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Contact Name
Syaiful Zuhri Harahap
Contact Email
syaifulzuhriharahap@gmail.com
Phone
+6285261290813
Journal Mail Official
syaifulzuhriharahap@gmail.com
Editorial Address
Program Studi Sistem Informasi, Fakultas Sains & Teknologi, Universitas Labuhanbatu Jalan Sisingamangaraja No.126 A KM 3.5 Aek Tapa, Bakaran Batu, Rantau Sel., Kabupaten Labuhanbatu, Sumatera Utara 21418
Location
Kab. labuhanbatu,
Sumatera utara
INDONESIA
Journal of Computer Science and Information Systems (JCoInS)
ISSN : -     EISSN : 27472221     DOI : 10.36987
Core Subject : Science,
Journal of Computer Science and Information Systems (JCoInS) - Journal of the Information Systems Study Program seeks to facilitate critical study and in-depth analysis of information system problems, this journal is an expert computer science scientist, information system scientist. e-ISSN : 2747-2221
Articles 12 Documents
Search results for , issue "Vol 5, No 3: JCOINS | 2024" : 12 Documents clear
Analisis Penerimaan Guru Terhadap Penggunaan Aplikasi E-Raport Menggunakan Metode Technology Acceptance Model di SMK Negeri 2 Padang Wahyuni, Rada Puspa; Irsyadunas, Irsyadunas; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.6076

Abstract

In the era of globalization as it is today, Information and communication technology is defined as the development of an important element and has a great influence on humans.Computers or gadgets become data processing devices and communication media that are very important in a job. No exception in the world of education that also uses these technological advances in the learning process, such as in schools and colleges. The use of e-report cards in schools still has its own challenges, especially in terms of acceptance and use by teachers. There are still various factors that can affect the acceptance and use of e-report card the application of Information Systems Technology in the field of Education. E-report card is one of the implementation of the application of Information Systems Technology in the field of education that serves in making the results of Student Assessment Reports. E-report cards provide benefits for teachers to process students ' academic and non-academic grades, and assist schools in preparing assessment reports in accordance with existing assessment guidelines. E- report information system is used to process the attitude value, knowledge value, and skill value that teachers put into the final grades of students. The results of observations and interviews that have been conducted with E-report card admin, subject teachers and homeroom teachers of SMK Negeri 2 Padang. Researchers found several facts that the difficulties and problems in using the E-Report Card system. It can be seen that there are teachers who have difficulty using E-report cards because the network is unstable, there are still teachers who do not understand the features of the E-Report Card application so that the difficulty when using it, there are still teachers who have difficulty when using the E-Report Card system, because the time when filling in the value is also limited, if there is a delay the teacher automatically cannot perform the assessment process to the E-Report Card Application System.
Analisis Virtual Reality Pada Game VR Lounge Room Resident Evil 8 di Game Blink Playstation Padang Wingsky, Monica; Viola, Zahara Nadinda; Saputra, Firman; Saputra, Topan; Rusdi, Muhammad Ikhsan; Hadi, Aidil Fitra; Wiratama, Agra; Novita, Rini
Journal of Computer Science and Information System(JCoInS) Vol 5, No 3: JCOINS | 2024
Publisher : Universitas Labuhanbatu

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.36987/jcoins.v5i3.5950

Abstract

Virtual Reality (VR) technology has changed the paradigm in the video gaming industry by providing immersive immersive experiences to users. One prominent implementation is in the VR game Lounge Room Resident Evil 8, offered by Blink Playstation Padang. This research aims to analyze the impact of using VR technology on the experience of playing this game at Blink Playstation Padang, especially regarding the level of player satisfaction, level of immersion, and acceleration in improving the playing experience. The research method used is a qualitative approach with a case study design, involving data collection through surveys and interviews with players who have tried VR technology at the facility. The results show that the use of VR increases the immersion and responsiveness of the game, although it also poses challenges such as initial adaptation to the interface and device controls. Overall, players were satisfied with the experience of playing the VR Lounge Room Resident Evil 8 game on Blink Playstation Padang, with a high level of satisfaction with the visual-audio quality and interaction provided by VR technology. This study provides insight into the potential applications of VR technology in the video game industry and its implications for further development.

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