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PERANCANGAN SISTEM INFORMASI APLIKASI KLINIK BERBASIS WEB MENGGUNAKAN METODE SDLC PROTOYPE PADA PT PRATAMA ABADI INDUSTRI Rizki Kurniawan; Sewaka
LOGIC : Jurnal Ilmu Komputer dan Pendidikan Vol. 1 No. 4 (2023): LOGIC : Jurnal Ilmu Komputer dan Pendidikan
Publisher : Shofanah Media Berkah

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Sistem Informasi Pengajuan Berobat merupakan sistem informasi yang berbasiskan Website berguna untuk mempermudahkan dalam pengelolaan data mengenai pendaftaran berobat ke klinik. Bagian PT. Pratama Abadi Industri masih manual dalam melakukan pengelolaan data pengajuan berobat. Tujuan dari Tugas Akhir ini adalah membuat Sistem Informasi Pengajuan berobat ke klinik di PT. Pratama Abadi Industri. Sistem Informasi Klinik PT. Pratama Abadi Industri dirancang dengan membuat rancangan layout, rancangan diagram yang meliputi Activity Diagram, rancangan basis data dan relasi antar tabel. Sistem informasi ini dibuat dengan menggunakan bahasa pemrograman PHP, Visual Studio Code, MySQL dan beberapa pendukung bahasa pemrograman lain diantaranya yaitu CSS. Fasilitas yang terdapat dalam Sistem Informasi Klinik ini memiliki informasi pendaftaran berobat, history berobat, diagnosa pasien dan hasil laporan diagnosa pasien. Pembuatan Sistem Informasi Klinik PT. Pratama Abadi Industri tersebut diharapkan dapat memudahkan dalam pengerjaan proses pengelolaan pendaftaran berobat pasien yang ada di PT. Pratama Abadi Industri yang meliputi input data, history berobat, berobat, diagnosa pasien dan hasil laporan diagnosa.
Aplikasi Pengaduan Anggota Serikat Pekerja Dengan Metode Object Oriented Analysis Design (OOAD) Berbasis Website Muhammad Restu Al Kholiq; Sewaka
LOGIC : Jurnal Ilmu Komputer dan Pendidikan Vol. 1 No. 5 (2023): LOGIC : Jurnal Ilmu Komputer dan Pendidikan
Publisher : Shofanah Media Berkah

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Serikat Pekerja adalah organisasi yang berfungsi untuk memperjuangkan, membela serta melindungi hak dan kepentingan pekerja/buruh serta meningkatkan kesejahteraan pekerja/buruh dan keluarganya. Namun karena banyaknya kendala, banyak anggota yang menjadi malas untuk pergi ke kantor pengurus untuk mengadukan keluhannya. Grup chat whatsapp yang sudah dibuat oleh pengurus pun menjadi tidak efektif, Maka Dari itu Penggunaan aplikasi pengaduan anggota merupakan solusi dalam pengelolaan keluhan dan pengaduan dari anggota kepada pengurus keanggotaan serikat.
ANALISIS DAN PERANCANGAN SISTEM ANTRIAN TIKET DAN PENJADWALAN DOKTER DENGAN ALGORITMA FIRST IN FIRST OUT (FIFO) BERBASIS WEB (STUDI KASUS PUSKESMAS CIKUYA) Ade Supriono; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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Abstract− The development of an increasingly fast and dynamic era requires humans to live more quickly and efficiently in doing everything in life. In the process of service in the medical world, it is also required to provide fast and efficient services in providing services to the community. The system of queuing at the counter and scheduling of doctors is one of the most important things in the current era, considering that the world is currently facing the Covid-19 virus which has made the medical world quite overwhelmed in dealing with the virus. The existence of a policy to be able to keep a distance and stay away from crowds makes public service places, especially hospitals and health centers, must be able to implement health protocols. The problem in this study is that there are still a few crowds in the queue for treatment and the inefficient process of making queue tickets at the counter at the Cikasungka Health Center, this makes the application of health protocols neglected. Therefore, to overcome this problem, a web-based ticket queue and doctor scheduling system was designed. The method used in making the ticket queuing system and doctor scheduling is Waterfall which is used to analyze the design of the system to be made. The results of this study are in order to facilitate the process of making counter queues and scheduling doctors at the Cikasungka Public Health Center.
Rancang Bangun Aplikasi Chatting Berbasis Mobile Menggunakan React Natice Sabdho Cathur Kuncoro; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

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The development of information technology has had a very rapid impact on the development of daily human activities. With the development of today's technology, humans can easily communicate remotely with each other anytime and anywhere. In this case the application with a chat service is one of the media for communication that is widely used by the community. In making this application, the framework used to build the frontend view is React Native, and the backend uses Firebase. The coding process is done using Visual Studio Code. The method used in making this chat application uses the waterfall method. This application can be used to exchange messages personally between users and also between users in a group. This application can be used to send messages in the form of text or in the form of images. The results of tests carried out using a Likert scale, obtained an average total percentage of 89% of users stating that this mobile-based chat application can be used as an alternative medium in exchanging messages.
PERANCANGAN SISTEM INFORMASI E-SPORTS DI INDONESIA (KHUSUSNYA MOBILE LEGENDS) BERBASIS WEBSITE MENGGUNAKAN METODE OOAD (OBJECT ORIENTED ANALYSIS DESIGN) Anas Nasrullah Nasrull; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 05 (2022): OKTAL : Jurnal Ilmu Komputer dan Sains
Publisher : CV. Multi Kreasi Media

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In this study, the goal is to design a web-based information system for eSports in the Mobile Legends Bang-Bang (MLBB) division in Indonesia. Where the world of eSports is currently in great demand by people in Indonesia, especially teenagers. The method used in this study uses Object Oriented Analysis and Design (OOAD), This method is a new way of thinking about a problem by using a model created according to real-world concepts. The basis of creation is an object which is a combination of data structure and behavior in a Entity Concepts (OOAD) includes the analysis and design of a system with an object approach. So the results of the study can be concluded that a website-based information system on the eSports division of the Mobile Legends Bang-Bang (MLBB) is expected to make it easier for people in Indonesia to know about eSports in the Mobile Legends division. This system displays a list of eSports teams (MLBB), a list of players, schedules and information. On the other hand, the interest in eSports in the Mobile Legends Bang-Bang division is quite high based on predetermined criteria. The suggestion is that those who have an interest in eSports can be guided and directed, so that they can play well.
Membangun Sistem Inventory Berbasis Web Menggunakan Metode Extreme Programming Studi Kasus Toko Lestari Imam Sholikhin; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 06 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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The sophistication of computer technology that is growing rapidly can make it easier for these companies to improve work efficiency, because work done with computers can save both in terms of time, space, energy, costs and others. As is the case with Toko Lestari, which is engaged in the distribution of basic food materials, it has not been optimal in meeting the information needs of information in an optimal manner where the data collection and reporting process for goods inventory is still carried out by recording in the ledger. at risk of data loss and data corruption. So in this research, an inventory system modeling will be carried out for the inventory process at Toko Lestari which produces the amount of stock items, reports on inventory data, inputs in and out of goods. With this information system, inventory management becomes more effective and efficient, search for inventory/stock information and reports is also more accurate and faster.
Evaluasi Sistem E-learning Menggunakan Model Hot Fit (Studi Kasus Pada SMKN 1 Tangerang Selatan) Deni Setiawan; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 09 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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The 2019 corona virus outbreak has hit 215 countries in the world. To fight (covid-19) the government has prohibited gatherings, therefore the government recommends social distancing, physical distancing, wearing masks and washing hands. Therefore, the ministry of education and culture has forbidden to carry out face-to-face learning, so learning is done online (Firman, F., and Rahayu, S., 2020). E-learning is a learning system that uses electronic applications that allow the delivery of learning materials to students at SMKN 1 Tangerang Selatan using the internet. E-learning is built to make it easier for students to access teaching materials at school without replacing conventional learning methods. Based on these problems, the purpose of this study is to facilitate learning for students, easy to reach for students and teachers to facilitate online learning, with training users can understand how to use E-learning. Based on the results of the problem mapping, the process carried out is. Ensuring satisfaction in an E-learning system and measuring these success factors. Compatible methods for evaluating and implementing E-learning systems in this study are Human, Organization, Technology. The results of this study that satisfaction from several indicators, namely System Quality stated dominant strongly agreed, Information Quality stated dominant strongly agreed, Service Quality stated dominant strongly agreed, System Use stated dominant strongly agreed, User satisfaction stated dominantly agreed, Organizational Structure stated dominantly agreed, Organizational environment stated dominantly agreed, Benefits of E-learning stated dominantly agreed.
Decision Support System Penilaian Afektif Siswa Berdasarkan Standar Kurikulum Tingkat Satuan Pendidikan Menggunakan Metode AHP Studi Kasus SMA Muhammadiyah Parung Ananda Novprico Syahdaya; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 09 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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SMA Muhammadiyah Parung in assessing student learning is determined not to be objective which creates problems among students and other parents and triggers social jealousy. That is determined by the proximity of the teacher to the parents of students. To avoid existing problems, one of the evaluations that must be assessed is the Affective Realm because the affective component greatly determines the success of student learning. The Decision Support System here helps make assessments in the affective domain and facilitates decision making in this case knowing problems related to attitude tendencies, interests, talents, social control and student learning readiness.
Prediksi Penjualan Sepatu Dengan Algoritma C4.5 Di T&T Collection Di Tangerang Ayuk Indah Sari; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 09 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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In this modern world, people's need for fashion sports shoes is very important and very much needed for every society. The increasing demand for shoes, store employees have difficulty in recording incoming goods, outgoing goods, and available stock. Employees have difficulty in finding and managing data on incoming goods, outgoing goods, and stock of goods. Inventory data collection still uses paper media, so that there is a buildup of files and there can be a risk of losing the available files. Based on the description of the research background that has been described previously, the objectives of the research are as follows: So that it can be processed more quickly and can accelerate the sales process. By using the C4.5 Algorithm with a decision tree, it can help in collecting data on the available stock of goods. The C4.5 algorithma is used to see sales data patterns in order to generate sales predictions, so that it can provide a decision tree to see sales prediction patterns, so that they can find out how to determine shoe stock inventory patterns based on customer demand needs. With the decision tree method can help in solving problems that occur in the store.Rapid miner will assist in determining which data items are more salable and less salable. The Rapidr miner method will get more accurate decision data and make it easier to analyze goods. Based on the results of the study, the shoes are the most in demand by consumers. Based on the results of research on "Prediction of shoe sales with the C4.5 Algorithm at T&T COllection Stores" with precise accuracy, the authors can conclude that, shoes with old models are less attractive, whereas, new models of shoes with attractive designs sell very well.
Aplikasi Pengamanan Data Menggunakan Kriptografi Dengan Metode Wake dan Algoritma Des Bebasis Java Desktop Benny Suparman; Sewaka
OKTAL : Jurnal Ilmu Komputer dan Sains Vol 1 No 07 (2022): OKTAL : Jurnal Ilmu Komputer Dan Sains
Publisher : CV. Multi Kreasi Media

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PT. SEIV INDONESIA is a company engaged in the production of paint, this company has many productions whose data is stored in a file called the Daily Report of the Cat Production Weighing Section. This data is important data related to warehouse stock data. The problem is that this data is only stored in a folder containing files that do not have high security, so it is possible that it can be changed by irresponsible parties, causing problems that cause production results to be not the same as warehouse stock data, so software is needed to secure the data.