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Kajian Kebijakan Keamanan Sistem Informasi Sebagai Bentuk Perlindungan Kerahasiaan Pribadi Karyawan Perusahaan BFI Finance Daffa Al Hafizd; Azi Asnawi; Muhammad Fikri Assidiqie
Jurnal Sains dan Teknologi (JSIT) Vol. 3 No. 1 (2023): January-April
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v3i1.497

Abstract

Technology that connects computers around the world makes it possible to exchange information and data and even communicate with each other in the form of images and videos. The more valuable information is, the more security standards are needed to protect that information. The goal of computer security, among others, is to protect information. The higher the security standards provided, the higher the privacy protection of information. Protection of employee privacy in a company is one of the factors that must be considered in the implementation of information systems. Information system security policies include: System maintenance, risk management, setting access rights and human resources, security and control of information assets and server security policies. The policies that have been reviewed will not only be a form of protection for company information, but also a form of protection for the personal privacy of employees of BFI Finance Company..
Media Pembelajaran Interaktif Mengetik 10 Jari Berbasis Multimedia SD IT TPI Wanda Audiansyah; Rayhan Alfatih Atsil; Wahyu Sofianda; Taufiqurrahman .; Azi Asnawi; Ali Ikhwan
Jurnal Sains dan Teknologi (JSIT) Vol. 3 No. 1 (2023): January-April
Publisher : CV. Information Technology Training Center - Indonesia (ITTC)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47233/jsit.v3i1.499

Abstract

Interactive multimedia-based media trains students to change a learning process from manual learning methods to interactive methods. In addition to teaching students to be more active, this application is expected to help teachers teach more effectively and efficiently. Based on these problems, explaining information on system weaknesses, how to overcome them and finding the right references about interactive teaching methods. The results of the analysis at SDIT TPI (Islamic Education Park) found that this learning method is still manual. The process of delivering material manually creates an ineffective and efficient teaching and learning system at SDIT TPI (Islamic Education Park) so that students are still dependent on the teacher. Therefore, this media is made as an interactive media based on multimedia teaching and learning activities so that the learning process is not limited by the classroom learning process. Students are expected to study independently outside the classroom.
Perancangan Aplikasi Digital Perpustakaan Menggunakan Metode Prototyping Berbasis Android Muhamad Alda; Muhammad Alfarisi; Ananda Br Barus; Indah Syahfitri; Azi Asnawi
Innovative: Journal Of Social Science Research Vol. 4 No. 1 (2024): Innovative: Journal Of Social Science Research
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/innovative.v4i1.8811

Abstract

Perpustakaan salah satu bagian dari tempat pendidikan yang memiliki peran penting untuk menambah ilmu dan pengetahuan pelajar. Namun, Perpustakaan memiliki jam operasional tertentu, yang mungkin tidak sesuai dengan jadwal atau kebutuhan individu yang memiliki keterbatasan waktu. Sehingga, di rancanglah aplikasi digital perpustakaan berbasis android yang dapat diakses dimana saja dan kapan saja. Penelitian ini menggunakan metode prototyping yang dimana dengan metode prototyping ini akan dihasilkan prototype sistem sebagai perantara pengembang dan pengguna agar dapat berinteraksi dalam proses kegiatan. Model ini memiliki lima langkah utama, yaitu Communication (komunikasi), Quick Plan (Perencanaan Cepat), Modeling Quick Design (Pemodelan Desain Secara Cepat), Construction of Prototype (Membangun Prototipe), dan Development Delivery & Feedback. Tujuan Penelitian yaitu untuk menciptakan solusi yang inovatif, user-friendly, dan responsif terhadap kebutuhan dalam menyediakan layanan perpustakaan dalam era digital saat ini. Hasil dari penelitian ini yaitu dari hasil pengujian sistem yang dilakukan bahwa sistem berjalan dengan baik sehingga aplikasi digital perpustakaan berbasis mobile dapat digunakan.