Sulistyowati Sulistyowati
Institut Teknologi Adhi Tama Surabaya

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Journal : INTEGER: Journal of Information Technology

Rancang Bangun Game Adventure Gyro Berbasis Android Menggunakan Model Rational Unified Process (RUP) Edy Santoso; Sulistyowati Sulistyowati; Andy Rachman
INTEGER: Journal of Information Technology Vol 1, No 2 (2016): September 2016
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2016.v1i2.61

Abstract

People nowadays mostly use mobile device for their daily needs such as for playing game, Smartphone with android OS because they can play it anywhere. The game of Adventure Gyro was about the adventure of a child to save animal. The writer intended to make game as entertainment media because this contained message to save animal in our surroundings using rational unified process (RUP) model that consist of some phases such as; inception, elaboration, construction, transition. The early design of game was made in first phase, inception. The further design of game plot was conduction in elaboration phase. Then, game was made for sure in construction phase. The next was transition phase to test the game. After test conducted, the questionnaire on adventure gyro was given to 30 users who tried this game. From the result, it was found that the usability of this game was 85%, information quality was 79%, and interaction quality was 75%. Therefore, it can be concluded that this game is proper to be used.
Optimasi Kapasitas Armada Dengan Menggunakan Metode Linear Programming Ilham Agus Mardiko; Sulistyowati Sulistyowati
INTEGER: Journal of Information Technology Vol 5, No 1: April 2020
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2020.v5i1.908

Abstract

PT. Indah Jaya Express merupakan salah satu perusahaan yang bergerak dalam bidang ekspedisi yang telah memiliki pengalaman dalam menangani bidangnya. Dengan aktifitas pengiriman maupun pengambilan barang yang sangat padat, perusahaan harus menentukan jenis dan jumlah armada yang digunakan untuk melakukan kegiatan tersebut. Oleh karena itu, perlu adanya suatu sistem aplikasi yang dapat membantu manajer operasional dalam menentukan jenis dan jumlah armada yang tepat untuk digunakan dalam melayani pengiriman dan permintaan pengambilan barang, serta dapat meminimalkan biaya operasional yang dikeluarkan dengan mengoptimalkan kapasitas muatan armada. Sistem yang dibangun menggunakan metode Linear Programming, sebuah metode yang dapat dimanfaatkan untuk mengoptimalkan kapasitas armada yang tersedia. Pengujian sistem dilakukan dengan 2 cara, yaitu uji verifikasi dan uji validasi. Hasil dari uji verifikasi antara sistem dengan software QM for Windows V5, terdapat selisih rata-rata 34% untuk pengiriman barang dan 13% untuk pengambilan barang. Sedangkan hasil dari uji validasi yang telah dilakukan menunjukkan penghematan biaya bahan bakar armada yang baik, yaitu rata-rata 49% untuk pengiriman barang dan 38% untuk pengambilan barang, dengan pengujian sistem sebanyak 36 kali pengujian secara acak. Dengan metode Linear Programming, tentunya dapat membantu operasional perusahaan dalam mengoptimalkan kapasitas armada yang ada guna meminimalkan biaya operasional yang harus dikeluarkan perusahaan.
Implementasi Model Incremental Pada Pengembangan Aplikasi Pengenalan Rempah-Rempah Berbasis Game Andy Rachman; Yanuar Efendi; Hendro Nugroho; Sulistyowati Sulistyowati; Pratama Sandi Alala; Nanang Fakhrur Rozi
INTEGER: Journal of Information Technology Vol 8, No 1: Maret 2023
Publisher : Fakultas Teknologi Informasi Institut Teknologi Adhi Tama Surabaya

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31284/j.integer.2023.v8i1.3762

Abstract

Currently, technology is the most important part of human life, especially for the people of Indonesia. Its existence is very helpful in resolving any existing shortcomings. The fields of energy that utilize Information and Communication Technology include business and services, government, tourism, and education. The use of technology in education can be seen in the current state of education in Indonesia, starting from the use of the internet, the development of online learning applications, the availability of digital books, and the development of game-based educational media. Researchers develop game-based learning applications in introducing spices in Indonesia. The focus of the users in this study were elementary school students in Grade 6. The researcher applied an incremental model in developing an educational game application for the introduction of spices. The Students at Gempolkerep State Elementary School, Ngudikidul Village, Gedek District, Mojokerto, East Java, have implemented an Educational game application. The application has also been assessed by 44 respondents consisting of 34 elementary school students and ten application development expert teams. Respondents must answer twelve questions to evaluate the usefulness of educational game applications. Assessment of application usability uses a Likert Scale based on the Usability Factor of ISO 9126-3. The effectiveness of the application developed by the researcher for Gempolkerep State Elementary School students is 83% and gets an assessment from the expert team of 77%.