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PERANCANGAN SISTEM INFORMASI PEMBAYARAN SPP PADA SMP ATTAUFIQIYYAH BAROS SERANG Sunardi; Basuki Rakhim Setya Permana
JURNAL JIMATEK Vol. 1 No. 2 (2024): (JIMATEK) JURNAL ILMIAH MAHASISWA TEKNIK
Publisher : FT-USNI

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.59134/jimat.v1i2.621

Abstract

Penggunaan teknologi sangat penting karena akan memudahkan proses kegiatan belajar mengajar di sekolah. Sistem informasi akan sangat membantu proses kegiatan operasional di sekolah. Salah satunya dalam pembayaran SPP. Sistem pembayaran SPP di SMP Atttaufiqiyyah Baros Serang masih dilakukan secara manual. Adanya pencatatan dan penyimpanan data transaksi dalam arsip tersebut, menyebabkan kesulitan bagi karyawan tata usaha dalam pencarian data-data transaksi. Sehingga memperlambat di dalam proses rekap pembayaran. Untuk mengatasi masalah itu, maka penulis mengusulkan untuk merancang dan membangun sistem yang mendukung sistem yang dimana agar pengolahan pembayaran SPP lebih efektif dan efisien. Sistem ini dirancang dan dibangun menggunakan bahasa pemrograman HTML, PHP dan MSQL sebagai databasenya dengan metode waterfall dan analisis SWOT . Tujuan sistem ini adalah untuk mempermudah pengarsipan data pembayaran spp, diharapkan dengan adanya sistem ini memaksimalkan pekerjaan admin agar target penyampaian informasi dan volume pekerjaan dapat berjalan lebih efisien dan efektif
Development of Basic Mathematics Educational Game Based on Construct 3 as an Effective Interactive Learning Solution Kiki Nabilah Pusvita Oula; Basuki Rakhim Setya Permana; Sigit Auliana; Sunardi Sunardi
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2631

Abstract

Game media as a learning medium in Indonesia does not have a long tradition. The image of games in the eyes of many people as a medium that can give the impression of entertainment compared to learning media, that's why the author decided to make a basic mathematics educational game. The purpose of this thesis proposal is 2, first to create an android-based basic mathematics education game application for children using construct 3, second to hone children's ability to calculate precisely with easy play. The type of research method used in making this educational game is Research and Development (R&D). This research process adapts the ADDIE development model according to Branch (2015), which is a development model consisting of five stages which include Analysis, Design, Development, Implementation, and Evaluation. The results of the research in this thesis proposal are producing basic mathematics educational games that focus on addition and subtraction material for children with an attractive display concept and easy way to play, this game can be accessed on Android smartphones.
Learning Application Through Visual Media to Enhance Senses for Early Childhood Based on Multimedia at Dahlia Kindergarten Gelard Untirtha Pratama; Basuki Rakhim Setya Permana; Sigit Auliana; Sunardi Sunardi; Dio Falla Arrasit
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2708

Abstract

With the rapid advancement of information technology, there has been an overflow of dynamically flowing data without limits and regardless of time. Perhaps one thing we must not forget is that data can be communicated with the help of images. One of the most popular learning methods today is sensory perception learning media. The analysis used is to study a number of information about sensory perception learning and collect materials related to sensory perception that will be used in this application program. Such as searching and editing images. The aim is to help beginners learn about sensory perception so that it can provide convenience in learning, without having to adjust the time of learning. Then an application program was made to recognize sensory perception. Sensory perception learning through this learning media is a useful media for helping to recognize sensory perception, through sensory perception learning media this makes an interesting and effective thing because it is designed with images, animations, and sounds that support the atmosphere of learning.
Design of a Mobile Phone Sales System Website at Vivo Store Sigit Auliana; Gelard Untirtha Pratama; Basuki Rakhim Setya Permana; Sunardi Sunardi; Oki Firmansyah
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2710

Abstract

One aspect highlighted is the importance of the internet in commerce, particularly e-commerce, which connects sellers and buyers without limitations of time and place. Websites serve as crucial instruments to facilitate the ordering and sales processes, enabling access to information anytime and anywhere, clarifying company operations, and enhancing customer convenience in placing orders. This study aims to analyze the development of the Vivo Store mobile phone sales website and evaluate its effectiveness. The website aims to broaden marketing reach and enhance customer accessibility in placing orders. The research is expected to contribute by optimizing the mobile phone sales process at Vivo Store through a waterfall methodology-designed website. This website aims to simplify purchasing for customers without the need to visit physical stores and assist employees in data management through a database. The results show that the development of the mobile phone sales website at Vivo Store using the waterfall method has been successfully completed. This website allows customers to make purchases online without visiting physical stores and assists employees in managing available units through a database. The development of the mobile phone sales website using the waterfall method is a successful step that benefits Vivo Store in optimizing their e-commerce business. This research provides valuable contributions to infrmation technology and marketing strategies in the current era of online commerce. The analysis used is to study a number of information about sensory perception learning and collect materials related to sensory perception that will be used in this application program. Such as searching and editing images. The aim is to help beginners learn about sensory perception so that it can provide convenience in learning, without having to adjust the time of learning. Then an application program was made to recognize sensory perception. Sensory perception learning through this learning media is a useful media for helping to recognize sensory perception, through sensory perception learning media this makes an interesting and effective thing because it is designed with images, animations, and sounds that support the atmosphere of learning.
Designing an Application for Direct Cash Assistance Allocation Using Laravel at Sepang District Office Sunardi Sunardi; Sigit Auliana; Gelard Untirtha Pratama; Basuki Permana; Asep Darma Nugraha
ARRUS Journal of Engineering and Technology Vol. 4 No. 1 (2024)
Publisher : PT ARRUS Intelektual Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35877/jetech2720

Abstract

This research aims to design an information system for receiving direct cash assistance funds at the Sepang sub-district office, the sub-district can use this system to make it easier to receive direct cash assistance funds. Researchers use the PHP programming language, assisted by the Laravel Framework, and use MYSQL as a database. For the software development stage, use the saw method. Data collection techniques in research use observation, interviews and literature studies. The results of this research are an application for determining the receipt of direct cash assistance funds in the Sepang sub-district which is expected to make it easier for the sub-district to implement the receipt of direct cash assistance funds.
PENGOLAHAN DAUN TALAS BENENG SEBAGAI ALTERNATIF PENGGANTI DAUN TEMBAKAU UNTUK BAHAN BAKU PRODUK ROKOK HERBAL: PENDAMPINGAN UMKM PADA POKTAN “TANI BAKO“ Sunardi Sunardi; Basuki Rakhim Setya Permana
Batara Wisnu : Indonesian Journal of Community Services Vol. 3 No. 3 (2023): Batara Wisnu | September - Desember 2023
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v3i3.236

Abstract

This research aims to evaluate the potential of processing beneng taro leaves as an alternative to replace tobacco leaves in herbal cigarette production. The primary focus of the study is on supporting Micro, Small, and Medium Enterprises (MSMEs) in the "Tani Bako" farmer group. The research methods include the collection of beneng taro leaves, chemical composition analysis, and testing of herbal cigarette products from the processing. The expected outcomes of this research include contributing to the diversification of raw materials for herbal cigarettes, enhancing the well-being of MSMEs, and reducing dependence on conventional tobacco leaves. The study supports the sustainability of local agricultural efforts and encourages the adoption of herbal cigarette practices as an innovative step in tobacco product development
Upaya Mahasiswa KKM Dalam Memupuk Nasionalisme di Pedesaan Pada Peringatan Hari Kemerdekaan Republik Indonesia Sunardi Sunardi; Mochammad Darip; Basuki Rakhim Setya Permana; Gelard Untirtha Pratama; Ali Rohman
Batara Wisnu : Indonesian Journal of Community Services Vol. 4 No. 2 (2024): Batara Wisnu | Mei - Agustus 2024
Publisher : Gapenas Publisher

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53363/bw.v4i2.257

Abstract

The lack of nationalistic activities on Independence Day is often a major obstacle in building a sense of love for the homeland among rural communities. Remote geographical conditions, inadequate infrastructure, and uneven levels of education make this challenge even more real. One example that shows a decline in the spirit of nationalism in welcoming the commemoration of Independence Day is the community living in Cirumpak Village, Kronjo District. This is indicated by the lack of preparation of the community in welcoming Independence Day compared to urban communities. Bina Bangsa University through a community service program in the form of Student Work Lectures consisting of students and lecturers initiated to re-cultivate the spirit of nationalism for the community living in the village with one approach strategy, namely through organizing activities that are educational, participatory, and entertaining, but still have a strong national content value with the aim of increasing the sense of love for the homeland among rural communities. Starting from the planning stage, implementation of activities, to evaluation which shows that this activity was successfully implemented in accordance with the expected targets and objectives. As many as 78.33% of the 30 respondents stated that they were satisfied or happy with the activity, while around 64.44% of respondents indicated that this activity had a positive impact in increasing the spirit of nationalism
Implementasi Framework Codeigniter Dalam P Erancangan Aplikasi Penerimaan Siswa Baru pada SMK Nurul Amin Sunardi Sunardi; Basuki Rakhim Setya Permana
Indonesian Research Journal on Education Vol. 4 No. 1 (2024): irje 2024
Publisher : Fakultas Keguruan dan Ilmu Pendidikan, Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/irje.v4i1.428

Abstract

Pendidikan selalu mengalami perubahan, perkembangan dan perbaikan sesuai dengan perkembangan di segala bidang kehidupan. Sekolah menengah kejuruan (SMK) adalah pendidikan yang berada pada tingkat menengah yang mempunyai tujuan yaitu penguat dalam mengembangakan keterampilan yang dimiliki oleh siswa. Dengan dikembangkannya sistem Penerimaan Siswa Baru (PSB) secara online ini diharapkan akan membuat pelaksanaan Penerimaan Siswa Baru (PSB) menjadi lebih transparan dan sekolah juga dapat mengurangi, bahkan menghilangkan kecurangan yang terjadi pada pelaksanaan Penerimaan Siswa Baru (PSB) secara manual. Alat pemodelan sistem yang digunakan adalah UML (Unified Modeling Language) yang terdiri dari 3 diagram yaitu usecase diagram, activity diagram dan sequence diagram. Dengan sistem penerimaan siswa baru yang dilakukan secara online maka calon siswa tidak harus menunggu cetakan surat edaran dan formulir dari sekolah, calon siswa tidak harus memastikan pengumuman dan jadwal dengan datang langsung ke sekolah melainkan dengan mengakses aplikasi web sistem penerimaan siswa baru online.