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latifah
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latifah.lat@bsi.ac.id
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INDONESIA
Jurnal Khatulistiwa Informatika
ISSN : 23391928     EISSN : 2579633X     DOI : -
Core Subject : Science,
Jurnal Khatulistiwa Informatika (JKI) Merupakan Jurnal Ilmu Komputer yang dikelola oleh LPPM Universitas Bina Sarana Informatika Unit Kampus Kota Pontianak. Jurnal ini di publikasikan secara nasional dengan menggunakan Open Journal System (OJS). Jurnal Khatulistiwa Informatika (JKI) menggunakan prosedur penilaian Double Blind. Dimana antara penulis dengan mitra bestari tidak saling mengenal identitasnya masing-masing. Jurnal Khatulistiwa Informatika (JKI) awal terbit pada tahun 2003. Periode penerbitan 2 kali dalam setahun yaitu pada bulan juni dan desember. Silahkan kirimkan artikel anda dan untuk unduh Template DI SINI. Draft Etika Publikasi dapat dilihat pada tautan berikut ini : ETIKA PUBLIKASI.
Arjuna Subject : -
Articles 238 Documents
DAMPAK KAMPUS UNIVERSITAS NEGERI SEMARANG TERHADAP PERUBAHAN SOSIAL EKONOMI MASYARAKAT KELURAHAN SEKARAN KECAMATAN GUNUNGPATI KOTA SEMARANG Wanty Eka Jayanti
Jurnal Khatulistiwa Informatika Vol 2, No 2 (2014): Periode Desember 2014
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (474.028 KB) | DOI: 10.31294/jki.v2i2.1648

Abstract

The focus of this research is the Socio-Economic Changes that occurred in village communities have now caused by the campus that began Unnes active since 1990. The problem raised is how social change is a change in social structure and lifestyle and economic change in the form of livelihood and economic changes experienced by the family of village communities have now due to the presence Unnes campus. Goals to be achieved is to know how to shape socio-economic changes experienced since the existence of the Unnes campus community in the village have now. The method used in this research is qualitative research is research that produces descriptive data analysis. While data collection techniques used were interviews, observation, and documentation. in analyzing the data, after collecting data, researchers used a qualitative research phase with an interactive model. The results showed that the socio-economic changes experienced by village communities have now quite significant. Changes that occur in the structure of society which has developed the organizational awareness, people's lifestyle is changing and has followed the trend of today, the livelihood of the majority of farmers had previously been changed into a majority of both employers and trade services. Changes in livelihoods is what ultimately led to increased family income. Poor families reduced level, and most people have can meet and / or provide for his own household. these changes is the impact of causing the existence Unnes campus developments and the gradual development of infrastructure. So that access to information on community absorption quickly also availability of facilities to the city of Semarang, which is very adequate. The conclusion is that development in the Village Unnes have now, by accident has many positive contributions that cause the changes towards the better for the life of the local community. The presence of students with all their needs as a very good business area for the community, although there are some people who can not take advantage of these opportunities because of limited capital and experience in entrepreneurship.Keywords: Unnes Campus Impact, Social Change, Community Economic Change.
Pembuatan Aplikasi Game Kuis “Pontianak Punye” Berbasis Android Dedi Saputra; Arif Rafiqin
Jurnal Khatulistiwa Informatika Vol 5, No 2 (2017): Periode Desember 2017
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1411.654 KB) | DOI: 10.31294/jki.v5i2.2882

Abstract

Keanekaragaman khas Kota Pontianak saat ini kurang diminati oleh masyarakat luas, hal ini dikarenakan masuknya khas-khas luar yang memiliki konten dan teknologi yang jauh lebih menarik, salah satunya adalah perkembangan teknologi pada dunia game. Dimana semakin banyak pula jenis aplikasi game yang dikembangkan salah satunya adalah game mobile. Penulis berinisiatif untuk membuat sebuah game mobile yang mengambil tema cerita kota Pontianak dan ciri khasnya, yang tujuannya dari game mobile ini untuk mempromosikan khas yang ada di Kota Pontianak. Sehingga diharapkan dengan inovasi seperti ini maka dapat meningkatkan ketertarikan masyarakat luar untuk berkunjung ke Kota Pontianak. Pembuatan aplikasi game kuis Pontianak Punye ini mengunakan game engine Construct 2 yang berbasis HTML5. Game ini merupakan game 2D dengan genre trivia atau permainan yang berisi pertanyaan-pertanyaan atau kuis. Game ini hanya memiliki 2 menu untuk memulai permainan, akan tetapi di dalam 2 menu, yaitu menu permaenan dan cerite dan di dalamnya terdapat isi yang yang menyenangkan. Pada tahap pembuatan game terdapat beberapa tahap seperti perancangan permainan, desain menu dan objek-objek. Terdapat tiga tahap pengujian yaitu fungsional game, pengujian device, dan pengujian ketertarikan user. Sehingga dihasilkan aplikasi game kuis Pontianak Punye yang dapat dijalankan pada smartphone berbasis Android, IOS dan Windows. Spesifikasi minimum Ram 512mb, dan versi 4.0+ untuk menjalankan permainan kuis Pontianak Punye di smartphone Android dan untuk menjalankan permainan kuis Pontianak Punye ini di Windows, OS Windows 32/64bit (XP, VISTA, 7, 8 dan Windows 10) dengan aplikasi Browser Google Chorome versi 9.0 dan Frifox versi 3.6.13. Game ini diperuntukan kepada seluruh kalangan agar tertarik akan keanekaragaman dan ciri khas Kota Pontianak.Kata Kunci: Game, Pontianak Punye, keanekaragaman dan ciri khas Kota
PENYELESAIAN TRAVELING SALESMAN PROBLEM PADA PERUSAHAAN DISTRIBUSI PRODUK DENGAN ALGORITMA FARTHEST INSERTION Lisnawanty Lisnawanty
Jurnal Khatulistiwa Informatika Vol 4, No 2 (2016): Periode Desember 2016
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (687.753 KB) | DOI: 10.31294/jki.v4i2.1268

Abstract

A Company is an organization that has a complexity of problems in managing the relationship between retailers and distributors to keep the process running smoothly distributing products. The problems that often occur in the distribution company is to determine the best route for delivering products to a number of retailers that will be visited. In the case of Traveling Salesman Problem, this study made some observations on Yakult Company in Pontianak. Based on observations, it is known that the distribution system is done simply. In other words, there is no strategy developed to make the process of distribution, so that in one distribution process not all retailers can be visited. This study discusses the Traveling Salesman Problem solving problems in product distribution company. The method used is the method of heuristic algorithms using Farthest Insertion.Keywords: Traveling Salesman Problem, farthest insertion, retailers, distribution
MENENTUKAN TINGKAT KEMISKINAN MENGGUNAKAN FUZZY LOGIC Yoyok Rohani
Jurnal Khatulistiwa Informatika Vol 2, No 1 (2014): Periode Juni 2014
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (698.733 KB) | DOI: 10.31294/jki.v2i1.1632

Abstract

Poverty is a situation where there is an inability to meet basic needs such as food, clothing, shelter, education and health. Various development programs organized by the government in an effort to reduce poverty have not managed optimally. Some families are really poor do not get help while the family is considered to be sufficient to get help. This is due to the poor families of data that is not valid because the selection of poor families based appointment system and unofficial estimates. To determine whether a family is included in the category of poor or affluent in this study using fuzzy logic to figure calculations use the Microsoft Excel.Keyword: fuzzy logic, microsoft excel, poverty
Kajian Implementasi Pembelajaran Berbasis E-learning dengan Pendekatan Unified Theory of Acceptance and Use of Technology (UTAUT) (Studi Kasus pada SMP Al-Amanah, Kota Tangerang Selatan) Haryanto Haryanto
Jurnal Khatulistiwa Informatika Vol 5, No 1 (2017): Periode Juni 2017
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (646.581 KB) | DOI: 10.31294/jki.v5i1.2270

Abstract

ABSTRACTElectronic learning (e-learning) is educational process take information technology and communication sistimatically by integrating these components of learning, including the interaction of learning traffic space and time with kualitasi certifiable. E-learning do learning long-range used technology computer, computer network and / or internet or computer standalone. The use of technology expected to improve the will and the learning the students in particular smp students. Peggunaan technology and information system will go well if users accept and implement the technology well. One way to see how far influence the application of learning with pemanfatan e-learning is to use the model theory of acceptance and use of technology ( utaut ). With this model will can be seen how relations behavior in acceptance e-learning by the students dilingkungan smp al trustful south tangerang. Research result obtained a very significant relating to behavior users. It is of course can improve quality and the quality of learning in smp al trustful. And therefore can produce graduates more quality.Keywords: e-Learning, Unified Theory of Acceptance and Use of Technology (UTAUT)
PENGEMBANGAN DAN IMPLEMENTASI APLIKASI ANTRIAN LOKET PELAYANAN MASYARAKAT MENGGUNAKAN METODE MULTI CHANEL-SINGLE PHASE (Studi Kasus : Disdukcapil Kabupaten Kubu Raya) Muhammad Sony Maulana
Jurnal Khatulistiwa Informatika Vol 4, No 1 (2016): Periode Juni 2016
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (880.914 KB) | DOI: 10.31294/jki.v4i1.1259

Abstract

Web-based application is an easy solution to execute a client-server concept. The web application can run on all operating systems such as Windows, Linux and Mac OS. The web application can be accessed using a browser and does not require a high specification computer. Application queue is an application that can help process the queue to display the sequence of queues based on the customers who come awal.Aplikasi queues can help a government or private agency to avoid Push-pressed between the customer when queuing to get service. Application queues are equipped with sound, pictures and text can improve the quality of public services. Keywords: queuing applications, client-server based applications
PERANCANGAN SISTEM INFORMASI PENJUALAN PERALATAN HIKING BERBASIS DESKTOP PADA TOKO CIMONE OUTDOOR TANGERANG Eka Wulansari Fridayanthie
Jurnal Khatulistiwa Informatika Vol 3, No 2 (2015): Periode Desember 2015
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (635.132 KB) | DOI: 10.31294/jki.v3i2.1665

Abstract

In today's era of globalization, information technology and computers will play a decisive role in business competition. Success in mastering information technology will determine the company's success in competing. With the development of information technology and computers are very fast, the use of computer technology to be very effective when applied to a company, organization or government agency. The system is designed with object-oriented methodology, and implemented using language pemerograman Visual Studio 2005 and Microsoft Office Access as its database. Results from this study can be concluded that the system that created this information can allow a user to resolve minor problems that often occur without the help helpdesk.Keyword: Business Applications, Sales Activities, Information Systems
WEB-BUG DENGAN MEMANFAATKAN VARIABLE SERVER PHP UNTUK MENGUMPULKAN INFORMASI AKTIFITAS PENGUNJUNG WEBSITE Agung Sasongko
Jurnal Khatulistiwa Informatika Vol 2, No 1 (2014): Periode Juni 2014
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (688.881 KB) | DOI: 10.31294/jki.v2i1.1623

Abstract

Recording traces of web activity current penggunjung be one way to determine the behavior and habits of website visitors . In e - commerce visitor behavior of data will be very useful to know what became of interest from prospective buyers to read what he was looking for content , so it can be considered a decision to provide the products most frequently searched for visitors . Web - bugs at this time to be one way to record a web visitor activity which works unnoticed by them . This research aims to exploit the server variables contained in webserver , PHP programming especially the track record in capturing visitor information website . This study uses an experimental research and application development method using the waterfall model . From the results obtained that an image element in HTML can be used to insert code that can trigger action of web - bug on the server which is then used to record the activity of website visitors .Keyword: web-bug, web transaction log, e-commerce
FAKTOR-FAKTOR YANG MEMPENGARUHI KEBIJAKSANAAN PEMASARAN BIDAI TERHADAP VOLUME PENJUALAN PADA SENTRA INDUSTRI KECIL HASTA KARYA KECAMATAN JAGOI BABANG KABUPATEN BENGKAYANG Martono Martono
Jurnal Khatulistiwa Informatika Vol 3, No 1 (2015): Periode Juni 2015
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (587.267 KB) | DOI: 10.31294/jki.v3i1.1654

Abstract

Basically the factors that influence the success of a company is with the marketing management in a company, these factors may include internal factors that effort factors that could affect the company as a product produced and servant, a factor that can not be controlled entrepreneur taste Buyers are always changing, the emergence of new competitors, the emergence of substitute goods, government regulation possibility of the action of competitors and others. factor is preferred marketing management in a company, other potential factors that are owned by the company will determine if the company excellence directed properly to the progress of the company for the purpose of this research can identify how the wisdom of marketing to sales volume in the company, and how they affect of the respondents to the Center of Small Industries Hasta Work At Babang Jagoi District of Jagoi Babang Bengkayang. In this study, the author uses descriptive methods, data collection methods used were interviews, questionnaires, documentary studies, and studies library. From the results of this study the authors conclude that the factors that influence the marketing wisdom to sales volume splint include: product quality, promotion strategies influence on consumer behavior, marketing costs, barriers exist to increase product sales and sales volume splint. In increasing sales volume purchases employers must respond to splint it sells. Thus the consumer needs a good quality can be met, so that not only will increase the volume of sales but also affect the benefits to be obtained in order to promote the progress of enterprise entrepreneurs for the development of Small industry center Hasta works.Keywords: Wisdom marketing and sales volume splint
Media Pembelajaran Pengenalan Hewan-Hewan Khas Kalimantan Berbasis Android Mobile Learning (Studi Kasus: TK Aisyiyah Bustanul Athfal 5) Muhammad Sony Maulana; Ade Muhammad Firman Hardiansyah
Jurnal Khatulistiwa Informatika Vol 5, No 2 (2017): Periode Desember 2017
Publisher : Universitas Bina Sarana Informatika

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (1833.471 KB) | DOI: 10.31294/jki.v5i2.2888

Abstract

Pembelajaran merupakan aktivitas yang dilakukan oleh tenaga pengajar dan peserta didik dalam lingkungan belajar yang membutuhkan komponen-komponen pembelajaran meliputi tujuan pembelajaran, materi pembelajaran, pendidik, peserta didik, metode pembelajaran, media pembelajaran dan lingkungan pembelajaran. Media pembelajaran dapat dibagi menjadi dua yaitu melalui media cetak dan media digital. Melihat perkembangan terkini dimana semakin banyaknya pengguna smartphone dan tablet, dari usia dewasa hingga anak-anak tentunya memerlukan kontribusi di dunia pendidikan dalam bentuk media pembelajaran mobile (digital) Mengingat bahwa usia anak-anak memiliki daya tangkap yang lebih lamban ketimbang dewasa. Maka perlu dibuat media pembelajaran yang dapat meningkatkan kemampuan kognitif anak-anak. Tujuan dari penelitian ini membangun sebuah media pembelajaran berbasis android mobile learning yang mampu meningkatkan kemampuan kognitif anak-anak dalam pengenalan hewan-hewan khas Kalimantan. Metode yang digunakan adalah Software Development Life Cycle (SDLC) yang didukung dengan metode pengumpulan data seperti observasi, wawancara dan studi pustaka. Hasil yang didapatkan bahwa media pembelajaran berbasis android mobile learning dapat menarik minat anak dalam belajar dan mengingat sehingga dapat meningkatkan efesiensi anak dalam belajar.Kata Kunci : pembelajaran, media digital, pembelajaran berbasis android mobile

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