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PENERAPAN E-COMMERCE PADA PENJUALAN BOUQUET BUNGA DAN PAPAN AKRILIK Siregar, Regita Yori; Siregar, Fairuz Azzaria; Rahma, Najahaura; Sintiya, Aqilla; Batubara, Nabila Rahmadani
Insan Pembangunan Sistem Informasi dan Komputer (IPSIKOM) Vol 12, No 2 (2024): DESEMBER 2024
Publisher : Universitas Insan Pembangunan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58217/ipsikom.v12i2.334

Abstract

E-commerce is a method of selling and purchasing goods and services over the Internet. E-commerce is part of e-business, and refers to a broader scope. Not only buying and selling transactions, but also collaboration with business partners, customer service, human resource recruitment, and so on. Apart from web network technology, electronic commerce also requires other non- computer based technologies such as database technology, electronic mail (email), product delivery systems, and payment methods. The opportunities for e-commerce in the business world are still very large, especially in Indonesia, considering that the available market is still wide open. This research aims to develop an E-commerce system that facilitates the sale and ordering of Flower Bouquets and Acrylic Boards, complete with detailed product information and ordering guides. This e-commerce system was built using the HTML and PHP programming languages, as well as Bootstrap to beautify the appearance. It can be concluded that the resulting system is able to simplify the sales process, convey product information, and the product ordering process according to consumer wishes.Keywords:e-commerce, market place, HTML, PHP,Bootstrap
PENGARUH SOSIAL MEDIA TERHADAP MITIGASI BENCANA BANJIR Sintiya, Aqilla Sintiya; Rahma, Najahaura; Siregar, Ummi Kalsum
Insan Pembangunan Sistem Informasi dan Komputer (IPSIKOM) Vol 12, No 2 (2024): DESEMBER 2024
Publisher : Universitas Insan Pembangunan Indonesia

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.58217/ipsikom.v12i2.336

Abstract

Indonesia frequently experiences natural disasters, especially floods. The National Disaster Management Agency (BNPB) utilizes social media to reduce the likelihood of disasters and disseminate information about them. Disaster mitigation is an effort to reduce the risks and impacts of disasters on communities in disaster-prone areas. These disasters can include natural events such as earthquakes, tsunamis, floods, or volcanic eruptions, as well as human-induced disasters such as social conflicts and terrorism. The goal of disaster mitigation is to minimize the risk of fatalities and injuries to residents and reduce losses when hazards occur in the future. This includes mitigating economic losses and damage to public sector infrastructure. The objective of this study is to gain an understanding of how social media can be leveraged to disseminate information about natural disasters and to build public awareness regarding potential disaster risks in the future.Keywords:Disaster mitigation, Floods, Social media, Impact, Society
Design of a Rule-Based CIS to Determine the Customer Status of Bank Sumut Binjai Rahma, Anisa Sri; Rahma, Najahaura; Putri, Raissa Amanda
RIGGS: Journal of Artificial Intelligence and Digital Business Vol. 4 No. 4 (2026): November - January
Publisher : Prodi Bisnis Digital Universitas Pahlawan Tuanku Tambusai

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.31004/riggs.v4i4.4953

Abstract

The development of information technology is driving the banking sector to shift from manual systems to digital systems to improve efficiency, accuracy, and consistency in credit management. This digital transformation has become a crucial need due to the increasing number of customers and the complexity of the credit assessment process that must be carried out by banking institutions. PT. Bank Sumut Binjai Branch still applies manual determination of customer credit status, which has the potential to cause process delays, assessment errors, and inconsistencies in decision-making. This condition can impact the quality of service and credit risk faced by the bank. This study aims to design a Rule-Based Credit Information System that is able to determine customer credit status automatically based on predetermined rules. This system is designed to be able to process customer data systematically according to applicable criteria. The method used is a Rule-Based System which includes the stages of knowledge acquisition, knowledge representation, application of inference engines, and system evaluation. Data collection was carried out through interviews with credit officers and relevant literature studies as a basis for compiling system rules. The system design is modeled using Unified Modeling Language (UML) which is represented through Use Case Diagrams to illustrate the interaction between users and the system. The designed system is expected to assist credit officers in determining customer status quickly, accurately, objectively, and consistently, as well as increase the effectiveness of the credit decision-making process at PT. Bank Sumut Binjai Branch.
Perancangan Media Pembelajaran Berbasis Kuis Interaktif pada Tingkat Sekolah Dasar Menggunakan Macromedia Flash 8 Ali Ikhwan; Fairuz Azzaria Siregar; Najahaura Rahma; Nur Zahra Maharani
Jurnal Ilmu Komputer dan Informatika | E-ISSN : 3063-9026 Vol. 2 No. 4 (2026): April - Juni
Publisher : GLOBAL SCIENTS PUBLISHER

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

Abstract

Advancements in information technology have encouraged the emergence of various innovations in the field of education, one of which is the use of interactive learning media. However, the teaching and learning process in elementary schools still largely relies on conventional methods that tend to be less engaging for students. This study aims to develop an interactive quiz-based learning media using Macromedia Flash 8 to create a more attractive and effective learning experience. The development method employed is the Multimedia Development Life Cycle (MDLC), which consists of six stages: concept, design, material collecting, assembly, testing, and distribution. The developed media includes an introductory page, user identity input, multiple-choice questions, a timer, sound effects, background music, automatic score calculation, and an evaluation result page. The results indicate that the application is capable of providing interactive learning evaluation, is easy to use, and offers immediate feedback, thereby having the potential to enhance students' learning motivation.