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Journal : jurnal media computer science

Web-Based E-Commerce Oncak Store Lingga Azelia; Feri Hari Utami; Achmad Fikri Sallaby
Jurnal Media Computer Science Vol 1 No 1 (2022): Januari
Publisher : Fakultas Ilmu Komputer Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1552.802 KB) | DOI: 10.37676/jmcs.v1i1.1910

Abstract

E-Commerce is a way of shopping and trading online that utilizes internet facilities where there is a website that provides buying and selling services between sellers and buyers. In this final project, a website will be created for product sales cases, especially clothing, bags and key chains. This E-Commerce based book selling application is designed using PHP and MySQL programming languages as databases and Joomla Virtuemart for website design. This application has three main levels. The first is for general users, namely every website visitor who can view product catalogs, use website services, but cannot place product orders. The second is a member or members who have registered who can order products. The third is the administrator, namely the person who has the right to be able to manage product data, order data and make reports for the store.
Sistem Informasi Pengolahan Data Perpustakaan Sekolah Smk Negeri 5 Kota Bengkulu Amanda Olivia Firasti; Achmad Fikri Sallaby; Venny Novita Sari
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9174

Abstract

School libraries play an important role in supporting the learning process, but library data management at SMK Negeri 5 Bengkulu City is still done manually. This situation leads to various issues, such as slow administrative processes, risks of data errors, and difficulties in tracking book inventory and loan activities. To address these issues, this study aims to develop a web-based Library Data Processing Information System using PHP programming language and MySQL database. The research method used is the Software Development Life Cycle (SDLC) with a Waterfall approach, consisting of the following stages: requirements analysis, system design, coding, testing, and implementation. The system is designed to facilitate administrators in managing book data, member information, borrowing, and returns, as well as generating reports automatically. System testing was conducted using the Black Box method, which demonstrated that all features function properly according to user needs. The result of this research is an information system that can improve the efficiency and accuracy of library management, reduce manual errors, and simplify the report generation process. Thus, this system is expected to be a solution to library management problems at SMK Negeri 5 Bengkulu City and serve as a reference for the development of similar systems in the future.
Creating Educational Math Games Using Construct 2 Software Farhan Zaky; Ricky Zulfiandy; Achmad Fikri Sallaby
Jurnal Media Computer Science Vol 5 No 1 (2026): Januari
Publisher : LPPJPHKI Universitas Dehasen Bengkulu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.37676/jmcs.v5i1.9581

Abstract

This study aims to develop a mathematics educational game for seventh-grade junior high school students using Construct 2 software, focusing on algebra and plane geometry. The research method used is experimental, covering needs analysis, system design, implementation, and black box testing. The game is designed with interactive features such as multiple-choice quizzes, visual simulations, and score tracking to enhance motivation and conceptual understanding. A questionnaire completed by 15 respondents showed that 86.7% agreed/strongly agreed the game interface was easy to use, 80% felt the game supported concept comprehension, and 93.3% would recommend the game. Functional testing confirmed that all features (navigation, content, quizzes, and score storage) operated optimally. The game aligns with the Merdeka Curriculum, which emphasizes competency-based and contextual learning. The results conclude that the Construct 2-based educational game is effective as an interactive learning tool, increases student engagement, and is suitable for further development by adding collaborative features and expanding its content.