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INDONESIA
Jurnal Informatika Global
ISSN : 2302500X     EISSN : 24773786     DOI : -
Core Subject : Science,
Journal of global informatics publish articles on architectures from various perspectives, covering both literary and fieldwork studies. The journal, serving as a forum for the study of informatics, system information, computer system, informatics management, supports focused studies of particular themes & interdisciplinary studies in relation to the subject. It has become a medium of exchange of ideas and research findings from various traditions of learning that have interacted in the scholarly manner as well become an effort to disseminate on computer research to the International community.
Arjuna Subject : -
Articles 6 Documents
Search results for , issue "Vol 6, No 2" : 6 Documents clear
SISTEM INFORMASI E-RECRUITMENT DOSEN PADA PERGURUAN TINGGI SWASTA Terttiaavini Terttiaavini; Suzan Agustri
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (411.446 KB) | DOI: 10.36982/jiig.v6i1.2

Abstract

Expert systems are systems that use information technology to generate analytic thinking approach an expert. Expert systems now widely collaborate with a wide range of disciplines can help in the decision or result in the rapid and precise output. Removed from the problems that often occur in prospective students, the difficulty in determining the course to be taken, efforts should be made to prospective students guidance in order to determine the appropriate course based on their own potential. Psychometric analysis can analyze indicators of IQ and aptitude. This is the proper technique to learn and explore the potential of students. In addition the use of an expert system that is supported by information technology to facilitate the students to know the results of the analysis of IQ, and talent with ease. The initial process of psychometric analyzes performed on the different stages of construction scale item. By way of computing the correlation coefficients and item total correlation results with significance testing using t-test, is expected to produce a valid and reliable item. Further building expertise, necessary to analyze the expert system that includes activities pendefenisian knowledge base and the inference engine. Alternative solutions will be represented in the decision tree model (decision tree).
SISTEM INFORMASI PENGOLAHAN ZAKAT DAN INFAQ PADA MASJID AGUNG PALEMBANG Andrian Novansyah; Hastha Sunardi; Mustafa Ramadhan
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (466.808 KB) | DOI: 10.36982/jiig.v6i1.7

Abstract

Zakat is a certain amount of assets that must be issued by a person who is Muslim and given to groups who deserve it (the poor, ibn sabil, fisabilillah and so on). Processing zakat includes implementation, collection and distribution of zakat. Processing Zakat and Infaq in Palembang Grand Mosque has a system for recording and distribution of zakat funds and infaq which still has the disadvantage that the recording system is still using the manual method that allows the loss or corruption of data, the registration process is slow to make the queue is getting and the process of distributing zakat increasingly delayed and slow report generation. Therefore, researchers propose Processing Information Systems Zakat and Infaq that can overcome the problems found in the previous system, enabling the recording, processing and printing of data is done quickly, precisely. Development of systems using the Waterfall method as the flow of system development. By creating a Data Flow Diagrams (DFD), Flowchart, Data Dictionary, Entity Relationship Diagram (ERD), Data Normalization, File Specifications, Process Specifications, Chart Structured as a tool in the analysis and design. The programming language used Visual Basic 6.0 and Microsoft Access 2007 as the database. These systems process data muzakki, mustahiq, infaq, operating expenses, zakat fitrah, zakat maal, zakat income, the distribution of zakat, reports. With applicable Zakat Processing Information Systems and Infaq expected to facilitate the processing of zakat and infaq.
GAME EDUKASI TEBAK GAMBAR BENDERA NEGARA MENGGUNAKAN METODE LINEAR CONGRUENTIAL GENERATOR (LCG) BERBASIS ANDROID Karli Ramadhan; Lastri Widya Astuti; Dwi Asa Verano
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (396.443 KB) | DOI: 10.36982/jiig.v6i1.3

Abstract

The game is one of the entertainment media is the choice of children to relieve boredom or just for leisure. This game is not a means of entertainment, but it is a lesson to improve child development. This guessing game played in the form of image display using the following image is not moving so that the game felt static and monotonous. The development of the view of the games that begin to move with color graphics from the original form of dimensional approach. The games that will be made an interactive game. This is an interactive multimedia game with a controller that can be managed by the user, so the user can select any subsequent process of desired remedy, not menoton accompanied by images, sounds and features that attract so this game will be of interest to the game players have a number of criteria one of which is the educational game. Educational game that digital games designed for educational enrichment (support teaching and learning), using interactive multimedia technology and is expected to enhance learning to identify different countries flags. Applications developed flag game that has 10 levels of difficulty depending on each level, using a system based on Android Eclipse indigo are guessing. In the method of randomization flag was linear congruential generator (LCG). Linear congruential generator (LCG) is used to generate random numbers with uniform distribution, in the form of randomization in the state flag, the game design is intended to recognize the various state flag and its benefits for children to practice the logic ( analysis), training capacity spancial (intelligence picture), and the ability to read the game guess the state flag image, for parents like to give attention, accompanying them and monitor the child's development in the game
PERANCANGAN APLIKASI GAME EDUKASI PEMBELAJARAN ANAK USIA DINI MENGGUNAKAN LINEAR CONGRUENT METHOD (LCM) BERBASIS ANDROID Dora Irsa; Rita Wirya Saputra; Sri Primaini
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (368.882 KB) | DOI: 10.36982/jiig.v6i1.4

Abstract

Early childhood learning is an approach to development that is intended for children from birth until the age of eight years is done through the provision of educational stimulus to assist the growth and development of the physical and spiritual so that children have the readiness to enter further education. To assist the growth and development of children then built an educational game. Educational game is a game that apply learning and educational material inserts into the game. Educational game that will be developed is a game (game) to train children early age especially those aged three to eight years to be able to read, write and count properly. This educational game called calistung game. Educational game calistung applied into the android operating system. And for the determination of the matter calistung presentation using a linear congruent method (LCM). Linear congruent method (LCM) is one method of random number generator. Where the determination of the constants LCM (a, c and m) will determine whether or not the random number obtained in the sense of obtaining random numbers as if nothing happened looping.
SISTEM KENDALI ROBOT PENGINTAI MENGGUNAKAN KONTROL KOMPUTER BERBASIS MIKROKONTROLER ARDUINO Al Hafiz Amrillah; Hastha Sunardi; Zulkifli Zulkifli
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (259.118 KB) | DOI: 10.36982/jiig.v6i1.5

Abstract

In general, the robot can be defined as a mechanical device that can do the work of man or behave like a human, one human work that can be carried out reconnaissance activities against the robot is something that becomes the object of man's purpose. Surveillance robot is designed to be able to perform the task of staking something, for the robot is equipped with a wireless camera that is connected to the computer as a indicator of the object captured by the camera, the robot is also equipped with a remote as motion control of the robot, the robot is equipped with a program to guide the process the work of the robot. At the time of power supply in the On the the program that is loaded on the arduino executed, and the camera is active, ready to capture the object in front of him, the robot will move according to the command through the remote as a controller, the object of which was caught on camera transmitted via wireless signals to a PC to be translated as a moving image, until the power supply in this reconnaissance matikan.robot bekerka on a plane and not berpenghalang, the robot can not work well if it passes through an area with a certain angle and has a barrier.
KENDALI PERALATAN LISTRIK DENGAN SMS MENGGUNAKAN ARDUINO DAN GPRS SHIELD Andri Agus Agus S; Zulkifli Zulkifli; Rendra Gustriansyah
Jurnal Informatika Global Vol 6, No 2
Publisher : UNIVERSITAS INDO GLOBAL MANDIRI

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (241.679 KB) | DOI: 10.36982/jiig.v6i1.6

Abstract

In the current era, the technology continues to evolve to facilitate human work, solve problems more quickly and accurately, the technology also can be used as the setting and control, whether using wired, wireless to the remote control. Setting or control would be better if done quickly, accurately and can be controlled remotely, especially the existing equipment at home when left by their owners. To simplify the control of the made design simulation controls that can control household electric appliances. In utilizing the communication medium is now able to reach almost all parts of Indonesia, by utilizing GPRS (General Packet Radio Service) provided by the mobile network operator, then made a design that can control the electrical equipment remotely using SMS (Short Message Service ) to facilitate the work, avoid direct contact dangerous if applied to equipment that is dangerous, saving human resources, time, cost and energy.

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