Jurnal Teknologi Informasi dan Komunikasi
JTIK :Jurnal Teknologi Informasi dan Komunikasi merupakan Jurnal yang diterbitkan oleh LP2M Sekolah Tinggi Manajemen Informatika dan Komputer Provisi Semarang. Jurnal ini terbit 2 kali dalam setahun yaitu pada bulan April dan September. Misi dari Jurnal JTIK adalah untuk menyebarluaskan, mengembangkan dan menfasilitasi hasil penelitian inter-disiplin di bidang Teknologi Informasi dan Komunikasi, sistem komputer, informatika dan komunikasi sebagai media bagi para dosen, guru, peneliti dan para praktisi dalam bidang Teknologi Informasi dan Komunikasi, sistem komputer, informatika dan komunikasidari seluruh Indonesia, dalam melakukan pertukaran informasi tentang hasil-hasil penelitian terbaru yang telah dilakukan.
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PENERAPAN EXTREME PROGRAMMING DALAM PENGEMBANGAN SISTEM INFORMASI PENJADWALAN KULIAH JURUSAN AKUNTANSI POLINES
Agus Suwondo;
Ahmad Wafa Mansur;
Mardinawati
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.341
Scheduling is a routine job that is carried out every semester in the college academic system. There are two schedules that are often found in universities, namely the scheduling of lectures and exams, both theoretical and practical. The scheduling process is a process for implementing events that contain components of courses, lecturers, classes and semesters in time slots that contain time and space components. Many aspects must be considered in order to process optimal class schedules and exams. The problem that occurs at this time is the process of making teaching decrees for lecturers which is automatic from the existing system. Research begins with planning, designing, coding, and testing. With the improvement of the scheduling information system using extreme programming, it is hoped that it can help make teaching decrees in the Polines Accounting department.
EVALUASI USABILITY WEBSITE TROBOS AQUA MENGGUNAKAN METODE HEURISTIC EVALUATION
Muhammad Mahendra Poetra Praja;
Ratih Nurmasari;
Zhafira Alifia Ramadhani
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.342
TROBOS Aqua magazine is a media that contains various information about marine agribusiness and fisheries. The creation of TROBOS Aqua is a reason related to the form of commitment and also a clear manifestation of the progress of marine and fishery agribusiness. The emergence of this national media is also a form of breakthrough among other agribusiness publications. TROBOS Aqua magazine created a website to make it easier to get information related to Indonesian marine and fishery agribusiness. The purpose of the TROBOS Aqua website is to invite all readers and all parties to pay more attention, observe and provide criticism and suggestions for the benefit of advancing agribusiness development in the marine and fisheries sector in Indonesia. In using a good website, an evaluation is carried out on the website in order to find out the problems that exist on the website. The purpose of doing research on the TROBOS Aqua website is to evaluate the problems that exist on the website and redesign the evaluation results with the Heuristic Evaluation method.
ANALISIS DAN PERANCANGAN DASHBOARD DATA KARYAWAN PADA PT SOLEN SYSTEM INDONESIA DI YOGYAKARTA
Rut Febrianty;
Restyandito;
Lukas Chrisantyo
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.362
PT Solen System Indonesia is a company engaged in the manufacture of software. PT Solen System Indonesia has employee data containing sprint review data. Sprint review data is data per week that is inputted into the google sheets file. With the data number reaches from 24 google sheet files over a period of one year, admins have difficulty because they have to access google sheets files one by one to be able to view employee performance data. Admin cannot know the extent of the performance of each employee in completing the workload in a certain period. Thus, a website-based strategic dashboard was created using the User centered Design (UCD) method. The dashboard was then tested using usability test and SUS. Results of the dashboard test for the admin and all employees of PT Solen System Indonesia obtained an effectiveness value of 89%, efficiency of 78% and satisfaction of 85%.
INOVASI PEMBELAJARAN SENI TARI BERBASIS ANDROID DI MASA COVID 19
Reni Veliyanti;
Dani Sasmoko;
Indra Irawan Wahyudi
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.402
During Covid 19 the learning process experienced very severe obstacles, one of the 03semarang Elementary School and Elementary School 01 Semarang. In this study the Android application was used to support the dance learning system where students had to learn their own dance arts at home using the Android application. From the interviews conducted as many as 66.3 % like learning with mobile phones and 72.1 % understand the theory in the Android application so that when learning with mobile phones can easily understand. But for learning the practice of dance 54.7 % does not understand it. This may be the video displayed is not suitable for elementary students so you need a suitable learning video for learning that requires movement.
INFOGRAPHIC EFFECTIVENESS IN PROMOTING HEALTH FOR SMOKERS AMONG BATAM COMMUNITIES
Deli;
Donny
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.439
The main goal of this study is to create and analyze effectiveness of poster about the dangers of smoking to people in the city of Batam. The people in the city of Batam who use Instagram is the subject of this study. Multimedia Development Life Cycle (MDLC) is the method used to develop the poster and the analysis is carried by quantitative approach. Stratified Random Sampling method is the technique used in the study to collect samples. Data dissemination was carried out by distributing online questionnaires through various social media platforms. The results obtained from distributing the questionnaires were from 111 respondents. Hypotheses analysis will be carried out using the linear regression test method with the help of the SPSS 25 software. The result of this study is Performance Expectance has no significant influence on Behavioral Intention. Meanwhile Effort Expectancy, Social Influence and Facilitating Condition has influence to Behavioral Intention. The study's findings are believed to be a resource and source of knowledge for readers and academics in the future.
STUDI KORELASI PENGGUNAAN VIDEO GAME DENGAN KESEHATAN PLAYER SAAT PANDEMI DI KOTA BATAM DENGAN PENDEKATAN MULTI-METODE
Jimmy Pratama;
Novianto
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.444
In early 2020, the COVID-19 pandemic that swept across the world created disruption in life. COVID-19 is transmitted between people in proximity so physical (or social) distance is the main measure to reduce its spread. Lockdowns and quarantines due to the COVID-19 pandemic have led to an increase in video game players. The emergence of the trend of playing video games as one of the main ways of recreation has incited curiosity about the potential effects of playing video games on mental and physical health. The purpose of this study was to determine the correlation between video games and exercise on mental well-being during the COVID-19 pandemic in Batam city. The difference between this study and previous research is that there is yet any research that analyzes the correlation between the use of video games and exercise on health, especially mental well-being. The research used mixed quantitative and qualitative methods. The quantitative analysis used in this study was multiple regression analysis using the SPSS 26 program. The qualitative analysis was carried out by codification where the researcher categorizes answers from thematic analysis using NVivo (International QSR). Based on the results, it can be concluded that Exercise and Video Games have a positive correlation to Mental Well-Being. From the results of qualitative data, the researcher also identified a good impact from the use of Video Games towards Mental Well-Being.
ADOPTION OF ECO-INNOVATION AND DIGITALIZATION INFLUENCE ON THE BUSINESS PERFORMANCE OF UMKM IN BATAM CITY
Eryc Eryc;
Cindy
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.468
Along with the rapid economic growth, it creates competition between competitors. In this world of competition, every company must accept that there are competitors who enter the world of marketing with products that can change the basic mindset of a competitor. The only solution to solve a problem is innovation, innovation is needed by companies to be able to compete in creating a product that is superior to competitors. This study aims to find out how important eco-friendly products are and the effect of eco-innovation on the business performance of stores in Batam. This study uses a quantitative by doing the distribution of questionnaires using a purposive sampling technique. The result of the study shows that digitalization and eco-innovation have a significant effect on business performance with an index of so that it can be concluded as a satisfactory category.
DEVELOPMENT OF TRACER INFORMATION SYSTEM ON MEDICAL RECORD DOCUMENT
Beny Binarto Budi Susilo;
Musparlin Halid;
Ikhwan
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.477
The information system was based on existing problems. This information system was computerized where borrowing and returning medical records is no longer manual. The purpose of the information system was to make it easier for officers to record, borrow and return. This model of tracer information system development for medical record files uses the waterfall method which includes requirements analysis and definition, system and design software, for the next stage, namely Implementation and unit testing and operation and maintenance, which is not carried out.
PERANCANGAN SISTEM INFORMASI DATA KUNJUNGAN NASABAH BANK MUAMALAT BERBASIS WEB
Qori Azmi Ayasy Siagian Siagian;
Mukamal Bil Syahbana Angkat
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.478
Technological developments are increasingly rapid with all the conveniences in assisting human activities both personally and in groups. From these activities get an important information stored. The customer transaction process still applies a manual system for recording all customer transactions using the cooperative ledger. This causes bank officers to find it difficult and convoluted in managing data, which is increasing day by day. The solution to the problems that occur at Bank Muamalat Medan is the application of information technology by installing an information or relevance system that allows officers to handle customer data. This research was built using PHP programming by operating PHP and MySQL as the database. The research results can be used in the process of controlling customer data at Bank Muamalat so that it can speed up the process of recording customer data.
TRANSFORMASI DIGITAL PENGELOLAAN KEGIATAN WARGA DI LINGKUNGAN RT/RW BERBASIS e-DASHBOARD
Joko Minardi;
Anggit Abdullah
JURNAL TEKNOLOGI INFORMASI DAN KOMUNIKASI Vol 14 No 1 (2023): Maret
Publisher : UNIVERSITAS STEKOM
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DOI: 10.51903/jtikp.v14i1.479
RT/RW are a community institution that is closest to citizens, and formed through deliberation in the framework of government and community services that are recognized and determined by the Village Government. In the era of information technology, the RT / RW environment is still very little in using information technology to meet the needs of citizens such as RT financial reporting, writing letters, delivering aspirations, and activities agenda in RT neighborhoods. By utilizing information technology in the neighborhood, the communication and activities between the residents and the village apparatus such as the RT head can run effectively. Therefore, a web-based information system is created in the neighborhood of the RT / RW named Smart by using a dashboard panel that can display infographics in RT / RW environments.