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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
SISTEM INFORMASI PENGENALAN NEW NORMAL LIFE BERBASIS MULTIMEDIA INTERAKTIF Gustiwa, Risang Abdurrahman; Saragih, Lorance; Riyani, Annisa Defitriana; Yunita, Salsabila Firda; 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.v10i1.366

Abstract

Sudah hampir 2 tahun Pandemi Covid-19 menyerang dunia, tak terkecuali Indonesia. Berbagai kalangan merasakan dampaknya, mulai dari bekerja, beribadah dan sekolah dari rumah, ditutupnya tempat wisata, dilarang mudik dan berkerumun serta tidak dibolehkan makan di tempat umum. Namun kita semua tidak bisa terlalu lama berdiam diri di rumah, sehingga perlu menerapkan pola hidup baru. Pada penelitian ini penulis mengumpulkan data-data pendukung baik dalam bentuk dokumen seperti jurnal maupun gambar yang berhubungan dengan New Normal Life serta multimedia interaktif. Metode yang dilakukan adalah analisis deskriptif kualitatif, dimana penulis mengolah serta menganalisis dari hasil kumpulan data-data pendukung kemudian dikemas dalam bentuk animasi multimedia interaktif. Dari penelitian ini animasi interaktif yang dihasilkan berisi informasi mengenai New Normal Life, aturan yang diterapkan, perlengkapan yang dibutuhkan serta peta sebaran penduduk Indonesia yang sudah melakukan vaksinasi menggunakan aplikasi Macromedia flash 8. Sehingga dapat disimpulkan bahwa perlunya edukasi bagi berbagai kalangan mengenai penerapan pola hidup baru (New Normal Life) dalam melakukan berbagai aktivitas secara normal demi mencegah penularan virus covid-19.
PENGEMBANGAN MULTIMEDIA INTERAKTIF UNTUK MEMBERIKAN INFORMASI PENYAKIT KANKER Arifin, Ahmad Rijal; Aziz, Ahun Ismi; Fadhilatus Salamah, Khanif Rahmah; Affiyanti, Rakhma Yuli; Ardanu, Riski Fitria; 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.v10i1.369

Abstract

Masyarakat Indonesia belum memiliki program media interaktif yang memungkinkan mereka mengakses informasi kesehatan tentang kanker dan penyakit lainnya. Hal ini membuat masyarakat kurang mendapat informasi tentang kanker, sehingga kurangnya kesadaran masyarakat yang menyebabkan mereka tidak mencegah kanker ini. penelitian ini bertujuan untuk membuat aplikasi interaktif untuk memberikan informasi tentang kanker. Membuat media pembelajaran menggunakan alat Macromedia Flash untuk merancang objek dan dapat melengkapi audio untuk menyediakan suara pada aplikasi tersebut. Aplikasi yang dihasilkan merupakan media interaktif informasi kanker lengkap dengan animasi serta gambar oleh karenanya pembelajaran menjadi lebih asik. Melalui aplikasi ini berharap kesadaran masyarakat meningkat akan penyakit kanker, sehingga dapat dihindari atau dicegah. Metode yang digunakan di penelitian ini adalah model multimedia yang dikembangkan oleh Luther yang dikenal dengan model produk pembelajaran berbantuan computer, terdapat tahapanya seperti tahap concept, design, material collecting, assembly, testing, dan distribution Kata Kunci: Media Interaktif, Animasi, Macromedia Flash, Kanker, Pembelajaran
SOCIAL ISOLATION AND ACCEPTANCE OF E-LEARNING IN THE TIME OF COVID-19 PANDEMIC Aprilia, Weri; Winarno, Wing Wahyu
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.v10i2.370

Abstract

The COVID-19 pandemic has led to social distancing. However, with the help of technology, the education world can get through this difficult time through virtual learning methods (e-learning). The aim of this study was to show how well the UTAU framework explains the behavioral drivers of e-learning system use by adding relevant variables, namely the moderating effects of social isolation and corona fear. This study takes accounting students as a sample and adopts a targeted sampling method. The sample size is 203 respondents, but eligible individuals can only process 195 samples. This study uses a quantitative method using the data analysis technique of SEM-PLS by WarpPLS 7.0 software. The results of the study showed that the variables of PE, SI, FC and Social Isolation are proven to have an effect on the intention to use e-learning among accounting students. Meanwhile, the EE variable was not proven to be supported as the effect on the intention to use e-learning. The results of the Corona Fear modification as a moderating variable has been shown to strengthen the relationship between PE, EE, and FC variables on intention to use e-learning.
PEMANFAATAN LMS DI ERA PANDEMI PADA STUDI KASUS SMAN 1 BANJARAN Rachman, Hefi Harpiyah; Al Qadr Saleh, Muhamad Prakarsa
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.v10i1.372

Abstract

Changes in the provision in learning activities in schools in the current pandemic conditions cause schools in Indonesia to apply learn from home one of them in SMAN 1 Banjaran which was originally the learning process carried out in schools to be online. This causes the school to use technology in learning. This research aims to explain the use of learning management system (LMS) as one of the media used in e-learning learning in the era of the Covid-19 pandemic. The method used in this research is literature studies because data is drawn from various relevant references such as in books and research journals. Learning management system is used as a platform in e-learning created. The programming language used is PHP using HTML, CSS with MySQL as a database. Development methods are used using Unifield Modeling Language (UML). The results of research conducted in the creation of e-learning by utilizing this learning management system can provide ease of online learning in the current Covid-19 pandemic era. The results of the study found that teachers and students can do learning through this LMS-based e-learning well.
PERANCANGAN APLIKASI PENJUALAN UNTUK UMKM PADA MASA PANDEMI COVID-19 DAN NEW NORMAL Syahroni, Abd Wahab; Ustman, Ustman; Ramadhani, Nilam
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.v10i1.375

Abstract

The implementation of social distancing in Pamekasan Regency as an action to prevent the spread of the COVID-19 virus has caused changes in the way people shop. The use of technology needs to be utilized by both the community and MSME actors so that buying and selling transactions can continue as usual. Basically, online buying and selling transactions are not new anymore, unfortunately ASLMART Minimarket MSMEs do not yet have an online sales application. This study intends to design an online sales application based on the problems that exist in the ASLMART Minimarket. Waterfall is used as a software development method, testing application functionality using the blackbox method. This research produces a responsive web-based sales application and is expected to be implemented to help increase sales transactions at the ASLMART Minimarket during the pandemic and new normal.
The Mobile E-Commerce Pada Penjualan Dan Promosi Produk Umkm Di Kedai Pizza Joeragan Tembilahan Prasetyo, Dwi Yuli; Yunita, Fitri
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.v10i1.376

Abstract

Abstrak Di era perkembangan teknologi dan informasi 4.0 yang cukup pesat saat ini, sangat berpengaruh cukup besar hampir di semua bidang, salah satunya di bidang penjualan. Salah satu bidang usaha yang cukup dominan yang dijalankan oleh pelaku usaha adalah UMKM (Usaha Mikro Kecil dan Menegah). Namun, UMKM memiliki tantangan yang dihadapi dalam persaingan bisnis digitalisasi. E-Commerce merupakan bagian dari teknologi informasi yang digunakan untuk penjualan. Dalam upaya untuk peningkatan penjualan pada UMKM Kedai Pizza Joeragan Tembilahan diperlukan peran teknologi informasi berupa Web E-Commerce. Penelitian ini bertujuan untuk pembuatan aplikasi jual beli secara online (E-Commerce) yang dapat memberikan kemudahan kepada penjual maupun pembeli dalam proses transaksi jual beli tersebut dapat berjalan dengan lancar meski dilakukan tidak tatap muka atau secara langsung. Penelitian ini dilakukan dengan teknik pengumpulan data yaitu observasi, wawancara, dan studi literatur serta tahapan pengembangan sistem yang menggunakan metode waterfall. Metode ini terdiri dari lima urutan yaitu analisa, desain, implementasi, pengujian, dan pemeliharaan. Hasil dari penelitian ini berupa aplikasi yang dapat membantu pemilik dari UMKM Kedai Pizza Joeragan Tembilahan dalam melakukan transaksi jual beli kepada konsumen tanpa harus datang kelokasi penjualan dan memudahkan konsumen dalam komunikasi langsung via WhatsApp dengan penjual atau admin toko. Keywords: e-commerce, UMKM, website, waterfall, pizza
ALGORITMA K-MEDOIDS UNTUK MENENTUKAN CLUSTERING DATA COVID 19 DI DKI JAKARTA Samudi, Samudi; Widodo, Slamet; Brawijaya, Herlambang
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.v10i1.380

Abstract

Technology currently plays a very important role in supporting all information circulating in the community, various things such as conveying information about a developing covid 19 virus, Covid 19 data sets which can currently be opened in open data owned by the DKI provincial government. Jakarta is very helpful for researchers to examine the development of this information. From the available data, the researchers took research on grouping Covid data from data treated, died, self-isolated, and recovered, from a data set of about 28,036 we processed it into 267 testing data. With the K-Medoids Algorithm, researchers conducted research that would be made into several clusters, because this algorithm can approach an object in conducting research. The results of this study were obtained into 3 clusters with 85 items in the zero cluster, 123 items in the first cluster, and 59 items in cluster 2. It can be seen that the results of the study for the healing rate of COVID patients are very much improved which is depicted in the centroid plot view.
PENGEMBANGAN MEDIA PEMBELAJARAN INTERAKTIF PADA MATERI PENDIDIKAN AGAMA ISLAM BERBASIS ANDROID UNTUK KELAS 4 SEKOLAH DASAR Faturany, Roni; Hayati, Umi; Basysyar, Fadhil Muhammad
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.v10i1.381

Abstract

The purpose of this study is to create an interactive learning medium based on Android. using Adobe flash cs6 to support learning in the current pandemic era. The development model used is the ADDIE model. There are four stages of the ADDIE development procedure, namely Analysis, Design, Development, Implementation, and Evaluation, this method is to produce and develop tested and empirical products. Lack of knowledge and use of technology makes elementary school students when doing learning from many who are lazy, causing a decrease in the achievement value of these students. So we need this Android-based interactive learning media to increase the spirit of learning in this pandemic era. This study aims to develop interactive learning media on Android-based Islamic religious education to keep students' values ??stable in Islamic religious education subjects. The results of this study are expected to be used by SD Negeri 2 Patuanan for learning media during the pandemic and continue to improve students to study hard. Keywords: Islamic religious education, Covid 19, Interactive Learning Media
SISTEM INFORMASI E-LEARNING BERBASIS ANDROID UNTUK TINGKAT SEKOLAH DASAR (STUDI KASUS : SDI AL-HADIRIYAH) Ir.M.MSI, Fajar Masya; Yanto, Selamet Nur; Muzanil, Yosie Abdul
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.v10i2.388

Abstract

PERANCANGAN SISTEM INFORMASI RETENSI REKAM MEDIS MENGGUNAKAN VISUAL BASIC.NET 2010 DI RSAU SALAMUN Palapessy, Dwita Valensya; Siahaya, Welmina M.; Hidayati, Meira; Faza, Riky
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.v10i1.389

Abstract

The research conducted was motivated by retention activities in the hospital dr. M.Salamun where the activity is still used manually by way of officers sorting one by one medical records files that will be destroyed. The retention process that is done affects the performance of the officers because it requires energy and a long time. This research aims to create a retention information system so that it will greatly help medical records officers in processing medical records that will be destroyed and make retention reports. This research uses qualitative methods with descriptive approaches and for development methods used, namely waterfall methods with stages of system needs analysis, design, code, testing and maintenance. Observations, interviews and literature studies are conducted to collect data. For the software design stage starting from the flowmap creation stage, Data Flow Diagram level 0, Entity Relationship Diagram. Visual basic.Net is the programming language used while for databases using Microsoft access. The results of the research conducted showed that the retention information system created can make it easier for medical record personnel to sort out active and inactive medical records. This information system is also becoming more well integrated and effective and efficient.