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PENERAPAN KRIPTOGRAFI VIGENERE CIPHER PADA KEAMANAN DATA PESAN TEKS BERBASIS WEBSITE Suwinda Aulansari; Diah Sawitri; Ali Ikhwan
Jurnal Informatika Teknologi dan Sains Vol 4 No 4 (2022): EDISI 14
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (248.272 KB) | DOI: 10.51401/jinteks.v4i4.2155

Abstract

Security is an urgent component of an information system. However, this is still very rarely realized by the owner or manager of the information system. That results in information being exchanged or compromised by parties who are not supposed to receive the message. Therefore, a data security system is needed so that information doesn’t crash into the wrong hands. To control data security, you can use cryptography, one of which is the vigenere cipher algorithm. This research uses a literature study research method sourced from various journals and experiments by designing and implementing systems. The final result of the application implementing the vigenere cipher algorithm is expected to help maintain the security of information.
Hubungan Media Game Online Dalam Meningkatkan Minat Belajar Pada Anak-Anak Naila Umniati; Fajira Mahmudah; Diah Sawitri; Adam Malik Siregar; Ali Ikhwan
Jurnal Pendidikan, Sains Dan Teknologi Vol. 2 No. 1 (2023): Januari - Maret
Publisher : CV. ITTC INDONESIA

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The childhood period is also called the golden age because it is at that time that children will begin to learn from discipline, grammar to knowledge. It is necessary for parents to know what kind of methods the child needs in learning. Recently, online games have begun to spread, most people think that online games can have a bad or negative influence but this is not entirely true. The games or applications contained in this game-based learning model are great for improving students' imagination ability to think. With the implementation of the educational game-based learning process, it is hoped that the creation of creative and innovative learning so that it continues to generate interest and enthusiasm in children to continue to be enthusiastic about learning because of more fun methods.
Decision Support System for Determining Employee Movements Using the COPRAS Method Muhammad Dedi Irawan; Harold Situmorang; Rianto Sitanggang; Diah Sawitri
CESS (Journal of Computer Engineering, System and Science) Vol 8, No 1 (2023): January 2023
Publisher : Universitas Negeri Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.24114/cess.v8i1.43002

Abstract

Employee mutation is one aspect that greatly affects the performance of employees in a company. However, employee mutations at PT. PLN (Persero) UPDL Tuntungan is still done manually, so determining the employees to be transferred takes quite a long time and the results are not optimal. The research aims to facilitate PT. PLN (Persero) UPDL Benefits in determining employee mutations in order to obtain maximum results. The stages of the research were carried out by collecting data by means of interviews then the data was inputted into the system to be calculated using the COPRAS method which was then stored into the database so that it would produce decisions with the final result ranking by the system by sorting the smallest to the largest values. The results of this study are based on the COPRAS method, namely the alternative of Ahmad Fauzy Hamdani Rahmat being the first alternative with a value of 100%. This is because Ahmad Fauzy Hamdani Rahmat's alternative meets almost all criteria ranging from age, years of service, education, position and status.
SISTEM INFORMASI PENGAJUAN CUTI KARYAWAN PADA PT XYZ BERBASIS WEB Diah Sawitri; Suwinda Aulansari; Fathiya Hasyifah Sibarani
Jurnal Informatika Teknologi dan Sains (Jinteks) Vol 5 No 4 (2023): EDISI 18
Publisher : Program Studi Informatika Universitas Teknologi Sumbawa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51401/jinteks.v5i4.3544

Abstract

Perkembangan teknologi di masa sekarang di era yang segala sesuatu berubah begitu cepat menjadi sangat penting bagi perusahaan untuk mengikuti dan memahami kemajuan teknologi. Sistem informasi pengajuan cuti karyawan merupakan jenis penerapan teknologi informasi yang sering diimplementasikan pada suatu perusahaan. Sistem informasi pengajuan cuti karyawan dirancang agar dapat mengelola proses pengajuan, persetujuan dan pemantauan cuti karyawan pada suatu perusahaan. Proses pengajuan cuti karyawan di PT XYZ dilakukan dengan mengisi formulir yang artinya masih menggunakan cara manual. Banyak permasalahan yang timbul karena hal tersebut, seperti lamanya proses pengajuan cuti disetujui, besarnya kemungkinan proses kesalahan administrasi dan kurangnya transparansi. Tujuan dilakukan penelitian ini yaitu untuk membangun sistem informasi pengajuan cuti karyawan berbasis web. Pengembangan sistem dilakukan dengan mengaplikasikan metode Waterfall. Penelitian ini memberikan hasil yaitu sistem informasi pengajuan cuti karyawan berbasis web yang dapat membantu mengelola dan memantau pengelolaan cuti karyawan di PT XYZ dengan mengatasi permasalahan pengajuan cuti.
Aplikasi Media Pembelajaran Kuis Interaktif pada SD Surya Bakti Berbasis Android Muhamad Alda; Suwinda Aulansari; Diah Sawitri; Winda Junarda
Jurnal Pendidikan Tambusai Vol. 8 No. 1 (2024): April 2024
Publisher : LPPM Universitas Pahlawan Tuanku Tambusai, Riau, Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/jptam.v8i1.12811

Abstract

Media pembelajaran yang diajarkan kepada siswa SD Swasta Surya Bakti umumnya masih menggunakan buku ataupun gambar yang membuat beberapa anak anak mudah jenuh ataupun bosan. Tujuan penelitian ini dilakukan adalah untuk menciptakan inovasi baru dalam mengimplementasikan media pembelajaran yang bisa menarik perhatian, minat belajar dan antusias siswa di SD Swasta Surya Bakti. Aplikasi kuis ini merupakan jenis penerapan teknologi yang berupa aplikasi belajar sekaligus bermain sehingga dapat menciptakan semangat baru bagi siswa yang mudah merasa bosan ketika belajar. Penelitian ini memberikan hasil yaitu aplikasi media pembelajaran kuis interaktif berbasis android yang diharapkan dapat membantu para siswa meningkatkan kembali minat belajarnya.