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Pengembangan Aplikasi E-Tourism Pada Museum Berbasis Android Studi Kasus Museum Subak Tabanan Pradipta, I Made; I Putu Gede Abdi Sudiatmika; Komang Hari Santhi Dewi
Elkom: Jurnal Elektronika dan Komputer Vol. 17 No. 2 (2024): Desember : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v17i2.2265

Abstract

One of the museums found in Bali is Subak museum in Tabanan Regency. The establishment of this Museum aims to preserve the traditional institution called Subak as a noble national cultural heritage, and to introduce to the younger generation and foreign tourists about the unique traditional irrigation system in Bali. Lack of supporting facilities in delivering information, making tourists who visit Subak Museum have minimal information. The solution needed in Subak museum is an Android-based E-Tourism application that is supported by Qr-Code technology so as to provide an interesting presentation of data. In making this application using the development of the Waterfall method and designed using the Unified Modeling Language (UML) with the Java programming language for Android and PHP for web services, and MySQL as a database. So that produced an android-based system in Subak museum Tabanan Regency. Based on the results of the tests carried out it can be concluded that the black box testing system functions have been running according to the planning. Then the result of the testing of users using questionnaires generated Application Benefits scores 90.8%, Ease of 86.93%, Interface 82% and Content 90.2%.
Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications
Pengembangan Game Edukasi Pengenalan Pakaian Adat Bali Berbasis Android Adi Saputra, Kadek Surya; Pradipta, I Made; Chrisniyanti, Ayu; Krisnawan, Gusti Ngurah Aditya; Upadani, I Gusti Ayu Widari
Jurnal Teknik Informatika UNIKA Santo Thomas Vol 8 No. 2 : Tahun 2023
Publisher : LPPM UNIKA Santo Thomas

Show Abstract | Download Original | Original Source | Check in Google Scholar

Abstract

The rapid development of technology today accompanied by the influence of foreign cultures, makes today's younger generation less interested in learning and preserving their culture, especially about Balinese traditional clothing culture. With the application of technology, we can anticipate by creating interactive educational media that can be delivered to its users. The development of this educational media can be applied in the Android-based Balinese traditional clothing introduction game application, which provides knowledge to users in getting to know the types of traditional clothing, especially in the Bali area in an innovative and interactive way. The method used in making this application is the Multimedia Development Life Cycle (MDLC). This learning media testing stage uses the black-box testing method which is used to observe the execution results through test result data that focuses on the requirements and functionality of the application made. The results of this research are expected to increase public interest, especially in the younger generation, to preserve Balinese art and culture. Keywords: Educational Games, Balinese Traditional Clothing, Multimedia Applications
Optimalisasi Pengelolaan Inventaris Sekolah Melalui Sistem Inventory Berbasis Web di SMA N 1 Baturiti Pradipta, I Made; I Made Pradipta; Ida Ayu Mirah Cahya Dewi; I Komang Ary Wiguna
Elkom: Jurnal Elektronika dan Komputer Vol. 18 No. 1 (2025): Juli : Jurnal Elektronika dan Komputer
Publisher : STEKOM PRESS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.51903/elkom.v18i1.2952

Abstract

SMA Negeri 1 Baturiti merupakan salah satu instansi pendidikan di bawah naungan Dinas Pendidikan Kabupaten Tabanan yang memiliki berbagai aset penunjang kegiatan belajar mengajar. Proses pelaporan aset selama ini masih dilakukan secara manual menggunakan Microsoft Word, sehingga kurang efisien dan sering mengalami keterlambatan dalam pelaporan kepada Dinas Pendidikan. Untuk mengatasi permasalahan tersebut, dirancang dan dibangun sistem dengan judul Optimalisasi Pengelolaan Inventaris Sekolah Melalui Sistem Inventory Berbasis Web di SMA N 1 Baturiti. Sistem ini dikembangkan menggunakan bahasa pemrograman PHP dan database MySQL, serta dilengkapi fitur pencetakan laporan dengan PHP Word dan PHP Excel. Sistem ini mempermudah proses input data aset dan menghasilkan laporan yang lebih cepat, akurat, dan terstruktur. Dengan adanya sistem ini, diharapkan pelaporan aset sekolah kepada Dinas Pendidikan dapat dilakukan secara lebih tepat waktu dan efisien.
Utilization of the Kutuh Village Tourism Website in Optimizing E-Tourism Based Tourism Village Promotion Putera, Wayan Andrika; Rahardian, Rifky Lana; Pradipta, I Made; Sukawidana, I Wayan
Journal of Computer Networks, Architecture and High Performance Computing Vol. 7 No. 1 (2025): Article Research January 2025
Publisher : Information Technology and Science (ITScience)

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47709/cnahpc.v7i1.5099

Abstract

Kutuh Village is one of the villages in the south of Bali Island. Kutuh Village has tourism potential for international and domestic visitors. To increase the number of visitors to Kutuh Village, more support is needed to promote tourism in Kutuh Village. One thing that can be developed is E-Tourism. This service can be provided via a website, easily accessed anywhere and anytime using digital tools. Therefore, it is necessary to design an e-tourism application as a web-based tourism promotion in the Kutuh Tourism Village. So that it can attract more visitors in line with the objectives of this research. This web-based application has 2 users, namely visitors and admin. Visitors can view information about tourist attractions and events on this application in Indonesian and English. Apart from that, visitors can provide rates and comments in the application. This application system uses PHP as a programming language. Using waterfall as a system development method, in collecting data using observation methods, literature studies and similar literature. The system design uses DFD (Data Flow Diagram), ERD (Entity Relationship Diagram), conceptual database, table structure and then implemented. The positive feedback from the 11 respondents from Kutuh Village, who rated the application with an average score of 90.59%, suggests a high level of acceptance and satisfaction among local users. With the existence of e-tourism, the Kutuh Tourism Village is expected to increase tourist visits
PENDAMPINGAN DAN PENGEMBANGAN CORPORATE IDENTITY DAN ELEARNING BERBASIS MOODLE DI UPTD PLD KOTA DENPASAR Sudiatmika, I Putu Gede Abdi; Pradipta, I Made; Nugraha, Dwi Haryadi
Community Development Journal : Jurnal Pengabdian Masyarakat Vol. 5 No. 2 (2024): Volume 5 No. 2 Tahun 2024
Publisher : Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/cdj.v5i2.27875

Abstract

Proposal ini bertujuan untuk meningkatkan aksesibilitas pendidikan bagi individu dengan disabilitas melalui peningkatan layanan yang disediakan oleh UPTD Pusat Layanan Disabilitas di Kota Denpasar. Salah satu pendekatan yang diusulkan adalah pendampingan dan pengembangan corporate identity, serta pengembangan platform eLearning berbasis Moodle. Diharapkan dengan identitas korporat yang kuat, masyarakat akan lebih percaya dan memiliki citra yang baik terhadap lembaga ini, sementara penggunaan eLearning akan memberikan fleksibilitas dalam pembelajaran bagi individu dengan disabilitas. Melalui keterlibatan mahasiswa dan dosen dari Program Studi Sistem Komputer, pelatihan dan pendampingan akan diberikan untuk mengembangkan corporate identity dan membangun platform eLearning. Proses pengabdian ini dibagi menjadi beberapa tahapan kerja, termasuk perencanaan, pelaksanaan, observasi, evaluasi, dan refleksi. Tahapan perencanaan mencakup sosialisasi kepada mitra, penyusunan program, dan modul pelatihan. Tahapan pelaksanaan melibatkan pelatihan dalam pembuatan corporate identity dan penggunaan eLearning. Pada tahap evaluasi, dilakukan analisis terhadap pencapaian target pengabdian dan respon mitra terhadap kegiatan. Tahap refleksi dilakukan untuk mengidentifikasi kelemahan dan kendala yang muncul selama kegiatan.Hasil dari kegiatan pengabdian menunjukkan peningkatan pengetahuan peserta sebesar 23%, dan dari evaluasi pelatihan, sebanyak 33% menyatakan pelatihan baik dan 67% menyatakan pelatihan sangat baik. Ini menunjukkan bahwa pelatihan yang diberikan telah berhasil memberikan manfaat yang signifikan bagi peserta dan mendapat respon positif dari mereka.