cover
Contact Name
Ignatius Ario Sumbogo
Contact Email
ignatius.sumbogo@kalbis.ac.id
Phone
+6281215900707
Journal Mail Official
lpp@kalbis.ac.id
Editorial Address
Jalan Pulomas Selatan Kav 22, Kayu Putih, Jakarta Timur 13210
Location
Kota adm. jakarta timur,
Dki jakarta
INDONESIA
Kalbiscientia Jurnal Sains dan Teknologi
Published by UNIVERSITAS KALBIS
ISSN : 23564393     EISSN : 27755576     DOI : https://doi.org/10.53008
INFORMATIKA TEKNOLOGI INFORMASI is an academic open access journal which aims to promote the integration of science and technology published by Faculty of Creative Industry Institut Teknologi dan Bisnis Kalbis. The focus of this journal is to publish papers of science and technology implementation. Submitted articles should report original, previously unpublished research results, experimental or theoretical, and will be peer-reviewed. Articles submitted to the journal should meet these criteria and must not be under consideration for publication elsewhere. Manuscripts should follow the style of the journal and are subject to both review and editing.
Articles 145 Documents
Pembangunan Aplikasi Pengambilan Keputusan Pemberian Surat Keterangan Tidak Mampu Berbasis Website Pada Kelurahan Rawaterate Angga Nugraha Sentana; Abdurrazzaq, Muhammad Adrinta
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3111

Abstract

Tujuan penelitian ini adalah mengembangkan aplikasi pengambilan keputusan pemberian Surat Keterangan Tidak Mampu berbasis website di Kelurahan Rawaterate dikarenakan pemberian SKTM secara manual menghadapi beberapa masalah, seperti proses yang lambat, potensi kesalahan pendataan, kurangnya transparansi, kesulitan akses dan pencarian data, serta kurangnya efisiensi dan efektivitas. Metode yang digunakan dalam pembangunan aplikasi ini adalah metode Rational Unified Process (RUP) dengan pemodelan Unified Modelling Language (UML), serta menggunakan bahasa pemrograman HTML, CSS, PHP, dan database MySQL. Hasil dari pengujian aplikasi dengan menggunakan metode blackbox testing dengan skenario yang telah ditetapkan adalah berhasil secara keseluruhan dan hasil pengujian user experinece testing menyatakan bahwa pengguna setuju bahwa aplikasi ini mempermudah dan telah sesuai dengan kebutuhan pengguna untuk saat ini.
Integrasi Gamifikasi dalam Perancangan dan Pembangunan Website Pembelajaran Kosakata Bahasa Asing Novia Rahman Nisa; Lumba, Ester; Waworuntu, Alexander
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 10 No. 02 (2023): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v10i02.3245

Abstract

Proficiency in foreign languages offers numerous benefits, with vocabulary mastery being a key aspect. In today's digital era, learning foreign language vocabulary is not limited to physical dictionaries but also extends to online platforms. This study developed a foreign language vocabulary learning website using gamification methods, focusing on Japanese and German languages. The gamification approach was implemented using the Octalysis framework, particularly emphasizing the core drives of Development & Accomplishment and Empowerment of Creativity & Feedback, incorporating game elements such as rewards, leaderboards, and timers. The website was evaluated using the Hedonic-Motivation System Adoption Model (HMSAM) to assess user interest (behavioral intention to use) and immersion levels. The results indicated a user interest level of 82.29% and an immersion level of 80.53%, demonstrating the website's effectiveness in foreign language vocabulary learning.
Pengembangan Gim Edukasi Pembelajaran Kata Benda dan Kata Kerja Bahasa Inggris pada Tingkat Sekolah Dasar Ervian, Jenrico; Dirgantara, Harya Bima
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3259

Abstract

The purpose of this research is to develop an educational game that help elementary school children learn English vocabulary. The materials applied to the game are limited to nouns and verbs with matching card game types. The method used is Game Development Life Cycle (GDLC) with five stages: initiation, pre-production, production, game testing, beta testing, and release. The programming languages used are HTML, CSS, and Javascript. The final result of this research is an educational game "Pintar Kosakata" that can be played on the website. The results of black box testing state that all components run well. From the results of device testing, stated that the minimum width of the required device screen dimensions is 320 pixels. Based on the results of user experience testing, 7 out of 10 respondents stated that they understood the material of English nouns and verbs through the "Pintar Kosakata" educational game learning method.
Implementasi Sistem Enterprise Resource Planning untuk Manajemen Proyek pada PT Delima Usaha Bersama Evelyn Cindy Angela; Samosir, Ridha Sefina
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3269

Abstract

PT Delima Usaha Bersama is a service provider company in the field of Information Technology (IT Consultant). The work planning system at PT Delima Usaha Bersama uses Microsoft Excel, in result the work planning becomes non-effective. Furthermore, employees are inefficiently controlled caused by not having sufficient system for employee monitoring within all projects. Therefore, SOPlanning is used for implementing ERP system for project management to create a more effective and systematic employee work planning and performance control. The system implementation method uses the ASAP method and the type of research used is a case study. The result is an application for work planning and employee activity monitoring accessible through web with online connection.
Perancangan Antarmuka Sistem Informasi Perpustakaan El-Muna Q Menggunakan Metode User Centered Design Rahmatun Nazila; Annida Rizki Luthfi Astuti; Bambang Sugiantoro; nana
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3273

Abstract

Perpustakaan El-muna Q adalah perpustakaan khusus yang berada di pondok pesantren Al-Munawwir Komplek Q. Sebagaimana perpustakaan pada umunya perpustakaan Elmuna q juga memiliki banyak koleksi seperti novel, terjemah kitab, buku pendidikan, task akhir dan lain-lain. untuk mendukung jalannya operasional perpustakaan yang maksimal maka dibutuhkan sebuah sistem informasi guna membantu tercapainya pelayanan yang maksimal bagi pemustaka dan pemustka. Sistem informasi perpustakaan ini menawarkan kemudahan bagi admin dalam mengelola koleksi dan anggota, seperti mendata koleksi, eksemplar, anggota dan sirkulasi buku yang dilakukan oleh pemustaka. Sebelum melakukan pembangunan sebuah sistem dibutuhkannya sebuah rancangan desain antarmuka yang dirancang menggunakan metode ucer centered design (UCD). hasil rancangan desain ini berupa user interface aplikasi yang berbasis web dengan memenuhi kriteria usability, berdasarkan hasil testing oleh pengguna(pemustaka) dan juga admin (admin). Pihak perpustakaan dan pengguna puas dengan desain tampilan sistem informasi ini.
Pengembangan Video Permainan Prisoner’s Dilemma 2D Platformer Dengan Menggunakan Unreal Engine Bambang Irawan; Ramadhan, Azki
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3280

Abstract

The dominance of 3D games has contributed to the fast growth of the video game industry in recent decades. Since 3D games have become so popular, 2D games might offer an intriguing alternative. Using the "Prisoner's Dilemma" game theory, this research attempts to construct a 2D game that will provide players with an engaging gaming experience. This work was developed using agile methodologies because of its flexibility, which enables rapid responses to evolving software development requirements. Black Box Testing and surveys revealed that the Prisoner's Dilemma is a fun, participatory game with branching narratives and conflict. Furthermore, player feedback was integrated through a survey with 28 respondents. The findings indicate that this video game has an appealing user interface (UI), a manageable difficulty level, is easily playable on a computer, has simple controls, and can entice players to attempt additional 2D video games.
Perancangan Aplikasi Seluler Dokumentasi dan Informasi Hukum BPH Migas Berbasis Android Yehezkiel Dicky Pandu Ferdinand1; Tjiong, Edwin
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3282

Abstract

This work presents the development of mobile application in Android OS to display legal documentation which are published by BPH Migas. The purpose of this work is to streamline the access to legal documents produced by BPH Migas by mobile device users. The development work was designed using agile framework and the application was implemented using Kotlin programming language. The result is a mobile application that can view, download, and share legal documents owned by BPH Migas
Sistem Informasi Sumber Daya Manusia PT Perdana Maxxi International Berbasis Web Richard; Ziveria , Mira
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3286

Abstract

PT Perdana Maxxi International is a logistic company that still uses conventional human resource system in processing employee data, attendance and leave, so it takes a long time to process it. This study aims to build a web-based human resource information system that includes the processing of employee attendance and employee leave with waterfall system development methods that included system anaylysis using cross functional diagram and cause-effect diagram, system design using Unified Modeling Language (UML), system development and programming using Hypertext Preprocessor (PHP) programming language and My Structure Query Language (MySQL) database and system testing using black box with alpha testing. The result of this study is a system that can be used to manage employee data, attendance and leave.
Perancangan Aplikasi Kasir Pada Toko “PTB CATSHOP” Berbasis Website Miko Ilhamsyah; Abdurrazzaq, Muhammad Adrinta
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3360

Abstract

Digitalisasi di dunia bisnis sudah banyak dilakukan. Salah satunya adalah aplikasi mesin kasir yang menjadi kebutuhand dasar dari sebuah usaha. Toko PTB CATSHOP merupakan toko yang menjual perlengkapan hewan peliharaan khususnya kucing. Dalam proses bisnisnya, Toko PTB CATSHOP masih menggunakan cara konvensional non-digital. Maka dari itu, tujuan dari penelitian ini adalah mengembangkan aplikasi kasir berbasis web untuk PTB CATSHOP. Hasil pengujian black box menunjukkan keberhasilan dari fungsionalitas yang diharapkan untuk dimiliki aplikasi. Hasil pengujian UAT dengan 10 responden dapat disimpulkan bahwa aplikasi kasir PTB CATSHOP berbasis web ini memudahkan dalam pencatatan kasir dan manajemen toko.
Konten TikTok Kesehatan Mental dan Dampaknya Terhadap Pengetahuan Mengenai Toxic Relationship Helsa, Helsa; Astuti, Prida Ariani Ambar
KALBISCIENTIA Jurnal Sains dan Teknologi Vol. 11 No. 01 (2024): Sains dan Teknologi
Publisher : Research and Community Service UNIVERSITAS KALBIS

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.53008/kalbiscientia.v11i01.3546

Abstract

Mental health is often disregarded because it does not involve physical pain. However, it is just as important as physical health, and many Indonesians still need to understand it fully. To address this issue, a research study was conducted to examine how mental health content on TikTok affects Generation Z's understanding of toxic relationships. The study analyzed the TikTok account @sundarindah, which posted content about toxic relationships between January and November 2023 and used Uses and Gratification theory to analyze research findings. The study used an explanatory survey with a quantitative approach and a positivistic paradigm. The findings indicate that there is a positive correlation between mental health content and knowledge about toxic relationships. However, the study also found that the impact of TikTok content on mental health was moderate. The findings of this study are understandable because the mass audience can no longer be seen as passive recipients of any message conveyed through the media. Audiences now actively choose media that can fulfill their needs and desires. However, TikTok has become an attractive medium for Generation Z because of its audio-visual advantages. The information conveyed through this account is casual and has entertainment elements.