cover
Contact Name
Arthur Daniel Limantara
Contact Email
arthur.daniel@cahayasurya.ac.id
Phone
+6281252148149
Journal Mail Official
cahayatech@cahayasurya.ac.id
Editorial Address
Jl. Perintis Kemerdekaan No. 36A, Ngronggo Kediri Email : cahayatech@cahayasurya.ac.id Telp : (0354) 689669
Location
Unknown,
Unknown
INDONESIA
CAHAYA tech
ISSN : 23022426     EISSN : 25802399     DOI : 10.47047
Jurnal CAHAYAtech berfokus pada hasil penelitian dalam bidang ilmu komputer, teknik informatika, dan sistem informasi dan aplikasi atau penerapan teknologi komputer dan informasi pada bidang teknik lainnya
Articles 58 Documents
Pemodelan Survei Cerdas untuk Pemantauan Kondisi Prasarana Transportasi Arthur Daniel Limantara; Elkana Lewi Santoso; Bambang Subiyanto; Sri Wiwoho Mudjanarko
CAHAYAtech Vol 9, No 2 (2020): SEPTEMBER 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i2.108

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Perancangan dan Pembuatan Sistem Informasi Akademik Berbasis Web Menggunakan Framework Codeigniter dan Mysql Mohamad Wahyu Dewantoro; Madiyanto Mardiyanto
CAHAYAtech Vol 7, No 2 (2018): September 2018
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v7i2.98

Abstract

Current technological developments are increasingly rapid, marked by increasingly integrated technology in various aspects of our lives, one of them in the aspect of education. At present, along with the development of technology, the role of technology in education is getting stronger, one of which is the application of Information Systems in Education, namely the Academic Information System. Where academic information systems are systems that manage all activities related to academic activities, such as learning processes, assignments, examinations, grades, management of students and teachers, graduation and alumni. A good School Academic Information System is a system that can achieve satisfaction from users, which in this case are prospective students, students, teachers, stakeholders, and parents so that all can feel the impact of the information system that can improve the quality of graduates from their schools.
Pemilihan Penerima Bantuan Program Keluarga Harapan(PKH) Di Desa Sidokare Menggunakan Metode Fuzzy Dan Profile Matching Dewi Cholishatul 'Aini; Heri Abijono; Elkana Lewi Santoso
CAHAYAtech Vol 10, No 1 (2021): MARET 2021
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v10i1.122

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Perancangan Aplikasi Game Edukasi Kesehatan Menggunakan GODOT ENGINE Aby Aziz Qurniawan Alwah Dhany; Agus Pramono; Elkana Lewi Santoso
CAHAYAtech Vol 9, No 2 (2020): SEPTEMBER 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i2.113

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Aplikasi Game Edukasi ABC Space Typing menggunakan Godot Engine Ahmad Daniaji Rosyiid; Elkana Lewi Santoso; Irfan Ramadhani
CAHAYAtech Vol 9, No 1 (2020): MARET 2020
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v9i1.104

Abstract

Computer subjects have their own appeal for elementary school students. Elementary school students are interested in computers because it is new to them. But in teaching and learning activities they are only interested in drawing and playing. In the typing lesson section, only a few students are interested in learning to type. Therefore, the teacher needs a more interesting way to provoke students' interest to be willing to type. This method is to invite students to play games with the educational elements of typing. This research was made using the GDLC method, game development begins with the initiation of a game model, pre-production with game planning and design, production by starting game coding, alpha version for the first test, beta version for the second test conducted by players, and version release, namely the form finished games that are ready to be played, which aims so that the system can be easily developed. This research was made to build an educational game with an educational element of typing. The software used to build this game is the Godot engine with the gdscript programming language. With an attractive game display, it is hoped that students will be more interested in learning to type.
Model Pengamanan Kendaraan dengan Sistem Kontrol Jarak Jauh dan GPS Arthur Daniel Limantara; Tjahjaning Tingastuti Surjosuseno; Bambang Subiyanto; Muhammad Ikhsan Setiawan; Nawir Rasidi
CAHAYAtech Vol 10, No 1 (2021): MARET 2021
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v10i1.118

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PROSES PEMBUATAN BROSUR TPQ MADANI STUDI KASUS: YAYASAN MASYARAKAT MADANI INDONESIA BARU Fadzar Rusghana; Syarifah Aini
CAHAYAtech Vol 11, No 1 (2022): Maret 2022
Publisher : STT Cahaya Surya Kediri

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

Abstract

The production of a brochure is of great importance in knowing and promoting an institution to the community. In the process of making a brochure has to understand the background, and understanding of the material so that it makes it eraser to determine the design concept. The problems of designing a brochure are not limited to the non-technical side, most of the failure to design it is due to the lack of technical understanding, the designer must understand it well from the technical or the non-technical side to the design process. Keywords:Making Brochure, Knowing and Promoting 
PROSES DESAIN LOGO PUSAT KEGIATAN BELAJAR MASYARAKAT BINA MANDIRI DI YAYASAN MASYARAKAT MADANI BARU (YMMIB) Kania Ananda Sahudin
CAHAYAtech Vol 11, No 1 (2022): Maret 2022
Publisher : STT Cahaya Surya Kediri

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47047/ct.v11i1.131

Abstract

Logo sangat banyak digunakan di masa sekarang. Logo dapat mempresentasikan nilai dan visi dari yang menggunakannya. Penggunaan logo yang efektif dan efisien menjadi landasan awal untuk tujuan dari logo itu sendiri. Agar dapat menjadikan logo sebagai media visual yang tepat diperlukan teori-teori yang tepat untuk membuat logo tersendiri. Pembahasan tentang logo yang baik dapat membantu para pengguna logo untuk mendesain logo secara efektif dan efisien. Paper ini merupakan kajian pustaka tentang penggunaan logo yang benar. Sehingga perkembangan institusi akan meningkat secara perlahan atau bahkan melonjak tinggi ketika sebuah institusi sudah mempunyai media seperti ini.