cover
Contact Name
Heryenzus
Contact Email
heryenzus@indobarunasional.ac.id
Phone
+6281363711800
Journal Mail Official
heryenzus@indobarunasional.ac.id
Editorial Address
Komplek Mitra Mas Blok C no. 11-18 Jl. Dang Merdu, Tlk. Tering, Kec. Batam Kota, Kota Batam, Kepulauan Riau 29461
Location
Kota batam,
Kepulauan riau
INDONESIA
Jurnal Sistem Informasi dan Manajemen
ISSN : 23381523     EISSN : 2541576X     DOI : https://doi.org/10.47024/js.v9i3
Jurnal ini merupakan sarana untuk mempublikasikan hasil penelitian orisinil yang berhubungan dengan sistem informasi dan komunikasi, sistem komputer, manajemen informatika serta bidang-bidang terkait lainnya. Adapun ruang lingkup jurnal JURSIMA ini meliputi: Manajemen E-Business dan E-Commerce Sistem Informasi Bisnis Digital Rekayasa Perangkat Lunak (Software Engineering) Jaringan komputer dan komunikasi data (Computer network and data communication) Kewirausahaan Pembelajaran berbasis komputer Sistem pendukung keputusan Sistem Informasi Akuntansi dan Manajemen
Articles 373 Documents
RANCANG BANGUN APLIKASI HELPDESK DENGAN PENDEKATAN KNOWLEDGE MANAGEMENT SYSTEM SMAN 99 JAKARTA Susanto, Lulu Kamila; Nurmiati, Evy
JURSIMA Vol 10 No 2 (2022): Jursima Vol. 10 No. 2, Agustus Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i2.348

Abstract

State High School 99 Jakarta is an educational institution that has a role in providing quality teaching, knowledge, and education for students. In the current digital era, knowledge is something that must be managed by an agency, especially an educational institution. In implementing this, an implementation of information technology is needed, namely the online-based Knowledge Management System software. In the education sector, a Hepldesk application helps a lot in improving performance and expertise. The purpose of this helpdesk application is to help facilitate the work problems of the school technician. In addition, the helpdesk application makes it easier for students to report damaged school facilities, so that the technician will immediately make repairs as soon as possible. The method used in building the helpdesk application is by using the Waterfall Model and designed using Unified Modeling Language (UML) diagrams. With the construction of this helpdesk application using a knowledge management system approach, it is hoped that it can be a tool to help manage damage reports as well as the perfect solution to solve the problem. damage according to the existing knowledge base.
PERANCANGAN KNOWLEDGE MANAGEMENT SYSTEM BERBASIS WEBSITE PADA SEKOLAH MENENGAH ATAS XYZ Septianudin, Septianudin; Nurmiati, Evy
JURSIMA Vol 10 No 2 (2022): Jursima Vol. 10 No. 2, Agustus Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i2.350

Abstract

This research discusses the design of Knowledge Management System at SMA XYZ. This Knowledge Management seeks to improve the learning process at this time where at this time teaching and learning activities are carried out online due to the COVID-19 pandemic. The method in designing the Knowledge Management System at SMA XYZ uses the Knowledge Management System Life method, because this method is a method that can be used to support the analysis process, identify knowledge resources, design verification and validation of Knowledge Management Systems, implement Knowledge Management Systems and evaluate systems. developed. The purpose of this research is to help teachers and students in the learning process so that teaching and learning activities can be done anywhere. The results obtained in this study are the design of the Knowledge Management System at SMA XYZ which can be used by teachers and students. Keywords: Knowledge Management System, E-Learning, Knowledge Management System Life Cycle
SALES SYSTEM INFORMATION AT THE SALDAS JAKARTA MEAT SHOP USING THE SWOT METHOD Masya, Fajar; Hidayatullah, Syarief; Yosef, Martin Ronaldo; Putra, Anrico Ananda
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.354

Abstract

Saldas Jakarta Meat Shop is a business that is engaged in selling frozen meat and frozen food consisting of beef, mutton, chicken, fish, and frozen processed products with well-known brands. Saldas Jakarta Meat Shop has problems in the sales process that only relies on offline transactions. Then the recording of product purchase orders, product sales reports, product stock reports, to income reports are still done manually, which results in report documentation not being properly structured so that business owners and employees experience difficulties during the process of finding the required data. The information system for selling frozen meat and frozen food is expected to help overcome these problems with the aim of increasing effectiveness and efficiency in managing business operations. Seeing the situation and conditions in the Saldas Meat Shop business in Jakarta, business process analysis and system analysis were carried out using the SWOT method and system development using the Waterfall method.
ANALISA PEMANFAATAN TEKNOLOGI, CUSTOMER DELIVERED VALUE FITUR PELAYANAN, CITRA MEREK, DAN PERILAKU KONSUMEN PADA MASA PANDEMI COVID-19 TERHADAP KEPUASAN KONSUMEN GRAB DI KOTA BATAM Sapuan, Sapuan; Samad, Samad
JURSIMA Vol 9 No 2 (2021): Jursima Vol. 9 No. 2, Agustus Tahun 2021
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v9i2.355

Abstract

From the results of the study the authors concluded that partially count (X1) has a positive and significant effect on customer satisfaction, with a t value of 9.641 with a significant level of 0.000. Customer deliverd value (X2) has a positive and significant effect on customer satisfaction with a t value of 12.281 with a significant level of 0.000. Brand image (X4) has a positive and significant effect on customer satisfaction with a t value of 2.226 with a significant level of 0.029. Consumer behavior (X5) has a positive and insignificant effect on customer satisfaction with a t value of 8.645 with a significant level of 0.000. Judging from the simultaneous or joint test that knowing the effect of technology use (X1), customer delivered value (X2), service features (X3), brand image (X4), and consumer behavior (X5) simultaneously have a positive and significant effect on Consumer satisfaction variable (Y) with a value that f counted at 496.822 and significant with a significant value of 0.000.
PERENCANAAN SISTEM INFORMASI PERUSAHAAN MENGGUNAKAN TOGAF ADM PADA PT CIPTA RETAIL PRAKARSA Siregar, Petrus; Tambotoh, Johan J.C
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.359

Abstract

APLIKASI INFORMASI OBJEK WISATA DI PURWOKERTO BERBASIS MULTIMEDIA INTERAKTIF Al 'Arifah, Difla Mazidah; Ramadlana, Adhe Nuzula; Oktawandira, Denis; Pradana, M. Aldi Yudhi; Syaifudin, Agung Irman; Aldo, Dasril
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.360

Abstract

The rapid development of technology and science produces new innovations that are constantly changing for the better. One of them is in the field of information technology, especially multimedia-based technology which has an important role in the process of distributing information.Tourism is one of the leading sectors for Indonesia which plays an important role in increasing income. Indonesia as a developing country that has tourism potential, both natural, historical, cultural and religious tourism, because Indonesia has various ethnic groups, customs, and cultures so that it is quite potential to be developed properly. However, the Covid-19 pandemic which lasted from the beginning of 2019 until now has made the number of tourists in Central Java decrease. The city of Purwokerto is a city that is geographically located right under the foot of Mount Slamet which makes the city have a fairly cool and still fresh air. Purwokerto has a number of tourist attractions that offer natural beauty that makes this city even more interesting to visit. However, not a few tourists who visit the City of Purwokerto have difficulty in getting information about tourist attractions. Therefore, the "Purwokerto Object Information Application Based on Interactive Multimedia" was built to convey information to the public about tourism in Purwokerto as well as a form of promotion of tourism objects in Purwokerto. The method used in designing this interactive multimedia-based information application is themethod Waterfall. Keyword: information, multimedia, interactive, Purwokerto, tour
SISTEM INFORMASI PENGENALAN HEWAN BERDASARKAN JENIS MAKANAN BERBASIS MULTIMEDIA INTERAKTIF Nugraha, Maulana Faridzal Eka; Rostina, Rostina; Kisviantari, Rizkyna Sekar; Rahayu, Trisna Kenti; Febriliana, Miranda Dwi; Fahrezy, Fiqry Fahmy Dwe; Aldo, Dasril
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.361

Abstract

In the current millennial era, technology has developed very rapidly. These developments affect the process of teaching and learning activities, especially elementary schools in terms of the method of delivering material. There are still many schools whose learning methods use blackboards, books, and markers in providing examples of images to their students. Therefore, the quality of the knowledge taught tends to be boring and difficult for students to absorb because the media used by the teacher is less attractive. Many studies have been carried out in the development of interactive multimedia by Kiki Firmantoro, et al (2016), Adi Fitria (2019), Sembiring et al (2018). Based on existing research and development, in this research an interactive learning animation is designed that has a novelty, namely the introduction of animals based on the type of food using the macromedia flash application. This development is equipped with animations such as buttons to connect slides and produce sound effects that are expected to attract children's learning interest. Keywords : interactive multimedia, animal introduction, animation
SISTEM INFORMASI PENGENALAN DAN PENANGGULANGAN NARKOBA BERBASIS MEDIA MULTIMEDIA INTERAKTIF Purnomo, Gigih Attayauban; Maulana, Fajar; Amanah, Farah Sofiatul Nur; Ardi, Ahmad Riau; Aldo, Dasril
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.362

Abstract

Di masa sekarang di mana informasi semakin mudah didapatkan, semestinya kesadaran masyarakat akan bahaya narkoba semakin meningkat, namun data dilapangan tidak memberikan hasil demikian. Masih kerap ditemui pengguna narkoba di masa sekarang. Berdasarkan masalah tersebut dibuatlah penelitian ini dimana bertujuan untuk meningkatkan kesadaran masyarakat akan pentingnya mengetahui apa itu narkoba, efek yang disebabkannya apabila disalah gunakan serta bagaimana cara mencegah penyalahgunaannya. Penelitian ini dilaksanakan dengan mengumpulkan data-data yang mendukung penelitian seperti artikel dan buku, kemudian data-data yang telah didapatkan diatur dan dirangkai sedemikian rupa sehingga pengguna program ini, dapat dengan mudah memahami isi program. Setelah itu, data-data tersebut digunakan untuk membuat media interaktif sehingga dapat menarik perhatian audience. Hasil dari penelitian ini berupa sebuah media interaktif yang berisi informasi tentang narkoba, cara penggunaan narkoba yang benar, serta penanggulangan penyalahgunaan narkoba. Kata kunci : Multimedia, Interaktif, Narkoba
SISTEM INFORMASI PENYAKIT PADA TUMBUHAN BERBASIS MULTIMEDIA INTERAKTIF Larasae, Dewi; Pratama, Farhan Yudha; Hammam, Nizar Dhafirul; Hutama, Iqbal Yoga; Prasetyo, Deni; Aldo, Dasril
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.363

Abstract

Penelitian ini bertujuan untuk memperkenalkan simulasi mengenai sistem informasi yang menyerang pada tumbuhan. Sistem informasi ini ditujukan untuk semua kalangan masyarakat agar paham mengenai jenis-jenis penyakit pada tanaman melauli edukasi animasi terkini. Dengan adanya animasi yang akan dibuat dengan bantuan software macromedia Flash sehingga masyarakat dapat melihat tanamanannya terjangkit jenis-jenis penyakit yang mengakibatkan tunaman cepat mati.Sistem informasi penyakit pada tumbuhan yang berbasis multimedia ini sudah dilakukan dengan menggunakan uji coba sehingga dapat meningkatkan motivasi para pecinta tanaman agar lebih efektif lagi dalam perawat tanaman. Implementasi pembelajaran dpat dijadikan sebagai referensi oleh semua kalangan karena tayangan aniamsi yang di tampilkan menarik, kreatif dan mudah untuk dipahami. Kata Kunci: Penyakit tanaman , Sistem Informasi, Edukasi, Multimedia Interaktif
SISTEM INFORMASI PENYAKIT PADA IKAN HIAS BERBASIS MULTIMEDIA INTERAKTIF Sinurat, Kristina Natasia; Lestari, Diah Ayu; Hikmah, Nurul; Abdillah, Alifia Dhia; Saputri, Sekar Isnaeni Nurul; Islam, Melinta Nurul; Aldo, Dasril
JURSIMA Vol 10 No 1 (2022): Jursima Vol. 10 No. 1, April Tahun 2022
Publisher : INSTITUT TEKNOLOGI DAN BISNIS INDOBARU NASIONAL

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.47024/js.v10i1.364

Abstract

Perkembangan teknologi multimedia dan penerapanya di bidang pembelajaran memberikan kemudahan dalam menampung informasi dan data. Saat ini peminat budidaya ikan hias semakin meningkat, namun tidak semua mengalami keberhasilan dalam memelihara ikan hias salah satunya karena faktor penyakit yang menyerang dan juga kurangnya edukasi masyarakat mengenai penyakit pada ikan hias. Pemanfaatan multimedia interaktif sangat cocok digunakan untuk memberikan informasi kepada masyarakat dalam bentuk animasi. Penelitian ini dilatarbelakangi oleh belum adanya media penyampaian mengenai jenis-jenis penyakit pada ikan hias secara interaktif. Maka dari itu tujuan dari penelitian ini untuk memberikan edukasi kepada masyarakat mengenai macam-macam penyakit pada ikan hias, ciri-ciri, dan juga cara mengobatinya dengan mengembangkan animasi multimedia pembelajaran secara interaktif berbasis software macromedia flash 8. Penelitian ini akan menggunakan metode Research and Development (R&D). Hasil penelitian berupa Sistem Infomasi Penyakit Pada Ikan Hias Berbasis Multimedia Interaktif yang terdiri dari berbagai penjelasan penyakit pada ikan hias. Kata Kunci: Multimedia Interaktif, Ikan Hias, Animasi Ikan Hias.

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