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Journal : FRAMEWORK Jurnal Ilmu Komputer dan Informatika

RANCANG BANGUN APLIAKSI PENJUALAN IKAN LAUT BERBASIS ANDROID Kharisma Rizki Adhy Adhy; Muh. Fadli Hasa; Ermin
Framework : Jurnal Ilmu Komputer dan Informatika Vol. 1 No. 1 (2022): Framework : Jurnal ilmu komputer dan Informatika
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/jiki.v1i1.2147

Abstract

The Jembatan Puri Fish Auction is one of the largest auctions located in the city of Sorong. This auction is the only place where loading and unloading activities start from fishermen, charts, and fishing vessels that are still searching around the waters of the city of Sorong, the auction is an access for fish to enter the city of Sorong. The purpose of this research is to build an android and web-based fish selling application, which is expected to help Andy78's SMEs to increase sales of the products they sell. the method used in building this sales application is using Extreme Programming (XP). This fish selling application was built using the Java programming language to build Android-based models and implementations using Android Studio for making applications and using the PHP programming language for web-based creation, and using a MySQL database as data storage. The results obtained in this study are an android and web-based fish selling application that can have a good impact and make it easier for Andy78 SMEs to carry out the buying and selling process that takes place.
Penerapan Sistem Pendukung Keputusan untuk Seleksi Kelayakan Rekomendasi Penerima Beasiswa Kip dengan Metode Moora (Studi Kasus : SMK Kesehatan Nusantara Sorong) Hamila Rumodar; Nur Miswar; Muh. Fadli Hasa
Framework : Jurnal Ilmu Komputer dan Informatika Vol 3 No 1 (2024): Framework : Jurnal ilmu komputer dan Informatika
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/jiki.v3i1.4254

Abstract

One of the problems faced by the Indonesian government in the field of education is the equalization of education from Sabang to Merauke in providing quality and superior education. In overcoming this, the Indonesian government runs a program called PIP (Smart Indonesia Program). PIP is a cash assistance program for education aimed at school-age children between 6 and 21 years old who have a low-income economic background so that they can experience fair and equal education services. A person who receives PIP will be given a marker card called the Smart Indonesia Card (KIP). Each educational unit or school has the right to propose students to receive PIP/KIP scholarships through the local Education Office. SMK Kesehatan Nusantara Sorong carries out the selection process for the eligibility of students for the proposal of PIP/KIP recipients which is still done subjectively and manually so that a solution is needed to reduce negative impacts such as not being on target, inefficient time and not being computerized. A decision support system can be applied to overcome these problems. DSS is built by implementing the RAD development method, the MOORA DSS method and the Black Box testing method and Usability Testing. The results of the selection process for the eligibility of PIP/KIP scholarship recipient recommendations on sample data are 20 alternatives with the highest ranking values, namely students 63, 12, 35, 55, 50, 57, 15, 23, 67, 28, 62, 40, 44, 9, 39, 8, 19, 29, 45, and 3 with the highest ranking value of 0.1285. The results of this study are a system that can be used to carry out the selection process for the eligibility of students for recommendations for PIP/KIP scholarship recipients.
Game Based Learning Pengenalan Alat Musik Papua Menggunakan Metode MDLC Muhammad Taufik Aziz; Rendra Soekarta; Muh Fadli Hasa; Fitriyani Tella
Framework : Jurnal Ilmu Komputer dan Informatika Vol 3 No 1 (2024): Framework : Jurnal ilmu komputer dan Informatika
Publisher : Universitas Muhammadiyah Sorong

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33506/jiki.v3i1.4256

Abstract

Media pembelajaran seperti game edukasi merupakan pilihan yang bagus untuk mengajar anak-anak hal-hal baru karena game pada dasarnya dimainkan untuk hiburan dan juga berfungsi sebagai alat pembelajaran yang sangat baik Karena game pada dasarnya dimainkan untuk hiburan, dan pengenalan, pemahaman mengenai alat musik papua ini masih terbatas, terutama di kalangan generasi muda yang cenderung lebih terpapar pada budaya pop dan modern. Oleh karena itu, diperlukan upaya yang inovatif dan menarik dengan adanya game edukasi alat musik papua diharapkan anak - anak anak-anak mungkin lebih tertarik untuk belajar karena mereka dapat berinteraksi dengan materi pelajaran dengan cara yang lebih menyenangkan dan lebih baik. Dalam penelitian ini, metode Multimedia Life Cycle Development(MDLC) versi Luther-Sutopo digunakan untuk membuat Game Pengenalan Alat Musik Papua yang menggunakan Metode MDLC. Penelitian ini menggunakan game engine Unity 3D dan bahasa pemrograman C#. Pada penelitian ini, Usability Testing digunakan untuk mengumpulkan data. respondennya terdiri dari 53 anak yang berusia antara 7 hingga 12 tahun. Hasil pengujian menunjukkan bahwa respons pengguna terhadap aplikasi sangat positif dan memberikan dukungan yang kuat terhadap keberhasilan pembuatannya, menurut 84% dari peserta. Hasil penelitian ini menghasilkan game multimedia dengan format .APK pada platform perangkat yang menggunakan sistem operasi Android.