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SISTEM INFORMASI PERSALINAN DENGAN METODE SCRUM Dian Lestari; Tantri Hidayat Sinaga; Nurjamiyah Nurjamiyah
Jurnal Media Informatika Vol. 4 No. 1 (2022): Jurnal Media Informatika
Publisher : Jurnal Media Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v4i1.392

Abstract

In today's modern era, information technology has had a considerable influence in many ways, especially in the world of health. In this study, there were several problems related to labor management at the Tinggi Raja Health Center such as recording examinations related to childbirth examinations such as recording actions, blood pressure, fetal position, weight and size of the fetus as well as submitting a schedule then missing examination cards, examinations that were missing. irregular and this examination will of course take a lot of time, especially in finding patient data because all activities are still recorded in the ledger and will hinder the ongoing examination process, the results of the examination are only recorded with an examination card, information related to childbirth is still displayed on the walls of the health center. The purpose of this study is to build a labor management system using the scrum method. With this system, it can be used in patient data collection, and makes it easier for the public to carry out obstetrical examinations and so that puskesmas patients can predict childbirth so that it can make it easier for the community to submit a delivery schedule.
ANALISIS ASOSIASI RULE MINING DALAM REKOMENDASI SPAREPART PADA BENGKEL SERVICE 227 MENGGUNAKAN ALGORTIMA CT-PRO Yogi Aziz; Hasdiana Hasdiana; Nurjamiyah Nurjamiyah
Jurnal Media Informatika Vol. 4 No. 1 (2022): Jurnal Media Informatika
Publisher : Jurnal Media Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55338/jumin.v4i1.403

Abstract

Clustering merupakan proses analisa informasi yang mana kerap digunakan sebagai salah satu proses untuk Data Mining yang bertujuan untuk mengumpulkan informasi yang memiliki karakter yang sama pada satu kawasan yang sama dan informasi yang memiliki karakter yang berbeda ke kawasan lain.  Pada penelitian yang dilakukan hal yang akan menjadi tujuan atau sasaran dalam penlitian ini adalah mengetahui proses clusterisasi judul skripsi di Universitas Harapan Medan mengetahui cara kerja algoritma K-Means dalam melakukan Clusterisasi judul skripsi, menerapkan algoritma K-Means. Adapun rumusan masalah yang dibangun pada penelitian ini bagaimana proses pengelompokkan judul skripsi yang ada di perpustakaan universitas harapan medan dengan menerapkan algoritma K-Means Clustering sehingga akan dapat memudahkan proses pengelompokkan. Aplikasi yang dibangun menggunakan Bahasa pemrograman PHP dan MySQL segabai databasenya. Metode K-Means merupakan sebuah metode yang melakukan proses clustrering untuk satiap judul skripsi yang ada. Penelitian yang dilakukan menciptakan informasi baru yaitu dengan adanya Clustering data dari judul skripsi berdasrakan bidang dari judul itu sendiri dimana setiap hasilnya dapat dilihat di masing-masing cluster datanya. Dari hasil penelitian yang dilakukan maka dapat disimpulkan bahwa algoritma K-Means merupakan algoritma yang mampu mengelompokan beberapa data dengan cepat dan tepat sehingga data data yang memuat judul skripi tersebut dapat dilihat sesuai dengan kelompoknya datanya masing-masing.
Penerapan Metode Reorder Point pada Persediaan Stok Barang Berbasis Website M. Rezky Sahputra; Eka Rahayu; Nurjamiyah Nurjamiyah
JITEKH Vol 10 No 2 (2022): September 2022
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/jitekh.v10i2.579

Abstract

The data collection of incoming and outgoing goods is still semi-manual by being recorded in a book, then every month it is transferred to excel, making data collection not recorded accurately, so that there is often a discrepancy between the data of the goods that come out and the written data, this results in the unknown number of remaining goods being delivered. available in the warehouse for sure. That way the company does not know when to reorder its stock of goods. The purpose of this research is to build a website-based inventory information system for distribution outlet businesses or commonly called distributions. In determining the right amount of inventory to place an order for stock of goods back by using the Reorder Point method. This website was built using the PHP programming language and MySQL database as well as the CodeIgniter framework. The system development uses the Waterfall method, and the system design uses the Unified Modeling Language (UML). The results of this study are a website-based inventory information system application using the reorder point method which can be used to facilitate the process of collecting data on receipt of goods and expenditure of goods, and the reorder point method can be used as a solution in determining the inventory of an item to be reordered so as to minimize the occurrence shortage or even out of goods.
Pelatihan Pembuatan Aplikasi E-Commerce untuk Penjualan Baju Batik pada UKM Batik Ardhina Nurjamiyah Nurjamiyah; Hasdiana Hasdiana
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol 4 No 02 (2022): EDISI SEPTEMBER 2022
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v4i02.623

Abstract

E-Commerce adalah penyebaran, pembelian, penjualan, pemasaran barang dan jasa melalui internet. Seluruh komponen yang ada dalam perdagangan diaplikasikan ke dalam e-commerce seperti customer service, layanan produk, cara pembayaran dan cara promosi. Perkembangan internet yang semakin maju merupakan salah satu faktor pendorong berkembangnya e-commerce. UKM Batik Ardhina merupakan sebuah usaha yang bergerak dalam pembuatan produksi batik. Seiring berkembangnya UKM Batik Ardhina permintaan konsumen akan barang pun semakin meningkat, akan tetapi saat ini sistem yang ada di UKM Batik Ardhina masih manual, seperti tidak adanya penyimpanan pengolahan data yang terstruktur, promosi barang masih menggunakan banner. Tidak adanya sarana penjualan jarak jauh yang bisa mempermudah perusahaan dalam memperluas wilayah pemasaran. Konsumen harus datang sendiri ke lokasi dan pembayaran dilakukan secara tunai. Hal ini tentu menyulitkan para calon konsumen dari dalam dan luar kota, dikarenakan harus mengeluarkan biaya untuk mengunjungi UKM Batik Ardhina. Sehingga calon konsumen membutuhkan layanan pembelian dan pembayaran secara online dan transfer melalui rekening. Tujuan dilakukannya program kegiatan ini adalah melatih dan membuat e-commerce yang dapat mendukung proses penjualan batik. Hasil yang kami peroleh adalah (1) Aplikasi ini dapat menyajikan informasi terkait dengan UKM Batik Ardhina;(2) konsumen dapat melihat info tentang jenis-jenis produk yang dijual.
Decision Supporting System In Selection of Online Games Players From One Team To One Esports Medan using Naïve Bayes (Case PT. Satu E-Sport) Marina Elsera; Andhika Sulesmana; N Nurjamiyah
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.265

Abstract

Esports is present in Indonesia as an official sport in Indonesia with the appointment of PB ESI (Indonesian Esports Association) as the main organization  which  is  recognized by the government to manage the esports ecosystem. The selection of players (athletes) is one of the determining factors in sports to achieve the goal of winning. PT. One Esports Indonesia, which is the first legal incorporated esports organization in the city of Medan, has the opportunity to join the Indonesian professional mobile legends league known as the Mobile Legends Development League (MDL). To get and determine the players who will play, so that is determined by the coach using a 7-point Likert scale. This research comes up  from this background to help in the selection of players in an open and systematic way. This study uses the nave Bayes classification method to determine the role of players, i.e : Roam/Jung/Mid, XP, and Gold. In this studying to use of  players from each role through the calculation of the ranking points of capable players which are the final result of a decision supporting system for coaches to be able to determine the athletes who will fight a duel
Decision Supporting System In Selection of Online Games Players From One Team To One Esports Medan using Naïve Bayes (Case PT. Satu E-Sport) Marina Elsera; Andhika Sulesmana; N Nurjamiyah
IJISTECH (International Journal of Information System and Technology) Vol 6, No 4 (2022): Decembar
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/ijistech.v6i4.265

Abstract

Esports is present in Indonesia as an official sport in Indonesia with the appointment of PB ESI (Indonesian Esports Association) as the main organization  which  is  recognized by the government to manage the esports ecosystem. The selection of players (athletes) is one of the determining factors in sports to achieve the goal of winning. PT. One Esports Indonesia, which is the first legal incorporated esports organization in the city of Medan, has the opportunity to join the Indonesian professional mobile legends league known as the Mobile Legends Development League (MDL). To get and determine the players who will play, so that is determined by the coach using a 7-point Likert scale. This research comes up  from this background to help in the selection of players in an open and systematic way. This study uses the nave Bayes classification method to determine the role of players, i.e : Roam/Jung/Mid, XP, and Gold. In this studying to use of  players from each role through the calculation of the ranking points of capable players which are the final result of a decision supporting system for coaches to be able to determine the athletes who will fight a duel
Application of Augmented Reality Technology in E-Commerce Web Applications N Nurjamiyah; Anisa Putri; Marina Elsera
IJISTECH (International Journal of Information System and Technology) Vol 6, No 6 (2023): April
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/.v6i6.290

Abstract

Augmented Reality (AR), is a technology that uses the concept of combining real reality with virtual reality in real time. Augmented Reality is not the same as virtual reality capable of replacing real-world reality, but it is useful for adding or supplementing. With a 3-dimensional object inserted in the target object marker which is a special image or pattern which has been inserted by 3D image, it can be detected by the application and display a 3-dimensional image in real-time. Android smartphones can allow for AR development that can be accessed by many users and it is very easy to use. AR can be used to display products in 3 dimensions on websites of e-commerce. Augmented Reality can be used to make it easier for buyers to interact directly with products in a real way in the virtual world. The method used to design the CV.Sukses Group website was to use the MDLC (Multimedia Development Life Cycle) method which consisted of concept, design, material collecting, assembly, testing, and distribution. The results of this research were in the form of e-commerce websites, AR applications, and 3-dimensional objects. The purpose of this final project was to develop an Augmented Reality application aimed at buyers who wanted to interact directly with CV.Sukses Group products. This application was created with Unity and Vuforia Engine as AR application development tools. For websites built using a WordPress CMS. The application of Augmented Reality-based technology on the CV.Sukses Group e-commerce website could read markers on product images that would display 3-dimensional models on the screen of android devices in real-time.
Application of Augmented Reality Technology in E-Commerce Web Applications N Nurjamiyah; Anisa Putri; Marina Elsera
IJISTECH (International Journal of Information System and Technology) Vol 6, No 6 (2023): April
Publisher : Sekolah Tinggi Ilmu Komputer (STIKOM) Tunas Bangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30645/.v6i6.290

Abstract

Augmented Reality (AR), is a technology that uses the concept of combining real reality with virtual reality in real time. Augmented Reality is not the same as virtual reality capable of replacing real-world reality, but it is useful for adding or supplementing. With a 3-dimensional object inserted in the target object marker which is a special image or pattern which has been inserted by 3D image, it can be detected by the application and display a 3-dimensional image in real-time. Android smartphones can allow for AR development that can be accessed by many users and it is very easy to use. AR can be used to display products in 3 dimensions on websites of e-commerce. Augmented Reality can be used to make it easier for buyers to interact directly with products in a real way in the virtual world. The method used to design the CV.Sukses Group website was to use the MDLC (Multimedia Development Life Cycle) method which consisted of concept, design, material collecting, assembly, testing, and distribution. The results of this research were in the form of e-commerce websites, AR applications, and 3-dimensional objects. The purpose of this final project was to develop an Augmented Reality application aimed at buyers who wanted to interact directly with CV.Sukses Group products. This application was created with Unity and Vuforia Engine as AR application development tools. For websites built using a WordPress CMS. The application of Augmented Reality-based technology on the CV.Sukses Group e-commerce website could read markers on product images that would display 3-dimensional models on the screen of android devices in real-time.
PERANCANGAN SISTEM E-MARKETING PRODUK CONTENT CREATOR MENGGUNAKAN METODE SOSTAC Muhammad Risky Juliandi; Yanty Faradillah Siahaan; Nurjamiyah -
Syntax : Journal of Software Engineering, Computer Science and Information Technology Vol 4, No 1 (2023): Juni 2023
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/syntax.v4i1.2887

Abstract

Teknologi informasi telah berkembang salah satunya pada kegiatan content creator. Pada saat ini banyak content creator telah menggunakan media sosial sebagai pemasaran yang mereka lakukan tetapi terdapat kendala yaitu kurang lengkap informasi yang diberikan oleh content creator dan masyarakat harus mencari satu per satu media sosial yang dimiliki content creator, serta lamanya proses pencarian content creator. Strategi proses model untuk perancangan E-Marketing menggunakan pengembangan SOSTAC dan perbedaan tahapan yang akan terlibat dalam strategi pemasaran dari pengembangan strategi untuk implementasi. Sistem diimplementasikan menggunakan bahasa pemrograman PHP dan MySQL sebagai database. Teknik analisis yang digunakan adalah metode SOSTAC. Pengembangan sistem menggunakan extream programming dan perancancagan menggunakan UML. Hasil penelitiian ini adalah sistem E-Marketing content creator menggunakan metode SOSTAC. Tujuan penelitian ini adalah untuk membangun sistem E-Marketing content creator berbasis web. Sistem ini akan diuji menggunakan metode Black Box. Penerapan  sistem E-Marketing content creator menggunakan metode SOSTAC yang dapat memberikan output dari desain E-Marketing yang sangat membantu memudahkan pencarian content creator di Indonesia dan membantu mempromosikan nya dalam www.contentcreatorindonesia.com. Kata Kunci : E-Marketing, Content Creator, Extreme Programming ¸PHP, SOSTAC, dan Black Box 
Pelatihan Penggunaan Aplikasi Edmodo Sebagai Media Pembelajaran Siswa-Siswi di SMA Al-Fityan School Medan Nurjamiyah Nurjamiyah; Yunita Sari Siregar; Mufida Khairani
Prioritas: Jurnal Pengabdian Kepada Masyarakat Vol 5 No 01 (2023): EDISI MARET 2023
Publisher : Universitas Harapan Medan

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.35447/prioritas.v5i01.765

Abstract

Pada metoda pembelajaran Konvensional, hubungan antara pengajar dan peserta didik sangat erat, karena antara pengajar dan peserta didik dapat bertemu dan berkomunikasi secara langsung. Tetapi seiring perkembagan teknologi, media dan sarana pembelajaran pun semakin berkembang, menuntut model dan metode pembelajaran yang lebih inovatif kreatif dimana proses pembelajaran mengarah pada tidak adanya batasan RUANG dan WAKTU. Dengan Metode Konvensional waktu dan tempat pembelajaran sangat terbatas, yang berdampak pada jumlah waktu pertemuan dengan pengajar dan tempat pertemuan yang terbatas, yaitu saat berada di sekolah. Padahal dengan perkembangan teknologi informasi, proses pembelajaran dapat berjalan kapanpun dan dimanapun tanpa dibatasi oleh ruang dan waktu. Oleh karena itu perlu metode atau alat untuk memecahkan masalah ini, salah satunya adanya penggunaan aplikasi EDMODO. Edmodo merupakan platform pembelajaran berbasis Learning Management System (LMS) yang aman bagi guru, siswa dan sekolah berbasis sosial media. Edmodo memberi fasilitas bagi guru, murid tempat yang aman untuk berkomunikasi, berkolaborasi, berbagi konten dan aplikasi pembelajaran, pekerjaan rumah (PR) bagi siswa, diskusi dalam kelas virtual, ulangan secara online dan nilai. Hasil dari pengabdian dapat meningkatkan pengetahuan, pemahaman dan ketrampilan bagi para guru di SMA Al-Fityan School Medan untuk mengoptimalkan fasilitas ICT yang telah ada sebaik mungkin. Bentuk pengoptimalan yang ada ialah para guru mampu membuat media e- learning untuk keperluan proses pembelajaran.