIR BERBASIS WEB PADA DINAS PERHUBUNGAN KABUPATEN SIDOARJO
Steven Owen Purnawan;
Yulian Findawati;
Nuril Lutvi Azizah
Jurnal Informatika Vol 23, No 1 (2023): Jurnal Informatika
Publisher : IIB Darmajaya
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DOI: 10.30873/ji.v23i1.3614
Pemerintah Daerah Kabupaten Sidoarjo menetapkan retribusi parkir yang diterapkan oleh Dinas Perhubungan Kabupaten Sidoarjo memiliki kewenangan dalam mengatur dan mengurus urusan retribusi parkir yang sesuai dengan ketetapan peraturan-undangan yang diatur dalam Peraturan Daerah Kabupaten Sidoarjo Nomor 17 Tahun 2019 tentang Penyelenggaraan Perpakiran. Dalam teknik analisa dari program yang akan dikerjakan merupakan deskripsi dari kebutuhan yang akan menghasilkan perangkat lunak guna menjadi dasar kualitas sebelum dilakukan pembuatan koding program. Pada penelitian ini, penulis menggunakan metode penelitian kuantitatif yang dilakukan secara rinci, sistematis dan terstruktur yang berfokus pada pendataan pelaporan dan retribusi parkir yang telah berjalan di Unit Pelaksana Teknis Parkir Dinas Perhubungan Kabupaten Sidoarjo. Pada tahap perancangan sistem akan dilakukan proses dari pembuatan sistem yang melihat dari apa yang dibutuhkan dalam pembuatan sistem ini. Yang dibutuhkan dalam perancangan sistem ini adalah kebutuhan dari pengguna dan administrator.Hasil dari pembuatan aplikasi Sistem Manajemen Retribusi Parkir pada Dinas Perhubungan Kabupaten Sidoarjo berbasis web memilik fitur yang memenuhi kebutuhan untuk Unit Pelaksana Teknis Parkir dalam melakukan pendataan retribusi parkir baik pelaporan maupun hasil setor, sehingga permasalahan yang terjadi ada di Unit Pelaksana Teknis Parkir Dinas Perhubungan Kabupaten Sidoarjo mendapatkan solusinya. Kata Kunci—Parkir, Dinas Perhubungan, Web
DIGITALISASI PROSES PEMINJAMAN DAN PENGEMBALIAN BUKU PADA PERPUSTAKAAN MINI MANDIRI AT-TAQWA URANGAGUNG SIDOARJO
Yunianita Rahmawati;
Yulian Findawati;
Uce Indahyanti;
Arif Senja Fitroni
Publikasi Pengabdian Masyarakat Komputer dan Teknologi (PUNDIMASKOT) Vol. 2 No. 1 (2023): PKM-PUNDIMASKOT (Juni 2023)
Publisher : Yayasan Bina Internusa Mabarindo
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Perpustakaan Mini Mandiri AT-Taqwa terletak desa urangagung, sidoarjo. Pendirian perpustakaan ini untuk menumbuhkan dan meningkatkan minat baca bagi warga dalam mengisi waktu luang. Proses pengelolaan perpustaakaan ini masih manual, untuk itu diperlukan sistem terkomputerisasi dalam mengelola buku perpustakaan yaitu proses meminjam dan mengembalikan buku. Aplikasi ini dapat membantu dalam proses peminjaman dan pengembalian buku sehingga pengelolaan perpustakaan menjadi lebih baik dan rapi. Tujuan program pengabdian masyarakat ini yaitu melakukan digitalisasi proses peminjaman dan pengembalian buku pada perpustakaan mini mandiri at-taqwa urangagung sidoarjo agar pencatatan peminjaman dan pengembalian data buku rapi dan teratur. Aplikasi ini terbukti dapat membantu pencatatan peminjaman dan pengembalian buku secara otomatis. Hal ini dapat dilihat pada menu peminjaman dan pengembalian buku di aplikasi perpustakaan Mini Mandiri At-Taqwa.