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Rancang Bangun Sistem Informasi Manajemen Laundry Pada Klin En Klin Laundry Arie Rafika Dewi; Nurjamiyah Nurjamiyah
Jurnal Sistem Komputer dan Informatika (JSON) Vol. 2 No. 2 (2021): Januari 2021
Publisher : Universitas Budi Darma

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.30865/json.v2i2.2797

Abstract

Klin en Klin is a business that is engaged in clothes washing and ironing services that are starting to develop. Where this laundry business provides kilogram washing services and washing services that are calculated per item including washing and dry services and ironing services such as washing clothes, washing bad covers, washing blankets, washing curtains, washing dolls, washing bags, washing shoes, washing helmets, washing carpets, wash the coat. The management process in this laundry service activity is still manual. In data collection activities, customers' clothes are still very inefficient because data collection is still using paper and handwritten. When the customer comes to hand over the goods, the recording of goods data and making notes is still using paper so that when the data is stored or archived, the data is prone to loss or damage which could result in negligence or natural disaster. In addition, financial statements can also be miscalculated. Transaction systems that are still manual and still not optimal have found problems such as accumulation of records and reports, slow information flow, slow data retrieval process and difficult transaction report recap. To overcome this problem, a laundry management information system is needed that can increase the effectiveness and efficiency of the Klin En Klin Laundry business. The purpose of this research is to produce a web-based software application using the PHP programming language and MySQL database to design a Laundry Management System. The result of this design is to produce a Web-based application that can be a medium of information to help laundry service businesses in managing their management
Perancangan Sistem E-Commerce Berbasis Web pada Toko Pakaian Online Nurjamiyah; Fadhilah Zuhdiyyah Lubis
Jurnal Publikasi Ilmu Komputer dan Multimedia Vol. 5 No. 1 (2026): Januari: Jurnal Publikasi Ilmu Komputer dan Multimedia
Publisher : Pusat Riset dan Inovasi Nasional

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.55606/jupikom.v5i1.6623

Abstract

The development of information technology encourages business actors to utilize digital media in order to increase effectiveness in the sales process. Online clothing stores are one type of business that requires a sales system capable of reaching a wider range of consumers and facilitating transaction processes. This study aims to design a web-based e-commerce system for online clothing stores to support the management of product data, orders, and sales transactions in a computerized manner. The methods used in this study include system requirements analysis, system design using Unified Modeling Language (UML), database design, and user interface design. The results of this study are a web-based e-commerce system design that provides various features such as product catalogs, shopping carts, ordering processes, and data management by administrators. The implementation of this system is expected to improve sales process efficiency, expand marketing reach, and facilitate customers in conducting online clothing purchase transactions.
E – PEMASARAN PROPERTI DI KOTA MEDAN MENGGUNAKAN FRAMEWORK CODEIGNITER BERBASIS Alvin Fadrian Lubis; Tantri Hidayati Sinaga; Nurjamiyah Nurjamiyah
Syntax : Journal of Software Engineering, Computer Science and Information Technology Vol 4, No 2 (2023): Desember 2023
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/syntax.v4i2.3954

Abstract

Kehadiran teknologi informasi dalam pemasaran online semakin mempengaruhi  kehidupan manusia dalam memenuhi kebutuhannya. Kemudahan akses dengan jangkauan yang luas membuat setiap orang dapat menelusuri berbagai situs dalam melakukan transaksi jual-beli secara online. Salah satu jenis usaha yang berkembang di sekitar kampus Universitas Harapan Medan adalah bisnis properti. Bisnis properti ini termasuk rumah sewa, rumah kost, dan hotel . Lahan yang dibutuhkan untuk  menjadi tempat tinggal membuat bisnis ini semakin di geluti.Selama ini masih banyak masyarakat khususnya dosen dan mahasiswa yang merantau kesulitan mencari informasi properti yang disewakan di kota medan khususnya di sekitar kampus Universitas Harapan Medan, masyarakat harus mencari dari jalan ke jalan untuk menanyakan apakah masih ada di sewakan atau tidak, dan selama ini masih banyak pelaku usaha mempromosikan bisnis propertinya melalui media sosial tanpa adanya memiliki situs tersendiri. Untuk itu di perlukan suatu sistem electronic pemasaran ( E –Pemasaran ) yang dapat membuat masyarakat khususnya mahasiswa dan dosen yang sedang merantau mengetahui lokasi  properti yang tersedia untuk di sewakan khususnya di sekiraran Universitas Harapan Medan serta dapat juga membuat pemesanan secara online  jika ingin membooking properti terlebih dahulu. Kata Kunci : Properti, Online, Pemasaran
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 
PERANCANGAN APLIKASI GAME EDUKASI PENGENALAN HEWAN LAUT DALAM BAHASA INGGRIS MENGGUNAKAN METODE R&D Kevin hiskia sitanggang; Marina Elsera; Nurjamiyah Nurjamiyah
Djtechno: Jurnal Teknologi Informasi Vol 3, No 1 (2022): Juli
Publisher : Universitas Dharmawangsa

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.46576/djtechno.v3i1.1652

Abstract

AbstrakGame Edukasi adalah salah satu jenis media yang digunakan untuk memberikan pengajaran, menambah pengetahuan penggunanya melalui suatu media unik dan menarik. Game edukasi dibuat dengan tujuan spesifik sebagai alat pendidikan, untuk belajar mengenal warna, mengenal huruf dan angka, matematika, sampai belajar bahasa asing.Game dengan tujuan edukasi seperti ini dapat digunakan sebagai salah satu media edukasi yang memiliki pola pembelajaran learning by doing. Berdasarkan pola yang dimiliki oleh game tersebut, pemain dituntut untuk belajar sehingga dapat menyelesaikan permasalahan yang ada. Status game, instruksi, dan tools yang disediakan oleh game akan membimbing pemain secara aktif untuk menggali informasi sehingga dapat memperkaya pengetahuan dan strategi saat bermain. Metode Research and Development metode penelitian dan pengembangan atau dalam bahasa inggris nya Research and Development adalah metode penelitian yang digunakan untuk menghasilkan produk tertentu dan menguji ke efektifan produk tersebut.penelitian ini bertujuan menghasilkan media pembelajaran berupa game edukasi dan menguji ke efektifan media pembelajaran tersebut.Kata Kunci: Game Edukasi,Pengenalan Hewan Laut,Dalam Bahasa Inggris,Metode R&D.  Abstract              Educational Game is one type of media that is used to provide teaching, increase the knowledge of its users through a unique and interesting media. Educational games are made with a specific purpose as an educational tool, to learn to recognize colors, recognize letters and numbers, mathematics, and learn foreign languages. Games with educational purposes like this can be used as an educational medium that has a learning by doing pattern. Based on the pattern possessed by the game, players are required to learn so that they can solve existing problems. Game status, instructions, and tools provided by the game will guide players actively to explore information so that they can enrich their knowledge and strategies while playing. Research and Development methods Research and development methods or in English Research and Development is a research method used to produce certain products and test the effectiveness of these products. This study aims to produce learning media in the form of educational games and test the effectiveness of these learning media. Keywords:  Educational Games,Introduction to marine animals,In English,R&D Method
Pemanfaatan Produksi Pakan Mandiri untuk Meningkatkan Efisiensi Usaha Budidaya Ikan Nurjamiyah Nurjamiyah; Haida Dafitri; Zaharuddin Zaharuddin; Kalvin Chiuluto; Sumi Khairani; Lisa Adriana
JPM: Jurnal Pengabdian Masyarakat Vol. 7 No. 1 (2026): July 2026
Publisher : Forum Kerjasama Pendidikan Tinggi

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47065/jpm.v7i1.3262

Abstract

Feed costs are the largest component in fish farming businesses, accounting for more than 60% of total production costs. This condition is also experienced by fish farmer groups in Patumbak Village, Deli Serdang Regency, which still depend on commercial feed, resulting in high operational costs and reduced profits. On the other hand, the area has local resources that can be utilized as alternative feed ingredients, one of which is chicken feather waste, which contains a high protein content. However, the limited knowledge and skills of the partners in producing self-made feed have become the main obstacle to utilizing this potential. This community service program aimed to improve the knowledge and skills of fish farmer groups in producing self-made feed based on chicken feather waste to enhance the efficiency of fish farming businesses. The partner of this activity was a fish farmer group managed by Mr. Denianto in Patumbak Village, Deli Serdang Regency. The implementation methods included socialization, self-made feed production training, feed production practice, mentoring, and evaluation. The results showed an improvement in participants’ knowledge and skills regarding feed formulation and self-made feed production. The partners were able to utilize chicken feather waste as an alternative feed ingredient, thereby reducing their dependence on commercial feed. Furthermore, the program had a positive impact on production cost efficiency, strengthened group collaboration, and encouraged more environmentally friendly utilization of livestock waste. This program is expected to support the sustainability of fish farming businesses and improve the welfare of fish farming communities in Deli Serdang Regency.